Fallen return in Diablo III, in a familiar form. Though they remain small, cowardly, impish little demons, they have been upgraded in appearance and tactics. Their strength is also bolstered by more powerful chieftan units, and the Shaman and Champion types can whip the common Fallen into a murderous assault force.
Contents
Sub Types by ActsEdit
In Type Order
ChampionEdit
Overseers were seen in action in the BlizzCon 2009 demo build. They act as battle commanders; they are the largest type of Fallen and the fiercest melee attacker, but they're most noticeable for their ability to cast a warcry that affects all Fallen Imps in range, enraging them and altering their AI to make them fearsome attackers who will not flee when they witness the death of one of their fellows.
This is much as their official description led us to believe:
- Overseer - The fallen overseer drives his smaller impish charges into a frenzy with his ape-like leaping and growling. An overseer among a group of fallen is a dangerous thing, as the cowardice that usually characterizes them is overwhelmed by fear of their much larger brethren.
Besides their warcry abilities, Overseers are formidable attackers in their own right, armed with long staves to which they have crudely-affixed a pair of blunt swords. Overseers have a slow attack rate, thanks to their improvised polearms, but their vicious swings pack heavy damage for players not quick enough to avoid the fairly slow attacks.
Attack & Behaviour
- Physical melee attack with a home made two-headed axe
- Slam is a power overhead strike that will knock the player back and inflict extra damage
- Battle Roar is a warcry that inflicts physical damage
Fallen CommanderEdit
- Found in Act II - The Storm Halls, The Unknown Depths
<mob>Fallen Commander</mob>
Fallen LegionaireEdit
- Found in Act V - Hideout of the Lost Legion
<mob>Fallen Legionaire</mob>
Fallen MasterEdit
- Found in Act II - Ancient Path, Caldeum, Dahlgur Oasis and Desolate Sands
<mob>Fallen Master</mob>
Fallen OverlordEdit
- Found in Act III - The Barracks
<mob>Fallen Overlord</mob>
Fallen OverseerEdit
- Found in Act II - Black Canyon Mines, The Crumbling Vault, Dahlgur Oasis, Howling Plateau, The Lost Caravan, Path to the Oasis and Stinging Winds
<mob>Fallen Overseer</mob>
Fallen SlavelordEdit
- Found in Act III - Skycrown Battlements
<mob>Fallen Slavelord</mob>
GruntsEdit
- It seems that the fallen are indeed creatures of demonic origin. The old Horadric tale claims they were once powerful servants of the mythical Azmodan. They purportedly aided him in his battle against the Prime Evils, and Diablo later punished them by twisting them into the small, stupid forms they now possess. -- Abd al-Hazir
Attack & Behaviour
- Physical melee attack with spiked club.
- When one of their number is killed they run away so a pack of them can be frustrating for the melee fighter.
FallenEdit
- Found in Act II - Black Canyon Mines, The Crumbling Vault, Dahlgur Oasis, Howling Plateau, The Lost Caravan, Path to the Oasis, Stinging Winds, Storage Cellar, Strom Cellar and Sundered Canyon
<mob>Fallen</mob>
Fallen FighterEdit
- Found in Act II - The Storm Halls, The Unknown Depths
<mob>Fallen Fighter</mob>
Fallen GruntEdit
- Found in Act III - The Barracks (1) and Skycrown Battlements
- Found in Act V - Hideout of the Lost Legion
<mob>Fallen Grunt</mob>
Fallen PeonEdit
- Found in Act II - Caldeum, Dahlgur Oasis, The Storm Halls and The Unknown Depths
<mob>Fallen Peon</mob>
LoreEdit
- Fallen Grunt (lore) (required for Beastmaster of Caldeum achievement)
Fallen SoldierEdit
- Found in Act III - Rakkis Crossing and Skycrown Battlements
<mob>Fallen Soldier</mob>
HoundEdit
The Fallen Hound is an attack beast and can be found in large packs of Fallen, often protecting Fallen Shaman, and they are the strongest of the Fallen melee units. They look a bit like hyenas, more than being dog-like.
Attack & Behaviour
- Physical melee attack. These guys are like sticky tape and won't get off you until you or they are dead and as they travel in packs, as you'd expect, it can become dangerous very quickly. Don't leave it too long to retreat because even when you do they'll be nipping at your heals.
Fallen CurEdit
- Found in Act II - Ancient Path, Desolate Sands, The Storm Halls and The Unknown Depths
<mob>Fallen Cur</mob>
Fallen HellhoundEdit
- Found in Act III - Skycrown Battlements and Upper Ramparts
<mob>Fallen Hellhound</mob>
Fallen HoundEdit
- Found in Act II - Alcarnus Cellar, Blood Cellar Command Post, Howling Plateau and Sundered Canyon
<mob>Fallen Hound</mob>
Fallen MongrelEdit
- Found in Act III - The Barracks (1) and Skycrown Battlements
<mob>Fallen Mongrel</mob>
Fallen MuttEdit
- Found in Act II - The Storm Halls, The Unknown Depths
<mob>Fallen Mutt</mob>
LunaticEdit
Fallen Lunatics are shock troops, bound to die in melee combat while fighting for the honor of their tribe. They possess a melee attack as well as an explosive, suicidal assault.
The lunatics are a bit like the Explosive Minions seen in Diablo II. Lunatics are suicidal and explosive, but they hold their daggers up, Psycho-style, as though they're rushing in to stab the hero, rather than stab themselves. They attack initially, and will go suicidal after a short time in proximity to a hero or a follower.
Lunatics do have a low-damage melee attack, but they do not frequently get the chance to display them. They are low on health, but they come in large numbers, which can be troublesome as they sift through an elite melee group or otherwise sneak up on the player. The lunatics are able to "prime" their suicide attack when the player is on the other side of a door, exploding almost immediately upon opening the door, even though the player had no idea they were there. Overall, if a player is using reticence and taking in their surroundings, the lunatics won't pose a danger, unless they're allowed to get too close.
Lunatic Elite PacksEdit
Lunatics are capable of spawning as elite packs, usually champions, which is odd, when viewed from the perspective that they are basically kamikaze bombers. The elite lunatic will still approach the player and perform their belly-stabbing attack, which does extra damage as an elite, but also immediately kills them, no matter their boss modifiers. If the player does not do sufficient damage to the elite lunatic, then no loot will be dropped. Below is a video of a follower absorbing the blast of a champion lunatic pack, with a Monk doing no damage at all:
- The fallen lunatics are the most unstable of their kind, causing them to overproduce highly combustible fluids in their abdomens. I believe this imbalance must be inevitably fatal, leading the lunatics to puncture their stomachs and release their explosive bile in a terrible display when enemies come too near. -- Abd al-Hazir
Attack & Behaviour
- Lunatic Explosion can be deadly especially in numbers. The Lunatic will run very fast towards the player and explodes when he reaches him. They are usually in packs and just a few can easily finish off a player. A ranged attack is needed but they can be outrun, after about 10 seconds of charging at the player they'll detonate anyway so if all else fails, run.
Demented FallenEdit
- Found in Act II - The Storm Halls, The Unknown Depths
<mob>Demented Fallen</mob>
Fallen LunaticEdit
- Found in Act II - Ancient Path, Dahlgur Oasis and Desolate Sands
<mob>Fallen Lunatic</mob>
Associated AchievementsEdit
Fallen is in some way involved in the following achievement(s).
Name | Points | Description | Banner |
---|
LoreEdit
- Fallen Lunatic (lore) (required for Beastmaster of Caldeum achievement)
Fallen ManiacEdit
- Found in Act III - The Barracks (1) and The Keep Depths (2)
<mob>Fallen Maniac</mob>
ShamanEdit
Attack & Behaviour
- Fireball conjures up fireballs to throw from range.
- Resurrect Fallen, as the name suggests means this guy can bring nearby fallen grunts back to life so dispatch him first.
Fallen ConjurerEdit
- Found in Act II - Dahlgur Oasis
<mob>Fallen Conjurer</mob>
Fallen FiremageEdit
- Found in Act III - Arreat Crater, Rakkis Crossing, Skycrown Battlements and Tower of the Damned
<mob>Fallen Firemage</mob>
Fallen MagusEdit
- Found in Act II - The Storm Halls, The Unknown Depths
<mob>Fallen Magus</mob>
Fallen ProphetEdit
- Found in Act III - The Barracks
<mob>Fallen Prophet</mob>
Fallen ShamanEdit
- Found in Act II - The Crumbling Vault, Dahlgur Oasis, The Lost Caravan and Path to the Oasis
- Found in Act V - Hideout of the Lost Legion
<mob>Fallen Shaman</mob>
Named FallenEdit
Superunique versions of Fallen have a chance of spawning in the following areas:
Act II
- Ashangu, a Conjurer in the Dahlgur Oasis
- Avatar of Rakanishu - Dahlgur Oasis, Shrine of Rakanishu event
- Beyatt, a Shaman in The Lost Caravan, Stinging Winds
- Bromak the Overlord - Dahlgur Oasis, Prisoners of Kamyr event
- Hemit the Feared - Howling Plateau
- Mundunogo, a Conjurer in the Dahlgur Oasis
LoreEdit
Over the Diablo games, three different lore entries have been made for the fallen:
Fallen Queen?Edit
BackgroundEdit
The fallen are true demonic warriors with a formerly proud past. The historian and loremaster Abd al-Hazir has done extensive research about them. The reason so much research must be made is because during the Mage Clan Wars, many horrible things were done by the Vizjerei clan, and they tried to whitewash many of these in their literature. One example is the Khazra, who were not at all demonic.
Abd al-Hazir has spent enough time with ancient lore tomes to be more or less certain the story about the Fallen Ones described in Demonicus de Zoltun Kulle at least is true, with one difference: They served as Azmodan's hands, performing acts that he would not, could not involve himself in. They were once exalted demons of the Burning Hells, and are now called Fallen Ones, or classified as "Nanus Improbus". However, they were never lieutenants of Baal, like the Vizjerei Chief Librarian Vischar Orous claimed.
The first time the Lesser Evils tried to overthrow the Prime, the ancestors of today's Fallen failed in their attempt and received Diablo's full wrath, twisted into small, ridiculous imps in contrast to their previously powerful forms. Azmodan did not return their former glory as he felt it was their fault he filed.
Despite that their failure helped Azmodan gain the information needed to later overthrow the Prime Evils into the Dark Exile, he still did not change his mind about the Fallen.
When unleashed upon our realm by their master, Azmodan, these impish terrors display a tendency to swarm like flesh-hungry locusts, and they have been known to tear apart a sleeping village in minutes. Small of stature and simian in appearance, these creatures possess surprising strength and unnatural agility. Other than feasting on human flesh, the only act that gives these unspeakable horrors pleasure is breeding; hence the tendency to encounter them in large packs.
However, due to their small size, cowardice appears to be one of the chief features of this species. They quickly retreat when one of their brethren falls in battle.
Fallen ones display no obvious tendency towards greater organization beyond their predisposition to swarm. This is fortunate for humanity, for they are so numerous that if they were to band together in large numbers, they might easily overwhelm a small city.
Some 20 years ago, these beasts were originally sighted near civilized lands, wrecking havoc around the country side. This was also the first time the Fallen Shaman were seen with the imps, supporting them with magical spells as well as resurrecting them from the dead. Carvers and Dark Ones, tougher cousins of the Fallen were also seen, indicating the Prime Evils had a strong connection with the mortal plane, for those wise enough to realize that.
In Abd's research he has found proof of many more breeds of Fallen than previously thought existed, including Imps, Shamen, Hounds, Lunatics, Overseers and at least two more types.
Diablo IEdit
Fallen debuted in Diablo I. See their page in the Diablo I Wiki for more details. In that game they were simple little enemies, memorable chiefly for their annoying AI and swarming behavior.
Diablo II HistoryEdit
The Diablo II Fallen are very similar to the first game's little demons. They are slightly different in that they wear more clothes, and use a wider variety of tools, but they all have the same basic behaviour, which is milling about, attacking the player and running away if they see a friend get killed. They no longer use "War Cry Mode", but they have Diablo II Fallen Shamans that can resurrect them with a little waving of their staves.
Blizzard also introduced the Fallen personalities, Bishibosh, Rakanishu and Colenzo the Annihilator, implying a sort of somewhat sophisticated culture.
DevelopmentEdit
The Diablo 3 developers knew that the Fallen type monster would be returning very early in their development cycle, though they did not reveal the Fallen until early 2009, nearly a year after the game's announcement. More information about them was released in 2009, at Blizzcon and then later that year on the official Diablo 3 site.
MediaEdit
Beyatt superunique
Fallen Overseer raging Fallen Imps into a frenzy
Bashiok's avatar.
Blizzcon 2009 Monster Panel
The development and design of the Fallen is covered in the first 3:30 of this video of the Monster and Art Design panel from BlizzCon 2009.
Official Fallen Ones Movie
Blizzard produced a short film showing the various known types of Fallen, when their coverage debuted on the official Diablo 3 site.
Monsters of Diablo III[e] Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade |
---|
Beasts | Bat - Beast - Blood Hawk - Demonic Hellflyer - Electric Eel - Khazra - Lacuni - Lamprey - Quill Fiend - Rockworm - Sand Monster - Sand Shark - Sand Wasp - Scavenger - Spider - Spiderling - Swarm - Withermoth - Wood Wraith - |
---|
Demons |
Armored Destroyer - Dark Berserker - Deceiver - Fallen - Ghoul - Hellion - Thrall |
---|
Undead |
Accursed - Bone Reaver - Brigand - Dune Dervish - Ghost - Ghoul - Grotesque - Morlu Caster - Risen Dead - Skeleton - Skeleton Mage - Unburied - Wraith - Wretched Mother |
---|
Primary Quest Uniques |
Act One Bosses:
Araneae -
Skeleton King -
The Warden -
The Butcher
|
---|
| |||||
---|---|---|---|---|---|
Uniques Modifiers |
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer | ||||
Removed Modifiers |
| ||||
| |||||
Act One Uniques | Araneae - Web Spit | Leoric - Summon Skeleton, Teleport Strike, Triple Cleave | The Butcher - Smash, Grappling Hook, Spear, Frenzy Charge | ||
Act Two Uniques | Maghda - Forcefield, Summoning Ritual, Punish, Moth Dust, Teleport. | Zoltan Kulle - Fiery Boulder, Time Bubble, Ceiling Collapse, Energy Twister,Vanish, Creepy Laugh | Belial - Phase One: Triple Fireball, Summon Vipers. Phase Two: Poison Meteors, Ground Pound, Lightning Strike, Lightning Breath. | ||
Act Three Uniques | Ghom - Acid Slime, Sneeze, Gas Cloud, Chomp. | Siegebreaker - Triple Hit, Charge, Leg Stomp, Grab and Throw. | Cydaea - Pain Bolts, Web Trap, Spider Pits. | Azmodan - Bellyflop, Laser Attack, Falling Corpses, Demon Gate, Pool of Destruction, Globe of Annihilation. | |
Act Four Uniques | Rakanoth - Cleave, Teleport Strike, Blade Strike, Volley, Summon Minion. | Izual - Frost Nova, Frozen, Summon Minions. | Diablo - Phase One: Claw Rip, Charge, Hell Spikes, Shadow Vanish Grab, Curse of Destruction, Ring of Fire, Ground Stomp, Curse of Anguish, Curse of Hatred. Phase Two: Shadow Clone. Phase Three: Overdrive, Lightning Breath. |
Monster Info |
Monsters Basics -
Bosses -
Boss Modifiers -
Champions -
Quest bosses -
Teeth of Diablo -
Fan-made monsters
|
---|