Monster modifier
Monsters change between the difficulties, and bosses spawn with all sorts of interesting properties.
Contents
[hide]Hit points:
Minions: x3 (Normal) x1.75 (Nightmare) x1.5 (Hell) Champion: x3 (Normal) x2.5 (Nightmare) x2 (Hell) Unique: x4 (Normal) x3 (Nightmare) x2 (Hell)
Level:
Champion: +2 Unique: +3
Experience:
Champion: x3 Unique: x5
Champion Monster Bonuses
Champions:
Damage x2 +33-50% Elemental Damage Attack Rating +75% Attack Rate +120% Velocity x2 +20% Speed
Ghostly:
Half Speed About 20% Chance for Cold Damage 50% Physical Resistance
Fanatics:
+100% Speed -70% To Attack Rating
Berserkers:
Damage x4 Attack Rating x4 Hit Points x1.5
Possessed:
Hit Points x12 Can't be Cursed
Unique Monster Bonuses
Boss Properties are semi-randomly generated. Random bosses spawn with 1 random property on normal, 2 on Nightmare, and 3 on Hell. Superuniques generally have one or more fixed properties at all times, and many of them gain an additional random 1 on Nightmare and 2 on Hell. Act Bosses and Uber monsters do not get random properties.
Aura Enchanted
Aura Enchanted Monsters may have the following Auras:
Might (at monlvl/4), Holy Fire (at monlvl/2), Blessed Aim (at monlvl), Holy Freeze (at monlvl/2), Holy Shock (at monlvl/2), Conviction (at monlvl/4), and finally Fanaticism (at monlvl/4)
Cursed
f Unique hits, 50% of the time, an Amplify Damage Curse of (monster level / 4) is cast on attacker.
Cold Enchanted:
Cold Minimum Damage: +66% damage Cold Maximum Damage: +100% damage Cold Length: +20 Chance to Hit: x2 Cold Resist: 75% If dead, launch a Frost Nova of Monster Level.
In Nightmare and Hell, Minions gain +33-50% Cold Damage.
Extra Fast
Unique and Minions get a velocity increase Attack Rate x2 (unique only)
Fire Enchanted
Fire Minimum Damage: +66% damage Fire Maximum Damage: +100% damage Chance to Hit: x2 Fire Resist: 75% If dead, does damage of 75%-100% of max hit points, in a radius of 4 yards.
In Nightmare and Hell, Minions gain +33-50% Fire Damage.
Lightning Enchanted
Lightning Minimum Damage: +66% damage Lightning Maximum Damage: +100% damage Chance to Hit: x2 Lightning Resist: 75% If Monster is hit, a Monster level Charged Bolt is released.
In Nightmare and Hell, Minions gain +33-50% Lightning Damage.
Magic Resistant
Fire Resistance: 40% Lightning Resistance: 40% Cold Resistance: 40%
Mana Burn:
Mana Minimum Damage: +(Minimum Damage x 4) Mana Maximum Damage: +(Maximum Damage x 4) Chance to Hit: x2 Magic Resistance: +20%
Multishot
2 or more missiles of the same type are shot.
Spectral Hit
Spectral hit adds elemental damage to the monster's attack, and adds 20% resistance to all those elements, but only if those resistances are less than 75%.
- Fire Resist: +20%
- Lightning Resistance: +20%
- Cold Resistance: +20%
- Chance to Hit: x2
- One randomly chosen: Fire, Lightning, Magic, Cold, or Poison:
- Element Minimum Hit: +66% damage
- Element Maximum Hit: +100% damage
- In Nightmare and Hell, the boss' minions gain +33-50% damage to one randomly selected element.
Stone Skin
Damage Resist: +50% Defense x2
Extra Strong
Minimum Damage: x2.5 Maximum Damage: x2.5 Chance to Hit: +25% Minions do +75% damage.
Teleport
When (health < 33%) or (ranged monster & someone is close), teleport. Also, if (health < 33%) add some hit points to health.
This property was very difficult to deal with in early versions of Diablo II, since it let monsters regain their full hit points each time they teleported. Battles between low damage characters and high hit point teleporting monsters could go on almost indefinitely. This property was nerfed in subsequent patches and
Some monsters, such as Baal and Uber Izual, will teleport without regaining hit points.
Thief
This property was removed from the game in v1.04. Before then it was most often noted as one of Lord de Seis' pre-set modifiers, as you can see in old screenshots of him. The thief property created a chance for potions to drop from the player's belt whenever the thief boss hit them with a melee or ranged attack. It was an interesting effect, but buggy, and would sometimes cause the game to crash under some circumstances. For instance, when a Barbarian is in mid-Whirlwind, his belt gets red'ed out, and he can not access his belt.