Difference between revisions of "Boss Modifiers"
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Regular monsters sometimes appear with one of these properties, presumably as part of their base stats. [[Molten]] skeletons, for instance, appear to replace the "Burning Dead" skeletons seen in past Diablo games. | Regular monsters sometimes appear with one of these properties, presumably as part of their base stats. [[Molten]] skeletons, for instance, appear to replace the "Burning Dead" skeletons seen in past Diablo games. | ||
− | Random boss monsters spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno. It's not yet known how special [ | + | Random boss monsters spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno. It's not yet known how special [[Elite]] bosses with preset modifiers increase on higher difficulty levels -- in Diablo II most SuperUniques had one or more pre-set properties, and gained additional random ones on Nightmare and Hell. |
* {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}. | * {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}. | ||
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This boss modifier was first seen at the start of the Diablo 3 Beta test, where it was instantly the most dangerous property in the game. That initial version, which let the bosses and their minions, as well as Champions, summon multiple an Arcane damage [[Hydra]] (just one head, unlike the triple headed version of the Wizard skill), was very dangerous as the dragon head fired a rapid stream of Arcane energy balls. The effect was nerfed in the v5 Beta patch, and changed to the current "spinning second hand" style, which is much less dangerous. This was an unpopular change with fans, and it's often hoped the first Hydra head version will return in the full game, perhaps on higher difficulty levels. | This boss modifier was first seen at the start of the Diablo 3 Beta test, where it was instantly the most dangerous property in the game. That initial version, which let the bosses and their minions, as well as Champions, summon multiple an Arcane damage [[Hydra]] (just one head, unlike the triple headed version of the Wizard skill), was very dangerous as the dragon head fired a rapid stream of Arcane energy balls. The effect was nerfed in the v5 Beta patch, and changed to the current "spinning second hand" style, which is much less dangerous. This was an unpopular change with fans, and it's often hoped the first Hydra head version will return in the full game, perhaps on higher difficulty levels. | ||
+ | |||
+ | * Monster Level Minimum: 31 | ||
+ | * Available to: All | ||
+ | * Damage Type: Arcane | ||
+ | * Additional Resistances: Arcane | ||
+ | |||
+ | <br> | ||
+ | |||
+ | ===Avenger=== | ||
+ | |||
+ | [[Avenger]] is a Champions-only modifier that adds powers to each remaining Champion when one of the pack is slain. What the powers are remains unspecified. | ||
+ | |||
+ | * Monster Level Minimum: 51 | ||
+ | * Available to: Champions only. | ||
+ | * Damage Type: Standard. | ||
+ | * Additional Resistances: None. | ||
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[[Ballista]] was a new property seen in the Blizzcon 2010 demo. This modifier appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giant, and the shots didn't explode upon impact, as Warcraft 2 fans might have expected, given the utility of the human catapult, the Ballista, in that title. | [[Ballista]] was a new property seen in the Blizzcon 2010 demo. This modifier appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giant, and the shots didn't explode upon impact, as Warcraft 2 fans might have expected, given the utility of the human catapult, the Ballista, in that title. | ||
+ | |||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: All | ||
+ | * Damage Type: N/A | ||
+ | * Additional Resistances: None | ||
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[[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It has not been seen since, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]]. | [[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It has not been seen since, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]]. | ||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: Bosses only. | ||
+ | * Damage Type: Cold | ||
+ | * Additional Resistances: Cold | ||
+ | |||
+ | ===Desecrator=== | ||
+ | [[Desecrator]]s create a "glowing void zone" beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones do not move once cast, and can thus be avoided without great difficulty. | ||
− | + | * Monster Level Minimum: 22 | |
− | + | * Available to: Rare/Champion | |
+ | * Damage Type: Physical | ||
+ | * Additional Resistances: None | ||
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Their sparking properties were first observed with awe in the Blizzcon 2009 and 2010 PvM demos, where the sheer amount of blueish sparks they spit out (whether being hit or not) made them seem like miniature arc reactors. Unlike their Diablo II version (Lightning Enchanted) the sparks no longer spit out in just four directions, like a "+" sign. They now travel in every direction, jittering wildly across the screen. | Their sparking properties were first observed with awe in the Blizzcon 2009 and 2010 PvM demos, where the sheer amount of blueish sparks they spit out (whether being hit or not) made them seem like miniature arc reactors. Unlike their Diablo II version (Lightning Enchanted) the sparks no longer spit out in just four directions, like a "+" sign. They now travel in every direction, jittering wildly across the screen. | ||
+ | * Monster Level Minimum: 26 | ||
+ | * Available to: All. | ||
+ | * Damage Type: Lightning. | ||
+ | * Additional Resistances: Lightning. | ||
+ | |||
+ | |||
+ | |||
+ | ===Extra Health=== | ||
+ | |||
+ | [[Extra Health]] grants 150% hit points to bosses and their minions. It also occurs on Champions. Note that all such monsters already have considerably increased hit points compared to normal monsters of their type, and this 150% is an increase on that existing bonus. | ||
+ | |||
+ | * Monster Level Minimum: 31 | ||
+ | * Available to: All. | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
+ | |||
+ | |||
+ | <br> | ||
===Fast=== | ===Fast=== | ||
− | [[Fast]] does what you'd expect, just more quickly. These monsters have | + | [[Fast]] does what you'd expect, just more quickly. These monsters have a 40% bonus to their movement speed, and can thus prove quite difficulty to avoid, or to track down if they run. |
− | :: | + | * Monster Level Minimum: 31 |
+ | * Available to: All | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None | ||
− | + | ||
+ | |||
+ | <br> | ||
+ | |||
+ | ===Fire Chains=== | ||
+ | |||
+ | [[Fire Chains]] appear and disappear rapidly, linking Champions with flaming chains that deal fire damage to nearby players and their minions. This property only appears past Normal difficulty, and only on Champions. (Not on bosses.) | ||
+ | |||
+ | * Monster Level Minimum: 31 | ||
+ | * Available to: Champions | ||
+ | * Damage Type: Standard | ||
+ | * Additional Resistances: None | ||
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When Frozen [[bosses]] and [[Champions]] (but not minions, as of the Diablo 3 Beta) die, they explode in a [[Frost Nova]] that will briefly freeze players it strikes. | When Frozen [[bosses]] and [[Champions]] (but not minions, as of the Diablo 3 Beta) die, they explode in a [[Frost Nova]] that will briefly freeze players it strikes. | ||
+ | |||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: All | ||
+ | * Damage Type: Cold | ||
+ | * Additional Resistances: Cold. | ||
+ | |||
+ | <br> | ||
+ | |||
+ | ===Grenadier=== | ||
+ | |||
+ | [[Grenadier]]. Formerly known as [[Mortar]], this modifier makes the boss or Champion constantly emit a spray of grenade-like explosives that travel some distance, making such enemies more dangerous to ranged attackers than to melee. | ||
+ | |||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: Bosses and Champions. | ||
+ | * Damage Type: ? | ||
+ | * Additional Resistances: None. | ||
<br> | <br> | ||
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===Jailer=== | ===Jailer=== | ||
− | [[ | + | [[Jailer]]. This modifier grants the boss or champion the ability to briefly cage players and their minions. A reddish-orange circle appears around the targets, locking them into place for a short duration during which characters can fight and fire spells or projectiles, but can not move from their location. |
+ | |||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: Bosses and Champions. | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
+ | |||
<br> | <br> | ||
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===Knockback=== | ===Knockback=== | ||
− | [[ | + | [[Knockback]]. This modifier grants the boss or champion a knockback attack which will send a character or minion flying away from the monster that hits them. This is not a slight stumbling bump backwards, as many normal monsters can land; it's a special hit and knocks the target back 50 or more [[yards]]; usually to the edge of the screen. This can actually be helpful to ranged attacking classes, as it gives them plenty of room to fire before the boss can again close the distance. |
+ | * Occurs on Champions, with identical function. | ||
+ | * Minions may also Knockback. | ||
+ | * Monster Level Minimum: 1 | ||
+ | * Available to: All. | ||
+ | * Damage Type: Standar. | ||
+ | * Additional Resistances: None. | ||
<br> | <br> | ||
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[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players. | [[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players. | ||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: ? | ||
+ | * Damage Type: ? | ||
+ | * Additional Resistances: ? | ||
+ | |||
+ | <br> | ||
===Mirrored=== | ===Mirrored=== | ||
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Individual bosses are able to produce numerous clones at the same time, potentially making their own minion packs. Actual minions can not create Mirrors, though a Champion pack with Mirrored can turn into quite an ordeal. | Individual bosses are able to produce numerous clones at the same time, potentially making their own minion packs. Actual minions can not create Mirrors, though a Champion pack with Mirrored can turn into quite an ordeal. | ||
− | + | [[Mirrored]] was originally called [[Doppleganger]]. | |
+ | |||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: Bosses and Champions. | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
+ | <br> | ||
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[[File:Boss-molten-unburied2.jpg|thumb|300px|A Molten [[unburied]].]] | [[File:Boss-molten-unburied2.jpg|thumb|300px|A Molten [[unburied]].]] | ||
− | [[Molten]] is a property that | + | [[Molten]] is a property that creates a flaming effect on the ground beneath the feet of bosses, minions, and champions. The fire will spread to the ground beneath players and pets once combat is joined. |
+ | |||
+ | In earlier testing, this property was much the same as Fire Enchanted in Diablo 2, and simply added fire damage/resistance to the monsters. | ||
+ | |||
+ | * Monster Level Minimum: 10 | ||
+ | * Available to: All. | ||
+ | * Damage Type: Fire. | ||
+ | * Additional Resistances: Fire. | ||
− | + | <br> | |
+ | ===Grenadier=== | ||
− | + | [[Mortar]] bosses were briefly seen during the beta. The name was changed to [[Grenadier]], while the function remained much t | |
− | + | enchanted bosses emit a steady spray of explosive objects, like smaller versions of the Demon Hunter's [[Grenades]] skill, in all directions and to all distances. There is no way to dodge or maneuver around the fast-fired Mortars, though being at a longer distance naturally results in fewer of the explosions coming your way. | |
The theory of this modifier (it was revealed during the Gameplay panel at Blizzcon 2011) is to make Mortar bosses more dangerous to ranged attackers, while melee combatants can stand in close where the mortars will fly out over their heads. In practice, melee fighters take several hits from the boss as they close in, while a ranged attacker who stays well back will hardly be hit at all. | The theory of this modifier (it was revealed during the Gameplay panel at Blizzcon 2011) is to make Mortar bosses more dangerous to ranged attackers, while melee combatants can stand in close where the mortars will fly out over their heads. In practice, melee fighters take several hits from the boss as they close in, while a ranged attacker who stays well back will hardly be hit at all. | ||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: Bosses and Champions. | ||
+ | * Damage Type: ? | ||
+ | * Additional Resistances: ? | ||
+ | |||
+ | <br> | ||
===Multishot=== | ===Multishot=== | ||
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The real danger of MS in Diablo II was due to a bug; since the MS stacked on top of the sparks that Lightning-Enchanted bosses emitted, creating insta-kill fields of lightning. That [[MSLE]] bug was fixed in v1.10, and MSLE bosses have not been any special danger since then. Though that same bug will surely not return in Diablo III, the developers might give MS some stacking ability with [[Electrified]], [[Mortar]], [[Ballista]], or other ranged boss modifiers to up their danger level on higher difficulty levels. | The real danger of MS in Diablo II was due to a bug; since the MS stacked on top of the sparks that Lightning-Enchanted bosses emitted, creating insta-kill fields of lightning. That [[MSLE]] bug was fixed in v1.10, and MSLE bosses have not been any special danger since then. Though that same bug will surely not return in Diablo III, the developers might give MS some stacking ability with [[Electrified]], [[Mortar]], [[Ballista]], or other ranged boss modifiers to up their danger level on higher difficulty levels. | ||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: All. | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
+ | |||
+ | <br> | ||
===Mythical=== | ===Mythical=== | ||
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[[Mythical]] was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players. | [[Mythical]] was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players. | ||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: ? | ||
+ | * Damage Type: ? | ||
+ | * Additional Resistances: ? | ||
+ | |||
+ | <br> | ||
===Nightmarish=== | ===Nightmarish=== | ||
− | [[Nightmarish]] bosses | + | [[Nightmarish]] bosses may inflict the Witch Doctor's [[Horrify]] skill when striking a target, causing the afflicted character or pet to run in a straight line away from the monster. If the path is blocked by other monsters or a wall, the afflicted will stand still, helpless. |
+ | |||
+ | Horrify is one of the most dangerous properties, since the horrified target can not control themselves, cast spells, run, or do anything other than drink a potion, and is thus very vulnerable to attack while in that state. | ||
+ | |||
+ | * Monster Level Minimum: 2 | ||
+ | * Available to: All. | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
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It's dangerous since you can't pick them off one at a time, and you can't kill one quickly to lessen the damage they're dealing. All of the monsters stay on the attack until they're nearly dead, at which point they de-link and usually drop over one right after the other. That aspect of it is a fun mod, since the whole group goes over like dominoes once one of them succumbs. | It's dangerous since you can't pick them off one at a time, and you can't kill one quickly to lessen the damage they're dealing. All of the monsters stay on the attack until they're nearly dead, at which point they de-link and usually drop over one right after the other. That aspect of it is a fun mod, since the whole group goes over like dominoes once one of them succumbs. | ||
+ | |||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: All. | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None | ||
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This mod seems to be the Diablo 3 version of "Poison Enchanted." | This mod seems to be the Diablo 3 version of "Poison Enchanted." | ||
− | + | * Monster Level Minimum: ? | |
+ | * Available to: All | ||
+ | * Damage Type: Poison. | ||
+ | * Additional Resistances: Poison. | ||
+ | |||
+ | <br> | ||
===Powerful=== | ===Powerful=== | ||
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounds like the Diablo III version of "Extra Strong," a Diablo II mod that granted bonus damage to monsters, but that wasn't clear from the play testing. Nor did these bosses seem to have any specially greater amount of hit points. | [[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounds like the Diablo III version of "Extra Strong," a Diablo II mod that granted bonus damage to monsters, but that wasn't clear from the play testing. Nor did these bosses seem to have any specially greater amount of hit points. | ||
+ | |||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: ? | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
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[[Stoneskin]] returns from Diablo II, once again granting monsters much higher defense. It doesn't seem to improve the monster's hit points or resistances though, as [[Wizard]]s found monsters with this one easy prey. | [[Stoneskin]] returns from Diablo II, once again granting monsters much higher defense. It doesn't seem to improve the monster's hit points or resistances though, as [[Wizard]]s found monsters with this one easy prey. | ||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: All. | ||
+ | * Damage Type: Standard. | ||
+ | * Additional Resistances: Physical. | ||
+ | |||
+ | <br> | ||
===Teleporting=== | ===Teleporting=== | ||
− | [[Teleporting]] | + | [[Teleporting]] allows bosses, their minions, and champions to teleport directly on top of their target. This makes the ability especially dangerous to ranged attackers, who wish to maintain a distance from the enemy. |
− | + | In earlier testing, this ability caused the monster to randomly relocate every few seconds, and was most useful for ranged attackers since they could bounce around the screen while continuing to pin cushion the player chasing after them. | |
− | + | * Monster Level Minimum: 3 | |
+ | * Available to: All | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
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::A vampiric monster ruined my last playthrough of the con. I tried to hit it with my Witch Doctor, but it kept healing itself by hitting my mongrels. I spent something like 5 minutes gently kiting it around, trying to get off a Skull of Flame or two before it could melee me. I didn’t even get to level up that time. Very, very mad. | ::A vampiric monster ruined my last playthrough of the con. I tried to hit it with my Witch Doctor, but it kept healing itself by hitting my mongrels. I spent something like 5 minutes gently kiting it around, trying to get off a Skull of Flame or two before it could melee me. I didn’t even get to level up that time. Very, very mad. | ||
::--ExtraCrispy | ::--ExtraCrispy | ||
+ | |||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: ? | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
<br> | <br> | ||
===Vortex=== | ===Vortex=== | ||
− | [[Vortex]] | + | [[Vortex]] is basically reverse [[Teleporter]], as it causes players to appear directly on top of the monster. Players can run away again, and ranged attackers will usually want to do so. |
+ | |||
+ | First seen in the Blizzcon 2010 demo. It was very nasty for ranged players to deal with, since it allowed the boss or champion to yank the player back into their midst; the last place a ranged attacker wanted to be. The graphics for this skill weren't yet clear, since there was no visible display for what was happening. To the player it looked almost like lag, or a desynch, as you'd rush away from the monsters and sudden get bounced back into the midst of them. | ||
[[Julian Love]] said that the graphics were still under construction and it would be improved in the final game. [http://diablo.incgamers.com/blog/comments/exclusive-blizzcon-interview-lead-technical-artist-julian-love/] | [[Julian Love]] said that the graphics were still under construction and it would be improved in the final game. [http://diablo.incgamers.com/blog/comments/exclusive-blizzcon-interview-lead-technical-artist-julian-love/] | ||
+ | * Monster Level Minimum: ? | ||
+ | * Available to: ? | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
+ | |||
+ | <br> | ||
===Waller=== | ===Waller=== | ||
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[[Champions]] can only create short, straight walls, while Bosses can create three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape. | [[Champions]] can only create short, straight walls, while Bosses can create three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape. | ||
+ | |||
+ | * Monster Level Minimum: 10 | ||
+ | * Available to: Bosses and Champions. | ||
+ | * Damage Type: N/A. | ||
+ | * Additional Resistances: None. | ||
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Doppleganger was the original name of the modifier now called [[Mirrored]]. See that entry for full details. | Doppleganger was the original name of the modifier now called [[Mirrored]]. See that entry for full details. | ||
+ | |||
+ | |||
+ | ===Mortar=== | ||
+ | |||
+ | Mortar was introduced during the beta, as a boss property that fired projectiles at a distance, to make this type of boss more dangerous to ranged attackers than to melee. The name was changed to [[Grenadier]] before release -- see that page for full details. | ||
Revision as of 15:59, 7 May 2012
Diablo III Boss Modifiers are special bonus properties that bosses and champions randomly spawn, or that they have preset by the developers. These grant the bosses extra speed, damage, the ability to teleport or duplicate themselves, and much more.
Regular monsters sometimes appear with one of these properties, presumably as part of their base stats. Molten skeletons, for instance, appear to replace the "Burning Dead" skeletons seen in past Diablo games.
Random boss monsters spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno. It's not yet known how special Elite bosses with preset modifiers increase on higher difficulty levels -- in Diablo II most SuperUniques had one or more pre-set properties, and gained additional random ones on Nightmare and Hell.
Contents
- 1 Higher Level Modifiers
- 2 =Difficulty Level Progression
- 3 Bosses vs. Champions
- 4 Boss Modifiers
- 4.1 Arcane Enchanted
- 4.2 Avenger
- 4.3 Ballista
- 4.4 Cold Aura
- 4.5 Desecrator
- 4.6 Electrified
- 4.7 Extra Health
- 4.8 Fast
- 4.9 Fire Chains
- 4.10 Frozen
- 4.11 Grenadier
- 4.12 Jailer
- 4.13 Knockback
- 4.14 Magical
- 4.15 Mirrored
- 4.16 Molten
- 4.17 Grenadier
- 4.18 Multishot
- 4.19 Mythical
- 4.20 Nightmarish
- 4.21 Linked
- 4.22 Plagued
- 4.23 Powerful
- 4.24 Stoneskin
- 4.25 Teleporting
- 4.26 Vampirific
- 4.27 Vortex
- 4.28 Waller
- 5 Removed Boss Properties
Higher Level Modifiers
Boss modifiers are not all available right from the start. Which ones were found early in the game evolved during the beta test, with steadily fewer modifiers available, as many were moved to only appear later in the game. By the end of the beta in April 2012, only Teleporter, Knockback, and Nightmarish were seen on random monsters in the majority of areas. Monsters on level two of the Den of the Fallen could spawn with those three, and might also manifest with Waller, Jailer, Molten, or Frozen, though all were rarely seen.
Most of the other known boss modifiers appear later in Normal difficulty, but there are numerous very dangerous boss properties that can only be seen on Nightmare and above.
=Difficulty Level Progression
Regular random bosses spawn with one modifier on normal, and gain another on each higher difficulty level.
- Normal difficulty random bosses and champions: 1 boss modifier.
- Nightmare difficulty random bosses and champions: 2 boss modifiers.
- Hell difficulty random bosses and champions: 3 boss modifiers.
- Inferno difficulty random bosses and champions: 4 boss modifiers.
It's not known how non-random bosses will gain properties. In Diablo 2 SuperUnique bosses (but not Act Bosses) got one or two preset mods, and added one random to that on Nightmare, and two on Hell.
Bosses vs. Champions
Some modifiers differ when seen on Champions or Bosses, and some modifiers can not occur at all on Champions. Further, some will only appear on a boss but not on his minions. A full list isn't yet known, but one obvious example is the Waller property. While Champions can only make straight walls with it, Bosses can make large squares and rectangles, always with one side missing, but quite sufficient to box in a fleeing character.
Boss Modifiers
Most of the special, random modifiers found on bosses in Diablo 3 are reminiscent of those seen in Diablo 2, but there are many new ones mixed in. All of the bosses seen (on normal difficulty) in the Blizzcon 2008 and 2009 demos had at least one modifier, but quite a few had two. That seems to not be a feature in the final game, where random Normal bosses only get
. It's not known if the bosses with two mods were SuperUniques sporting their own innate mod + a random one, or if some bosses can just spawn with multiple modifiers on normal difficulty.
Plenty of champions spawned with one or two properties as well, something never seen in Diablo II.
This page is the master list. Each entry has a brief listing here; click to the individual pages for a fully detailed listing with screenshots and gameplay reports.
Arcane Enchanted
Arcane Enchanted bosses are "enchanted" with Arcane energy. Rather than adding Arcane damage to their attacks, they cast Arcane objects that look like second hands off of a clock and rotate around, damaging any players or minions in their slowly-moving path.
This boss modifier was first seen at the start of the Diablo 3 Beta test, where it was instantly the most dangerous property in the game. That initial version, which let the bosses and their minions, as well as Champions, summon multiple an Arcane damage Hydra (just one head, unlike the triple headed version of the Wizard skill), was very dangerous as the dragon head fired a rapid stream of Arcane energy balls. The effect was nerfed in the v5 Beta patch, and changed to the current "spinning second hand" style, which is much less dangerous. This was an unpopular change with fans, and it's often hoped the first Hydra head version will return in the full game, perhaps on higher difficulty levels.
- Monster Level Minimum: 31
- Available to: All
- Damage Type: Arcane
- Additional Resistances: Arcane
Avenger
Avenger is a Champions-only modifier that adds powers to each remaining Champion when one of the pack is slain. What the powers are remains unspecified.
- Monster Level Minimum: 51
- Available to: Champions only.
- Damage Type: Standard.
- Additional Resistances: None.
Ballista
Ballista was a new property seen in the Blizzcon 2010 demo. This modifier appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giant, and the shots didn't explode upon impact, as Warcraft 2 fans might have expected, given the utility of the human catapult, the Ballista, in that title.
- Monster Level Minimum: ?
- Available to: All
- Damage Type: N/A
- Additional Resistances: None
Cold Aura
Cold Aura reported by a fan from the Blizzcon 2009 demo. It has not been seen since, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that Jay Wilson let it be known that Auras would return to the game, most likely as Monk skills.
- Monster Level Minimum: ?
- Available to: Bosses only.
- Damage Type: Cold
- Additional Resistances: Cold
Desecrator
Desecrators create a "glowing void zone" beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones do not move once cast, and can thus be avoided without great difficulty.
- Monster Level Minimum: 22
- Available to: Rare/Champion
- Damage Type: Physical
- Additional Resistances: None
Electrified
Electrified bosses are Diablo 3's version of Lightning Enchanted bosses. These bosses emit sparks when struck, add lightning damage to their attacks, and enjoy a high resistance to lightning damage as well.
Their sparking properties were first observed with awe in the Blizzcon 2009 and 2010 PvM demos, where the sheer amount of blueish sparks they spit out (whether being hit or not) made them seem like miniature arc reactors. Unlike their Diablo II version (Lightning Enchanted) the sparks no longer spit out in just four directions, like a "+" sign. They now travel in every direction, jittering wildly across the screen.
- Monster Level Minimum: 26
- Available to: All.
- Damage Type: Lightning.
- Additional Resistances: Lightning.
Extra Health
Extra Health grants 150% hit points to bosses and their minions. It also occurs on Champions. Note that all such monsters already have considerably increased hit points compared to normal monsters of their type, and this 150% is an increase on that existing bonus.
- Monster Level Minimum: 31
- Available to: All.
- Damage Type: N/A.
- Additional Resistances: None.
Fast
Fast does what you'd expect, just more quickly. These monsters have a 40% bonus to their movement speed, and can thus prove quite difficulty to avoid, or to track down if they run.
- Monster Level Minimum: 31
- Available to: All
- Damage Type: N/A.
- Additional Resistances: None
Fire Chains
Fire Chains appear and disappear rapidly, linking Champions with flaming chains that deal fire damage to nearby players and their minions. This property only appears past Normal difficulty, and only on Champions. (Not on bosses.)
- Monster Level Minimum: 31
- Available to: Champions
- Damage Type: Standard
- Additional Resistances: None
Frozen
Frozen is Diablo 3's version of Cold Enchanted. These monsters hit with bonus cold damage that chills the target, and it's assumed that they have higher cold resistance as well. Frozen bosses and Champions glow with a blueish light and emit little puffs of cold at all times, as a visual indication of their enchantment.
Near the end of the beta test, frozen bosses gained the ability to create five small ice orbs, which grow in size and then blow up, each emitting a Frost Nova during the battle. This upgrade was seen only from Captain Daltyn, as the Frozen modifier was raised in level to no longer spawn on regular bosses in the beta test.
When Frozen bosses and Champions (but not minions, as of the Diablo 3 Beta) die, they explode in a Frost Nova that will briefly freeze players it strikes.
- Monster Level Minimum: ?
- Available to: All
- Damage Type: Cold
- Additional Resistances: Cold.
Grenadier
Grenadier. Formerly known as Mortar, this modifier makes the boss or Champion constantly emit a spray of grenade-like explosives that travel some distance, making such enemies more dangerous to ranged attackers than to melee.
- Monster Level Minimum: ?
- Available to: Bosses and Champions.
- Damage Type: ?
- Additional Resistances: None.
Jailer
Jailer. This modifier grants the boss or champion the ability to briefly cage players and their minions. A reddish-orange circle appears around the targets, locking them into place for a short duration during which characters can fight and fire spells or projectiles, but can not move from their location.
- Monster Level Minimum: ?
- Available to: Bosses and Champions.
- Damage Type: N/A.
- Additional Resistances: None.
Knockback
Knockback. This modifier grants the boss or champion a knockback attack which will send a character or minion flying away from the monster that hits them. This is not a slight stumbling bump backwards, as many normal monsters can land; it's a special hit and knocks the target back 50 or more yards; usually to the edge of the screen. This can actually be helpful to ranged attacking classes, as it gives them plenty of room to fire before the boss can again close the distance.
- Occurs on Champions, with identical function.
- Minions may also Knockback.
- Monster Level Minimum: 1
- Available to: All.
- Damage Type: Standar.
- Additional Resistances: None.
Magical
Magical. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
- Monster Level Minimum: ?
- Available to: ?
- Damage Type: ?
- Additional Resistances: ?
Mirrored
Mirrored Bosses and Champions are able to create duplicates of themselves, much as Baal did in Diablo II: Lord of Destruction. The clones have the same properties as the original, potentially including the ability to resurrect or summon new monsters. The Mirrored versions have only half the hit points of the original, so they die fairly quickly, but they do not drop any items.
Individual bosses are able to produce numerous clones at the same time, potentially making their own minion packs. Actual minions can not create Mirrors, though a Champion pack with Mirrored can turn into quite an ordeal.
Mirrored was originally called Doppleganger.
- Monster Level Minimum: ?
- Available to: Bosses and Champions.
- Damage Type: N/A.
- Additional Resistances: None.
Molten
Molten is a property that creates a flaming effect on the ground beneath the feet of bosses, minions, and champions. The fire will spread to the ground beneath players and pets once combat is joined.
In earlier testing, this property was much the same as Fire Enchanted in Diablo 2, and simply added fire damage/resistance to the monsters.
- Monster Level Minimum: 10
- Available to: All.
- Damage Type: Fire.
- Additional Resistances: Fire.
Grenadier
Mortar bosses were briefly seen during the beta. The name was changed to Grenadier, while the function remained much t
enchanted bosses emit a steady spray of explosive objects, like smaller versions of the Demon Hunter's Grenades skill, in all directions and to all distances. There is no way to dodge or maneuver around the fast-fired Mortars, though being at a longer distance naturally results in fewer of the explosions coming your way.
The theory of this modifier (it was revealed during the Gameplay panel at Blizzcon 2011) is to make Mortar bosses more dangerous to ranged attackers, while melee combatants can stand in close where the mortars will fly out over their heads. In practice, melee fighters take several hits from the boss as they close in, while a ranged attacker who stays well back will hardly be hit at all.
- Monster Level Minimum: ?
- Available to: Bosses and Champions.
- Damage Type: ?
- Additional Resistances: ?
Multishot
Multishot returns from Diablo II. [1]. It's nastier by itself in Diablo III, since ranged attackers pack more of a punch than most of them did in Diablo II, and a boss or champion pack of ranged attackers with this mod can emit some serious ordinance.
The real danger of MS in Diablo II was due to a bug; since the MS stacked on top of the sparks that Lightning-Enchanted bosses emitted, creating insta-kill fields of lightning. That MSLE bug was fixed in v1.10, and MSLE bosses have not been any special danger since then. Though that same bug will surely not return in Diablo III, the developers might give MS some stacking ability with Electrified, Mortar, Ballista, or other ranged boss modifiers to up their danger level on higher difficulty levels.
- Monster Level Minimum: ?
- Available to: All.
- Damage Type: N/A.
- Additional Resistances: None.
Mythical
Mythical was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
- Monster Level Minimum: ?
- Available to: ?
- Damage Type: ?
- Additional Resistances: ?
Nightmarish
Nightmarish bosses may inflict the Witch Doctor's Horrify skill when striking a target, causing the afflicted character or pet to run in a straight line away from the monster. If the path is blocked by other monsters or a wall, the afflicted will stand still, helpless.
Horrify is one of the most dangerous properties, since the horrified target can not control themselves, cast spells, run, or do anything other than drink a potion, and is thus very vulnerable to attack while in that state.
- Monster Level Minimum: 2
- Available to: All.
- Damage Type: N/A.
- Additional Resistances: None.
Linked
Health linked bosses and champions were seen in the Blizzcon 2010 demo, and feared. This mod "links" the hit points of all the champions, or the boss and his minions, essentially giving them all one huge health pool. This makes it impossible to kill any single target quickly, since all of the enemies lose hit points at the same rate, until the health link breaks when they are very low on hit points.
It's dangerous since you can't pick them off one at a time, and you can't kill one quickly to lessen the damage they're dealing. All of the monsters stay on the attack until they're nearly dead, at which point they de-link and usually drop over one right after the other. That aspect of it is a fun mod, since the whole group goes over like dominoes once one of them succumbs.
- Monster Level Minimum: ?
- Available to: All.
- Damage Type: N/A.
- Additional Resistances: None
Plagued
Plagued bosses add poison damage to their attacks, and presumably enjoyed greater resistance to poison damage as well. They gave off a visual identifier, with little clouds of green smoke rising up from them. Upon death they explode in a huge cloud of poisonous gas.[2]
This mod seems to be the Diablo 3 version of "Poison Enchanted."
- Monster Level Minimum: ?
- Available to: All
- Damage Type: Poison.
- Additional Resistances: Poison.
Powerful
Powerful was seen in the Blizzcon 2010 demo, but not understood completely. It sounds like the Diablo III version of "Extra Strong," a Diablo II mod that granted bonus damage to monsters, but that wasn't clear from the play testing. Nor did these bosses seem to have any specially greater amount of hit points.
- Monster Level Minimum: ?
- Available to: ?
- Damage Type: N/A.
- Additional Resistances: None.
Stoneskin
Stoneskin returns from Diablo II, once again granting monsters much higher defense. It doesn't seem to improve the monster's hit points or resistances though, as Wizards found monsters with this one easy prey.
- Monster Level Minimum: ?
- Available to: All.
- Damage Type: Standard.
- Additional Resistances: Physical.
Teleporting
Teleporting allows bosses, their minions, and champions to teleport directly on top of their target. This makes the ability especially dangerous to ranged attackers, who wish to maintain a distance from the enemy.
In earlier testing, this ability caused the monster to randomly relocate every few seconds, and was most useful for ranged attackers since they could bounce around the screen while continuing to pin cushion the player chasing after them.
- Monster Level Minimum: 3
- Available to: All
- Damage Type: N/A.
- Additional Resistances: None.
Vampirific
Vampirific is life leech in Diablo III, and player reports from Blizzcon 2009 ranked this among the worst of the boss modifiers. The life leech was very high from this one, and some players found these guys literally impossible to kill, since they'd heal almost fully with a single hit, while it took dozens of hits to kill them.[3]
- A vampiric monster ruined my last playthrough of the con. I tried to hit it with my Witch Doctor, but it kept healing itself by hitting my mongrels. I spent something like 5 minutes gently kiting it around, trying to get off a Skull of Flame or two before it could melee me. I didn’t even get to level up that time. Very, very mad.
- --ExtraCrispy
- Monster Level Minimum: ?
- Available to: ?
- Damage Type: N/A.
- Additional Resistances: None.
Vortex
Vortex is basically reverse Teleporter, as it causes players to appear directly on top of the monster. Players can run away again, and ranged attackers will usually want to do so.
First seen in the Blizzcon 2010 demo. It was very nasty for ranged players to deal with, since it allowed the boss or champion to yank the player back into their midst; the last place a ranged attacker wanted to be. The graphics for this skill weren't yet clear, since there was no visible display for what was happening. To the player it looked almost like lag, or a desynch, as you'd rush away from the monsters and sudden get bounced back into the midst of them.
Julian Love said that the graphics were still under construction and it would be improved in the final game. [4]
- Monster Level Minimum: ?
- Available to: ?
- Damage Type: N/A.
- Additional Resistances: None.
Waller
Waller grants monsters the ability to raise stone walls that block player movement. This can stop players from fleeing, as well as block player projectiles. Monsters are blocked from moving or firing over the walls as well.
Champions can only create short, straight walls, while Bosses can create three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape.
- Monster Level Minimum: 10
- Available to: Bosses and Champions.
- Damage Type: N/A.
- Additional Resistances: None.
Removed Boss Properties
It's likely that others on this page have been removed, as quite a few are not seen in the beta test. However this section only lists ones that are known to have been removed from the game.
Die Together
Die Together was a Champion-only modifier removed from the game during development. Its removal was announced in the Beta v6 patch notes in November 2011, and further explained by Blizzard afterwards. See the Die Together article for more details, but briefly stated: The modifier grouped the full pack of Champions, enabling each one to resurrect approximately 10 seconds after death so long as any of the pack remained alive.
The theory was to force players to manage the battle, and to whittle all of the Champions down to nearly dead, before trying to kill them all in rapid succession. In practice it was just annoying -- characters with AoE attacks had a considerable advantage over melee attackers and furthermore, some monsters (such as Skeletal Summoners) tended to move apart, making it nearly impossible to kill all of them in the allotted time.
Doppelganger
Doppleganger was the original name of the modifier now called Mirrored. See that entry for full details.
Mortar
Mortar was introduced during the beta, as a boss property that fired projectiles at a distance, to make this type of boss more dangerous to ranged attackers than to melee. The name was changed to Grenadier before release -- see that page for full details.
Monsters of Diablo III[e] Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade |
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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 - |
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Demons |
Armored Destroyer - Dark Berserker - Deceiver - Fallen - Ghoul - Hellion - Thrall |
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Undead |
Accursed - Bone Reaver - Brigand - Dune Dervish - Ghost - Ghoul - Grotesque - Morlu Caster - Risen Dead - Skeleton - Skeleton Mage - Unburied - Wraith - Wretched Mother |
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Primary Quest Uniques |
Act One Bosses:
Araneae -
Skeleton King -
The Warden -
The Butcher
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Uniques Modifiers |
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer | ||||
Removed Modifiers |
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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
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