Rare packs are the blue glowing enemies. They are all the same.
Champion packs are the gold glowing enemies. They have one strong champion and minions. There are abilities that are minions only.
Packs get varying levels of abilities based on the difficulty you play.
Normal: 1 enchantment
Nightmare: 2 enchantments
Hell: 3 enchantments
Inferno: 4 enchantments
So there can be some pretty devastating combinations. Probably create threads dedicated to theorycrafting on some of the really difficult ones.
Arcane: Periodically summons orbs on the ground that create a rotating beam of arcane energy.
- Type: Static Environment
- Damage: High
- Duration: Disappears before the next one.
- Melee Danger: High in confined space. Low in open space.
- Ranged Danger: High in confined space. Low in open space.
- Notes: Orbs persist after the pack dies. Fun to dodge around lol.
- Type: Pack Buff
- Damage: Not sure
- Duration: Always
- Melee Danger: Dependant on other enchantments.
- Ranged Danger: Dependant on other enchantments.
- Notes: First seen in Hell.
- Type: Static Environment
- Damage: High
- Duration: Disappears before the next one.
- Melee Danger: High in confined space, but can be lost under mobs. Low in open space.
- Ranged Danger: High in confined space. Low in open space.
- Notes: Easy enchantment.
- Type: Feedback Damage
- Damage: Low (Up to Nightmare)
- Duration: Always.
- Melee Danger: High if damage increases.
- Ranged Danger: Low.
- Notes: Annoying at best. Easy enchantment. (Up to Nightmare)
- Type: Pack Buff, Supporting
- Damage: N/A
- Duration: Always.
- Melee Danger: Dependant on other enchantments.
- Ranged Danger: Dependant on other enchantments.
- Notes: Easy enchantment.
- Type: Pack Buff, Supporting
- Damage: N/A
- Duration: Always.
- Melee Danger: Low. High if ranged pack.
- Ranged Danger: High.
- Notes: Highly dangerous if paired with deadly combos.
- Type: Dynamic Environment
- Damage: High
- Duration: Disappears before the next one.
- Melee Danger: High in confined space, fast mobs, or hordes.
- Ranged Danger: High in confined space, fast mobs, or hordes.
- Notes: My wiz got hit by this and hit for about half my HP. It hits very hard.
- Type: Static Environment, Supporting
- Damage: N/A (I think. If it does damage it is very low)
- Duration: Decent amount of time between summoning.
- Melee Danger: Dependant on other enchantments.
- Ranged Danger: Dependant on other enchantments.
- Notes: The range of the blasts is fairly large and there are multiple orbs summoned per round.
- Type: Pack Buff
- Damage: N/A
- Duration: Always
- Melee Danger: Dependant on other enchantments.
- Ranged Danger: Dependant on other enchantments.
- Notes: They will not all die at the same time. One will be the last.
- Type: Champion Buff, Supporting
- Damage: N/A
- Duration: N/A
- Melee Danger: Dependant on other enchantments.
- Ranged Danger: Dependant on other enchantments.
- Notes: It seems that it doubles the minions.
- Type: Pack Buff, Supporting
- Damage: N/A
- Duration: A few seconds.
- Melee Danger: Low, but dependant on other enchantments.
- Ranged Danger: Typically high.
- Notes: Teleport abilities can break this.
- Type: Pack Buff
- Damage: N/A
- Duration: N/A
- Melee Danger: Low.
- Ranged Danger: Low.
- Notes: Easy enchantment.
- Type: Pack Buff
- Damage: N/A
- Duration: N/A
- Melee Danger: Low.
- Ranged Danger: Low.
- Notes: Easy enchantment. Not sure if illusions deal damage though.
- Type: Minion Buff, Supporting
- Damage: N/A
- Duration: N/A
- Melee Danger: High, but dependant on other enchantments.
- Ranged Danger: High, but dependant on other enchantments.
- Notes: Potentially the most difficult supporting enchantment.
- Type: Pack Buff
- Damage: N/A
- Duration: Always
- Melee Danger: None
- Ranged Danger: Depends on other enchantments.
- Notes: No idea what this does. Probably either less damage or slower projectiles.
- Type: Dynamic Environment
- Damage: Medium
- Duration: N/A
- Melee Danger: Low. High if ranged pack.
- Ranged Danger: Low.
- Notes: It seems that the fire stacks when the mob is standing still.
- Type: Raw damage
- Damage: High
- Duration: N/A
- Melee Danger: High.
- Ranged Danger: High.
- Notes: This can be incredibly painful. Upon death they leave a fire orb that explodes as well.
- Type: Pack Buff
- Damage: N/A
- Duration: N/A
- Melee Danger: Dependant on other enchantments.
- Ranged Danger: Dependant on other enchantments and if it is a ranged pack.
- Notes: Dangerous with horde and ranged packs.
- Type: Static Environment
- Damage: High
- Duration: Until the pack dies.
- Melee Danger: High in confined space. Low in open space.
- Ranged Danger: High in confined space. Low in open space.
- Notes: You can run out of room and trap yourself if the fight goes too long.
- Type: Pack Buff
- Damage: Low (Up to Nightmare experience)
- Duration: Always up.
- Melee Danger: Low unless damage increases.
- Ranged Danger: Low unless damage increases.
- Notes: Easy enchantment.
- Type: Pack Buff
- Damage: N/A
- Duration: Disappears before the next round.
- Melee Danger: Dependant on other enchantments.
- Ranged Danger: Dependant on other enchantments.
- Notes: Extends the fight, so it depends on the enchantments.
- Type: Pack Buff
- Damage: N/A
- Duration: N/A
- Melee Danger: Low.
- Ranged Danger: High.
- Notes: Sometimes they teleport to random places.
- Type: Pack Buff
- Damage: N/A
- Duration: Always up.
- Melee Danger: Depends on enchantments.
- Ranged Danger: Depends on enchantments..
- Notes: Causes the fights to last a while. This can be dangerous.
- Type: Pack Buff
- Damage: N/A
- Duration: N/A.
- Melee Danger: Low.
- Ranged Danger: High.
- Notes: Can suck with abilities like plague.
- Type: Static Environment
- Damage: N/A
- Duration: Disappears before the next round
- Melee Danger: Depends on other enchantments.
- Ranged Danger: Depends on other enchantments.
- Notes: Typically the open space is pointed towards the mob.
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June 3rd: Added Avenger and Health Link
May 29th: Added Missile Dampening.
May 25th: Fire chain experience updated.


