The field thickens across a run: each act opens soft and ends hard, by D2's /players, and opens with more monsters than the last, about 125 on the field by the end of Act V. Champions and uniques come as often as in D2 on Normal, and at half D2's rate on Nightmare and Hell.
Champions
Champion packs come in five kinds, each as likely.
| Kind | What sets it apart |
|---|---|
| Champion | More life and damage than the pack. |
| Ghostly | Resists 80% of physical damage. |
| Fanatic | Attacks faster. |
| Possessed | D2's possessed champion. |
| Berserker | A quarter of a champion's life, but hits harder. |
Uniques and their modifiers
Uniques roll D2's modifiers: one on Normal and more on Nightmare and Hell. The monster bar shows a unique's kind and enchantments in gold (blue for a champion), and its immunities on their own line in each element's colour.
| Modifier | Resistance it adds |
|---|---|
| Fire, Cold or Lightning Enchanted | +75% to that element |
| Magic Resistant (not on Normal) | +40% fire, cold and lightning |
| Spectral Hit | +20% fire, cold and lightning, up to 75% |
| Stone Skin | +50% physical |
| Mana Burn | +20% magic |
| Extra Strong, Extra Fast, Cursed, Teleport, Multiple Shots, an aura |
Modifiers never push a monster into a third immunity: once two elements reach 100%, its mods add no more.
Named monsters
- Super uniques arrive on each act's clock, whatever area you are in. Every act route lists them.
- A super unique you're fighting stays until it falls, even as the act boss comes.
- Lightning Enchanted bolts and Cold Enchanted novas hit as their element: resistance cuts them, Damage Reduced doesn't.














