Basic facts and properties of monsters in Diablo 2.
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.
Monster Values | ||
---|---|---|
Players | Hit Points | Experience |
1 | 100% | 100% |
2 | 150% | 150% |
3 | 200% | 200% |
4 | 250% | 250% |
5 | 300% | 300% |
6 | 350% | 350% |
7 | 400% | 400% |
8 | 450% | 450% |
When more players are in the game, monsters have more hit points, do more damage, are worth more experience, and are more likely to drop items. The game calculates these figures when the monster is spawned; when a player moves near enough the monster that it is calculated into existence. Once spawned, monsters retain their initial values whether more players enter or leave the game.
Experience and hit points are calculated by the same formula:
This results in the following values.
This command works only for single player characters (whether played solo, or in TCP/IP or open Battle.net games). Simply type in “/players x” where the x = the number of players you wish the game to simulate. Players who wish a greater challenge and bigger rewards can use this command to increase monster hit points and experience gains. As of v1.11 players 1-8 are valid options, and the setting can be increased or decreased at any time during the game. Values will not change for monsters once they’ve spawned.
Players X also affects the quantity of items dropped by chests, and the # of players check is made when the chests are opened. It’s possible to clear areas on Players 1, then turn it up to players 8 to open chests, but this tactic is considered cheesy and is scorned by legit players.
Monster levels are listed on the various monster pages. Their levels are used in many calculations, too many to list here. Some quick facts:
See the Experience page for much more detail.
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 spell levels and damages are complicated to calculate, but some of these values can be seen on the various monster pages.
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 100%. Immunities can be “broken” by various skills and spells, such as Lower Resistance, Conviction, Amplify Damage and Decrepify. 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 100%, 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.
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. Another option for stopping regeneration is the “open wounds” modifier on certain weapons and armor. Additionally, weapons can have “poison” or “open wound” modifiers placed on them through sockets.
Monsters grow much more difficult on the Nightmare and Hell difficulty levels.
Nightmare monsters increase in:
Hell monsters increase in: