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Boss Modifiers

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===Difficulty Level Progression==
[[File:Mon-inferno-boss1.JPG|thumb|300px|Inferno boss.]]
* [[Inferno]] difficulty random bosses and champions: 4 boss modifiers.
It's not known how non-random [[Superunique]] bosses will gain properties. In Diablo 2 SuperUnique bosses (but not Act Bosses) got one or two preset mods, have static modifiers and added one random to that on Nightmarespawn locations, and two on Hellgenerally do not come with minions (outside of some [[quest]] bosses).
==Boss Modifiers==
Most of the special, random modifiers found on bosses in Diablo 3 are reminiscent of {{iw|Monster_modifier#Unique_Monster_Bonuses 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 listof boss modifiers. Each entry has a brief listing here; click to the individual pages for a fully detailed listing with screenshots and gameplay reports.
* 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<br>
* Damage Type: Physical
* Additional Resistances: None
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===Electrified===
===Fast===
[[Fast]] does what you'd expect, just more quicklyis precisely as it sounds. 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
===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.)A monster with fire chains will attempt, as a group, to surround or box in a player to inflict maximum damage.
* Monster Level Minimum: 31
* Damage Type: Cold
* Additional Resistances: Cold.
 
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===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.
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===Invulnerable Minions===
 
A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous in tight quarters, particularly in higher difficulty levels. The minions are immune to all sources of damage (although still succeptible to many [[crowd control]] tactics), and only the boss can be harmed. Because of this dynamic, the invulnerable minion modifier can only spawn on rare elites.
 
* Monster Level Minimum: ?
* Available to: Rare
* Damage Type: n/a
* Additional Resistances: n/a
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===Magical===
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.===Illusionist===
* Monster Level Minimum[[Illusionist]] Bosses and Champions are able to create duplicates of themselves, much as {{iw|Baal Baal}} did in Diablo II: ?* Available Lord of Destruction. The clones have the same properties as the original, potentially including the ability to: ?* Damage Type: ?* Additional Resistances: ?resurrect or summon new monsters. The illusions have very low health points, so they die fairly quickly, but they do not drop any items. Certain properties can be bestowed to the illusion, such as [[Fast]]. The illusions are capable of inflicting damage as well.
<br>Individual bosses are able to produce numerous clones at the same time, potentially making their own minion packs. Actual minions can not create illusions, though a Champion pack with Mirrored can turn into quite an ordeal.
===Mirrored=== Mirrored Bosses and Champions are able to create duplicates of themselves, much as {{iw|Baal 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]], and was later named [[Illusionist]].
* Monster Level Minimum: ?
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===GrenadierMortar===
[[Mortar]] bosses were briefly seen during is a property where the betaelite will fire off firebombs over the head of the player, theoretically hitting the edge of the screen, although this is often not the case. The name was changed design intention is to keep players in melee range, or to punish ranged players with a specific attribute as melee players are often besieged by [[Plagued]] or [[GrenadierMolten]], while the function remained much tattributes.
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: ?Fire.
* Additional Resistances: ?
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===Multishot===
 
[[Multishot]] returns from Diablo II. [http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes#postId_17794]. 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.
 
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===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: ?
 
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===Nightmarish===
===LinkedHealth Link===Health [[linkedHealth Link]] bosses and champions were first 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 a single monster can't pick them be picked off one at a time, and you can't kill one cannot be killed quickly to lessen the damage they're dealingbeing dealt. 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: ?
[[File:Boss-plagued.jpg|thumb|300px|Plagued boss death cloud.]]
[[Plagued]] bosses add poison damage to their attacks, and presumably enjoyed greater resistance to poison damage as well. They gave give off a visual identifier, with little clouds a distinct pool of green smoke rising up from them. Upon death they explode in a huge cloud of poisonous gaspoison underneath their feet.The pool inflicts [[http://twitterAoE]] damage to any player or minion standing within the substance.com/Diablo/status/37649605197832192]
This mod seems to be the Diablo 3 version of "Poison Enchanted."
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===PowerfulShielding===
[[PowerfulShielding]] was seen in is a modifier that allows the Blizzcon 2010 demoelite to become temporary invulnerable to all sources of damage, but not understood completelyincluding damage-over-time abilities ([[DoT]]s) that were cast/inflicted before the shield went up. It sounds like the Diablo III version of "Extra StrongMonsters who are shielded," a Diablo II mod that granted bonus damage similar to [[Invulnerable]] monsters, but that wasn't clear from the play testingcan still be snared, rooted, or feared. Nor did these bosses seem The shields have a fairly long duration (up to have any specially greater amount ten seconds), and an elite will shield of hit pointsits own volition, meaning that an individual monster in a pack will shield at different times from its brethren.
* Monster Level Minimum: ?
* Available to: ?Rare/Champion* Damage Type: Nn/A.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 [[Wizard]]s found monsters with this one easy prey. * Monster Level Minimum: ?* Available to: All.* Damage Type: Standard.* Additional Resistances: Physical.n/a
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===VampirificVampiric===
[[VampirificVampiric]] 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.[http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-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
 
The mod has been changed since its early implementation, allowing the monster to [[leech]] a slight bit of damage. The vampiric boss will, then, behave as regenerating monsters in Hell mode of Diablo II, in terms of difficulty.
* Monster Level Minimum: ?
==Removed Boss Properties==
It's likely This section lists modifiers that others on this page are known to have been removedfrom the game. ===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 quite 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 few are 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 beta testradius of effect. However this section only lists ones Interestingly, it was not until after that year's Blizzcon that are [[Jay Wilson]] let it be known that [[Auras]] would return to have been removed from the game, most likely as [[Monk skills]].* Monster Level Minimum: ?* Available to: Bosses only.* Damage Type: Cold* Additional Resistances: Cold
===Doppelganger===
Doppleganger was the original name of the modifier now called [[MirroredIllusionist]]. See that entry for full details. ===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: ? <br>  ===Multishot=== [[Multishot]] returns from Diablo II. [http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes#postId_17794]. 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. <br> ===MortarMythical=== [[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> ===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.
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.<br>
===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 [[Wizard]]s found monsters with this one easy prey.
* Monster Level Minimum: ?
* Available to: All.
* Damage Type: Standard.
* Additional Resistances: Physical.
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