- 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 champion monsters in Normal difficulty and Areas lower than level 85 of Act 1, 2 and 3 of Nightmare and Hell difficulties, also replaced monsters with the same names of Areas level 85 or higher in Nightmare and Hell difficulties of Act 1, 2 and 3 and ALL of Act 4 and 5. 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 Daggers
- Vanilla Unique Blunts
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- Vanilla Unique Spears
- 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
- Vanilla Unique Gloves
- Vanilla Unique Boots
- Vanilla Unique Shields
- Vanilla Unique Trinkets
- 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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