Diablo® III

General Changes

In general, monsters in higher difficulties (Hard, Expert, Master) are tougher and their attacks are more devastating. However, greater gold, experience, and item rewards await you on the higher difficulties.

PC Difficulty Levels

  • Normal: 100% Health, 100% Damage, 0% extra gold bonus, 0% extra XP bonus
  • Hard: 200% Health, 130% Damage, 75% extra gold bonus, 75% extra XP bonus
  • Expert: 320% Health, 189% Damage, 100% extra gold bonus, 100% extra XP bonus
  • Master: 512% Health, 273% Damage, 200% extra gold bonus, 200% extra XP bonus
  • Torment I: 819% Health, 396% Damage, 300% extra gold bonus, 300% extra XP bonus
  • Torment II: 1311% Health, 575% Damage, 400% extra gold bonus, 400% extra XP bonus
  • Torment III: 2097% Health, 833% Damage, 550% extra gold bonus, 550% extra XP bonus
  • Torment IV: 3355% Health, 1208% Damage, 800% extra gold bonus, 800% extra XP bonus
  • Torment V: 5369% Health, 1752% Damage, 1150% extra gold bonus, 1150% extra XP bonus
  • Torment VI: 8590% Health, 2540% Damage, 1600% extra gold bonus, 1600% extra XP bonus
Diablo III's difficulty levels.

Diablo III's difficulty levels.

Console Difficulty Levels

  • Easy
  • Normal
  • Hard
  • Master I: +60% Gold Find, +60% Magic Find, +120% Experience
  • Master II: +70% Gold Find, +70% Magic Find, +140% Experience
  • Master III: +80% Gold Find, +80% Magic Find, +160% Experience
  • Master IV: +90% Gold Find, +90% Magic Find, +180% Experience
  • Master V: +100% Gold Find, +100% Magic Find, +200% Experience

Life Steal

The effectiveness of the Life Steal affix – which restores your Life by a percentage of the damage you deal – is reduced as your character reaches higher levels, as shown:

  • At level 60: Life Steal is reduced by 90%.
  • At level 70: Life Steal no longer functions.

Monster Resistances

Powerful creatures are resistant to control–impairing effects like stun and slow (also referred to as “crowd control” abilities), and their resolve presents a dangerous challenge for heroes.

Resistances are generally straightforward – they reduce the effectiveness of the skill used by the percentage given. For example, a skill that would normally stun a creature for 5 seconds will only stun a champion monster for 1.75 seconds.

Creatures with resistances to certain ability types also have minimum thresholds that have to be met before the abilities have any effect. For example, if a boss (70% stun resistance) is subject to a 1.5 second stun, it would be reduced to 0.45 seconds – which is below the boss’s minimum stun threshold of 0.5 seconds – and thus be completely ignored. If you attempt to knockback that same boss and can't hit it over 21 yards, it won't budge an inch.

Movement and attack speed reductions (also referred to as “ER” or “effectiveness reduction”) modify the magnitude of the effect, not its duration. For example, a 60% movement speed slow used against a champion will be reduced by 25%, for a 45% movement speed slow effect. Consult the chart below for details.

Monster Resistance Values

Name Stun Resist Stun Minimum Root Resist Root Minimum Move Slow Resist Attack Speed ER Knockback Minimum
Champion 65% 0.5 50% 0.5 25% 65% 10
Minion 65% 0.5 50% 0.5 25% 65% 10
Rare 65% 0.5 50% 0.5 25% 65% 21
Boss 70% 0.5 50% 0.5 25% 65% 21

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