Difference between revisions of "Monsters"

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The gameplay of Diablo II is built on the backs of thousands of slaughter monsters, and if these guys ween't fun to look at, fight with, and massacre, the game wouldn't be any fun. Fortunately, the  various demons, beasties, and undead enemies in Diablo II are quite enjoyable, and profitable, to work over.
 
The gameplay of Diablo II is built on the backs of thousands of slaughter monsters, and if these guys ween't fun to look at, fight with, and massacre, the game wouldn't be any fun. Fortunately, the  various demons, beasties, and undead enemies in Diablo II are quite enjoyable, and profitable, to work over.
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 +
 +
=General Monster Information=
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 +
Basic facts and properties of monsters in Diablo II. See other pages in this category for more detailed discussions of how monsters vary.
 +
 +
==Hover Information==
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 +
[[Image:Mon-ismail.jpg|frame]]Basic information is displayed when the cursor hovers over a monster. The monster so selected will appear highlighted to stand out from the other monster. Also, information about the monster will appear at the top center of the screen. This information includes:
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* Monster Class
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* Monster Name (The color of the name indicates the monster type: white is standard, blue is champion, gold is unique or boss.)
 +
* Hit points (red bar, moves to the left as the hit points drop)
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* Immunities (if any) are listed and color coded.
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* The [[Monster Modifiers]] of boss monsters are displayed below the name.
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[[Image:Mon-ancient-kaa-hover.jpg|center|frame]]
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==Multiplayer Changes==
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When more players are in the game, monsters have more hit points, are worth more experience, and are more likely to drop items.  The game calculates these figures when the monster is spawned; when a player moves near enough the monster that it is calculated into existence. Once spawned, monsters retain their initial values whether more players enter or leave the game.
 +
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In patch v1.10 and later, experience and hit points are calculated by the same formula:
 +
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Hit Points/Experience = X * (n + 1) / 2
 +
 +
{|
 +
!Player setting
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!Increase in v1.10+
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|-
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|1
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|100%
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|100%
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|-
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|2
 +
|200%
 +
|150%
 +
|-
 +
|3
 +
|300%
 +
|200%
 +
|-
 +
|4
 +
|400%
 +
|250%
 +
|-
 +
|5
 +
|500%
 +
|300%
 +
|-
 +
|6
 +
|600%
 +
|350%
 +
|-
 +
|7
 +
|700%
 +
|400%
 +
|-
 +
|8
 +
|800%
 +
|450%
 +
|-
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|}
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See the [[Player Settings]] page for far more detail.
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===Players X===
 +
 +
This command works only for single player characters (whether played solo, or in TCP/IP or open Battle.net games). Simply type in "/players x" where the x = the number of players you wish the game to simulate. Players who wish a greater challenge and bigger rewards can use this command to increase monster hit points and experience gains. As of v1.11 players 1-8 are valid options, and the setting can be increased or decreased at any time during the game. Values will not change for monsters once they've spawned.
 +
 +
 +
 +
Monster Level vs Player Level
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Monsters that are a higher level than your Character have an easier time hitting you and you will have a harder time hitting them. You will have an easier time hitting monsters that are a lower level than you, and they will have a harder time hitting you.
 +
 +
Monsters Spells
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Monster spells always hit as do magic (non-arrow/non-javelin) ranged attacks.
 +
 +
Can you list Monsters Spells, Spell Levels, and Damage?
 +
Details on the damages are very hard to get so we will probably not be listing this information.
 +
 +
Monster Type
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Monsters are either Demons, Undead or Animals. Any monster that doesn't say Demon or Undead is considered Animal.
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 +
Immunities
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Some monsters have Immunities to Magic, Physical Damage, Poison Damage and Elemental Damage. This means they have 100% Resistance. A few monsters in Normal Difficulty have Immunities. In Nightmare Difficulty, more monsters have Immunities. In Hell Difficulty almost all Monsters are immune to something.
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How can I damage Physical Immune Monsters as a Melee Character?
 +
Melee characters need to use Magical or Elemental Skills or Weapons with Elemental (Fire/Lightning/Cold) or Poison Damage. Paladins can use Vengeance and Barbarians can use Berserk. You can also use your Hirelings such as Act III Hirelings to help out or rely on other party members. Elemental Damage Charms also work very well. Collect high damage Elemental Charms.
 +
 +
Monster Health Regeneration
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On higher difficulty levels, Monsters regenerate health very quickly. Start a Hell Difficulty game and attack a monster until he's almost dead. Stop attacking him and place your mouse over the Monster to see his Health Bar. Notice his health quickly regenerates if you don't attack him. You can use the magic bonus "Prevent Monster Heal" on weapons to stop monsters from regenerating. It's important to finish monsters off, and to stay on the same target (hold down the mouse button on a monster), so that monsters do not regenerate back to full health while you're not attacking them.
 +
 +
Monsters on Nightmare Difficulty
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On Nightmare Difficulty, Monster Level, hit points, Armor Class, Experience, Damage, Chance to Hit, and Resistances all go up.
 +
 +
Monster skill levels go up +3.
 +
 +
Unique Monsters gain one bonus ability.
 +
 +
Monsters on Hell Difficulty
 +
On Hell Difficulty, Monster Level, hit points, Armor Class, Experience, Damage, Chance to Hit, and Resistances all go up.
 +
 +
Monster skill levels go up +7 in hell.
 +
 +
Unique Monsters gain two bonus abilities.
 +
 +
 +
 +
=Other Information=
  
 
See the [[:category:monsters|Monsters Category]] for links to the individual pages of every monster in the game.
 
See the [[:category:monsters|Monsters Category]] for links to the individual pages of every monster in the game.
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For fun, check out the pages in our [[Monsters archive]], with pre-release info and screenshots from 1997-1999. It's curious to look back and see how much the monsters were moved around during game balancing. Razorbacks in Act One? Fallen and Giant spiders in Act Two? No-delay on Dark Lords casting Meteors?
 
For fun, check out the pages in our [[Monsters archive]], with pre-release info and screenshots from 1997-1999. It's curious to look back and see how much the monsters were moved around during game balancing. Razorbacks in Act One? Fallen and Giant spiders in Act Two? No-delay on Dark Lords casting Meteors?
 +
  
 
[[category:monsters]]
 
[[category:monsters]]

Revision as of 13:45, 13 March 2008

The gameplay of Diablo II is built on the backs of thousands of slaughter monsters, and if these guys ween't fun to look at, fight with, and massacre, the game wouldn't be any fun. Fortunately, the various demons, beasties, and undead enemies in Diablo II are quite enjoyable, and profitable, to work over.


General Monster Information

Basic facts and properties of monsters in Diablo II. See other pages in this category for more detailed discussions of how monsters vary.

Hover Information

Mon-ismail.jpg
Basic information is displayed when the cursor hovers over a monster. The monster so selected will appear highlighted to stand out from the other monster. Also, information about the monster will appear at the top center of the screen. This information includes:
  • Monster Class
  • Monster Name (The color of the name indicates the monster type: white is standard, blue is champion, gold is unique or boss.)
  • Hit points (red bar, moves to the left as the hit points drop)
  • Immunities (if any) are listed and color coded.
  • The Monster Modifiers of boss monsters are displayed below the name.
Mon-ancient-kaa-hover.jpg


Multiplayer Changes

When more players are in the game, monsters have more hit points, are worth more experience, and are more likely to drop items. The game calculates these figures when the monster is spawned; when a player moves near enough the monster that it is calculated into existence. Once spawned, monsters retain their initial values whether more players enter or leave the game.

In patch v1.10 and later, experience and hit points are calculated by the same formula:

Hit Points/Experience = X * (n + 1) / 2

Player setting Increase in v1.10+
1 100% 100%
2 200% 150%
3 300% 200%
4 400% 250%
5 500% 300%
6 600% 350%
7 700% 400%
8 800% 450%

See the Player Settings page for far more detail.

Players X

This command works only for single player characters (whether played solo, or in TCP/IP or open Battle.net games). Simply type in "/players x" where the x = the number of players you wish the game to simulate. Players who wish a greater challenge and bigger rewards can use this command to increase monster hit points and experience gains. As of v1.11 players 1-8 are valid options, and the setting can be increased or decreased at any time during the game. Values will not change for monsters once they've spawned.


Monster Level vs Player Level Monsters that are a higher level than your Character have an easier time hitting you and you will have a harder time hitting them. You will have an easier time hitting monsters that are a lower level than you, and they will have a harder time hitting you.

Monsters Spells Monster spells always hit as do magic (non-arrow/non-javelin) ranged attacks.

Can you list Monsters Spells, Spell Levels, and Damage? Details on the damages are very hard to get so we will probably not be listing this information.

Monster Type Monsters are either Demons, Undead or Animals. Any monster that doesn't say Demon or Undead is considered Animal.

Immunities Some monsters have Immunities to Magic, Physical Damage, Poison Damage and Elemental Damage. This means they have 100% Resistance. A few monsters in Normal Difficulty have Immunities. In Nightmare Difficulty, more monsters have Immunities. In Hell Difficulty almost all Monsters are immune to something.

How can I damage Physical Immune Monsters as a Melee Character? Melee characters need to use Magical or Elemental Skills or Weapons with Elemental (Fire/Lightning/Cold) or Poison Damage. Paladins can use Vengeance and Barbarians can use Berserk. You can also use your Hirelings such as Act III Hirelings to help out or rely on other party members. Elemental Damage Charms also work very well. Collect high damage Elemental Charms.

Monster Health Regeneration On higher difficulty levels, Monsters regenerate health very quickly. Start a Hell Difficulty game and attack a monster until he's almost dead. Stop attacking him and place your mouse over the Monster to see his Health Bar. Notice his health quickly regenerates if you don't attack him. You can use the magic bonus "Prevent Monster Heal" on weapons to stop monsters from regenerating. It's important to finish monsters off, and to stay on the same target (hold down the mouse button on a monster), so that monsters do not regenerate back to full health while you're not attacking them.

Monsters on Nightmare Difficulty On Nightmare Difficulty, Monster Level, hit points, Armor Class, Experience, Damage, Chance to Hit, and Resistances all go up.

Monster skill levels go up +3.

Unique Monsters gain one bonus ability.

Monsters on Hell Difficulty On Hell Difficulty, Monster Level, hit points, Armor Class, Experience, Damage, Chance to Hit, and Resistances all go up.

Monster skill levels go up +7 in hell.

Unique Monsters gain two bonus abilities.


Other Information

See the Monsters Category for links to the individual pages of every monster in the game.

See the Superuniques page for a listing of every special monster in the game.

See the Monster Modifiers page for information about boss monster bonuses like Fire Enchanted, Extra Fast, Aura Enchanted, and all the rest.

For fun, check out the pages in our Monsters archive, with pre-release info and screenshots from 1997-1999. It's curious to look back and see how much the monsters were moved around during game balancing. Razorbacks in Act One? Fallen and Giant spiders in Act Two? No-delay on Dark Lords casting Meteors?