5.3 Monster properties

Apart from the data given in earlier chapters, monsters have other properties that are often shared within a monster type. This chapter will list such properties, which might be of interest in various ways. Currently the information includes monster size and how it affects selection of monsters for a specific dungeon level, attack types (for information in more detail about the behavior of the monsters according to attack type, see chapter 5.5), intelligence factor, abilities to open doors and follow target around corners, and timing information.

5.3.1 Monster size

Each monster type has a size associated with it. That size is used when selecting monsters for a specific level of the dungeon. Maximum total size of all monsters types on a level is 4000. Most monsters in the church, for example, have small sizes, and that is the reason why you will see many different monsters on each level. Monsters in hell and the Crypt normally have large sizes and thus you will only see two or three different monster types at once. In the tables below you can find the size of all monster types in the game. Note that golems also have a size, which is important for monster selection (see below).

Monsters in Diablo
Monster type Size Monster type Size Monster type Size
Zombies 799 Goat Men 1 030 Vipers 1 270
Fallen One, spear 543 Goat Men Archers 1 040 Succubi 980
Fallen One, sword 623 Overlords 1 130 Knights 2 120
Skeletons 553 Gargoyles 1 650 Mages 2 000
Skeleton Archers 567 Magma Demons 1 680    
Skeleton Captains 575 Horned Demons 1 630 Golem 386
Scavengers 410 Spitting Terrors 716 The Butcher 980
Winged Fiends 364 Lightning Demons 1 740 Skeleton King 1 010
The Hiddens 992 Balrogs 2 200 Diablo 2 000


New monsters in Hellfire
Monster type Size Monster type Size Monster type Size
The Shredded 484 Lashworm 800 Arch Lich 800
Felltwin 800 Torchant 800 Satyr Lord 800
Hellboar 800 Gravedigger 800 Crypt Demon 800
Hork Spawn 520 Tomb Rat 550 Biclops 800
Stinger 305 Devil Kin Brute 800 Flesh Thing 800
Venomtail 305 Firebat 550 Reaper 800
Psychorb 800 Hellbat 550    
Necromorb 800 Skullwing 1 740 Hork Demon 800
Arachnon 800 Bone Demon 1 740 The Defiler 800
Spider Lord 800 Lich 800 Na-Krul 1 200


5.3.2 Monster occurrences in the dungeons

The process of selecting monsters for a dungeon level is as follows:

  1. Subtract the golem's size from the total size as it can always exist on every level.
  2. If there are any special quest monsters on a dungeon level (like Snotspill, The Butcher, Lachdanan, Hork Demon and so on) subtract the size of that monster type. That monster type will also appear, if possible, on that dungeon level of course.
  3. In Hellfire, if the dungeon level is level 2 or 3 of the Hive, subtract the size of the Hork Spawn. That monster type will also appear on those dungeon levels of course.
  4. In Hellfire, if the dungeon level is level 4 of the Crypt, subtract the size of the Arch Lich. That monster type will also appear on that dungeon level of course.
  5. In multi player, if it is the same dungeon level as the Skeleton King appears on (dlvl 3), pick a random skeleton type that can appear on that dungeon level. Subtract its size. It can now appear on that dungeon level and will be the skeleton type that appears around the Skeleton King.
  6. If possible, pick a random monster type of the ones that has not yet been picked that can appear on the dungeon level in question, and whose size is equal or less than the size left. Subtract that monsters size; it can now appear on the level.
  7. If there are still monsters that have a size less than the size left, go to step 6. Otherwise, end monster type selection.
  8. If any monster type that was picked has a unique monster set to appear on the dlvl in question, that unique monster will always appear.

All special mini levels found in single player are created by special code and thus are not created according to the above. The same is true for dlvl 16. Which is also created by special code and does not follow the above steps. In the same way, the monsters in Arch-Bishop Lazarus' room on dlvl 15 in multi player are not counted toward the size limit. They are considered when the game picks possible unique monsters for the dungeon level, though. That is the reason you will always see Bloodlust on dlvl 15 in multi player.

With the algorithm above and the monster size also from the tables above, it is quite easy to calculate the probability of a specific monster appearing on a dlvl. The table below has been calculated using the above information. For information about on what dlvl monsters can occur, see chapter 5.2.1 and 5.2.3.

dlvl 1 - Church % dlvl 3 - Church % dlvl 4 - Church %
Zombie 100 Ghoul 13 Rotting Carcass 24
Fallen One (spear) 100 Rotting Carcass 13 Black Death 24
Skeleton 100 Black Death 13 Devil Kin (spear) 26
Fallen One (sword) 100 Carver (spear) 15 Dark One (spear) 26
Scavenger 100 Devil Kin (spear) 15 Devil Kin (sword) 26
Skeleton Captain 100 Dark One (spear) 15 Dark One (sword) 26
dlvl 2 - Church % Carver (sword) 14 Burning Dead 26
Zombie 18 Devil Kin (sword) 14 Horror 26
Ghoul 18 Dark One (sword) 14 Corpse Bow 26
Rotting Carcass 18 Corpse Axe 24 Burning Dead Archer 26
Fallen One (spear) 20 Burning Dead 24 Horror Archer 26
Carver (spear) 20 Horror 24 Corpse Captain 26
Devil Kin (spear) 20 Skeleton Archer 24 Burning Dead Captain 26
Fallen One (sword) 20 Corpse Bow 24 Horror Captain 26
Carver (sword) 20 Burning Dead Archer 24 Plague Eater 31
Devil Kin (sword) 20 Skeleton Captain 24 Shadow Beast 31
Skeleton 20 Corpse Captain 24 Bone Gasher 31
Corpse Axe 20 Burning Dead Captain 25 Blink 34
Burning Dead 20 Scavenger 20 Gloom 34
Skeleton Archer 20 Plague Eater 20 Hidden 22
Corpse Bow 20 Shadow Beast 20 Flesh Clan 22
Skeleton Captain 20 Fiend 23 Flesh Clan Archer 22
Corpse Captain 20 Blink 23    
Scavenger 28 Hidden 11    
Plague Eater 28        
Fiend 35        
Hidden 16        
dlvl 5 - Catacombs % dlvl 6 - Catacombs % dlvl 7 - Catacombs %
Black Death 23 Horror Archer 31 Familiar 75
Dark One (spear) 26 Horror Captain 31 Stalker 20
Dark One (sword) 26 Bone Gasher 44 Unseen 20
Horror 26 Gloom 47 Stone Clan 20
Burning Dead Archer 26 Familiar 47 Fire Clan 20
Horror Archer 26 Stalker 23 Night Clan 20
Burning Dead Captain 25 Unseen 23 Stone Clan Archer 20
Horror Captain 25 Flesh Clan 22 Fire Clan Archer 20
Shadow Beast 32 Stone Clan 22 Night Clan Archer 20
Bone Gasher 32 Fire Clan 22 Overlord 19
Blink 36 Flesh Clan Archer 22 Mud Man 19
Gloom 36 Stone Clan Archer 22 Winged-Demon 15
Hidden 21 Fire Clan Archer 22 Gargoyle 15
Stalker 21 Overlord 22 Horned Demon 15
Flesh Clan 20 Winged-Demon 17 Acid Beast 34
Stone Clan 20 Acid Beast 28    
Flesh Clan Archer 20 dlvl 8 - Catacombs % dlvl 8 - Catacombs %
Stone Clan Archer 20 Familiar 49 Toad Demon 18
Overlord 20 Unseen 19 Gargoyle 15
Winged-Demon 16 Illusion Weaver 19 Magma Demon 14
    Fire Clan 18 Blood Stone 14
    Night Clan 18 Horned Demon 14
    Fire Clan Archer 18 Mud Runner 14
    Night Clan Archer 18 Acid Beast 33
    Mud Man 18 Poison Spitter 33
dlvl 9 - Caves % dlvl 10 - Caves % dlvl 11 - Caves %
Illusion Weaver 16 Illusion Weaver 19 Flayed One 31
Night Clan 16 Toad Demon 19 Blood Claw 14
Night Clan Archer 16 Flayed One 19 Death Wing 14
Mud Man 16 Blood Claw 13 Hell Stone 14
Toad Demon 16 Death Wing 13 Lava Lord 14
Gargoyle 13 Blood Stone 13 Frost Charger 14
Blood Claw 13 Hell Stone 13 Obsidian Lord 14
Magma Demon 13 Lava Lord 13 Pit Beast 31
Blood Stone 13 Mud Runner 13 Red Storm 14
Hell Stone 13 Frost Charger 13 Storm Rider 14
Lava Lord 13 Obsidian Lord 13 Storm Lord 14
Horned Demon 13 Poison Spitter 31 Slayer 9
Mud Runner 13 Pit Beast 31 Guardian 9
Frost Charger 13 Red Storm 13 Cave Viper 19
Poison Spitter 56 Storm Rider 13    
Red Storm 13 Slayer 8    
    dlvl 12 - Caves % dlvl 12 - Caves %
    Flayed One 22 Slayer 9
    Death Wing 13 Guardian 9
    Obsidian Lord 13 Vortex Lord 9
    Pit Beast 29 Cave Viper 18
    Lava Maw 29 Fire Drake 18
    Storm Rider 13 Succubus 23
    Storm Lord 13 Black Knight 9
    Maelstorm 13    
dlvl 13 - Hell % dlvl 14 - Hell % dlvl 15 - Hell1 %
Lava Maw 27 Lava Maw 26 Balrog 17
Storm Lord 11 Maelstorm 10 Azure Drake 33
Maelstorm 11 Vortex Lord 9 Snow Witch 33
Guardian 9 Balrog 9 Hell Spawn 33
Vortex Lord 9 Fire Drake 21 Soul Burner 33
Balrog 9 Gold Viper 21 Doom Guard 17
Cave Viper 21 Succubus 22 Steel Lord 17
Fire Drake 21 Snow Witch 22 Magistrate 17
Gold Viper 21 Hell Spawn 22 Cabalist 17
Succubus 23 Black Knight 10 dlvl 16 - Hell %
Snow Witch 23 Doom Guard 10 Black Knight 100
Black Knight 10 Steel Lord 10 Blood Knight 100
Doom Guard 10 Blood Knight 10 Advocate 100
Steel Lord 10 Counselor 10    
Blood Knight 10 Magistrate 10    
Counselor 9        
1Not including Arch-Bishop Lazarus' room in multi player.


Dlvl H1 - Hive % dlvl H2 - Hive % dlvl H3 - Hive %
The Shredded 80 The Shredded 70 Hork Spawn 100
Felltwin 80 Felltwin 65 Venomtail 100
Hellboar 80 Hellboar 65 Necromorb 50
Stinger 100 Hork Spawn 100 Spider Lord 50
Psychorb 80 Stinger 70 Lashworm 50
Arachnon 80 Psychorb 65 Torchant 50
    Arachnon 65    
dlvl H4 - Hive % dlvl C1 - Crypt % dlvl C2 - Crypt %
Venomtail 100 Gravedigger 58 Tomb Rat 67
Necromorb 75 Tomb Rat 67 Devil Kin Brute 58
Spider Lord 75 Devil Kin Brute 58 Firebat 67
Lashworm 75 Firebat 67 Skullwing 43
Torchant 75 Skullwing 43 Lich 58
    Lich 58 Satyr Lord 58
    Satyr Lord 58 Crypt Demon 58
dlvl C3 - Crypt % dlvl C4 - Crypt %    
Hellbat 53 Hellbat 55    
Bone Demon 43 Bone Demon 40    
Arch Lich 53 Arch Lich1 100    
Crypt Demon 52 Biclops 55    
Biclops 52 Flesh Thing 55    
Flesh Thing 52 Reaper 55    
Reaper 52        
1There will always be Arch Liches on level 4 of the Crypt.


5.3.3 Attack types

Most monster types have their own unique way of attacking and moving. However, some of the monster types share some common attack types. The table below lists the various attack types that exist. I have used the name of the first monster type that uses that attack type. For example, skeletons and knights use the same attack type, but I have called it skeleton because they appear first. All monsters of a monster type share the same attack type, so I have only listed attack types for monster types. Since Hellfire does not have monster types, I have listed the attack type for each monster.

When a unique monster is present, it and its mob may have a different attack type than the normal one for that monster type. See chapter 5.4 for information about such attack type changes.

Monsters in Diablo
Monster type Attack type Monster type Attack type Monster type Attack type
Zombies Zombie Goat Men Goat Man Vipers Viper
Fallen One, spear Fallen One Goat Men Archers Goat Archer Succubi Goat Archer
Fallen One, sword Fallen One Overlords Overlord Knights Skeleton
Skeletons Skeleton Gargoyles Gargoyle Mages Mage
Skeleton Archers Skeleton Archer Magma Demons Magma Demon    
Skeleton Captains Skeleton Horned Demons Horned Demon Golem Golem
Scavengers Scavenger Spitting Terrors Spit The Butcher Butcher
Winged Fiends Winged Fiend Lightning Demons Magma Demon Skeleton King Skeleton King
The Hiddens Hidden Balrogs Balrog Diablo Magma Demon


New monsters in Hellfire
Monster type Attack type Monster type Attack type Monster type Attack type
The Shredded Skeleton Lashworm Skeleton Arch Lich Goat Archer
Felltwin Skeleton Torchant Goat Archer Satyr Lord Skeleton
Hellboar Skeleton Gravedigger Scavenger Crypt Demon Skeleton
Hork Spawn Skeleton Tomb Rat Skeleton Biclops Skeleton
Stinger Skeleton Devil Kin Brute Skeleton Flesh Thing Skeleton
Venomtail Skeleton Firebat Goat Archer Reaper Skeleton
Psychorb Goat Archer Hellbat Goat Archer    
Necromorb Goat Archer Skullwing Skeleton Hork Demon Skeleton
Arachnon Skeleton Bone Demon Magma Demon The Defiler Skeleton
Spider Lord Spit Lich Goat Archer Na-Krul Skeleton

The attack type does not only affect the actual attack but also how the monsters move around. Many monsters that share a specific attack type still cast different spells as the attack type does not in itself include spell (or arrow) cast. For information about what spell specific monsters cast, see 4.2. Others may be similar at some parts; for example, at a distance greater than Inferno range (3 squares) a Balrog will behave like a Skeleton in its movements, and it is not until it gets closer that it will start to circle the player. There are many similar features between the different attack types. Most of them are also heavily triggered by the distance to the target; that is, the behavior of the monster changes as it gets to a specific distance(s) to the target. Monsters can also gain a different attack type if they are part of a mob of a unique monster with a different attack type. The way monsters behave is not affected by difficulty level. For a more detailed explanation of how the attack types work, see chapter 5.5.

It is worth noticing that within a certain monster type the various monsters normally have an increasing "intelligence". A good way to see this difference is the look the various Goat Archers. Run up to them and you will see that a normal Flesh Clan Archer will not run a way immediately while a Night Clan Archer will normally run away before you even get close. Similar differences can be seen for most monster types. The table below will list the intelligence factor (Intf) within each monster type. It is basically a number between 0 and 3 (inclusive). The higher the number, the higher the intelligence of the monster. For monster types with 4 subtypes in Diablo, I have listed the four values after each other. For monsters that have no subtypes, there is only one number. Otherwise, there is no value given. For information about what intelligence factor unique monsters have, see chapter 5.4.

Presented in the table below is also the ability to open doors and to follow characters around walls. If a character disappears from the line of visibility of a player, they will normally move to the last position where they saw the character. Some monsters have the improved ability to also find the way around obstacles and follow you even further. This makes it possible for them to even follow you around a wall should you just teleport to the other side of it. If they do not have that ability, they will normally end up where you teleported from. These abilities are also presented below in the same way as the intelligence factor. A D means the monster can open doors and an F that means they will follow you.

Monsters in Diablo
Monster type Intf Behavior Monster type Intf Behavior
Zombies 0 1 2 3   Horned Demons 0 1 2 3 DF DF DF DF
Fallen One, spear 0 2 2 3   Spitting Terrors 0 1 2 3  
Fallen One, sword 0 1 2 3   Lightning Demons 0 1 2 3 DF DF DF DF
Skeletons 0 1 2 3   Balrogs 0 1 2 3 DF DF DF DF
Skeleton Archers 0 1 2 3   Vipers 0 1 2 3 -F -F -F -F
Skeleton Captains 0 1 2 3 -- -- -- F- Succubi 0 1 2 3 D- D- DF DF
Scavengers 0 1 2 3   Knights 0 0 1 1 -F -F -F -F
Winged Fiends 0 1 2 3 -- -- -F -F Mages 0 1 2 3 D- D- D- D-
The Hiddens 0 1 2 3 -- -F -F -F      
Goat Men 0 1 2 3 DF DF DF DF Golem 0 D-
Goat Men Archers 0 1 2 3 D-D-DFDF The Butcher 3  
Overlords 0 1 2 3 -- -F -F -F Skeleton King 3 DF
Gargoyles 0 1 2 3 D- D- D- D- Diablo 3 DF
Magma Demons 0 1 2 3 DF DF DF DF      


New monsters in Hellfire
Monster type Intelligence factor Behavior Monster type Intelligence factor Behavior
The Shredded 3   Firebat 3  
Felltwin 3 DF Hellbat 3  
Hellboar 2 -F Skullwing 0  
Hork Spawn 3   Bone Demon 0  
Stinger 3   Lich 3  
Venomtail 3   Arch Lich 3  
Psychorb 3   Satyr Lord 3  
Necromorb 3   Crypt Demon 3  
Arachnon 3 -F Biclops 3 D-
Spider Lord 3 -F Flesh Thing 3  
Lashworm 3   Reaper 3  
Torchant 3        
Gravedigger 3 D- Hork Demon 3  
Tomb Rat 3   The Defiler 3 -F
Devil Kin Brute 3   Na-Krul 3 DF


5.3.4 Timing information

This chapter deals with the time it takes for different monsters to do different things. The data given is explained below. In almost every case the data is the same for each monster type and thus is not given for each subtype (as it is the same). Note that for all the actions below, the time is only valid for the case when the monsters are actually walking, swinging and so on. Most monsters will, for example, make pauses occasionally when they walk, so that the average walking speed over a longer time is slower. The same applies for when monsters attack players. Sometimes they make pauses. Even monsters within a monster type may act differently as, for example, the duration of a pause is generally affected by the intelligence factor. The data below does not take such things into consideration. However, the actual time to do an action does not vary between different difficulty levels and subtypes of monsters. All times are given in seconds.

Walk time
This is the time it takes for the monster to walk one square. For a player, it takes 0.40 seconds. Due to the fact that many monsters make pauses in the walking, you can often outrun monsters with a walk speed of 0.40 seconds.
 
Hit recovery time
This is the time it takes for a monster to go through a hit recovery (stun). To stun lock a monster, you need to hit it again before it has finished its hit recovery and either hit you (hit time) or moved away (for information about entering a new location, see chapter 6.1.9). For the monster to actually go into a hit recovery, you have to hit it and do damage equal or exceeding mlvl+3 (monsters of The Hiddens go into hit recovery regardless of the damage as long as they have no resistance to the attack type). Thanks to concre+e for initial information about monsters and hit recoveries.
 
Attack time
This is the time it takes a monster to do a complete attack against you, in much the same way as the swing speed of the characters in chapter 2.2.3 works. Some monsters can actually hit you twice in one attack. Many monsters have more than one attack, in such cases, two times are given. The first attack will be the main attack, that is, the one that have data within the tables in chapter 5.2 while the second is the one explained in the foot notes. Usually the main attack will be the melee attack while the second attack is a spell attack.
 
Hit time
Within the swing this is the time it takes to reach the frame where the actual hit on a player occurs. This is of course always identical or shorter than the complete attack time. When there exist two attacks and thus two attack times, there will also be two hit times given. For Magma Demons and Lightning Demons there are actually three times given, where the first two relate to the melee attack which, as described above, can hit you twice in the same attack and the last number correspond to the spell attack.


Diablo
Monster type Walk time Hit recovery time Attack time Hit time
Zombies 1.2 0.3 0.6 0.4
Fallen Ones with spear 0.55 0.55 0.65 / 0.651 0.35 / 0.251
Fallen Ones with sword 0.6 0.55 0.65 / 0.751 0.40 / 0.251
Skeletons 0.40 / 0.802 0.3 0.65 0.4
Skeleton Archers 0.40 / 0.802 0.25 0.8 0.6
Skeleton Captains 0.40 / 0.802 0.35 0.6 0.4
Scavengers 0.40 / 0.553 0.3 0.6 0.35
Winged Fiends 0.65 0.45 0.5 0.25
The Hiddens 0.40 / 0.553 0.4 0.6 0.4
Goat Men 0.4 0.3 0.60 / 0.60 0.40 / 0.00
Goat Men Archers 0.4 0.3 0.8 0.65
Overlords 0.5 0.3 0.75 / 0.50 0.40 / 0.00
Gargoyles 0.7 0.5 0.7 0.35
Magma Demons 0.5 0.35 0.70 / 0.90 0.20 - 0.454 / 0.705
1The second value is for the War Cry animation (see chapter 5.5.9 under Fallen One for more information).
2The second value is for the fade in/out animation.
3The second value is for the feasting upon a carcass animation.
4Have two hits in one attack.
5The Magma Demon actually hit at 0.65 while the other three types hit at 0.70.


Diablo
Monster type Walk time Hit recovery time Attack time Hit time
Horned Demons 0.4 0.3 0.7 0.35
Spitting Terrors 0.4 0.4 0.60 / 0.20 0.40 / 0.00
Lightning Demons 0.4 0.2 0.90 / 0.70 0.25 - 0.651 / 0.40
Balrogs 0.35 0.05 0.70 / 1.00 0.40 / 0.15
Vipers 0.55 0.25 0.65 0.4
Succubi 0.4 0.35 0.8 0.5
Knights 0.4 0.2 0.8 0.4
Mages 0.05 / 1.002 0.4 1 0.4
The Butcher 0.4 0.3 0.6 0.4
Skeleton King 0.3 0.3 0.80 / 0.303 0.40 / 0.003
Diablo (Diablo) 0.3 0.3 0.80 / 0.80 0.20 / 0.55
Diablo (Hellfire) 0.3 0.1 0.80 / 0.80 0.20 / 0.55
Golem 0.80 / 1.004 0 0.6 0.35
1Have two hits in one attack.
2The second value is for the fade in/out animation.
3The second value is for the revive skeleton animation.
4The second value is for the fade in animation.


Hellfire - Hive
Monster type Walk time Hit recovery time Attack time Hit time
The Shredded 0.5 0.25 0.6 0.35
Felltwin 0.65 0.55 0.75 0.4
Hellboar 0.5 0.3 0.75 0.35
Hork Spawn 0.6 0.55 0.7 0.4
Stinger 0.5 0.3 0.6 0.4
Venomtail 0.5 0.3 0.6 0.4
Psychorb 0.65 0.35 0.65 0.4
Necromorb 0.65 0.35 0.65 0.4
Arachnon 0.5 0.3 0.75 0.4
Spider Lord 0.5 0.3 0.75 / 0.50 0.40 / 0.40
Lashworm 0.65 0.3 0.75 0.4
Torchant 0.6 0.3 0.6 0.4
Hork Demon 0.4 0.3 0.80 / 0.451 0.40 / 0.401
The Defiler 0.4 0.3 0.70 / 0.60 0.40 / 0.40
1The second value is for the spawning Hell Spawn animation.


Hellfire - Crypt
Monster type Walk time Hit recovery time Attack time Hit time
Gravedigger 1.20 / 0.801 0.3 0.6 0.3
Tomb Rat 0.4 0.3 0.6 0.4
Devil Kin Brute 0.4 0.4 0.55 0.3
Firebat 0.8 0.3 0.7 0.4
Hellbat 0.8 0.3 0.7 0.4
Skullwing 0.4 0.3 1 0.35
Bone Demon 0.4 0.3 1.00 / 0.80 0.40 / 0.60
Lich 0.5 0.35 0.5 0.4
Arch Lich 0.5 0.35 0.5 0.4
Satyr Lord 0.65 0.45 0.7 0.4
Crypt Demon 0.9 0.4 0.6 0.4
Biclops 0.55 0.3 0.8 0.4
Flesh Thing 1.2 0.3 0.75 0.4
Reaper 0.5 0.3 0.7 0.4
Na-Krul 0.3 0.15 0.80 / 0.80 0.35 / 0.25
1The second value is for the digging upon a carcass animation.