Monsters
Every monster type in MonstersData, with the floors it appears on and
the combat numbers it brings. These are the Normal-difficulty values.
Two different levels
| Number | What it drives | How it scales |
|---|---|---|
| Combat level (the Level column below) | To-hit, block chance, experience awarded, some missile damage | +15 in Nightmare, +30 in Hell, +30 x multiplier in Torment |
| Loot level (mlvl) | Which bases can drop, which tier, how good the roll | The area level, +3 for a unique, +2 for a champion |
Difficulty scaling
Hit points and damage scale with difficulty on top of the level offsets above. Torment applies
Hell's scaling again, multiplied by the Torment Difficulty Multiplier INI setting
(default 2.0, range 1.1 to 5.0).
But a re-run is meant to be more than the same dungeon with fatter monsters. Three other things change as you climb, and none of them is a number on a health bar:
| Difficulty | Variants | Loot rate | New champion modifiers |
|---|
Variants is the share of ordinary monsters that are recoloured, so a deeper run is denser in encounters that are not the rank and file. Loot rate scales every zone's treasure class - a re-run does not merely drop better items, which the rising item level already handled, it drops more of them. And the champion modifier pool grows: each rung adds, nothing is ever withdrawn, so what you learned to fight keeps turning up.
Normal offers only the three a new character can read and answer - it does not get knocked back, it is armoured, it is large - because none of those needs an item you may not own yet. Resistances arrive with Nightmare, and Vampiric waits for Hell, where the damage exists to out-pace a champion that heals from what it deals.
Monster resistances climb on their own ladder: Nightmare gets Hell's set with the immunities demoted to plain resistances, Hell gets the real set, and Torment hardens Hell's resistances into immunities - never all of them, so nothing is ever unkillable.
Champions and uniques
Beyond the scripted unique monsters, the build spawns lesser uniques: ordinary monsters promoted with a champion modifier, their own name and tint, and a pack of minions. They carry +2 to their loot level (+3 for a true unique) and roll from a better loot table. The spawn rate is an INI setting.
Endgame bosses
From the first Hell floor onward, every generated floor has one. Below that, a chance on floors past the first third, so you meet the idea before you meet the one that matters.
A boss is not a new monster - it is the champion path with a heavier profile, drawn from a type the floor already loaded. It is always Colossal, because the silhouette should tell you before the name does.
| Champion | Boss |
|---|
And it carries two modifiers where a champion carries one: the Dread marker plus a second trait - - so the same boss type met twice is a different fight. The full name shows both, as in Dread Devouring Ashgore.
It also pays its floor's treasure class, against a unique's and a champion's - which, at Hell's table, is what makes one worth hunting rather than avoiding.
Variants
Below the champions sits a cheaper layer: of ordinary monsters are recoloured variants, each with one trait and a word in front of its name. No new art, no new animation - the creature's own palette is walked a step or two along its ramps, so it stays recognisably itself while reading clearly different from its twin.
| Variant | Trait |
|---|
Which variants you meet depends on the floor. Each dungeon type offers a subset, so a roster is something you can learn about a place - the Cathedral deliberately has no elemental variant, because a resistance you have no answer to on floor two is a wall rather than a fight.
| Dungeon | Offers |
|---|
Sizes
Monsters are not all drawn at one scale. Four sizes exist, and they come from two completely different places.
| Size | Scale | Where it comes from |
|---|---|---|
| Runt | 75% | Rolled, ordinary monsters only |
| Normal | 100% | The default - costs nothing, allocates nothing |
| Giant | 120% | Rolled, ordinary monsters only |
| Colossal | 140% | The Colossal champion affix, never rolled |
Runt and Giant are decided in two stages, and the split is deliberate. First: does this monster type have an odd size on this floor at all? A quarter of types roll Runt, a quarter Giant, and half get neither. Then, within a type that did: a quarter of its individuals actually wear it. So an odd-sized monster reads as one strange individual rather than as a reskin of the whole floor - and the sprite cache never holds more than one extra scaled sheet per type.