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Diablo III Boss Modifiers are special bonus properties that [[bosses]] and [[champions]] randomly spawn, or that they have preset by the developers. These grant the bosses elemental effects, shielding, extra speed, damagemissile attacks, the ability to teleport or duplicate themselves, and much moremany others.
* See also the {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.
==Higher Level Modifiers==
Boss modifiers are not all available right from the startintroduced gradually. Which ones were The bosses found early in the game evolved during the beta test, earliest portions of Act One/Normal can only spawn with steadily fewer modifiers available, as many were moved to only appear later in the game. By the end one of the beta in April 2012, only three least dangerous Modifiers: [[TeleporterNightmarish]], [[Knockback]], and or [[NightmarishTeleporter]] were seen on random monsters in the majority of areas. Monsters on level two of This process evolved during the [[Den of the Fallen]] could spawn with those threebeta test, and might also manifest with [[Waller]], [[Jailer]]as nasty boss modifiers such as Arcane Enchanted, [[Molten]], or [[and Frozen]], though all were rarely seengradually removed/moved to higher monster levels.
As players progress through the game and meet higher level monsters, more of the modifiers become available for selection, and bosses get more and more dangerous. Most of the other known boss modifiers appear later in throughout Normal difficulty, but there are numerous very dangerous a fair number of the most difficult boss properties that can only be seen encountered on Nightmare and aboveor Hell. There are no properties that are Inferno-only, though the fact that random bosses get 4 modifiers on that difficulty level is dangerous enough.
==Bosses vs. Champions==
Some modifiers differ when seen can only be found on Champions or Bosses, (never on bosses) and some modifiers can not occur at all only be found on Bosses (never on Champions). Further, some will * Champion only:** [[Avenger]]** [[Fire Chains]]** [[Health Link]] * Boss only appear :** [[Horde]]** [[Invulnerable Minions]]** [[Missile Dampening]] A few modifiers differ when encountered on a boss but not on his minionsBosses vs. Champions, and these are noted in the articles below. A full list isn't yet knownFor instance, but one obvious example is the [[Waller]] property. While Champions can Affix creates three sided boxes when used by a Boss, but only make short, straight walls with it, Bosses can make large squares and rectangles, always with one side missing, but quite sufficient to box (which may overlap in a fleeing characterdangerous T or + shapes) when cast by Champions.
==Boss and Champion Modifiers==
This page is the master list of boss modifiers, arranged alphabetically. Each entry has a brief listing here; click to the individual pages for a fully detailed listing with screenshots and gameplay reports.
[[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 s which spit purple Arcane damage projectiles at a rapid stream of Arcane energy ballshigh rate. The This 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 if only on higher difficulty levels.
* Monster Level Minimum: 3115
* Available to: All
* Damage Type: Arcane
===Avenger===
[[Avenger]] is a ChampionsChampion-only modifier that adds powers links the champions, granting a temporary bonus in size, strength, and speed to each remaining Champion the surviving champions whenever one is slain. The bonuses are most visible in the increased size of the enemy, and the Avengers damage and speed increase can be large enough that it's worth using strategy against these enemies. Players may benefit from trying to damage them all equally, so that when one of dies the pack is slainothers are nearly dead as well. What This is preferable to killing one or two champions and leaving the powers are remains unspecifiedremaining ones powered up with full hit points.
* Monster Level Minimum: 51(Hell and Inferno only).
* Available to: Champions only.
* Damage Type: Standard.
===Desecrator===
[[File:Boss-molten-unburied2.jpg|thumb|400px|An [[Unburied]] spawns a mass of Desecrator pits.]][[Desecrator]]s create a an orange-colored "glowing void zone" beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones do take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not move once castblocked in by modifiers like [[Waller]] or [[Jailer]]. The Desecrated pools remain for a considerably time, and during long battles with a boss and minions all casting Desecration, entire screens can thus be avoided without great difficultycome virtually impassable due to the pits of damage.
* Monster Level Minimum: 22
* Available to: Rare/ChampionChampions, Bosses, and boss minions.
* Damage Type: Physical
* Additional Resistances: None
===Electrified===
[[File:Boss-electrified1.jpg|thumb|300px350px|Electrified boss putting out massive sparks.]][[Electrified]] bosses are Diablo 3's version emit a steady stream of Lightning Enchanted bosses. These bosses emit sparks (plus more when struck, add they are hit) that skitter along the ground and deal lightning damage to their attacksanything they encounter, and enjoy a high much like the Wizard's [[Shock Pulse]] skill. They also have higher resistance to lightning damage , which in many instances (such as wellto a Demon Hunter using [[Lightning Ball]] or a Monk using [[Fists of Thunder]]) is more noticeable than their electrified spark attacks. Their sparking properties were first observed with awe in the Blizzcon 2009 and 2010 PvM demos, where the sheer amount of blueish sparks they spit out (whether being hit or not) made them seem like miniature arc reactors. This effect was toned down considerably during development and upon release these bosses were not dangerous in the "hit them and they make sparks" way that their Diablo 2 versions were. Since there is no MultiShot modifier in Diablo III, that intriguing combo from Diablo 2 does not recur.
* Monster Level Minimum: 2620* Available to: AllChampions and Bosses, but not boss minions.
* Damage Type: Lightning.
* Additional Resistances: Lightning.
===Extra Health===
[[Extra Health]] grants 150a 50% hit points point bonus to bosses and their minions. It also occurs on Champions. Note that all such monsters already have considerably increased hit points compared to normal monsters of their type, and this 150% is an increase on that existing bonus. This mod provides no other changes, but can pair with defensive mods such as [[Invulnerable Minions]] or [[Shielding]] to make for a very long fight. This is especially a problem in Inferno, as it increases the odds of hitting the [[Enrage]] timer.
* Monster Level Minimum: 31(Nightmare and above.)* Available to: AllChampions, Bosses, and boss minions receive the benefit.
* Damage Type: N/A.
* Additional Resistances: None.
===Fast===
[[Fast]] is precisely as it soundsincreases the speed of everything for champions, bosses, and their minions, and is one of the most dangerous modifiers, especially for kiting classes. These Fast monsters have get a 40% bonus to their movement speed, as well as a 20% bonus to attack speed and a 10% bonus to casting speed. The modifier isn't so bad on its own, but when it spawns on any dangerous monster type in Hell or Inferno, and stacks with other nasty modifiers, it can thus prove quite difficulty to avoidbe extremely dangerous. The problem isn't so much the faster attack, but the foot speed bonus, since most character strategies involve staying just out of reach of enemies, or getting room to track down if they runand regenerate life or resource during combat. Fast bosses are too quick for this to work, often moving faster than characters and hitting constantly during efforts to escape. Rooting and slowing [[CC]] effects are essential against Fast enemies, as are movement skills.
* Monster Level Minimum: 31
* Available to: AllChampions, Bosses, and boss minions.
* Damage Type: N/A.
* Additional Resistances: None
===Fire Chains===
[[File:Firechains.jpg|thumb|350px|Fire Chains in action.]][[Fire Chains]] appear and disappear rapidlyare glowing, linking Champions with flaming fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to nearby players and their minionsany character that is touched by the chains. Four champions will not link into a square or trapezoid; instead there are a pair of chains linking two enemies, which will switch back to the triangle shape when one of the four is killed. This The chains do not radiate or reach out, so it isn't that hard to avoid in most situations, but the monsters with this property only appears past Normal difficulty, seem to have their AI tweaked to do a bit more circling and only on Championsmoving around. (Not Thus a melee character can take on bosses.) A monster with fire one Champion, and it will either keep moving and get behind to stretch the chains over the player, or the other champions will attemptmove past and around, as stretching the chains that way. Fire Chained enemies are best fought in a groupsteady retreat or by circling around the perimeter, as it's very dangerous to surround or box in be within the midst of them. The chains have a player to inflict maximum damagerange of about a visible screen (perhaps 60 or 80 yards), and will disappear if the monsters get further apart than that, though they will reform instantly and without warning if the distance closes.
* Monster Level Minimum: 31(Nightmare and later)* Available to: Championsonly.* Damage Type: StandardFire.
* Additional Resistances: None
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===Frozen===
[[Frozen]] is an upgrade over Diablo 32's version of Cold Enchanted. These monsters hit with bonus added cold damage that chills can chill the targetwith a 50% movement debuff, but their most dangerous effect is the casting of little ice bombs. These appear scattered randomly around the area of the battle and rapidly expand in size. After a second or two they grow to their full size and it'explode in multiple [[Frost Nova]]s assumed that they have higher cold resistance as well. Frozen bosses which will freeze and Champions glow with render characters motionless for a blueish light and emit little puffs short time. Being hit by several of cold these at all timesonce seems to stack the frozen time, as a visual indication of their enchantmentand can be very deadly.
* Monster Level Minimum: ?20
* Available to: All
* Damage Type: Cold
* Additional Resistances: Cold.
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===Health Link===
[[Health Link]]ed champions essentially share a single health pool, so that when one is damaged, all take damage. This ability is shown visually by splashes of blood that flash between the Champions as one takes damage and the others lose health to compensate.
The total hit points of the Health Linked group is the same as if each monster had their own hit points, so this means that 3 or 4x the usual damage must be dealt out to kill anything... but that when one monster dies, the others will go almost at once. It's not uncommon for a player to single out one of them, keep beating on it, and see the other 2 or 3 die before the one they are targeting finally falls.
* Monster Level Minimum: 20
* Available to: Champions only.
* Damage Type: N/A.
* Additional Resistances: None
During development this modifier was called [[Life Link]] and could be encountered on bosses and their minions, as well as champions.
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===Horde===
[[Horde]] is a rather simple modifier. It meanscauses bosses to spawn additional minions, quite simplytaking their support packs from 3 up to 8 or so, that there will be a horde of with more allowed on higher difficulty levels. In addition it can allow the boss to respawn minions in during the battle, a rare packbit like [[Illusionist]]. What attributes This can be very scary to the player as the solo boss is suddenly surrounded by 5 or 6 new minions will have will . Fortunately, these respawned Horde are fairly low on hit points, and can be dispatched quickly, especially by [[AoE]] attacks. Their low hit points can also be dependent upon used for the rare bossplayer's advantage as their deaths are a good source of [[health orbs]], but horde will ensure and attacks that there trigger on enemy deaths, such as [[Cleave]]: [[Rupture]], [[Exploding Palm]], [[Frost Nova]]: [[Shatter]], and others can practicaly be spammed against Horde, mid-battle. That said, Horde can be very dangerous if they are a ''lot'' of minions[[glass cannon]] types, with big damage output to match their fragility. A pack that would spawn Beware hard hitting enemies such as [[Berserkers]], with three minions their massive club attacks, as 2 or 3 of those strikes will likely increase insta-kill most characters on most difficulty levels. * Monster Level Minimum: 31* Available to six or seven: Bosses only.* Damage Type: N/A.* Additional Resistances: N/A.
===Illusionist===
[[File:Screenshot430.jpg|thumb|400px|Illusionist desert wasps look scary.]][[Illusionist_(Elite_modifier)|Illusionist]] 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 are identical to the original, potentially including though they shimmer with a silvery light (which makes it possible to spot the ability to resurrect or summon new monsters"real" one). The illusions They look scary, but have very low health limited hit pointsand their attacks deal no damage, so they die fairly quickly, but they do not drop any items. Certain properties though it can be bestowed hard or impossible to tell their attacks from the illusion, such as real boss'. This property is akin to the Wizard's [[FastMirror Image]]. The illusions are capable of inflicting damage as well. Individual bosses are able to produce numerous clones at the same timeskill, potentially making their own minion packs. Actual minions can not in that both create illusionsa lot of visual flash and action, though a Champion pack with Mirrored can turn into quite an ordealbut no real damage.
* Monster Level Minimum: ?
* Additional Resistances: None.
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===Invulnerable Minions===
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous in tight quartersand downright annoying, particularly in higher difficulty levels. The as the minions are immune completely invulnerable to all sources forms of damage attack. They never drop their shields (although still succeptible to many unlike [[crowd controlShielding]] tacticsbosses)and can not be damaged by any attack, though they are susceptible to various [[CC]] attacks and can be slowed, chained, frightened, frozen, etc. They only way to kill them is to kill the boss can be harmed. Because (who is not invulnerable), at which point all of this dynamic, the invulnerable minion modifier can only spawn on rare elitesminions die at once.
Invulnerable Minions are dangerous as they can hit and damage without being killed, and are very hard for melee characters who are built around dealing damage and healing. Since the minions take no damage, the usual tactics do not work. They are also vexing to characters with ranged attacks, as the minions can soak up all of their projectiles, making it hard to get hits on the boss. * Monster Level Minimum: ?51 (Hell and Inferno only).
* Available to: Rare
* Damage Type: n/a
* Additional Resistances: n/a
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===Jailer===
[[Jailer]]. 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. A few player skills allow them to break out of the Jailer's circle, such as [[Leap]], [[Furious Charge]], [[Teleport]], [[Seven Sided Strike]], [[Spirit Walk]], etc.
* Monster Level Minimum: ?10
* Available to: Bosses and Champions.
* Damage Type: N/A.
===Knockback===
[[Knockback]]. 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 a considerable distance, often half the screen or more further (40+ yards). This can be quite funny early in the game, when a Witch Doctor watches his [[yardsMongrels]]; usually to the edge of get repeatedly launched across the entire screenby some tiny boss with this property. This It can actually also be somewhat helpful to ranged attacking classesattackers, as the boss will knock them so far back that it gives them plenty 's almost as if they used some sort of room to fire before movement skill themselves. It's more dangerous in dungeons and tight areas where the boss can again close knockback doesn't actually create a safe space between the distancecharacter and monsters.* Occurs on Champions, Knocked back characters and pets are debuffed with identical function.* Minions may also Knockbacka slowing effect for a moment after the impact.
* Monster Level Minimum: 1
* Available to: AllChampions, Bosses, and boss minions.* Damage Type: StandarStandard.
* Additional Resistances: None.
===Missile Dampening===
[[Image:Missile_dampening.jpg|thumb|300px400px|right|Missile Dampening.]][[Missile Dampening]] is a rare seldom-seen modifier that shows up much less than others. In essence, it is the same premise as the [[Wizard]]'s looks like a [[Slow Time]] bubble, where missiles around the boss (projectilesand only the boss). The bubble moves as the boss does, including spells) will be slowed upon entering and functions much the same as the sphere until they are basically motionlessSlow Time Wizard skill. It is similar in appearance reduces the speed of all incoming projectiles to a crawl, though it does not affect the slow time movement speed of characters within the bubble. The bubbleprotects the boss from projectile attacks, but it moves along not forever, as projectiles continue to move, albeit very slowly. This can set up some very cool visuals, as dozens of missiles can stack up at the edge of the bubble, seeming to float there, and then delivering tremendous damage when they finally move into range, or another monster walks into them. This is most impressive with projectiles that hit multiple times to anything in the vicinity (such as [[eliteLightning Ball]] who has the ability) since they move so slowly while "dampened" that they can deal dozens of hits, rather than just two or three as normal.
* Monster Level Minimum: 31
* Available to: RareBosses only.
* Damage Type: n/a
* Additional Resistances: n/a
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===Molten===
[[File:Boss-molten-unburied2.jpg|thumb|300px|A Molten [[unburied]]works much like the Sorceress' Blaze skill in Diablo 2.]][[Molten]] is a property that It creates a flaming effect on the ground beneath trail of fire below the feet of bossesthe boss, minionschampion, and championsor boss' minion which deals considerable damage to any character who steps into the flames. The fire will spread flames do not project out from the boss, so it is safe to melee combat one, but monsters with this property tend to the ground beneath mill around and move past players and pets once combat is joined. When a molten enemy is killed, they leave behind a fiery orb that will explode in a small radius for thus covering large amounts of fire damageareas with the flaming effect. This explosion alone can kill an unwary player in It's very dangerous when paired with [[InfernoVortex]] mode, as players will be yanked right into the midst of the flame.
* Damage Type: Fire.
* Additional Resistances: Fire.
===Mortar===
[[Mortar]] is a property where the elite will fire off firebombs over the head that causes a constant stream of fiery projectiles to shoot out from the playerboss or champions, theoretically hitting the edge of in all directions. These missiles are meant to only land at least 10 [[yards]] from the screenboss, although this is often not thus making the caseproperty irrelevant to melee attackers. The 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 accuracy of the projectiles isn't always very good[[Plagued]http://blues.incgamers.com/Posts/10/1/40/819/168089/explain-mortar] , and especially when this appears on 3 or [[Molten]] attributes4 champions, the field of fire can easily fill the entire screen.
Mortar is most dangerous to ranged attackers, and on higher difficulty levels players must learn to move after literally every single shot. Since the Mortars target the location your character was standing when they were fired, and have very small splash damage, and the Mortars have some flight time, it's not impossible to shoot, move, shoot, move, shoot, move, etc, thus forever remaining a step ahead of the pursuing shower of explosions.
Due to the visuals of the 3D engine, it's much easier to see and react to Mortars when they are fired from the sides or the top of the screen. Battling a Mortar that's below your character is a much greater challenge and should be repositioned if possible. * Monster Level Minimum: ?31
* Available to: Bosses and Champions.
* Damage Type: Fire.
* Additional Resistances: ?N/A.
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===Nightmarish===
When [[Nightmarish]] bosses may hit a target with a melee or ranged attack, they have a chance to inflict an effect similar to that of the the Witch Doctor's [[Horrify]] skill when striking a target, causing the afflicted character . Characters or pet to minions so affected will run for a second in a straight line (if possible) directly away from the monsterchampion, boss, or boss' minion that caused the effect. While running players are helpless and can not cast any spells or control their movements at all. If the path their running direction is blocked by a wall or other monsters or a wall, the afflicted will they may simply stand still, helplessa complete sitting duck to all enemy attacks.
* Monster Level Minimum: 2
* Available to: AllChampions, Bosses, and Boss minions.
* Damage Type: N/A.
* Additional Resistances: None.
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===Plagued===
* Monster Level Minimum: ?20* Available to: All.* Damage Type: N/APoison.* Additional Resistances: NonePoison.
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* Monster Level Minimum: 31
* Available to: Champions and bosses.
* Damage Type: Physical.
* Additional Resistances: N/A.
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===Shielding===
[[Shielding]] is a modifier that allows the elite to become temporary invulnerable creates a transparent bubble around a boss or champion, rendering them temporarily immune to all sources forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but they are immune to most CC effects. The shields seem to appear and disappear at regular intervals, including damage-over-time abilities (without a precisely set duration of on/off. Shielding is identical in appearance to the protective bubble granted by [[DoTInvulnerable Minions]]s) , but unlike that were cast/inflicted before effect, the Shield comes and goes, and only protects Champions or the shield went upBoss. Monsters who are shielded, similar to Only one [[Elite]] has shielding; [[InvulnerableMagda]] monsters, can still though the timer on hers seems to be snaredbased on the damage she takes, rooted, or feared. The shields have rather than a fairly long duration (up to ten seconds)semi-random timer, and an elite will shield of its own volition, meaning that an individual monster in a pack will shield at different times from its brethrenas with regular monsters.
* Monster Level Minimum: ?31* Available to: Rare/ChampionChampions and bosses, but not boss minions.
* Damage Type: n/a
* Additional Resistances: n/a
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===Teleporting===
[[Teleporting]] allows bosses, their minionsor individual champions, and champions to teleport directly on top of their target. This makes the ability especially dangerous to ranged attackers, who wish to maintain a distance from the enemy.
In earlier testing, this ability caused the monster to randomly relocate every few seconds, and was most useful for ranged attackers since they could bounce around the screen while continuing to pin cushion the player chasing after them. It's been changed to a "warp into melee proximity" effect, which can actually work against the interest of some ranged attacking monsters, who will teleport in, then spend a few seconds walking away as they try to reestablish the minimum distance their AI tells them to maintain from enemies.
* Monster Level Minimum: 3
* Additional Resistances: None.
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===Vampiric===
[[Vampiric]] is life leech in Diablo III, and player reports from Blizzcon 2009 ranked this among though the worst of effect seems to boost damage as well, in addition to granting the boss modifiersmonster some healing as it deals damage. The life leech This modifier provided a huge amount of healing during development, but was very high from this one, and some players found these guys literally impossible toned down in the release game to kill, since theythe point that it'd heal almost fully with s not a single big deal in most battles, and only really comes into effect when the monsters can hitsomething repeatedly, such as while it took dozens of hits to kill them.beating on a [[minion]] or [[pet]] or [[http://diablofollower]].incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]
* Damage Type: N/A.
* Additional Resistances: None.
===Vortex===
[[Vortex]] is basically reverse [[Teleporter]], as it causes players to warp in and appear directly on top of beside the monsterboss or champion with the property. Players can run away againThis modifier is very dangerous to ranged attackers, especially glass cannon type builds, and ranged attackers will usually want to do sowhen combined with [[AoE]] damage such as [[Molten]] or [[Fire Chains]] or [[Plagued]], it can be instantly deadly.
* Monster Level Minimum: ?15* Available to: ?Champions and Bosses, but not boss minions.
* Damage Type: N/A.
* Additional Resistances: None.
===Waller===
[[Waller]] grants monsters the ability to raise stone walls that block player movementfor a second or two, before crumbling back into nothing. This Walls block player movement (though some skills such as [[Leap]] and [[Teleport]] can stop players from fleeingmove over them), as well as block blocking most player projectiles. Monsters are generally blocked from moving or firing over the walls as well, and wallers in levels with narrow corridors can create amusing sequences of perpetually blocked access, where neither the monsters or the characters can get to each other to fight.
[[Champions]] can only create short, straight walls, while Bosses can create larger, three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape. Note that all of the Champions can cast walls though, and they are always cast at a horizontal angle from the monster, which can make for a bewildering array of overlapping walls, even in T or + shapes, as Champions circle around their target. Wallers can be very dangerous when paired with blast effects such as [[Molten]], [[Frozen]], [[Arcane Enchanted]], [[Plagued]], [[Desecrator]], and others. Those effect can appear past walls, or hit right over them, nailing characters who are trapped by the walls.
* Monster Level Minimum: 10
* Available to: Champions and Bosses and Champions, but not boss minions.
* Damage Type: N/A.
* Additional Resistances: None.
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==Possible Modifiers==
By simply multiplying the possible effects and considering that the same one can not spawn twice, fans arrived at the following math for possible monster varieties:
Champion packs can have:
* 23 different combinations of affixes in Normal
* 253 different combinations of affixes in Nightmare
* 1771 different combinations of affixes in Hell
* 8855 different combinations of affixes in Inferno
Rare packs can have:
* 22 different combinations of affixes in Normal
* 231 different combinations of affixes in Nightmare
* 1540 different combinations of affixes in Hell
* 7315 different combinations of affixes in Inferno
That is, if there are no restrictions in place.
==Removed Boss Properties==
This section lists modifiers that were seen during development or testing, but that are known to have been removed from not included in the final game. Many other properties changed greatly during development; see the individual modifier articles for more details on those.
===Ballista===
[[Ballista]] was a new property seen in the Blizzcon 2010 demoon some ranged attackers such as [[Skeletal Archers]]. This modifier appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giantbigger, 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
Doppleganger was the original name of the modifier now called [[Illusionist]]. 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.
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===Multishot===
[[Multishot]] returns from Diablo II. was seen in Blizzcon demos, and referred to by [[Bashiok]] in 2010[http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes#postId_17794], but it was never seen in the Beta and is not present in the final game. It's nastier by itself in Diablo III, since There are fairly few ranged attackers pack more of a punch than most of them did in Diablo IIIII, and a boss or champion pack of ranged attackers with this mod can emit some serious ordinancemight explain why Ballista and Multishot were both removed during development.
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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, and they are not seen in the final game. * Monster Level Minimum: ?* Available to: ?* Damage Type: ?* Additional Resistances: ?
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===Powerful===
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounds like sounded akin to the Diablo III version of "Extra Strong," a mod from Diablo II mod that 2, which 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.
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===Stoneskin===
[[Stoneskin]] returns from , which granted a considerable boost to physical resistance in Diablo II, once again granting monsters much higher defense. It doesn't seem to improve the monsterwas present during Diablo 3's hit points or resistances thoughdevelopment and was seen in demos, as [[Wizard]]s found monsters with but it is not present in the final game. Likely this was removed when elemental damage types were flattened, and having a specific resistance to one easy preytype of damage seemed pointless with fire, cold, lightning, poison, and physical all working exactly the same. (Only cold varies slightly in the final game, trading a bit less damage for an added chill/slow effect.)
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