Difference between revisions of "Diablo Monsters"

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(Monster Resistances)
(Monster Attack Type)
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==Monster Attack Type==
 
==Monster Attack Type==
  
Monsters are divided into different types, and each type has its own AI for movement, attacking, retreating, and so forth. These types are not specifically defined by the game, but are easy to envision if you've played a fair amount. Players just "know" how skeletons, or goat men, or drakes, behave. This table lists which monsters use which type of AI, and since there are fewer types of AI than there are monsters, some monsters use the AI of another creature.  Monsters with the same behavior type may still differ; some spell-casters move the same, but use different spells which changes the feel of the battle; Diablo uses the AI of a Magma Demon, for instance. Monster behavior changes with distance; Balrogs behave like Skeletons until they are within 3 squares of a character.
+
Monsters are divided into different types, and each type has its own AI for movement, attacking, retreating, and so forth. These types are not specifically defined by the game, but are easy to envision if you've played a fair amount. Players just "know" how skeletons, or goat men, or vipers, etc, behave. This table lists which monsters use which type of AI, and since there are fewer types of AI than there are monsters, some monsters use the AI of another creature.  Monsters with the same behavior type may still differ; some spell-casters move the same, but use different spells which changes the feel of the battle; Diablo uses the AI of a Magma Demon, for instance. Monster behavior changes with distance; Balrogs behave like Skeletons until they are within 3 squares of a character.
  
 
* Monster behavior does not change with difficulty level.
 
* Monster behavior does not change with difficulty level.
 
* All monsters of the same type use the same behavior, though their IntF rating affects how quickly they react to stimuli. IntF is listed on the individual monster and boss pages.
 
* All monsters of the same type use the same behavior, though their IntF rating affects how quickly they react to stimuli. IntF is listed on the individual monster and boss pages.
* Some boss monsters use the behavior of a different type of monster. Those are listed on the individual [[D1 Superuniques|SuperUnique pages]].
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* Some boss monsters use the behavior of a different type of monster which can substantially change their behavior (adding charging behavior, for instance). Those are listed on the individual [[D1 Superuniques|SuperUnique pages]].
 
** The minions of a boss monster use the same behavior as their boss. Even when it's different than their usual type behavior.
 
** The minions of a boss monster use the same behavior as their boss. Even when it's different than their usual type behavior.
 
* All Hellfire monsters use the behavior type as one of the Diablo monsters. (Usually skeleton, which is why most Hellfire monsters seem pretty boring with their default "walk straight at the enemy" movement.)
 
* All Hellfire monsters use the behavior type as one of the Diablo monsters. (Usually skeleton, which is why most Hellfire monsters seem pretty boring with their default "walk straight at the enemy" movement.)
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===Diablo Monsters===
 +
 +
Monsters found in Diablo and Hellfire.
  
 
{| border="3"
 
{| border="3"
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! Attack Type
 
! Attack Type
 
|-
 
|-
 +
| [[Zombie]]s
 
| Zombies
 
| Zombies
| Zombies
+
| [[Horned Demon]]s
| The Shredded
+
| Horned Demon
| Skeleton
 
 
|-
 
|-
| Fallen One, Spear
+
| [[Fallen One|Fallen One, Spear]]
 
| Fallen One
 
| Fallen One
| Felltwin
+
| [[Spitting Terror]]s
| Skeleton
+
| Spit
 
|-
 
|-
| Fallen One, sword
+
| [[Fallen One|Fallen One, sword]]
 
| Fallen One
 
| Fallen One
| Hellboar
+
| [[Lightning Demon]]s
| Skeleton
+
| Magma Demon
 
|-
 
|-
 +
| [[Skeleton]]s
 
| Skeletons
 
| Skeletons
| Skeletons
+
| [[Balrog]]s
| Hork Spawn
+
| Balrog
| Skeleton
 
 
|-
 
|-
| Skeleton Archers
+
| [[Skeleton Archer]]s
 
| Skeleton Archer
 
| Skeleton Archer
| Stinger
+
| [[Viper]]s
| Skeleton
+
| Viper
 
|-
 
|-
| Skeleton Captain
+
| [[Skeleton Captain]]s
 
| Skeletons
 
| Skeletons
| Venomtail
+
| [[Succubus|Succubi]]
| Skeleton
+
| Goat Archer
 
|-
 
|-
| Scavengers
+
| [[Scavenger]]s
 
| Scavenger
 
| Scavenger
| Psychorb
+
| [[Knight]]s
| Goat Archer
+
| Skeleton
 
|-
 
|-
| Winged Fiends
+
| [[Winged Fiend]]s
 
| Winged Fiend
 
| Winged Fiend
| Necromorb
+
| [[Mage]]s
| Goat Archer
+
| Mage
 
|-
 
|-
| The Hiddens
+
| [[Hidden|The Hidden]]s
 
| Hidden
 
| Hidden
| Arachnon
+
| align="center" | --
| Skeleton
+
| align="center" | --
 
|-
 
|-
| Goat Men
+
| [[Goat Men]]
 
| Goat Man
 
| Goat Man
| Spider Lord
+
| [[D1 Spellbooks#Golem|Golem]] (The spell.)
| Spit
+
| Golem
 
|-
 
|-
| Goat Men Archers
+
| [[Goat Men Archer]]s
 
| Goat Archer
 
| Goat Archer
| Lashworm
+
| [[Butcher|The Butcher]]
| Skeleton
+
| Butcher
 
|-
 
|-
| Overlords
+
| [[Overlord]]s
 
| Overlord
 
| Overlord
| Torchant
+
| [[King Leoric|Skeleton King]]
| Goat Archer
+
| Skeleton King
 
|-
 
|-
| Gargoyles
+
| [[Gargoyl]]s
 
| Gargoyle
 
| Gargoyle
| Gravedigger
+
| [[D1 Diablo|Diablo]]
| Scavenger
+
| Magma Demon
 
|-
 
|-
| Magma Demons
+
| [[Magma Demon]]s
 
| Magma Demon
 
| Magma Demon
| Tomb Rat
+
|}
| Skeleton
+
 
 +
 
 +
===Hellfire Monsters===
 +
Monsters found only in Hellfire. There are no changes to the AI of Diablo monsters in Hellfire.
 +
 
 +
{| border="3"
 +
! Monster Type
 +
! Attack Type
 +
! Monster Type
 +
! Attack Type
 
|-
 
|-
| Horned Demons
+
| [[Shredded|The Shredded]]
| Horned Demon
 
| Devil Kin Brute
 
 
| Skeleton
 
| Skeleton
|-
+
| [[Firebat]]
| Spitting Terrors
 
| Spit
 
| Firebat
 
 
| Goat Archer
 
| Goat Archer
 
|-
 
|-
| Lightning Demons
+
| [[Felltwin]]
| Magma Demon
+
| Skeleton
| Hellbat
+
| [[Firebat|Hellbat]]
 
| Goat Archer
 
| Goat Archer
 
|-
 
|-
| Balrogs
+
| [[Hellboar]]
| Balrog
+
| Skeleton
| Skullwing
+
| [[Skullwing]]
 
| Skeleton
 
| Skeleton
 
|-
 
|-
| Vipers
+
| [[Hork Spawn]]
| Viper
+
| Skeleton
| Bone Demon
+
| [[Skullwing|Bone Demon]]
 
| Magma Demon
 
| Magma Demon
 
|-
 
|-
| Succubi
+
| [[Stinger]]
| Goat Archer
+
| Skeleton
| Lich
+
| [[Lich]]
 
| Goat Archer
 
| Goat Archer
 
|-
 
|-
| Knights
+
| [[Stinger|Venomtail]]
 
| Skeleton
 
| Skeleton
| Arch Lich
+
| [[Lich|Arch Lich]]
 
| Goat Archer
 
| Goat Archer
 
|-
 
|-
| Mages
+
| [[Psychorb]]
| Mage
+
| Goat Archer
| Satyr Lord
+
| [[Satyr Lord]]
 
| Skeleton
 
| Skeleton
 
|-
 
|-
| align="center" | --
+
| [[Psychorb|Necromorb]]
| align="center" | --
+
| Goat Archer
| Crypt Demon
+
| [[Crypt Demon]]
 
| Skeleton
 
| Skeleton
 
|-
 
|-
| Golem
+
| [[Arachnon]]
| Golem
+
| Skeleton
| Biclops
+
| [[Biclops]]
 
| Skeleton
 
| Skeleton
 
|-
 
|-
| The Butcher
+
| [[Arachnon|Spider Lord]]
| Butcher
+
| Spit
| Flesh Thing
+
| [[Flesh Thing]]
 
| Skeleton
 
| Skeleton
 
|-
 
|-
| Skeleton King
+
| [[Lashworm]]
| Skeleton King
+
| Skeleton
| Reaper
+
| [[Reaper]]
 
| Skeleton
 
| Skeleton
 
|-
 
|-
| Diablo
+
| [[Torchant]]
| Magma Demon
+
| Goat Archer
| Hork Demon
+
| align="center" | --
 +
| align="center" | --
 +
|-
 +
| [[Gravedigger]]
 +
| Scavenger
 +
| [[Hork Demon|The Hork Demon]]
 
| Skeleton
 
| Skeleton
 
|-
 
|-
| align="center" | ---
+
| [[Tomb Rat]]
| align="center" | --
+
| Skeleton
| The Defiler
+
| [[Defiler|The Defiler]]
 
| Skeleton
 
| Skeleton
 
|-
 
|-
| align="center" | --
+
| [[Devil Kin Brute]]
| align="center" | --
+
| Skeleton
| Na-Krul
+
| [[Na-Krul]]
 
| Skeleton
 
| Skeleton
 
|}
 
|}
 +
 +
  
  

Revision as of 16:31, 10 February 2009

This page houses general information about the monsters in Diablo and Hellfire. Click to the individual monster pages for full stats and images, along with some strategy and other tidbits. See chapter 5 in Jarulf's Guide for even more detailed formulae than this wiki provides.


Monster Type

Monsters in Diablo and Hellfire are divided into three types: Animals, Demons, and Undead. The type of a given monster is generally easy to tell in Diablo, though the lines are more blurred in Hellfire's bestiary. Generally speaking, Undead are skeletons and zombies, Animals are lower life forms like scavengers, bats, goatmen, etc, and Demons are the more advanced humanoid enemies like Knights and Mages. The monster type is listed on every individual monster page and every boss page, since it matters what they are. These different types are not just the answers to trivia questions either, a monster's type has a considerable effect on how much damage it takes from different types of melee weapons.

Weapon Type Animals Demons Undead
Swords 150% damage 100% damage 50% damage
Clubs 50% damage 100% damage 150% damage
Axes/Bows/Staves/Hands/Feet/Magic 100% damage 100% damage 100% damage

Monster type also determines if a monster will take damage from the spell Holy Bolt. Only undead monsters (and Diablo) take damage from it; other monsters can not be touched at all by the spell. Also, some weapons (mostly Uniques) have higher AC or deal bonus damage against one type of monster. For instance,Bloodslayer, the unique broad axe, deals 200% damage to Demons.

To summarize: swords deal 50% bonus damage to Animals and have a 50% penalty against Undead. Blunts are just the opposite. Both deal 100% damage to Demons. In effect this favors swords, since there are no Undead found past the Catacombs (Dlvl 5-8) in Diablo. The Caves are about evenly divided between Animals and Demons, and then Hell is almost entirely Demons (with one or two Animals). Since swords do higher base damage to begin with, the fact that they have an additional bonus to Animals, and that there aren't any Undead later in the game (in Diablo) makes Swords a much better long term choice. Blunts are a better choice early on though, especially against large packs of undead, such as the Skeleton King's.

This is not the case in Hellfire, since the monsters in the Hive and Crypt are (roughly) divided between the three monster types. However, since this means that the monster type bonuses even out, and since the bastard sword has the highest base melee damage of any one-handed weapon, swords are still king. (Assuming the modifiers on the weapons are roughly equivalent.)

Since Axes, Bows, Staves, and all spells (save for Holy Bolt) deal 100% damage to everything, this distinction is largely irrelevant to Monks, Rogues, Barbarians, and Sorcerers.

Hover Information

Flesh Thing stats revealed at 15 and 30 kills.

Monsters in Diablo and Hellfire immediately display their names when hovered on, and the game keeps track of how many of that monster you have killed in that game. (The counter will run for multiple games in the same multiplayer play session.) Information about their resistances and immunities is displayed once you have 15 kills, and after 30 kills you are shown the hit points for that monster type.

Incidentally, the resistances and immunities are correctly displayed, but the hit points are only approximate, and are considerably inaccurate on Nightmare and Hell, thanks to various bugs in the way the game adds extra hit points for higher difficulty levels. The basic problem is that the hit points displayed are pulled from one data table, but it's not the same data as that which the game actually uses to create the monsters. The actual, accurate, hit points are displayed in the tables on the various monster pages in this wiki.


Monster Resistances

Monster resistances in Diablo and Hellfire come in only three values. 0%, 75%, or 100%/immune. Monsters who do not display a resistance have no resistance and take the full elemental damage. (The damage listed on many spell hovers is inaccurate. See the Spells and Spellbooks page for the actual damage done by every spell in the game.)

Monsters that list a resistance always have 75% resistance to that element. There are no spells or item properties that lower resistances in Diablo or Hellfire. (Wait for Diablo II for those.)

Monsters that are immune to spells take no damage from that type of element, and will not even be touched by it. A fire immune monster won't be hit by or notice fire damage of any type, will walk straight through a Firewall, etc. This can be used to your advantage in some cases; players can shoot lightning or fire into a room and draw out all the non-immune monsters, while the immune ones remain quiescent.

Holy Bolt will only damage Undead monsters, and Diablo himself. These monsters do not resist this spell in Diablo. In Hellfire, Diablo and Skullwing demons resist Holy Bolt. (At 75%, of course.)

No monsters in Diablo have any resistance to physical damage, so melee weapons and arrows (not counting the elemental damage found on some weapons) will almost always deal 100% damage to their target. (Exceptions include weapons that deal 200% damage to Demons or Undead and the weapon bonuses/penalties on swords and blunts vs. undead and animals.)

Monster Attack Type

Monsters are divided into different types, and each type has its own AI for movement, attacking, retreating, and so forth. These types are not specifically defined by the game, but are easy to envision if you've played a fair amount. Players just "know" how skeletons, or goat men, or vipers, etc, behave. This table lists which monsters use which type of AI, and since there are fewer types of AI than there are monsters, some monsters use the AI of another creature. Monsters with the same behavior type may still differ; some spell-casters move the same, but use different spells which changes the feel of the battle; Diablo uses the AI of a Magma Demon, for instance. Monster behavior changes with distance; Balrogs behave like Skeletons until they are within 3 squares of a character.

  • Monster behavior does not change with difficulty level.
  • All monsters of the same type use the same behavior, though their IntF rating affects how quickly they react to stimuli. IntF is listed on the individual monster and boss pages.
  • Some boss monsters use the behavior of a different type of monster which can substantially change their behavior (adding charging behavior, for instance). Those are listed on the individual SuperUnique pages.
    • The minions of a boss monster use the same behavior as their boss. Even when it's different than their usual type behavior.
  • All Hellfire monsters use the behavior type as one of the Diablo monsters. (Usually skeleton, which is why most Hellfire monsters seem pretty boring with their default "walk straight at the enemy" movement.)

Diablo Monsters

Monsters found in Diablo and Hellfire.

Diablo Monsters
Hellfire Monsters
Monster Type Attack Type Monster Type Attack Type
Zombies Zombies Horned Demons Horned Demon
Fallen One, Spear Fallen One Spitting Terrors Spit
Fallen One, sword Fallen One Lightning Demons Magma Demon
Skeletons Skeletons Balrogs Balrog
Skeleton Archers Skeleton Archer Vipers Viper
Skeleton Captains Skeletons Succubi Goat Archer
Scavengers Scavenger Knights Skeleton
Winged Fiends Winged Fiend Mages Mage
The Hiddens Hidden -- --
Goat Men Goat Man Golem (The spell.) Golem
Goat Men Archers Goat Archer The Butcher Butcher
Overlords Overlord Skeleton King Skeleton King
Gargoyls Gargoyle Diablo Magma Demon
Magma Demons Magma Demon


Hellfire Monsters

Monsters found only in Hellfire. There are no changes to the AI of Diablo monsters in Hellfire.

Monster Type Attack Type Monster Type Attack Type
The Shredded Skeleton Firebat Goat Archer
Felltwin Skeleton Hellbat Goat Archer
Hellboar Skeleton Skullwing Skeleton
Hork Spawn Skeleton Bone Demon Magma Demon
Stinger Skeleton Lich Goat Archer
Venomtail Skeleton Arch Lich Goat Archer
Psychorb Goat Archer Satyr Lord Skeleton
Necromorb Goat Archer Crypt Demon Skeleton
Arachnon Skeleton Biclops Skeleton
Spider Lord Spit Flesh Thing Skeleton
Lashworm Skeleton Reaper Skeleton
Torchant Goat Archer -- --
Gravedigger Scavenger The Hork Demon Skeleton
Tomb Rat Skeleton The Defiler Skeleton
Devil Kin Brute Skeleton Na-Krul Skeleton




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Diablo I Monsters [e] Hellfire Monsters Special Monsters Diablo Monster Info
Animals:

Undead:

Demons:

The Hive

The Crypt

In Diablo:

In Hellfire


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Diablo and Hellfire Navigation -- Diablo Basics [e]

Uniques

Base Items

Miscellaneous Items

Characters

Other Essentials