- Most ridiculous monster immunity in Hell difficulty removed, only kept a few reasonable ones as below.
Physical: Wraiths, Swarms, Night Marauders.
Magic: Unravellers, Wailing Beasts.
Fire: Burning Skeletons (including warriors, archers, mages), Burning Souls, Magma Demons.
Cold: Snow Yetis.
Lightning: Will-o-Wisps except Burning Souls, Flying Scimitars.
Poison: Machines, Structures, Flying Scimitars. - No immune monsters in normal difficulty, except for machines and structures, they’re always immune to poison.
- No immune non-champion monsters in Nightmare difficulty, except for machines and structures, they’re always immune to poison.
- Except for some ‘obviously should be’ ones, most champion monsters in Nightmare and Hell difficulty would have to own both ‘magic resist’ and a ‘enhanced’ MonUMod to acquire certain immunity.
- Monster Resists Greatly Readjusted, basic rules as below~
Undead: Very high Poison resist, pretty high Elemental and Physical resists as well except Magic resist, Mostly, NOT all.
Demons: Notably higher Fire resist and zero Poison resist, Mostly, NOT all.
Wild Animals: Zero Fire resist, Mostly, NOT all.
Insects: Negative Fire resist except ‘Hell Swarm’ and ‘Fire Spider’; Negative Poison resist.
Succubus: Just like Andariel, Very high Poison resist and Negative Fire resist.
Non-Undead Casters: Higher Magic resist, and Zero Physical resist, Mostly, NOT all.
Lumber and Botany: Negative Fire resist, Very high Poison resist and pretty high Cold resist, Mostly, NOT all.
Humanoid: Average All Elemental resists but Zero Poison resist, Mostly, NOT all.
Amphibious: Notably high Poison and Fire resist and Zero Cold resist, Mostly, NOT all.
Fire Theme Creatures: Notably high Fire resist and Negative Cold resist, Mostly, NOT all, some of them Cannot be Frozen.
Cold Theme Creatures: Notably high Cold resist and Cannot be Frozen, but Negative Fire resist, Mostly, NOT all.
Pandemonium Balrogs: No longer immune to 5, changed to 90% - As modifications above would bring great advantage to Elemental damage builds, Fire, Cold and Lightning attacks would receive some damage penalty in Nightmare and even more in Hell difficulty.
- Guest monsters no longer appear in Act 5, instead, they replaced all the common monsters with the same names in Nightmare and Hell difficulties, also replaced champion monsters in Normal difficulty. This would be highly challenging.
- Defense stat works on most ranged monsters’ missiles, including magical ones, even their CTCs.
- Fulfilled more types of monsters’ ‘no freeze’, ‘stun attack’ or ‘steals MP’ descriptions.
- Melee monsters attack more fluently in Nightmare and Hell difficulties, except those ‘Chargers’.
- Monsters below are no longer ‘large’, so they could be knockback by Molten Boulder:
Minions, Bigheads, Flying Scimitars, Frog Demons, Vile Mothers, Fingermages. - Monsters below are set to ‘large’, so they couldn’t be knockback by ‘Molten Boulder’:
Balrogs. - Most monsters can’t be knocked back are set to ‘large’ so ‘Molten Boulder’ won’t roll over them:
Structures, Griswold, Machines such as Catapults, etc. - Simulate monsters below as ‘flat’, so they couldn’t be knockback by anything but being able to be rolled over by ‘Molten Boulder’ then suffer massive damage from it:
Sandmaggots, Baby Sandmaggots, Sandmaggot Queens, Swarms. - Monsters below are set to ‘shrunken’, won’t be able to steal HP or MP from them:
Wraith Series, Bone Fetish Series, Fingermage Series, Doom Knight Series, Thornhulk Series, Imp Series, Frozenhorror Series. - Simulate some monsters that should bleed green blood really bleed green:
Insects, Spiders, Regurgitators, Frogs, etc - Traps or Fire Towers and some structures are changed to 3rd party monsters, would attack everything, even each other.
- Those extra solid Towers, Nests and Sarcophaguses now have an impressive chance to drop trinkets or runes, spending time to smash them would be more worthy.
- When ‘Nests’ spawned as unique, their minions would be what they spawn instead of themselves, so there would be no longer a massive pack of Nests anymore, but blue Champion packs are still Nests.
- Nests may not appear through random monster spawning, might spawn what they spawn instead.
- All petite monsters spawn in huge packs had their HP and defense halved. This would make them easier to be killed by AOE skills. Beware, ‘Fallens’ are not included.
- Most monsters no longer have their light radius.
- Mana stealing monsters had their stealing values readjusted much lower.
- Fulfilled most monsters that missing palshift in vanilla, to make them can change colors when being Champion or Unique ones.
- Bloody themed monsters have higher HP recovery rate and can openwounds.
- All Self-Explosive Monsters’ exploding logic Remade and improved.
Overall
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Category
Character & Skill Modifications
Monster Modifications
- Overall
- Specific Monster Modifications
- Newly Added Monster Classes
- Monster Skill Modifications
- Champion Monsters
- Random Unique Monsters
- Super Unique Monsters
- Boss Modifications
Item Modifications
- Basics
- Newly Added Item Types
- Potion Modifications
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- Stat Fixes
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- Summery
- Vanilla Unique Axes
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- Vanilla Unique Blunts
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- Vanilla Unique Polearms
- Vanilla Unique Staves
- Vanilla Unique Bows
- Vanilla Unique Crossbows
- Vanilla Unique Throwing Weapons
- Vanilla Unique Helms
- Vanilla Unique Torso Armors
- Vanilla Unique Belts
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- Vanilla Unique Boots
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- Vanilla Unique Charms
- Vanilla Unique Amazon Items
- Vanilla Unique Necromancer Items
- Vanilla Unique Paladin Items
- Vanilla Unique Barbarian Items
- Vanilla Unique Druid Items
- New Unique Axes
- New Unique Swords
- New Unique Daggers
- New Unique Blunts
- New Unique Scepters
- New Unique Wands
- New Unique Spears
- New Unique Polearms
- New Unique Staves
- New Unique Bows
- New Unique Crossbows
- New Unique Throwing Weapons
- New Unique Helms
- New Unique Torso Armors
- New Unique Shields
- New Unique Belts
- New Unique Gloves
- New Unique Boots
- New Unique Trinkets
- New Unique Charms
- New Unique Amazon Items
- New Unique Sorceress Items
- New Unique Necromancer Items
- New Unique Paladin Items
- New Unique Barbarian Items
- New Unique Druid Items
- New Unique Assassin Items
- Super Unique Items
- Set Item Modifications
- Vanilla Universal Sets
- Vanilla Class Specific Sets
- New Set Items
- Hireling Sets
- Unique Set System
- Rune Words Modifications
- Cube Formula Modifications
- New Area Red Portals
- Pulling Out but Keeping Gems
- Charm Rotate
- Item Upgrade
- Socket Drilling
- Ethereal Item Related
- Some ‘Almost Useless’ Formulas Remaking
- Vanilla Item Refreshing Formulas Remaking
- New Charm Refreshing Formulas
- Resist Item Formulas
- Potion or Consumable Item Related Formulas
- New Rare Item Creating Formulas
- Unique Item Creating Formulas
- Essence Converting Formula
- Offhand Axe Converting Formula
- 2 Handed Swords and Nomad Swords Converting Formulas
- New Superior, Unique or Set Item Refreshing Formulas
- Super Unique Item Creating Formulas
- Khan Set Weapon Base Item Shifting
- M’avina Weapon Base Item Shifting (For Fun Only)
- Arctic Set Weapon Base Item Shifting (Mostly For Fun but might be useful somehow)
- Vidala Set Weapon Base Item Shifting (Mostly For Fun but might be useful somehow)
- Crafted Item Modifications
- Transmogrification (Base Item Shifting)
- Unique Item Extraction
- Extracting Formula
- Special Extracted Results
- Unique & Set Item Recycling
Dropping and Area Modifications


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