Regeneration of hit points, as well as any other activity on a dungeon level, only works when the level is "active", that is, when at least one character is present on the level. When a level is later reactivated by any character entering it, monsters will have the exact same number of hit points as when the last character left the level. |
|
Armor Class |
|
Nightmare: |
normal + 50 |
|
Hell: |
normal + 80 |
Note that there is a bug in Hellfire that causes any monster having an AC above 127 to instead have a very low, or even negative, AC. |
|
Attacks |
All data for To Hit in the tables are for the physical attacks only. Magic attacks do not use any base To Hit. The damage value is usually used both for melee and magic attacks. For magic attacks, see chapter 4.2. Some monsters have more than one melee attack. Sometime they are connected in the way that each attack animation (that is each attack) has two chances of hitting at different times of the animation. They can hit with both their hands. An example of this is the Lightning Demons. In the other cases it is two different attacks (with two different animations) and the monster can only do one of them at a time. An example of this is the Overlords which can attack with either hand or the Spitting Terrors which can either attack in melee or cast a spell (spit). The table will only hold information about the main melee attack while information about the second melee attack or the spell attack is given in the notes. Often the second melee attack is sort of crippled in that the base To Hit and damage are both 0 on normal difficulty (and upgraded normally for difficulty) which make it more or less ineffective as it hardly ever hit and when it do it, it do none or neglectable damage. |
|
To Hit |
|
Nightmare: |
normal + 85 |
|
Hell: |
normal + 120 |
Note that the To Hit values shown in the tables are the base To Hit chance a monster has. The formula for a monster hitting a player is: |
|
To Hit with melee attack: |
30 + base + 2·(mlvl - clvl) |
|
To Hit with arrow attack: |
30 + base + 2·(mlvl - clvl) - 2·distance |
|
To Hit with magic attack: |
40 + 2·(mlvl - clvl) |
- The term base refers to the To Hit values found in the tables. For charges, it is always 500.
- All magic attacks will always check for To Hit, even for spells like Lightning and Inferno.
- Distance is actually a time count. It goes up by 20 each second. Arrows always have a distance factor, even if they have extra fire or lightning damage. For more information see chapters 4.1.2.
- To get the final chance of hitting, you subtract the AC of the enemy (normally a player) except if it is a magic attack, of course.
- For more detailed information about battle between players and monsters, see chapter 6.
|
Each monster also has an automatic To Hit value, just like players (monsters don't have any chance to automatically miss unless fighting other monsters; in that case, they use the same chance to automatically hit or miss as players do). This indicates the chance of a hit regardless of the player's AC. So even with an AC of 500, monsters will sometimes hit you. The attack can still be blocked, however. The auto To Hit values are listed below. |
|
melee: |
15% |
|
arrow: |
10% |
|
magic: |
10% |
|
on dungeon level 14: |
20% |
|
on dungeon level 15: |
25% |
|
on dungeon level 16: |
30% |
- The auto To Hit values for special dungeon levels apply to all types of attack (melee, arrow and magic).
- In multi player the game uses a rather bad way to keep the computers in synchronization with each other, this may at times lead to strange results as far as monsters attacking are concerned. It may for example seem that the monster get "stuck" and misses the player for way to long time. For more information, see chapter 5.5.8.
|
|
Damage |
|
Nightmare: |
2·normal + 4 |
|
Hell: |
4·normal + 6 |
|
Resistance and immunity |
|
Nightmare: |
same as in normal |
|
Hell: |
different resistances and immunities, but normally they gain extra resistances and/or immunities and some of the resistances are turned into immunities. Exceptions exist, though. Unique monsters have the same resistances and immunities as in normal difficulty. |
- When a monster is resistant to a spell type the damage is always reduced by 75%.
- All monsters, except undead ones and Diablo, are immune to Holy Bolt.
- In Hellfire, Diablo and Bone Demons are resistant to Holy Bolt.
- Diablo and Na-Krul are immune to Stone Curse.
- No monster is immune or resistant to Apocalypse.
|
|
Experience points |
The experience points gained for killing a monster is explained in chapter 2.6. The base experience points used for those calculations are adjusted according to: |
|
Nightmare: |
2·normal + 2000 |
|
Hell: |
4·normal + 4000 |