Diablo 2x Dmg To Monster 1x To You
With high Physical Damage Reduction and Fire/Lightning Absorption, Diablo will end up healing you over time instead of damaging you. Diablo may cast his special Bone Prison on you, your hirelings, and around your Town Portals to prevent you from escaping. Jun 20, 2012 Sunday Coffee Jazz - Relaxing Instrumental Bossa Nova Jazz Playlist - Relax Cafe Music Cafe Music BGM channel 9,802 watching Live now. Aug 16, 2000 Diablo II: monsters respawn. (POLL) 12 posts. This is particularly useful if you're character isn't good enough yet to take on the end-of-level monster, or evencerain monsters for. The Monster Power system was introduced into Diablo 3 in Patch v1.0.5 in October 2012, after being testable on the Diablo 3 Public Test Realm for several weeks. Inspired by the Diablo 2 Players X system, Monster Power allows players to set a level from 0-10 which will increase the difficulty of the game. No point to save a respec at best you only need 1 which you will have anyways to sort out your stats on perfect gear, and the few points spent on skills makes leveling smoother if its your first ladder char.Especially if you dont pick up a good 2h you very well might frenzy+splash yourself up to level 40.
Diablo II Monsters[e] |
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Types |
Animals • Demons • Undead |
Info |
Complete Monster Listing Modifiers • Experience Champions • SuperUniques |
Monster Categories |
Animals • Demons • Undead Act Bosses • Guest Monsters Objects • SuperUniques Uber Monsters |
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is a Monster |
Diablo is a Demon, a SuperUnique, and an Act Boss.
Different versions of Diablo appear in several locations throughout the game. His main and original role is as the boss of Act Four, but he also appears in two special events added in patches long after release; as Uber Diablo (who can replace any SuperUnique in the entire game) and as Pandemonium Diablo in Uber Tristram at the end of the Pandemonium Event.
- 4Offense
Game Interactions[edit]
Diablo's original role is as the Act Boss of Act Four and must defeated to complete the Terror's End quest. This quest ends the game in Diablo II and enables access to Act Five in Diablo II: Lord of Destruction. Diablo is found in the Chaos Sanctuary. He appears in the center of the large pentagram after the five seals have been opened and the three seal bosses have either been killed or lured out of the Chaos Sanctuary.
Diablo is the Lord of Terror and the youngest of the three Prime Evil brothers. The pursuit of Diablo and the battle to destroy his soulstone is the focal point of the game story and the lore in the game manuals for Diablo and Diablo II.
Like many of the monsters in Diablo II, Diablo was more difficult in earlier versions of the game. Prior to v1.08, his Firestorm (ground fire) attack could instantly kill almost any character who took it at point blank range since there were so many overlapping pixels of flames. Maximum fire resistance was essential along with fire absorption, and digging in for a long toe-to-toe fight with Diablo was almost sure suicide. Hit-and-run tactics had to be employed in order to survive back then.
v1.08 made Diablo much less dangerous and v1.10 nerfed him even further. Diablo's Firestorm does much less damage and his pink lightning hose no longer touches characters battling him at melee range, though it can still be quite dangerous to ranged attackers.
Lore[edit]
Diablo spent two centuries slowly working to corrupt the Soulstone that imprisoned him. In time, he was able to extend his influence into the surrounding area of Khanduras and corrupt both King Leoric and his archbishop, Lazarus. The King proved too strong to fully control so the Demon took possession of his son, Prince Albrecht. Diablo then began to shape an outpost of Hell within the catacombs that ran beneath the town of Tristram. By spreading terror into the surrounding countryside, the demon was able to attract many heroes who came to cleanse the land of evil. By the time the strongest of these heroes reached this goal, though, he had become fully influenced by the will of Diablo. In his twisted state, this adventurer believed that the only way to fully control the Demon was to plunge the shard of the Soulstone into his own head. This, of course, was exactly what Diablo had planned as the Demon now had an even stronger body to use to find his brothers and complete his ultimate plan.
Statistics[edit]
Stats are displayed by difficult level: Normal / Nightmare / Hell.
The stats on this page apply only the regular version of Diablo, found as the act boss of Act Four. See the Uber Diablo and Pandemonium Diablo articles for details about those other incarnations of Big Red.
- Diablo deals seven times his normal damage to player minions making it hard to keep mercenaries or summoned minions alive.
Name | Level | Experience | Hit Points | Speed | Max TC/Rune |
---|---|---|---|---|---|
Diablo | 40 / 62 / 94 | 44902 / 465,362 / 2,195,808 | 6 | 36/Dol, 60/Ist, 84/Zod |
Offense[edit]
Diablo's stats are all preset. He does not get any random Monster Modifiers.
- Diablo is vulnerable when charging, since he will run very slowly if slowed by various CC attacks, including cold attacks, the Holy Freeze aura, the Decrepify curse, etc. Ranged attackers can land many, many shots while Diablo slowly charges towards the location where they were standing when he began the charge.
Name | Melee Attack 1 | Attack Rating | Melee Attack 2 | Attack Rating 2 | Charge |
---|---|---|---|---|---|
Diablo | 19-49 91-112 192-235 | 1311 2592 8062 | 28-64 96-127 203-267 | 1051 2412 7500 | 53-69 80-96 116-132 |
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Magical Attacks[edit]
Diablo uses a variety of spells to supplement his melee strikes. Several of these hit for physical and elemental damage making physical resistance useful for characters who wish to survive the battle.
Name | Pink Lightning | Cold Hand | Fire Nova | Firestorm | Firewall |
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Diablo | Physical+Lightning: 54-72 + 126-216/sec 126-144 + 234-324/sec 216-234 + 378-468/sec | Magic damage: 42-61 (8s chill) 69-97 (8s chill) 105-145 (8s chill) | Fire dmg: 52-82 76-106 108-138 | Physical+Fire: 8-17 + 24-38 (3-9 hits) 15-24 + 40-54 (6-18 hits) 24-32 + 62-76 (10-30 hits) | Fire dmg: 18-19/sec 29-30/sec 43-44/sec |
Defenses[edit]
Like the other act bosses, Diablo does not regenerate hit points, unless you level up mid-battle by killing other monsters.
- Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.
- Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.
Name | Defense | Blocking | Regen Rate | Drain Effectiveness | Chill Effectiveness |
---|---|---|---|---|---|
Diablo | 20% / 40% / 50% | -- |
Resistances[edit]
- Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.
- Immunities can be 'broken' by skills that lower resistance, if the value drops below 99%. See the Resistances page for more details.
Name | Physical | Fire | Cold | Lightning | Poison | Magic |
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Diablo |
Locations[edit]
All SuperUniques (except for Uber Diablo) are found in roughly the same location every game on all three difficulty levels (Except for the Uber Monsters who are only found in the Hell Difficulty).
Name | Location |
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Diablo |
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Taunts[edit]
- Aggh.. The smell of life surrounds me.
- Not even death can save you from me..
Monsters of Diablo II [e] AnimalsDemonsUndeadAct 1 BossesAct 2 BossesAct 3 BossesAct 4 BossesAct 5 BossesObjectsMonster InfoAct & Uber Bosses | ||||
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Animals | ||||
Demons | ||||
Undead | ||||
Act One Bosses | Andariel - Bishibosh - Blood Raven - Bone Ash - Bonebreaker - Coldcrow - Corpsefire - Cow King - Griswold - Pitspawn Fouldog - Rakanishu - The Countess - The Smith - Treehead Woodfist | |||
Act Two Bosses | Ancient Kaa the Soulless - Blood Witch the Wild - Coldworm the Burrower - Creeping Feature - Dark Elder - Duriel - Fangskin - Fire Eye - Radament - The Summoner | |||
Act Three Bosses | Battlemaid Sarina - Bremm Sparkfist - Geleb Flamefinger - Icehawk Riftwing - Ismail Vilehand - Maffer Dragonhand - Mephisto - Sszark the Burning - Stormtree - Toorc Icefist - Witch Doctor Endugu - Wyand Voidbringer | |||
Act Four Bosses | Diablo - Grand Vizier of Chaos - Hephasto the Armorer - Infector of Souls - Izual - Lord De Seis - | |||
Act Five Bosses | Achmel the Cursed - Baal - Bartuc the Bloody - Bonesaw Breaker - Colenzo the Annihilator - Dac Farren - Eldritch the Rectifier - Eyeback the Unleashed - Frozenstein - Korlic - Lister the Tormentor - Madawc - Nihlathak - Pindleskin - Sharptooth Slayer - Shenk the Overseer - Snapchip Shatter - Talic - Thresh Socket - Ventar the Unholy | |||
Objects | ||||
Monster Info | ||||
Act Bosses Uber Monsters | Pandemonium Diablo - Lilith - Uber Izual - Uber Duriel - Uber Baal - Uber Diablo - Uber Mephisto - |
This page houses general information about the monsters in Diablo and Hellfire. Click to the individual monster pages for full stats and images, along with some strategy and other tidbits. See chapter 5 in Jarulf's Guide for even more detailed formulae than this wiki provides.
- 1Monster Type
- 2Hover Information
- 3Monster Attack Type
Monster Type[edit]
Monsters in Diablo and Hellfire are divided into three types: Animals, Demons, and Undead. The type of a given monster is generally easy to tell in Diablo, though the lines are more blurred in Hellfire's bestiary. Generally speaking, Undead are skeletons and zombies, Animals are lower life forms like scavengers and bats, and Demons are the more advanced humanoid enemies like Knights and Mages. The monster type is listed on every individual monster page and every boss page, and these designations do matter. Here's a quick list of regular monsters and special boss monsters, divided by type.
Animals | Undead | Demons | |
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Fallen Ones | Skeletons | Balrogs | Lightning Demons |
Horned Demons | Skeleton Archers | Gargoyles | Mages |
Hell Spawns * | Skeleton Captains | Goat Men | Magma Demons |
Scavengers | Zombies | Goat Men Archers | Overlords |
Spitting Terrors | The Skeleton King | Hidden | Succubi |
Winged Fiends | -- | Knights | Vipers |
-- | The Butcher | Diablo |
- * Hell Spawns are Animals in Hellfire. All other Succubi are Demons.
- ** Familiars are Demons. All other Winged Fiends are all Animals.
Hellfire Monsters[edit]
Animals | Undead | Demons |
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Arachnon | Arch Lich | Biclops |
Devil Kin Brute | Bone Demons | Crypt Demon |
Firebat | Gravedigger | Felltwin |
Hellbat | Lich | Flesh Thing |
Lashworm | The Shredded | Hellboar |
Necromorb | Skullwings | Hork Spawn |
Psychorb | -- | Reaper |
Satyr Lord | -- | The Defiler |
Spider Lord | -- | Hork Demon |
Stinger | -- | Na-Krul |
Tomb Rat | -- | -- |
Torchant | -- | -- |
Venomtail | -- | -- |
Weapons and Damage Determination[edit]
One of the main factors when evaluating monster type is determining weapon damage bonuses and penalties. Swords do 150% damage to Animals and 50% to Undead, while clubs do 150% damage to Undead and 50% to Animals. Demons are 100% to both, and bows, axes, staves, and spells do 100% damage to all three types.
Weapon Type | Animals | Demons | Undead |
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Swords | 150% damage | 100% damage | 50% damage |
Clubs | 50% damage | 100% damage | 150% damage |
Axes/Bows/Staves Hands/Feet/Magic | 100% damage | 100% damage | 100% damage |
Monster type also determines if a monster will take damage from the spell Holy Bolt. Only undead monsters (and Diablo) take damage from it; other monsters can not be touched at all by the spell. Also, some weapons (mostly Uniques) have higher AC or deal bonus damage against one type of monster. For instance, Bloodslayer, the unique broad axe, deals 200% damage to Demons.
Hover Information[edit]
Monsters in Diablo and Hellfire immediately display their names when hovered on, and the game keeps track of how many of that monster you have killed in that game. (The counter will run for multiple games in the same multiplayer play session.) Information about their resistances and immunities is displayed once you have 15 kills, and after 30 kills you are shown the hit points for that monster type.
Incidentally, the resistances and immunities are correctly displayed, but the hit points are only approximate, and are considerably inaccurate on Nightmare and Hell, thanks to various bugs in the way the game adds extra hit points for higher difficulty levels. The basic problem is that the hit points displayed are pulled from one data table, but it's not the same data as that which the game actually uses to create the monsters. The actual, accurate, hit points are displayed in the tables on the various monster pages in this wiki.
Monster Counter Work Around[edit]
There's a slightly complicated way to trick the game into counting your monster kills forever with a multiplayer character. Thanks to Lochnar for the following method:
The first time you play your multi player character and want to tally kill counts:
- Start the game(s) as always and play through for that session
- When done with the game gather up all your goodies as you would any other time you finished a game
- Instead of selecting Quit Diablo from the menu, select New Game
- Cancel out of each selection until you get back to the screen for single or multi play
- Select single player
- Select new hero and create your kill count character
- When the game is started, don't bother playing
- Select save game from the menu
- Quit Diablo
All games after that which you want to tally:
- Select single player
- Load your saved game for your kill counter character (not new game)
- When the game has loaded select new game from the menu
- Cancel back to the single or multi player selection
- Start your multi player game (any difficulty)
- When done with session (can be any number of multi games but no single player loads) select new game
- Cancel back to single player selection
- Pick your kill counter character but select new game NOT load saved game (load will revert kill count to that save)
- When new game with kill counter character has started, select save game
Monster Resistances[edit]
Monster resistances in Diablo and Hellfire come in only three values. 0%, 75%, or 100%/immune. Monsters who do not display a resistance have no resistance and take the full elemental damage. (The damage listed on many spell hovers is inaccurate. See the Spells and Spellbooks page for the actual damage done by every spell in the game.)
Monsters that list a resistance always have 75% resistance to that element. There are no spells or item properties that lower resistances in Diablo or Hellfire. (Wait for Diablo II for those.)
Monsters that are immune to spells take no damage from that type of element, and will not even be touched by it. A fire immune monster won't be hit by or notice fire damage of any type, will walk straight through a Firewall, etc. This can be used to your advantage in some cases; players can shoot lightning or fire into a room and draw out all the non-immune monsters, while the immune ones remain quiescent.
Holy Bolt will only damage Undead monsters, and Diablo himself. These monsters do not resist this spell in Diablo. In Hellfire, Diablo and Skullwing demons resist Holy Bolt. (At 75%, of course.)
No monsters in Diablo have any resistance to physical damage, so melee weapons and arrows (not counting the elemental damage found on some weapons) will almost always deal 100% damage to their target. (Exceptions include weapons that deal 200% damage to Demons or Undead and the weapon bonuses/penalties on swords and blunts vs. undead and animals.)
Monster Attack Type[edit]
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Monsters are divided into different types, and each type has its own AI for movement, attacking, retreating, and so forth. These types are not specifically defined by the game, but are easy to envision if you've played a fair amount. Players just 'know' how skeletons, or goat men, or vipers, etc, behave. This table lists which monsters use which type of AI, and since there are fewer types of AI than there are monsters, some monsters use the AI of another creature. Monsters with the same behavior type may still differ; some spell-casters move the same, but use different spells which changes the feel of the battle; Diablo uses the AI of a Magma Demon, for instance. Monster behavior changes with distance; Balrogs behave like Skeletons until they are within 3 squares of a character.
- Monster behavior does not change with difficulty level.
- All monsters of the same type use the same behavior, though their IntF rating affects how quickly they react to stimuli. IntF is listed on the individual monster and boss pages.
- Some boss monsters use the behavior of a different type of monster which can substantially change their behavior (adding charging behavior, for instance). Those are listed on the individual SuperUnique pages.
- The minions of a boss monster use the same behavior as their boss. Even when it's different than their usual type behavior.
- All Hellfire monsters use the behavior type as one of the Diablo monsters. (Usually skeleton, which is why most Hellfire monsters seem pretty boring with their default 'walk straight at the enemy' movement.)
Diablo Monsters[edit]
Monsters found in Diablo and Hellfire.
Monster Type | Attack Type | Monster Type | Attack Type |
---|---|---|---|
Zombies | Zombie | Horned Demons | Horned Demon |
Fallen One, Spear | Fallen One | Spitting Terrors | Spit |
Fallen One, sword | Fallen One | Lightning Demons | Magma Demon |
Skeletons | Skeleton | Balrogs | Balrog |
Skeleton Archers | Skeleton Archer | Vipers | Viper |
Skeleton Captains | Skeleton | Succubi | Goat Archer |
Scavengers | Scavenger | Knights | Skeleton |
Winged Fiends | Winged Fiend | Mages | Mage |
The Hiddens | Hidden | -- | -- |
Goat Men | Goat Man | Golem (The spell.) | Golem |
Goatmen Archers | Goat Archer | The Butcher | Butcher |
Overlords | Overlord | Skeleton King | Skeleton King |
Gargoyles | Gargoyle | Diablo | Magma Demon |
Magma Demons | Magma Demon |
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Hellfire Monsters[edit]
Monsters found only in Hellfire. There are no changes to the AI of Diablo monsters in Hellfire.
Monster Type | Attack Type | Monster Type | Attack Type |
---|---|---|---|
The Shredded | Skeleton | Firebat | Goat Archer |
Felltwin | Skeleton | Hellbat | Goat Archer |
Hellboar | Skeleton | Skullwing | Skeleton |
Hork Spawn | Skeleton | Bone Demon | Magma Demon |
Stinger | Skeleton | Lich | Goat Archer |
Venomtail | Skeleton | Arch Lich | Goat Archer |
Psychorb | Goat Archer | Satyr Lord | Skeleton |
Necromorb | Goat Archer | Crypt Demon | Skeleton |
Arachnon | Skeleton | Biclops | Skeleton |
Spider Lord | Spit | Flesh Thing | Skeleton |
Lashworm | Skeleton | Reaper | Skeleton |
Torchant | Goat Archer | -- | -- |
Gravedigger | Scavenger | The Hork Demon | Skeleton |
Tomb Rat | Skeleton | The Defiler | Skeleton |
Devil Kin Brute | Skeleton | Na-Krul | Skeleton |
Diablo I - Hellfire[e] BasicsQuestsSkillsMonsters |
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Diablo I Basics[e] | ||||
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Uniques | Base Items | Miscellaneous Items | Characters | Other Essentials |
Quest General Info - Quest Items[e] | ||||
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Church | Catacombs | Caves | Hell | Hellfire Quests |
Diablo I Spells | Hellfire Spells[e] | ||||
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Diablo I Monsters - Quest Bosses - Superuniques Bosses | Hellfire Monsters[e] | ||||
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Animals Undead | Demons | Uniques | The Hive | The Crypt | Uniques |