→General Monster Information
| Line 15: | Line 15: | ||
* The [[Monster Modifiers]] of boss monsters are displayed below the name. | * The [[Monster Modifiers]] of boss monsters are displayed below the name. | ||
[[Image:Mon-ancient-kaa-hover.jpg|center|frame]] | [[Image:Mon-ancient-kaa-hover.jpg|center|frame]] | ||
==Monster Types== | |||
All monsters fit into 3 classifications: Demons, Undead, or Animals. Demons and Undead are labeled in the game. Monsters without a label are all animals. | |||
* Undead monsters take 150% damage from blunt weapons. | |||
| Line 90: | Line 97: | ||
See the [[Experience]] page for much more detail. | See the [[Experience]] page for much more detail. | ||
== | |||
==Monster Spells and Projectiles== | |||
Monster spells always hit. Monster projectiles (arrows, spikes, blow darts, etc) have the same sort of to/hit check as melee attacks. Some monster projectiles (Spear Cat javelins) will never hit mercs or other player minions. This can be dangerous to a player standing behind the battle. | Monster spells always hit. Monster projectiles (arrows, spikes, blow darts, etc) have the same sort of to/hit check as melee attacks. Some monster projectiles (Spear Cat javelins) will never hit mercs or other player minions. This can be dangerous to a player standing behind the battle. | ||
| Line 100: | Line 108: | ||
==Immunities== | ==Immunities== | ||
Some monsters have Immunities to Magic, Physical Damage, Poison Damage and Elemental Damage. | Some monsters have Immunities to Magic, Physical Damage, Poison Damage and Elemental Damage, and will take no damage from such attacks. Immunities were quite common in v1.09, but this aspect of the game was rebalanced in v1.10 and now in v1.11 relatively few monsters are immune. Physical immunity is the least common type of immunity, since so many characters rely chiefly on physical damage. | ||
When a monster is listed as immune, it means the monster's resistance is above 95%. Immunities can be "broken" by various skills and spells, such as Lower Resistance, Conviction, Amplify Damage and others. These skills will not always break an immunity, since they simply lower that resistance by a stated value; if a monster has such high resistance that the total value remains above 95%, it will still be immune. | |||
Many boss monsters gain immunities from their [[Monster Modifiers]] on Nightmare and especially on Hell difficulty. For instance, the Stone Skin modifier adds 50% physical resistance. If a monster type has 50% physical resistance on Hell, a boss with Stone Skin would increase to 100%, and become physical immune. | |||
==Hit Point Regeneration== | |||
All monsters regenerate their hit points at varying rates. Bosses do so faster than regular monsters, and the rate increases with the difficulty level. Poison damage (easily added to physical damage from charms) and "Prevent Monster Heal" items will stop hit point regeneration entirely. | |||
==Difficult Level Changes== | |||
Monsters on Hell | Monsters grow much more difficult on the Nightmare and Hell difficulty levels. | ||
Monster skill levels go up | Nightmare monsters increase in: | ||
* Level, hit points, Defense, Experience, Damage, Chance to Hit, and Resistances. | |||
* Monster skill levels go up by 3. | |||
* Boss monsters gain one random [[Monster Modifiers]]. | |||
Hell monsters increase in: | |||
* Level, hit points, Defense, Experience, Damage, Chance to Hit, and Resistances. | |||
* Monster skill levels go up by 7. | |||
* Boss monsters gain two random [[Monster Modifiers]]. | |||
=Other Information= | =Other Information= | ||
