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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.
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 pre-set 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}}.
==Modifier UpdatesHigher 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== [[File:Mon-inferno-boss1.JPG|thumb|300px|Inferno boss.]]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.
==Boss Modifiers==
Plenty of [[champions]] spawned with one or two properties as well, something never seen in Diablo II.
[[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.
===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.
===Desecrating===
[[Desecrating]] was seen in the Blizzcon 2010 demo, but never since then. The function wasn't clear from viewing it; it seemed like monsters with this were enchanted with an Arcane energy; purple and crackling. Possibly this modifier evolved into the [[Arcane Enchanted]] property which was first seen during the Diablo 3 Beta test.
===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. <br> ===Jailer=== [[Jailerl]]. 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. <br> ===Knockback=== [[Knockbackl]]. 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.
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::--ExtraCrispy
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===Vortex===
[[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/]
===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.