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Monsters change between the difficulties, and bosses spawn with all sorts of interesting properties. | {{Monster navbox}}A '''monster modifier''' is one of the additional special attributes a monster can have, such as being extra strong or fast. Monsters change between the difficulties, and bosses spawn with all sorts of interesting properties. | ||
=Hit points | ==Hit points== | ||
Minions are the monsters that spawn around a boss. They share some properties with the boss (such as Extra Fast and Extra Strong), and are tougher than normal monsters. They also receive considerable bonuses to their hit points, compared to standard monsters of their type. | Minions are the monsters that spawn around a boss. They share some properties with the boss (such as Extra Fast and Extra Strong), and are tougher than normal monsters. They also receive considerable bonuses to their hit points, compared to standard monsters of their type. | ||
* Normal = 3x hit points. | * Normal = 3x hit points. | ||
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=Level= | ==Level== | ||
The level of monsters is factored into the determination of what type and quality of items they can drop, as well as their odds to be hit and to hit characters. | The level of monsters is factored into the determination of what type and quality of items they can drop, as well as their odds to be hit and to hit characters. | ||
* Champions = +2 levels | * Champions = +2 levels | ||
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=Experience | ==Experience== | ||
Champions and randomly-spawning bosses are worth more experience than standard monsters of their type. These bonuses apply to a boss' minions as well. | Champions and randomly-spawning bosses are worth more experience than standard monsters of their type. These bonuses apply to a boss' minions as well. | ||
* Champion: 3x | * Champion: 3x | ||
* Unique: 5x | * Unique: 5x | ||
A variety of different types of Champions were added in D2X. They receive various bonuses to make them tougher than standard monsters of their type. Most champion monsters spawn in bright colors, making them stand out from standard monsters. Ghostly champions are translucent, and are the only type of [[Hell Bovine]] that look any different from all the rest. | ==Champion Monster Bonuses== | ||
A variety of different types of [[Champions]] were added in D2X. They receive various bonuses to make them tougher than standard monsters of their type. Most champion monsters spawn in bright colors, making them stand out from standard monsters. Ghostly champions are translucent, and are the only type of [[Hell Bovine]] that look any different from all the rest. | |||
===Champions=== | |||
* Damage x2 | * Damage x2 | ||
* +33-50% Elemental Damage | * +33-50% Elemental Damage | ||
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* +20% Speed | * +20% Speed | ||
===Ghostly=== | |||
* Half Speed | * Half Speed | ||
* About 20% Chance for Cold Damage | * About 20% Chance for Cold Damage | ||
* | * 80% Physical Resistance | ||
Note: This modifier will set the physical resistance to 80% not increase it by 80%. You may found a "Immune to Physical" ghostly monster but it in fact only has 80% resistance and the description is wrong. | |||
===Fanatics=== | |||
* +100% Speed | * +100% Speed | ||
* -70% To Attack Rating | * -70% To Attack Rating | ||
==Berserkers | ===Berserkers=== | ||
* Damage x4 | * Damage x4 | ||
* Attack Rating x4 | * Attack Rating x4 | ||
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==Possessed | ===Possessed=== | ||
* Hit Points x12 | * Hit Points x12 | ||
* Can't be Cursed | * 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 1 additional on Nightmare and 2 on Hell. Act Bosses and Uber monsters do not get random properties; all their properties are preset, and they all grow more difficult on higher difficulties. | 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 1 additional on Nightmare and 2 on Hell. Act Bosses and Uber monsters do not get random properties; all their properties are preset, and they all grow more difficult on higher difficulties. | ||
==Aura Enchanted== | ===Aura Enchanted=== | ||
Aura Enchanted Monsters may have the following Auras: | Aura Enchanted Monsters may have the following Auras: | ||
Might (at monlvl/ | Might (at monlvl/6), Holy Fire (at monlvl/6), Blessed Aim (at monlvl/5), Holy Freeze (at monlvl/7), Holy Shock (at monlvl/8), Conviction (at monlvl/8), and finally Fanaticism (at monlvl/8). | ||
===Cursed=== | |||
If Unique hits, 50% of the time, an Amplify Damage Curse of (monster level / 4) is cast on attacker. | If Unique hits, 50% of the time, an Amplify Damage Curse of (monster level / 4) is cast on attacker. | ||
* If any of a character's minons are Cursed, the curse will automatically spread to the character and all his/her minions. | * If any of a character's minons are Cursed, the curse will automatically spread to the character and all his/her minions. | ||
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==Cold Enchanted:== | ===Cold Enchanted:=== | ||
* Cold Minimum Damage: +66% damage | * Cold Minimum Damage: +66% damage | ||
* Cold Maximum Damage: +100% damage | * Cold Maximum Damage: +100% damage | ||
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==Extra Fast== | ===Extra Fast=== | ||
The boss and his minions get a big bonus to movement speed. | The boss and his minions get a big bonus to movement speed. | ||
* Attack Rate: x2 (Boss only; not minions.) | * Attack Rate: x2 (Boss only; not minions.) | ||
==Fire Enchanted== | ===Fire Enchanted=== | ||
* Fire Minimum Damage: +66% damage | * Fire Minimum Damage: +66% damage | ||
* Fire Maximum Damage: +100% damage | * Fire Maximum Damage: +100% damage | ||
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==Lightning Enchanted== | ===Lightning Enchanted=== | ||
* Lightning Minimum Damage: +66% damage | * Lightning Minimum Damage: +66% damage | ||
* Lightning Maximum Damage: +100% damage | * Lightning Maximum Damage: +100% damage | ||
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==Magic Resistant== | ===Magic Resistant=== | ||
* Fire Resistance: 40% | * Fire Resistance: 40% | ||
* Lightning Resistance: 40% | * Lightning Resistance: 40% | ||
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==Mana Burn | ===Mana Burn=== | ||
* Mana Minimum Damage: +(Minimum Damage x 4) | * Mana Minimum Damage: +(Minimum Damage x 4) | ||
* Mana Maximum Damage: +(Maximum Damage x 4) | * Mana Maximum Damage: +(Maximum Damage x 4) | ||
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==Multishot== | ===Multishot=== | ||
Two or more missiles of the same type are shot. Most types of monsters gain additional shots on Hell. | Two or more missiles of the same type are shot. Most types of monsters gain additional shots on Hell. | ||
* Only spawns on monsters with ranged attacks. | * Only spawns on monsters with ranged attacks. | ||
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==Spectral Hit== | ===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%. | 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%. | ||
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==Stone Skin== | ===Stone Skin=== | ||
Increases a monster's physical damage resistance. This property will often make monsters physically immune on Hell difficulty. | Increases a monster's physical damage resistance. This property will often make monsters physically immune on Hell difficulty. | ||
* Damage Resist: +50% | * Damage Resist: +50% | ||
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==Extra Strong== | ===Extra Strong=== | ||
A very dangerous property on tough melee fighters, this one increases the damage for the boss and his whole minion pack. | A very dangerous property on tough melee fighters, this one increases the damage for the boss and his whole minion pack. | ||
* Minimum Damage: x2.5 | * Minimum Damage: x2.5 | ||
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==Teleport== | ===Teleport=== | ||
When attacked from melee range, bosses with this property will sometimes teleport to a random location when their hit points drop below 33%. The monster will partially heal when it teleports. | When attacked from melee range, bosses with this property will sometimes teleport to a random location when their hit points drop below 33%. The monster will partially heal when it teleports. | ||
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==Thief== | ===Thief=== | ||
This property was removed from the game in v1.04. Before then it was most often noted as one of Lord de Seis' modifiers, as you can see in [[:Image:Mon-lord-de-seis1.jpg|old screenshots]]. 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 could 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. | |||
This property was removed from the game in v1.04. Before then it was most often noted as one of Lord de Seis' modifiers, as you can see in [[:Image:Mon-lord-de-seis1.jpg|old screenshots]]. 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 could 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. | |||
[[category:monsters]] | [[category:monsters]] | ||
[[category:calculations]] | [[category:calculations]] | ||
{{D2 Monster Nav|monster_info}} | |||
