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| Introduction | Bonuses | Experience | Level(Act I) | Level(Act II) | Bestiaries | Bestiaries(Act I) | Bestiaries(Act II) | Bestiaries(Act III) | Bestiaries(Act IV) | Super Unique(Act I) | Super Unique(Act II) | Super Unique(Act III) | Super Unique(Act IV) |

Special Monsters Bonuses

Kind

Monsters

Hit Points

  circle41_yellow.gif Minions:      x2
  
circle41_yellow.gif Champion:   x6
  
circle41_yellow.gif Unique:       x8

Level

  circle41_yellow.gif Champion:   +2
  
circle41_yellow.gif Unique:       +3 

Experience

  circle41_yellow.gif Champion:   x3
  
circle41_yellow.gif Unique:       x5 

Unique Monster Bonuses
Specific bonuses for each Unique type:  

Kind

Contents

Aura

 Aura Enchanted Monsters may have the following Auras:

Might (at monlvl/4), Holy Fire (at monlvl/2), Thorns (at monlvl/4), Blessed Aim (at monlvl), Holy Freeze (at monlvl/2), Holy Shock (at monlvl/2), Conviction (at monlvl/4), and finally Fanaticism (at monlvl/4)

Curse

 If Unique hits, 50% of the time, an Amplify Damage Curse of (monster level / 4) is cast on attacker.

Champion
Minimum Damage: x2
Maximum Damage: x2
Chance to Hit: x2
Velocity: +20%
Attack Rate: +120%
Cold Enhanced
Cold Minimum Damage: +(Minimum Damage)
Cold Maximum Damage: +(Maximum Damage)
Cold Length: +20
Chance to Hit: x2
Cold Resist: 75%
If dead, launch a Frost Nova of Monster Level.
Extra Fast
Unique and Minions get a velocity increase
Attack Rate x2 (unique only)
Fire Enchanted
Fire Minimum Damage: +(Minimum Damage)
Fire Maximum Damage: +(Maximum Damage)
Chance to Hit: x2
Fire Resist: 75%
If dead, does damage of 75%-100% of max hit points, in a radius of 4 yards.
Lightning Enchanted
Lightning Minimum Damage: +(Minimum Damage)
Lightning Maximum Damage: +(Maximum Damage)
Chance to Hit: x2
Lightning Resist: 75%
If Monster is hit, a Monster level Charged Bolt is released.
Magic Resistant
Fire Resistance: 75%
Lightning Resistance: 75%
Cold Resistance: 75%
Mana Burn
Mana Minimum Damage: +(Minimum Damage x 4)
Mana Maximum Damage: +(Maximum Damage x 4)
Chance to Hit: x2
Magic Resistance: +75%
Multishot

2 more missiles of the same type are shot.

Spectral Hitl
Fire Resist: +20%
Lightning Resistance: +20%
Cold Resistance: +20%
Chance to Hit: x2
Pick from Fire, Lightning, Magic, Cold, and Poison and do:
Element Minimum Hit: +(minimum damage)
Element Maximum Hit: +(maximum damage)
Stone Skin
Damage Resist: +80%
Defense x3
Extra Strong
Minimum Damage: x3
Maximum Damage: x3
Chance to Hit: +25%
Teleport

When (health < 33%) or (ranged monster & someone is close), teleport. Also, if (health < 33%) add +25% of hit points to health.

Thieving

Monster steal potions out of the Belt.

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