Monsters
Another crucial component of the Diablo series is the hacking and slashing of monsters. Diablo III will be filled with a multitude of demons to fight. Offering a wider range of monster types than Diablo II, many other advancements have been made to make the endless slaughter more enjoyable.
Monsters come in various types, such as Undead, Animals, Demons and many more.
Monsters come in 6 qualities that can be easily recognized by their colored names; Regular (white), Champion (blue), Rare (yellow), Unique (purple), Mini-Boss (purple) and Boss (purple). All but Regular are also classified as "Elite" to determine they have special powers and drop better loot.
Each quality type can have a multitude of different affixes and group size.
Champions are usually packs of 3 or 4 monsters that share the same abilities.
Rares are single, powerful monsters that come with Minions, slightly stronger than their Regular counterparts.
Uniques are single, powerful monsters that are hard to find and sometimes very tough to kill.
Mini-Bosses are usually ones the player must kill in order to complete a quest.
Bosses appear at the end of each Act and are the extremely difficult to kill.
There are many more monster affixes than Diablo II such as Molten which leaves a fiery AoE around the mob.
Monster AI has been greatly improved since Diablo II.
Grouping of certain monster types has been used to create a more robust combat system.
Every monster has a chance to randomly drop any item based upon the monster's level.
Boss fights will have more depth than the bosses in Diablo II.
Diablo will be the final boss fight for the game as confirmed by blizzard in 2011.
Monster Scaling by Difficulty and Players
Here is how monsters scale per player in each difficulty:
Diablo III introduces the Treasure Goblin into the series.
The Treasure Goblin is a despicable little monster that carries a bag of loot on its back.
When pursued it will run away with a hideous laugh and drop a trail of gold on the ground.
If the hero manages to hunt down the Goblin and kill it it will drop it's bag of loot which usually contains lots of gold and very good items.
Treasure Goblins will always try to run into other packs of monsters so that it's more difficult to pursue them.
If not caught in time they will open a portal to the domain of their master Greed and jump into it.
Bosses and Events
Monster Affixes
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Arcane Enchanted (Level 31 ) - Monsters imbued with the Arcane Enchanted trait can summon a deadly purple beam. These beams rotate in a withering circle of pain that inflicts arcane damage. (Source)
Avenger (Level 51) - Only Champion monsters can spawn with the Avenger trait. When a Champion group imbued with Avenger arrives, the death of each group member imbues the remaining Champions with added power as they wreak their frenzies vengeance on the Hero. (Source)
Desecrator (Level 22) - The Desecrator creates a glowing void zone beneath the targeted Hero. The void zone deals damage to any Hero near it. (Source)
Electrified (Level 26) - Gives the monster higher Lightning resistance as well as lighting damage when attacking. This also gives the monster a special Lightning-based ability. (Source)
Extra Health (Level 31) - This trait bestows the imbued monster with extra HP. (Source)
Fast (Level 31) - This makes monsters run, attack and cast magic faster. Monster granted with fast are granted no additional resistances, nor do their attacks inflict extra damage. (Source)
Fire Chains (Level 31) - Champion backs are attached by a fire chain. The Hero suffers damage if he touches or even gets near one of the fire links. (Source)
Frozen (Level 22) - Frozen-imbued monsters inflict Cold damage with their attacks and have strong Cold resistance. They also wield a pair of Cold based special attacks. They can slow the Hero, as well as freeze them with frozen orbs or on death. ( Frozen)
Health Link (Level 51) - This special trail is for champion monsters only and it activates only if more than one champion is present. Health Link reduces the amount of damage taken by the champion with that trait by linking his HP to that of all other Health Link champions in the area.
Horde(Level 31) - This special trail is for Rare monsters only. Horde increases the squad of minions that spawn with a rare monster, crowding the battlefield. This is a hidden trait, you will not see it listed on the monster
Illusionist (Level 26) - The illusionist trait imbues a creature with the ability to create dangerous clones of itself. The trait grants no new resistances, and the damage deal by an Illusionist is not modified in any way. Illusionist is available to minions, as well as Rare and Champion monsters. Each clone has the same hp as its host. Clones can not create clones. Each monster has a chance to use polymorph to create two clones of itself when damaged. ( Illusionist (Attribute))
Invulnerable Minions (Level 51) - Only rare monsters about level 51 can spawn in with this trait. These rares arrive with a squad of indestructible puppet minions and an expanded heath pool. Its health is increased by 50%. You can not kill the minions until the main rare is dead.
Jailer (Level 51) -The jailer trait gives monsters the ability to immobilize the Hero in a conjured prison. The effect is brief, but long enough to make you an easy target. Each attack by the Jailer has a 25% chance to cast this on you. Dashing strike lets you move, but does not free you. Spirit walk will however set you free. ( Jailer)
Knockback (Level 0) - Each melee hit has a chance to knock back the hero. ( Knockback)
Missile Dampening (Level 8) - Only rare monsters can spawn with this trait. Creatures imbued with the trait generate a reddish sphere around themselves. Any projectile entering this sphere moves considerably slower. (Object will be 50% slower while inside) The projectile will speed up once leaving.
Molten (Level 8) - Enemies with the Molten trait are granted Fire resistance and add Fire damage to their normal attacks. They also exhibit a pair of Fire-based special attacks. As they move, Molten creatures leave a trail of painful lava pools. When they die, they explode in a fiery bast. ( Molten)
Mortar (Level 22) - The Mortar monster launches a quick volley of firebombs at the hero every 4-5 seconds. The monster will keep tossing bombs when he dies. Minions can also spawn with this. ( Mortar)
Nightmarish (Level 0) - Any rare monster and its minions of all levels can spawn with this. This imbues a monster's attacks with an element of Fear. Any attack by a Nightmarish foe has the chance to send your character fleeing in terror. ( Nightmarish)
Plagued (Level 14) - All monsters at level 14 and above can be spawned with the Plagued trait. All damage dealt by a Plagued monster is Poison-based. The trait also grants Poison resistance to the monster (including minions) and triggers three special Poison-based attacks. ( Plagued)
Shielding (Level 22) - Gives the monster a brief period of invulnerability to all forms of damage.
Teleporter (Level 0) - The teleporter trait allows monster to zap aroudn the field of battle, phasing away when attacked only to jump back next to you moments later for a counterattack. The trait has no effect on damage or resistances. ( Teleporter)
Thorns(Level ?) - All Champion and Rare monsters (but not minions) above level 26 can have the Thorns trait. When you strike a Thorns-imbued foe with a melee attack, you suffer automatic damage in return.
Vampiric(Level ?) - The vampiric trait allows monster to literally feast on the damage they inflict to you by turning it into health for themselves.
Vortex (Level ?) - This trait allows monsters to draw their foes into close quarters, so Vortex is particularly dangerous if your character relies on ranged attacks. The ability itself doesn't inflict damage, however. ( Vortex)
Waller (Level ?) - Waller allows champions monsters imbued with the trait to erect impenetrable barriers on the battlefield for brief durations of time. ( Waller)
Entangler (Level ?) - monsters cast an immobilizing debuff on the player. ( Entangler)
I'm just curious where this info was obtained. I understand that Inferno is supposed to be hard, but could 110% be a typo from the source? It seems as if that discourages co-op play rather than encouraging it. IMO, 100% seems to be a better scaling factor. However, it may be how Blizzard is adjusting to our gearing up and growing stronger. Will definitely know more in a few days.
I'm just curious where this info was obtained. I understand that Inferno is supposed to be hard, but could 110% be a typo from the source? It seems as if that discourages co-op play rather than encouraging it. IMO, 100% seems to be a better scaling factor. However, it may be how Blizzard is adjusting to our gearing up and growing stronger. Will definitely know more in a few days.
From the strategy guide. It also makes sense since you gain so much more utility buffs and debuffs with a full party. Grouping will still give you a net gain when you factor things in like 24% dmg increase for the group, -25% dmg taken. These have 100% uptimes... and there's a lot more than just those two.
I'm just curious where this info was obtained. I understand that Inferno is supposed to be hard, but could 110% be a typo from the source? It seems as if that discourages co-op play rather than encouraging it. IMO, 100% seems to be a better scaling factor. However, it may be how Blizzard is adjusting to our gearing up and growing stronger. Will definitely know more in a few days.
From the strategy guide. It also makes sense since you gain so much more utility buffs and debuffs with a full party. Grouping will still give you a net gain when you factor things in like 24% dmg increase for the group, -25% dmg taken. These have 100% uptimes... and there's a lot more than just those two.
Inferno - 110% Health; 0% XP; 15% Damage per player is what strikes me as a little too much.
Monsters
Another crucial component of the Diablo series is the hacking and slashing of monsters. Diablo III will be filled with a multitude of demons to fight. Offering a wider range of monster types than Diablo II, many other advancements have been made to make the endless slaughter more enjoyable.
Monster Scaling by Difficulty and Players
Here is how monsters scale per player in each difficulty:
Normal - 75% Health; 0% XP; 0% Damage
Nightmare - 85% Health; 0% XP; 5% Damage
Hell - 95% Health; 0% XP; 10% Damage
Inferno - 110% Health; 0% XP; 15% Damage
Treasure Goblins
Bosses and Events
Monster Affixes
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Videos
Links
Wiki
I'm just curious where this info was obtained. I understand that Inferno is supposed to be hard, but could 110% be a typo from the source? It seems as if that discourages co-op play rather than encouraging it. IMO, 100% seems to be a better scaling factor. However, it may be how Blizzard is adjusting to our gearing up and growing stronger. Will definitely know more in a few days.
From the strategy guide. It also makes sense since you gain so much more utility buffs and debuffs with a full party. Grouping will still give you a net gain when you factor things in like 24% dmg increase for the group, -25% dmg taken. These have 100% uptimes... and there's a lot more than just those two.
Inferno - 110% Health; 0% XP; 15% Damage per player is what strikes me as a little too much.
Ha. Bagstone.
Ive had quite a few HC Whirlwind Barbarians die on me in pre expansion Diablo 2 because of damage reflect.
You have a good speach and a good writing.