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		<id>http://www.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Flux</id>
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		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Special:Contributions/Flux"/>
		<updated>2013-06-20T00:51:32Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.2</generator>

	<entry>
		<id>http://www.diablowiki.net/Trash</id>
		<title>Trash</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Trash"/>
				<updated>2013-06-18T14:03:40Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Trash mobs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[trash mobs]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/NDE</id>
		<title>NDE</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/NDE"/>
				<updated>2013-06-18T13:55:21Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Near Death Experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Near Death Experience]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Fire_Chains</id>
		<title>Fire Chains</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Fire_Chains"/>
				<updated>2013-06-15T13:21:58Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fire Chains]] is an [[Elite Affix]] that spawns only on Champions.&lt;br /&gt;
&lt;br /&gt;
This affix creates a fiery chain that links two or three champions and that deals damage to anything it comes into contact with. This does something interesting things to combat, since players are now in danger simply by standing between two or three of the champions, even if none of them are actually touching or attacking at that moment.&lt;br /&gt;
&lt;br /&gt;
[[File:Fire-chains-plagued-zombies1.JPG|Zombies with Fire Chains and [[Plagued]].]]&lt;br /&gt;
The chain will only form a straight line, or a triangle if there are three champions. If there are four in the group they will be joined two and two, rather than forming some sort of trapezoid (though a four-way link may exist for short periods of time.)&lt;br /&gt;
&lt;br /&gt;
Monsters with Fire Chains seem to have slightly modified [[AI]] which causes them to move around more restlessly, and makes them more likely to flank, circle, or surround enemies, increasing the chances of the dangerous chains moving over the character. The affix can create some amusing visuals as well, such as when one of the Champions is killed and sent flying into the distance, with the chain (briefly) still showing between him and the live ones.&lt;br /&gt;
&lt;br /&gt;
'''Fire Chains'''&lt;br /&gt;
* '''Monster Level Minimum: '''31 (Nightmare and later)&lt;br /&gt;
* '''Available to: '''Champions only.&lt;br /&gt;
* '''Damage Type: '''Fire.&lt;br /&gt;
* '''Additional Resistances: '''None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The chains do not radiate or reach out, and a character will not take damage by melee fighting a monster with Fire Chains active. The danger is that another monster will move around behind your character, dragging the chain with it, or that the one you are melee fighting will circle you, taking the chain with it.  And their AI seems to encourage this.   &lt;br /&gt;
&lt;br /&gt;
Fire Chains can also make ranged attackers more dangerous, especially the kind that move around a lot, such as Desert Wasps.  Fortunately, when monsters move a long distance apart, the chains dissipate. The distance is considerable though; nearly the full visible screen, or about 80 [[yards]] apart, before the chain is disabled.&lt;br /&gt;
&lt;br /&gt;
As with many boss modifiers, it's dangerous to become unable to move, and affixes like [[Jailer]], [[Waller]] (which the chains pass over), or [[Nightmarish]] are very dangerous when Fire Chains are nearby. Other forms of AoE damage pair very well with Fire Chains as well, and [[Molten]] + Fire Chains is especially nasty for melee characters, as the monsters will circle at close range and create a double damage effect.&lt;br /&gt;
&lt;br /&gt;
Fire Chained enemies are best fought in a steady retreat or by circling around the perimeter, as it's very dangerous to be within the midst of them.  The chains have a maximum range of about a visible screen and will disappear if the monsters get further apart than that, though they will reform instantly and without warning if the distance closes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Patch Changes==&lt;br /&gt;
&lt;br /&gt;
As of [[Patch 1.0.3]], [[Morlu]] monsters can not spawn with this modifier. (It didn't work well with them since they spread so widely that the chain was generally deactivated.)&lt;br /&gt;
&lt;br /&gt;
[[Patch v1.0.4]] in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of the [[legendary]] item [[Maximus]] ([http://diablonut.incgamers.com/item/maximus db]) that summons a demon which is connected to the player by a Fire Chain that deals damage to monsters. (The sword is a popular Follower weapon.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fire-chains-dead-bug.jpg|Display bug shows the chain between corpses.&lt;br /&gt;
File:Fire-chains-molten2.jpg|Molten with [[Fire Chains]].&lt;br /&gt;
File:Fire-chains-plagued-zombies1.JPG|Zombies with Fire Chains and [[Plagued]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:Boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Boss_Modifiers</id>
		<title>Boss Modifiers</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Boss_Modifiers"/>
				<updated>2013-06-15T12:46:24Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Fire Chains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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, missile attacks, the ability to teleport or duplicate themselves, and many others. &lt;br /&gt;
&lt;br /&gt;
* Random boss monsters (Champions with Blue names and random bosses with Yellow names) spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno.  &lt;br /&gt;
* Elite monsters, Purple names, are special creatures with special preset modifiers and altered AI, and they '''do not '''gain random modifiers on higher difficulty levels, as most of them did in Diablo II.  These Elites may gain additional modifiers on higher difficulty levels (for instance, The Warden gets [[Molten]] and [[Jailer]] past Normal difficulty), but not randomly; they are all preset by the game developers, and their added properties may differ slightly in function or lethality from what random bosses get.&lt;br /&gt;
&lt;br /&gt;
This directory page gives brief descriptions of the properties; click to the individual articles for far more detail, including screenshots, movies, and strategy tips.&lt;br /&gt;
&lt;br /&gt;
* See also the {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
==Higher Level Modifiers==&lt;br /&gt;
&lt;br /&gt;
Boss modifiers are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], and [[Frozen]] were gradually removed/moved to higher monster levels.&lt;br /&gt;
&lt;br /&gt;
The following Boss Modifiers can be found in '''Normal difficulty''', where every random boss and champion pack will have one (and only one) of them.&lt;br /&gt;
* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nightmare difficulty''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected. All of the Normal Difficulty Affixes are possible, with several new modifiers possible on Nightmare:&lt;br /&gt;
* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hell difficulty''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the Normal, Nightmare, and the new Hell affixes:&lt;br /&gt;
* [[Avenger]] and [[Health Link]]. ([[Invulnerable Minions]] was Hell/Inferno only prior to its removal from the game.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no additional Boss Modifiers enabled in '''Inferno difficulty''', though the fact that random bosses and Champions get 4 modifiers on that difficulty level can create combinations not seen previously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifier Grouping==&lt;br /&gt;
&lt;br /&gt;
In July 2012 Blizzard revealed that boss modifiers were sorted into three groups, which limited which mods could spawn with each other on the same Elite. [http://diablo.incgamers.com/blog/comments/blizzard-on-post-validayion-auction-house-ui-v1-04-details-and-more#more-23877]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Why aren’t monster affix combinations restricted in some way?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Monster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren’t as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.&lt;br /&gt;
&lt;br /&gt;
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we’re happy with where affix combos are right now, we’re open to feedback and especially constructive discussion. :)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a given Elite can only have 1 (at most) of the Strong CC affixes, and 1 (at most) of the Defensive affixes. Thus an Elite on Inferno could have 1/1/2, 1/0/3, 0/1/3, or 0/0/4, respectively. These limits are meant to assist players by preventing an Elite from spawning with multiple overlapping functions, such as an Elite with Knockback + Nightmarish + Vortex that would constantly jerk and shove a character around, helplessly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Strong [[CC]] (Limit 1)&lt;br /&gt;
! Defensive (Limit 1)&lt;br /&gt;
! Aggressive (No Limit)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Knockback]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jailer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nightmarish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vortex]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Avenger]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Extra Health]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Health Link]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Horde]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Illusionist (Boss modifier)|Illusionist]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missile Dampening]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;[[Invulnerable Minions]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shielding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Arcane Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Desecrator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electrified]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Chains]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Frozen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Molten]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mortar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plagued]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reflects Damage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Teleporter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Waller]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
B = Boss only&lt;br /&gt;
C = Champions only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bosses vs. Champions==&lt;br /&gt;
&lt;br /&gt;
Some modifiers can only be found on Champions (never on bosses) and some can only be found on Bosses (never on Champions). &lt;br /&gt;
&lt;br /&gt;
* Champion only:&lt;br /&gt;
** [[Avenger]]&lt;br /&gt;
** [[Fire Chains]]&lt;br /&gt;
** [[Health Link]]&lt;br /&gt;
&lt;br /&gt;
* Boss only:&lt;br /&gt;
** [[Horde]]&lt;br /&gt;
** [[Invulnerable Minions]] (Removed in [[Patch 1.04]].)&lt;br /&gt;
** [[Missile Dampening]]&lt;br /&gt;
&lt;br /&gt;
Only one modifier differs markedly when used by Champions or Bosses. The [[Waller]] Affix creates three sided boxes when used by a Boss, but only short, straight walls (which may overlap in dangerous T or + shapes) when cast by Champions.&lt;br /&gt;
&lt;br /&gt;
Boss minions share some abilities with their Boss, but not all. For instance Bosses and minions can [[Knockback]] targets and generate [[Arcane Enchanted]] lasers, but only Bosses (and not minions) can cast [[Vortex]], [[Jailer]], or emit [[Mortar]] projectiles. These are noted in the &amp;quot;Available To&amp;quot; details below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boss and Champion Modifiers==&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Enchanted===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|The original, highly-dangerous, Hydra style of this modifier.]]&lt;br /&gt;
[[Arcane Enchanted]] bosses are &amp;quot;enchanted&amp;quot; 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. These are highly-damaging at higher difficulties, and are capable of almost instantly killing any character without strong Arcane Resistance. They are especially dangerous when paired with [[crowd control]] Affixes like Waller or Jailer.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Arcane &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Avenger===&lt;br /&gt;
&lt;br /&gt;
[[Avenger]] is a Champion-only modifier that links the champions, granting a temporary bonus in size, strength, and speed to the surviving champions whenever one is slain. The bonuses are most visible in the increased size of the enemy, and players may wish to use strategy and attempt to damage all of the monsters evenly, so that one or two won't still be nearly full health when the others die and they gain power ups.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 51 (Hell and Inferno only).&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Desecrator===&lt;br /&gt;
[[File:Boss-molten-unburied2.jpg|thumb|400px|An [[Unburied]] spawns a mass of Desecrator pits.]]&lt;br /&gt;
[[Desecrator]]s create an orange-colored &amp;quot;glowing void zone&amp;quot; beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not blocked in by modifiers like [[Waller]] or [[Jailer]]. &lt;br /&gt;
&lt;br /&gt;
The Desecrated pools remain in place for 12 seconds, and during long battles with a boss and minions all casting Desecration, entire screens can be come virtually impassable due to the pits of damage. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 22&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions. &lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electrified===&lt;br /&gt;
&lt;br /&gt;
[[Electrified]] enemies function much like a lightning-based form of [[Reflects Damage]], dealing lightning damage back to attackers.  This Affix was visually nerfed shortly after release, likely for frame rate/performance reasons. Prior to the visual nerf, monsters with Electrified sent out sparks in all directions when they were hit by ranged or melee attacks.  Afterwards they still emit sparks, but in much smaller quantities.&lt;br /&gt;
&lt;br /&gt;
The removal of the visual component effectively nerfed the danger of this modifier as well. Previously, the sparks could trigger other Boss Affixes, such as healing for [[Vampirific]] bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|350px|Electrified boss putting out massive sparks.]]&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions and Bosses.&lt;br /&gt;
* Damage Type: Lightning.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Extra Health===&lt;br /&gt;
&lt;br /&gt;
[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. This property is most dangerous as it extends fights, and players used to killing monsters quickly enough to avoid real trouble from their damaging properties such as [[Molten]] or [[Arcane Enchanted]] may need to retreat or take a different tactic when dealing with Extra Health enemies.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and above.)&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions receive the benefit.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
[[Fast]] monsters 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 is especially dangerous for [[glass cannon]] type characters, who survive by running and staying out of reach of the monsters.  Ironically, This ability can be most annoying when it spawns on wandering, shaman type enemies such as Fallen Shaman and Zombie Pukers, as they amble around in random directions and may move quite far during the course of a battle.&lt;br /&gt;
&lt;br /&gt;
Rooting and slowing [[CC]] effects are essential against Fast enemies, as are movement skills. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: N/A. &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire Chains===&lt;br /&gt;
&lt;br /&gt;
[[File:Firechains.jpg|thumb|450px|Fire Chains triangle between 3 desert wasp Champions.]]&lt;br /&gt;
[[Fire Chains]] are glowing, fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to any character that is touched by the chains. Four champions will only occasionally form a trapezoid, and usually link into a pair of straight lines, returning to a triangle when one of the four is killed.&lt;br /&gt;
&lt;br /&gt;
Fire Chains have a maximum range of about 80 yards, and if one of the Champions moves too far from the others, the chain connecting them will wink out of existence, though it will return once the Champions move into closer proximity.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of some [[legendary]] items that summon a demon that is connected to the player by a Fire Chain that works to hurt monsters.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and later)&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
[[File:Modifier frozen.jpg|thumb|450px|Frozen grenades from [[Sicklefang]] explode &amp;amp; freeze]]&lt;br /&gt;
[[Frozen]] spawns on Champions, Bosses, and Boss minions and causes those enemies to regularly create a scattered few blueish-white orbs that hang in space, growing rapidly in size before detonating in short range Frost Novas. These are damaging to any player, pet, or follower this hit and more dangerous still is their freezing effect, which leaves the frozen target helpless and motionless for a short duration. &lt;br /&gt;
&lt;br /&gt;
While this property is not encountered until some distance through Normal difficulty, players get an early preview of it when they first encounter [[Captain Daltyn]] below [[Adria's Shack]]. [[Izual]] is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle, as well as casting unavoidable Frost Novas.&lt;br /&gt;
&lt;br /&gt;
Frozen initially left behind a core of ice at the monster's death, which exploded a moment later, much as [[Molten]] does. This property was tweaked during development and replaced by the much more dangerous spread of ice cores that we see in the released game.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Health Link===&lt;br /&gt;
[[Health Link]]ed champions share a single common health pool, as if all 3 or 4 enemies had their life shared in the same bulb. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster.  The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.&lt;br /&gt;
&lt;br /&gt;
Health Link has a maximum range, and if one of the Champions is more than a screen away from the others, it will lose health normally, without sharing with the others.  This property is shown visually by splashes of blood that flash between the Champions as one takes damage and the others lose health to compensate.  &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
During development this modifier was called [[Life Link]] and could be encountered on bosses and their minions, as well as champions.&lt;br /&gt;
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===Horde===&lt;br /&gt;
&lt;br /&gt;
[[Horde]] is a boss-only property that causes more minions to spawn at the start of the battle. The number of additional enemies increases with the difficulty level, with just a few extra on Normal, and up to 6 or 8 on Inferno. This property does not alter the boss' stats or behavior, and the minions aren't any different either; there are just more of them. &lt;br /&gt;
&lt;br /&gt;
Horde is most dangerous when the monster type is dangerous, or when the other Boss Modifiers are nasty ones. Modifiers that minions can cast along with the boss, such as [[Frozen]] and [[Arcane Enchanted]], become very numerous when paired with Horde. [[Reflects Damage]] and [[Electrified]] can be very dangerous as well, since a character may hit the boss and several minions at once, taking the RD from all of them simultaneously.&lt;br /&gt;
&lt;br /&gt;
Horde can be confused with [[Illusionist]], but Horde just creates more minions at the start of the fight. It does not allow the boss to make more during the battle, and all the Horde minions are full power and hit points, and their damage is very real.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
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===Illusionist===&lt;br /&gt;
&lt;br /&gt;
[[File:Illusionist-skeleton1.jpg|thumb|300px|A few zombies can result.]]&lt;br /&gt;
[[Illusionist_(Boss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselves during the battle, adding 4-6 more enemies in the blink of an eye. Fortunately, these duplicates are harmless; unable to deal any damage with their attacks and blessed with very few hit points. They work mostly as a distraction, since they are indistinguishable from the other monsters. This property is akin to the Wizard's [[Mirror Image]] skill, in that both create a lot of visual flash and action, but no real damage.&lt;br /&gt;
&lt;br /&gt;
As Illusions have very minimal hit points they will die very quickly to any sort of [[AoE]] attack. They can also be spotted by their health bar display, as their total hit points will be a tenth (or less) of the Boss. Effects such as [[Fire Chains]] and [[Molten]] will not appear below the Illusions; only the real monsters.&lt;br /&gt;
&lt;br /&gt;
The biggest danger from Illusionist is deception. Players can not tell which ones are real and which are fake, and may waste time attacking or running from harmless duplicates. The Illusions do take up space like real monsters though, and can physically block characters from escaping their midst. They are also annoying as ranged attackers, since though projectiles are harmless, they are identical in appearance to the &amp;quot;real&amp;quot; ones fired by the Boss or Champions.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
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===Jailer===&lt;br /&gt;
&lt;br /&gt;
[[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. Jailer is most dangerous when used by monsters that deal high damage, or in conjunction with [[AoE]] boss modifiers like [[Arcane Enchanted]], [[Plagued]], or [[Desecrator]].&lt;br /&gt;
&lt;br /&gt;
A number of class skills including [[Spirit Walk]], [[Teleport]], [[Smoke Screen]], [[Leap]], [[Furious Charge]], [[Wrath of the Berserker]], [[Archon]], and [[Dashing Strike]] allow characters  to break out of the Jailer's circle, or move while the Jail remains around them. See the [[Jailer]] article for a full list.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 10&lt;br /&gt;
*''' Available to:''' Bosses and Champions.&lt;br /&gt;
** '''Uniques''': [[The Warden]], [[Dataminer]]. [[Diablo]]'s Bone Prison is a different ability with a similar effect.&lt;br /&gt;
*''' Damage Type:''' N/A.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Will Not Spawn With:''' [[Knockback]], [[Nightmarish]], or [[Vortex]]. (Changed in patch v1.0.4.)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
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===Knockback===&lt;br /&gt;
&lt;br /&gt;
[[Knockback]]. This modifier grants the boss or champion a knockback attack which will send a character, pet or follower 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 a considerable distance, often half the screen or further (40+ yards). This can be quite funny early in the game, when a Witch Doctor watches his [[Mongrels]] get repeatedly launched across the entire screen by some tiny boss with this property. It can also be somewhat helpful to ranged attackers, as the boss will knock them so far back that it's almost as if they used some sort of movement skill themselves.&lt;br /&gt;
&lt;br /&gt;
The real danger comes in the debuff, since knocked back characters and pets are confused, slowing their movement speed for a second after the impact. Characters can be knocked back into other dangerous effects such as Molten or Arcane and die while still badly slowed.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 1&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Nightmarish]], [[Vortex]], or [[Jailer]] (as of v1.0.4)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/].&lt;br /&gt;
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===Missile Dampening===&lt;br /&gt;
[[Image:Missile_dampening.jpg|thumb|400px|right|Missile Dampening.]]&lt;br /&gt;
[[Missile Dampening]] is a seldom-seen modifier that looks a bit like a [[Slow Time]] bubble around the boss (and only the boss). The bubble moves as the boss does, and functions much the same as the Slow Time Wizard skill. It reduces the speed of all incoming projectiles to a crawl, though it does not affect the movement speed of characters within the bubble. &lt;br /&gt;
&lt;br /&gt;
The bubble protects the boss from projectile attacks, but 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 [[Lightning Ball]]) since they move so slowly while &amp;quot;dampened&amp;quot; that they can deal dozens of hits, rather than just two or three as normal.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: n/a &lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
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===Molten===&lt;br /&gt;
[[File:Molten2.jpg|thumb|230px|right|Molten trail]]&lt;br /&gt;
[[Molten]] creates a trail of flame behind the feet of the monster, leaving a damaging trail of fire that takes several seconds to fade away. The most dangerous part of the Affix comes when the boss, minion, or champion dies, as a glowing fiery core is left behind. It expands for a few seconds before detonating, dealing huge damage to any character in the radius of effect.&lt;br /&gt;
&lt;br /&gt;
Characters need to move away from the explosions, and this property can be very dangerous when matched with CC properties such as [[Vortex]], Waller, or Jailer, or even just when lots of other monsters are in the way, blocking a character's escape.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 12&lt;br /&gt;
* Available to: Champions, Bosses and their Minions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Mortar===&lt;br /&gt;
&lt;br /&gt;
[[Mortar]] is a property that causes a constant stream of fiery projectiles to shoot out from the boss or champions, in all directions.  The mortars do not land right beside the boss, creating a safe zone that allows melee characters to largely ignore the property, though when multiple champions are spewing our Mortars at once, much of the screen can be covered by their explosions.&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar-bug5.jpg|thumb|400px|Mortar display bug during the [[Beta]] test.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Mortar deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
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===Nightmarish===&lt;br /&gt;
&lt;br /&gt;
When [[Nightmarish]] bosses 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. Characters or minions so affected will run for a second in a straight line (if possible) directly away from the champion, boss, or boss' minion that caused the effect. While running, players have no control over their character. If the running direction is blocked by a wall or other monsters, characters may simply stand still, a complete sitting duck to all enemy attacks.&lt;br /&gt;
&lt;br /&gt;
Though this modifier is merely annoying in the early going, it can be one of the most dangerous on higher levels, since characters need to hit, move, cast spells, heal, etc, constantly. Not doing those for a second can be deadly, even aside from the problems with potentially running right into a stream of missiles or a hotspot from [[Arcane]], [[Molten]], [[Plagued]], [[Desecrator]] or others.&lt;br /&gt;
&lt;br /&gt;
Ranged attackers with Nightmarish inflict the effect much more often due to the higher volume of their projectiles. &lt;br /&gt;
&lt;br /&gt;
The v1.0.4 patch nerfed this ability slightly, providing frightened targets with 6 seconds of immunity to being frightened again after each incidence.  This prevents characters, pets, or minions from being feared and re-feared in rapid succession.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 2&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None. &lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Vortex]], or [[Jailer]].&lt;br /&gt;
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===Plagued===&lt;br /&gt;
&lt;br /&gt;
[[File:Fire-chains-plagued-zombies1.JPG|thumb|350px|[[Plagued]], [[Fire Chains]] zombies.]]&lt;br /&gt;
[[Plagued]] bosses create green pools of damage beneath their feet and in the immediate vicinity. These pools are not targeted at the player the way [[Desecrater]] is, but they are larger and can cover quite a bit of the screen during a long battle. &lt;br /&gt;
&lt;br /&gt;
As well as dealing damage, the Plague pool inflicts a short term debuff that reduces the armor of Barbarians and Monks by 50%, and causes the Witch Doctor, Wizard, and Demon Hunter to take [[Reflected Damage]].&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Plagued deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Poison.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Reflects Damage===&lt;br /&gt;
&lt;br /&gt;
[[Reflects Damage]], is a higher level boss and champion modifier that causes players to take some damage for every point of damage they deal to enemies. Unlike Thorns, this damage hurts ranged attackers and even spell users. For instance, Wizards will drop hit points steadily as their [[Hydra]] pelts monsters with projectile attacks, even if the monster is so far away the Wizard can't even see it.&lt;br /&gt;
&lt;br /&gt;
This effect is most dangerous to [[glass cannon]] type characters who do not have high regeneration or healing or life leech, as they will take steady damage even if they're not being hit by the enemy. It's less troublesome to most melee attackers, as they're built to absorb and leech and heal during combat, and the slight added damage from Reflects Damage isn't generally large enough to impact their play style. &lt;br /&gt;
&lt;br /&gt;
Reflects Damage becomes more dangerous as a character increases in [[DPS]], since the reflected damage is a percentage of the attack. While all characters require [[Life on Hit]] or [[Life Steal]] equipment to survive RD and [[Electrified]] enemies, characters with higher damage will generally require additional healing or damage mitigation skills to avoid beating themselves to death.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses.&lt;br /&gt;
* Damage Type: Physical.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
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===Shielding===&lt;br /&gt;
&lt;br /&gt;
[[File:Shielding.jpg|thumb|400px|[[Maghda]] in her [[Lair of the Witch|Lair]]]]&lt;br /&gt;
[[Shielding]] is a modifier that creates a transparent bubble around a boss or champion, rendering them temporarily immune to all forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but while shielded they are immune to most [[CC]] effects. The shields seem to appear and disappear at regular intervals, without a precisely set duration of on/off.&lt;br /&gt;
&lt;br /&gt;
Only one [[Elite]] has shielding; [[Magda]], though her shield is triggered by a timer on the fight itself, rather than a semi-random timer as with regular monsters.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 nerfed the [[Shielding]] property in several ways, limiting it so it appears on only one monster out of the Champions or boss/minions at a time, and so it does not appear on the last monster remaining from such a group. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses, and their minions.&lt;br /&gt;
* Damage Type: n/a&lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Vampiric]]&lt;br /&gt;
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===Teleporter===&lt;br /&gt;
&lt;br /&gt;
[[File:Teleporter-skeleton-summoner2.jpg|thumb|400px|A Skeletal Summoner teleports into range.]]&lt;br /&gt;
[[Teleporter]] allows bosses, or individual champions, to teleport to a random location, generally appearing directly on top of a character they are battling. This gives the ability an interesting effect; many melee characters quite like it since it brings the enemy right to them, while ranged attackers, especially of the Glass Cannon variety, find it very dangerous.&lt;br /&gt;
&lt;br /&gt;
Teleporter can create amusing situations with ranged attacking monsters, as they will Teleport into kissing-range, then walk away without attacking as they try to return to their preferred ranged distance.&lt;br /&gt;
&lt;br /&gt;
Teleporter is similar to [[Vortex]] in effect, but is less dangerous since with Teleporter the monsters come to the hero, rather than dragging the hero into their midst, where [[Molten]] or [[Fire Chains]] or [[Arcane Enchanted]] or other such mods might be busy creating a killing ground.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 3&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Vampiric===&lt;br /&gt;
&lt;br /&gt;
[[Vampiric]] is life leech in Diablo III, though the effect seems to boost damage as well, in addition to granting the monster some healing as it deals damage. The amount of healing is fairly minor, making this one of the less-difficult or noticeable boss modifiers.&lt;br /&gt;
&lt;br /&gt;
It was much more impressive during development, when the affix provided almost full healing for monsters when they landed even a single hit on a target. Players found this modifier extremely difficulty to handle during play demos at Blizzcon, as it made some bosses almost impossible to kill, especially when they could hit minions such as [[Zombie Dogs]] and instantly refill their entire health bar.  In the final game the healing is much reduced, and hardly ticks at all when the monsters hit minions, pets, or [[follower]]s.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]].&lt;br /&gt;
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===Vortex===&lt;br /&gt;
[[File:The archivist2.jpg|thumb|400px|Vortex affix from [[The Archivist]]]]&lt;br /&gt;
&lt;br /&gt;
[[Vortex]] causes characters to warp into close proximity to the champoion or boss (but not minion) with the Affix. This can be very dangeorus for ranged attackers who wish to stay away, especially when combined with other damaging Affixes such as [[Molten]] or [[Arcane Enchanted]].&lt;br /&gt;
&lt;br /&gt;
The Vortex triggers periodically, and is not based on a % chance from the monster landing hits. There seems to be a maximum distance outside of which it will not work; character who remain off the screen are very seldom Vortexed in, and it's a pull, not a warp, so geographical features such as walls and other obstacles might stop the pull before a character is yanked right next to the enemy.&lt;br /&gt;
&lt;br /&gt;
As with Teleporter, this is not a mod that melee characters find very dangerous, and it can actually work against the AI of some ranged attacker bosses, who will stop attacking and attempt to retreat when the Vortex triggers and they suddenly find a character in close proximity.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Nightmarish]], or (as of the v1.0.4 patch[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]) [[Jailer]].&lt;br /&gt;
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===Waller===&lt;br /&gt;
[[File:Bane_the_terrible_yellow.jpg|thumb|400px|Waller affix on a Goatman in zoomed view.]]&lt;br /&gt;
&lt;br /&gt;
[[Waller]] grants monsters the ability to raise stone walls that block player movement for a second or two, before crumbling back into nothing. Walls limit player movement (though some skills such as [[Leap]] and [[Teleport]] can move over them), as well as blocking most player projectiles. Most melee attacks will work right past walls, providing the target is directly on the other side and within reach.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Champions]] can only create short, straight walls, while Bosses create larger, three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape.  While the Champion walls are shorter and appear in straight lines, all of the Champions can cast them and such walls may overlap, creating maze-like shapes or working with walls or other obstacles to completely block players.&lt;br /&gt;
&lt;br /&gt;
Though Waller does no damage on its own, it is one of the most dangerous modifiers when paired with big damage AoE properties such as  [[Molten]], [[Frozen]], [[Arcane Enchanted]], [[Plagued]], [[Desecrator]], and others.  Those effects can appear past walls, or hit right over them, nailing characters who are trapped by the walls.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 10&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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==Removed Boss Properties==&lt;br /&gt;
&lt;br /&gt;
This section lists modifiers that were seen during development or testing, but that are not included in the final game. Many other properties changed greatly during development; see the individual modifier articles for more details on those.&lt;br /&gt;
&lt;br /&gt;
===Ballista===&lt;br /&gt;
&lt;br /&gt;
[[Ballista]] was a new property seen in the Blizzcon 2010 demo on 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 bigger, 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. It was removed prior to beta testing.&lt;br /&gt;
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&lt;br /&gt;
===Cold Aura===&lt;br /&gt;
&lt;br /&gt;
[[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It was never seen afterwards, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]].&lt;br /&gt;
* Monster Level Minimum: ?&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: Cold&lt;br /&gt;
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&lt;br /&gt;
===Die Together===&lt;br /&gt;
&lt;br /&gt;
[[Die Together]] was a [[Champion]]-only modifier removed from the game during development. Its removal was announced in the Beta v6 patch notes in November 2011, and further explained by Blizzard afterwards. The modifier linked the lives of each Champion in the pack, enabling any dead monsters to resurrect (with limited hit points) approximately 10 seconds after death so long as any of the other Champions remained alive. &lt;br /&gt;
&lt;br /&gt;
The theory was to force players to manage the battle, and to whittle all of the Champions down to nearly dead, before trying to kill them all in rapid succession. In practice it was just annoying -- characters with AoE attacks had a considerable advantage over melee attackers and furthermore, some monsters (such as Skeletal Summoners) tended to move apart, making it nearly impossible to kill all of them in the allotted time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
Doppleganger was the original name of the modifier now called [[Illusionist]].  See that entry for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Invulnerable Minions===&lt;br /&gt;
&lt;br /&gt;
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]&lt;br /&gt;
[[Invulnerable Minions]] was removed from the game in patch v1.0.4, in August 2012.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] The information below is archived from when the feature was existent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous and downright annoying, as the minions are completely invulnerable to all forms of attack. They never drop their shields (unlike [[Shielding]] bosses) 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 (who is not invulnerable or shielded), at which point all of the minions die at once.&lt;br /&gt;
&lt;br /&gt;
Invulnerable Minions are dangerous as they can hit and damage without being killed, and are very hard for character builds that rely on hits for healing, [[proc]]s, or other effects. These minions are also very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks from hitting their vulnerable leader. Skills that pierce or deal AoE are useful to bypass this shielding annoyance.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 51 (Hell and Inferno only).&lt;br /&gt;
* '''Available to: '''Bosses (not Champions).&lt;br /&gt;
* '''Damage Type:''' n/a&lt;br /&gt;
* '''Additional Resistances:''' n/a&lt;br /&gt;
*''' Will Not Spawn With:''' [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
&lt;br /&gt;
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multishot===&lt;br /&gt;
&lt;br /&gt;
[[Multishot]] 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], but it was never seen in the Beta and is not present in the final game. There are fairly few ranged attackers in Diablo III, and this might explain why Ballista and Multishot were both removed during development.&lt;br /&gt;
&lt;br /&gt;
Multishot was watched with much more anticipation than other mods due to its legendary status in Diablo II, where prior to v1.10 fixing the bug that caused numerous extra bolts to be released, MSLE (Multi-Shot Lightning-Enchanted) bosses were virtually instant death to any character without huge hit points, lightning resistance, and lightning absorption.&lt;br /&gt;
&lt;br /&gt;
Given that history, fans were curious how MS might interact with mods like Mortar or Electrified in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mythical===&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powerful===&lt;br /&gt;
&lt;br /&gt;
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounded akin to the &amp;quot;Extra Strong&amp;quot; mod from Diablo 2, which granted bonus damage to monsters, but that wasn't clear from the play testing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]], which granted a considerable boost to physical resistance in Diablo II, was present during Diablo 3's development and was seen in demos, but it is not present in the final game. Likely this was removed when elemental damage types were flattened, as having a specific resistance to one type 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.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Extra_Health</id>
		<title>Extra Health</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Extra_Health"/>
				<updated>2013-06-15T12:44:31Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Extra Health]] is a [[Boss Modifier]] that occurs on Champions, Bosses, and their minions. &lt;br /&gt;
&lt;br /&gt;
This modifier provides a 50% boost to the hit points of the monster, without any other properties or effects. It does not boost damage or provide healing or anything else; just more life.  As such it's largely invisible to the player, except on the monster's tool tip hover info, or if the player notices that the battle seems to be going on for longer than expected. &lt;br /&gt;
&lt;br /&gt;
The bonus health applies to the entire group; all the Champions, and the Boss as well as all of its minions.  The extra health benefit does not apply to Horde or Illusionist &lt;br /&gt;
&lt;br /&gt;
'''Extra Health'''&lt;br /&gt;
* '''Monster Level Minimum: '''31 (Nightmare and above.)&lt;br /&gt;
* '''Available to: '''Champions, Bosses, and boss minions receive the benefit.&lt;br /&gt;
* '''Damage Type: '''N/A.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Can Not Spawn With:''' [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. This property is most dangerous as it extends fights, and players used to killing monsters quickly enough to avoid real trouble from their damaging properties such as [[Molten]] or [[Arcane Enchanted]] may need to retreat or take a different tactic when dealing with Extra Health enemies.&lt;br /&gt;
&lt;br /&gt;
Prior to the removal of [[Enrage]] timers, this modifier was very annoying for low DPS characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
There's little point in screenshots or videos of Extra Health monsters since the modifier provides no change in appearance or behavior; there's only the difference in play and the hover tag on the monster's name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:Boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Extra_Health</id>
		<title>Extra Health</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Extra_Health"/>
				<updated>2013-06-15T12:44:10Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Extra Health]] is a [[Boss Modifier]] that occurs on Champions, Bosses, and their minions. &lt;br /&gt;
&lt;br /&gt;
This modifier provides a 50% boost to the hit points of the monster, without any other properties or effects. It does not boost damage or provide healing or anything else; just more life.  As such it's largely invisible to the player, except on the monster's tool tip hover info, or if the player notices that the battle seems to be going on for longer than expected. &lt;br /&gt;
&lt;br /&gt;
The bonus health applies to the entire group; all the Champions, and the Boss as well as all of its minions.  The extra health benefit does not apply to Horde or Illusionist &lt;br /&gt;
&lt;br /&gt;
'''Extra Health'''&lt;br /&gt;
* '''Monster Level Minimum: '''31 (Nightmare and above.)&lt;br /&gt;
* '''Available to: '''Champions, Bosses, and boss minions receive the benefit.&lt;br /&gt;
* '''Damage Type: '''N/A.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Can Not Spawn With:''' [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. This property is most dangerous as it extends fights, and players used to killing monsters quickly enough to avoid real trouble from their damaging properties such as [[Molten]] or [[Arcane Enchanted]] may need to retreat or take a different tactic when dealing with Extra Health enemies.&lt;br /&gt;
&lt;br /&gt;
Prior to the removal of [[Enrage]] timers, this modifier was very annoying for low DPS characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
There's little point in screenshots or videos of Extra Health monsters since the modifier provides no change in appearance or behavior; there's only the difference in play and the hover tag on the monster's name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:Boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Boss_Modifiers</id>
		<title>Boss Modifiers</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Boss_Modifiers"/>
				<updated>2013-06-15T12:42:37Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Extra Health */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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, missile attacks, the ability to teleport or duplicate themselves, and many others. &lt;br /&gt;
&lt;br /&gt;
* Random boss monsters (Champions with Blue names and random bosses with Yellow names) spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno.  &lt;br /&gt;
* Elite monsters, Purple names, are special creatures with special preset modifiers and altered AI, and they '''do not '''gain random modifiers on higher difficulty levels, as most of them did in Diablo II.  These Elites may gain additional modifiers on higher difficulty levels (for instance, The Warden gets [[Molten]] and [[Jailer]] past Normal difficulty), but not randomly; they are all preset by the game developers, and their added properties may differ slightly in function or lethality from what random bosses get.&lt;br /&gt;
&lt;br /&gt;
This directory page gives brief descriptions of the properties; click to the individual articles for far more detail, including screenshots, movies, and strategy tips.&lt;br /&gt;
&lt;br /&gt;
* See also the {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
==Higher Level Modifiers==&lt;br /&gt;
&lt;br /&gt;
Boss modifiers are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], and [[Frozen]] were gradually removed/moved to higher monster levels.&lt;br /&gt;
&lt;br /&gt;
The following Boss Modifiers can be found in '''Normal difficulty''', where every random boss and champion pack will have one (and only one) of them.&lt;br /&gt;
* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nightmare difficulty''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected. All of the Normal Difficulty Affixes are possible, with several new modifiers possible on Nightmare:&lt;br /&gt;
* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hell difficulty''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the Normal, Nightmare, and the new Hell affixes:&lt;br /&gt;
* [[Avenger]] and [[Health Link]]. ([[Invulnerable Minions]] was Hell/Inferno only prior to its removal from the game.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no additional Boss Modifiers enabled in '''Inferno difficulty''', though the fact that random bosses and Champions get 4 modifiers on that difficulty level can create combinations not seen previously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifier Grouping==&lt;br /&gt;
&lt;br /&gt;
In July 2012 Blizzard revealed that boss modifiers were sorted into three groups, which limited which mods could spawn with each other on the same Elite. [http://diablo.incgamers.com/blog/comments/blizzard-on-post-validayion-auction-house-ui-v1-04-details-and-more#more-23877]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Why aren’t monster affix combinations restricted in some way?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Monster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren’t as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.&lt;br /&gt;
&lt;br /&gt;
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we’re happy with where affix combos are right now, we’re open to feedback and especially constructive discussion. :)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a given Elite can only have 1 (at most) of the Strong CC affixes, and 1 (at most) of the Defensive affixes. Thus an Elite on Inferno could have 1/1/2, 1/0/3, 0/1/3, or 0/0/4, respectively. These limits are meant to assist players by preventing an Elite from spawning with multiple overlapping functions, such as an Elite with Knockback + Nightmarish + Vortex that would constantly jerk and shove a character around, helplessly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Strong [[CC]] (Limit 1)&lt;br /&gt;
! Defensive (Limit 1)&lt;br /&gt;
! Aggressive (No Limit)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Knockback]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jailer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nightmarish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vortex]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Avenger]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Extra Health]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Health Link]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Horde]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Illusionist (Boss modifier)|Illusionist]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missile Dampening]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;[[Invulnerable Minions]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shielding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Arcane Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Desecrator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electrified]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Chains]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Frozen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Molten]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mortar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plagued]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reflects Damage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Teleporter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Waller]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
B = Boss only&lt;br /&gt;
C = Champions only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bosses vs. Champions==&lt;br /&gt;
&lt;br /&gt;
Some modifiers can only be found on Champions (never on bosses) and some can only be found on Bosses (never on Champions). &lt;br /&gt;
&lt;br /&gt;
* Champion only:&lt;br /&gt;
** [[Avenger]]&lt;br /&gt;
** [[Fire Chains]]&lt;br /&gt;
** [[Health Link]]&lt;br /&gt;
&lt;br /&gt;
* Boss only:&lt;br /&gt;
** [[Horde]]&lt;br /&gt;
** [[Invulnerable Minions]] (Removed in [[Patch 1.04]].)&lt;br /&gt;
** [[Missile Dampening]]&lt;br /&gt;
&lt;br /&gt;
Only one modifier differs markedly when used by Champions or Bosses. The [[Waller]] Affix creates three sided boxes when used by a Boss, but only short, straight walls (which may overlap in dangerous T or + shapes) when cast by Champions.&lt;br /&gt;
&lt;br /&gt;
Boss minions share some abilities with their Boss, but not all. For instance Bosses and minions can [[Knockback]] targets and generate [[Arcane Enchanted]] lasers, but only Bosses (and not minions) can cast [[Vortex]], [[Jailer]], or emit [[Mortar]] projectiles. These are noted in the &amp;quot;Available To&amp;quot; details below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boss and Champion Modifiers==&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Enchanted===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|The original, highly-dangerous, Hydra style of this modifier.]]&lt;br /&gt;
[[Arcane Enchanted]] bosses are &amp;quot;enchanted&amp;quot; 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. These are highly-damaging at higher difficulties, and are capable of almost instantly killing any character without strong Arcane Resistance. They are especially dangerous when paired with [[crowd control]] Affixes like Waller or Jailer.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Arcane &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Avenger===&lt;br /&gt;
&lt;br /&gt;
[[Avenger]] is a Champion-only modifier that links the champions, granting a temporary bonus in size, strength, and speed to the surviving champions whenever one is slain. The bonuses are most visible in the increased size of the enemy, and players may wish to use strategy and attempt to damage all of the monsters evenly, so that one or two won't still be nearly full health when the others die and they gain power ups.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 51 (Hell and Inferno only).&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Desecrator===&lt;br /&gt;
[[File:Boss-molten-unburied2.jpg|thumb|400px|An [[Unburied]] spawns a mass of Desecrator pits.]]&lt;br /&gt;
[[Desecrator]]s create an orange-colored &amp;quot;glowing void zone&amp;quot; beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not blocked in by modifiers like [[Waller]] or [[Jailer]]. &lt;br /&gt;
&lt;br /&gt;
The Desecrated pools remain in place for 12 seconds, and during long battles with a boss and minions all casting Desecration, entire screens can be come virtually impassable due to the pits of damage. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 22&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions. &lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electrified===&lt;br /&gt;
&lt;br /&gt;
[[Electrified]] enemies function much like a lightning-based form of [[Reflects Damage]], dealing lightning damage back to attackers.  This Affix was visually nerfed shortly after release, likely for frame rate/performance reasons. Prior to the visual nerf, monsters with Electrified sent out sparks in all directions when they were hit by ranged or melee attacks.  Afterwards they still emit sparks, but in much smaller quantities.&lt;br /&gt;
&lt;br /&gt;
The removal of the visual component effectively nerfed the danger of this modifier as well. Previously, the sparks could trigger other Boss Affixes, such as healing for [[Vampirific]] bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|350px|Electrified boss putting out massive sparks.]]&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions and Bosses.&lt;br /&gt;
* Damage Type: Lightning.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Extra Health===&lt;br /&gt;
&lt;br /&gt;
[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. This property is most dangerous as it extends fights, and players used to killing monsters quickly enough to avoid real trouble from their damaging properties such as [[Molten]] or [[Arcane Enchanted]] may need to retreat or take a different tactic when dealing with Extra Health enemies.&lt;br /&gt;
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* Monster Level Minimum: 31 (Nightmare and above.)&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions receive the benefit.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
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===Fast===&lt;br /&gt;
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[[Fast]] monsters 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 is especially dangerous for [[glass cannon]] type characters, who survive by running and staying out of reach of the monsters.  Ironically, This ability can be most annoying when it spawns on wandering, shaman type enemies such as Fallen Shaman and Zombie Pukers, as they amble around in random directions and may move quite far during the course of a battle.&lt;br /&gt;
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Rooting and slowing [[CC]] effects are essential against Fast enemies, as are movement skills. &lt;br /&gt;
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* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: N/A. &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
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===Fire Chains===&lt;br /&gt;
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[[File:Firechains.jpg|thumb|450px|Fire Chains triangle between 3 desert wasp Champions.]]&lt;br /&gt;
[[Fire Chains]] are glowing, fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to any 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.  Chains have a limited reach of about 80 yards, and if one of the Champions moves too far from the others, the chain connecting them will wink out of existence, then instantly return when/if the Champions move into closer proximity.&lt;br /&gt;
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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 seem to have their AI tweaked to do a bit more circling and moving around. Thus a melee character can take on one Champion, and it will either keep moving and get behind to stretch the chains over the player, or the other champions will move past and around, stretching the chains that way.&lt;br /&gt;
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Patch v1.0.4 in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of some [[legendary]] items that summon a demon that is connected to the player by a Fire Chain that works to hurt monsters.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and later)&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
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===Frozen===&lt;br /&gt;
[[File:Modifier frozen.jpg|thumb|450px|Frozen grenades from [[Sicklefang]] explode &amp;amp; freeze]]&lt;br /&gt;
[[Frozen]] spawns on Champions, Bosses, and Boss minions and causes those enemies to regularly create a scattered few blueish-white orbs that hang in space, growing rapidly in size before detonating in short range Frost Novas. These are damaging to any player, pet, or follower this hit and more dangerous still is their freezing effect, which leaves the frozen target helpless and motionless for a short duration. &lt;br /&gt;
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While this property is not encountered until some distance through Normal difficulty, players get an early preview of it when they first encounter [[Captain Daltyn]] below [[Adria's Shack]]. [[Izual]] is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle, as well as casting unavoidable Frost Novas.&lt;br /&gt;
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Frozen initially left behind a core of ice at the monster's death, which exploded a moment later, much as [[Molten]] does. This property was tweaked during development and replaced by the much more dangerous spread of ice cores that we see in the released game.&lt;br /&gt;
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Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Health Link===&lt;br /&gt;
[[Health Link]]ed champions share a single common health pool, as if all 3 or 4 enemies had their life shared in the same bulb. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster.  The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.&lt;br /&gt;
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Health Link has a maximum range, and if one of the Champions is more than a screen away from the others, it will lose health normally, without sharing with the others.  This property is shown visually by splashes of blood that flash between the Champions as one takes damage and the others lose health to compensate.  &lt;br /&gt;
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* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
During development this modifier was called [[Life Link]] and could be encountered on bosses and their minions, as well as champions.&lt;br /&gt;
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===Horde===&lt;br /&gt;
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[[Horde]] is a boss-only property that causes more minions to spawn at the start of the battle. The number of additional enemies increases with the difficulty level, with just a few extra on Normal, and up to 6 or 8 on Inferno. This property does not alter the boss' stats or behavior, and the minions aren't any different either; there are just more of them. &lt;br /&gt;
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Horde is most dangerous when the monster type is dangerous, or when the other Boss Modifiers are nasty ones. Modifiers that minions can cast along with the boss, such as [[Frozen]] and [[Arcane Enchanted]], become very numerous when paired with Horde. [[Reflects Damage]] and [[Electrified]] can be very dangerous as well, since a character may hit the boss and several minions at once, taking the RD from all of them simultaneously.&lt;br /&gt;
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Horde can be confused with [[Illusionist]], but Horde just creates more minions at the start of the fight. It does not allow the boss to make more during the battle, and all the Horde minions are full power and hit points, and their damage is very real.&lt;br /&gt;
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* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
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===Illusionist===&lt;br /&gt;
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[[File:Illusionist-skeleton1.jpg|thumb|300px|A few zombies can result.]]&lt;br /&gt;
[[Illusionist_(Boss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselves during the battle, adding 4-6 more enemies in the blink of an eye. Fortunately, these duplicates are harmless; unable to deal any damage with their attacks and blessed with very few hit points. They work mostly as a distraction, since they are indistinguishable from the other monsters. This property is akin to the Wizard's [[Mirror Image]] skill, in that both create a lot of visual flash and action, but no real damage.&lt;br /&gt;
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As Illusions have very minimal hit points they will die very quickly to any sort of [[AoE]] attack. They can also be spotted by their health bar display, as their total hit points will be a tenth (or less) of the Boss. Effects such as [[Fire Chains]] and [[Molten]] will not appear below the Illusions; only the real monsters.&lt;br /&gt;
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The biggest danger from Illusionist is deception. Players can not tell which ones are real and which are fake, and may waste time attacking or running from harmless duplicates. The Illusions do take up space like real monsters though, and can physically block characters from escaping their midst. They are also annoying as ranged attackers, since though projectiles are harmless, they are identical in appearance to the &amp;quot;real&amp;quot; ones fired by the Boss or Champions.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
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===Jailer===&lt;br /&gt;
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[[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. Jailer is most dangerous when used by monsters that deal high damage, or in conjunction with [[AoE]] boss modifiers like [[Arcane Enchanted]], [[Plagued]], or [[Desecrator]].&lt;br /&gt;
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A number of class skills including [[Spirit Walk]], [[Teleport]], [[Smoke Screen]], [[Leap]], [[Furious Charge]], [[Wrath of the Berserker]], [[Archon]], and [[Dashing Strike]] allow characters  to break out of the Jailer's circle, or move while the Jail remains around them. See the [[Jailer]] article for a full list.&lt;br /&gt;
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* '''Monster Level Minimum:''' 10&lt;br /&gt;
*''' Available to:''' Bosses and Champions.&lt;br /&gt;
** '''Uniques''': [[The Warden]], [[Dataminer]]. [[Diablo]]'s Bone Prison is a different ability with a similar effect.&lt;br /&gt;
*''' Damage Type:''' N/A.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Will Not Spawn With:''' [[Knockback]], [[Nightmarish]], or [[Vortex]]. (Changed in patch v1.0.4.)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
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===Knockback===&lt;br /&gt;
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[[Knockback]]. This modifier grants the boss or champion a knockback attack which will send a character, pet or follower 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 a considerable distance, often half the screen or further (40+ yards). This can be quite funny early in the game, when a Witch Doctor watches his [[Mongrels]] get repeatedly launched across the entire screen by some tiny boss with this property. It can also be somewhat helpful to ranged attackers, as the boss will knock them so far back that it's almost as if they used some sort of movement skill themselves.&lt;br /&gt;
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The real danger comes in the debuff, since knocked back characters and pets are confused, slowing their movement speed for a second after the impact. Characters can be knocked back into other dangerous effects such as Molten or Arcane and die while still badly slowed.&lt;br /&gt;
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* Monster Level Minimum: 1&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Nightmarish]], [[Vortex]], or [[Jailer]] (as of v1.0.4)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/].&lt;br /&gt;
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===Missile Dampening===&lt;br /&gt;
[[Image:Missile_dampening.jpg|thumb|400px|right|Missile Dampening.]]&lt;br /&gt;
[[Missile Dampening]] is a seldom-seen modifier that looks a bit like a [[Slow Time]] bubble around the boss (and only the boss). The bubble moves as the boss does, and functions much the same as the Slow Time Wizard skill. It reduces the speed of all incoming projectiles to a crawl, though it does not affect the movement speed of characters within the bubble. &lt;br /&gt;
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The bubble protects the boss from projectile attacks, but 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 [[Lightning Ball]]) since they move so slowly while &amp;quot;dampened&amp;quot; that they can deal dozens of hits, rather than just two or three as normal.&lt;br /&gt;
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* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: n/a &lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
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===Molten===&lt;br /&gt;
[[File:Molten2.jpg|thumb|230px|right|Molten trail]]&lt;br /&gt;
[[Molten]] creates a trail of flame behind the feet of the monster, leaving a damaging trail of fire that takes several seconds to fade away. The most dangerous part of the Affix comes when the boss, minion, or champion dies, as a glowing fiery core is left behind. It expands for a few seconds before detonating, dealing huge damage to any character in the radius of effect.&lt;br /&gt;
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Characters need to move away from the explosions, and this property can be very dangerous when matched with CC properties such as [[Vortex]], Waller, or Jailer, or even just when lots of other monsters are in the way, blocking a character's escape.&lt;br /&gt;
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* Monster Level Minimum: 12&lt;br /&gt;
* Available to: Champions, Bosses and their Minions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Mortar===&lt;br /&gt;
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[[Mortar]] is a property that causes a constant stream of fiery projectiles to shoot out from the boss or champions, in all directions.  The mortars do not land right beside the boss, creating a safe zone that allows melee characters to largely ignore the property, though when multiple champions are spewing our Mortars at once, much of the screen can be covered by their explosions.&lt;br /&gt;
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[[File:Mortar-bug5.jpg|thumb|400px|Mortar display bug during the [[Beta]] test.]]&lt;br /&gt;
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.&lt;br /&gt;
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Patch v1.0.4 in August 2012 reduced the damage Mortar deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
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* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
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===Nightmarish===&lt;br /&gt;
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When [[Nightmarish]] bosses 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. Characters or minions so affected will run for a second in a straight line (if possible) directly away from the champion, boss, or boss' minion that caused the effect. While running, players have no control over their character. If the running direction is blocked by a wall or other monsters, characters may simply stand still, a complete sitting duck to all enemy attacks.&lt;br /&gt;
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Though this modifier is merely annoying in the early going, it can be one of the most dangerous on higher levels, since characters need to hit, move, cast spells, heal, etc, constantly. Not doing those for a second can be deadly, even aside from the problems with potentially running right into a stream of missiles or a hotspot from [[Arcane]], [[Molten]], [[Plagued]], [[Desecrator]] or others.&lt;br /&gt;
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Ranged attackers with Nightmarish inflict the effect much more often due to the higher volume of their projectiles. &lt;br /&gt;
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The v1.0.4 patch nerfed this ability slightly, providing frightened targets with 6 seconds of immunity to being frightened again after each incidence.  This prevents characters, pets, or minions from being feared and re-feared in rapid succession.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
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* Monster Level Minimum: 2&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None. &lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Vortex]], or [[Jailer]].&lt;br /&gt;
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===Plagued===&lt;br /&gt;
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[[File:Fire-chains-plagued-zombies1.JPG|thumb|350px|[[Plagued]], [[Fire Chains]] zombies.]]&lt;br /&gt;
[[Plagued]] bosses create green pools of damage beneath their feet and in the immediate vicinity. These pools are not targeted at the player the way [[Desecrater]] is, but they are larger and can cover quite a bit of the screen during a long battle. &lt;br /&gt;
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As well as dealing damage, the Plague pool inflicts a short term debuff that reduces the armor of Barbarians and Monks by 50%, and causes the Witch Doctor, Wizard, and Demon Hunter to take [[Reflected Damage]].&lt;br /&gt;
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Patch v1.0.4 in August 2012 reduced the damage Plagued deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
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* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Poison.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Reflects Damage===&lt;br /&gt;
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[[Reflects Damage]], is a higher level boss and champion modifier that causes players to take some damage for every point of damage they deal to enemies. Unlike Thorns, this damage hurts ranged attackers and even spell users. For instance, Wizards will drop hit points steadily as their [[Hydra]] pelts monsters with projectile attacks, even if the monster is so far away the Wizard can't even see it.&lt;br /&gt;
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This effect is most dangerous to [[glass cannon]] type characters who do not have high regeneration or healing or life leech, as they will take steady damage even if they're not being hit by the enemy. It's less troublesome to most melee attackers, as they're built to absorb and leech and heal during combat, and the slight added damage from Reflects Damage isn't generally large enough to impact their play style. &lt;br /&gt;
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Reflects Damage becomes more dangerous as a character increases in [[DPS]], since the reflected damage is a percentage of the attack. While all characters require [[Life on Hit]] or [[Life Steal]] equipment to survive RD and [[Electrified]] enemies, characters with higher damage will generally require additional healing or damage mitigation skills to avoid beating themselves to death.&lt;br /&gt;
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* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses.&lt;br /&gt;
* Damage Type: Physical.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
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===Shielding===&lt;br /&gt;
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[[File:Shielding.jpg|thumb|400px|[[Maghda]] in her [[Lair of the Witch|Lair]]]]&lt;br /&gt;
[[Shielding]] is a modifier that creates a transparent bubble around a boss or champion, rendering them temporarily immune to all forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but while shielded they are immune to most [[CC]] effects. The shields seem to appear and disappear at regular intervals, without a precisely set duration of on/off.&lt;br /&gt;
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Only one [[Elite]] has shielding; [[Magda]], though her shield is triggered by a timer on the fight itself, rather than a semi-random timer as with regular monsters.&lt;br /&gt;
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Patch v1.0.4 nerfed the [[Shielding]] property in several ways, limiting it so it appears on only one monster out of the Champions or boss/minions at a time, and so it does not appear on the last monster remaining from such a group. &lt;br /&gt;
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* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses, and their minions.&lt;br /&gt;
* Damage Type: n/a&lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Vampiric]]&lt;br /&gt;
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===Teleporter===&lt;br /&gt;
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[[File:Teleporter-skeleton-summoner2.jpg|thumb|400px|A Skeletal Summoner teleports into range.]]&lt;br /&gt;
[[Teleporter]] allows bosses, or individual champions, to teleport to a random location, generally appearing directly on top of a character they are battling. This gives the ability an interesting effect; many melee characters quite like it since it brings the enemy right to them, while ranged attackers, especially of the Glass Cannon variety, find it very dangerous.&lt;br /&gt;
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Teleporter can create amusing situations with ranged attacking monsters, as they will Teleport into kissing-range, then walk away without attacking as they try to return to their preferred ranged distance.&lt;br /&gt;
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Teleporter is similar to [[Vortex]] in effect, but is less dangerous since with Teleporter the monsters come to the hero, rather than dragging the hero into their midst, where [[Molten]] or [[Fire Chains]] or [[Arcane Enchanted]] or other such mods might be busy creating a killing ground.&lt;br /&gt;
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* Monster Level Minimum: 3&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Vampiric===&lt;br /&gt;
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[[Vampiric]] is life leech in Diablo III, though the effect seems to boost damage as well, in addition to granting the monster some healing as it deals damage. The amount of healing is fairly minor, making this one of the less-difficult or noticeable boss modifiers.&lt;br /&gt;
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It was much more impressive during development, when the affix provided almost full healing for monsters when they landed even a single hit on a target. Players found this modifier extremely difficulty to handle during play demos at Blizzcon, as it made some bosses almost impossible to kill, especially when they could hit minions such as [[Zombie Dogs]] and instantly refill their entire health bar.  In the final game the healing is much reduced, and hardly ticks at all when the monsters hit minions, pets, or [[follower]]s.&lt;br /&gt;
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* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]].&lt;br /&gt;
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===Vortex===&lt;br /&gt;
[[File:The archivist2.jpg|thumb|400px|Vortex affix from [[The Archivist]]]]&lt;br /&gt;
&lt;br /&gt;
[[Vortex]] causes characters to warp into close proximity to the champoion or boss (but not minion) with the Affix. This can be very dangeorus for ranged attackers who wish to stay away, especially when combined with other damaging Affixes such as [[Molten]] or [[Arcane Enchanted]].&lt;br /&gt;
&lt;br /&gt;
The Vortex triggers periodically, and is not based on a % chance from the monster landing hits. There seems to be a maximum distance outside of which it will not work; character who remain off the screen are very seldom Vortexed in, and it's a pull, not a warp, so geographical features such as walls and other obstacles might stop the pull before a character is yanked right next to the enemy.&lt;br /&gt;
&lt;br /&gt;
As with Teleporter, this is not a mod that melee characters find very dangerous, and it can actually work against the AI of some ranged attacker bosses, who will stop attacking and attempt to retreat when the Vortex triggers and they suddenly find a character in close proximity.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Nightmarish]], or (as of the v1.0.4 patch[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]) [[Jailer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Waller===&lt;br /&gt;
[[File:Bane_the_terrible_yellow.jpg|thumb|400px|Waller affix on a Goatman in zoomed view.]]&lt;br /&gt;
&lt;br /&gt;
[[Waller]] grants monsters the ability to raise stone walls that block player movement for a second or two, before crumbling back into nothing. Walls limit player movement (though some skills such as [[Leap]] and [[Teleport]] can move over them), as well as blocking most player projectiles. Most melee attacks will work right past walls, providing the target is directly on the other side and within reach.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Champions]] can only create short, straight walls, while Bosses create larger, three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape.  While the Champion walls are shorter and appear in straight lines, all of the Champions can cast them and such walls may overlap, creating maze-like shapes or working with walls or other obstacles to completely block players.&lt;br /&gt;
&lt;br /&gt;
Though Waller does no damage on its own, it is one of the most dangerous modifiers when paired with big damage AoE properties such as  [[Molten]], [[Frozen]], [[Arcane Enchanted]], [[Plagued]], [[Desecrator]], and others.  Those effects can appear past walls, or hit right over them, nailing characters who are trapped by the walls.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 10&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Removed Boss Properties==&lt;br /&gt;
&lt;br /&gt;
This section lists modifiers that were seen during development or testing, but that are not included in the final game. Many other properties changed greatly during development; see the individual modifier articles for more details on those.&lt;br /&gt;
&lt;br /&gt;
===Ballista===&lt;br /&gt;
&lt;br /&gt;
[[Ballista]] was a new property seen in the Blizzcon 2010 demo on 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 bigger, 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. It was removed prior to beta testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Aura===&lt;br /&gt;
&lt;br /&gt;
[[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It was never seen afterwards, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]].&lt;br /&gt;
* Monster Level Minimum: ?&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: Cold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Die Together===&lt;br /&gt;
&lt;br /&gt;
[[Die Together]] was a [[Champion]]-only modifier removed from the game during development. Its removal was announced in the Beta v6 patch notes in November 2011, and further explained by Blizzard afterwards. The modifier linked the lives of each Champion in the pack, enabling any dead monsters to resurrect (with limited hit points) approximately 10 seconds after death so long as any of the other Champions remained alive. &lt;br /&gt;
&lt;br /&gt;
The theory was to force players to manage the battle, and to whittle all of the Champions down to nearly dead, before trying to kill them all in rapid succession. In practice it was just annoying -- characters with AoE attacks had a considerable advantage over melee attackers and furthermore, some monsters (such as Skeletal Summoners) tended to move apart, making it nearly impossible to kill all of them in the allotted time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
Doppleganger was the original name of the modifier now called [[Illusionist]].  See that entry for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Invulnerable Minions===&lt;br /&gt;
&lt;br /&gt;
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]&lt;br /&gt;
[[Invulnerable Minions]] was removed from the game in patch v1.0.4, in August 2012.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] The information below is archived from when the feature was existent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous and downright annoying, as the minions are completely invulnerable to all forms of attack. They never drop their shields (unlike [[Shielding]] bosses) 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 (who is not invulnerable or shielded), at which point all of the minions die at once.&lt;br /&gt;
&lt;br /&gt;
Invulnerable Minions are dangerous as they can hit and damage without being killed, and are very hard for character builds that rely on hits for healing, [[proc]]s, or other effects. These minions are also very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks from hitting their vulnerable leader. Skills that pierce or deal AoE are useful to bypass this shielding annoyance.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 51 (Hell and Inferno only).&lt;br /&gt;
* '''Available to: '''Bosses (not Champions).&lt;br /&gt;
* '''Damage Type:''' n/a&lt;br /&gt;
* '''Additional Resistances:''' n/a&lt;br /&gt;
*''' Will Not Spawn With:''' [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
&lt;br /&gt;
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multishot===&lt;br /&gt;
&lt;br /&gt;
[[Multishot]] 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], but it was never seen in the Beta and is not present in the final game. There are fairly few ranged attackers in Diablo III, and this might explain why Ballista and Multishot were both removed during development.&lt;br /&gt;
&lt;br /&gt;
Multishot was watched with much more anticipation than other mods due to its legendary status in Diablo II, where prior to v1.10 fixing the bug that caused numerous extra bolts to be released, MSLE (Multi-Shot Lightning-Enchanted) bosses were virtually instant death to any character without huge hit points, lightning resistance, and lightning absorption.&lt;br /&gt;
&lt;br /&gt;
Given that history, fans were curious how MS might interact with mods like Mortar or Electrified in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mythical===&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powerful===&lt;br /&gt;
&lt;br /&gt;
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounded akin to the &amp;quot;Extra Strong&amp;quot; mod from Diablo 2, which granted bonus damage to monsters, but that wasn't clear from the play testing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]], which granted a considerable boost to physical resistance in Diablo II, was present during Diablo 3's development and was seen in demos, but it is not present in the final game. Likely this was removed when elemental damage types were flattened, as having a specific resistance to one type 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.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Electrified</id>
		<title>Electrified</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Electrified"/>
				<updated>2013-06-14T22:13:12Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Electrified]] is a [[Boss Modifier]] that spawns randomly on Champions and Bosses in Diablo III.&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-electrified-sml.jpg|thumb|350px|Sparks galore, as seen in the [[beta]] test.]]&lt;br /&gt;
This causes Champions and the boss (but not the minions) to emit sparks when struck. These sparkle out and deal lightning damage to nearby players and pets, and can be dangerous to melee attackers with high attack rate and/or low resistances.&lt;br /&gt;
&lt;br /&gt;
Only the Champions or the Boss itself is electrified by this modifier; minions do not spark. (They did gain the lighting resistance, before that feature was removed in v1.03.)&lt;br /&gt;
&lt;br /&gt;
'''Electrified'''&lt;br /&gt;
* '''Monster Level Minimum: '''20&lt;br /&gt;
* '''Available to: '''Champions and Bosses, but not boss minions.&lt;br /&gt;
* '''Damage Type: '''[[Lightning]].&lt;br /&gt;
* '''Additional Resistances:''' 'None. (Bonus Lightning resistance was removed in [[Patch 1.0.3]].)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
These monsters were fearsome during development and into beta test when they emitted vast fields of damaging sparks. The property was toned down in the final release, sending out fwer sparks and creating less graphic load, and the function was reduced as well, with the sparks changed to no longer triffer other [[Elite Affixes]] such as [[Vampirific]]. &lt;br /&gt;
&lt;br /&gt;
As of v1.08 these enemies are of little notice to ranged attackers, though they can be painful for melee fighters as the sparks work much like [[Reflects Damage]]. It's even possible for the same boss to gain both of those modifiers, making them very painful at melee range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development Changes==&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|250px|Early version was massive.]]&lt;br /&gt;
The sparking property of this modifier was first seen at Blizzcon 2009 and 2010, when the spark output was truly massive. You can see an example from those days in the screenshot to the right, and it looks more like a huge lightning ball than a series of smaller, discrete charges.  The entire monster was engulfed in an orb of lightning, from which thousands of charges were emitted. &lt;br /&gt;
&lt;br /&gt;
This graphic was toned down during development, perhaps because the visual was simply too much and largely obscured the monster itself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beta Changes===&lt;br /&gt;
&lt;br /&gt;
During the Beta test the function was modified again, with more spread given to the sparks, and the sparks now coming from a sort of electrical core within the boss or champion.  This becomes quite obvious when the monster is killed, and the &amp;quot;core&amp;quot; remains behind for several seconds, continuing to pump out sparks just as quickly as when the boss was still alive.&lt;br /&gt;
&lt;br /&gt;
In addition, the sparks now spread out much more widely, making no spot particularly deadly from lots of sparks, but not leaving many totally safe spots either.&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-electrified-lingering1.jpg|center|thumb|600px|Electrical cores linger after their Champion hosts are destroyed.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stacking with Multishot?==&lt;br /&gt;
&lt;br /&gt;
The most dangerous boss modifier for much of Diablo 2's history was an MSLE, a boss with both the Multishot and Lightning Enchanted modifiers. These enemies pumped out huge stacks of charges, making each bolt a larger, glowing spot of instant-death for most characters. &lt;br /&gt;
&lt;br /&gt;
Eventually, it was discovered that this huge damage was a bug, and that while Multishot was supposed to increase the number of bolts, it wasn't supposed to increase it by ''that'' nuch. Once the bug was fixed, in D2 v1.10 and later, MSLEs became no more dangerous than regular LE bosses. This change was fair, but did take a lot of the challenge/fear out of the game.&lt;br /&gt;
&lt;br /&gt;
With that history, fans were curious to see how the MSLE combo would play out in Diablo III. Multishot was a Boss Modifier during development, confirmed last in August 2010.[http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;It's not really new information. The BC'09 demo had champions and rares and a bunch of affixes. But yes, a rare can roll an Electrified and Multi-shot affix already, as well as a third... maybe Teleport! The most annoying of all affixes! At least as a lower level barbarian... &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That referred to the earlier version of [[Teleport]], when it caused monsters to randomly bamf to a new location every few seconds. As for MSLE, not in Diablo III. At some point between August 2010 and May 2012, [[Multishot]] was removed from the game. No official explanation has ever been given for its absence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Boss-electrified-grotesque-3.jpg|Electrified [[Grotesque]] boss.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:Boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Reference</id>
		<title>Reference</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Reference"/>
				<updated>2013-06-14T21:38:10Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* R */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An uber list of abbreviations, acronyms, and other terms specifically related to Diablo III. To streamline it, this list has been purged of general online chat acronyms and terms. Those can be found in {{iw|Abbreviations_and_Acronyms the Diablo 2 version of this list}} elsewhere in this wiki. &lt;br /&gt;
&lt;br /&gt;
Most of the key terms on this page are linked to articles that explain them in greater detail.&lt;br /&gt;
&lt;br /&gt;
* See the [[Glossary|Diablo Glossary]] for a concise list of common Diablo 3 game terms/concepts, with links to full pages of info.&lt;br /&gt;
* See the uber list of {{iw|Abbreviations_and_Acronyms Diablo 2 Abbreviations and Acronyms}} for a similar list of Diablo 2-exclusive terms.&lt;br /&gt;
** This list does not contain terms that are specific to Diablo I or Diablo II and '''not''' Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Numbers==&lt;br /&gt;
* '''1337''' -- Leet as in 'leet speak'. Also &amp;quot;l33t.&amp;quot; Originally meant as elite. Now usually used ironically.&lt;br /&gt;
** '''1''' -- Abbreviation for &amp;quot;Elite&amp;quot;.  Also used as a general alert in-game text.&lt;br /&gt;
* '''10 chars''' - All posts made on the [[Diii.net|Diablo.IncGamers.com]] forums need 10 characters to be able to be posted. This phrase is customarily added to &amp;quot;yes&amp;quot; or &amp;quot;no&amp;quot; type replies to reach the minimum length requirement.&lt;br /&gt;
* '''1H''' - one-handed weapon.&lt;br /&gt;
* '''2H''' - two-handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
* '''A1, A2, A3, A4, A5''' - Acts 1-5. &lt;br /&gt;
* '''AC''' - [[Acid Cloud]] Witch Doctor skill. &lt;br /&gt;
** '''AC''' - In most RPGs (but not D3), AC is [[Armor Class]], a defense rating.&lt;br /&gt;
* '''[[Aggro]]''' - &amp;quot;Aggression.&amp;quot; A common RPG term that describes which character or [[minion]] the monsters will attack first. Diablo 3 monsters do not aggro very much and generally just go after the nearest target, though some monsters may bypass [[followers]] and [[pets]] to attack the character directly.&lt;br /&gt;
* '''[[Alkaizer Run]]''' - To quickly clear a number of levels in Act 3, for maximum treasure and experience gain. Named after a Barbarian who was the first Paragon level 100 character, who ran these levels in a certain order over and over again.&lt;br /&gt;
* '''[[All Res]]''' - Or &amp;quot;AR.&amp;quot; A very valuable item modifier that adds [[Resistance to All Elements]].&lt;br /&gt;
* '''[[Alt]]''' - An &amp;quot;alternate&amp;quot; character, as opposed to a &amp;quot;main&amp;quot; that is played most of the time, has the best gear, is the highest level, etc.  &lt;br /&gt;
* '''Ama/Azn/zon''' - [[Amazon]]. Diablo 2 character class&lt;br /&gt;
* '''Amu/Ammy''' - [[Amulet]].&lt;br /&gt;
* '''Andy''' - [[Andariel]]. One of the Lesser Evils. Act Boss of Act One in Diablo 2.&lt;br /&gt;
* '''AoD''' - [[Area of Denial]]. The usual effect of an [[AoE]] spell, since it causes players to move out of the affected area, in effect &amp;quot;denying&amp;quot; them that portion of the screen.&lt;br /&gt;
* '''AoE''' - [[Area of Effect]]. A spell that targets an large area, dealing damage (or benefits) to anything in the vicinity.&lt;br /&gt;
* '''AP''' - [[Arcane Power]], the [[Wizard]] [[resource]] that replaced [[Instability]], which replaced [[mana]].&lt;br /&gt;
* '''APoC''' -  &amp;quot;Arcane Power on Critical Hits,&amp;quot; a modifier that provides a [[proc]] very useful to the [[Wizard]].&lt;br /&gt;
* '''[[APS]]''' - Attacks Per Second, a measurement of how fast a character can attack, boosted by skills, item mods, dual wielding, etc.&lt;br /&gt;
* '''AR''' - &amp;quot;All Resistance,&amp;quot; a very valuable item modifier that adds [[Resistance to All Elements]].&lt;br /&gt;
* '''Aren't You Thankful?''' - A common sarcastic reply in the Diablo community. Originated in a forum post by [[Bashiok]], and turned to angry sarcasm by bitter fans.&lt;br /&gt;
* '''[[AS]]''' - Attack Speed, a very popular item mod in Diablo III.  A &amp;quot;[[trifecta]]&amp;quot; is an item with AS, [[CHC]], and [[CHD]]. Also called IAS (Increased Attack Speed), as it was in Diablo 2.)&lt;br /&gt;
* '''Asn/asa/assy/sin''' - [[Assassin]], a Diablo 2 character.&lt;br /&gt;
* '''ATMA''' - [[ATMA|'''A''' '''T'''enshi '''M'''uling '''A'''pplication]], which is a single player muling utility for Diablo 2. It includes a useful drop calculator.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
* '''B.net'''/'''Bnet''' - [[Battle.net]]. Blizzard's online service. Diablo 3 can only be played online, via Battle.net.&lt;br /&gt;
* '''Battle.net 2.0''' or B.net 2.0 - Blizzard's designation for the updated version of their service which debuted with Starcraft II and added many modernized features, not all of them popular with players.&lt;br /&gt;
* '''B/O''' - Best Offer. Used in trading items.&lt;br /&gt;
* '''Baba'''/'''Barb''' - [[Barbarian]], Diablo 2 character who returns in Diablo 3.&lt;br /&gt;
* '''Ball of Death''' - Refers to the Wizard's powerful [[Archon]] form.&lt;br /&gt;
* '''[[Bashiok]]''' - Blizzard's first Diablo 3 community manager. His relationship with the fans grew rocky during 2012 and he eventually moved back to the [[WoW]] community management.&lt;br /&gt;
* '''[[Barablo]]''' - Portmanteau created by combining &amp;quot;Barbarian&amp;quot; and &amp;quot;Diablo.&amp;quot; Generally used as a sort of complaint about the state of Diablo 3 during 2012 and into 2013 when the Barbarian's [[Spin2Win]] build was clearly the strongest in the game, yet was never [[nerfed]] while all debatably-[[overpowered]] builds for other classes were.  (Also spelled Barblo and Barbablo.)&lt;br /&gt;
* '''Big D/Big Red''' - [[Diablo]] (the big [[Prime Evil]] in person).&lt;br /&gt;
* '''BIN''' - Buy It Now. A fixed price, no negotiation.&lt;br /&gt;
* '''BiS''' - Best in Slot. Refers to the best possible item for a given type of item or equipment. This generally varies by class and/or build.&lt;br /&gt;
* '''BK''' - Refers to the Barbarian-only [[Bul-Kathos's Glory]] item set, which consists of two one-handed [[Mighty weapon]]s.&lt;br /&gt;
* '''[[black weapon]]''' - A weapon with +minimum and maximum physical damage, and no elemental damage (hence no color of attack). Famous due to a bug that caused their damage to calculate incorrectly (higher than it should have) when paired with another item that added any type of elemental damage. The black weapons bug will not be fixed in existing weapons, but may be fixed for future weapons at some point.[http://diablo.incgamers.com/blog/comments/diablo-3-bugs-big-buffs-and-fixes-to-rubies]&lt;br /&gt;
* '''Blk''' - Block.&lt;br /&gt;
* '''[[Blue]]''' - Used to refer to a post or comment from a Blizzard employee, based on their company color of choice.&lt;br /&gt;
* '''bm''' - Bad manners. Indicating a [[PvP]] ruleset from Diablo 2 where such combat was ritualized and policed by players. May return with [[dueling]] in Diablo 3.&lt;br /&gt;
* '''BO''' or '''B/O''' - Buyout. To purchase something instantly at the Buyout set price in the [[Auction House]].&lt;br /&gt;
* '''[[BoA]]''' - [[Bind on Account]]. Items such as the [[Hellfire ring]] and its components that can be shared between different characters on an account, but can '''''not''''' be traded or given away from that account. See also [[BoE]] and [[BoP]].&lt;br /&gt;
* '''[[Bobby]]''' - [[Robert Kotick]], the controversial and infamous CEO of Activision/Blizzard. See also [[Bobby's Eyes]], because they will see you.&lt;br /&gt;
* '''[[BoE]]''' - [[Bind on Equip]]. Items that can not be removed without being destroyed once they are equipped. Nothing in Diablo 3 is designated as such. See also [[BoA]] and [[BoP]].&lt;br /&gt;
* '''Boost''' - also [[rush]] or [[turbo]]. To use a higher level character to help a lower level one advance very quickly through the game, usually in order to gain greater rewards at a later point.&lt;br /&gt;
* '''[[BoP]]''' - [[Bind on Pick-up]]. Items that can not be dropped or traded once they are picked up. No such items are found in Diablo III. See also [[BoA]] and [[BoE]].&lt;br /&gt;
* '''Bp''' - [[Breakpoint]]. A statistical point when something improves. Commonly seen in Diablo 2 since in the 2D game engine all actions were measured in frames per second.&lt;br /&gt;
* '''BT''' - Refers to the [[Blackthorne's Armor]] item set.&lt;br /&gt;
* '''BTS''' - [[Blizzard Entertainment|Blizzard]] Technical Support.&lt;br /&gt;
* '''Buff''' - A short-term bonus effect that raises some beneficial property, such as from a skill or [[shrine]].&lt;br /&gt;
* '''Build''' - A noun that refers to a set of equipment and skills that create a specific [[strategy]] style of character, such as a [[Spin2Win]] Barbarian.&lt;br /&gt;
* '''Bursty''' - This term refers to damage that is done in [[burst]]s, i.e. intermittent spikes of damage, rather than a steady output.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
* '''CB''' - [[Charged Bolt]], a Sorcerer skill seen in Diablo 1 and Diablo 2. Diablo 3 changed the name to [[Shock Pulse]] during development.&lt;br /&gt;
* '''[[CC]]''' - Crowd Control. Refers to skills or effects that slow, snare, confuse, knockback, or otherwise disable or slow targets.&lt;br /&gt;
* '''CC''' - [[Critical hit Chance]]. Also CHC.&lt;br /&gt;
* '''C/O''' - Or &amp;quot;CO.&amp;quot; Current Offer. Used when [[trade|trading]] different [[item]]s.&lt;br /&gt;
* '''CD''' - [[Critical Hit Damage]], a much sought item mod in Diablo 3. Also CHC.&lt;br /&gt;
* '''CE''' - Collector's Edition; a special version of the game with bonus material (soundtrack, art books, etc, and a higher price. D2CE, D3CE, etc.&lt;br /&gt;
* '''[[Chain]]''' - Term for a spell or effect that leaps from or connects one enemy to another. [[Entangling Arrow]] and [[Locust Swarm]] are two Diablo 3 examples.&lt;br /&gt;
* '''Chant's''' - Refers to the Wizard-only [[Chantodo's Return]] item set.&lt;br /&gt;
* '''Char''' - [[Character]].&lt;br /&gt;
* '''[[CHC]]''' - Critical Hit Damage. Also CC&lt;br /&gt;
* '''[[CHD]]''' - Critical Hit Damage. Also CD.&lt;br /&gt;
* '''chicken hack''' - Also &amp;quot;chicken bot.&amp;quot; A mod that players can set to automatically disconnect them from the game server when a character's health drops below a danger level. Commonly abused in Diablo 2 by &amp;quot;bm&amp;quot; duelers and Hardcore players. Using any such mods is a violation of the EULA and ToS in Diablo 3.&lt;br /&gt;
* '''chippies''' - Chipped [[gems]]. The lowest quality of gems, useful in D2 for various {{iw|Horadric_Cube Horadric Cube}} recipes. They have virtually no value in Diablo 3.&lt;br /&gt;
* '''Clvl''' - [[Character level]].&lt;br /&gt;
* '''CM''' - CM can refer to A Blizzard &amp;quot;[[Community Manager]]&amp;quot; (like [[Bashiok]]), or to a &amp;quot;Community Member,&amp;quot; a Diablo player and fansite reader like you.&lt;br /&gt;
* '''CM''' - [[Critical Mass]], a powerful [[Wizard]] passive that reduces cooldown times.&lt;br /&gt;
&lt;br /&gt;
* '''[[Collision]]''' -- A term that refers to objects that can not occupy the same location in a game. There is no Player to Player collision so characters, followers, and pets can walk through each other. There is Player to Monster collision though, and characters can be trapped by a mass of monsters. See [[Escape Skills]].&lt;br /&gt;
* '''[[Combo]]''' - An early term for the [[Spirit]]-generator [[Monk skills]], since they all hit three times in rapid succession.&lt;br /&gt;
* '''[[Commodity]]''' -- [[Auction House]] term for items such as [[materials]] and [[gems]] that are sold in bulk, largely for use in [[Crafting]].&lt;br /&gt;
* '''[[Cookie cutter]]''' - Cookie Cutter is a term that refers to a character [[build]] that's repeatedly recreated (almost) exactly, like cookies stamped out in exactly the same shape. These are invariably powerful and simple builds, which is (of course) why they're being copied.&lt;br /&gt;
* '''[[Cool down]]''' -- Also &amp;quot;cooldown&amp;quot; or &amp;quot;CD.&amp;quot; A duration of time during which a skill (or other game feature) can not be used again. Finding various ways to shorten or remove cool downs is a common strategy in Diablo III.&lt;br /&gt;
* '''Coop/Co-op''' - [[Cooperative play|Cooperative play]], playing with others in [[PvE]] mode.&lt;br /&gt;
* '''CP''' - [[Checkpoint]]. The save points reached at the start of most dungeon levels and other key spots in ''[[Diablo 3]]''.  Players resurrect at their last checkpoint (or begin there next game) in case of non-[[Hardcore]] death.&lt;br /&gt;
* '''[[Crit]]''' - [[Critical hit]] or critical strike. A blow that deals extra damage and a key/core gameplay element in Diablo III, triggering many [[procs]]. Crits in Diablo 2 were always double damage and fairly uncommon.&lt;br /&gt;
* '''Cube''' - The short-lived [[Salvage Cube]] in Diablo III. Formerly referred to the {{iw|Horadric_Cube Horadric Cube}} in Diablo II.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
* '''D''' - [[Diablo]]&lt;br /&gt;
* '''D2''' - [[Diablo II]]&lt;br /&gt;
* '''[[D2C]]''' - Diablo 2 Classic.&lt;br /&gt;
* '''D2X''' - [[Diablo II: Lord of Destruction|Lord of Destruction Diablo 2 expansion]].&lt;br /&gt;
* '''D3''' - [[Diablo III]]&lt;br /&gt;
* '''D3v''' - Diablo III vanilla; the first version of the game after launch. &lt;br /&gt;
* '''D3C''' - Diablo III classic, the first version of the game after launch. It's not yet clear which term (or something else) will come into common usage to designate the pre-expansion version of Diablo III.&lt;br /&gt;
* '''[[D3X]]''' - Diablo III expansion #1.&lt;br /&gt;
* '''D3Y''' - (Or D3X2) Diablo III expansion #2.&lt;br /&gt;
* '''Dam''' - Damage&lt;br /&gt;
* '''DE''' - [[Demonic Essence]]&lt;br /&gt;
* '''Def''' - Defense&lt;br /&gt;
* '''Desynch''' - refers to desynchronizing with the server. That way, you appear to be somewhere other than your actual location on the opponent's screen. It is usually caused by some form of very rapid character movement and may result in [[rubber band]]ing.&lt;br /&gt;
* '''DEX''' - [[Dexterity]], one of the four [[attributes]] in all three Diablo games. In Diablo 3 it is the [[mainstat]] for [[Demon Hunter]]s and [[Monk]]s, and boosts the [[Dodge]] chance for all classes.&lt;br /&gt;
* '''[[DfA]]''' - Death from Above. Refers to spells that drop damage from the sky, like [[Meteor]] or [[Acid Cloud]].&lt;br /&gt;
* '''[[DH]]''' - [[Demon Hunter]], the archer class in Diablo 3.&lt;br /&gt;
* '''dii''' - also Diii.net. [[Diabloii.net]]. The longest running Diablo fansite, now covering Diablo III and located at [http://Diablo.IncGamers.com Diablo.IncGamers.com]&lt;br /&gt;
* '''ding''' - Player announcing they've just leveled. (For the sound effect that's heard.)&lt;br /&gt;
* '''ding''' - Sound of a ring/amulet dropping. (Mostly used in Diablo I, where that sound was very distinctive and thrilling.)&lt;br /&gt;
* '''DIS - Desperately In Search of.&lt;br /&gt;
* '''[[Disc]]''' - [[Discipline]], one of the [[Demon Hunter]]'s class [[resources]].&lt;br /&gt;
* '''DL''' - deadline in a trade EG DL10 = 10 hours before close&lt;br /&gt;
* '''DM''' or DML - [[Dead Man's Legacy]] ([http://diablonut.incgamers.com/item/dead-mans-legacy db]), a legendary quiver that is often the [[BiS]] quiver for Demon Hunters.&lt;br /&gt;
* '''Dmg''' - Damage&lt;br /&gt;
* '''DOT''' - [[Damage Over Time]] refers to damage of X over Y seconds, rather than all coming in one hit.&lt;br /&gt;
* '''&amp;quot;Doubled it&amp;quot;''' - An now-infamous remark by Jay Wilson shortly before release, when describing how the developers had balanced the difficulty of Inferno to be harder than their tester could handle, &amp;quot;and then we doubled it!&amp;quot; This catch phrase has become largely a critical/sarcastic one for [[haters]], though it's sometimes used in good humor as well.&lt;br /&gt;
* '''Double crit''' - Refers to items, most commonly jewelry or gloves, that spawned with [[Critical Hit Chance]] and [[Critical Hit Damage]]. CC and CD is a very powerful and valuable combination, especially when joined by [[AS]] for the so-called &amp;quot;[[trifecta]],&amp;quot; though other mods can be as good or better. &lt;br /&gt;
&lt;br /&gt;
* '''[[Downtime]]''' - Refers to game time spent on tasks other than killing monsters and gaining exp/items. Players wishing to farm for profit strive to minimize their downtime.&lt;br /&gt;
&lt;br /&gt;
* '''DPA''' - Damage Per Attack.&lt;br /&gt;
* '''DPS''' - [[Damage Per Second]], the common term for damage dealt in Diablo III.&lt;br /&gt;
* '''DR''' (DR%) - Damage Reduced. Items with this mod reduce physical damage.&lt;br /&gt;
* '''dupe''' - an item which has been duplicated. &lt;br /&gt;
* '''Durry''' - Duriel, Diablo 2 Act Two boss and one of the Lesser Evils.&lt;br /&gt;
* '''DW''' - Dual wield; to equip two weapons at the same time. Dual wielding grants an attack speed bonus, and is generally a big boost to DPS at the expense of defensive stats.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
* '''[[E-Peen]]''' - Short for &amp;quot;e-penis.&amp;quot; A joking term that refers to a player's desire to show off the magnitude of their game accomplishments.&lt;br /&gt;
* '''E''' - Short for &amp;quot;Elite,&amp;quot; usually typed as a warning or notification of Elite boss pack.&lt;br /&gt;
* '''[[EA]]''' - [[Energy Armor]], a Wizard skill.&lt;br /&gt;
* '''EDPSP''' - Effective Damage Per Second. As &amp;quot;[[DPS]]&amp;quot; is the basic damage value, EDPS is total damage over time, a real world &lt;br /&gt;
measurement rather than just a number on the character screen.&lt;br /&gt;
* '''EF''' - [[Echoing Fury]] ([http://diablonut.incgamers.com/item/echoing-fury db)], a legendary one-handed mace that has BiS potential for most classes.&lt;br /&gt;
* '''EHP''' - Effective Health Pool or Effective Hit Points - A more comprehensive rating than mere hit points, this incorporates total life plus damage mitigation from armor, resistances, and other factors. The actual formulae is:&lt;br /&gt;
 EHP = HP / (1 - armor mitigation/100) * (1 - resistance mitigation/100) * (1 - other mitigation/100)&lt;br /&gt;
* '''EULA''' - End User License Agreement. The fine print no one reads before installing or updating software. Violating it can get your Diablo 3 account suspended or banned.&lt;br /&gt;
* '''exp''' - Experience.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
* '''[[FA]]''' - [[Force Armor]], a Wizard rune effect in the [[Energy Armor]] skill.&lt;br /&gt;
* '''[[Farm]]''' - To repeatedly and rapidly clear an area or kill a certain monster in search of profit. (As opposed to merely surviving.)&lt;br /&gt;
* '''FAQ''' - Frequently Asked Questions.&lt;br /&gt;
* '''fivefecta''' - A [[trifecta]] item ([[Attack Speed]], [[Critical Damage]], [[Critical Chance]]) plus another great offensive mod, usually +average damage or 150+ [[mainstat]]. AKA &amp;quot;quinfecta.&amp;quot;&lt;br /&gt;
* '''Flaming''' - Making a personal attack or insulting remark in an online setting, such as a forum of comments or Battle.net chat, intended to incite anger.&lt;br /&gt;
* '''fourfecta''' - A [[trifecta]] item with one other great offensive stat. AKA &amp;quot;quadfecta.&amp;quot;&lt;br /&gt;
* '''FM''' - Faster Movement, increased movement speed in Diablo 3. More often known as &amp;quot;MS&amp;quot; for &amp;quot;Movement Speed.&amp;quot; Known as '''FRW''' (Faster Run/Walk) in Diablo 2, since that game had a walk and run speed, while Diablo 3 characters have just one gait.&lt;br /&gt;
* '''FoT''' - [[Fists of Thunder]], a popular Monk combat skill.&lt;br /&gt;
* '''FPS''' - [[Frames Per Second]] (command needed /fps in Diablo 2). Diablo 3 as a 3D engine does not run in frames.&lt;br /&gt;
* '''FT''' - For Trade. Announces an item is available for barter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
* '''G''' - Also &amp;quot;TG,&amp;quot; &amp;quot;Gob,&amp;quot; or &amp;quot;Gobby.&amp;quot; All abbreviations for the [[Treasure Goblin]], the harmless, valuable, maddening monster in Diablo 3.&lt;br /&gt;
* '''GAH''' - Gold Auction House. As distinct from the [[RMAH]] (Real Money Auction House).&lt;br /&gt;
* '''Gear''' - Items or equipment, one of the most important aspects of ARPGs like Diablo 3.&lt;br /&gt;
* '''gg''' - good game. Standard response to your opponent after a PvP duel. Can also mean &amp;quot;good gear.&amp;quot;&lt;br /&gt;
* '''[[Glass cannon]]''' - A character that is very powerful (cannon) but not very durable (glass). This term most often refers to mage or archer characters who deal out huge damage since they've optimized their gear/skills for that, rather than defense/hit points/etc.&lt;br /&gt;
* '''Grail''' - players attempting to find at least one of every set item and unique item in the game. Usually associated with single player Diablo 2 because [[ATMA]] which allowed unlimited stash space.&lt;br /&gt;
* '''Glorious!''' - A common exclamation by the [[Templar]] Follower, which players have taken to mocking, ironically or otherwise.&lt;br /&gt;
* '''Godly''' - Something (usually an item) of exceptional quality. Also see &amp;quot;uber.&amp;quot;  Diablo 1 and Diablo 2 had &amp;quot;Godly&amp;quot; as an item prefix denoting a very high increase in armor, (as in the famous GPoW or Godly Plate of the Whale) but this affix did not return in Diablo 3.&lt;br /&gt;
* '''[[grind]]''' - &amp;quot;Grinding&amp;quot; is an often-derogatory term for gameplay that requires much repetition of the same boring events. Diablo II's [[end game]] was chiefly comprised of grinding, such as Baal [[runs]].&lt;br /&gt;
* '''grush''' - glitched [[rush]], where an attempt to rush a low level character has gone awry.&lt;br /&gt;
* '''GS''' - [[Ground Stomp]], A [[Barbarian skill]].&lt;br /&gt;
* '''GW''' - [[Galvanizing Ward]] {[http://diablonut.incgamers.com/skill/wizard/galvanizing-ward db]), a [[Wizard passive skill]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
* '''H''' -- Hell. Third and last difficulty of Diablo 1 and 2. Third of four difficulties in Diablo III. Also the realm where Diablo and the other demons reside (Burning Hells).&lt;br /&gt;
* [[Hack]] -- (v) To cheat or use exploits in a game. (n) A program that enables such cheats.&lt;br /&gt;
* [[Hater]] -- A term for people (often former [[fan boys]] who have turned bitter or disillusioned and now only complain or criticize. Diablo 3 earned more than its fair share of haters in the middle of 2012 with the state of the game and technical issues.&lt;br /&gt;
* '''HOTA''' - [[Hammer of the Ancients]], a Barbarian skill.&lt;br /&gt;
* '''HC''' -- [[Hardcore]]. One death and game over. Introduced in Diablo 2 and continued in Diablo 3.&lt;br /&gt;
* '''Hidden footprints''' -- A joking quote of [[Eirena the Enchantress]]' oft-repeated and overexcited remark from her first Act 2 desert scouting encounter. &amp;quot; Look! More Hidden Footprints!&amp;quot;&lt;br /&gt;
* '''[[Honey pot]]''' -- A target (pet, minion, or player) set out to draw in the monsters so others can strike them freely. See [[aggro]].&lt;br /&gt;
* '''Hot''' -- Warning that a portal or waypoint is dangerous to enter due to monsters crowding around the other end.&lt;br /&gt;
* '''HP''' -- Hit Points.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
* IAS - Increased Attack Speed/Initial Attack Speed. Often just &amp;quot;AS&amp;quot; in Diablo 3 terminology.&lt;br /&gt;
* '''ID''' - Identify.&lt;br /&gt;
* '''IK''' - Refers to the [[Immortal King]] item set, which is popular with Barbarians.&lt;br /&gt;
* '''Ilvl''' - Item Level, an important property of items which is crucial in determining the modifiers, legendary type, and more. Displayed on the item tool tip in Diablo 3.&lt;br /&gt;
* '''Imba''' - &amp;quot;Imbalanced,&amp;quot; a term for items, skills, or other game features that are thought to be imbalanced. Also &amp;quot;OP.&amp;quot;&lt;br /&gt;
* '''Ind''' - Indestructible. Also &amp;quot;indy&amp;quot; or &amp;quot;indes.&amp;quot;&lt;br /&gt;
* '''Inv''' - Inventory.&lt;br /&gt;
* '''[[Ironborn]]''' - A term for characters who are self-found, as opposed to using the Auction House to obtain their gear. Many players wish for official game mode support for this, but no Blizzard comment on it has been heard.&lt;br /&gt;
* '''[[Ironman]]''' - A [[LotL|Life off the Land]]-related play style that does not allow characters to return to town or interact with NPCs in anyway, other than as required to complete quests.&lt;br /&gt;
* '''ISO''' - &amp;quot;In Search Of,&amp;quot; as in &amp;quot;ISO dueling game.&amp;quot; Can also be used in trading talk.&lt;br /&gt;
* '''ITD''' - Ignore Target's Defense.&lt;br /&gt;
* '''[[Item linking]]''' -- A long-anticipated[http://diablo.incgamers.com/blog/comments/blue-on-item-sharing-in-parties/] system that provides stats and info about items in-game, enabling easy item display/discussion with other players. Enabled in Diablo III through Battle.net chat by holding shift + left click on an item with a chat dialogue already open.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
* '''JW''' - [[Jay Wilson]], Diablo 3 Game Director, 2006-2012. Extremely popular in the community until May 15, 2012, and controversial thereafter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
* '''KB''' - [[Knockback]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
* '''[[Lag]]''' - Lag is also often used in reference to video games to describe the delay (or latency) between an action by a player and the reaction of the game.[http://en.wikipedia.org/wiki/Lag]&lt;br /&gt;
* '''[[Lak]]''' - Abbreviation for LAEK, or [[Life After Each Kill]]. An item [[modifier]] in Diablo III that awards a set amount of life for each monster upon its death. Much less valued than Life Leech ([[LL]]) or Life on Hit ([[LoH]]) since LAEK does not help during boss fights.&lt;br /&gt;
* '''[[LCS]]''' - The [[Lying Character Screen]]. The Diablo 2 Character window was notorious for displaying incorrect information.  Diablo 3's is much more accurate and complete.&lt;br /&gt;
* '''Leech''' - (noun) One who leeches. (Experience or items from other, more active players. Usually a derogatory term)&lt;br /&gt;
* '''Leech''' - (verb) To gain health as a percentage of damage dealt. (Diablo 2 featured Life and Mana leech.)&lt;br /&gt;
* '''[[Leg]]''' - Legendary, as in the classification of special items in Diablo 3. Set Items are included in the &amp;quot;Legendary&amp;quot; classification in Diablo 3. (Legendary items were called &amp;quot;Unique&amp;quot; in previous Diablo games.)&lt;br /&gt;
* '''[[Legacy]]''' - Legendary items found prior to Diablo 3 v1.04. Legacy [[Legendary]] and Set items generally have much worse stats than the later versions. All Set Items were renamed in v1.04 to distinguish them from Legacy versions, and mixing legacy and new pieces from the same set will not generate [[partial set bonus]]es.&lt;br /&gt;
** '''Legacy Nat's''' - Legacy version of [[Natalya's Solace]] item set. This is one exception to the &amp;quot;Legacy items are worse&amp;quot; rule, due to a bug that granted extra [[Discipline]] generation from the Legacy version of this set.&lt;br /&gt;
* '''[[legit]]''' - legitimate item, not a [[dupe]] or a [[hack]]. Also used in a more general sense.&lt;br /&gt;
* '''LL''' - [[Life Leech]].&lt;br /&gt;
* '''LLD''' - [[Low level duel]]ing. [[PvP]] dueling characters at a pre-set level to limit their equipment choices and skill options. Also vLLD (very low level dueling), and mLD (medium level dueling).&lt;br /&gt;
* '''LoD''' - Lord of Destruction. The Diablo II expansion. Also referred to as D2X.&lt;br /&gt;
* '''LoH''' - [[Life on Hit]], a valuable  [[item]] [[modifier]] that grants X amount of hit points with every hit that lands. (Misses or hits on shielded targets do not generate LoH.&lt;br /&gt;
* '''[[LotL]]''' - Live off the Land. A play style in which characters use only items they find themselves in that game, and do not bring in any items from outside the game. [[Purist]]s do not even allow themselves to repair items or use anything bought from [[NPCs]].&lt;br /&gt;
* '''LS''' - [[Locust Swarm]], a [[Witch Doctor skill]].&lt;br /&gt;
* '''LS''' - Life Steal, more often called &amp;quot;LL&amp;quot; for [[Life Leech]].&lt;br /&gt;
* '''Lvl''' - Level.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
* '''Machine''' - Refers to the [[Infernal Machine]] end game event.&lt;br /&gt;
* '''Main''' - Refers to a player's main character on their account. As opposed to &amp;quot;Alt&amp;quot; characters and &amp;quot;mules.&amp;quot;&lt;br /&gt;
* '''[[Mainstat]]''' - Each class has one stat (attribute) that contributes to their damage output, making this the most important to attempt to raise via equipment bonuses. (in terms of DPS) than the others. [[Str]] = Barbarian, [[Dex]] = Monk and Demon Hunter, [[Int]] = Witch Doctor and Wizard.&lt;br /&gt;
* '''[[Manti]]''' - The [[Manticore]] ([http://diablonut.incgamers.com/item/manticore db]), a legendary crossbow that's the [[BiS]] ranged weapon for Demon Hunters. &lt;br /&gt;
* '''Mar''' - Also Marq. Refers to the [[Marquise]] gem, the new highest level 15 gem added in [[v1.07]].&lt;br /&gt;
* '''Mat''' - Material. Refers to objects required for [[crafting]] recipes.&lt;br /&gt;
* '''Meat shield''' - A character or pet that fights at melee range and takes the brunt of the enemy attack. Also [[tank]].&lt;br /&gt;
* '''Mempo''' - The [[Mempo of Twilight]] ([http://diablonut.incgamers.com/item/mempo-of-twilight db]), a legendary helm that's a potential [[BiS]] for all classes.&lt;br /&gt;
* '''Meph''' - [[Mephisto]]. The Act 3 Act Boss in Diablo 2.  Brother to [[Baal]] and [[Diablo]] and one of the three [[Prime Evils]]. &lt;br /&gt;
* '''Merc''' - Mercenary. They are called [[Followers]] in Diablo 3 since they aren't paid.&lt;br /&gt;
* '''[[Met-conned]]''' - A humorous portmanteau combining &amp;quot;retcon&amp;quot; with &amp;quot;[[Chris Metzen]],&amp;quot; Blizzard's lead story artist. Metzen is known for rewriting the story in older games to fit new ideas, and there are several such modifications in Diablo 3. Most famously, the [[Dark Wanderer]] was turned into King Leoric's oldest son Albric, rather than simply an anonymous warrior.&lt;br /&gt;
* '''MF''' - [[Magic Find]].&lt;br /&gt;
* '''Mitigation''' - [[Mitigation]] means to lessen, such as resistances mitigating the amount of damage taken from a type of attack.&lt;br /&gt;
* '''MJ's''' - Refers to the [[Manajuma's Ornaments]] item set, a Witch Doctor-only ceremonial dagger and mojo.&lt;br /&gt;
* '''ML''' - Mana Leech. An essential property for most classes in Diablo 2, it is not found in Diablo 3 which has only [[Life Leech]] and uses [[Mana]] only for the Witch Doctor's resource. Many other methods exist to rapidly refuel resources, but none return a % of damage dealt, as Life Leech does.&lt;br /&gt;
* '''MLD''' - Mid Level Duel. Characters used for dueling at a set maximum level to limit their skill and equipment use. See also vLLD and LLD.&lt;br /&gt;
* '''MM''' - [[Magic Missile]], a [[Wizard skill]].&lt;br /&gt;
* '''Mobs''' - &amp;quot;Monsters or Bosses,&amp;quot; a general term for &amp;quot;monsters&amp;quot; used in RPGs. Can be confusing at times as the base word seems to imply a plural, when it might refer to a single target.&lt;br /&gt;
* '''Mod''' - Modifier, also referred to as &amp;quot;Affix.&amp;quot; These are (often random) properties that modify or add properties to an item, [[Boss Modifiers|Elite monster]], or other game feature.&lt;br /&gt;
* '''Mod''' - Moderator. A person responsible for moderating a forum or channel. The Blizzard [[CMs]] are also forum mods for Battle.net.&lt;br /&gt;
* '''Mod''' - Player-modified version of a game, popular in Diablo 1 and Diablo 2. There are no player-made mods permitted in Diablo 3.&lt;br /&gt;
* '''MP''' - Multi-Player.&lt;br /&gt;
* '''MP''' - [[Monster Power]]. A game system allowing players to custom set their desired difficulty and level of reward from 0 to 10. Introduced into Diablo III in [[Patch 1.04]].&lt;br /&gt;
* '''MS''' - Multi-Shot. A mod available to boss monsters in Diablo 2. Seen in Diablo 3 during development, but not present in the release client. &lt;br /&gt;
* '''MS''' - [[Multishot]] is a ranged attacking Demon Hunter skill]].&lt;br /&gt;
* '''MS''' - Movement Speed, the rate at which characters proceed. Also known as &amp;quot;FM&amp;quot; for &amp;quot;Faster Movement.&amp;quot; The term was '''FRW''' (Faster Run/Walk) in Diablo 2, since that game had a walk and run speed, while Diablo 3 characters have just one gait and infinite stamina.&lt;br /&gt;
* '''MSLE''' or '''MSLEB''' - Multi-Shot Lightning Enchanted. Extremely dangerous combination of boss mods in Diablo 2, prior to v1.10. No comparable creature exists in Diablo III as none of the [[Boss Modifiers]] pair up to such deadly effect.&lt;br /&gt;
* '''Mules''' - characters used to store extra items. Necessary in Diablo II due to the huge variety of items and minimal stash space. Less prevalent in Diablo III due to the 10 character limit.&lt;br /&gt;
* '''Muling''' - moving items from one character to another for storage or onto a character to be used. Either mules or [[ATMA]] (D2 single player only).&lt;br /&gt;
* '''MW''' - [[Magic Weapon]], a buffing Wizard skill.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
* '''N00b''' - Newb. Nub. Newbie. Newcomer to the game. (Generally used as an insult).&lt;br /&gt;
** '''Nat's''' - Items from the [[Natalya's Solace]] item set. As in, &amp;quot;I found Nat's ring but the [[RNG]] sucked.&amp;quot;&lt;br /&gt;
* '''[[NDA]]''' -- Non-Disclosure Agreement. What visitors to Blizzard must often sign as a pledge of secrecy. Gaming-related NDAs generally have an expiration date, forbidding visitors or media to report on events until some future date.&lt;br /&gt;
* '''NDE''' - [[Near Death Experience]], a common term for a character just barely surviving a dangerous situation. In Diablo 3 this is the name of a Monk passive skill ([http://diablonut.incgamers.com/skill/monk/near-death-experience db)], and the game also awards achievements for dropping to very low health and surviving.&lt;br /&gt;
* '''Necro''' - The [[Necromancer]]. Also &amp;quot;nec&amp;quot; and &amp;quot;nerco.&amp;quot; A Diablo II character, seen in Diablo 3 as an NPC but often fan-requested as a new character in [[D3X]] or [[D3Y]].&lt;br /&gt;
* '''Nerf''' - To make something in the game easier or less dangerous. Named from the foam-rubber toys.&lt;br /&gt;
* '''[[Ninja loot]]''' - A verb that refers to the common Diablo 2 practice of darting in ahead of another player to grab the item drop. &amp;quot;Some [[remora]] ninja looted the [[Windy]] I got from Baal!&amp;quot; No longer a factor in Diablo 3 with individual drops for each character.&lt;br /&gt;
* '''NG''' - New Game/Next Game.&lt;br /&gt;
* '''NM''' - Nightmare. The second level of difficulty in Diablo 1, 2, and 3.&lt;br /&gt;
* '''Norm''' - Normal. Usually refers to the first level of difficulty in the Diablo games.&lt;br /&gt;
* '''No-Twink (Untwinked)''' - No-twink groups and players use and equip only what they find specifically with that character, rather than bringing in items, usually much higher level items, found by others. See also [[Ironborn]].&lt;br /&gt;
* [[NPC]] - Non-Player Character. &lt;br /&gt;
* '''[[NYI]]''' - Not Yet Implemented. Common acronym on game features during development, seen on many skill icons and other interface elements in early Diablo 3 demos.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
* '''OBO''' - Or Best Offer. A trading term used in negotiation.&lt;br /&gt;
* '''[[One-shot]]''' - To die or kill with a single hit. When players suffer this fate they generally blame a faulty game mechanic.&lt;br /&gt;
* '''orgset''' - Organ set. The three Demon parts required in the [[Infernal Machine]] event.&lt;br /&gt;
* '''OP''' - Overpowered, to refer to something in the game, monster, skill, item, etc, that seems unfairly strong.&lt;br /&gt;
* '''OP''' - Original Poster. Refers to the first person to start a forum thread, news post, etc. &lt;br /&gt;
* '''OS''' - open socket. An item with a socket that has no gem placed in it. A crucial distinction in Diablo 2 where unsocketing was long impossible, though largely irrelevant in Diablo 3 where unsocketing is cheap (aside from the [[Marquise]] gem.)&lt;br /&gt;
* '''OWE''' - [[One With Everything]], a powerful Monk passive skill that raises [[Res All]] to match the highest individual attribute. Considered mandatory by most Monks and constantly threatened with redesign by the developers (through v.107).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
* '''Pally''' - Paladin, Diablo 2 character. Often rumored to return in D3X or D3Y.&lt;br /&gt;
* '''P#''' - [[Paragon]] level number. P1, P2, P7, P10, etc.&lt;br /&gt;
* '''Paragon''' - The [[Paragon]] level system was added to Diablo III in [[Patch 1.04]]. It added 100 Paragon levels that began after a character reached level 60. Each Paragon level provides +3% [[Magic Find]] and [[Gold Find]] as a passive bonus, plus the normal [[attributes]] granted with a level up.&lt;br /&gt;
* '''Parked/parking''' - Leading a dangerous or inconvenient monster away, then running away quickly enough to ditch it and leave it lost there, out of AI range from any players.&lt;br /&gt;
* '''perm''' - A purported way of making a duped item not *poof*. (Vanish as a dupe.) These were common in Diablo II, and were almost always nonfunctional scams.&lt;br /&gt;
* '''perma''' - A term used to mean &amp;quot;permanent&amp;quot; as in an effect, often some type of [[crowd control]] that can be maintained indefinitely. Perma-stun, perma-frozen, perma-vault, etc.&lt;br /&gt;
* '''pets''' - A general term for player-summoned creatures that act as physical entities, not just spell effects. Examples include the Witch Doctor's [[Mongrel]]s and [[Gargantuan]], the Demon Hunter's [[Boar Companion]], and the Monk's [[Familiar]]s. Followers are sometimes also grouped into this classification. See also &amp;quot;minion&amp;quot; and &amp;quot;tank&amp;quot;.&lt;br /&gt;
* '''[[PK]]''' - [[Player killing]]. Usually associated with ambushing players to kill them. A form of [[PvP]] not to be confused with [[dueling]]. PKing is not possible in Diablo III, since there is no nonconsensual PvP.&lt;br /&gt;
* '''PM''' - Private Message, whether in game, forums, chat rooms, or other.&lt;br /&gt;
* '''Porter''' - Teleporting Boss.&lt;br /&gt;
* '''Pots''' - Potions.&lt;br /&gt;
* '''Primary stat''' - See [[mainstat]]. The one attribute that boosts a class' damage.&lt;br /&gt;
* '''[[Proc]]''' - &amp;quot;Process&amp;quot; or &amp;quot;Special Procedure.&amp;quot; Means chance of a [[skill]] or [[item]] effect to be activated under certain circumstances, often tied to landing [[critical hits]] in Diablo 3.&lt;br /&gt;
* '''[[PTR]]''' - Public Test Realm (often called &amp;quot;Patch Test Realm.&amp;quot;) where upcoming Diablo 3 patches can be tested by players before they go live on the full public servers. &lt;br /&gt;
* '''Purist''' - Characters who only use items they found themselves. No trading, transferring of items from other characters, or Magic Finding. See also [[Ironborn]].&lt;br /&gt;
* '''[[PvE]]''' - Player versus Environment. Also PvM.&lt;br /&gt;
* '''[[PvM]]''' - Player versus Monster. Also PvE.&lt;br /&gt;
* '''[[PvP]]''' - Player v Player combat. Dueling. Not to be confused with [[PK]]ing.&lt;br /&gt;
* '''PW''' - Password.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
* '''QQ''' - Net slang/emoticon for crying or complaining. Originally Q_Q to symbolize two eyes with tears.  &amp;quot;QQ more, noob.&amp;quot;&lt;br /&gt;
* '''quadfecta''' - A [[trifecta]] item ([[Attack Speed]], [[Critical Damage]], [[Critical Chance]]) plus another great offensive mod, usually +average damage or 150+ [[mainstat]]. AKA &amp;quot;fourfecta.&amp;quot;&lt;br /&gt;
* '''quintfecta''' - Or &amp;quot;quinfecta.&amp;quot; A [[trifecta]] item with two other great offensive stats. AKA &amp;quot;fivefecta.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
* '''r''' - Ready. This is the standard signal among players in a group before triggering a monster urn/shrine or entering a treacherous area.&lt;br /&gt;
* '''[[Rage quit]]''' - Often written /ragequit. Signifies a player who has grown furious with some aspect of a game (or technical problem) and announces that he's giving up playing it. (Unsympathetic onlookers often mock these tantrums as temporary.)&lt;br /&gt;
* '''[[Raid]]''' - A boss battle or other mission in an MMORPG that requires the coordination of multiple players to defeat. There are no raid events in the Diablo games, unlike most other ARPGs such as [[WoW]].&lt;br /&gt;
* '''RD''' - [[Reflects Damage]], an [[Elite Affix]] considered one of the most dangerous in the game, until partially nerfed in [[v1.07]]&lt;br /&gt;
* '''[[Reagent]]''' -- An ingredient of some type required to perform an action or craft an item. For instance, gems and tomes and gold are reagents required for the gem upgrading recipes. Generally called [[material]]s in Diablo 3.&lt;br /&gt;
* '''Regen''' - Regeneration, usually of health, though it may refer to [[resource]]s as well.&lt;br /&gt;
* '''[[remora]]''' - Remoras are weak characters who attach themselves to more powerful characters, following them around and living on their scraps. A common site in Diablo 2 cow runs, but not as common in Diablo 3, and less annoying thanks to the removal of [[ninja loot]]ing in Diablo 3.&lt;br /&gt;
* '''Req''' - Requirement.&lt;br /&gt;
* '''Res''' - [[Resistance]].&lt;br /&gt;
* '''Res All''' - Or &amp;quot;All Res.&amp;quot; (Or RA or AR.) A valuable item modifier that adds [[Resistance to All Elements]].&lt;br /&gt;
* '''[[Resource]]''' - Each class in Diablo 3 has a unique resource that's spent to fuel their attacks and abilities. Barbarian [[Fury]], Demon Hunter [[Discipline]]/[[Hatred]], Monk [[Spirit]], Witch Doctor [[Mana]], and Wizard [[Arcane Power]].&lt;br /&gt;
* '''RL''' - Real life (the messy and often unpleasant world found away from the computer screen).&lt;br /&gt;
* '''Rlvl''' - Required Level. Level reqs often exist to limit [[twinking]].&lt;br /&gt;
* '''[[RMAH]]''' - Real Money [[Auction House]]. Branch of the Auction House that uses real world money, rather than in-game gold. &lt;br /&gt;
* '''RMT''' - [[Real Money Trading]]. Selling game items for real world cash money. Prohibited by Blizzard in Diablo II and generally frowned on by gamers. Allowed and officially endorsed via the [[RMAH|Real Money Auction House]] in Diablo III.&lt;br /&gt;
* '''[[RNG]]''' - Random Number Generator. Algorithms used in computing when an outcome needs to be as random as possible. Often beseeched like a pagan god by players frustrated by their inability to &amp;quot;beat&amp;quot; the random nature of a game, &amp;quot;These drops suck. My RNG sucks today&amp;quot;.&lt;br /&gt;
* '''RtM''' - Read the Manual. What no one ever actually does.&lt;br /&gt;
* '''roll''' - The random array of affixes on an item. The occasional item with good mods is said to have &amp;quot;a good roll.&amp;quot;  See [[RNG]] and [[drop]].&lt;br /&gt;
* '''[[root]]''' - Refers to [[crowd control]] effects that stick a player or monster in place.&lt;br /&gt;
* '''RoT''' - [[Rain of Toads]] a Witch Doctor skill.&lt;br /&gt;
* '''[[Rubber band]]''' - Often cited as &amp;quot;Rubberbanding.&amp;quot; The result of a desynch between the server and the client, where a character or monster appears to have moved, only to suddenly bounce back to the previous location when the server corrects the location. A source of great player frustration, most often seen in Diablo 3 with fast movement skills such as [[Furious Charge]] or [[Tempest Rush]].&lt;br /&gt;
* '''[[run]]''' - To repeatedly kill the monster or monsters in a certain area in order to gain items or experience. Also &amp;quot;[[farm]].&amp;quot; &lt;br /&gt;
* '''[[Rush]]''' - Also [[turbo]] or taxi. To use a high level character to assist a lower level character(s) in moving quickly through the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
* '''S/E''' - Save and exit. Usually to avoid an untimely death. Considered poor form in some circles, especially [[Hardcore]]. See also &amp;quot;chicken hack.&amp;quot;&lt;br /&gt;
* '''SC''' - Soft Core. Non-[[Hardcore]] characters. Often used pejoratively by Hardcore players.&lt;br /&gt;
* '''Screenshot''' - An image taken from the game, released in the hundred pre-game as promotion, and taken in-game by the PrtScn key. Screenshots are stored, by default in Windows, on your C: drive in the &amp;quot;Documents\Diablo III\Screenshots&amp;quot; folder.&lt;br /&gt;
* '''[[Self-found]]''' - An item a character or player found themselves and thus knows is [[legit]]. Can refer to a character, as in &amp;quot;untwinked.&amp;quot; &lt;br /&gt;
* '''SH''' - [[Soul Harvest]], a powerful Witch Doctor skill.&lt;br /&gt;
* '''Single Pass''' - going through the game without re-running an area. Diablo III is designed (like [[WoW]]) to let characters achieve the highest possible level (60) from (roughly) a single pass, rather than requiring endless [[grinding]] to reach the higher levels, as D2 did. This changed considerably with the introduction of the [[Paragon]] system.&lt;br /&gt;
* '''[[Sheablo]]''' - A portmanteau combining &amp;quot;she&amp;quot; and &amp;quot;diablo&amp;quot; to refer to the pre-game suspicion that Diablo would occupy a female body in Diablo 3, presumably Leah. (Proven correct upon release.) Extensive fan speculation and developer non-denials about this can be seen in Diablo 3 news from 2009-2012: [http://diablo.incgamers.com/blog/comments/blizzcon-2011-poster-artwork-and-sheablo-speculation] [http://diablo.incgamers.com/blog/comments/full-body-view-of-diablo] [http://diablo.incgamers.com/blog/comments/sheablo-reconsidered] [http://diablo.incgamers.com/blog/comments/sheablos-design-evolution]&lt;br /&gt;
* '''Shenlong's''' - Refers to either of the Monk [[fist]]s found in [[Shenlong's Noble Path]] item set.&lt;br /&gt;
* '''[[sliver]]ing''' - taking a [[monster]] down to the bare minimum (a sliver on the health bar) of life without killing it. Usually done to switch into [[Magic Find]] gear for the kill, or to let a weaker character or Follower get the last hit.&lt;br /&gt;
* '''Spam''' -- In gaming, a verb that refers to an action that is repeated over and over again. ''&amp;quot;That [[Demon Hunter]] was totally spamming [[Multishot]].&amp;quot;''&lt;br /&gt;
** '''[[Spammable]]''' -- Refers to a [[skill]] or ability that can be used repeatedly in rapid succession, generally due to a low [[resource]] cost and a lack of [[cooldown]] limits. (Or a skill that can be spammed once equipment/skills are fine-tuned to allow it.)&lt;br /&gt;
* '''SoJ''' - The [[Stone of Jordan]], a Unique Ring introduced in Diablo 2 and returned in Diablo 3, with very different stats.&lt;br /&gt;
* '''Sorc''' - Also Soso, Sasa. Sorceress. D2 character, superseded by the [[Wizard]] in Diablo 3.&lt;br /&gt;
* '''SP''' - [[Single Player]]. Usually refers to single-player mode.&lt;br /&gt;
* '''S/S''' - Sword/Shield, equipping both at once. Also &amp;quot;Sword and Board.&amp;quot;&lt;br /&gt;
* '''SS''' - Stone Skin. Early name for the [[Wizard skill]] now called [[Diamond Skin]].&lt;br /&gt;
* '''SS''' - [[Smokescreen]], a Demon Hunter skill.&lt;br /&gt;
* '''SS''' - [[Sharpshooter]], a Demon Hunter passive skill.&lt;br /&gt;
* '''SS''' - [[Seismic Slam]], a Barbarian skill.&lt;br /&gt;
* '''SSS''' - [[Seven Sided Strike]], a Monk attack skill.&lt;br /&gt;
* '''SNS''' - &amp;quot;Shock-Nado-Shards.&amp;quot;  Better known as the &amp;quot;CM&amp;quot; ([[Critical Mass]]) Wizard [[build]], it uses [[Storm Armor]]:[[Shocking Aspect]] + [[Energy Twister]] + [[Diamond Skin]]:[[Diamond Shards]] as the three main spammed attack skills. &lt;br /&gt;
* '''ST''' - [[Slow Time]], a Wizard skill.&lt;br /&gt;
* '''[[Stack]]''' - Term refers to adding multiple bonuses of the same type, most often the 5 levels of [[Nephalem Valor]].&lt;br /&gt;
* '''STI''' - [[Seize the Initiative]], a Monk passive skill.&lt;br /&gt;
* '''STR''' - [[Strength]], one of the four attributes and the [[Barbarian]]'s [[mainstat]].&lt;br /&gt;
* '''Strat''' - [[Strategy]]. Techniques including equipment and builds to create a powerful character.&lt;br /&gt;
* '''SV''' - [[Spirit Vessel]], a passive Witch Doctor skill.&lt;br /&gt;
* '''SW''' - [[Spirit Walk]], a Witch Doctor [[escape skill]].&lt;br /&gt;
* '''SW''' - [[Sweeping Wind]], a powerful Monk attack skill.&lt;br /&gt;
* '''SW''' - Also S&amp;amp;W.) Sword and Board, refers to equipping a one-handed weapon with a shield. Originally &amp;quot;Sword/Shield.&amp;quot;&lt;br /&gt;
* '''Synch''' - Refers to synchronizing with the server, thus going back to normal. Can be done intentionally by players through instant movements (teleportation, waypoints, portals) to defeat a desynched state, or automatically by the server via [[rubber band]]ing.&lt;br /&gt;
* '''[[Synergy]]''' - Skills that directly boost or are boosted by points in other skills. Very common in D2, especially after v1.11. Less common in Diablo 3, and mostly seen via [[passive skills]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
* '''T4T''' - &amp;quot;Thanks for trade.&amp;quot; &lt;br /&gt;
* '''Tal's''' - Refers to [[Tal Rasha's Sacrifice]] an item set, or one of the items in that set.&lt;br /&gt;
* '''[[Tank]]''' - A character or [[pet]]/[[minion]] that goes toe-to-toe at melee range. Used as a noun or a verb. Also [[meat shield]].&lt;br /&gt;
* '''[[TDP]]''' -- [[The Diablo Podcast]].&lt;br /&gt;
* '''TE (Tele)''' - [[Teleport]]. A Wizard skill.&lt;br /&gt;
* '''TG''' - [[Treasure Goblin]], AKA &amp;quot;Gobby,&amp;quot; the harmless, maddening bonus monster in Diablo III.&lt;br /&gt;
* '''Tinfoil Hat''' - A classic joking reference to conspiracy theories and paranoia, which runs rampant amongst online gaming fans. Blizzard has made light of it in the past [http://www.wowwiki.com/Introducing_the_Tinfoil_Hat via April Fool's jokes]. &lt;br /&gt;
* '''ToC''' - [[Trail of Cinders]], a demon hunter rune effect in the [[Vault]] skill. ToC was briefly [[OP]] due to a bug in [[patch 1.0.3]] that raised the damage to 1500% weapon damage (rather than the intended 300% weapon damage.)&lt;br /&gt;
* '''ToS''' - Terms of Service. The fine print no one reads before installing or updating software. Violating it can get your Diablo 3 account suspended or banned. See also EULA.&lt;br /&gt;
* '''TP''' - [[Town Portal]].  Formerly found in [[scroll]] form.&lt;br /&gt;
* '''Transferring''' - Interchanging items between characters, including activities referred to as muling, [[twink]]ing and storing.&lt;br /&gt;
[[File:Rare-gloves3-300x276.jpg|thumb|400px|A [[trifecta]] on these billion gold gloves.]]&lt;br /&gt;
* '''[[Trash mobs]]''' - Refers to &amp;quot;normal&amp;quot; monsters, not [[bosses]] or [[champions]] or the like that are basically just cannon fodder, almost immediately chewed up and spit out by most characters.&lt;br /&gt;
* '''[[TR]]''' - [[Tempest Rush]], a Monk movement skill that can be made the centerpiece of a specialized [[farm]]ing [[build]].&lt;br /&gt;
&lt;br /&gt;
* '''Tricross''' - Refers to Blackthorn's Duncraig Cross, the amulet ([http://diablonut.incgamers.com/item/blackthornes-duncraig-cross db]) from Blackthorne's item set when it rolls with a [trifecta]]. The amulet has [[Attack Speed]] inherently, so to achieve the trifecta it needs to roll [[Critical hit Damage]] and [[Critical hit Chance]] in the two random modifiers; a very lucky and uncommon roll, and one that's both powerful and very valuable.&lt;br /&gt;
* '''[[Trifecta]]''' - Refers to an item with the three most sought offensive stats: [[critical hit damage]], [[critical hit chance]], and [[attack speed]]. See also [[quadfecta]] and [[quinfecta]].&lt;br /&gt;
* '''Trolling''' - Making provocative, controversial or offensive remarks, intended to create a confrontational response. Usually found in forums or news comments.&lt;br /&gt;
* '''[[Twink]]/Twinked/Twinking''' - To give high quality items to new characters, usually other characters on your own account. &amp;quot;Twinking&amp;quot; is the process of doing this. &amp;quot;Twinked&amp;quot; refers to a character who has been so equipped. Twinking is most often done to benefit brand new characters in the leveling up process, but the term can also refer to passing down end game gear from your [[main]] to an [[alt]].&lt;br /&gt;
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&lt;br /&gt;
===Trading Terms===&lt;br /&gt;
&lt;br /&gt;
These are listed throughout this page, but also collected here for thematic convenience.&lt;br /&gt;
&lt;br /&gt;
* '''B/O''' - Best Offer. Used in trading items.&lt;br /&gt;
* '''BIN''' - Buy It Now. A fixed price, no negotiation.&lt;br /&gt;
* '''BO''' or '''B/O''' - Buyout. To purchase something instantly at the Buyout set price in the [[Auction House]].&lt;br /&gt;
* '''C/O''' - Current Offer. Used when [[trade|trading]] different [[item]]s.&lt;br /&gt;
* '''[[Commodity]]''' -- [[Auction House]] term for items such as [[materials]] and [[gems]] that are sold in bulk, largely for use in [[Crafting]].&lt;br /&gt;
* '''DIS - Desperately In Search of.&lt;br /&gt;
* '''DL''' - deadline in a trade EG DL10 = 10 hours before close&lt;br /&gt;
* '''GAH''' - Gold Auction House. As distinct from the [[RMAH]] (Real Money Auction House).&lt;br /&gt;
* '''ISO''' - &amp;quot;In Search Of,&amp;quot; as in &amp;quot;ISO dueling game.&amp;quot; Can also be used in trading talk.&lt;br /&gt;
* '''OBO''' - Or Best Offer. A trading term used in negotiation.&lt;br /&gt;
* '''RMT''' - [[Real Money Trading]]. Selling game items for real world cash money. Prohibited by Blizzard in Diablo II and generally frowned on by gamers. Allowed and officially endorsed via the [[RMAH|Real Money Auction House]] in Diablo III.&lt;br /&gt;
* '''T4T''' - &amp;quot;Thanks for trade.&amp;quot; &lt;br /&gt;
* '''WTB''' - Willing to Buy. Tag for item a player is seeking to acquire via trade.&lt;br /&gt;
* '''WTS''' - Will to Sell. Tag for an item a player is seeking to trade away.&lt;br /&gt;
* '''WTT''' - Willing to Trade. Tag for a desired trade, where a player lists the item(s) they want and the item(s) they will accept in exchange.&lt;br /&gt;
* '''[[WUG]]''' - &amp;quot;What you got?&amp;quot;. Common trade query meaning &amp;quot;What do you have to offer?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
* '''Uber''' -- Awesome, Ultimate, Elite. Often used ironically.&lt;br /&gt;
* '''UI''' -- [[User Interface]]. Also GUI, Graphical User Interface.&lt;br /&gt;
* '''Unid''' or '''Un'ID'ed''' -- Unidentified [[item]]. Item stats are set at the time of creation, not when they are IDed, so this is merely an awaited discovery, not a changed state.&lt;br /&gt;
* '''Untwinked''' -- Characters using only what they find. See [[twink]]. Also [[Ironborn]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
* '''Vanilla''' -  The plain, regulation version of a game. Unmodded, or the base game before expansion packs.&lt;br /&gt;
* '''VIT''' - Vitality, one of the four [[attributes]] in Diablo.&lt;br /&gt;
* '''Vlld''' - Also vLLD. Very low level dueling, usually level 9 in Diablo II. This greatly limits the skills and equipment that can be used, and simplifies the dueling experience somewhat. See also LLD and MLD.&lt;br /&gt;
* '''VQ''' -  [[Vision Quest]], a Witch Doctor passive skill.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
* '''WC''' - [[War Cry]], a Barbarian buff. (Also the generic term for all such skills in Diablo 2. They are officially called &amp;quot;[[shout]]s&amp;quot; in Diablo 3 &lt;br /&gt;
* '''WD''' - [[Witch Doctor]], a Diablo 3 character class.&lt;br /&gt;
* '''Weap''' - Weapon.&lt;br /&gt;
* '''[[WiP]]''' - Work in Progress.&lt;br /&gt;
* '''Wiz''' - [[Wizard]], a Diablo 3 character class.&lt;br /&gt;
* '''WKL''' - Refers to the Legendary Fist weapon [[Won Khim Lau]] ([http://diablonut.incgamers.com/item/won-khim-lau db]), a Monk-only weapon which can't roll with the highest DPS, but has a +[15-25%] Lightning damage property that makes it much more viable for Monks using lightning-intensive skills, such as the very popular [[Fists of Lightning]] ([http://diablonut.incgamers.com/skill/monk/fists-of-thunder db]) skill.&lt;br /&gt;
* '''Woot''' - w00t. Sound effect meaning &amp;quot;Yippee!&amp;quot;&lt;br /&gt;
* '''WotB''' - [[Wrath of the Berserker]], a powerful [[Barbarian]] [[skill]].&lt;br /&gt;
* '''[[WoW]]''' - [[World of Warcraft]]. Blizzard's ''other'' RPG.&lt;br /&gt;
* '''WoZ''' - [[Wall of Zombies]], one of the [[Witch Doctor skills]], much more popular before release than afterwards.&lt;br /&gt;
* '''WP''' - [[Waypoint]].&lt;br /&gt;
* '''WTB''' - Willing to Buy. Tag for item a player is seeking to acquire via trade.&lt;br /&gt;
* '''WTS''' - Will to Sell. Tag for an item a player is seeking to trade away.&lt;br /&gt;
* '''WTT''' - Willing to Trade. Tag for a desired trade, where a player lists the item(s) they want and the item(s) they will accept in exchange.&lt;br /&gt;
* '''[[WUG]]''' - &amp;quot;What you got?&amp;quot;. Common B.Net Trade talk meaning &amp;quot;What do you have to offer?&amp;quot;&lt;br /&gt;
* '''WW''' - [[Whirlwind]]. A [[Barbarian]] combat skill found in Diablo 2 and Diablo 3.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
* '''Xbow''' - Crossbow. Diablo 3 adds one-handed versions as well, for Demon Hunters only.&lt;br /&gt;
* '''XP''' - [[Experience]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
*'''YMMV''' - Your Mileage May Vary. Meaning your results may be different from someone else.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
* '''Zanmato''' -Using a VERY cheap skill to kill something.&lt;br /&gt;
* '''ZB''' - [[Zombie Bears]], a rune effect in [[Zombie Charger]] and one of the most powerful Witch Doctor attack abilities.&lt;br /&gt;
* '''ZD''' - [[Zombie Dogs]], a Witch Doctor summoned [[pet]]. AKA &amp;quot;Mongrels,&amp;quot; their original and generally-preferred name.&lt;br /&gt;
* '''Zerk''' - Refers to Berserk, a D2 Barbarian skill. There is no Berserk skill in Diablo III, though earlier in D3's development there was a Barbarian [[Berserker Skill Tree]]. There is a Cultist [[Berserker]] monster.&lt;br /&gt;
* '''ZK''' - [[Zoltan Kulle]], the NPC and boss monster.&lt;br /&gt;
* '''Zon''' - Amazon, a Diablo 2 character.&lt;br /&gt;
* '''Zuni's''' - Refers to [[Zunimassa's Whispers]] ([http://diablonut.incgamers.com/item/zunimassas-marrow db]) or one of the items in that item set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Reference]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[Category:Abbreviations]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Root</id>
		<title>Root</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Root"/>
				<updated>2013-06-14T21:36:56Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* ''For the [[Enchantress]] item, see [[Root (Item)]].''&lt;br /&gt;
&lt;br /&gt;
Root refers to properties found on items, skills, and [[Elite Affixes]] that &amp;quot;root&amp;quot; or stick a player or monster in place. The most obvious types are Elite Affixes such as [[Jailer]] or [[Frozen]], but stunning, blinding, or slowing effects can effectively function as rooting effects as well.&lt;br /&gt;
&lt;br /&gt;
Root is a form of [[crowd control]] and being rooted is very dangerous in a game such as Diablo 3, where mobility and escapability are essential for survival.&lt;br /&gt;
&lt;br /&gt;
* See more [[Reference]] terms.&lt;br /&gt;
&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:reference]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Root</id>
		<title>Root</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Root"/>
				<updated>2013-06-14T21:34:39Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* ''For the [[Enchantress]] item, see [[Root {item)]].''&lt;br /&gt;
&lt;br /&gt;
Root refers to properties found on items, skills, and [[Elite Affixes]] that &amp;quot;root&amp;quot; or stick a player or monster in place. The most obvious types are Elite Affixes such as [[Jailer]] or [[Frozen]], but stunning, blinding, or slowing effects can basically function as rooting effects as well.&lt;br /&gt;
&lt;br /&gt;
Being rooted is very dangerous in a game such as Diablo 3, where mobility and escapability are essential for survival.&lt;br /&gt;
&lt;br /&gt;
* See more [[Reference]] terms.&lt;br /&gt;
&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:items]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Root</id>
		<title>Root</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Root"/>
				<updated>2013-06-14T21:33:44Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Flux moved page Root to Root (Item): disambig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Root (Item)]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Root_(Item)</id>
		<title>Root (Item)</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Root_(Item)"/>
				<updated>2013-06-14T21:33:43Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Flux moved page Root to Root (Item): disambig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;item type=&amp;quot;single&amp;quot;&amp;gt;Root&amp;lt;/item&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enchantress Focuses]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Rooting</id>
		<title>Rooting</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Rooting"/>
				<updated>2013-06-14T21:33:14Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Root&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[root]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Boss_Modifiers</id>
		<title>Boss Modifiers</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Boss_Modifiers"/>
				<updated>2013-06-14T21:30:09Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Electrified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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, missile attacks, the ability to teleport or duplicate themselves, and many others. &lt;br /&gt;
&lt;br /&gt;
* Random boss monsters (Champions with Blue names and random bosses with Yellow names) spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno.  &lt;br /&gt;
* Elite monsters, Purple names, are special creatures with special preset modifiers and altered AI, and they '''do not '''gain random modifiers on higher difficulty levels, as most of them did in Diablo II.  These Elites may gain additional modifiers on higher difficulty levels (for instance, The Warden gets [[Molten]] and [[Jailer]] past Normal difficulty), but not randomly; they are all preset by the game developers, and their added properties may differ slightly in function or lethality from what random bosses get.&lt;br /&gt;
&lt;br /&gt;
This directory page gives brief descriptions of the properties; click to the individual articles for far more detail, including screenshots, movies, and strategy tips.&lt;br /&gt;
&lt;br /&gt;
* See also the {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
==Higher Level Modifiers==&lt;br /&gt;
&lt;br /&gt;
Boss modifiers are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], and [[Frozen]] were gradually removed/moved to higher monster levels.&lt;br /&gt;
&lt;br /&gt;
The following Boss Modifiers can be found in '''Normal difficulty''', where every random boss and champion pack will have one (and only one) of them.&lt;br /&gt;
* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nightmare difficulty''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected. All of the Normal Difficulty Affixes are possible, with several new modifiers possible on Nightmare:&lt;br /&gt;
* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hell difficulty''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the Normal, Nightmare, and the new Hell affixes:&lt;br /&gt;
* [[Avenger]] and [[Health Link]]. ([[Invulnerable Minions]] was Hell/Inferno only prior to its removal from the game.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no additional Boss Modifiers enabled in '''Inferno difficulty''', though the fact that random bosses and Champions get 4 modifiers on that difficulty level can create combinations not seen previously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifier Grouping==&lt;br /&gt;
&lt;br /&gt;
In July 2012 Blizzard revealed that boss modifiers were sorted into three groups, which limited which mods could spawn with each other on the same Elite. [http://diablo.incgamers.com/blog/comments/blizzard-on-post-validayion-auction-house-ui-v1-04-details-and-more#more-23877]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Why aren’t monster affix combinations restricted in some way?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Monster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren’t as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.&lt;br /&gt;
&lt;br /&gt;
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we’re happy with where affix combos are right now, we’re open to feedback and especially constructive discussion. :)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a given Elite can only have 1 (at most) of the Strong CC affixes, and 1 (at most) of the Defensive affixes. Thus an Elite on Inferno could have 1/1/2, 1/0/3, 0/1/3, or 0/0/4, respectively. These limits are meant to assist players by preventing an Elite from spawning with multiple overlapping functions, such as an Elite with Knockback + Nightmarish + Vortex that would constantly jerk and shove a character around, helplessly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Strong [[CC]] (Limit 1)&lt;br /&gt;
! Defensive (Limit 1)&lt;br /&gt;
! Aggressive (No Limit)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Knockback]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jailer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nightmarish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vortex]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Avenger]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Extra Health]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Health Link]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Horde]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Illusionist (Boss modifier)|Illusionist]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missile Dampening]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;[[Invulnerable Minions]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shielding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Arcane Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Desecrator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electrified]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Chains]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Frozen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Molten]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mortar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plagued]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reflects Damage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Teleporter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Waller]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
B = Boss only&lt;br /&gt;
C = Champions only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bosses vs. Champions==&lt;br /&gt;
&lt;br /&gt;
Some modifiers can only be found on Champions (never on bosses) and some can only be found on Bosses (never on Champions). &lt;br /&gt;
&lt;br /&gt;
* Champion only:&lt;br /&gt;
** [[Avenger]]&lt;br /&gt;
** [[Fire Chains]]&lt;br /&gt;
** [[Health Link]]&lt;br /&gt;
&lt;br /&gt;
* Boss only:&lt;br /&gt;
** [[Horde]]&lt;br /&gt;
** [[Invulnerable Minions]] (Removed in [[Patch 1.04]].)&lt;br /&gt;
** [[Missile Dampening]]&lt;br /&gt;
&lt;br /&gt;
Only one modifier differs markedly when used by Champions or Bosses. The [[Waller]] Affix creates three sided boxes when used by a Boss, but only short, straight walls (which may overlap in dangerous T or + shapes) when cast by Champions.&lt;br /&gt;
&lt;br /&gt;
Boss minions share some abilities with their Boss, but not all. For instance Bosses and minions can [[Knockback]] targets and generate [[Arcane Enchanted]] lasers, but only Bosses (and not minions) can cast [[Vortex]], [[Jailer]], or emit [[Mortar]] projectiles. These are noted in the &amp;quot;Available To&amp;quot; details below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boss and Champion Modifiers==&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Enchanted===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|The original, highly-dangerous, Hydra style of this modifier.]]&lt;br /&gt;
[[Arcane Enchanted]] bosses are &amp;quot;enchanted&amp;quot; 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. These are highly-damaging at higher difficulties, and are capable of almost instantly killing any character without strong Arcane Resistance. They are especially dangerous when paired with [[crowd control]] Affixes like Waller or Jailer.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Arcane &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Avenger===&lt;br /&gt;
&lt;br /&gt;
[[Avenger]] is a Champion-only modifier that links the champions, granting a temporary bonus in size, strength, and speed to the surviving champions whenever one is slain. The bonuses are most visible in the increased size of the enemy, and players may wish to use strategy and attempt to damage all of the monsters evenly, so that one or two won't still be nearly full health when the others die and they gain power ups.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 51 (Hell and Inferno only).&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Desecrator===&lt;br /&gt;
[[File:Boss-molten-unburied2.jpg|thumb|400px|An [[Unburied]] spawns a mass of Desecrator pits.]]&lt;br /&gt;
[[Desecrator]]s create an orange-colored &amp;quot;glowing void zone&amp;quot; beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not blocked in by modifiers like [[Waller]] or [[Jailer]]. &lt;br /&gt;
&lt;br /&gt;
The Desecrated pools remain in place for 12 seconds, and during long battles with a boss and minions all casting Desecration, entire screens can be come virtually impassable due to the pits of damage. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 22&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions. &lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electrified===&lt;br /&gt;
&lt;br /&gt;
[[Electrified]] enemies function much like a lightning-based form of [[Reflects Damage]], dealing lightning damage back to attackers.  This Affix was visually nerfed shortly after release, likely for frame rate/performance reasons. Prior to the visual nerf, monsters with Electrified sent out sparks in all directions when they were hit by ranged or melee attacks.  Afterwards they still emit sparks, but in much smaller quantities.&lt;br /&gt;
&lt;br /&gt;
The removal of the visual component effectively nerfed the danger of this modifier as well. Previously, the sparks could trigger other Boss Affixes, such as healing for [[Vampirific]] bosses.&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|350px|Electrified boss putting out massive sparks.]]&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions and Bosses.&lt;br /&gt;
* Damage Type: Lightning.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Extra Health===&lt;br /&gt;
&lt;br /&gt;
[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. 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 [[Shielding]] or [[Health Link]] to make for a very long fight.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and above.)&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions receive the benefit.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
[[Fast]] monsters 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 is especially dangerous for [[glass cannon]] type characters, who survive by running and staying out of reach of the monsters.  Ironically, This ability can be most annoying when it spawns on wandering, shaman type enemies such as Fallen Shaman and Zombie Pukers, as they amble around in random directions and may move quite far during the course of a battle.&lt;br /&gt;
&lt;br /&gt;
Rooting and slowing [[CC]] effects are essential against Fast enemies, as are movement skills. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: N/A. &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire Chains===&lt;br /&gt;
&lt;br /&gt;
[[File:Firechains.jpg|thumb|450px|Fire Chains triangle between 3 desert wasp Champions.]]&lt;br /&gt;
[[Fire Chains]] are glowing, fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to any 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.  Chains have a limited reach of about 80 yards, and if one of the Champions moves too far from the others, the chain connecting them will wink out of existence, then instantly return when/if the Champions move into closer proximity.&lt;br /&gt;
&lt;br /&gt;
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 seem to have their AI tweaked to do a bit more circling and moving around. Thus a melee character can take on one Champion, and it will either keep moving and get behind to stretch the chains over the player, or the other champions will move past and around, stretching the chains that way.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of some [[legendary]] items that summon a demon that is connected to the player by a Fire Chain that works to hurt monsters.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and later)&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
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===Frozen===&lt;br /&gt;
[[File:Modifier frozen.jpg|thumb|450px|Frozen grenades from [[Sicklefang]] explode &amp;amp; freeze]]&lt;br /&gt;
[[Frozen]] spawns on Champions, Bosses, and Boss minions and causes those enemies to regularly create a scattered few blueish-white orbs that hang in space, growing rapidly in size before detonating in short range Frost Novas. These are damaging to any player, pet, or follower this hit and more dangerous still is their freezing effect, which leaves the frozen target helpless and motionless for a short duration. &lt;br /&gt;
&lt;br /&gt;
While this property is not encountered until some distance through Normal difficulty, players get an early preview of it when they first encounter [[Captain Daltyn]] below [[Adria's Shack]]. [[Izual]] is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle, as well as casting unavoidable Frost Novas.&lt;br /&gt;
&lt;br /&gt;
Frozen initially left behind a core of ice at the monster's death, which exploded a moment later, much as [[Molten]] does. This property was tweaked during development and replaced by the much more dangerous spread of ice cores that we see in the released game.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Health Link===&lt;br /&gt;
[[Health Link]]ed champions share a single common health pool, as if all 3 or 4 enemies had their life shared in the same bulb. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster.  The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.&lt;br /&gt;
&lt;br /&gt;
Health Link has a maximum range, and if one of the Champions is more than a screen away from the others, it will lose health normally, without sharing with the others.  This property is shown visually by splashes of blood that flash between the Champions as one takes damage and the others lose health to compensate.  &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
During development this modifier was called [[Life Link]] and could be encountered on bosses and their minions, as well as champions.&lt;br /&gt;
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===Horde===&lt;br /&gt;
&lt;br /&gt;
[[Horde]] is a boss-only property that causes more minions to spawn at the start of the battle. The number of additional enemies increases with the difficulty level, with just a few extra on Normal, and up to 6 or 8 on Inferno. This property does not alter the boss' stats or behavior, and the minions aren't any different either; there are just more of them. &lt;br /&gt;
&lt;br /&gt;
Horde is most dangerous when the monster type is dangerous, or when the other Boss Modifiers are nasty ones. Modifiers that minions can cast along with the boss, such as [[Frozen]] and [[Arcane Enchanted]], become very numerous when paired with Horde. [[Reflects Damage]] and [[Electrified]] can be very dangerous as well, since a character may hit the boss and several minions at once, taking the RD from all of them simultaneously.&lt;br /&gt;
&lt;br /&gt;
Horde can be confused with [[Illusionist]], but Horde just creates more minions at the start of the fight. It does not allow the boss to make more during the battle, and all the Horde minions are full power and hit points, and their damage is very real.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
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===Illusionist===&lt;br /&gt;
&lt;br /&gt;
[[File:Illusionist-skeleton1.jpg|thumb|300px|A few zombies can result.]]&lt;br /&gt;
[[Illusionist_(Boss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselves during the battle, adding 4-6 more enemies in the blink of an eye. Fortunately, these duplicates are harmless; unable to deal any damage with their attacks and blessed with very few hit points. They work mostly as a distraction, since they are indistinguishable from the other monsters. This property is akin to the Wizard's [[Mirror Image]] skill, in that both create a lot of visual flash and action, but no real damage.&lt;br /&gt;
&lt;br /&gt;
As Illusions have very minimal hit points they will die very quickly to any sort of [[AoE]] attack. They can also be spotted by their health bar display, as their total hit points will be a tenth (or less) of the Boss. Effects such as [[Fire Chains]] and [[Molten]] will not appear below the Illusions; only the real monsters.&lt;br /&gt;
&lt;br /&gt;
The biggest danger from Illusionist is deception. Players can not tell which ones are real and which are fake, and may waste time attacking or running from harmless duplicates. The Illusions do take up space like real monsters though, and can physically block characters from escaping their midst. They are also annoying as ranged attackers, since though projectiles are harmless, they are identical in appearance to the &amp;quot;real&amp;quot; ones fired by the Boss or Champions.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
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===Jailer===&lt;br /&gt;
&lt;br /&gt;
[[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. Jailer is most dangerous when used by monsters that deal high damage, or in conjunction with [[AoE]] boss modifiers like [[Arcane Enchanted]], [[Plagued]], or [[Desecrator]].&lt;br /&gt;
&lt;br /&gt;
A number of class skills including [[Spirit Walk]], [[Teleport]], [[Smoke Screen]], [[Leap]], [[Furious Charge]], [[Wrath of the Berserker]], [[Archon]], and [[Dashing Strike]] allow characters  to break out of the Jailer's circle, or move while the Jail remains around them. See the [[Jailer]] article for a full list.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 10&lt;br /&gt;
*''' Available to:''' Bosses and Champions.&lt;br /&gt;
** '''Uniques''': [[The Warden]], [[Dataminer]]. [[Diablo]]'s Bone Prison is a different ability with a similar effect.&lt;br /&gt;
*''' Damage Type:''' N/A.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Will Not Spawn With:''' [[Knockback]], [[Nightmarish]], or [[Vortex]]. (Changed in patch v1.0.4.)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
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===Knockback===&lt;br /&gt;
&lt;br /&gt;
[[Knockback]]. This modifier grants the boss or champion a knockback attack which will send a character, pet or follower 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 a considerable distance, often half the screen or further (40+ yards). This can be quite funny early in the game, when a Witch Doctor watches his [[Mongrels]] get repeatedly launched across the entire screen by some tiny boss with this property. It can also be somewhat helpful to ranged attackers, as the boss will knock them so far back that it's almost as if they used some sort of movement skill themselves.&lt;br /&gt;
&lt;br /&gt;
The real danger comes in the debuff, since knocked back characters and pets are confused, slowing their movement speed for a second after the impact. Characters can be knocked back into other dangerous effects such as Molten or Arcane and die while still badly slowed.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 1&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Nightmarish]], [[Vortex]], or [[Jailer]] (as of v1.0.4)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/].&lt;br /&gt;
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===Missile Dampening===&lt;br /&gt;
[[Image:Missile_dampening.jpg|thumb|400px|right|Missile Dampening.]]&lt;br /&gt;
[[Missile Dampening]] is a seldom-seen modifier that looks a bit like a [[Slow Time]] bubble around the boss (and only the boss). The bubble moves as the boss does, and functions much the same as the Slow Time Wizard skill. It reduces the speed of all incoming projectiles to a crawl, though it does not affect the movement speed of characters within the bubble. &lt;br /&gt;
&lt;br /&gt;
The bubble protects the boss from projectile attacks, but 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 [[Lightning Ball]]) since they move so slowly while &amp;quot;dampened&amp;quot; that they can deal dozens of hits, rather than just two or three as normal.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: n/a &lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
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===Molten===&lt;br /&gt;
[[File:Molten2.jpg|thumb|230px|right|Molten trail]]&lt;br /&gt;
[[Molten]] creates a trail of flame behind the feet of the monster, leaving a damaging trail of fire that takes several seconds to fade away. The most dangerous part of the Affix comes when the boss, minion, or champion dies, as a glowing fiery core is left behind. It expands for a few seconds before detonating, dealing huge damage to any character in the radius of effect.&lt;br /&gt;
&lt;br /&gt;
Characters need to move away from the explosions, and this property can be very dangerous when matched with CC properties such as [[Vortex]], Waller, or Jailer, or even just when lots of other monsters are in the way, blocking a character's escape.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 12&lt;br /&gt;
* Available to: Champions, Bosses and their Minions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Mortar===&lt;br /&gt;
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[[Mortar]] is a property that causes a constant stream of fiery projectiles to shoot out from the boss or champions, in all directions.  The mortars do not land right beside the boss, creating a safe zone that allows melee characters to largely ignore the property, though when multiple champions are spewing our Mortars at once, much of the screen can be covered by their explosions.&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar-bug5.jpg|thumb|400px|Mortar display bug during the [[Beta]] test.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Mortar deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
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===Nightmarish===&lt;br /&gt;
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When [[Nightmarish]] bosses 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. Characters or minions so affected will run for a second in a straight line (if possible) directly away from the champion, boss, or boss' minion that caused the effect. While running, players have no control over their character. If the running direction is blocked by a wall or other monsters, characters may simply stand still, a complete sitting duck to all enemy attacks.&lt;br /&gt;
&lt;br /&gt;
Though this modifier is merely annoying in the early going, it can be one of the most dangerous on higher levels, since characters need to hit, move, cast spells, heal, etc, constantly. Not doing those for a second can be deadly, even aside from the problems with potentially running right into a stream of missiles or a hotspot from [[Arcane]], [[Molten]], [[Plagued]], [[Desecrator]] or others.&lt;br /&gt;
&lt;br /&gt;
Ranged attackers with Nightmarish inflict the effect much more often due to the higher volume of their projectiles. &lt;br /&gt;
&lt;br /&gt;
The v1.0.4 patch nerfed this ability slightly, providing frightened targets with 6 seconds of immunity to being frightened again after each incidence.  This prevents characters, pets, or minions from being feared and re-feared in rapid succession.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 2&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None. &lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Vortex]], or [[Jailer]].&lt;br /&gt;
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===Plagued===&lt;br /&gt;
&lt;br /&gt;
[[File:Fire-chains-plagued-zombies1.JPG|thumb|350px|[[Plagued]], [[Fire Chains]] zombies.]]&lt;br /&gt;
[[Plagued]] bosses create green pools of damage beneath their feet and in the immediate vicinity. These pools are not targeted at the player the way [[Desecrater]] is, but they are larger and can cover quite a bit of the screen during a long battle. &lt;br /&gt;
&lt;br /&gt;
As well as dealing damage, the Plague pool inflicts a short term debuff that reduces the armor of Barbarians and Monks by 50%, and causes the Witch Doctor, Wizard, and Demon Hunter to take [[Reflected Damage]].&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Plagued deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Poison.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Reflects Damage===&lt;br /&gt;
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[[Reflects Damage]], is a higher level boss and champion modifier that causes players to take some damage for every point of damage they deal to enemies. Unlike Thorns, this damage hurts ranged attackers and even spell users. For instance, Wizards will drop hit points steadily as their [[Hydra]] pelts monsters with projectile attacks, even if the monster is so far away the Wizard can't even see it.&lt;br /&gt;
&lt;br /&gt;
This effect is most dangerous to [[glass cannon]] type characters who do not have high regeneration or healing or life leech, as they will take steady damage even if they're not being hit by the enemy. It's less troublesome to most melee attackers, as they're built to absorb and leech and heal during combat, and the slight added damage from Reflects Damage isn't generally large enough to impact their play style. &lt;br /&gt;
&lt;br /&gt;
Reflects Damage becomes more dangerous as a character increases in [[DPS]], since the reflected damage is a percentage of the attack. While all characters require [[Life on Hit]] or [[Life Steal]] equipment to survive RD and [[Electrified]] enemies, characters with higher damage will generally require additional healing or damage mitigation skills to avoid beating themselves to death.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses.&lt;br /&gt;
* Damage Type: Physical.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
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===Shielding===&lt;br /&gt;
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[[File:Shielding.jpg|thumb|400px|[[Maghda]] in her [[Lair of the Witch|Lair]]]]&lt;br /&gt;
[[Shielding]] is a modifier that creates a transparent bubble around a boss or champion, rendering them temporarily immune to all forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but while shielded they are immune to most [[CC]] effects. The shields seem to appear and disappear at regular intervals, without a precisely set duration of on/off.&lt;br /&gt;
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Only one [[Elite]] has shielding; [[Magda]], though her shield is triggered by a timer on the fight itself, rather than a semi-random timer as with regular monsters.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 nerfed the [[Shielding]] property in several ways, limiting it so it appears on only one monster out of the Champions or boss/minions at a time, and so it does not appear on the last monster remaining from such a group. &lt;br /&gt;
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* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses, and their minions.&lt;br /&gt;
* Damage Type: n/a&lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Vampiric]]&lt;br /&gt;
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===Teleporter===&lt;br /&gt;
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[[File:Teleporter-skeleton-summoner2.jpg|thumb|400px|A Skeletal Summoner teleports into range.]]&lt;br /&gt;
[[Teleporter]] allows bosses, or individual champions, to teleport to a random location, generally appearing directly on top of a character they are battling. This gives the ability an interesting effect; many melee characters quite like it since it brings the enemy right to them, while ranged attackers, especially of the Glass Cannon variety, find it very dangerous.&lt;br /&gt;
&lt;br /&gt;
Teleporter can create amusing situations with ranged attacking monsters, as they will Teleport into kissing-range, then walk away without attacking as they try to return to their preferred ranged distance.&lt;br /&gt;
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Teleporter is similar to [[Vortex]] in effect, but is less dangerous since with Teleporter the monsters come to the hero, rather than dragging the hero into their midst, where [[Molten]] or [[Fire Chains]] or [[Arcane Enchanted]] or other such mods might be busy creating a killing ground.&lt;br /&gt;
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* Monster Level Minimum: 3&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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===Vampiric===&lt;br /&gt;
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[[Vampiric]] is life leech in Diablo III, though the effect seems to boost damage as well, in addition to granting the monster some healing as it deals damage. The amount of healing is fairly minor, making this one of the less-difficult or noticeable boss modifiers.&lt;br /&gt;
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It was much more impressive during development, when the affix provided almost full healing for monsters when they landed even a single hit on a target. Players found this modifier extremely difficulty to handle during play demos at Blizzcon, as it made some bosses almost impossible to kill, especially when they could hit minions such as [[Zombie Dogs]] and instantly refill their entire health bar.  In the final game the healing is much reduced, and hardly ticks at all when the monsters hit minions, pets, or [[follower]]s.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]].&lt;br /&gt;
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===Vortex===&lt;br /&gt;
[[File:The archivist2.jpg|thumb|400px|Vortex affix from [[The Archivist]]]]&lt;br /&gt;
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[[Vortex]] causes characters to warp into close proximity to the champoion or boss (but not minion) with the Affix. This can be very dangeorus for ranged attackers who wish to stay away, especially when combined with other damaging Affixes such as [[Molten]] or [[Arcane Enchanted]].&lt;br /&gt;
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The Vortex triggers periodically, and is not based on a % chance from the monster landing hits. There seems to be a maximum distance outside of which it will not work; character who remain off the screen are very seldom Vortexed in, and it's a pull, not a warp, so geographical features such as walls and other obstacles might stop the pull before a character is yanked right next to the enemy.&lt;br /&gt;
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As with Teleporter, this is not a mod that melee characters find very dangerous, and it can actually work against the AI of some ranged attacker bosses, who will stop attacking and attempt to retreat when the Vortex triggers and they suddenly find a character in close proximity.&lt;br /&gt;
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* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Nightmarish]], or (as of the v1.0.4 patch[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]) [[Jailer]].&lt;br /&gt;
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===Waller===&lt;br /&gt;
[[File:Bane_the_terrible_yellow.jpg|thumb|400px|Waller affix on a Goatman in zoomed view.]]&lt;br /&gt;
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[[Waller]] grants monsters the ability to raise stone walls that block player movement for a second or two, before crumbling back into nothing. Walls limit player movement (though some skills such as [[Leap]] and [[Teleport]] can move over them), as well as blocking most player projectiles. Most melee attacks will work right past walls, providing the target is directly on the other side and within reach.&lt;br /&gt;
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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.&lt;br /&gt;
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[[Champions]] can only create short, straight walls, while Bosses create larger, three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape.  While the Champion walls are shorter and appear in straight lines, all of the Champions can cast them and such walls may overlap, creating maze-like shapes or working with walls or other obstacles to completely block players.&lt;br /&gt;
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Though Waller does no damage on its own, it is one of the most dangerous modifiers when paired with big damage AoE properties such as  [[Molten]], [[Frozen]], [[Arcane Enchanted]], [[Plagued]], [[Desecrator]], and others.  Those effects can appear past walls, or hit right over them, nailing characters who are trapped by the walls.&lt;br /&gt;
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* Monster Level Minimum: 10&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
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==Removed Boss Properties==&lt;br /&gt;
&lt;br /&gt;
This section lists modifiers that were seen during development or testing, but that are not included in the final game. Many other properties changed greatly during development; see the individual modifier articles for more details on those.&lt;br /&gt;
&lt;br /&gt;
===Ballista===&lt;br /&gt;
&lt;br /&gt;
[[Ballista]] was a new property seen in the Blizzcon 2010 demo on 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 bigger, 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. It was removed prior to beta testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Aura===&lt;br /&gt;
&lt;br /&gt;
[[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It was never seen afterwards, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]].&lt;br /&gt;
* Monster Level Minimum: ?&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: Cold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Die Together===&lt;br /&gt;
&lt;br /&gt;
[[Die Together]] was a [[Champion]]-only modifier removed from the game during development. Its removal was announced in the Beta v6 patch notes in November 2011, and further explained by Blizzard afterwards. The modifier linked the lives of each Champion in the pack, enabling any dead monsters to resurrect (with limited hit points) approximately 10 seconds after death so long as any of the other Champions remained alive. &lt;br /&gt;
&lt;br /&gt;
The theory was to force players to manage the battle, and to whittle all of the Champions down to nearly dead, before trying to kill them all in rapid succession. In practice it was just annoying -- characters with AoE attacks had a considerable advantage over melee attackers and furthermore, some monsters (such as Skeletal Summoners) tended to move apart, making it nearly impossible to kill all of them in the allotted time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
Doppleganger was the original name of the modifier now called [[Illusionist]].  See that entry for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Invulnerable Minions===&lt;br /&gt;
&lt;br /&gt;
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]&lt;br /&gt;
[[Invulnerable Minions]] was removed from the game in patch v1.0.4, in August 2012.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] The information below is archived from when the feature was existent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous and downright annoying, as the minions are completely invulnerable to all forms of attack. They never drop their shields (unlike [[Shielding]] bosses) 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 (who is not invulnerable or shielded), at which point all of the minions die at once.&lt;br /&gt;
&lt;br /&gt;
Invulnerable Minions are dangerous as they can hit and damage without being killed, and are very hard for character builds that rely on hits for healing, [[proc]]s, or other effects. These minions are also very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks from hitting their vulnerable leader. Skills that pierce or deal AoE are useful to bypass this shielding annoyance.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 51 (Hell and Inferno only).&lt;br /&gt;
* '''Available to: '''Bosses (not Champions).&lt;br /&gt;
* '''Damage Type:''' n/a&lt;br /&gt;
* '''Additional Resistances:''' n/a&lt;br /&gt;
*''' Will Not Spawn With:''' [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
&lt;br /&gt;
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multishot===&lt;br /&gt;
&lt;br /&gt;
[[Multishot]] 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], but it was never seen in the Beta and is not present in the final game. There are fairly few ranged attackers in Diablo III, and this might explain why Ballista and Multishot were both removed during development.&lt;br /&gt;
&lt;br /&gt;
Multishot was watched with much more anticipation than other mods due to its legendary status in Diablo II, where prior to v1.10 fixing the bug that caused numerous extra bolts to be released, MSLE (Multi-Shot Lightning-Enchanted) bosses were virtually instant death to any character without huge hit points, lightning resistance, and lightning absorption.&lt;br /&gt;
&lt;br /&gt;
Given that history, fans were curious how MS might interact with mods like Mortar or Electrified in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mythical===&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powerful===&lt;br /&gt;
&lt;br /&gt;
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounded akin to the &amp;quot;Extra Strong&amp;quot; mod from Diablo 2, which granted bonus damage to monsters, but that wasn't clear from the play testing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]], which granted a considerable boost to physical resistance in Diablo II, was present during Diablo 3's development and was seen in demos, but it is not present in the final game. Likely this was removed when elemental damage types were flattened, as having a specific resistance to one type 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.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Avenger</id>
		<title>Avenger</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Avenger"/>
				<updated>2013-06-14T21:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Avenger]] is [[Boss Modifier]] that grants special abilities to the enemies in Diablo III.&lt;br /&gt;
&lt;br /&gt;
[[File:Avenger1.JPG|thumb|400px|[[Avenger]] [[Vortex]] [[Jailer]] cultist [[Berserker]]s can prove dangerous with their huge damage clubs.]]&lt;br /&gt;
Avenger is one of the highest level modifiers, appearing only on Hell and Inferno. It spawns only with [[Champion]]s (not [[boss]]es) and links the champions together, so that when one dies, those that remain alive gain bonuses to their visual size, damage, and movement/attack speed. &lt;br /&gt;
&lt;br /&gt;
The bonuses are cumulative, and thus if there are four Champions, the remaining three will be larger and faster. Then when another dies the last two will be larger and faster and stronger still, until the last of the whole bunch is huge and especially deadly.&lt;br /&gt;
&lt;br /&gt;
The change in size can be hard to discern, especially if the battle is spread out and all of the Champions aren't right there in sight when one dies. It's most noticeable when dealing with monsters that are quite small or quite large to begin with, as the last one remaining will be considerably larger than the usual. Players like to make jokes about the &amp;quot;parade float&amp;quot; size of the last enemy of four Avenger groups, especially if they were a fat monster type like the Golgor or Demonic Enchanters.&lt;br /&gt;
&lt;br /&gt;
'''Avenger'''&lt;br /&gt;
* '''Monster Level Minimum: '''51 (Hell and Inferno only).&lt;br /&gt;
* '''Available to: '''Champions only.&lt;br /&gt;
* '''Damage Type: '''Standard.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Can Not Spawn With:''' [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The larger strategy will always depend on the other modifiers, since these are Hell and Inferno monsters, and their other modifiers may be more important to deal with than Avenger. If possible though, it's best to deal damage evenly to all of the Avenger champions, so that when one of them dies, the others are close to death as well. The idea is to avoid killing all but one and leaving that one super charged up and still with nearly full health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bug Fixes==&lt;br /&gt;
&lt;br /&gt;
Avenger did not function properly until [[Patch 1.0.8]], which fixed a bug that was preventing the monster damage from increasing with each death in the family.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Monsters with the Avenger affix now correctly gain +25% damage each time a monster in their pack dies &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Avenger1.JPG|Avenger Cultist Berserkers.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:Boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Arcane_Enchanted</id>
		<title>Arcane Enchanted</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Arcane_Enchanted"/>
				<updated>2013-06-14T21:24:35Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arcane Enchanted is one of the [[Boss Modifiers]] in Diablo III; a property that [[Bosses]] and [[Champions]] spawn with that grants them special abilities. This modifier &amp;quot;enchants&amp;quot; the monster with &amp;quot;arcane&amp;quot; energy; [[Arcane]] is one of the main damage types in Diablo III, distinguished by a purple coloration. &lt;br /&gt;
&lt;br /&gt;
[[File:Boss-arcane-enchanted-spears1.jpg|thumb|450px|Numerous &amp;quot;second hands&amp;quot; create a hazardous field.]]&lt;br /&gt;
Arcane does not add a purple glow + Arcane damage to the monster's regular attacks. There are no visual cues at all, until the monsters cast one of their &amp;quot;Arcane turret&amp;quot; attack modules. These rotate slowly and deal heavy damage to any player they strike. &lt;br /&gt;
&lt;br /&gt;
'''Arcane Enchanted'''&lt;br /&gt;
* '''Monster Level Minimum:''' 15&lt;br /&gt;
* '''Available to:''' Bosses and Champions.&lt;br /&gt;
* '''Damage Type: '''[[Arcane]]&lt;br /&gt;
* '''Additional Resistances: '''None. (Bonus Arcane resistance was removed in [[Patch 1.0.3]].)&lt;br /&gt;
&lt;br /&gt;
Arcane Enchanted is considered one of the most dangerous and deadly of Elite Affixes, especially when combined with a CC property such as [[Waller]] or [[Jailer]] or [[Vortex]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
Arcane Enchanted bosses and champions have extra resistance to Arcane attacks, but more noticeable and dangerous is their ability to create Arcane needles. These appear with a small dot of purple light that grows larger until after about a second the Arcane needle appears. Each needle rotates slowly, dealing huge damage to any player or pet it impacts. &lt;br /&gt;
&lt;br /&gt;
The purple blade functions like the second hand of a clock, slowly turning in a circle and dealing substantial Arcane damage to any character who comes into contact with them.  The hands each make about 1.25 revolutions before dispelling, and the speed and dimension of the hand is always the same on all difficulty levels. They are cast more frequently on higher difficulty levels, and of course they do far more damage as well. &lt;br /&gt;
&lt;br /&gt;
The hands can not be stopped or blocked by anything, including character equipment, and the beam will turn freely, passing right through walls, over ledges, through [[Waller]] obstacles, etc. Monsters are unaffected by the beam. &lt;br /&gt;
&lt;br /&gt;
Each enemy (Boss, minion, or Champion) &amp;quot;casts&amp;quot; an Arcane needle at random intervals. The monster &amp;quot;casting&amp;quot; the Arcane needle must remain alive until the purple orb coallesces into the fully-formed needle. Killing a monster before the needle it just cast has formed will cause the needle to dispel harmlessly. Once a needle is functional though, it will persist for its full time whether or not the Elite that cast it remains alive.&lt;br /&gt;
&lt;br /&gt;
A given enemy monster will very seldom cast two needles at the same time. Only bosses occasionally cast two in a row, and there are very seldom more needles than monsters alive at a given time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Boss-arcane-enchanted-ouch1.jpg|Demon Hunter and Templar take hits.&lt;br /&gt;
File:Boss-arcane-enchanted-beta-v55.jpg|Graveyard second hand skeleton.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Removed Hydra Form===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|Numerous Hydra heads force a speedy [[Demon Hunter]] retreat.]]&lt;br /&gt;
Arcane Enchanted bosses had a very different attack during development, and when the beta test began this effect was still in the game. At that point instead of the slowly spinning turret, a purple [[Hydra]] was summoned, just like the one seen in the Wizard spell. Instead of three heads there was just one, but the dragon fired Arcane bolts very quickly, and at the time it was easily the most dangerous boss effect in the entire game. &lt;br /&gt;
&lt;br /&gt;
The Hydras were cast at various points during the fight, and always when the boss or Champion died, and the hydra heads generally appeared directly beneath the feet of the player, forcing a quick move to get out of range.  Despite the danger, the Arcane Hydra form was very popular with fans and there was general player discontent when the danger was much nerfed in this change of form.&lt;br /&gt;
&lt;br /&gt;
For inexperienced players this was a terrible surprise and many players died before they even knew they were in danger. Looking back after Diablo III's release, the property seems a lot less dangerous. Players have to be aware of [[Desecrator]] and [[Plagued]] modifiers appearing right under the feet, and that early form of Arcane wasn't much different; it just had a bit more range to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Boss-arcane-enchanted-champ-bat3.jpg|Champion Carrion Bat.&lt;br /&gt;
File:Boss-arcane-enchanted-skeleton3.jpg|Hydra heads spring up.&lt;br /&gt;
File:Boss-arcane-enchanted-zombie-puker3.jpg|Lots of Hydras from puking zombies.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Arcane: New in Diablo III==&lt;br /&gt;
&lt;br /&gt;
The Arcane type of damage is new in Diablo III, and was not present in Diablo 1 or Diablo 2. Arcane is most commonly found on a number of Wizard spells, and is easily-spotted by the bright purple coloration of such attacks.&lt;br /&gt;
&lt;br /&gt;
There are boss modifiers for all of the damage types, but Arcane clearly presented a naming challenge for the developers. The other elemental damage type boss modifiers all got a one-word name: Poison = [[Plagued]], Lightning = [[Electrified]], Fire = [[Molten]], and Cold = [[Frozen]]. But Arcane doesn't translate so easily. You can envision the developers trying out terms like &amp;quot;Arcane-ified&amp;quot; or &amp;quot;Arcaned,&amp;quot; and finding them wanting. Hence the two word solution, &amp;quot;Arcane Enchanted.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It's odd that the developers didn't go with that format for all of the boss modifiers, just for the sake of consistency. Cold Enchanted, Fire Enchanted, Lighting Enchanted, and Poison Enchanted along with Arcane Enchanted. After all, that's how the [http://diablo2.diablowiki.net/Monster_modifier#Unique_Monster_Bonuses boss modifier naming system] worked in Diablo II. &lt;br /&gt;
&lt;br /&gt;
It's possible that the difference there is intentional, as the other four elemental type bosses manifest it constantly during battle and add it to their attacks, while the Arcane Enchanted are not glowing purple and only cast their turret attacks now and then?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:Boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Boss_Modifiers</id>
		<title>Boss Modifiers</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Boss_Modifiers"/>
				<updated>2013-06-14T21:18:30Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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, missile attacks, the ability to teleport or duplicate themselves, and many others. &lt;br /&gt;
&lt;br /&gt;
* Random boss monsters (Champions with Blue names and random bosses with Yellow names) spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno.  &lt;br /&gt;
* Elite monsters, Purple names, are special creatures with special preset modifiers and altered AI, and they '''do not '''gain random modifiers on higher difficulty levels, as most of them did in Diablo II.  These Elites may gain additional modifiers on higher difficulty levels (for instance, The Warden gets [[Molten]] and [[Jailer]] past Normal difficulty), but not randomly; they are all preset by the game developers, and their added properties may differ slightly in function or lethality from what random bosses get.&lt;br /&gt;
&lt;br /&gt;
This directory page gives brief descriptions of the properties; click to the individual articles for far more detail, including screenshots, movies, and strategy tips.&lt;br /&gt;
&lt;br /&gt;
* See also the {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
==Higher Level Modifiers==&lt;br /&gt;
&lt;br /&gt;
Boss modifiers are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], and [[Frozen]] were gradually removed/moved to higher monster levels.&lt;br /&gt;
&lt;br /&gt;
The following Boss Modifiers can be found in '''Normal difficulty''', where every random boss and champion pack will have one (and only one) of them.&lt;br /&gt;
* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nightmare difficulty''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected. All of the Normal Difficulty Affixes are possible, with several new modifiers possible on Nightmare:&lt;br /&gt;
* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hell difficulty''' adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the Normal, Nightmare, and the new Hell affixes:&lt;br /&gt;
* [[Avenger]] and [[Health Link]]. ([[Invulnerable Minions]] was Hell/Inferno only prior to its removal from the game.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no additional Boss Modifiers enabled in '''Inferno difficulty''', though the fact that random bosses and Champions get 4 modifiers on that difficulty level can create combinations not seen previously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifier Grouping==&lt;br /&gt;
&lt;br /&gt;
In July 2012 Blizzard revealed that boss modifiers were sorted into three groups, which limited which mods could spawn with each other on the same Elite. [http://diablo.incgamers.com/blog/comments/blizzard-on-post-validayion-auction-house-ui-v1-04-details-and-more#more-23877]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Why aren’t monster affix combinations restricted in some way?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Monster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren’t as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.&lt;br /&gt;
&lt;br /&gt;
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we’re happy with where affix combos are right now, we’re open to feedback and especially constructive discussion. :)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that a given Elite can only have 1 (at most) of the Strong CC affixes, and 1 (at most) of the Defensive affixes. Thus an Elite on Inferno could have 1/1/2, 1/0/3, 0/1/3, or 0/0/4, respectively. These limits are meant to assist players by preventing an Elite from spawning with multiple overlapping functions, such as an Elite with Knockback + Nightmarish + Vortex that would constantly jerk and shove a character around, helplessly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Strong [[CC]] (Limit 1)&lt;br /&gt;
! Defensive (Limit 1)&lt;br /&gt;
! Aggressive (No Limit)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Knockback]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jailer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nightmarish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vortex]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Avenger]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Extra Health]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Health Link]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Horde]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Illusionist (Boss modifier)|Illusionist]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missile Dampening]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;[[Invulnerable Minions]] (B)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shielding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Arcane Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Desecrator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electrified]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Chains]] (C)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Frozen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Molten]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mortar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plagued]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reflects Damage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Teleporter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Waller]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
B = Boss only&lt;br /&gt;
C = Champions only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bosses vs. Champions==&lt;br /&gt;
&lt;br /&gt;
Some modifiers can only be found on Champions (never on bosses) and some can only be found on Bosses (never on Champions). &lt;br /&gt;
&lt;br /&gt;
* Champion only:&lt;br /&gt;
** [[Avenger]]&lt;br /&gt;
** [[Fire Chains]]&lt;br /&gt;
** [[Health Link]]&lt;br /&gt;
&lt;br /&gt;
* Boss only:&lt;br /&gt;
** [[Horde]]&lt;br /&gt;
** [[Invulnerable Minions]] (Removed in [[Patch 1.04]].)&lt;br /&gt;
** [[Missile Dampening]]&lt;br /&gt;
&lt;br /&gt;
Only one modifier differs markedly when used by Champions or Bosses. The [[Waller]] Affix creates three sided boxes when used by a Boss, but only short, straight walls (which may overlap in dangerous T or + shapes) when cast by Champions.&lt;br /&gt;
&lt;br /&gt;
Boss minions share some abilities with their Boss, but not all. For instance Bosses and minions can [[Knockback]] targets and generate [[Arcane Enchanted]] lasers, but only Bosses (and not minions) can cast [[Vortex]], [[Jailer]], or emit [[Mortar]] projectiles. These are noted in the &amp;quot;Available To&amp;quot; details below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boss and Champion Modifiers==&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Enchanted===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|The original, highly-dangerous, Hydra style of this modifier.]]&lt;br /&gt;
[[Arcane Enchanted]] bosses are &amp;quot;enchanted&amp;quot; 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. These are highly-damaging at higher difficulties, and are capable of almost instantly killing any character without strong Arcane Resistance. They are especially dangerous when paired with [[crowd control]] Affixes like Waller or Jailer.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Arcane &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Avenger===&lt;br /&gt;
&lt;br /&gt;
[[Avenger]] is a Champion-only modifier that links the champions, granting a temporary bonus in size, strength, and speed to the surviving champions whenever one is slain. The bonuses are most visible in the increased size of the enemy, and players may wish to use strategy and attempt to damage all of the monsters evenly, so that one or two won't still be nearly full health when the others die and they gain power ups.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 51 (Hell and Inferno only).&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Desecrator===&lt;br /&gt;
[[File:Boss-molten-unburied2.jpg|thumb|400px|An [[Unburied]] spawns a mass of Desecrator pits.]]&lt;br /&gt;
[[Desecrator]]s create an orange-colored &amp;quot;glowing void zone&amp;quot; beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not blocked in by modifiers like [[Waller]] or [[Jailer]]. &lt;br /&gt;
&lt;br /&gt;
The Desecrated pools remain in place for 12 seconds, and during long battles with a boss and minions all casting Desecration, entire screens can be come virtually impassable due to the pits of damage. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 22&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions. &lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electrified===&lt;br /&gt;
&lt;br /&gt;
[[Electrified]] enemies function much like a lightning-based form of [[Reflects Damage]], dealing lightning damage back to attackers.  This Affix was visually nerfed shortly after release, likely for frame rate/performance reasons. Prior to the visual nerf, monsters with Electrified sent out sparks in all directions when they were hit by ranged or melee attacks. &lt;br /&gt;
&lt;br /&gt;
The removal of the visual component effectively nerfed the danger of this modifier as well. Previously, the sparks could trigger other Boss Affixes, such as healing for [[Vampirific]] bosses.&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|350px|Electrified boss putting out massive sparks.]]&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: Lightning.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Extra Health===&lt;br /&gt;
&lt;br /&gt;
[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. 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 [[Shielding]] or [[Health Link]] to make for a very long fight.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and above.)&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions receive the benefit.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
[[Fast]] monsters 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 is especially dangerous for [[glass cannon]] type characters, who survive by running and staying out of reach of the monsters.  Ironically, This ability can be most annoying when it spawns on wandering, shaman type enemies such as Fallen Shaman and Zombie Pukers, as they amble around in random directions and may move quite far during the course of a battle.&lt;br /&gt;
&lt;br /&gt;
Rooting and slowing [[CC]] effects are essential against Fast enemies, as are movement skills. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: N/A. &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire Chains===&lt;br /&gt;
&lt;br /&gt;
[[File:Firechains.jpg|thumb|450px|Fire Chains triangle between 3 desert wasp Champions.]]&lt;br /&gt;
[[Fire Chains]] are glowing, fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to any 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.  Chains have a limited reach of about 80 yards, and if one of the Champions moves too far from the others, the chain connecting them will wink out of existence, then instantly return when/if the Champions move into closer proximity.&lt;br /&gt;
&lt;br /&gt;
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 seem to have their AI tweaked to do a bit more circling and moving around. Thus a melee character can take on one Champion, and it will either keep moving and get behind to stretch the chains over the player, or the other champions will move past and around, stretching the chains that way.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of some [[legendary]] items that summon a demon that is connected to the player by a Fire Chain that works to hurt monsters.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and later)&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
[[File:Modifier frozen.jpg|thumb|450px|Frozen grenades from [[Sicklefang]] explode &amp;amp; freeze]]&lt;br /&gt;
[[Frozen]] spawns on Champions, Bosses, and Boss minions and causes those enemies to regularly create a scattered few blueish-white orbs that hang in space, growing rapidly in size before detonating in short range Frost Novas. These are damaging to any player, pet, or follower this hit and more dangerous still is their freezing effect, which leaves the frozen target helpless and motionless for a short duration. &lt;br /&gt;
&lt;br /&gt;
While this property is not encountered until some distance through Normal difficulty, players get an early preview of it when they first encounter [[Captain Daltyn]] below [[Adria's Shack]]. [[Izual]] is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle, as well as casting unavoidable Frost Novas.&lt;br /&gt;
&lt;br /&gt;
Frozen initially left behind a core of ice at the monster's death, which exploded a moment later, much as [[Molten]] does. This property was tweaked during development and replaced by the much more dangerous spread of ice cores that we see in the released game.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Link===&lt;br /&gt;
[[Health Link]]ed champions share a single common health pool, as if all 3 or 4 enemies had their life shared in the same bulb. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster.  The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.&lt;br /&gt;
&lt;br /&gt;
Health Link has a maximum range, and if one of the Champions is more than a screen away from the others, it will lose health normally, without sharing with the others.  This property is shown visually by splashes of blood that flash between the Champions as one takes damage and the others lose health to compensate.  &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
During development this modifier was called [[Life Link]] and could be encountered on bosses and their minions, as well as champions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horde===&lt;br /&gt;
&lt;br /&gt;
[[Horde]] is a boss-only property that causes more minions to spawn at the start of the battle. The number of additional enemies increases with the difficulty level, with just a few extra on Normal, and up to 6 or 8 on Inferno. This property does not alter the boss' stats or behavior, and the minions aren't any different either; there are just more of them. &lt;br /&gt;
&lt;br /&gt;
Horde is most dangerous when the monster type is dangerous, or when the other Boss Modifiers are nasty ones. Modifiers that minions can cast along with the boss, such as [[Frozen]] and [[Arcane Enchanted]], become very numerous when paired with Horde. [[Reflects Damage]] and [[Electrified]] can be very dangerous as well, since a character may hit the boss and several minions at once, taking the RD from all of them simultaneously.&lt;br /&gt;
&lt;br /&gt;
Horde can be confused with [[Illusionist]], but Horde just creates more minions at the start of the fight. It does not allow the boss to make more during the battle, and all the Horde minions are full power and hit points, and their damage is very real.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Illusionist===&lt;br /&gt;
&lt;br /&gt;
[[File:Illusionist-skeleton1.jpg|thumb|300px|A few zombies can result.]]&lt;br /&gt;
[[Illusionist_(Boss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselves during the battle, adding 4-6 more enemies in the blink of an eye. Fortunately, these duplicates are harmless; unable to deal any damage with their attacks and blessed with very few hit points. They work mostly as a distraction, since they are indistinguishable from the other monsters. This property is akin to the Wizard's [[Mirror Image]] skill, in that both create a lot of visual flash and action, but no real damage.&lt;br /&gt;
&lt;br /&gt;
As Illusions have very minimal hit points they will die very quickly to any sort of [[AoE]] attack. They can also be spotted by their health bar display, as their total hit points will be a tenth (or less) of the Boss. Effects such as [[Fire Chains]] and [[Molten]] will not appear below the Illusions; only the real monsters.&lt;br /&gt;
&lt;br /&gt;
The biggest danger from Illusionist is deception. Players can not tell which ones are real and which are fake, and may waste time attacking or running from harmless duplicates. The Illusions do take up space like real monsters though, and can physically block characters from escaping their midst. They are also annoying as ranged attackers, since though projectiles are harmless, they are identical in appearance to the &amp;quot;real&amp;quot; ones fired by the Boss or Champions.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jailer===&lt;br /&gt;
&lt;br /&gt;
[[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. Jailer is most dangerous when used by monsters that deal high damage, or in conjunction with [[AoE]] boss modifiers like [[Arcane Enchanted]], [[Plagued]], or [[Desecrator]].&lt;br /&gt;
&lt;br /&gt;
A number of class skills including [[Spirit Walk]], [[Teleport]], [[Smoke Screen]], [[Leap]], [[Furious Charge]], [[Wrath of the Berserker]], [[Archon]], and [[Dashing Strike]] allow characters  to break out of the Jailer's circle, or move while the Jail remains around them. See the [[Jailer]] article for a full list.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 10&lt;br /&gt;
*''' Available to:''' Bosses and Champions.&lt;br /&gt;
** '''Uniques''': [[The Warden]], [[Dataminer]]. [[Diablo]]'s Bone Prison is a different ability with a similar effect.&lt;br /&gt;
*''' Damage Type:''' N/A.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Will Not Spawn With:''' [[Knockback]], [[Nightmarish]], or [[Vortex]]. (Changed in patch v1.0.4.)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Knockback===&lt;br /&gt;
&lt;br /&gt;
[[Knockback]]. This modifier grants the boss or champion a knockback attack which will send a character, pet or follower 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 a considerable distance, often half the screen or further (40+ yards). This can be quite funny early in the game, when a Witch Doctor watches his [[Mongrels]] get repeatedly launched across the entire screen by some tiny boss with this property. It can also be somewhat helpful to ranged attackers, as the boss will knock them so far back that it's almost as if they used some sort of movement skill themselves.&lt;br /&gt;
&lt;br /&gt;
The real danger comes in the debuff, since knocked back characters and pets are confused, slowing their movement speed for a second after the impact. Characters can be knocked back into other dangerous effects such as Molten or Arcane and die while still badly slowed.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 1&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Nightmarish]], [[Vortex]], or [[Jailer]] (as of v1.0.4)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missile Dampening===&lt;br /&gt;
[[Image:Missile_dampening.jpg|thumb|400px|right|Missile Dampening.]]&lt;br /&gt;
[[Missile Dampening]] is a seldom-seen modifier that looks a bit like a [[Slow Time]] bubble around the boss (and only the boss). The bubble moves as the boss does, and functions much the same as the Slow Time Wizard skill. It reduces the speed of all incoming projectiles to a crawl, though it does not affect the movement speed of characters within the bubble. &lt;br /&gt;
&lt;br /&gt;
The bubble protects the boss from projectile attacks, but 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 [[Lightning Ball]]) since they move so slowly while &amp;quot;dampened&amp;quot; that they can deal dozens of hits, rather than just two or three as normal.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: n/a &lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Molten===&lt;br /&gt;
[[File:Molten2.jpg|thumb|230px|right|Molten trail]]&lt;br /&gt;
[[Molten]] creates a trail of flame behind the feet of the monster, leaving a damaging trail of fire that takes several seconds to fade away. The most dangerous part of the Affix comes when the boss, minion, or champion dies, as a glowing fiery core is left behind. It expands for a few seconds before detonating, dealing huge damage to any character in the radius of effect.&lt;br /&gt;
&lt;br /&gt;
Characters need to move away from the explosions, and this property can be very dangerous when matched with CC properties such as [[Vortex]], Waller, or Jailer, or even just when lots of other monsters are in the way, blocking a character's escape.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 12&lt;br /&gt;
* Available to: Champions, Bosses and their Minions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mortar===&lt;br /&gt;
&lt;br /&gt;
[[Mortar]] is a property that causes a constant stream of fiery projectiles to shoot out from the boss or champions, in all directions.  The mortars do not land right beside the boss, creating a safe zone that allows melee characters to largely ignore the property, though when multiple champions are spewing our Mortars at once, much of the screen can be covered by their explosions.&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar-bug5.jpg|thumb|400px|Mortar display bug during the [[Beta]] test.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Mortar deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Nightmarish===&lt;br /&gt;
&lt;br /&gt;
When [[Nightmarish]] bosses 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. Characters or minions so affected will run for a second in a straight line (if possible) directly away from the champion, boss, or boss' minion that caused the effect. While running, players have no control over their character. If the running direction is blocked by a wall or other monsters, characters may simply stand still, a complete sitting duck to all enemy attacks.&lt;br /&gt;
&lt;br /&gt;
Though this modifier is merely annoying in the early going, it can be one of the most dangerous on higher levels, since characters need to hit, move, cast spells, heal, etc, constantly. Not doing those for a second can be deadly, even aside from the problems with potentially running right into a stream of missiles or a hotspot from [[Arcane]], [[Molten]], [[Plagued]], [[Desecrator]] or others.&lt;br /&gt;
&lt;br /&gt;
Ranged attackers with Nightmarish inflict the effect much more often due to the higher volume of their projectiles. &lt;br /&gt;
&lt;br /&gt;
The v1.0.4 patch nerfed this ability slightly, providing frightened targets with 6 seconds of immunity to being frightened again after each incidence.  This prevents characters, pets, or minions from being feared and re-feared in rapid succession.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 2&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None. &lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Vortex]], or [[Jailer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plagued===&lt;br /&gt;
&lt;br /&gt;
[[File:Fire-chains-plagued-zombies1.JPG|thumb|350px|[[Plagued]], [[Fire Chains]] zombies.]]&lt;br /&gt;
[[Plagued]] bosses create green pools of damage beneath their feet and in the immediate vicinity. These pools are not targeted at the player the way [[Desecrater]] is, but they are larger and can cover quite a bit of the screen during a long battle. &lt;br /&gt;
&lt;br /&gt;
As well as dealing damage, the Plague pool inflicts a short term debuff that reduces the armor of Barbarians and Monks by 50%, and causes the Witch Doctor, Wizard, and Demon Hunter to take [[Reflected Damage]].&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Plagued deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Poison.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflects Damage===&lt;br /&gt;
&lt;br /&gt;
[[Reflects Damage]], is a higher level boss and champion modifier that causes players to take some damage for every point of damage they deal to enemies. Unlike Thorns, this damage hurts ranged attackers and even spell users. For instance, Wizards will drop hit points steadily as their [[Hydra]] pelts monsters with projectile attacks, even if the monster is so far away the Wizard can't even see it.&lt;br /&gt;
&lt;br /&gt;
This effect is most dangerous to [[glass cannon]] type characters who do not have high regeneration or healing or life leech, as they will take steady damage even if they're not being hit by the enemy. It's less troublesome to most melee attackers, as they're built to absorb and leech and heal during combat, and the slight added damage from Reflects Damage isn't generally large enough to impact their play style. &lt;br /&gt;
&lt;br /&gt;
Reflects Damage becomes more dangerous as a character increases in [[DPS]], since the reflected damage is a percentage of the attack. While all characters require [[Life on Hit]] or [[Life Steal]] equipment to survive RD and [[Electrified]] enemies, characters with higher damage will generally require additional healing or damage mitigation skills to avoid beating themselves to death.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses.&lt;br /&gt;
* Damage Type: Physical.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shielding===&lt;br /&gt;
&lt;br /&gt;
[[File:Shielding.jpg|thumb|400px|[[Maghda]] in her [[Lair of the Witch|Lair]]]]&lt;br /&gt;
[[Shielding]] is a modifier that creates a transparent bubble around a boss or champion, rendering them temporarily immune to all forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but while shielded they are immune to most [[CC]] effects. The shields seem to appear and disappear at regular intervals, without a precisely set duration of on/off.&lt;br /&gt;
&lt;br /&gt;
Only one [[Elite]] has shielding; [[Magda]], though her shield is triggered by a timer on the fight itself, rather than a semi-random timer as with regular monsters.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 nerfed the [[Shielding]] property in several ways, limiting it so it appears on only one monster out of the Champions or boss/minions at a time, and so it does not appear on the last monster remaining from such a group. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses, and their minions.&lt;br /&gt;
* Damage Type: n/a&lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teleporter===&lt;br /&gt;
&lt;br /&gt;
[[File:Teleporter-skeleton-summoner2.jpg|thumb|400px|A Skeletal Summoner teleports into range.]]&lt;br /&gt;
[[Teleporter]] allows bosses, or individual champions, to teleport to a random location, generally appearing directly on top of a character they are battling. This gives the ability an interesting effect; many melee characters quite like it since it brings the enemy right to them, while ranged attackers, especially of the Glass Cannon variety, find it very dangerous.&lt;br /&gt;
&lt;br /&gt;
Teleporter can create amusing situations with ranged attacking monsters, as they will Teleport into kissing-range, then walk away without attacking as they try to return to their preferred ranged distance.&lt;br /&gt;
&lt;br /&gt;
Teleporter is similar to [[Vortex]] in effect, but is less dangerous since with Teleporter the monsters come to the hero, rather than dragging the hero into their midst, where [[Molten]] or [[Fire Chains]] or [[Arcane Enchanted]] or other such mods might be busy creating a killing ground.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 3&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vampiric===&lt;br /&gt;
&lt;br /&gt;
[[Vampiric]] is life leech in Diablo III, though the effect seems to boost damage as well, in addition to granting the monster some healing as it deals damage. The amount of healing is fairly minor, making this one of the less-difficult or noticeable boss modifiers.&lt;br /&gt;
&lt;br /&gt;
It was much more impressive during development, when the affix provided almost full healing for monsters when they landed even a single hit on a target. Players found this modifier extremely difficulty to handle during play demos at Blizzcon, as it made some bosses almost impossible to kill, especially when they could hit minions such as [[Zombie Dogs]] and instantly refill their entire health bar.  In the final game the healing is much reduced, and hardly ticks at all when the monsters hit minions, pets, or [[follower]]s.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vortex===&lt;br /&gt;
[[File:The archivist2.jpg|thumb|400px|Vortex affix from [[The Archivist]]]]&lt;br /&gt;
&lt;br /&gt;
[[Vortex]] causes characters to warp into close proximity to the champoion or boss (but not minion) with the Affix. This can be very dangeorus for ranged attackers who wish to stay away, especially when combined with other damaging Affixes such as [[Molten]] or [[Arcane Enchanted]].&lt;br /&gt;
&lt;br /&gt;
The Vortex triggers periodically, and is not based on a % chance from the monster landing hits. There seems to be a maximum distance outside of which it will not work; character who remain off the screen are very seldom Vortexed in, and it's a pull, not a warp, so geographical features such as walls and other obstacles might stop the pull before a character is yanked right next to the enemy.&lt;br /&gt;
&lt;br /&gt;
As with Teleporter, this is not a mod that melee characters find very dangerous, and it can actually work against the AI of some ranged attacker bosses, who will stop attacking and attempt to retreat when the Vortex triggers and they suddenly find a character in close proximity.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Nightmarish]], or (as of the v1.0.4 patch[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]) [[Jailer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Waller===&lt;br /&gt;
[[File:Bane_the_terrible_yellow.jpg|thumb|400px|Waller affix on a Goatman in zoomed view.]]&lt;br /&gt;
&lt;br /&gt;
[[Waller]] grants monsters the ability to raise stone walls that block player movement for a second or two, before crumbling back into nothing. Walls limit player movement (though some skills such as [[Leap]] and [[Teleport]] can move over them), as well as blocking most player projectiles. Most melee attacks will work right past walls, providing the target is directly on the other side and within reach.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Champions]] can only create short, straight walls, while Bosses create larger, three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape.  While the Champion walls are shorter and appear in straight lines, all of the Champions can cast them and such walls may overlap, creating maze-like shapes or working with walls or other obstacles to completely block players.&lt;br /&gt;
&lt;br /&gt;
Though Waller does no damage on its own, it is one of the most dangerous modifiers when paired with big damage AoE properties such as  [[Molten]], [[Frozen]], [[Arcane Enchanted]], [[Plagued]], [[Desecrator]], and others.  Those effects can appear past walls, or hit right over them, nailing characters who are trapped by the walls.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 10&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Removed Boss Properties==&lt;br /&gt;
&lt;br /&gt;
This section lists modifiers that were seen during development or testing, but that are not included in the final game. Many other properties changed greatly during development; see the individual modifier articles for more details on those.&lt;br /&gt;
&lt;br /&gt;
===Ballista===&lt;br /&gt;
&lt;br /&gt;
[[Ballista]] was a new property seen in the Blizzcon 2010 demo on 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 bigger, 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. It was removed prior to beta testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Aura===&lt;br /&gt;
&lt;br /&gt;
[[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It was never seen afterwards, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]].&lt;br /&gt;
* Monster Level Minimum: ?&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: Cold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Die Together===&lt;br /&gt;
&lt;br /&gt;
[[Die Together]] was a [[Champion]]-only modifier removed from the game during development. Its removal was announced in the Beta v6 patch notes in November 2011, and further explained by Blizzard afterwards. The modifier linked the lives of each Champion in the pack, enabling any dead monsters to resurrect (with limited hit points) approximately 10 seconds after death so long as any of the other Champions remained alive. &lt;br /&gt;
&lt;br /&gt;
The theory was to force players to manage the battle, and to whittle all of the Champions down to nearly dead, before trying to kill them all in rapid succession. In practice it was just annoying -- characters with AoE attacks had a considerable advantage over melee attackers and furthermore, some monsters (such as Skeletal Summoners) tended to move apart, making it nearly impossible to kill all of them in the allotted time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
Doppleganger was the original name of the modifier now called [[Illusionist]].  See that entry for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Invulnerable Minions===&lt;br /&gt;
&lt;br /&gt;
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]&lt;br /&gt;
[[Invulnerable Minions]] was removed from the game in patch v1.0.4, in August 2012.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] The information below is archived from when the feature was existent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous and downright annoying, as the minions are completely invulnerable to all forms of attack. They never drop their shields (unlike [[Shielding]] bosses) 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 (who is not invulnerable or shielded), at which point all of the minions die at once.&lt;br /&gt;
&lt;br /&gt;
Invulnerable Minions are dangerous as they can hit and damage without being killed, and are very hard for character builds that rely on hits for healing, [[proc]]s, or other effects. These minions are also very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks from hitting their vulnerable leader. Skills that pierce or deal AoE are useful to bypass this shielding annoyance.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 51 (Hell and Inferno only).&lt;br /&gt;
* '''Available to: '''Bosses (not Champions).&lt;br /&gt;
* '''Damage Type:''' n/a&lt;br /&gt;
* '''Additional Resistances:''' n/a&lt;br /&gt;
*''' Will Not Spawn With:''' [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
&lt;br /&gt;
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multishot===&lt;br /&gt;
&lt;br /&gt;
[[Multishot]] 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], but it was never seen in the Beta and is not present in the final game. There are fairly few ranged attackers in Diablo III, and this might explain why Ballista and Multishot were both removed during development.&lt;br /&gt;
&lt;br /&gt;
Multishot was watched with much more anticipation than other mods due to its legendary status in Diablo II, where prior to v1.10 fixing the bug that caused numerous extra bolts to be released, MSLE (Multi-Shot Lightning-Enchanted) bosses were virtually instant death to any character without huge hit points, lightning resistance, and lightning absorption.&lt;br /&gt;
&lt;br /&gt;
Given that history, fans were curious how MS might interact with mods like Mortar or Electrified in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mythical===&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powerful===&lt;br /&gt;
&lt;br /&gt;
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounded akin to the &amp;quot;Extra Strong&amp;quot; mod from Diablo 2, which granted bonus damage to monsters, but that wasn't clear from the play testing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]], which granted a considerable boost to physical resistance in Diablo II, was present during Diablo 3's development and was seen in demos, but it is not present in the final game. Likely this was removed when elemental damage types were flattened, as having a specific resistance to one type 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.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Identify_All</id>
		<title>Identify All</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Identify_All"/>
				<updated>2013-06-14T21:10:25Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Created page with &amp;quot;Deckard Cain Identify All. Identify All is a feature added to Diablo 3 in Patch 1.0.8. Identify All is triggered by clicking the [[Bo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Identify-all-cain1.jpg|frame|Deckard Cain Identify All.]]&lt;br /&gt;
Identify All is a feature added to Diablo 3 in [[Patch 1.0.8]]. Identify All is triggered by clicking the [[Book of Cain]] found in each town near the [[stash]], or by speaking to Deckard Cain early in Act One. &lt;br /&gt;
&lt;br /&gt;
Once Identify All begins, the character goes into a casting animation and a progress bar appears overhead. At the conclusion of the time (five seconds) all unidentified items (Rare, Set, and Legendary) in the inventory are identified. &lt;br /&gt;
&lt;br /&gt;
There is no way to exclude any item in the Inventory from being identified, so if a player wishes to keep an item unidentified, it must be removed from the inventory before using this feature. &lt;br /&gt;
&lt;br /&gt;
* See the [[Identify]] article for more general information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Convenience== &lt;br /&gt;
&lt;br /&gt;
The identify all feature was added in response to months of player requests, and provided a much quicker method of identifying gear. Many players report picking up more Rare items after the ID All feature was added, since the time wasted by identifying items individually was cut so drastically. &lt;br /&gt;
&lt;br /&gt;
Prior to ID all, each Rare item took 1 second and each Legendary item took 3 seconds to identify, and they had to be IDed one at a time. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Identify-deckard-cain1.jpg|Deckard Cain provides ID All.&lt;br /&gt;
File:Identify-all-act1.jpg|ID All book in Act One.&lt;br /&gt;
File:Identify-all-act2.jpg|ID All book in Act Two.&lt;br /&gt;
File:Identify-all-act3.jpg|ID All book in Act Three.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:interface]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/File:Identify-deckard-cain1.jpg</id>
		<title>File:Identify-deckard-cain1.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/File:Identify-deckard-cain1.jpg"/>
				<updated>2013-06-14T21:08:20Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Identify All via Deckard Cain in Act One.

category:NPCs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Identify All]] via [[Deckard Cain]] in Act One.&lt;br /&gt;
&lt;br /&gt;
[[category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/File:Identify-all-act3.jpg</id>
		<title>File:Identify-all-act3.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/File:Identify-all-act3.jpg"/>
				<updated>2013-06-14T21:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Identify All from the Book of Cain in Act Three.

category:interface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Identify All]] from the [[Book of Cain]] in Act Three.&lt;br /&gt;
&lt;br /&gt;
[[category:interface]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/File:Identify-all-act2.jpg</id>
		<title>File:Identify-all-act2.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/File:Identify-all-act2.jpg"/>
				<updated>2013-06-14T21:04:27Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Identify All from the Book of Cain in Act Two.

category:interface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Identify All]] from the [[Book of Cain]] in Act Two.&lt;br /&gt;
&lt;br /&gt;
[[category:interface]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/File:Identify-all-act1.jpg</id>
		<title>File:Identify-all-act1.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/File:Identify-all-act1.jpg"/>
				<updated>2013-06-14T21:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Identify All from the Book of Cain in Act One.

category:interface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Identify All]] from the [[Book of Cain]] in Act One.&lt;br /&gt;
&lt;br /&gt;
[[category:interface]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Roll</id>
		<title>Roll</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Roll"/>
				<updated>2013-06-14T20:49:34Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Created page with &amp;quot;A &amp;quot;roll&amp;quot; refers to the random stats found on an item. A player might say, &amp;quot;I got a terrible roll on this Echoing Fury, it's only 800 DPS.&amp;quot;   Refer also to RNG, which d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;quot;roll&amp;quot; refers to the random stats found on an item. A player might say, &amp;quot;I got a terrible roll on this [[Echoing Fury]], it's only 800 DPS.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Refer also to [[RNG]], which determines the roll.&lt;br /&gt;
&lt;br /&gt;
* See other [[Reference]] terms.&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:reference]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/ID</id>
		<title>ID</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/ID"/>
				<updated>2013-06-14T20:48:11Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Identify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Identify]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/File:Identify-all-cain1.jpg</id>
		<title>File:Identify-all-cain1.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/File:Identify-all-cain1.jpg"/>
				<updated>2013-06-14T19:16:28Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Deckard Cain gained the Identify All function in Patch 1.0.8.

category:NPCs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Deckard Cain]] gained the [[Identify All]] function in [[Patch 1.0.8]].&lt;br /&gt;
&lt;br /&gt;
[[category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Identify</id>
		<title>Identify</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Identify"/>
				<updated>2013-06-14T19:04:59Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Identify (or ID) is a function in Diablo that players must use on an unidentified item before it can be used. To identify an item right click on it, or use the [[Identify All]] book in town. &lt;br /&gt;
&lt;br /&gt;
[[File:Identify03.jpg|frame|Demon Hunter identifies while [[Cain]] watches.]]&lt;br /&gt;
Many items when first found from monster drops, chests, or other clickable objects are unidentified. The items show their basic item type and item level, but not the specific stats. Some legendary items can be identified by their unique graphics or their item type and level, but the wide variation in legendary items still requires them to be identified to know if the item's roll is good or bad.&lt;br /&gt;
&lt;br /&gt;
Only [[Rare]], [[Set]], and [[Legendary]] items, found from monster drops, need to be identified. Magical (blue) items do not need to be IDed. (They did in Diablo 1 and Diablo 2.) Rare and Legendary items created by [[crafting]] do not need to be identified.&lt;br /&gt;
&lt;br /&gt;
[[Patch v1.08]] added the [[Identify All]] option which allows players to identify every item in their character's inventory in just a few seconds. This new feature saved a great deal of time over clicking each rare and legendary item individually, and was welcomed by players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Identify Function==&lt;br /&gt;
&lt;br /&gt;
Identifying items in Diablo 3 does not require a scroll or book; it's an inherent character ability and only requires a right click on the unidentified item. This is a change from previous games in the series, and during much of Diablo 3's development scrolls were required for this function.&lt;br /&gt;
&lt;br /&gt;
While identifying the character goes into a casting animation and a progress bar appears overhead.  The time required to identify has been reduced in patches; Rare items were initially 3 seconds each and Legendaries were 5 seconds. In patch 1.0.5 these timers were reduced to 1 and 4 seconds, respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==To Identify or Not?==&lt;br /&gt;
&lt;br /&gt;
Due to the huge variation in the quality of identified items and the ease of selling them via the [[Auction House]] A market for selling unidentified items has grown. This exists largely for top end legendaries such as the [[Echoing Fury]] ([http://diablonut.incgamers.com/item/echoing-fury db]) mace or the [[Mempo of Twilight]] ([http://diablonut.incgamers.com/item/mempo-of-twilight db]) helm, which can be worth billions of gold with a good [[roll]], or nearly worthless with a bad roll. &lt;br /&gt;
&lt;br /&gt;
The sale of an unidentified item is a gamble for both parties. The seller is taking a price that's better than most rolls of that item would yield, but giving up the chance at a jackpot. The buyer is paying more than the item is worth most of the time, but hoping for a super roll that will be worth a fortune.&lt;br /&gt;
&lt;br /&gt;
Unidentified items can not be sold via the [[Auction House]], so such transactions must be arranged via chat channels or through third party sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Item Stats are Set Upon Creation===&lt;br /&gt;
&lt;br /&gt;
Item stats are set the moment the item is generated, and are based on the monster or object that drops the item, the item level, and the character's [[Magic Find]]. How or when a player identifies an item has no effect on the stats or the quality of the roll, and any superstitions to the contrary are unfounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Identify During Development==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:identify.jpg|thumb|250px|Identify yourself]] When the [[Artisan]] system was first introduced in 2010, the [[Mystic]] had item identification listed amongst her talents. She eventually lost that talent, before she was removed from the game during late testing in January 2012. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-progress-report-2 Diablo 3 Progress Report] - Blizzard, 19/1/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ID scrolls were seen in the August 2010 Gamescom demo.&amp;lt;ref&amp;gt;[http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom Video Presentation] Blizzard, 18/8/2010&amp;lt;/ref&amp;gt; and also in that year's Blizzcon demo. The major changes to the system came during the beta, with blue (magical) items changed to not require identification. More changes came in [[Beta Patch 10]], when identify scrolls were removed from the game, and characters were granted the inherent ability to ID items with just a right click.&lt;br /&gt;
&lt;br /&gt;
NPC assistance is not required for item identification, since characters now have identification as an inherent ability. This process required scrolls during most of Diablo III's development, but those scrolls were removed in a major game system overhaul in January 2012, and players were given the inherent talent. To use it, a character need simply right click on any unidentified item, and after a short (two second) status bar, the item's properties are revealed.&lt;br /&gt;
&lt;br /&gt;
The system for identifying items has changed repeatedly during Diablo III's development. Bashiok reflected that principle when he commented on the many options for Identification in a forum post from February 2009.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/can-diablo-iii-feel-good-without-identify Can Diablo 3 Feel Good without Identify] - Blizzard, 13/2/2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The identify system has gone through quite a few internal iterations already, and I think we’ll probably see quite a few more. It’s an interesting system in a lot of ways because first off it’s something everyone remembers from the previous games, so if it wasn’t there you’d probably wonder where it went. In a different light you could literally remove it entirely and probably not impact gameplay itself very much at all. It’s also open ended enough where you could blow the system out and do something new and cool with it. Ultimately (and I know it’s a broken record at this point) we’ll do what is best for the game and what adds to the best game experience possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Personally – my own personal thoughts on the system – are that I think you could do almost anything with it and I’d be just fine. It wasn’t annoying to me when playing the previous games, it was just a part of how they played, if it was removed I don’t think I’d really miss it either, and if it was changed for the better then that’s cool too.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In response to player feedback [[Patch 1.0.5]], released in October 2012, reduced the time it took to identify items.&lt;br /&gt;
&lt;br /&gt;
:*The cast time for identifying Rare items has been reduced to 1 second&lt;br /&gt;
:*The cast time for identifying Legendary items has been increased to 4 seconds &lt;br /&gt;
&lt;br /&gt;
This meant players still had to click each item individually to identify and so Blizzard plan to add an ''Identify All'' feature in [[Patch 1.0.8]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/?p=183311 Identify All fear] - Travis Day, 05/02/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&lt;br /&gt;
(On the topic of identifying hundreds of Rares, it's worth adding that while most of this blog is about overall item philosophy and our goals down the road, one of the short-term changes we're making is adding an &amp;quot;Identify All&amp;quot; option, which should be coming in 1.0.8.)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Identify All was added in Patch 1.0.8 in May 2013.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Identification in the Diablo Series==&lt;br /&gt;
&lt;br /&gt;
Identifying all magical (or better) items was a standard feature of the series prior to Diablo III.&lt;br /&gt;
&lt;br /&gt;
[[Diablo I]] required players to use Identify Scrolls or to consult [[Deckard Cain]] to find out the stats on magical items and unique items. (There were no set or rare items in Diablo I.) Identification from Cain cost 100 gold per item, and unidentified items could be equipped, though they did not grant any bonuses (or penalties, as cursed items were found in Diablo I) until they were identified.&lt;br /&gt;
&lt;br /&gt;
Diablo II continued Diablo I's system, with all magical and unique items, as well as the newly-added set and rare items requiring identification. Tomes of Identification were added, allowing up to 20 scrolls to be &amp;quot;stacked&amp;quot; for convenience, and Deckard Cain was still the town identification NPC, now doing it for free after players rescued him from ruined Tristram in an early game quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
Any object imbued with [[magic]] exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols.&lt;br /&gt;
&lt;br /&gt;
It's extremely difficult to master the ability to memorize a spell of this magnitude but the [[Vizjerei]] [[mage clan]] have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras.&lt;br /&gt;
&lt;br /&gt;
This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. [[Scroll]]s and staves have been crafted and imbued with the spell that identify virtually any magical aura. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|basics}}&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[category:items]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Identify</id>
		<title>Identify</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Identify"/>
				<updated>2013-06-14T18:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Identify (or ID) is a function in Diablo that players must use on an unidentified item before it can be used. To identify an item right click on it, or use the [[Identify All]] book in town. &lt;br /&gt;
&lt;br /&gt;
[[File:Identify03.jpg|frame|Demon Hunter identifies while [[Cain]] watches.]]&lt;br /&gt;
Many items when first found from monster drops, chests, or other clickable objects are unidentified. The items show their basic item type and item level, but not the specific stats. Some legendary items can be identified by their unique graphics or their item type and level, but the wide variation in legendary items still requires them to be identified to know if the item's roll is good or bad.&lt;br /&gt;
&lt;br /&gt;
Only [[Rare]], [[Set]], and [[Legendary]] items, found from monster drops, need to be identified. Magical (blue) items do not need to be IDed. (They did in Diablo 1 and Diablo 2.) Rare and Legendary items created by [[crafting]] do not need to be identified.&lt;br /&gt;
&lt;br /&gt;
[[Patch v1.08]] added the [[Identify All]] option which allows players to identify every item in their character's inventory in just a few seconds. This new feature saved a great deal of time over clicking each rare and legendary item individually, and was welcomed by players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Identify Function==&lt;br /&gt;
&lt;br /&gt;
Identifying items in Diablo 3 does not require a scroll or book; it's an inherent character ability and only requires a right click on the unidentified item. This is a change from previous games in the series, and during much of Diablo 3's development scrolls were required for this function.&lt;br /&gt;
&lt;br /&gt;
While identifying the character goes into a casting animation and a progress bar appears overhead.  The time required to identify has been reduced in patches; Rare items were initially 3 seconds each and Legendaries were 5 seconds. In patch 1.0.5 these timers were reduced to 1 and 4 seconds, respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==To Identify or Not?==&lt;br /&gt;
&lt;br /&gt;
Due to the huge variation in the quality of identified items and the ease of selling them via the [[Auction House]] A market for selling unidentified items has grown. This exists largely for top end legendaries such as the [[Echoing Fury]] ([http://diablonut.incgamers.com/item/echoing-fury db]) mace or the [[Mempo of Twilight]] ([http://diablonut.incgamers.com/item/mempo-of-twilight db]) helm, which can be worth billions of gold with a good [[roll]], or nearly worthless with a bad roll. &lt;br /&gt;
&lt;br /&gt;
The sale of an unidentified item is a gamble for both parties. The seller is taking a price that's better than most rolls of that item would yield, but giving up the chance at a jackpot. The buyer is paying more than the item is worth most of the time, but hoping for a super roll that will be worth a fortune.&lt;br /&gt;
&lt;br /&gt;
Unidentified items can not be sold via the [[Auction House]], so such transactions must be arranged via chat channels or through third party sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Identify During Development==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:identify.jpg|thumb|250px|Identify yourself]] When the [[Artisan]] system was first introduced in 2010, the [[Mystic]] had item identification listed amongst her talents. She eventually lost that talent, before she was removed from the game during late testing in January 2012. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-progress-report-2 Diablo 3 Progress Report] - Blizzard, 19/1/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ID scrolls were seen in the August 2010 Gamescom demo.&amp;lt;ref&amp;gt;[http://www.youtube.com/watch?v=UNP8QiNbFmU Gamescom Video Presentation] Blizzard, 18/8/2010&amp;lt;/ref&amp;gt; and also in that year's Blizzcon demo. The major changes to the system came during the beta, with blue (magical) items changed to not require identification. More changes came in [[Beta Patch 10]], when identify scrolls were removed from the game, and characters were granted the inherent ability to ID items with just a right click.&lt;br /&gt;
&lt;br /&gt;
NPC assistance is not required for item identification, since characters now have identification as an inherent ability. This process required scrolls during most of Diablo III's development, but those scrolls were removed in a major game system overhaul in January 2012, and players were given the inherent talent. To use it, a character need simply right click on any unidentified item, and after a short (two second) status bar, the item's properties are revealed.&lt;br /&gt;
&lt;br /&gt;
The system for identifying items has changed repeatedly during Diablo III's development. Bashiok reflected that principle when he commented on the many options for Identification in a forum post from February 2009.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/can-diablo-iii-feel-good-without-identify Can Diablo 3 Feel Good without Identify] - Blizzard, 13/2/2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The identify system has gone through quite a few internal iterations already, and I think we’ll probably see quite a few more. It’s an interesting system in a lot of ways because first off it’s something everyone remembers from the previous games, so if it wasn’t there you’d probably wonder where it went. In a different light you could literally remove it entirely and probably not impact gameplay itself very much at all. It’s also open ended enough where you could blow the system out and do something new and cool with it. Ultimately (and I know it’s a broken record at this point) we’ll do what is best for the game and what adds to the best game experience possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Personally – my own personal thoughts on the system – are that I think you could do almost anything with it and I’d be just fine. It wasn’t annoying to me when playing the previous games, it was just a part of how they played, if it was removed I don’t think I’d really miss it either, and if it was changed for the better then that’s cool too.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In response to player feedback [[Patch 1.0.5]], released in October 2012, reduced the time it took to identify items.&lt;br /&gt;
&lt;br /&gt;
:*The cast time for identifying Rare items has been reduced to 1 second&lt;br /&gt;
:*The cast time for identifying Legendary items has been increased to 4 seconds &lt;br /&gt;
&lt;br /&gt;
This meant players still had to click each item individually to identify and so Blizzard plan to add an ''Identify All'' feature in [[Patch 1.0.8]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/?p=183311 Identify All fear] - Travis Day, 05/02/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&lt;br /&gt;
(On the topic of identifying hundreds of Rares, it's worth adding that while most of this blog is about overall item philosophy and our goals down the road, one of the short-term changes we're making is adding an &amp;quot;Identify All&amp;quot; option, which should be coming in 1.0.8.)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Identify All was added in Patch 1.0.8 in May 2013.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Identification in the Diablo Series==&lt;br /&gt;
&lt;br /&gt;
Identifying all magical (or better) items was a standard feature of the series prior to Diablo III.&lt;br /&gt;
&lt;br /&gt;
[[Diablo I]] required players to use Identify Scrolls or to consult [[Deckard Cain]] to find out the stats on magical items and unique items. (There were no set or rare items in Diablo I.) Identification from Cain cost 100 gold per item, and unidentified items could be equipped, though they did not grant any bonuses (or penalties, as cursed items were found in Diablo I) until they were identified.&lt;br /&gt;
&lt;br /&gt;
Diablo II continued Diablo I's system, with all magical and unique items, as well as the newly-added set and rare items requiring identification. Tomes of Identification were added, allowing up to 20 scrolls to be &amp;quot;stacked&amp;quot; for convenience, and Deckard Cain was still the town identification NPC, now doing it for free after players rescued him from ruined Tristram in an early game quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
Any object imbued with [[magic]] exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols.&lt;br /&gt;
&lt;br /&gt;
It's extremely difficult to master the ability to memorize a spell of this magnitude but the [[Vizjerei]] [[mage clan]] have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras.&lt;br /&gt;
&lt;br /&gt;
This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. [[Scroll]]s and staves have been crafted and imbued with the spell that identify virtually any magical aura. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|basics}}&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[category:items]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Identifies</id>
		<title>Identifies</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Identifies"/>
				<updated>2013-06-14T18:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Identify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[identify]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/File:Identify03.jpg</id>
		<title>File:Identify03.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/File:Identify03.jpg"/>
				<updated>2013-06-14T18:58:02Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: A Demon Hunter identifies an item while Deckard Cain and Leah watch.

category:NPCs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Demon Hunter]] [[identifies]] an item while [[Deckard Cain]] and [[Leah]] watch.&lt;br /&gt;
&lt;br /&gt;
[[category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Book_of_Cain</id>
		<title>Book of Cain</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Book_of_Cain"/>
				<updated>2013-06-14T18:19:59Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* ''See [[Identify All]] for the in-game Book of Cain.''&lt;br /&gt;
&lt;br /&gt;
The ''Book of Cain'' is the shorter, alternate title of ''Diablo: the Eternal Conflict: The Illustrated Guide'', an item of Diablo III [[Merchandise]], was released in mid-December 2011.&lt;br /&gt;
&lt;br /&gt;
The 148-page book is an &amp;quot;in-world&amp;quot; piece of literature, formatted as though it was written and illustrated by [[Deckard Cain]]. It recounts the events of Diablo II, includes additional stories of the [[Angels]] and [[Demons]] and their battles, and summarizes the history of events during the twenty years between the conclusion of events in ''Diablo II: Lord of Destruction'', and the start of Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Product Description==&lt;br /&gt;
&lt;br /&gt;
[[File:Merch-book-of-cain-cover2.jpg|thumb|250px|Book of Cain new cover art.]]&lt;br /&gt;
From the initial Amazon.com product listing. &lt;br /&gt;
&lt;br /&gt;
::In Blizzard Entertainment's Diablo I and Diablo II, the recurring character of Deckard Cain delivered quests, accompanied the brave adventurer, and, as the last of the [[Horadrim]], provided a link to the greater history of the world of [[Sanctuary]]. Ever mysterious during these appearances, Cain hinted at a larger story, providing snippets of it in his notebook. Diablo III: Book of Cain is Cain is a formal record of this greater tale -- a dissertation on the lore of the Diablo universe, told by one who has witnessed and participated in some of the epic events that make up the eternal conflict between the [[High Heavens]] and the [[Burning Hells]].&lt;br /&gt;
&lt;br /&gt;
::Designed as an &amp;quot;in-world&amp;quot; artifact from the Diablo universe, Diablo III: Book of Cain includes Cain's revealing meditations, as well as dozens of sketches and color artworks depicting the angelic and demonic beings who wage constant war with one another.&lt;br /&gt;
&lt;br /&gt;
::For players of the eagerly anticipated Diablo III, this mysterious tome will provide a deeper understanding of the franchise and its storyline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contributing Artists==&lt;br /&gt;
&lt;br /&gt;
The work of numerous artists, both Blizzard employees and many others, is featured in the book. No official list is yet available, but one of the contributors, Jean-Baptiste Monge, posted some news on his blog in early October, 2011. [http://blog.jbmonge.com/index.php?post/2011/10/04/Artbook-Diablo-III]&lt;br /&gt;
&lt;br /&gt;
::I have worked some months ago for Blizzard Entertainment on the great and so expected artbook Diablo III : Book of Cain - published by Insight Editions.&lt;br /&gt;
&lt;br /&gt;
::I have been so happy first when they wrote me. In fact I have been a Diablo player addict for years so it's like a complete circle : in front of the computer to play like a fool and in front of my table to draw their creatures like a fool. YEAH ! And after I have been completely excited when I knew who would draw with me on the artbook. I feel very honored and privileged.&lt;br /&gt;
&lt;br /&gt;
::A few names to catch your attention : [http://jamesgurney.com/site/ James Gurney], [http://www.adriansmith.co.uk/ Adrian Smith], [http://iainmccaig.blogspot.com/ Iain McCaig], &amp;lt;[http://www.john-howe.com/ John Howe], [http://www.bromart.com/ Brom], ... and sooo many great artists.&lt;br /&gt;
&lt;br /&gt;
::I have got 23 sketch pictures (with soft watercolor for a few) inside, this is crazy and I hope that you will apreciate them all. I have tried to keep the mood and thanks to the Blizzard Team, it was impossible to do mistakes about the story and elements, that I was tended to add ;-) (professional deformation certainly !)&lt;br /&gt;
&lt;br /&gt;
Book publisher Insight Editions provided additional artist credits in October 2011.[http://www.blizzplanet.com/blog/comments/new-york-comic-con-2011-diablo-iii-book-of-cain] They include:&lt;br /&gt;
&lt;br /&gt;
* Brom, [[Mark Gibbons]], Jim Gurney, John Howe, Alan Lee, Iain McCaig, Jean-Baptiste Monge, Adrian Smith, and Petar Meseldzija.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artist Commentaries===&lt;br /&gt;
&lt;br /&gt;
After the book's release, numerous contributing artists posted some of the artwork they contributed to the book, and sometimes included additional information about their creative process.  The following links point to news coverage of their various updates.&lt;br /&gt;
&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/book-of-cain-artwork-demonstration James Gurney]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media Coverage==&lt;br /&gt;
&lt;br /&gt;
Blizzard made a concerted publicity push for the Book of Cain, and made numerous of the artists and creators availble for interviews to promote the product. Links to many of those interviews and previews can be seen below.&lt;br /&gt;
&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/chris-metzen-on-the-book-of-cain Chris Metzen with Kotaku]. &lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/micky-neilson-interviewed-about-the-book-of-cain Micky Neilson] interviewed about his contributions.&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/book-of-cain-artwork-by-adrian-smith Artwork and info] from Adrian Smith.&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/book-of-cain-preview Kotaku provides a video tour] of the book.&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/book-of-cain-artwork-by-adrian-smith Adrian Smith posted artwork] and book details on his blog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo.IncGamers.com correpondent Nizaris attended a Book of Cain signing in Los Angeles in early January 2012, and reported back with info and pictures from the event.[http://diablo.incgamers.com/blog/comments/book-of-cain-signing-report]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Book-of-cain-signing1.jpg&lt;br /&gt;
File:Book-of-cain-signing2.jpg&lt;br /&gt;
File:Book-of-cain-signing3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video of the Q&amp;amp;A session from the book signing can be seen below, courtesy of The Worldstone Keep.&lt;br /&gt;
&amp;lt;youtube&amp;gt;8Qdy3DLn8hU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deckard Cain's Journal==&lt;br /&gt;
&lt;br /&gt;
[[File:Merch-book-of-cain-cover.jpg|thumb|200px|Original cover art from June 2011.]]&lt;br /&gt;
Fans immediately noted the similarities between this product and [[Deckard Cain's Journal]], a 34-page, illustration-packed diary-like creation that Blizzard posted on the Diablo 3 site shortly after the game's reveal.&lt;br /&gt;
&lt;br /&gt;
That journal is a first person account, by Deckard Cain, of the plot events of Diablo I and Diablo II. There’s no new plot info in it, or anything from Diablo III or any plot/lore events that weren’t covered in D1/D2/D2X, but it’s a nice presentation. There’s plenty of artwork in it too, mostly illustrations of Diablo III things that aren’t necessarily related to what the words are describing. &lt;br /&gt;
&lt;br /&gt;
It's possible that the Book of Cain is just an expanded version of Deckard Cain's Journal, but that's not yet known. The Book of Cain would almost certainly contain much additional information and game world lore, while Cain's Journal was just the familiar events of D1 and D2 retold from Cain's perspective, with artwork that seemed to have come from Diablo III rather than being related to the actual D1/D2 history.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Book Production and Delays==&lt;br /&gt;
&lt;br /&gt;
The Book of Cain had a long and tortured progress from announcement to release. The product was first revealed, apparently by accident, when a listing went live on Amazon.com in June 2011.[http://diablo.incgamers.com/blog/comments/merch-alert-the-book-of-cain/] Blizzard had made no comment on the book to that point, and they remained silent a week later, when the initial listing vanished from Amazon.[http://diablo.incgamers.com/blog/comments/book-of-cain-recalled] &lt;br /&gt;
&lt;br /&gt;
The item was listed again in September 2011, with modified cover art and more product details. At that point the projected release date was November 25, 2011. Other retailers listed the product with varying dates which changed several times before the book finally hit the shelves in mid-December 2011. Even then the confusion continued as many retailers had sold more pre-orders than they received stock to fill, and thus numerous fans did not receive their copy of the book in a timely fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
Various sample images can be seen below; many of them large enough to read, though the artwork and quality of the text is not as nice as it looks in the actual product.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Merch-book-of-cain-p8-9.png&lt;br /&gt;
File:Merch-book-of-cain-p10-11.png&lt;br /&gt;
File:Merch-book-of-cain-p12-13.png&lt;br /&gt;
File:Merch-book-of-cain-p14-15.png&lt;br /&gt;
File:Merch-book-of-cain-p16-17.png&lt;br /&gt;
File:Merch-book-of-cain-p20-21.png&lt;br /&gt;
File:Merch-book-of-cain-p22-23.png&lt;br /&gt;
File:Merch-book-of-cain-p24-25.png&lt;br /&gt;
File:Merch-book-of-cain-photo1.jpg&lt;br /&gt;
File:Merch-book-of-cain-photo2.jpg&lt;br /&gt;
File:Merch-book-of-cain-photo3.jpg&lt;br /&gt;
File:Merch-book-of-cain-photo4.jpg&lt;br /&gt;
File:Merch-book-of-cain-photo5.jpg&lt;br /&gt;
File:Merch-book-of-cain-rpg1.jpg&lt;br /&gt;
File:Merch-book-of-cain-rpg3.jpg&lt;br /&gt;
File:Merch-book-of-cain-rpg4.jpg&lt;br /&gt;
File:Merch-book-of-cain-rpg5.jpg&lt;br /&gt;
File:Merch-book-of-cain-Pandemonium.Diablo.Gurney.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Lore navbox|novel}}&lt;br /&gt;
&lt;br /&gt;
{{Game navbox|merch}}&lt;br /&gt;
&lt;br /&gt;
[[category:merchandise]]&lt;br /&gt;
[[category:lore]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Treasure_Goblin</id>
		<title>Treasure Goblin</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Treasure_Goblin"/>
				<updated>2013-06-12T15:40:47Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Treasure-hunter2.jpg|thumb|left]]&lt;br /&gt;
The Treasure Goblin is a dungeon-exploring semi-monster who is a new addition to the Diablo gameplay experience. He runs very quickly, dropping gold as he moves, as well as more gold and items when players hit him. If killed he drops numerous quality items, much like a [[Resplendent Chest]].&lt;br /&gt;
&lt;br /&gt;
Despite his name and sneaky appearance, the Treasure Goblin doesn't seem to have the ability to steal from players or chests. He's just a sort of moving treasure chest, purely there as a bonus without offering any risk or danger.  His official description, from an update on Blizzard's Diablo facebook page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;He'll randomly and rarely appear in dungeons, but when he does you'll want to beat the candy out of him as he'll drop progressively better loot with each hit. Don't let him escape!&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Treasure-hunter1.jpg&lt;br /&gt;
|portrait-width= 190px&lt;br /&gt;
|name= Treasure Goblin&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Treasure Goblin&lt;br /&gt;
|role= Pinata&lt;br /&gt;
|life= High&lt;br /&gt;
|armor= Low&lt;br /&gt;
|resist= Low&lt;br /&gt;
|armament= None&lt;br /&gt;
|dps= None&lt;br /&gt;
|dmg_low= None&lt;br /&gt;
|dmg_high= None&lt;br /&gt;
|range= N/A&lt;br /&gt;
|speed= Fast, with pauses&lt;br /&gt;
|movement= Erratic&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= None&lt;br /&gt;
|found= Everywhere&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First sighted in the playable demo at [[Blizzcon 2010]], the Treasure Goblin is a small, shiny, loudly-giggling, rat-like humanoid with a huge sack of loot over one shoulder and extremely quick foot speed. He is technically a monster, but he does not attack characters or deal any sort of damage. Instead he is basically a moving, gold-leaking treasure chest, one that drops a constant shower of gold and occasional items, and will drop lots of high quality items if you manage to run him down and kill him. &lt;br /&gt;
&lt;br /&gt;
The Treasure Goblin is a sort of [[Easter Egg]], since he's fun and diverting, and not a danger. The character is reminiscent of the Thief in the arcade classic Gauntlet II, except that he doesn't steal from you, and is purely a fun bonus diversion.&lt;br /&gt;
&lt;br /&gt;
The TS is slow at first, giggling loudly and gleaming in the light to draw the eye, as does the shiny trickle of gold he's constantly dropping. He generally lets players get in a hit or two, before activating his super fast movement and darting some distance away. He's there to tease, not to escape, and he always stops just at the edge of the visible screen, where he continues laughing and screeching and making all sorts of comical, attention-getting, goblin type noises. &lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter4.jpg|left|thumb|150px]]&lt;br /&gt;
If the player pursues him, the Treasure Goblin will allow another hit to be landed before darting off again, dropping gold the whole while and running in semi-random directions.&lt;br /&gt;
&lt;br /&gt;
He's very quick, far faster on foot than any character, and his erratic movement, and tendency to lead the player into large mobs, makes him hard to kill, especially for melee characters. Ranged attackers have an easier time nailing him from a distance, but his poor [[pathfinding]] makes him killable for any character who puts in the effort. Eventually the Treasure Goblin will run into a corner or a cul-de-sac and yield to melee strikes.&lt;br /&gt;
&lt;br /&gt;
There are a few colors of Treasure Goblins to be found. Each with its own bonuses to drops. Grey drops extra crafting materials like tomes of blacksmithing or tomes of secrets. Gold drops extra gold. Red Drops extra gems. Blue drops extra magical/rare items.&lt;br /&gt;
&lt;br /&gt;
==Escape Portal?==&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter3.jpg|thumb|Escape Portal?]]&lt;br /&gt;
If left alone for more than a few seconds, the Treasure Goblin may cast a special portal. Players can not pass through the portal, but if the Treasure Goblin is left alone for too long he will disappear through it, depriving players of the chance to score all that delicious loot from him. &lt;br /&gt;
&lt;br /&gt;
His portal and evasive behavior can be seen in the [[Gameplay:_Blizzcon_2010|Blizzcon 2010 gameplay movie]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
&lt;br /&gt;
The Treasure Goblin seems to have taken its inspiration from the Golden Axe series, when players would in between levels sleep around a campfire and have their magic stolen by little Gnomes with sacks.&lt;br /&gt;
they would then wake and chase them around to kil them to gain back their magic plus some, the resemblance and behaviour is very similar in both games.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Some devious little goblins have been robbing our merchants! When pursued, they simply open portals and disappear with a most aggravating chuckle. The peasantry seem to believe that the goblins serve a great demon lord known as Greed and furthermore, that their portals lead to Greed's domain! A ludicrous notion, truly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;Abd al-Hazir&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzcon 2010 Crafting Sanctuary Panel==&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter-poster.jpg|left|thumb|Treasure Goblin wanted poster.]]The Treasure Goblin was briefly discussed during the 2010 Blizzcon [[Crafting Sanctuary Panel Blizzcon 2010|Crafting Sanctuary Panel]], where the developers urged players to &amp;quot;beat the candy out of him&amp;quot; if and when we spotted the little guy.  They also presented a wanted poster with his face on it; a useful presentation since there's no way to get a good look at his visage in the actual game. &lt;br /&gt;
&lt;br /&gt;
Most players assumed he was humanoid; like a twisted old man, but apparently he's some sort of demonic rat-like creature?&lt;br /&gt;
&lt;br /&gt;
This type of enemy will be found in some/many/most/all dungeons in Diablo III, and there are higher quality versions as you progress through Nightmare/Hell/Inferno.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Assorted Treasure Goblin screenshots and concept arts.&lt;br /&gt;
* See every piece of Treasure Goblin media [http://diablo.incgamers.com/gallery/search.php?keywords=treasure+seeker&amp;amp;cat=all&amp;amp;x=0&amp;amp;y=0 in the Image Gallery].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Treasure-seeker-victor-lee.jpg|Concept art by [[Victor Lee]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|demons}}&lt;br /&gt;
&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Treasure_Goblin</id>
		<title>Treasure Goblin</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Treasure_Goblin"/>
				<updated>2013-06-12T15:40:18Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Treasure-hunter2.jpg|thumb|right]]&lt;br /&gt;
The Treasure Goblin is a dungeon-exploring semi-monster who is a new addition to the Diablo gameplay experience. He runs very quickly, dropping gold as he moves, as well as more gold and items when players hit him. If killed he drops numerous quality items, much like a [[Resplendent Chest]].&lt;br /&gt;
&lt;br /&gt;
Despite his name and sneaky appearance, the Treasure Goblin doesn't seem to have the ability to steal from players or chests. He's just a sort of moving treasure chest, purely there as a bonus without offering any risk or danger.  His official description, from an update on Blizzard's Diablo facebook page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;He'll randomly and rarely appear in dungeons, but when he does you'll want to beat the candy out of him as he'll drop progressively better loot with each hit. Don't let him escape!&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Treasure-hunter1.jpg&lt;br /&gt;
|portrait-width= 190px&lt;br /&gt;
|name= Treasure Goblin&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Treasure Goblin&lt;br /&gt;
|role= Pinata&lt;br /&gt;
|life= High&lt;br /&gt;
|armor= Low&lt;br /&gt;
|resist= Low&lt;br /&gt;
|armament= None&lt;br /&gt;
|dps= None&lt;br /&gt;
|dmg_low= None&lt;br /&gt;
|dmg_high= None&lt;br /&gt;
|range= N/A&lt;br /&gt;
|speed= Fast, with pauses&lt;br /&gt;
|movement= Erratic&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= None&lt;br /&gt;
|found= Everywhere&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First sighted in the playable demo at [[Blizzcon 2010]], the Treasure Goblin is a small, shiny, loudly-giggling, rat-like humanoid with a huge sack of loot over one shoulder and extremely quick foot speed. He is technically a monster, but he does not attack characters or deal any sort of damage. Instead he is basically a moving, gold-leaking treasure chest, one that drops a constant shower of gold and occasional items, and will drop lots of high quality items if you manage to run him down and kill him. &lt;br /&gt;
&lt;br /&gt;
The Treasure Goblin is a sort of [[Easter Egg]], since he's fun and diverting, and not a danger. The character is reminiscent of the Thief in the arcade classic Gauntlet II, except that he doesn't steal from you, and is purely a fun bonus diversion.&lt;br /&gt;
&lt;br /&gt;
The TS is slow at first, giggling loudly and gleaming in the light to draw the eye, as does the shiny trickle of gold he's constantly dropping. He generally lets players get in a hit or two, before activating his super fast movement and darting some distance away. He's there to tease, not to escape, and he always stops just at the edge of the visible screen, where he continues laughing and screeching and making all sorts of comical, attention-getting, goblin type noises. &lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter4.jpg|left|thumb|150px]]&lt;br /&gt;
If the player pursues him, the Treasure Goblin will allow another hit to be landed before darting off again, dropping gold the whole while and running in semi-random directions.&lt;br /&gt;
&lt;br /&gt;
He's very quick, far faster on foot than any character, and his erratic movement, and tendency to lead the player into large mobs, makes him hard to kill, especially for melee characters. Ranged attackers have an easier time nailing him from a distance, but his poor [[pathfinding]] makes him killable for any character who puts in the effort. Eventually the Treasure Goblin will run into a corner or a cul-de-sac and yield to melee strikes.&lt;br /&gt;
&lt;br /&gt;
There are a few colors of Treasure Goblins to be found. Each with its own bonuses to drops. Grey drops extra crafting materials like tomes of blacksmithing or tomes of secrets. Gold drops extra gold. Red Drops extra gems. Blue drops extra magical/rare items.&lt;br /&gt;
&lt;br /&gt;
==Escape Portal?==&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter3.jpg|thumb|Escape Portal?]]&lt;br /&gt;
If left alone for more than a few seconds, the Treasure Goblin may cast a special portal. Players can not pass through the portal, but if the Treasure Goblin is left alone for too long he will disappear through it, depriving players of the chance to score all that delicious loot from him. &lt;br /&gt;
&lt;br /&gt;
His portal and evasive behavior can be seen in the [[Gameplay:_Blizzcon_2010|Blizzcon 2010 gameplay movie]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
&lt;br /&gt;
The Treasure Goblin seems to have taken its inspiration from the Golden Axe series, when players would in between levels sleep around a campfire and have their magic stolen by little Gnomes with sacks.&lt;br /&gt;
they would then wake and chase them around to kil them to gain back their magic plus some, the resemblance and behaviour is very similar in both games.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Some devious little goblins have been robbing our merchants! When pursued, they simply open portals and disappear with a most aggravating chuckle. The peasantry seem to believe that the goblins serve a great demon lord known as Greed and furthermore, that their portals lead to Greed's domain! A ludicrous notion, truly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;Abd al-Hazir&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzcon 2010 Crafting Sanctuary Panel==&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter-poster.jpg|left|thumb|Treasure Goblin wanted poster.]]The Treasure Goblin was briefly discussed during the 2010 Blizzcon [[Crafting Sanctuary Panel Blizzcon 2010|Crafting Sanctuary Panel]], where the developers urged players to &amp;quot;beat the candy out of him&amp;quot; if and when we spotted the little guy.  They also presented a wanted poster with his face on it; a useful presentation since there's no way to get a good look at his visage in the actual game. &lt;br /&gt;
&lt;br /&gt;
Most players assumed he was humanoid; like a twisted old man, but apparently he's some sort of demonic rat-like creature?&lt;br /&gt;
&lt;br /&gt;
This type of enemy will be found in some/many/most/all dungeons in Diablo III, and there are higher quality versions as you progress through Nightmare/Hell/Inferno.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Assorted Treasure Goblin screenshots and concept arts.&lt;br /&gt;
* See every piece of Treasure Goblin media [http://diablo.incgamers.com/gallery/search.php?keywords=treasure+seeker&amp;amp;cat=all&amp;amp;x=0&amp;amp;y=0 in the Image Gallery].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Treasure-seeker-victor-lee.jpg|Concept art by [[Victor Lee]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|demons}}&lt;br /&gt;
&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Treasure_Goblin</id>
		<title>Treasure Goblin</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Treasure_Goblin"/>
				<updated>2013-06-12T15:38:18Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Treasure-hunter2.jpg|thumb|right]]&lt;br /&gt;
The Treasure Goblin is a dungeon-exploring semi-monster who is a new addition to the Diablo gameplay experience. He runs very quickly, dropping gold as he moves, as well as more gold and items when players hit him. If killed he drops numerous quality items, much like a [[Resplendent Chest]].&lt;br /&gt;
&lt;br /&gt;
Despite his name and sneaky appearance, the Treasure Goblin doesn't seem to have the ability to steal from players or chests. He's just a sort of moving treasure chest, purely there as a bonus without offering any risk or danger.  His official description, from an update on Blizzard's Diablo facebook page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;He'll randomly and rarely appear in dungeons, but when he does you'll want to beat the candy out of him as he'll drop progressively better loot with each hit. Don't let him escape!&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Treasure-hunter1.jpg&lt;br /&gt;
|portrait-width= 190px&lt;br /&gt;
|name= Treasure Goblin&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Treasure Goblin&lt;br /&gt;
|role= &lt;br /&gt;
|life= &lt;br /&gt;
|mana= &lt;br /&gt;
|armor= &lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= &lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= &lt;br /&gt;
|speed= &lt;br /&gt;
|movement= &lt;br /&gt;
|modifier= &lt;br /&gt;
|spells= &lt;br /&gt;
|found= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First sighted in the playable demo at [[Blizzcon 2010]], the Treasure Goblin is a small, shiny, loudly-giggling, rat-like humanoid with a huge sack of loot over one shoulder and extremely quick foot speed. He is technically a monster, but he does not attack characters or deal any sort of damage. Instead he is basically a moving, gold-leaking treasure chest, one that drops a constant shower of gold and occasional items, and will drop lots of high quality items if you manage to run him down and kill him. &lt;br /&gt;
&lt;br /&gt;
The Treasure Goblin is a sort of [[Easter Egg]], since he's fun and diverting, and not a danger. The character is reminiscent of the Thief in the arcade classic Gauntlet II, except that he doesn't steal from you, and is purely a fun bonus diversion.&lt;br /&gt;
&lt;br /&gt;
The TS is slow at first, giggling loudly and gleaming in the light to draw the eye, as does the shiny trickle of gold he's constantly dropping. He generally lets players get in a hit or two, before activating his super fast movement and darting some distance away. He's there to tease, not to escape, and he always stops just at the edge of the visible screen, where he continues laughing and screeching and making all sorts of comical, attention-getting, goblin type noises. &lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter4.jpg|left|thumb|150px]]&lt;br /&gt;
If the player pursues him, the Treasure Goblin will allow another hit to be landed before darting off again, dropping gold the whole while and running in semi-random directions.&lt;br /&gt;
&lt;br /&gt;
He's very quick, far faster on foot than any character, and his erratic movement, and tendency to lead the player into large mobs, makes him hard to kill, especially for melee characters. Ranged attackers have an easier time nailing him from a distance, but his poor [[pathfinding]] makes him killable for any character who puts in the effort. Eventually the Treasure Goblin will run into a corner or a cul-de-sac and yield to melee strikes.&lt;br /&gt;
&lt;br /&gt;
There are a few colors of Treasure Goblins to be found. Each with its own bonuses to drops. Grey drops extra crafting materials like tomes of blacksmithing or tomes of secrets. Gold drops extra gold. Red Drops extra gems. Blue drops extra magical/rare items.&lt;br /&gt;
&lt;br /&gt;
==Escape Portal?==&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter3.jpg|thumb|Escape Portal?]]&lt;br /&gt;
If left alone for more than a few seconds, the Treasure Goblin may cast a special portal. Players can not pass through the portal, but if the Treasure Goblin is left alone for too long he will disappear through it, depriving players of the chance to score all that delicious loot from him. &lt;br /&gt;
&lt;br /&gt;
His portal and evasive behavior can be seen in the [[Gameplay:_Blizzcon_2010|Blizzcon 2010 gameplay movie]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
&lt;br /&gt;
The Treasure Goblin seems to have taken its inspiration from the Golden Axe series, when players would in between levels sleep around a campfire and have their magic stolen by little Gnomes with sacks.&lt;br /&gt;
they would then wake and chase them around to kil them to gain back their magic plus some, the resemblance and behaviour is very similar in both games.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Some devious little goblins have been robbing our merchants! When pursued, they simply open portals and disappear with a most aggravating chuckle. The peasantry seem to believe that the goblins serve a great demon lord known as Greed and furthermore, that their portals lead to Greed's domain! A ludicrous notion, truly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;Abd al-Hazir&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzcon 2010 Crafting Sanctuary Panel==&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter-poster.jpg|left|thumb|Treasure Goblin wanted poster.]]The Treasure Goblin was briefly discussed during the 2010 Blizzcon [[Crafting Sanctuary Panel Blizzcon 2010|Crafting Sanctuary Panel]], where the developers urged players to &amp;quot;beat the candy out of him&amp;quot; if and when we spotted the little guy.  They also presented a wanted poster with his face on it; a useful presentation since there's no way to get a good look at his visage in the actual game. &lt;br /&gt;
&lt;br /&gt;
Most players assumed he was humanoid; like a twisted old man, but apparently he's some sort of demonic rat-like creature?&lt;br /&gt;
&lt;br /&gt;
This type of enemy will be found in some/many/most/all dungeons in Diablo III, and there are higher quality versions as you progress through Nightmare/Hell/Inferno.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Assorted Treasure Goblin screenshots and concept arts.&lt;br /&gt;
* See every piece of Treasure Goblin media [http://diablo.incgamers.com/gallery/search.php?keywords=treasure+seeker&amp;amp;cat=all&amp;amp;x=0&amp;amp;y=0 in the Image Gallery].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Treasure-seeker-victor-lee.jpg|Concept art by [[Victor Lee]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|demons}}&lt;br /&gt;
&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Treasure_Goblin</id>
		<title>Treasure Goblin</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Treasure_Goblin"/>
				<updated>2013-06-12T15:37:53Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Diablo III Monster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Treasure Goblin is a dungeon-exploring semi-monster who is a new addition to the Diablo gameplay experience. He runs very quickly, dropping gold as he moves, as well as more gold and items when players hit him. If killed he drops numerous quality items, much like a [[Resplendent Chest]].&lt;br /&gt;
&lt;br /&gt;
Despite his name and sneaky appearance, the Treasure Goblin doesn't seem to have the ability to steal from players or chests. He's just a sort of moving treasure chest, purely there as a bonus without offering any risk or danger.  His official description, from an update on Blizzard's Diablo facebook page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;He'll randomly and rarely appear in dungeons, but when he does you'll want to beat the candy out of him as he'll drop progressively better loot with each hit. Don't let him escape!&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
[[File:Treasure-hunter2.jpg|thumb|left]]&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Treasure-hunter1.jpg&lt;br /&gt;
|portrait-width= 190px&lt;br /&gt;
|name= Treasure Goblin&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Treasure Goblin&lt;br /&gt;
|role= &lt;br /&gt;
|life= &lt;br /&gt;
|mana= &lt;br /&gt;
|armor= &lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= &lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= &lt;br /&gt;
|speed= &lt;br /&gt;
|movement= &lt;br /&gt;
|modifier= &lt;br /&gt;
|spells= &lt;br /&gt;
|found= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First sighted in the playable demo at [[Blizzcon 2010]], the Treasure Goblin is a small, shiny, loudly-giggling, rat-like humanoid with a huge sack of loot over one shoulder and extremely quick foot speed. He is technically a monster, but he does not attack characters or deal any sort of damage. Instead he is basically a moving, gold-leaking treasure chest, one that drops a constant shower of gold and occasional items, and will drop lots of high quality items if you manage to run him down and kill him. &lt;br /&gt;
&lt;br /&gt;
The Treasure Goblin is a sort of [[Easter Egg]], since he's fun and diverting, and not a danger. The character is reminiscent of the Thief in the arcade classic Gauntlet II, except that he doesn't steal from you, and is purely a fun bonus diversion.&lt;br /&gt;
&lt;br /&gt;
The TS is slow at first, giggling loudly and gleaming in the light to draw the eye, as does the shiny trickle of gold he's constantly dropping. He generally lets players get in a hit or two, before activating his super fast movement and darting some distance away. He's there to tease, not to escape, and he always stops just at the edge of the visible screen, where he continues laughing and screeching and making all sorts of comical, attention-getting, goblin type noises. &lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter4.jpg|left|thumb|150px]]&lt;br /&gt;
If the player pursues him, the Treasure Goblin will allow another hit to be landed before darting off again, dropping gold the whole while and running in semi-random directions.&lt;br /&gt;
&lt;br /&gt;
He's very quick, far faster on foot than any character, and his erratic movement, and tendency to lead the player into large mobs, makes him hard to kill, especially for melee characters. Ranged attackers have an easier time nailing him from a distance, but his poor [[pathfinding]] makes him killable for any character who puts in the effort. Eventually the Treasure Goblin will run into a corner or a cul-de-sac and yield to melee strikes.&lt;br /&gt;
&lt;br /&gt;
There are a few colors of Treasure Goblins to be found. Each with its own bonuses to drops. Grey drops extra crafting materials like tomes of blacksmithing or tomes of secrets. Gold drops extra gold. Red Drops extra gems. Blue drops extra magical/rare items.&lt;br /&gt;
&lt;br /&gt;
==Escape Portal?==&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter3.jpg|thumb|Escape Portal?]]&lt;br /&gt;
If left alone for more than a few seconds, the Treasure Goblin may cast a special portal. Players can not pass through the portal, but if the Treasure Goblin is left alone for too long he will disappear through it, depriving players of the chance to score all that delicious loot from him. &lt;br /&gt;
&lt;br /&gt;
His portal and evasive behavior can be seen in the [[Gameplay:_Blizzcon_2010|Blizzcon 2010 gameplay movie]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inspiration==&lt;br /&gt;
&lt;br /&gt;
The Treasure Goblin seems to have taken its inspiration from the Golden Axe series, when players would in between levels sleep around a campfire and have their magic stolen by little Gnomes with sacks.&lt;br /&gt;
they would then wake and chase them around to kil them to gain back their magic plus some, the resemblance and behaviour is very similar in both games.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Some devious little goblins have been robbing our merchants! When pursued, they simply open portals and disappear with a most aggravating chuckle. The peasantry seem to believe that the goblins serve a great demon lord known as Greed and furthermore, that their portals lead to Greed's domain! A ludicrous notion, truly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;Abd al-Hazir&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzcon 2010 Crafting Sanctuary Panel==&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure-hunter-poster.jpg|left|thumb|Treasure Goblin wanted poster.]]The Treasure Goblin was briefly discussed during the 2010 Blizzcon [[Crafting Sanctuary Panel Blizzcon 2010|Crafting Sanctuary Panel]], where the developers urged players to &amp;quot;beat the candy out of him&amp;quot; if and when we spotted the little guy.  They also presented a wanted poster with his face on it; a useful presentation since there's no way to get a good look at his visage in the actual game. &lt;br /&gt;
&lt;br /&gt;
Most players assumed he was humanoid; like a twisted old man, but apparently he's some sort of demonic rat-like creature?&lt;br /&gt;
&lt;br /&gt;
This type of enemy will be found in some/many/most/all dungeons in Diablo III, and there are higher quality versions as you progress through Nightmare/Hell/Inferno.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Assorted Treasure Goblin screenshots and concept arts.&lt;br /&gt;
* See every piece of Treasure Goblin media [http://diablo.incgamers.com/gallery/search.php?keywords=treasure+seeker&amp;amp;cat=all&amp;amp;x=0&amp;amp;y=0 in the Image Gallery].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Treasure-seeker-victor-lee.jpg|Concept art by [[Victor Lee]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|demons}}&lt;br /&gt;
&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Gobby</id>
		<title>Gobby</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Gobby"/>
				<updated>2013-06-12T15:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Treasure Goblin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Treasure_Goblin]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Demonic_Essence</id>
		<title>Demonic Essence</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Demonic_Essence"/>
				<updated>2013-06-12T15:35:01Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Demonic-essence-ground2.jpg|thumb|300px|Demonic Essences on the ground.]]&lt;br /&gt;
Demonic Essence (DEs) is a [[crafting]] material and a [[commodity]] added in [[patch v1.07]]. These objects have a chance to drop only from Elites, Champions, Treasure Goblins, and certain major game events (those that grant a Nephalem Valor stack). &lt;br /&gt;
&lt;br /&gt;
Demonic Essences have no function or use in game, except as they are used in crafting recipes. They are Account Bound ([[BoA]]) and can not be traded or given to other players, though they may be sold to NPCs (for 25g). The developers' intent with DEs was to force players to play some and farm their own DEs for the new v1.07 crafting recipes, rather than simply being able to buy DEs along with all the other crafting materials required.&lt;br /&gt;
&lt;br /&gt;
It's unclear why Demonic Essences are the yellow Rare color rather than light blue, like all other crafting materials, or why they only stack up to 100. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Demonic Essence Drop Rates==&lt;br /&gt;
&lt;br /&gt;
Blizzard detailed the odds for Demonic Essences to drop in the [[Patch 1.0.7]] notes. They are only found on Inferno difficulty level, and only the [[Monster Power]] setting affects their drop rate. Factors such as [[Magic Find]] or the number of players in the game do not impact DEs in any way.  &lt;br /&gt;
&lt;br /&gt;
The odds are as follows:[http://diablo.incgamers.com/blog/comments/diablo-3-patch-1-07-analysis-and-full-notes]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Each level of Monster Power will increase the drop chance of Demonic Essence from Elites and bosses according to the following values:&lt;br /&gt;
&lt;br /&gt;
* MP 0: 15.0000%&lt;br /&gt;
* MP 1: 16.5000%&lt;br /&gt;
* MP 2: 18.1500%&lt;br /&gt;
* MP 3: 19.9650%&lt;br /&gt;
* MP 4: 21.9615%&lt;br /&gt;
* MP 5: 24.1577%&lt;br /&gt;
* MP 6: 26.5734%&lt;br /&gt;
* MP 7: 29.2308%&lt;br /&gt;
* MP 8: 32.1538%&lt;br /&gt;
* MP 9: 35.3692%&lt;br /&gt;
* MP 10: 38.9061%&lt;br /&gt;
&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the odds of one dropping increase by 10% (based on the previous value) per MP level. This ratio has been criticized by players who feel the drop rate of DEs is too low, since monster hit points and the general time to kill enemies increases by considerably more than 10% per MP level, which (some argue[http://us.battle.net/d3/en/forum/topic/9280358077]) makes the drop rate of DEs too low on higher MP levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Utility and Availability===&lt;br /&gt;
&lt;br /&gt;
Opinions differ on the value and availability of Demonic Essences, with a definite divide between rich and non-rich players.[http://us.battle.net/d3/en/forum/topic/9280218053?page=3#53]&lt;br /&gt;
&lt;br /&gt;
Rich players, those with huge amounts of gold to spend on crafting, feel that DEs drop much too infrequently, or just wish they could be sold or traded. After all, a player with enough gold to can buy all of the other materials, there's no drop rate of DEs that is high enough to meet his needs.&lt;br /&gt;
&lt;br /&gt;
On the other hand, players on more of a budget can easily accumulate more DEs than they can afford to use, given the high cost of crafting each item and the impossibility of trading or selling those items to recover any of their costs. &lt;br /&gt;
&lt;br /&gt;
It's often speculated that Blizzard may allow some form of DE trading, but as of v1.08 this remains only speculation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Demonic Essence Uses==&lt;br /&gt;
&lt;br /&gt;
[[File:Demonic-essence-stack100.jpg|frame|100 DE stack.]]&lt;br /&gt;
When they were first introduced, Demonic Essences were a required ingredient in all of the new crafting [[plans]] and [[designs]] added in patch v1.07. Each recipe required just one Demonic Essence, plus various other ingredients to create level 63 Amulets, Razorspikes, Chest Armor, Archon Shoulders, or Archon Gauntlets.&lt;br /&gt;
&lt;br /&gt;
* Archon Chest Armor of Vit/Dex/Str/Int: 150k gold + 1 Demonic Essence + 2 [[Tomes of Secret]] &lt;br /&gt;
* Archon Amulet of Vit/Str/Int/Dex: 100k gold + 1 Fiery Brimstone + 1 Demonic Essence + 1 [[Perfect Square]] gem&lt;br /&gt;
* Archon Gauntlets of Vit/Str/Int/Dex: 50k gold + 20 [[Iridescent Tears]] (yellow) + 5 Tomes of Secret + 1 Demonic Essence&lt;br /&gt;
* Archon Shoulders of Vit/Str/Int/Dex: 75k gold + 10 Tomes of Secret + 1 Demonic Essence&lt;br /&gt;
* Archon Razorspikes of Vit/Str/Int/Dex: 50k gold + 30 [[Exquisite Essence]] (blue) + 5 Tomes of Secret + 1 Demonic Essence&lt;br /&gt;
&lt;br /&gt;
More crafting recipes requiring Demonic Essences may be added in future patches. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marquise Gems===&lt;br /&gt;
&lt;br /&gt;
Demonic Essences are also required to create [[Marquise Gems]]. The recipe for each is as follows:&lt;br /&gt;
&lt;br /&gt;
* 3 Radiant Star Gems&lt;br /&gt;
* 20 million gold&lt;br /&gt;
* 10 Demonic Essence&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
Images of Demonic Essences and other related topics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Demonic-essence-ground1.jpg&lt;br /&gt;
File:Demonic-essence-ground2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:crafting]]&lt;br /&gt;
[[category:materials]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Josh_Mosqueira</id>
		<title>Josh Mosqueira</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Josh_Mosqueira"/>
				<updated>2013-06-05T21:39:42Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Josh-mosqueira-head.jpg|thumb|Josh Mosqueira.]]&lt;br /&gt;
Josh Mosqueira is the Game Director for Diablo 3. He took that position in June 2013[http://diablo.incgamers.com/blog/comments/diablo-3s-new-game-director-josh-mosquiera], after it had been vacant for several months since [[Jay Wilson]] stepped down.&lt;br /&gt;
&lt;br /&gt;
Prior to that promotion, Josh was the head of the [[Diablo 3 console]] project, which he was hired to lead in mid-2011. Josh's first public comments came during the second half of that year, and he was a regular interview subject at the Gamescom[http://diablo.incgamers.com/blog/comments/gamescom-josh-mosqueira-interview][http://diablo.incgamers.com/blog/comments/josh-mosqueira-gamescom-interview-indiablo-de][http://diablo.incgamers.com/blog/comments/josh-mosqueira-video-interview-from-gamescom] and then Blizzcon.[http://diablo.incgamers.com/blog/comments/kevin-martens-and-josh-mosquiera-interview][http://diablo.incgamers.com/blog/comments/kevin-martens-and-josh-mosqueira-blizzcon-2011-interview] &lt;br /&gt;
&lt;br /&gt;
* All [http://diablo.incgamers.com/category/blizzard-people/josh-mosqueira Josh Mosqueira news items].&lt;br /&gt;
* All [http://diablo.incgamers.com/category/news/console Diablo 3 console news items].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Career History==&lt;br /&gt;
&lt;br /&gt;
Before joining Blizzard, Josh was best known as one of the Lead Designers for [http://en.wikipedia.org/wiki/Company_of_heroes Company of Heroes], a critically-acclaimed[http://www.myshorterlink.com/1db] and top-selling World War II RTS.  He also worked on Warhammer 40,000 and Far Cry 3. His full credited games resume can be [http://www.mobygames.com/developer/sheet/view/developerId,105890/ seen on MobyGames].&lt;br /&gt;
&lt;br /&gt;
* Diablo III (2012), Blizzard Entertainment Inc.&lt;br /&gt;
* Far Cry 3 (2012), Ubisoft Entertainment SA&lt;br /&gt;
* Company of Heroes: Tales of Valor (2009), THQ Inc.&lt;br /&gt;
* Warhammer 40,000: Dawn of War II (2009), THQ Inc.&lt;br /&gt;
* Warhammer 40,000: Dawn of War - Soulstorm (2008), THQ Inc.&lt;br /&gt;
* Company of Heroes: Opposing Fronts (2007), THQ Inc.&lt;br /&gt;
* Company of Heroes (2006), THQ Inc.&lt;br /&gt;
* Company of Heroes (Collector's Edition) (2006), THQ Inc.&lt;br /&gt;
* Warhammer 40,000: Dawn of War (2004), THQ Inc.&lt;br /&gt;
* Homeworld 2 (2003), Sierra Entertainment, Inc., Vivendi Universal Games, Inc.&lt;br /&gt;
* Impossible Creatures (2003), Microsoft Game Studios&lt;br /&gt;
* Spider-Man 2: Enter: Electro (2001), Activision Publishing, Inc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
Josh is seen in photos and a pair of video interviews from Gamescom 2011.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Josh-mosqueira-show.jpg|Launch night appearance.&lt;br /&gt;
File:Josh-mosqueira-head.jpg|Behind the Scenes DVD.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| &amp;lt;youtube&amp;gt;ZpCzPNSHFkQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
| &amp;lt;youtube&amp;gt;kk6sk33mM8M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game navbox|d3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Blizzard]]&lt;br /&gt;
[[category:D3 Team]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Acid_Strike</id>
		<title>Acid Strike</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Acid_Strike"/>
				<updated>2013-06-03T12:41:37Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acid Strike is a rune effect in [[Bola Shot]], a [[Hatred]]-generating [[Demon Hunter skill]].&lt;br /&gt;
&lt;br /&gt;
This rune effect fires three Bolas in a cluster, each of which deal 130% weapon damage as poison to the target only. They behave differently than other forms of this skill, though.&lt;br /&gt;
&lt;br /&gt;
* The three Bolas go forth in a slightly forked cluster, much like the Wizard's [[Fork]] rune effect in [[Magic Missile]]. The player can not control how widely they are spaced.&lt;br /&gt;
** Only one of the Acid Strike Bolas can ever hit the same target. This is not a useful rune effect to try to stack big damage to a single enemy, though it works tolerably well against [[Champions]] or an [[Elite]] and his [[minions]].&lt;br /&gt;
* There is no splash damage; only the target takes damage.&lt;br /&gt;
** The target begins taking poison DoT as soon as struck, so there's a tiny bit of damage counted off during the second before the explosion.&lt;br /&gt;
&lt;br /&gt;
This rune effect is best used against small groups of enemies almost as a form of AoE, though it's much less effective than some other forms of Bola Shot since there is no splash explosion. The firing rate is very quick and the large, sticky projectiles ensure that any targeted enemy will definitely be hit by at least one shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Bola Shot rune effects]] article for a thorough description of the rune effects in this skill, including screenshots, videos, and strategy tips.&lt;br /&gt;
{{skill description header}}&lt;br /&gt;
&amp;lt;skill subcat=&amp;quot;Bow skill&amp;quot; class=&amp;quot;DemonHunter&amp;quot;&amp;gt;Bola Shot&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot; rune=&amp;quot;Acid Strike&amp;quot;&amp;gt;Bola Shot&amp;lt;/skill&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
[[File:Acid-strike1.jpg|center|frame|Acid Strike's triple projectiles are emerald green beauty.]]&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Prior to the February 2012 skill and rune system overhaul, this effect was created by the [[Crimson Rune]]. That runestone produced the following effect at rune level 7:&lt;br /&gt;
{{Demon Hunter Skillrune Acid Strike}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Demon Hunter skills]]&lt;br /&gt;
[[category:Demon Hunter rune effects]]&lt;br /&gt;
[[category:runes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|DH|primary}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Acid_Strike</id>
		<title>Acid Strike</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Acid_Strike"/>
				<updated>2013-06-03T12:34:10Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acid Strike is a rune effect in [[Bola Shot]], a [[Hatred]]-generating [[Demon Hunter skill]].&lt;br /&gt;
&lt;br /&gt;
This rune effect fires three Bolas in a cluster, each of which deal 130% weapon damage as poison to the target only. They behave differently than other forms of this skill, though.&lt;br /&gt;
&lt;br /&gt;
* The three Bolas go forth in a slightly forked cluster, much like the Wizard's [[Fork]] rune effect in [[Magic Missile]]. The player can not control how widely they are spaced.&lt;br /&gt;
** Only one of the Acid Strike Bolas can ever hit the same target. This is not a useful rune effect to try to stack big damage to a single enemy, though it works tolerably well against [[Champions]] or an [[Elite]] and his [[minions]].&lt;br /&gt;
* There is no splash damage; only the target takes damage.&lt;br /&gt;
** The target begins taking poison DoT as soon as struck, so there's a tiny bit of damage counted off during the second before the explosion.&lt;br /&gt;
&lt;br /&gt;
This rune effect is best used against small groups of enemies almost as a form of AoE, though it's much less effective than some other forms of Bola Shot since there is no splash explosion. The firing rate is very quick and the large, sticky projectiles ensure that any targeted enemy will definitely be hit by at least one shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Bola Shot rune effects]] article for a thorough description of the rune effects in this skill, including screenshots, videos, and strategy tips.&lt;br /&gt;
{{skill description header}}&lt;br /&gt;
&amp;lt;skill subcat=&amp;quot;Bow skill&amp;quot; class=&amp;quot;DemonHunter&amp;quot;&amp;gt;Bola Shot&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot; rune=&amp;quot;Acid Strike&amp;quot;&amp;gt;Bola Shot&amp;lt;/skill&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
[[File:Acid-strike1.jpg|center|Acid Strike's triple projectiles are emerald green beauty.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Prior to the February 2012 skill and rune system overhaul, this effect was created by the [[Crimson Rune]]. That runestone produced the following effect at rune level 7:&lt;br /&gt;
{{Demon Hunter Skillrune Acid Strike}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Demon Hunter skills]]&lt;br /&gt;
[[category:Demon Hunter rune effects]]&lt;br /&gt;
[[category:runes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|DH|primary}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/File:Acid-strike1.jpg</id>
		<title>File:Acid-strike1.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/File:Acid-strike1.jpg"/>
				<updated>2013-06-03T12:33:12Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Bola Shot rune effect Acid Strike is an emerald delight.

category:demon Hunter skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bola Shot rune effect [[Acid Strike]] is an emerald delight.&lt;br /&gt;
&lt;br /&gt;
[[category:demon Hunter skills]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Chipped_Topaz</id>
		<title>Chipped Topaz</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Chipped_Topaz"/>
				<updated>2013-06-02T22:17:40Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Gems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[gems]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Chipped_Ruby</id>
		<title>Chipped Ruby</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Chipped_Ruby"/>
				<updated>2013-06-02T22:17:31Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Gems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[gems]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Sokarh_the_Keywarden</id>
		<title>Sokarh the Keywarden</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Sokarh_the_Keywarden"/>
				<updated>2013-05-31T10:38:18Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Sokahr the Keywarden&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Sokahr the Keywarden]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Sokahr_the_Keywarden</id>
		<title>Sokahr the Keywarden</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Sokahr_the_Keywarden"/>
				<updated>2013-05-31T10:37:20Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sokahr-the-keywarden1.jpg|thumb|400px|Sokarh spins and sparks.]]&lt;br /&gt;
Sokahr the Keywarden is a [[Dune Dervish]] Elite monster added in [[Patch v1.0.5]]. This monster can be found somewhere randomly-located in the [[Dahlgur Oasis]] level in Act Two, on Inferno difficulty. Sokahr has a chance to drop the [[Key of Hate]], an item required for the [[Infernal Machine]] end game event.&lt;br /&gt;
&lt;br /&gt;
Prior to v1.08 Sokahr and the other keywardens could be found on any difficulty level, though they only dropped keys on Inferno. In v1.08 and later the keywardens only appear on Inferno.&lt;br /&gt;
&lt;br /&gt;
Sokahr always has [[Vortex]] and [[Missile Dampening]] as his [[Elite Affix]], which gives him some resistance to ranged attackers, as well as making him easier to spot from a distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Drop Odds==&lt;br /&gt;
&lt;br /&gt;
The first stage in unlocking the Infernal Machine players have to gather 3 keys and a plan from all four acts by killing the Key Wardens. (An even longer and more involved process than Diablo 2′s {{iw|Pandemonium_Event Pandemonium Event}}.)&lt;br /&gt;
&lt;br /&gt;
The Keywardens appear in their designated areas only on Inferno difficulty. (They were found on all difficulties prior to v1.08.) If a player has 5 stacks of [[Nephalem Valor]] the keywardens '''''may''''' drop a key. The only way to increase the odds of a key dropping is to increase the level of [[Monster Power]]. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Drop rate at MP0] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt;  &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188833/act-3-key-warden-drop-rate-unbalanced Innate drop rates equal] - Blizzard CM, 22/10/12&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Key drop odds per Monster Power level:&lt;br /&gt;
&lt;br /&gt;
* Monster Power 0: 5% &lt;br /&gt;
* Monster Power 1: 10% &lt;br /&gt;
* Monster Power 2: 20% &lt;br /&gt;
* Monster Power 3: 30% &lt;br /&gt;
* Monster Power 4: 40% &lt;br /&gt;
* Monster Power 5: 50% &lt;br /&gt;
* Monster Power 6: 60% &lt;br /&gt;
* Monster Power 7: 70% &lt;br /&gt;
* Monster Power 8: 80% &lt;br /&gt;
* Monster Power 9: 90% &lt;br /&gt;
* Monster Power 10: 100% &lt;br /&gt;
&lt;br /&gt;
[[Magic Find]] does not increase the chances of the keys dropping.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Magic Find effects] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt; though it does affect the other items the Keywardens drop, and they can be an excellent source of Rares or Legendaries.&lt;br /&gt;
&lt;br /&gt;
The four keywardens and the planwarden are:&lt;br /&gt;
&lt;br /&gt;
* The [[Key of Destruction]] will drop from [[Odeg the Keywarden]] in Act I - Fields of Misery&lt;br /&gt;
* The [[Key of Hate]] will drop from [[Sokahr the Keywarden]] in Act II - Dahlgur Oasis&lt;br /&gt;
* The [[Key of Terror]] will drop from [[Xah'Rith the Keywarden]] in Act III - Stonefort&lt;br /&gt;
* The Blacksmithing Plans and random keys will drop from [[Nekarat the Keywarden]] in &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;mob&amp;gt;Sokahr the Keywarden&amp;lt;/mob&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Obtaining a Hellfire Ring==&lt;br /&gt;
&lt;br /&gt;
Creating a [[Hellfire Ring]] requires multiple steps. Refer to the [[Infernal Machine]] article for full details, but briefly:&lt;br /&gt;
&lt;br /&gt;
# Obtain the three keys and the Infernal Machine plan for the Blacksmith.&lt;br /&gt;
## The [[Key of Destruction]] will drop from [[Odeg the Keywarden]] in Act I - Fields of Misery&lt;br /&gt;
## The [[Key of Hate]] will drop from [[Sokahr the Keywarden]] in Act II - Dahlgur Oasis&lt;br /&gt;
## The [[Key of Terror]] will drop from [[Xah'Rith the Keywarden]] in Act III - Stonefort&lt;br /&gt;
## The Blacksmithing Plans will drop from [[Nekarat the Keywarden]] in Act IV - Silver Spire Level 1&lt;br /&gt;
# Craft three keys, one of each, into the [[Portal Device]].&lt;br /&gt;
# Activate the Portal Device inside of the [[Heretic's Abode]] to create a red portal to one of the three Realms:&lt;br /&gt;
## The [[Realm of Discord]]. Battle [[King Leoric]] and [[Maghda]] for a chance to obtain the [[Writhing Spine]].&lt;br /&gt;
## The [[Realm of Chaos]]. Battle [[Ghom]] and [[Rakanoth]] for a chance to obtain the [[Devil's Fang]].&lt;br /&gt;
## The [[Realm of Turmoil]]. Battle [[Siegebreaker_Assault_Beast|Siege Breaker]] and [[Zoltun Kulle]] for a chance to obtain the [[Vengeful Eye]].&lt;br /&gt;
# Take the three demonic organs to Haedrig and craft them into a Hellfire Ring.&lt;br /&gt;
&lt;br /&gt;
Note that steps 1-3 must be repeated multiple times, since you must create at least three red portals to obtain all three demonic organs. Furthermore, unless you are playing on Monster Power 10, the keywardens do not always drop keys and the uber bosses do not always drop the demonic organs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Sokahr-the-keywarden2.jpg|Super Sokahr.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Infernal Machine]]&lt;br /&gt;
[[category:Uniques]]&lt;br /&gt;
[[category:bosses]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Boss_Modifiers</id>
		<title>Boss Modifiers</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Boss_Modifiers"/>
				<updated>2013-05-31T10:35:36Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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, missile attacks, the ability to teleport or duplicate themselves, and many others. &lt;br /&gt;
&lt;br /&gt;
* Random boss monsters (Champions with Blue names and random bosses with Yellow names) spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno.  &lt;br /&gt;
* Elite monsters, Purple names, are special creatures with special preset modifiers and altered AI, and they '''do not '''gain random modifiers on higher difficulty levels, as most of them did in Diablo II.  These Elites may gain additional modifiers on higher difficulty levels (for instance, The Warden gets [[Molten]] and [[Jailer]] past Normal difficulty), but not randomly; they are all preset by the game developers, and their added properties may differ slightly in function or lethality from what random bosses get.&lt;br /&gt;
&lt;br /&gt;
This directory page gives brief descriptions of the properties; click to the individual articles for far more detail, including screenshots, movies, and strategy tips.&lt;br /&gt;
&lt;br /&gt;
* See also the {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
==Higher Level Modifiers==&lt;br /&gt;
&lt;br /&gt;
Boss modifiers are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], and [[Frozen]] were gradually removed/moved to higher monster levels.&lt;br /&gt;
&lt;br /&gt;
The following Boss Modifiers can be found in Normal difficulty, where every random boss and champion pack will have one (and only one) of them.&lt;br /&gt;
* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nightmare difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected. All of the Normal Difficulty Affixes are possible, with several new modifiers possible on Nightmare:&lt;br /&gt;
* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hell difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the Normal, Nightmare, and the new Hell affixes:&lt;br /&gt;
* [[Avenger]] and [[Health Link]]. ([[Invulnerable Minions]] was Hell/Inferno only prior to its removal from the game.)&lt;br /&gt;
&lt;br /&gt;
There are no additional Boss Modifiers enabled in Inferno, though the fact that random bosses and Champions get 4 modifiers on that difficulty level can create combinations not seen previously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifier Grouping==&lt;br /&gt;
&lt;br /&gt;
In July 2012 Blizzard revealed that boss modifiers were sorted into three groups, which limited which mods could spawn with each other on the same monster. [http://diablo.incgamers.com/blog/comments/blizzard-on-post-validayion-auction-house-ui-v1-04-details-and-more#more-23877]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Why aren’t monster affix combinations restricted in some way?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Monster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren’t as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.&lt;br /&gt;
&lt;br /&gt;
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we’re happy with where affix combos are right now, we’re open to feedback and especially constructive discussion. :)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Strong [[CC]] (Limit 1)&lt;br /&gt;
! Defensive (Limit 1)&lt;br /&gt;
! Aggressive (No Limit)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Knockback]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jailer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nightmarish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vortex]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Avenger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Extra Health]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Health Link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Horde]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Illusionist (Boss modifier)|Illusionist]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missile Dampening]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;[[Invulnerable Minions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shielding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Arcane Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Desecrator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electrified]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Chains]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Frozen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Molten]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mortar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plagued]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reflects Damage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Teleporter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Waller]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bosses vs. Champions==&lt;br /&gt;
&lt;br /&gt;
Some modifiers can only be found on Champions (never on bosses) and some can only be found on Bosses (never on Champions). &lt;br /&gt;
&lt;br /&gt;
* Champion only:&lt;br /&gt;
** [[Avenger]]&lt;br /&gt;
** [[Fire Chains]]&lt;br /&gt;
** [[Health Link]]&lt;br /&gt;
&lt;br /&gt;
* Boss only:&lt;br /&gt;
** [[Horde]]&lt;br /&gt;
** [[Invulnerable Minions]] (Removed in [[Patch 1.04]].)&lt;br /&gt;
** [[Missile Dampening]]&lt;br /&gt;
&lt;br /&gt;
Only one modifier differs markedly when used by Champions or Bosses. The [[Waller]] Affix creates three sided boxes when used by a Boss, but only short, straight walls (which may overlap in dangerous T or + shapes) when cast by Champions.&lt;br /&gt;
&lt;br /&gt;
Boss minions share some abilities with their Boss, but not all. For instance Bosses and minions can [[Knockback]] targets and generate [[Arcane Enchanted]] lasers, but only Bosses (and not minions) can cast [[Vortex]], [[Jailer]], or emit [[Mortar]] projectiles. These are noted in the &amp;quot;Available To&amp;quot; details below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boss and Champion Modifiers==&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Enchanted===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|The original, highly-dangerous, Hydra style of this modifier.]]&lt;br /&gt;
[[Arcane Enchanted]] bosses are &amp;quot;enchanted&amp;quot; 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. These are highly-damaging at higher difficulties, and are capable of almost instantly killing any character without strong Arcane Resistance. They are especially dangerous when paired with [[crowd control]] Affixes like Waller or Jailer.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Arcane &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Avenger===&lt;br /&gt;
&lt;br /&gt;
[[Avenger]] is a Champion-only modifier that links the champions, granting a temporary bonus in size, strength, and speed to the surviving champions whenever one is slain. The bonuses are most visible in the increased size of the enemy, and players may wish to use strategy and attempt to damage all of the monsters evenly, so that one or two won't still be nearly full health when the others die and they gain power ups.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 51 (Hell and Inferno only).&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Desecrator===&lt;br /&gt;
[[File:Boss-molten-unburied2.jpg|thumb|400px|An [[Unburied]] spawns a mass of Desecrator pits.]]&lt;br /&gt;
[[Desecrator]]s create an orange-colored &amp;quot;glowing void zone&amp;quot; beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not blocked in by modifiers like [[Waller]] or [[Jailer]]. &lt;br /&gt;
&lt;br /&gt;
The Desecrated pools remain in place for 12 seconds, and during long battles with a boss and minions all casting Desecration, entire screens can be come virtually impassable due to the pits of damage. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 22&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions. &lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electrified===&lt;br /&gt;
&lt;br /&gt;
[[Electrified]] enemies function much like a lightning-based form of [[Reflects Damage]], dealing lightning damage back to attackers.  This Affix was visually nerfed shortly after release, likely for frame rate/performance reasons. Prior to the visual nerf, monsters with Electrified sent out sparks in all directions when they were hit by ranged or melee attacks. &lt;br /&gt;
&lt;br /&gt;
The removal of the visual component effectively nerfed the danger of this modifier as well. Previously, the sparks could trigger other Boss Affixes, such as healing for [[Vampirific]] bosses.&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|350px|Electrified boss putting out massive sparks.]]&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: Lightning.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Extra Health===&lt;br /&gt;
&lt;br /&gt;
[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. 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 [[Shielding]] or [[Health Link]] to make for a very long fight.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and above.)&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions receive the benefit.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
[[Fast]] monsters 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 is especially dangerous for [[glass cannon]] type characters, who survive by running and staying out of reach of the monsters.  Ironically, This ability can be most annoying when it spawns on wandering, shaman type enemies such as Fallen Shaman and Zombie Pukers, as they amble around in random directions and may move quite far during the course of a battle.&lt;br /&gt;
&lt;br /&gt;
Rooting and slowing [[CC]] effects are essential against Fast enemies, as are movement skills. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: N/A. &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire Chains===&lt;br /&gt;
&lt;br /&gt;
[[File:Firechains.jpg|thumb|450px|Fire Chains triangle between 3 desert wasp Champions.]]&lt;br /&gt;
[[Fire Chains]] are glowing, fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to any 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.  Chains have a limited reach of about 80 yards, and if one of the Champions moves too far from the others, the chain connecting them will wink out of existence, then instantly return when/if the Champions move into closer proximity.&lt;br /&gt;
&lt;br /&gt;
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 seem to have their AI tweaked to do a bit more circling and moving around. Thus a melee character can take on one Champion, and it will either keep moving and get behind to stretch the chains over the player, or the other champions will move past and around, stretching the chains that way.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of some [[legendary]] items that summon a demon that is connected to the player by a Fire Chain that works to hurt monsters.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and later)&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
[[File:Modifier frozen.jpg|thumb|450px|Frozen grenades from [[Sicklefang]] explode &amp;amp; freeze]]&lt;br /&gt;
[[Frozen]] spawns on Champions, Bosses, and Boss minions and causes those enemies to regularly create a scattered few blueish-white orbs that hang in space, growing rapidly in size before detonating in short range Frost Novas. These are damaging to any player, pet, or follower this hit and more dangerous still is their freezing effect, which leaves the frozen target helpless and motionless for a short duration. &lt;br /&gt;
&lt;br /&gt;
While this property is not encountered until some distance through Normal difficulty, players get an early preview of it when they first encounter [[Captain Daltyn]] below [[Adria's Shack]]. [[Izual]] is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle, as well as casting unavoidable Frost Novas.&lt;br /&gt;
&lt;br /&gt;
Frozen initially left behind a core of ice at the monster's death, which exploded a moment later, much as [[Molten]] does. This property was tweaked during development and replaced by the much more dangerous spread of ice cores that we see in the released game.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Link===&lt;br /&gt;
[[Health Link]]ed champions share a single common health pool, as if all 3 or 4 enemies had their life shared in the same bulb. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster.  The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.&lt;br /&gt;
&lt;br /&gt;
Health Link has a maximum range, and if one of the Champions is more than a screen away from the others, it will lose health normally, without sharing with the others.  This property is shown visually by splashes of blood that flash between the Champions as one takes damage and the others lose health to compensate.  &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
During development this modifier was called [[Life Link]] and could be encountered on bosses and their minions, as well as champions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horde===&lt;br /&gt;
&lt;br /&gt;
[[Horde]] is a boss-only property that causes more minions to spawn at the start of the battle. The number of additional enemies increases with the difficulty level, with just a few extra on Normal, and up to 6 or 8 on Inferno. This property does not alter the boss' stats or behavior, and the minions aren't any different either; there are just more of them. &lt;br /&gt;
&lt;br /&gt;
Horde is most dangerous when the monster type is dangerous, or when the other Boss Modifiers are nasty ones. Modifiers that minions can cast along with the boss, such as [[Frozen]] and [[Arcane Enchanted]], become very numerous when paired with Horde. [[Reflects Damage]] and [[Electrified]] can be very dangerous as well, since a character may hit the boss and several minions at once, taking the RD from all of them simultaneously.&lt;br /&gt;
&lt;br /&gt;
Horde can be confused with [[Illusionist]], but Horde just creates more minions at the start of the fight. It does not allow the boss to make more during the battle, and all the Horde minions are full power and hit points, and their damage is very real.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Illusionist===&lt;br /&gt;
&lt;br /&gt;
[[File:Illusionist-skeleton1.jpg|thumb|300px|A few zombies can result.]]&lt;br /&gt;
[[Illusionist_(Boss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselves during the battle, adding 4-6 more enemies in the blink of an eye. Fortunately, these duplicates are harmless; unable to deal any damage with their attacks and blessed with very few hit points. They work mostly as a distraction, since they are indistinguishable from the other monsters. This property is akin to the Wizard's [[Mirror Image]] skill, in that both create a lot of visual flash and action, but no real damage.&lt;br /&gt;
&lt;br /&gt;
As Illusions have very minimal hit points they will die very quickly to any sort of [[AoE]] attack. They can also be spotted by their health bar display, as their total hit points will be a tenth (or less) of the Boss. Effects such as [[Fire Chains]] and [[Molten]] will not appear below the Illusions; only the real monsters.&lt;br /&gt;
&lt;br /&gt;
The biggest danger from Illusionist is deception. Players can not tell which ones are real and which are fake, and may waste time attacking or running from harmless duplicates. The Illusions do take up space like real monsters though, and can physically block characters from escaping their midst. They are also annoying as ranged attackers, since though projectiles are harmless, they are identical in appearance to the &amp;quot;real&amp;quot; ones fired by the Boss or Champions.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jailer===&lt;br /&gt;
&lt;br /&gt;
[[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. Jailer is most dangerous when used by monsters that deal high damage, or in conjunction with [[AoE]] boss modifiers like [[Arcane Enchanted]], [[Plagued]], or [[Desecrator]].&lt;br /&gt;
&lt;br /&gt;
A number of class skills including [[Spirit Walk]], [[Teleport]], [[Smoke Screen]], [[Leap]], [[Furious Charge]], [[Wrath of the Berserker]], [[Archon]], and [[Dashing Strike]] allow characters  to break out of the Jailer's circle, or move while the Jail remains around them. See the [[Jailer]] article for a full list.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 10&lt;br /&gt;
*''' Available to:''' Bosses and Champions.&lt;br /&gt;
** '''Uniques''': [[The Warden]], [[Dataminer]]. [[Diablo]]'s Bone Prison is a different ability with a similar effect.&lt;br /&gt;
*''' Damage Type:''' N/A.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Will Not Spawn With:''' [[Knockback]], [[Nightmarish]], or [[Vortex]]. (Changed in patch v1.0.4.)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Knockback===&lt;br /&gt;
&lt;br /&gt;
[[Knockback]]. This modifier grants the boss or champion a knockback attack which will send a character, pet or follower 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 a considerable distance, often half the screen or further (40+ yards). This can be quite funny early in the game, when a Witch Doctor watches his [[Mongrels]] get repeatedly launched across the entire screen by some tiny boss with this property. It can also be somewhat helpful to ranged attackers, as the boss will knock them so far back that it's almost as if they used some sort of movement skill themselves.&lt;br /&gt;
&lt;br /&gt;
The real danger comes in the debuff, since knocked back characters and pets are confused, slowing their movement speed for a second after the impact. Characters can be knocked back into other dangerous effects such as Molten or Arcane and die while still badly slowed.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 1&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Nightmarish]], [[Vortex]], or [[Jailer]] (as of v1.0.4)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missile Dampening===&lt;br /&gt;
[[Image:Missile_dampening.jpg|thumb|400px|right|Missile Dampening.]]&lt;br /&gt;
[[Missile Dampening]] is a seldom-seen modifier that looks a bit like a [[Slow Time]] bubble around the boss (and only the boss). The bubble moves as the boss does, and functions much the same as the Slow Time Wizard skill. It reduces the speed of all incoming projectiles to a crawl, though it does not affect the movement speed of characters within the bubble. &lt;br /&gt;
&lt;br /&gt;
The bubble protects the boss from projectile attacks, but 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 [[Lightning Ball]]) since they move so slowly while &amp;quot;dampened&amp;quot; that they can deal dozens of hits, rather than just two or three as normal.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: n/a &lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Molten===&lt;br /&gt;
[[File:Molten2.jpg|thumb|230px|right|Molten trail]]&lt;br /&gt;
[[Molten]] creates a trail of flame behind the feet of the monster, leaving a damaging trail of fire that takes several seconds to fade away. The most dangerous part of the Affix comes when the boss, minion, or champion dies, as a glowing fiery core is left behind. It expands for a few seconds before detonating, dealing huge damage to any character in the radius of effect.&lt;br /&gt;
&lt;br /&gt;
Characters need to move away from the explosions, and this property can be very dangerous when matched with CC properties such as [[Vortex]], Waller, or Jailer, or even just when lots of other monsters are in the way, blocking a character's escape.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 12&lt;br /&gt;
* Available to: Champions, Bosses and their Minions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mortar===&lt;br /&gt;
&lt;br /&gt;
[[Mortar]] is a property that causes a constant stream of fiery projectiles to shoot out from the boss or champions, in all directions.  The mortars do not land right beside the boss, creating a safe zone that allows melee characters to largely ignore the property, though when multiple champions are spewing our Mortars at once, much of the screen can be covered by their explosions.&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar-bug5.jpg|thumb|400px|Mortar display bug during the [[Beta]] test.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Mortar deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nightmarish===&lt;br /&gt;
&lt;br /&gt;
When [[Nightmarish]] bosses 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. Characters or minions so affected will run for a second in a straight line (if possible) directly away from the champion, boss, or boss' minion that caused the effect. While running, players have no control over their character. If the running direction is blocked by a wall or other monsters, characters may simply stand still, a complete sitting duck to all enemy attacks.&lt;br /&gt;
&lt;br /&gt;
Though this modifier is merely annoying in the early going, it can be one of the most dangerous on higher levels, since characters need to hit, move, cast spells, heal, etc, constantly. Not doing those for a second can be deadly, even aside from the problems with potentially running right into a stream of missiles or a hotspot from [[Arcane]], [[Molten]], [[Plagued]], [[Desecrator]] or others.&lt;br /&gt;
&lt;br /&gt;
Ranged attackers with Nightmarish inflict the effect much more often due to the higher volume of their projectiles. &lt;br /&gt;
&lt;br /&gt;
The v1.0.4 patch nerfed this ability slightly, providing frightened targets with 6 seconds of immunity to being frightened again after each incidence.  This prevents characters, pets, or minions from being feared and re-feared in rapid succession.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 2&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None. &lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Vortex]], or [[Jailer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plagued===&lt;br /&gt;
&lt;br /&gt;
[[File:Fire-chains-plagued-zombies1.JPG|thumb|350px|[[Plagued]], [[Fire Chains]] zombies.]]&lt;br /&gt;
[[Plagued]] bosses create green pools of damage beneath their feet and in the immediate vicinity. These pools are not targeted at the player the way [[Desecrater]] is, but they are larger and can cover quite a bit of the screen during a long battle. &lt;br /&gt;
&lt;br /&gt;
As well as dealing damage, the Plague pool inflicts a short term debuff that reduces the armor of Barbarians and Monks by 50%, and causes the Witch Doctor, Wizard, and Demon Hunter to take [[Reflected Damage]].&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Plagued deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Poison.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflects Damage===&lt;br /&gt;
&lt;br /&gt;
[[Reflects Damage]], is a higher level boss and champion modifier that causes players to take some damage for every point of damage they deal to enemies. Unlike Thorns, this damage hurts ranged attackers and even spell users. For instance, Wizards will drop hit points steadily as their [[Hydra]] pelts monsters with projectile attacks, even if the monster is so far away the Wizard can't even see it.&lt;br /&gt;
&lt;br /&gt;
This effect is most dangerous to [[glass cannon]] type characters who do not have high regeneration or healing or life leech, as they will take steady damage even if they're not being hit by the enemy. It's less troublesome to most melee attackers, as they're built to absorb and leech and heal during combat, and the slight added damage from Reflects Damage isn't generally large enough to impact their play style. &lt;br /&gt;
&lt;br /&gt;
Reflects Damage becomes more dangerous as a character increases in [[DPS]], since the reflected damage is a percentage of the attack. While all characters require [[Life on Hit]] or [[Life Steal]] equipment to survive RD and [[Electrified]] enemies, characters with higher damage will generally require additional healing or damage mitigation skills to avoid beating themselves to death.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses.&lt;br /&gt;
* Damage Type: Physical.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shielding===&lt;br /&gt;
&lt;br /&gt;
[[File:Shielding.jpg|thumb|400px|[[Maghda]] in her [[Lair of the Witch|Lair]]]]&lt;br /&gt;
[[Shielding]] is a modifier that creates a transparent bubble around a boss or champion, rendering them temporarily immune to all forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but while shielded they are immune to most [[CC]] effects. The shields seem to appear and disappear at regular intervals, without a precisely set duration of on/off.&lt;br /&gt;
&lt;br /&gt;
Only one [[Elite]] has shielding; [[Magda]], though her shield is triggered by a timer on the fight itself, rather than a semi-random timer as with regular monsters.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 nerfed the [[Shielding]] property in several ways, limiting it so it appears on only one monster out of the Champions or boss/minions at a time, and so it does not appear on the last monster remaining from such a group. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses, and their minions.&lt;br /&gt;
* Damage Type: n/a&lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teleporter===&lt;br /&gt;
&lt;br /&gt;
[[File:Teleporter-skeleton-summoner2.jpg|thumb|400px|A Skeletal Summoner teleports into range.]]&lt;br /&gt;
[[Teleporter]] allows bosses, or individual champions, to teleport to a random location, generally appearing directly on top of a character they are battling. This gives the ability an interesting effect; many melee characters quite like it since it brings the enemy right to them, while ranged attackers, especially of the Glass Cannon variety, find it very dangerous.&lt;br /&gt;
&lt;br /&gt;
Teleporter can create amusing situations with ranged attacking monsters, as they will Teleport into kissing-range, then walk away without attacking as they try to return to their preferred ranged distance.&lt;br /&gt;
&lt;br /&gt;
Teleporter is similar to [[Vortex]] in effect, but is less dangerous since with Teleporter the monsters come to the hero, rather than dragging the hero into their midst, where [[Molten]] or [[Fire Chains]] or [[Arcane Enchanted]] or other such mods might be busy creating a killing ground.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 3&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vampiric===&lt;br /&gt;
&lt;br /&gt;
[[Vampiric]] is life leech in Diablo III, though the effect seems to boost damage as well, in addition to granting the monster some healing as it deals damage. The amount of healing is fairly minor, making this one of the less-difficult or noticeable boss modifiers.&lt;br /&gt;
&lt;br /&gt;
It was much more impressive during development, when the affix provided almost full healing for monsters when they landed even a single hit on a target. Players found this modifier extremely difficulty to handle during play demos at Blizzcon, as it made some bosses almost impossible to kill, especially when they could hit minions such as [[Zombie Dogs]] and instantly refill their entire health bar.  In the final game the healing is much reduced, and hardly ticks at all when the monsters hit minions, pets, or [[follower]]s.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vortex===&lt;br /&gt;
[[File:The archivist2.jpg|thumb|400px|Vortex affix from [[The Archivist]]]]&lt;br /&gt;
&lt;br /&gt;
[[Vortex]] causes characters to warp into close proximity to the champoion or boss (but not minion) with the Affix. This can be very dangeorus for ranged attackers who wish to stay away, especially when combined with other damaging Affixes such as [[Molten]] or [[Arcane Enchanted]].&lt;br /&gt;
&lt;br /&gt;
The Vortex triggers periodically, and is not based on a % chance from the monster landing hits. There seems to be a maximum distance outside of which it will not work; character who remain off the screen are very seldom Vortexed in, and it's a pull, not a warp, so geographical features such as walls and other obstacles might stop the pull before a character is yanked right next to the enemy.&lt;br /&gt;
&lt;br /&gt;
As with Teleporter, this is not a mod that melee characters find very dangerous, and it can actually work against the AI of some ranged attacker bosses, who will stop attacking and attempt to retreat when the Vortex triggers and they suddenly find a character in close proximity.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Nightmarish]], or (as of the v1.0.4 patch[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]) [[Jailer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Waller===&lt;br /&gt;
[[File:Bane_the_terrible_yellow.jpg|thumb|400px|Waller affix on a Goatman in zoomed view.]]&lt;br /&gt;
&lt;br /&gt;
[[Waller]] grants monsters the ability to raise stone walls that block player movement for a second or two, before crumbling back into nothing. Walls limit player movement (though some skills such as [[Leap]] and [[Teleport]] can move over them), as well as blocking most player projectiles. Most melee attacks will work right past walls, providing the target is directly on the other side and within reach.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Champions]] can only create short, straight walls, while Bosses create larger, three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape.  While the Champion walls are shorter and appear in straight lines, all of the Champions can cast them and such walls may overlap, creating maze-like shapes or working with walls or other obstacles to completely block players.&lt;br /&gt;
&lt;br /&gt;
Though Waller does no damage on its own, it is one of the most dangerous modifiers when paired with big damage AoE properties such as  [[Molten]], [[Frozen]], [[Arcane Enchanted]], [[Plagued]], [[Desecrator]], and others.  Those effects can appear past walls, or hit right over them, nailing characters who are trapped by the walls.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 10&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Removed Boss Properties==&lt;br /&gt;
&lt;br /&gt;
This section lists modifiers that were seen during development or testing, but that are not included in the final game. Many other properties changed greatly during development; see the individual modifier articles for more details on those.&lt;br /&gt;
&lt;br /&gt;
===Ballista===&lt;br /&gt;
&lt;br /&gt;
[[Ballista]] was a new property seen in the Blizzcon 2010 demo on 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 bigger, 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. It was removed prior to beta testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Aura===&lt;br /&gt;
&lt;br /&gt;
[[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It was never seen afterwards, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]].&lt;br /&gt;
* Monster Level Minimum: ?&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: Cold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Die Together===&lt;br /&gt;
&lt;br /&gt;
[[Die Together]] was a [[Champion]]-only modifier removed from the game during development. Its removal was announced in the Beta v6 patch notes in November 2011, and further explained by Blizzard afterwards. The modifier linked the lives of each Champion in the pack, enabling any dead monsters to resurrect (with limited hit points) approximately 10 seconds after death so long as any of the other Champions remained alive. &lt;br /&gt;
&lt;br /&gt;
The theory was to force players to manage the battle, and to whittle all of the Champions down to nearly dead, before trying to kill them all in rapid succession. In practice it was just annoying -- characters with AoE attacks had a considerable advantage over melee attackers and furthermore, some monsters (such as Skeletal Summoners) tended to move apart, making it nearly impossible to kill all of them in the allotted time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
Doppleganger was the original name of the modifier now called [[Illusionist]].  See that entry for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Invulnerable Minions===&lt;br /&gt;
&lt;br /&gt;
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]&lt;br /&gt;
[[Invulnerable Minions]] was removed from the game in patch v1.0.4, in August 2012.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] The information below is archived from when the feature was existent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous and downright annoying, as the minions are completely invulnerable to all forms of attack. They never drop their shields (unlike [[Shielding]] bosses) 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 (who is not invulnerable or shielded), at which point all of the minions die at once.&lt;br /&gt;
&lt;br /&gt;
Invulnerable Minions are dangerous as they can hit and damage without being killed, and are very hard for character builds that rely on hits for healing, [[proc]]s, or other effects. These minions are also very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks from hitting their vulnerable leader. Skills that pierce or deal AoE are useful to bypass this shielding annoyance.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 51 (Hell and Inferno only).&lt;br /&gt;
* '''Available to: '''Bosses (not Champions).&lt;br /&gt;
* '''Damage Type:''' n/a&lt;br /&gt;
* '''Additional Resistances:''' n/a&lt;br /&gt;
*''' Will Not Spawn With:''' [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
&lt;br /&gt;
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multishot===&lt;br /&gt;
&lt;br /&gt;
[[Multishot]] 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], but it was never seen in the Beta and is not present in the final game. There are fairly few ranged attackers in Diablo III, and this might explain why Ballista and Multishot were both removed during development.&lt;br /&gt;
&lt;br /&gt;
Multishot was watched with much more anticipation than other mods due to its legendary status in Diablo II, where prior to v1.10 fixing the bug that caused numerous extra bolts to be released, MSLE (Multi-Shot Lightning-Enchanted) bosses were virtually instant death to any character without huge hit points, lightning resistance, and lightning absorption.&lt;br /&gt;
&lt;br /&gt;
Given that history, fans were curious how MS might interact with mods like Mortar or Electrified in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mythical===&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powerful===&lt;br /&gt;
&lt;br /&gt;
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounded akin to the &amp;quot;Extra Strong&amp;quot; mod from Diablo 2, which granted bonus damage to monsters, but that wasn't clear from the play testing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]], which granted a considerable boost to physical resistance in Diablo II, was present during Diablo 3's development and was seen in demos, but it is not present in the final game. Likely this was removed when elemental damage types were flattened, as having a specific resistance to one type 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.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Boss_Modifiers</id>
		<title>Boss Modifiers</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Boss_Modifiers"/>
				<updated>2013-05-31T10:32:03Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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, missile attacks, the ability to teleport or duplicate themselves, and many others. &lt;br /&gt;
&lt;br /&gt;
* Random boss monsters (Champions with Blue names and random bosses with Yellow names) spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno.  &lt;br /&gt;
* Elite monsters, Purple names, are special creatures with special preset modifiers and altered AI, and they '''do not '''gain random modifiers on higher difficulty levels, as most of them did in Diablo II.  These Elites may gain additional modifiers on higher difficulty levels (for instance, The Warden gets [[Molten]] and [[Jailer]] past Normal difficulty), but not randomly; they are all preset by the game developers, and their added properties may differ slightly in function or lethality from what random bosses get.&lt;br /&gt;
&lt;br /&gt;
This directory page gives brief descriptions of the properties; click to the individual articles for far more detail, including screenshots, movies, and strategy tips.&lt;br /&gt;
&lt;br /&gt;
* See also the {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.&lt;br /&gt;
&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
==Higher Level Modifiers==&lt;br /&gt;
&lt;br /&gt;
Boss modifiers are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], and [[Frozen]] were gradually removed/moved to higher monster levels.&lt;br /&gt;
&lt;br /&gt;
The following Boss Modifiers can be found in Normal difficulty, where every random boss and champion pack will have one (and only one) of them.&lt;br /&gt;
* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nightmare difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected. All of the Normal Difficulty Affixes are possible, with several new modifiers possible on Nightmare:&lt;br /&gt;
* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hell difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the Normal, Nightmare, and the new Hell affixes:&lt;br /&gt;
* [[Avenger]] and [[Health Link]]. ([[Invulnerable Minions]] was Hell/Inferno only prior to its removal from the game.)&lt;br /&gt;
&lt;br /&gt;
There are no additional Boss Modifiers enabled in Inferno, though the fact that random bosses and Champions get 4 modifiers on that difficulty level can create combinations not seen previously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifier Grouping==&lt;br /&gt;
&lt;br /&gt;
In July 2012 Blizzard revealed that boss modifiers were sorted into three groups, which limited which mods could spawn with each other on the same monster. [http://diablo.incgamers.com/blog/comments/blizzard-on-post-validayion-auction-house-ui-v1-04-details-and-more#more-23877]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Why aren’t monster affix combinations restricted in some way?&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Monster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren’t as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.&lt;br /&gt;
&lt;br /&gt;
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we’re happy with where affix combos are right now, we’re open to feedback and especially constructive discussion. :)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Strong [[CC]] (Limit 1)&lt;br /&gt;
! Defensive (Limit 1)&lt;br /&gt;
! Aggressive (No Limit)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Knockback]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jailer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nightmarish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vortex]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Avenger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Extra Health]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Health Link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Horde]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Illusionist (Boss modifier)|Illusionist]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Missile Dampening]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* &amp;lt;/nowiki&amp;gt;[[Invulnerable Minions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shielding]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[Arcane Enchanted]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Desecrator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electrified]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Chains]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Frozen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Molten]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mortar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Plagued]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reflects Damage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Teleporter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Waller]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bosses vs. Champions==&lt;br /&gt;
&lt;br /&gt;
Some modifiers can only be found on Champions (never on bosses) and some can only be found on Bosses (never on Champions). &lt;br /&gt;
&lt;br /&gt;
* Champion only:&lt;br /&gt;
** [[Avenger]]&lt;br /&gt;
** [[Fire Chains]]&lt;br /&gt;
** [[Health Link]]&lt;br /&gt;
&lt;br /&gt;
* Boss only:&lt;br /&gt;
** [[Horde]]&lt;br /&gt;
** [[Invulnerable Minions]] (Removed in [[Patch 1.04]].)&lt;br /&gt;
** [[Missile Dampening]]&lt;br /&gt;
&lt;br /&gt;
Only one modifier differs markedly when used by Champions or Bosses. The [[Waller]] Affix creates three sided boxes when used by a Boss, but only short, straight walls (which may overlap in dangerous T or + shapes) when cast by Champions.&lt;br /&gt;
&lt;br /&gt;
Boss minions share some abilities with their Boss, but not all. For instance Bosses and minions can [[Knockback]] targets and generate [[Arcane Enchanted]] lasers, but only Bosses (and not minions) can cast [[Vortex]], [[Jailer]], or emit [[Mortar]] projectiles. These are noted in the &amp;quot;Available To&amp;quot; details below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Boss and Champion Modifiers==&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Enchanted===&lt;br /&gt;
&lt;br /&gt;
[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|The original, highly-dangerous, Hydra style of this modifier.]]&lt;br /&gt;
[[Arcane Enchanted]] bosses are &amp;quot;enchanted&amp;quot; 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. These are highly-damaging at higher difficulties, and are capable of almost instantly killing any character without strong Arcane Resistance. They are especially dangerous when paired with [[crowd control]] Affixes like Waller or Jailer.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Arcane &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Avenger===&lt;br /&gt;
&lt;br /&gt;
[[Avenger]] is a Champion-only modifier that links the champions, granting a temporary bonus in size, strength, and speed to the surviving champions whenever one is slain. The bonuses are most visible in the increased size of the enemy, and players may wish to use strategy and attempt to damage all of the monsters evenly, so that one or two won't still be nearly full health when the others die and they gain power ups.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 51 (Hell and Inferno only).&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Desecrator===&lt;br /&gt;
[[File:Boss-molten-unburied2.jpg|thumb|400px|An [[Unburied]] spawns a mass of Desecrator pits.]]&lt;br /&gt;
[[Desecrator]]s create an orange-colored &amp;quot;glowing void zone&amp;quot; beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not blocked in by modifiers like [[Waller]] or [[Jailer]]. &lt;br /&gt;
&lt;br /&gt;
The Desecrated pools remain in place for 12 seconds, and during long battles with a boss and minions all casting Desecration, entire screens can be come virtually impassable due to the pits of damage. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 22&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions. &lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electrified===&lt;br /&gt;
&lt;br /&gt;
[[Electrified]] enemies function much like a lightning-based form of [[Reflects Damage]], dealing lightning damage back to attackers.  This Affix was visually nerfed shortly after release, likely for frame rate/performance reasons. Prior to the visual nerf, monsters with Electrified sent out sparks in all directions when they were hit by ranged or melee attacks. &lt;br /&gt;
&lt;br /&gt;
The removal of the visual component effectively nerfed the danger of this modifier as well. Previously, the sparks could trigger other Boss Affixes, such as healing for [[Vampirific]] bosses.&lt;br /&gt;
[[File:Boss-electrified1.jpg|thumb|350px|Electrified boss putting out massive sparks.]]&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: Lightning.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Extra Health===&lt;br /&gt;
&lt;br /&gt;
[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. 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 [[Shielding]] or [[Health Link]] to make for a very long fight.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and above.)&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions receive the benefit.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fast===&lt;br /&gt;
&lt;br /&gt;
[[Fast]] monsters 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 is especially dangerous for [[glass cannon]] type characters, who survive by running and staying out of reach of the monsters.  Ironically, This ability can be most annoying when it spawns on wandering, shaman type enemies such as Fallen Shaman and Zombie Pukers, as they amble around in random directions and may move quite far during the course of a battle.&lt;br /&gt;
&lt;br /&gt;
Rooting and slowing [[CC]] effects are essential against Fast enemies, as are movement skills. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: N/A. &lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire Chains===&lt;br /&gt;
&lt;br /&gt;
[[File:Firechains.jpg|thumb|450px|Fire Chains triangle between 3 desert wasp Champions.]]&lt;br /&gt;
[[Fire Chains]] are glowing, fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to any 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.  Chains have a limited reach of about 80 yards, and if one of the Champions moves too far from the others, the chain connecting them will wink out of existence, then instantly return when/if the Champions move into closer proximity.&lt;br /&gt;
&lt;br /&gt;
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 seem to have their AI tweaked to do a bit more circling and moving around. Thus a melee character can take on one Champion, and it will either keep moving and get behind to stretch the chains over the player, or the other champions will move past and around, stretching the chains that way.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of some [[legendary]] items that summon a demon that is connected to the player by a Fire Chain that works to hurt monsters.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31 (Nightmare and later)&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frozen===&lt;br /&gt;
[[File:Modifier frozen.jpg|thumb|450px|Frozen grenades from [[Sicklefang]] explode &amp;amp; freeze]]&lt;br /&gt;
[[Frozen]] spawns on Champions, Bosses, and Boss minions and causes those enemies to regularly create a scattered few blueish-white orbs that hang in space, growing rapidly in size before detonating in short range Frost Novas. These are damaging to any player, pet, or follower this hit and more dangerous still is their freezing effect, which leaves the frozen target helpless and motionless for a short duration. &lt;br /&gt;
&lt;br /&gt;
While this property is not encountered until some distance through Normal difficulty, players get an early preview of it when they first encounter [[Captain Daltyn]] below [[Adria's Shack]]. [[Izual]] is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle, as well as casting unavoidable Frost Novas.&lt;br /&gt;
&lt;br /&gt;
Frozen initially left behind a core of ice at the monster's death, which exploded a moment later, much as [[Molten]] does. This property was tweaked during development and replaced by the much more dangerous spread of ice cores that we see in the released game.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Link===&lt;br /&gt;
[[Health Link]]ed champions share a single common health pool, as if all 3 or 4 enemies had their life shared in the same bulb. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster.  The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.&lt;br /&gt;
&lt;br /&gt;
Health Link has a maximum range, and if one of the Champions is more than a screen away from the others, it will lose health normally, without sharing with the others.  This property is shown visually by splashes of blood that flash between the Champions as one takes damage and the others lose health to compensate.  &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: Champions only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
During development this modifier was called [[Life Link]] and could be encountered on bosses and their minions, as well as champions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horde===&lt;br /&gt;
&lt;br /&gt;
[[Horde]] is a boss-only property that causes more minions to spawn at the start of the battle. The number of additional enemies increases with the difficulty level, with just a few extra on Normal, and up to 6 or 8 on Inferno. This property does not alter the boss' stats or behavior, and the minions aren't any different either; there are just more of them. &lt;br /&gt;
&lt;br /&gt;
Horde is most dangerous when the monster type is dangerous, or when the other Boss Modifiers are nasty ones. Modifiers that minions can cast along with the boss, such as [[Frozen]] and [[Arcane Enchanted]], become very numerous when paired with Horde. [[Reflects Damage]] and [[Electrified]] can be very dangerous as well, since a character may hit the boss and several minions at once, taking the RD from all of them simultaneously.&lt;br /&gt;
&lt;br /&gt;
Horde can be confused with [[Illusionist]], but Horde just creates more minions at the start of the fight. It does not allow the boss to make more during the battle, and all the Horde minions are full power and hit points, and their damage is very real.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Illusionist===&lt;br /&gt;
&lt;br /&gt;
[[File:Illusionist-skeleton1.jpg|thumb|300px|A few zombies can result.]]&lt;br /&gt;
[[Illusionist_(Boss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselves during the battle, adding 4-6 more enemies in the blink of an eye. Fortunately, these duplicates are harmless; unable to deal any damage with their attacks and blessed with very few hit points. They work mostly as a distraction, since they are indistinguishable from the other monsters. This property is akin to the Wizard's [[Mirror Image]] skill, in that both create a lot of visual flash and action, but no real damage.&lt;br /&gt;
&lt;br /&gt;
As Illusions have very minimal hit points they will die very quickly to any sort of [[AoE]] attack. They can also be spotted by their health bar display, as their total hit points will be a tenth (or less) of the Boss. Effects such as [[Fire Chains]] and [[Molten]] will not appear below the Illusions; only the real monsters.&lt;br /&gt;
&lt;br /&gt;
The biggest danger from Illusionist is deception. Players can not tell which ones are real and which are fake, and may waste time attacking or running from harmless duplicates. The Illusions do take up space like real monsters though, and can physically block characters from escaping their midst. They are also annoying as ranged attackers, since though projectiles are harmless, they are identical in appearance to the &amp;quot;real&amp;quot; ones fired by the Boss or Champions.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jailer===&lt;br /&gt;
&lt;br /&gt;
[[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. Jailer is most dangerous when used by monsters that deal high damage, or in conjunction with [[AoE]] boss modifiers like [[Arcane Enchanted]], [[Plagued]], or [[Desecrator]].&lt;br /&gt;
&lt;br /&gt;
A number of class skills including [[Spirit Walk]], [[Teleport]], [[Smoke Screen]], [[Leap]], [[Furious Charge]], [[Wrath of the Berserker]], [[Archon]], and [[Dashing Strike]] allow characters  to break out of the Jailer's circle, or move while the Jail remains around them. See the [[Jailer]] article for a full list.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 10&lt;br /&gt;
*''' Available to:''' Bosses and Champions.&lt;br /&gt;
** '''Uniques''': [[The Warden]], [[Dataminer]]. [[Diablo]]'s Bone Prison is a different ability with a similar effect.&lt;br /&gt;
*''' Damage Type:''' N/A.&lt;br /&gt;
* '''Additional Resistances:''' None.&lt;br /&gt;
* '''Will Not Spawn With:''' [[Knockback]], [[Nightmarish]], or [[Vortex]]. (Changed in patch v1.0.4.)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Knockback===&lt;br /&gt;
&lt;br /&gt;
[[Knockback]]. This modifier grants the boss or champion a knockback attack which will send a character, pet or follower 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 a considerable distance, often half the screen or further (40+ yards). This can be quite funny early in the game, when a Witch Doctor watches his [[Mongrels]] get repeatedly launched across the entire screen by some tiny boss with this property. It can also be somewhat helpful to ranged attackers, as the boss will knock them so far back that it's almost as if they used some sort of movement skill themselves.&lt;br /&gt;
&lt;br /&gt;
The real danger comes in the debuff, since knocked back characters and pets are confused, slowing their movement speed for a second after the impact. Characters can be knocked back into other dangerous effects such as Molten or Arcane and die while still badly slowed.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 1&lt;br /&gt;
* Available to: Champions, Bosses, and boss minions.&lt;br /&gt;
* Damage Type: Standard.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Nightmarish]], [[Vortex]], or [[Jailer]] (as of v1.0.4)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Missile Dampening===&lt;br /&gt;
[[Image:Missile_dampening.jpg|thumb|400px|right|Missile Dampening.]]&lt;br /&gt;
[[Missile Dampening]] is a seldom-seen modifier that looks a bit like a [[Slow Time]] bubble around the boss (and only the boss). The bubble moves as the boss does, and functions much the same as the Slow Time Wizard skill. It reduces the speed of all incoming projectiles to a crawl, though it does not affect the movement speed of characters within the bubble. &lt;br /&gt;
&lt;br /&gt;
The bubble protects the boss from projectile attacks, but 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 [[Lightning Ball]]) since they move so slowly while &amp;quot;dampened&amp;quot; that they can deal dozens of hits, rather than just two or three as normal.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: n/a &lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Shielding]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Molten===&lt;br /&gt;
[[File:Molten2.jpg|thumb|300px|right|Molten trail]]&lt;br /&gt;
[[Molten]] creates a trail of flame behind the feet of the monster, leaving a damaging trail of fire that takes several seconds to fade away. The most dangerous part of the Affix comes when the boss, minion, or champion dies, as a glowing fiery core is left behind. It expands for a few seconds before detonating, dealing huge damage to any character in the radius of effect.&lt;br /&gt;
&lt;br /&gt;
Characters need to move away from the explosions, and this property can be very dangerous when matched with CC properties such as [[Vortex]], Waller, or Jailer, or even just when lots of other monsters are in the way, blocking a character's escape.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 12&lt;br /&gt;
* Available to: Champions, Bosses and their Minions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mortar===&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar-bug5.jpg|thumb|400px|Mortar display bug during the [[Beta]] test.]]&lt;br /&gt;
[[Mortar]] is a property that causes a constant stream of fiery projectiles to shoot out from the boss or champions, in all directions.  The mortars do not land right beside the boss, creating a safe zone that allows melee characters to largely ignore the property, though when multiple champions are spewing our Mortars at once, much of the screen can be covered by their explosions.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Mortar deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Bosses and Champions.&lt;br /&gt;
* Damage Type: Fire.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nightmarish===&lt;br /&gt;
&lt;br /&gt;
When [[Nightmarish]] bosses 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. Characters or minions so affected will run for a second in a straight line (if possible) directly away from the champion, boss, or boss' minion that caused the effect. While running, players have no control over their character. If the running direction is blocked by a wall or other monsters, characters may simply stand still, a complete sitting duck to all enemy attacks.&lt;br /&gt;
&lt;br /&gt;
Though this modifier is merely annoying in the early going, it can be one of the most dangerous on higher levels, since characters need to hit, move, cast spells, heal, etc, constantly. Not doing those for a second can be deadly, even aside from the problems with potentially running right into a stream of missiles or a hotspot from [[Arcane]], [[Molten]], [[Plagued]], [[Desecrator]] or others.&lt;br /&gt;
&lt;br /&gt;
Ranged attackers with Nightmarish inflict the effect much more often due to the higher volume of their projectiles. &lt;br /&gt;
&lt;br /&gt;
The v1.0.4 patch nerfed this ability slightly, providing frightened targets with 6 seconds of immunity to being frightened again after each incidence.  This prevents characters, pets, or minions from being feared and re-feared in rapid succession.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 2&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None. &lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Vortex]], or [[Jailer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plagued===&lt;br /&gt;
&lt;br /&gt;
[[File:Fire-chains-plagued-zombies1.JPG|thumb|350px|[[Plagued]], [[Fire Chains]] zombies.]]&lt;br /&gt;
[[Plagued]] bosses create green pools of damage beneath their feet and in the immediate vicinity. These pools are not targeted at the player the way [[Desecrater]] is, but they are larger and can cover quite a bit of the screen during a long battle. &lt;br /&gt;
&lt;br /&gt;
As well as dealing damage, the Plague pool inflicts a short term debuff that reduces the armor of Barbarians and Monks by 50%, and causes the Witch Doctor, Wizard, and Demon Hunter to take [[Reflected Damage]].&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 in August 2012 reduced the damage Plagued deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 20&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: Poison.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflects Damage===&lt;br /&gt;
&lt;br /&gt;
[[Reflects Damage]], is a higher level boss and champion modifier that causes players to take some damage for every point of damage they deal to enemies. Unlike Thorns, this damage hurts ranged attackers and even spell users. For instance, Wizards will drop hit points steadily as their [[Hydra]] pelts monsters with projectile attacks, even if the monster is so far away the Wizard can't even see it.&lt;br /&gt;
&lt;br /&gt;
This effect is most dangerous to [[glass cannon]] type characters who do not have high regeneration or healing or life leech, as they will take steady damage even if they're not being hit by the enemy. It's less troublesome to most melee attackers, as they're built to absorb and leech and heal during combat, and the slight added damage from Reflects Damage isn't generally large enough to impact their play style. &lt;br /&gt;
&lt;br /&gt;
Reflects Damage becomes more dangerous as a character increases in [[DPS]], since the reflected damage is a percentage of the attack. While all characters require [[Life on Hit]] or [[Life Steal]] equipment to survive RD and [[Electrified]] enemies, characters with higher damage will generally require additional healing or damage mitigation skills to avoid beating themselves to death.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses.&lt;br /&gt;
* Damage Type: Physical.&lt;br /&gt;
* Additional Resistances: N/A.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shielding===&lt;br /&gt;
&lt;br /&gt;
[[File:Shielding.jpg|thumb|400px|[[Maghda]] in her [[Lair of the Witch|Lair]]]]&lt;br /&gt;
[[Shielding]] is a modifier that creates a transparent bubble around a boss or champion, rendering them temporarily immune to all forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but while shielded they are immune to most [[CC]] effects. The shields seem to appear and disappear at regular intervals, without a precisely set duration of on/off.&lt;br /&gt;
&lt;br /&gt;
Only one [[Elite]] has shielding; [[Magda]], though her shield is triggered by a timer on the fight itself, rather than a semi-random timer as with regular monsters.&lt;br /&gt;
&lt;br /&gt;
Patch v1.0.4 nerfed the [[Shielding]] property in several ways, limiting it so it appears on only one monster out of the Champions or boss/minions at a time, and so it does not appear on the last monster remaining from such a group. &lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions and bosses, and their minions.&lt;br /&gt;
* Damage Type: n/a&lt;br /&gt;
* Additional Resistances: n/a&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Vampiric]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Teleporter===&lt;br /&gt;
&lt;br /&gt;
[[File:Teleporter-skeleton-summoner2.jpg|thumb|400px|A Skeletal Summoner teleports into range.]]&lt;br /&gt;
[[Teleporter]] allows bosses, or individual champions, to teleport to a random location, generally appearing directly on top of a character they are battling. This gives the ability an interesting effect; many melee characters quite like it since it brings the enemy right to them, while ranged attackers, especially of the Glass Cannon variety, find it very dangerous.&lt;br /&gt;
&lt;br /&gt;
Teleporter can create amusing situations with ranged attacking monsters, as they will Teleport into kissing-range, then walk away without attacking as they try to return to their preferred ranged distance.&lt;br /&gt;
&lt;br /&gt;
Teleporter is similar to [[Vortex]] in effect, but is less dangerous since with Teleporter the monsters come to the hero, rather than dragging the hero into their midst, where [[Molten]] or [[Fire Chains]] or [[Arcane Enchanted]] or other such mods might be busy creating a killing ground.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 3&lt;br /&gt;
* Available to: All&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vampiric===&lt;br /&gt;
&lt;br /&gt;
[[Vampiric]] is life leech in Diablo III, though the effect seems to boost damage as well, in addition to granting the monster some healing as it deals damage. The amount of healing is fairly minor, making this one of the less-difficult or noticeable boss modifiers.&lt;br /&gt;
&lt;br /&gt;
It was much more impressive during development, when the affix provided almost full healing for monsters when they landed even a single hit on a target. Players found this modifier extremely difficulty to handle during play demos at Blizzcon, as it made some bosses almost impossible to kill, especially when they could hit minions such as [[Zombie Dogs]] and instantly refill their entire health bar.  In the final game the healing is much reduced, and hardly ticks at all when the monsters hit minions, pets, or [[follower]]s.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 31&lt;br /&gt;
* Available to: Champions, Bosses, and Boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vortex===&lt;br /&gt;
[[File:The archivist2.jpg|thumb|400px|Vortex affix from [[The Archivist]]]]&lt;br /&gt;
&lt;br /&gt;
[[Vortex]] causes characters to warp into close proximity to the champoion or boss (but not minion) with the Affix. This can be very dangeorus for ranged attackers who wish to stay away, especially when combined with other damaging Affixes such as [[Molten]] or [[Arcane Enchanted]].&lt;br /&gt;
&lt;br /&gt;
The Vortex triggers periodically, and is not based on a % chance from the monster landing hits. There seems to be a maximum distance outside of which it will not work; character who remain off the screen are very seldom Vortexed in, and it's a pull, not a warp, so geographical features such as walls and other obstacles might stop the pull before a character is yanked right next to the enemy.&lt;br /&gt;
&lt;br /&gt;
As with Teleporter, this is not a mod that melee characters find very dangerous, and it can actually work against the AI of some ranged attacker bosses, who will stop attacking and attempt to retreat when the Vortex triggers and they suddenly find a character in close proximity.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 15&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
* Will not spawn with: [[Knockback]], [[Nightmarish]], or (as of the v1.0.4 patch[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]) [[Jailer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Waller===&lt;br /&gt;
[[File:Bane_the_terrible_yellow.jpg|thumb|400px|Waller affix on a Goatman in zoomed view.]]&lt;br /&gt;
&lt;br /&gt;
[[Waller]] grants monsters the ability to raise stone walls that block player movement for a second or two, before crumbling back into nothing. Walls limit player movement (though some skills such as [[Leap]] and [[Teleport]] can move over them), as well as blocking most player projectiles. Most melee attacks will work right past walls, providing the target is directly on the other side and within reach.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Champions]] can only create short, straight walls, while Bosses create larger, three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape.  While the Champion walls are shorter and appear in straight lines, all of the Champions can cast them and such walls may overlap, creating maze-like shapes or working with walls or other obstacles to completely block players.&lt;br /&gt;
&lt;br /&gt;
Though Waller does no damage on its own, it is one of the most dangerous modifiers when paired with big damage AoE properties such as  [[Molten]], [[Frozen]], [[Arcane Enchanted]], [[Plagued]], [[Desecrator]], and others.  Those effects can appear past walls, or hit right over them, nailing characters who are trapped by the walls.&lt;br /&gt;
&lt;br /&gt;
* Monster Level Minimum: 10&lt;br /&gt;
* Available to: Champions and Bosses, but not boss minions.&lt;br /&gt;
* Damage Type: N/A.&lt;br /&gt;
* Additional Resistances: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Removed Boss Properties==&lt;br /&gt;
&lt;br /&gt;
This section lists modifiers that were seen during development or testing, but that are not included in the final game. Many other properties changed greatly during development; see the individual modifier articles for more details on those.&lt;br /&gt;
&lt;br /&gt;
===Ballista===&lt;br /&gt;
&lt;br /&gt;
[[Ballista]] was a new property seen in the Blizzcon 2010 demo on 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 bigger, 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. It was removed prior to beta testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Aura===&lt;br /&gt;
&lt;br /&gt;
[[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It was never seen afterwards, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]].&lt;br /&gt;
* Monster Level Minimum: ?&lt;br /&gt;
* Available to: Bosses only.&lt;br /&gt;
* Damage Type: Cold&lt;br /&gt;
* Additional Resistances: Cold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Die Together===&lt;br /&gt;
&lt;br /&gt;
[[Die Together]] was a [[Champion]]-only modifier removed from the game during development. Its removal was announced in the Beta v6 patch notes in November 2011, and further explained by Blizzard afterwards. The modifier linked the lives of each Champion in the pack, enabling any dead monsters to resurrect (with limited hit points) approximately 10 seconds after death so long as any of the other Champions remained alive. &lt;br /&gt;
&lt;br /&gt;
The theory was to force players to manage the battle, and to whittle all of the Champions down to nearly dead, before trying to kill them all in rapid succession. In practice it was just annoying -- characters with AoE attacks had a considerable advantage over melee attackers and furthermore, some monsters (such as Skeletal Summoners) tended to move apart, making it nearly impossible to kill all of them in the allotted time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doppelganger===&lt;br /&gt;
&lt;br /&gt;
Doppleganger was the original name of the modifier now called [[Illusionist]].  See that entry for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Invulnerable Minions===&lt;br /&gt;
&lt;br /&gt;
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]&lt;br /&gt;
[[Invulnerable Minions]] was removed from the game in patch v1.0.4, in August 2012.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] The information below is archived from when the feature was existent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous and downright annoying, as the minions are completely invulnerable to all forms of attack. They never drop their shields (unlike [[Shielding]] bosses) 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 (who is not invulnerable or shielded), at which point all of the minions die at once.&lt;br /&gt;
&lt;br /&gt;
Invulnerable Minions are dangerous as they can hit and damage without being killed, and are very hard for character builds that rely on hits for healing, [[proc]]s, or other effects. These minions are also very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks from hitting their vulnerable leader. Skills that pierce or deal AoE are useful to bypass this shielding annoyance.&lt;br /&gt;
&lt;br /&gt;
* '''Monster Level Minimum:''' 51 (Hell and Inferno only).&lt;br /&gt;
* '''Available to: '''Bosses (not Champions).&lt;br /&gt;
* '''Damage Type:''' n/a&lt;br /&gt;
* '''Additional Resistances:''' n/a&lt;br /&gt;
*''' Will Not Spawn With:''' [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical===&lt;br /&gt;
&lt;br /&gt;
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multishot===&lt;br /&gt;
&lt;br /&gt;
[[Multishot]] 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], but it was never seen in the Beta and is not present in the final game. There are fairly few ranged attackers in Diablo III, and this might explain why Ballista and Multishot were both removed during development.&lt;br /&gt;
&lt;br /&gt;
Multishot was watched with much more anticipation than other mods due to its legendary status in Diablo II, where prior to v1.10 fixing the bug that caused numerous extra bolts to be released, MSLE (Multi-Shot Lightning-Enchanted) bosses were virtually instant death to any character without huge hit points, lightning resistance, and lightning absorption.&lt;br /&gt;
&lt;br /&gt;
Given that history, fans were curious how MS might interact with mods like Mortar or Electrified in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mythical===&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powerful===&lt;br /&gt;
&lt;br /&gt;
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounded akin to the &amp;quot;Extra Strong&amp;quot; mod from Diablo 2, which granted bonus damage to monsters, but that wasn't clear from the play testing. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]], which granted a considerable boost to physical resistance in Diablo II, was present during Diablo 3's development and was seen in demos, but it is not present in the final game. Likely this was removed when elemental damage types were flattened, as having a specific resistance to one type 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.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:boss Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|modifiers}}&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Infernal_Machine</id>
		<title>Infernal Machine</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Infernal_Machine"/>
				<updated>2013-05-31T09:37:59Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: /* Find the Keys and Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Infernal Machine is an [[end game]] quest feature introduced in the [[v1.0.5 patch]]. This multi-stage event allows players to find keys, which can be used to open red portals to special boss fights. Those bosses can drop special monster organs, which can be crafted into the legendary [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
This event is only functional on Inferno difficulty and is only viable for very strong characters. It's meant to provide a fun bonus late game feature for expert players, adding additional challenge and farming options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Summary==&lt;br /&gt;
&lt;br /&gt;
Here's a quick summary of the steps in this event. See the sections below for full details about everything related to the Infernal Machine.&lt;br /&gt;
&lt;br /&gt;
# Obtain a key from each Keywarden and the Infernal Machine plan.&lt;br /&gt;
# Use the keys to open a red portal to one of the three Realms.&lt;br /&gt;
# Slay the special uber bosses in the Realm to earn one of the three demon organs.&lt;br /&gt;
# Craft all three organs into a Hellfire Ring.&lt;br /&gt;
&lt;br /&gt;
Note that steps 1-3 must be repeated multiple times, since you must create at least three red portals to obtain all three demonic organs. Furthermore, unless you are playing on Monster Power 10, the keywardens do not always drop keys and the uber bosses do not always drop the demonic organs.&lt;br /&gt;
&lt;br /&gt;
==Find the Keys and Plan== &lt;br /&gt;
&lt;br /&gt;
The first stage in unlocking the Infernal Machine players have to gather 3 keys and a plan from all four acts by killing the Key Wardens. (An even longer and more involved process than Diablo 2′s {{iw|Pandemonium_Event Pandemonium Event}}.)&lt;br /&gt;
&lt;br /&gt;
The Keywardens appear in their designated areas only on Inferno difficulty. (They were found on all difficulties prior to v1.08.) If a player has 5 stacks of [[Nephalem Valor]] the keywardens '''''may''''' drop a key. The only way to increase the odds of a key dropping is to increase the level of [[Monster Power]]. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Drop rate at MP0] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt;  &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188833/act-3-key-warden-drop-rate-unbalanced Innate drop rates equal] - Blizzard CM, 22/10/12&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Key drop odds per Monster Power level:&lt;br /&gt;
&lt;br /&gt;
* Monster Power 0: 5% &lt;br /&gt;
* Monster Power 1: 10% &lt;br /&gt;
* Monster Power 2: 20% &lt;br /&gt;
* Monster Power 3: 30% &lt;br /&gt;
* Monster Power 4: 40% &lt;br /&gt;
* Monster Power 5: 50% &lt;br /&gt;
* Monster Power 6: 60% &lt;br /&gt;
* Monster Power 7: 70% &lt;br /&gt;
* Monster Power 8: 80% &lt;br /&gt;
* Monster Power 9: 90% &lt;br /&gt;
* Monster Power 10: 100% &lt;br /&gt;
&lt;br /&gt;
[[Magic Find]] does not increase the chances of the keys dropping.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Magic Find effects] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt; though it does affect the other items the Keywardens drop, and they can be an excellent source of Rares or Legendaries.&lt;br /&gt;
&lt;br /&gt;
The four keywardens and the planwarden are:&lt;br /&gt;
&lt;br /&gt;
* The [[Key of Destruction]] will drop from [[Odeg the Keywarden]] in Act I - Fields of Misery&lt;br /&gt;
* The [[Key of Hate]] will drop from [[Sokahr the Keywarden]] in Act II - Dahlgur Oasis&lt;br /&gt;
* The [[Key of Terror]] will drop from [[Xah'Rith the Keywarden]] in Act III - Stonefort&lt;br /&gt;
* The Blacksmithing Plans and random keys will drop from [[Nekarat the Keywarden]] in Act IV - Silver Spire Level 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key of Destruction&lt;br /&gt;
! Key of Hate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Odeg.jpg|400px]]&lt;br /&gt;
| [[File:Sokahr the keywarden.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
| Odeg in the [[Fields of Misery]], Act 1&lt;br /&gt;
| Sokahr in the [[Dahlgur Oasis]], Act 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key of Terror&lt;br /&gt;
! Infernal Machine Plan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xahrith.jpg|400px]]&lt;br /&gt;
| [[File:Nekarat.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
| Xah'Rith on the [[Stonefort]], Act 3&lt;br /&gt;
| Nekaret in [[Silver Spire]], level 1, Act 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Keys and Plan are Bind to Account so you can not trade for them.  You can have more than 1 of each key at a time, but each key is consumed by the crafting process, so you will need multiple copies of each key to build the multiple Infernal Machines required to explore each portal area and gather all the materials required to craft the [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
==Building the Infernal Machine==&lt;br /&gt;
&lt;br /&gt;
[[File:Icon portal device.png|left]][[File:Heretics abode door.jpg|thumb|100px|Doorway to Hell]] Once you have the three keys and the infernal machine plan visit the [[Blacksmith]]. He needs to be level 10 to craft the machine recipe, and this costs 12,000 gold per craft. This creates a [[Portal Device]] which appears in your character's inventory and can be carried around until you decide to use it.&lt;br /&gt;
&lt;br /&gt;
To use the device join a game at the Act 1 quest [[Return to New Tristram]] ([http://diablonut.incgamers.com/quest/return-to-new-tristram db]) and locate [[Brother Malachi the Healer]] in the north east of Tristram. The house behind him has a boarded up door which is normally unclickable. With the Portal Device his door will light up as clickable and lead into the [[Heretic's Abode]].&lt;br /&gt;
&lt;br /&gt;
Once you're inside the house, right click the Portal Device in your inventory. This spawns a red portal that will take you to one of the three special Realms where you must battle two Uber bosses at once. Upon death, one of them *may* drop the special monster organ which is required to craft the [[Hellfire Ring]]. &lt;br /&gt;
&lt;br /&gt;
As with the keywardens, you *must* have the maximum 5 stacks of Nephalem Valor active when you kill the bosses to have any chance of earning their monster organ. Also, killing them on a higher setting of Monster Power will increase the odds of getting the organ by 10% per Monster Level, with a 100% chance on the maximum Monster Level 10.&lt;br /&gt;
&lt;br /&gt;
Each realm contains two bosses you must fight at the same time. These bosses are all familiar monsters from elsewhere in the game, but in this battle they are greatly buffed in power and boast some new abilities. Blizzard estimates that they are approximately as difficult as Diablo himself, on Inferno difficulty.&lt;br /&gt;
&lt;br /&gt;
* The [[Realm of Discord]] - [[King Leoric]] and [[Maghda]].&lt;br /&gt;
* The [[Realm of Chaos]] - [[Ghom]] and [[Rakanoth]].&lt;br /&gt;
* The [[Realm of Turmoil]] - [[Siegebreaker_Assault_Beast|Siege Breaker]] and [[Zoltun Kulle]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The machine will only work once and open one portal. To open another portal you need to reconstruct the machine again, by collecting the three keys, visiting the Blacksmith and paying him 12,000 gold to craft you another Infernal Machine device.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
The special uber bosses drop loot like normal elites, and also have a chance to drop the monster organs that are required to craft the Hellfire Ring. &lt;br /&gt;
&lt;br /&gt;
* The [[Writhing Spine]] drops from  [[King Leoric]] or [[Maghda]].&lt;br /&gt;
* The [[Devil's Fang]] drops from [[Ghom]] or [[Rakanoth]].&lt;br /&gt;
* The [[Vengeful Eye]] drops from [[Siegebreaker_Assault_Beast|Siege Breaker]] or [[Zoltun Kulle]].&lt;br /&gt;
&lt;br /&gt;
As with the keys from the Wardens you need to have 5 stacks of [[Nephalem Valor]] and each level of [[Monster Power]] will give you a 10% chance to drop the item, so MP10 gives you a 100% chance to drop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hellfire Ring==&lt;br /&gt;
&lt;br /&gt;
[[File:Infernal-machine-plan.jpg|thumb|350px|Blacksmith plan to create the [[Portal Device]].]]&lt;br /&gt;
[[Squirt the Peddler]] sells the [[Design]]s that teach the Jeweler to craft Hellfire Rings. There are 4 such Designs, one for each type of [[attribute]] and each sells for two million gold. Purchase a plan and right click on it while interacting with the Jeweler to teach him that recipe. &lt;br /&gt;
&lt;br /&gt;
To craft the ring a character must have 50,000 gold and one of each of the Demon Organs in their inventory. &lt;br /&gt;
&lt;br /&gt;
He can craft one of four varieties of the ring where one of the affixes is guaranteed to spawn with +170-200 to a single attribute, either Strength, Dexterity, Intelligence or Vitality.  The full ring stats are as follows:&lt;br /&gt;
&lt;br /&gt;
* +170-200 to one Attribute.&lt;br /&gt;
* Increase Bonus experience by 35%&lt;br /&gt;
* Chance to launch an explosive ball of Hellfire when you attack.&lt;br /&gt;
* 4 random properties&lt;br /&gt;
&lt;br /&gt;
The ring is account bound and therefore can not be sold or traded however it can be [[Salvaged]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/?p=179942 Salvaging the ring] - Blizzard CM, 05/10/12&amp;lt;/ref&amp;gt;&lt;br /&gt;
* You can only wear one Hellfire Ring. Your Followers can wear one also.&lt;br /&gt;
* There is no level requirement on the ring so any of your characters can wear it.&lt;br /&gt;
&lt;br /&gt;
The main perk of the ring is the substantial increase to Experience gain, and the goal for most players is to create a ring that's got decent stats as well, so they're not giving up too much DPS by using the Hellfire Ring instead of a Legendary or Rare ring. Followers can equip the Hellfire Ring as well, but just as with [[Magic Find]] and [[Gold Find]] on followers, they only share 20% of the bonus experience to the player. Thus a Hellfire Ring on a Follower is worth 7% more Experience to the player.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Infernal machine plan.jpg|Crafting the Device&lt;br /&gt;
File:Infernal machine device.jpg|Device in backpack&lt;br /&gt;
File:Heretics abode.jpg|[[Heretic's Abode]]&lt;br /&gt;
File:Infernal machine portal.jpg|Portal&lt;br /&gt;
File:Hellfire ring plan.jpg|Hellfire Ring Options&lt;br /&gt;
File:Hellfire ring strength.jpg|Hellfire Ring (Strength)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infernal Machine Videos== &lt;br /&gt;
&lt;br /&gt;
These two videos show how to find the various Keywardens.&lt;br /&gt;
&amp;lt;youtube&amp;gt;KpOW07p0L7U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;f9c4J5P-E2Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Discord]]. Battle uber versions of [[King Leoric]] and [[Maghda]] for a chance to obtain the [[Writhing Spine]]. &lt;br /&gt;
&amp;lt;youtube&amp;gt;vvVyZUxBfio&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Chaos]]. Battle uber versions of [[Ghom]] and [[Rakanoth]] for a chance to obtain the [[Devil's Fang]]. &lt;br /&gt;
&amp;lt;youtube&amp;gt;_zBouvsDclo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Realm of Turmoil]]. Battle uber versions of [[Siegebreaker_Assault_Beast|Siege Breaker]] and [[Zoltun Kulle]] for a chance to obtain the [[Vengeful Eye]].&lt;br /&gt;
&amp;lt;youtube&amp;gt;o4_sdZSGG7A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Infernal Machine Teased==&lt;br /&gt;
&lt;br /&gt;
The first word of the Infernal Machine came in a Patch 1.0.5 Sneak Peek developer blog post on September 13, 2012 &amp;lt;ref name=blog&amp;gt;[http://us.battle.net/d3/en/blog/7155880/Patch_105_Sneak_Peek-9_13_2012 Blog Update] - Blizzard, 13/09/12&amp;lt;/ref&amp;gt;. The brief quote is below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;New Event: Infernal Machine&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More early details were teased in developer interviews with [[Jay Wilson]] and [[Wyatt Cheng]], The feature was teased pre-patch in several developer blogs &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-1-0-5-sneak-peek Patch 1.0.5 Sneak Peak] - Blizzard CM, 13/09/12&amp;lt;/ref&amp;gt; and interviews&amp;lt;ref name=ign&amp;gt;[http://uk.ign.com/articles/2012/09/17/diablo-iii-patch-105-the-two-biggest-features-detailed Interview] - IGN, 17/09/12&amp;lt;/ref&amp;gt; &amp;lt;ref name=gnn&amp;gt;[http://diablo.incgamers.com/blog/comments/more-new-details-on-v1-0-5 Interview] - Gnn.Gamer.com.tw, 18/09/12&amp;lt;/ref&amp;gt;, in late September 2012. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://us.battle.net/d3/en/blog/7597724/New_Event_The_Infernal_Machine-10_15_2012 Hellfire Event Blizzard blog].&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:quests]]&lt;br /&gt;
[[category:end game]]&lt;br /&gt;
[[category:inferno]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Act_4</id>
		<title>Act 4</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Act_4"/>
				<updated>2013-05-30T05:42:55Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: Redirected page to Category:Act IV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Category:Act IV]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Weapon_switch_hotkey</id>
		<title>Weapon switch hotkey</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Weapon_switch_hotkey"/>
				<updated>2013-05-23T23:07:47Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no weapon switch hotkey in Diablo 3. Though that control was a popular feature in Diablo 2 and a button to enable quick weapon and/or gear switches is found in most modern ARPGs, the Diablo 3 developers felt it was not a necessary feature in Diablo 3. Much of Diablo 3's [[UI]] is based around a minimum of buttons and making things very easy for new players to control, sometimes at the expense of allowing the full control options that expert players desire.&lt;br /&gt;
&lt;br /&gt;
The official reasons for not including the WSH in D3 were that the switch was mostly used for exploits in Diablo 2, and was confusing to new players who switched by accident and didn't realize where their weapon had gone.  These excuses were met with hostile skepticism by many experienced Diablo 2 players, but &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blizzard Comments==&lt;br /&gt;
&lt;br /&gt;
The planned exclusion of this feature was confirmed by Jay Wilson in an October 2009 interview. [http://www.diii.net/blog/comments/jay-wilson-exclusive-part-vi-lightning-round/]&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''Weapon switch hotkey?&lt;br /&gt;
::'''Jay Wilson: '''No. We took that out.&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''Oh, I loved that feature in D2.&lt;br /&gt;
::'''Jay Wilson: '''Mostly we took it out because the only examples we could come up with of how people used it were somewhat exploitive. Most frequently people used it by accident and wondered where the freak my weapons went. So it didn’t seem a useful feature for anyone but a very small portion of the audience that used it to swap items for magic find purposes, which seemed not a great super fun reason to swap weapons. There were probably some other uses, which I’m sure I’ll be reminded of in the forums. &lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''There were a lot of specialized builds that found it essential to use two sets of weapons. Hybrid Amazons, chiefly. Used a bow and also a javelin/shield.&lt;br /&gt;
::'''Jay Wilson: '''Yeah.&lt;br /&gt;
&lt;br /&gt;
Jay's bland dismissal prompted that interviewer to launch into a (written) rant about the idiocy of removing that feature when the interview was posted, and the news thread had soon attracted more than 75 comments, most by fans weighing in on the issue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some months prior to Jay's interview denial, [[Bashiok]] had made a comment on this same issue in July, 2009. [http://diablo.incgamers.com/blog/comments/bashiok-on-weapon-switching/]&lt;br /&gt;
&lt;br /&gt;
::''Will there be a quick weapon switch (‘W’ in D2) implemented in Diablo 3?''&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' Just like Diablo II we’re saving secondary weapon/shield slot and hot key for the expansion.&lt;br /&gt;
&lt;br /&gt;
::Kidding! ... probably. We don’t have it now, but that doesn’t mean there won’t be one. I don’t think it’s an irrelevant question, maybe just not the most pressing one.&lt;br /&gt;
&lt;br /&gt;
::I don’t think it NEEDS to be there. It’s not really an iconic part of the game. The gameplay dictates its necessity, and if there’s no reason to hot swap weapons mid-fight, then having it there just clutters the UI.&lt;br /&gt;
&lt;br /&gt;
::Personally I just used it in Diablo II for extra item storage. &lt;br /&gt;
&lt;br /&gt;
Bashiok posted another length defense of the feature removal in February, 2010. [http://diablo.incgamers.com/blog/comments/weapon-switch-hotkey-nah/]&lt;br /&gt;
&lt;br /&gt;
::The confusion it creates for players is a good point really in my opinion. From my time in tech support it was a common enough issue that we had pre-written responses to send to people to help inform them of where their weapons went. BUT that said it’s not a problem that’s completely without a solution, so while it’s a decent argument it’s sort of weak because it could probably be addressed somehow.&lt;br /&gt;
&lt;br /&gt;
::One good reason why it’s not a feature we like the idea of is that it adds a new type of play complexity that we don’t want to layer on top of those that we already have. We’re creating the game, the skills, the movement speed, kill rates, skill runes, and all other combat related mechanics and features to fit as tightly together as possible. Throwing in weapon swapping forces that tightening/balancing to take it into account. Only thing is that it’s not a clear cut feature. You either know how to game it - or you don’t. So it creates a separation of players that isn’t based on use of the character and skills but doing this weird little trick and swapping back and forth between weapons at specific times. It becomes a necessity to remain effective or as a strong opponent, and we believe the combat has enough going for it that it doesn’t need difficult to explain and understand features like weapon swapping.&lt;br /&gt;
&lt;br /&gt;
::I know this is probably the wrong audience to try to make that argument to, because most of you are on the winning end. But trust us that there will be plenty of separation between you and the noobs to show how awesome you are without weapon swapping.&lt;br /&gt;
&lt;br /&gt;
::You also have the issues of it just being used for storage, which feels super cheesy. Or as a means to game MF by swapping in weapons to get 0mgz uber dropz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Diablo 2 experts were angered by these comments, as they made clear that neither Jay or Bashiok (or anyone else on the D3 Team?) had played much high level Diablo 2. This aggravated existing tensions in the Diablo community, as it seemed another sign of the general Diablo or ARPG inexperience of the Diablo 3 team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros and Cons==&lt;br /&gt;
&lt;br /&gt;
The weapon switch hotkey is just a convenience; after all, players can simply carry extra swords, shields, suits of armor, etc, in their inventory, and change into them as the situation demands. The whole point in having a special hotkey for this is to allow players to do it very quickly, as is required in a fast-paced action game like Diablo 2 or Diablo 3. Since the feature is optional to use, many players found it odd that the developers would remove it, rather than including it for those who wanted it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Exploitative Uses===&lt;br /&gt;
&lt;br /&gt;
With some uses of the switch, the accusation of &amp;quot;exploit&amp;quot; is hard to argue against. None of these are &amp;quot;exploits&amp;quot; in terms of being cheats; they're just smart uses of a game feature.  The most common trick with the weapon switch hotkey in Diablo 2 was to change to a [[Magic Find]] boosting weapon/shield an instant before killing a boss monster. This was a very useful technique, a fun technique to master, and added to the item game, putting a much higher value on +MF weapons (that weren't useful in other situations). That said, it was physically unrealistic, as well as favoring of some characters over others. (A spell-caster could easily finish off a monster with any type of equipment in his/her hands, while combat characters had much more trouble doing that last sliver of damage to a big enemy while using a low damage dagger or wand purely for the +MF.)&lt;br /&gt;
&lt;br /&gt;
Other arguably exploitative uses of the weapon switch were to cast spells enabled by unique/runeword weapons, or to boost your character's skill levels before casting a buff. &lt;br /&gt;
&lt;br /&gt;
Many players simply used the switch for extra inventory space, which was a convenience, but not an exploit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Essential Uses===&lt;br /&gt;
&lt;br /&gt;
Other Diablo 2 characters or play styles quite required the weapon switch to function at all, or at least without the frustration of constantly opening the inventory window and clicking and dragging weapons around.  Including that feature enabled numerous builds that would otherwise have been almost unheard of.&lt;br /&gt;
&lt;br /&gt;
The popular '''hybrid Amazons''' are the most obvious examples, with a bow on one switch, and a javelin/shield on the other. Other characters in various patches, notably '''Paladins''' and '''Fury Druids''', required a regular melee weapon, and a second one with high elemental damage on their switch, to deal with Physical Immune monsters. &lt;br /&gt;
&lt;br /&gt;
Furthermore, many low level characters, especially those without quality [[twink]]ed items, were wise to use the weapon switch to change between different weapons in the early going. A blunt weapon for fighting the undead, a sword for animals, a throwing weapon for fleeing enemies, etc.  This sort of use will be just as necessary in Diablo 3, and numerous expert Diablo 2 players found themselves missing this option during playtime at the Blizzcon demos in 2008 and 2009.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
&lt;br /&gt;
As hinted at during development, the weapon switch hotkey was not included in Diablo 3.  It might be added in an expansion, but nothing the developers have said since release gives any reason to expect that.&lt;br /&gt;
&lt;br /&gt;
Ironically, weapon and armor switching to get a big [[Magic Find]] gain just before killing a boss or opening a chest, was hugely-prevalent in the early days of Diablo 3, when few players had the quality of gear to boost MF and DPS/EHP at the same time. This exploit was attacked by the team in several ways, and ultimately largely minimized with the inherent MF/GF/EXP bonuses from higher [[Paragon]] levels.&lt;br /&gt;
&lt;br /&gt;
The main regret of players who miss the WSH is the lack of variety of play. Weapon switching would have been abused for the Magic Find bonus -- 41-45% MF from the Sun Keeper {[http://diablonut.incgamers.com/item/sun-keeper db]) and 20% MF from a shield would have provided an easy ~60% MF for last boss hits to every knowledgeable player -- but players would have found many other uses for the bonus. Some possible options:&lt;br /&gt;
* Using faster weapons with lower damage for trash mobs and switching to bigger damage weapons, or weapons with life steal and vitality bonuses for boss battles.&lt;br /&gt;
** Weapons that provided a bonus to Elite damage would have been very useful in the same situation.&lt;br /&gt;
* More builds might have been enabled; imagine Demon Hunters using bows at a distance before switching to melee weapon + shield for close battles or in times of danger.&lt;br /&gt;
* PvP would surely benefit from weapon switching, with players using items situationally to boost their defense, or movement speed, or resource regeneration, or to put [[CC]] effects onto enemies.&lt;br /&gt;
&lt;br /&gt;
That said, many of the uses of a WSH from Diablo 2 didn't translate into Diablo 3. Without +skill bonuses on gear there's no reason to switch to get a bigger buff before casting an aura or warcry, and the lack of throwing weapons is another major factor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:controversies]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	<entry>
		<id>http://www.diablowiki.net/Keywarden</id>
		<title>Keywarden</title>
		<link rel="alternate" type="text/html" href="http://www.diablowiki.net/Keywarden"/>
				<updated>2013-05-23T21:27:11Z</updated>
		
		<summary type="html">&lt;p&gt;Flux: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Keywardens''' are unique [[bosses]] who have a chance to drop the keys and plan required to activate the [[Infernal Machine]] and obtain a [[Hellfire Ring]].  Keywardens are only found on Inferno difficulty, and each one is randomly located in a given level, one per act. &lt;br /&gt;
&lt;br /&gt;
To have a chance at one of the keys or the plan dropping, players need to kill the Keywardens with 5 stacks of [[Nephalem Valor]]. Higher levels of Monster Power increase the odds of a key dropping. Keywardens drop items like other Elite bosses, and can be a good source of legendaries and rares, but their special ability to drop keys is what makes them prized enemies.&lt;br /&gt;
&lt;br /&gt;
All keys, the crafting plan, the [[Demonic Organs]] and the [[Hellfire Ring]] are [[BoA]], which means they can not be traded for or even given away. Players must farm the ingredients themselves, though all players in a multiplayer game can use the portals to the various Uber battles. &lt;br /&gt;
* See the [[Infernal Machine]] article for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Obtaining the Keys and Plan== &lt;br /&gt;
&lt;br /&gt;
The Keywardens appear randomly-located in their special areas. Prior to v1.08 they could be found in all difficulty levels, but they now only appear on Inferno. To have a chance of a key dropping, a character '''''must''''' have 5 stacks of [[Nephalem Valor]] when the keywarden dies. (If a character does not have 5 stacks and sights the keywarden, the player needs merely leave him alive, get fully stacked, then return for the kill.)&lt;br /&gt;
&lt;br /&gt;
The four keywardens and the planwarden are:&lt;br /&gt;
&lt;br /&gt;
* The [[Key of Destruction]] may drop from [[Odeg the Keywarden]] in Act I - Fields of Misery&lt;br /&gt;
* The [[Key of Hate]] may drop from [[Sokahr the Keywarden]] in Act II - Dahlgur Oasis&lt;br /&gt;
* The [[Key of Terror]] may drop from [[Xah'Rith the Keywarden]] in Act III - Stonefort&lt;br /&gt;
* The Blacksmithing Plan and random keys may drop from [[Nekarat the Keywarden]] in Act IV - Silver Spire Level 1&lt;br /&gt;
&lt;br /&gt;
The first three keywardens can only drop their one key. For instance, Odeg will only drop the Key of Destruction; never a Key of Hate or Terror. Prior to v1.07 Nekarat could only drop the Plan and was thus useless to any player who already hd it, but in that patch he was given the ability to drop any of the three other keys as well.&lt;br /&gt;
&lt;br /&gt;
The only way to increase the chances of a key dropping is by playing on a higher [[Monster Power]].&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Drop rate at MP0] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt;  &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188833/act-3-key-warden-drop-rate-unbalanced Innate drop rates equal] - Blizzard CM, 22/10/12&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Monster Power 0: 5% &lt;br /&gt;
* Monster Power 1: 10% &lt;br /&gt;
* Monster Power 2: 20% &lt;br /&gt;
* Monster Power 3: 30% &lt;br /&gt;
* Monster Power 4: 40% &lt;br /&gt;
* Monster Power 5: 50% &lt;br /&gt;
* Monster Power 6: 60% &lt;br /&gt;
* Monster Power 7: 70% &lt;br /&gt;
* Monster Power 8: 80% &lt;br /&gt;
* Monster Power 9: 90% &lt;br /&gt;
* Monster Power 10: 100% &lt;br /&gt;
&lt;br /&gt;
[[Magic Find]] does not increase the chances of the keys dropping.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/188318/mf--infernal-machine-keys#postId_504786 Magic Find effects] - Blizzard CM, 17/10/12&amp;lt;/ref&amp;gt; though it does affect the other items the Keywardens drop, and these enemies can be an excellent source of Rares or Legendaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Keywarden Visuals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key of Destruction&lt;br /&gt;
! Key of Hate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Odeg.jpg|400px]]&lt;br /&gt;
| [[File:Sokahr the keywarden.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
| Odeg in the [[Fields of Misery]], Act 1&lt;br /&gt;
| Sokahr in the [[Dahlgur Oasis]], Act 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key of Terror&lt;br /&gt;
! Infernal Machine Plan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xahrith.jpg|400px]]&lt;br /&gt;
| [[File:Nekarat.jpg|400px]]&lt;br /&gt;
|-&lt;br /&gt;
| Xah'Rith on the [[Stonefort]], Act 3&lt;br /&gt;
| Nekaret in [[Silver Spire]], level 1, Act 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Keys and Plan are [[Bind to Account]] so they can not be traded for. A character may have more than 1 of each key at a time, but each key is consumed by the crafting process, so you will need multiple copies of each key to build the multiple Infernal Machines required to explore each portal area and gather all the materials required to craft the [[Hellfire Ring]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:quests]]&lt;br /&gt;
[[category:end game]]&lt;br /&gt;
[[category:inferno]]&lt;br /&gt;
[[category:elites]]&lt;br /&gt;
[[category:bosses]]&lt;br /&gt;
[[category:infernal Machine]]&lt;/div&gt;</summary>
		<author><name>Flux</name></author>	</entry>

	</feed>