superuniques.txt defines the named, fixed-position unique monsters that spawn in specific locations every game — Rakanishu in the Stony Field, Pindleskin at Nihlathak's Temple entrance, the Council members in Travincal, Nihlathak in his temple. Each row layers a unique-mod overlay onto a base monstats row plus an escort-pack size and difficulty-keyed treasure tables.
67 rows total (66 named + 1 blank placeholder). The five act bosses (Andariel, Duriel, Mephisto, Diablo, Baal) are not in this table — they live directly in monstats with the boss=1 flag set. See Where the act bosses live below.
What's in a row
The 23 columns split into six groups.
Identity
| Column | Meaning |
|---|---|
Superunique | Unique name ID for the Super Unique monster — the row's primary key (Rakanishu, Council Member 3). |
Name | String-table key for the monster's display name. Usually matches the in-game name (Bishibosh → "Bishibosh"), but not always: Hephasto the Armorer's row has Name=The Feature Creep — a developer codename that the string tables map to his real display name. |
hcIdx | Unique numeric ID for the Super Unique monster. The existing IDs are hardcoded into specific scripts that reference these monsters by ID — changing one would break the script. |
MonSound | Sound-profile override referencing MonSounds.txt. Set on only 3 rows: The Countess (countess), The Smith (smith), Hephasto (smithdemon). Empty rows inherit the base monster-class sounds. |
Base monster reference
| Column | Meaning |
|---|---|
Class | The monstats.Id the unique is built on. Rakanishu → fallen2, Pindleskin → reanimatedhorde5, Coldcrow → cr_archer1. The unique inherits all stats, AI, drops, and animations from this row, then overlays its own modifiers. |
62 of 66 named rows reference distinct Class values; the 4 collisions are Council members (Ismail and Toorc share councilmember1; Bremm and Maffer share councilmember3).
Unique-monster mods
| Column | Meaning |
|---|---|
Mod1, Mod2, Mod3 | Up to 3 monster modifiers to assign to the unique. Each value is an id from MonUMod.txt (where the actual mod definitions live — Lightning Enchanted, Multishot, Magic Resistant, the various aura overlays, etc.). |
Distribution: 62 of 66 named rows use Mod1; 44 use Mod2; only 4 use Mod3 — the third slot is reserved for the rare cases where a superunique needs three modifiers. The four three-mod superuniques are:
| Name | Class | Mod1 / Mod2 / Mod3 |
|---|---|---|
| Boneash | skmage_pois3 | 8 / 5 / 18 |
| Ancient Kaa the Soulless | unraveler3 | 25 / 5 / 17 |
| Lord De Seis | doomknight3 | 5 / 30 / 24 |
| Vinvear Molech | succubuswitch2 | 8 / 5 / 18 |
Escort pack
| Column | Meaning |
|---|---|
MinGrp | Minimum number of base-class minions that spawn alongside the unique. |
MaxGrp | Maximum number of minions. Must be ≥ MinGrp. If strictly greater, the engine rolls a random count in [MinGrp, MaxGrp]; if equal, the count is fixed. |
AutoPos | 1 = unique spawns randomly within a radius of its designated position. 0 = unique spawns at the exact coordinates of its designated position. |
Spawn behavior
| Column | Meaning |
|---|---|
Stacks | 1 = the unique can spawn more than once per game session; 0 = only one instance per game. |
Replaceable | 1 = the room where the unique spawns can be substituted during level-preset generation; 0 = the room is static and cannot be replaced. |
Cosmetic
| Column | Meaning |
|---|---|
Utrans, Utrans(N), Utrans(H) | Color-transform palette index per difficulty. Special values: ≥30 defaults to 2 (the monster's default palette shift); 0 or empty rolls a random palette index. Otherwise the literal value selects the palette. |
Treasure classes
| Column | Meaning |
|---|---|
TC, TC(N), TC(H) | Treasure class drop table per difficulty. References TreasureClassEx.txt. |
TC Desecrated, TC(N) Desecrated, TC(H) Desecrated | Treasure class used when the area is terrorized (i.e. the active Terror Zone for the current hour). The engine column name Desecrated is synonymous with the in-game term terrorized — they refer to the same Terror Zone mechanic. The terrorized variant boosts the drop bracket, which is why Terror Zones drop higher-tier loot than the area's base difficulty would normally allow. |
The Desecrated columns are D2R-era additions for Terror Zone support and aren't documented in the legacy LoD reference. Locbones predates them.
Worked example: Rakanishu
The classic Act 1 lightning-enchanted Carver pack leader in the Stony Field:
| Column | Value | Notes |
|---|---|---|
Superunique | Rakanishu | Row key. |
Name | Rakanishu | String-table key; happens to match the display name. |
Class | fallen2 | Inherits Carver stats + Fallen AI. |
Mod1 / Mod2 / Mod3 | 17 / 6 / 0 | Two mods overlaid on the base Carver. Mod-ID meanings live in MonUMod.txt. |
MinGrp / MaxGrp | 8 / 8 | Always spawns with exactly 8 minion Carvers — the iconic "Rakanishu and his pack" (no random range, since Min == Max). |
AutoPos | 0 | Spawns at exact coordinates in the Stony Field, not within a radius. |
Stacks | 0 | Only one Rakanishu per game. |
Replaceable | 1 | The room containing him can be substituted during level-preset generation. |
Utrans* | 29 / 29 / 29 | Palette index 29 across all three difficulties. |
TC / TC(H) / TC(H) Desecrated | Act 1 Super B / Act 1 (H) Super B / Act 1 (H) Super B Desecrated | Standard Act 1 Super B drop bracket; the Desecrated variant kicks in when the Stony Field is the active Terror Zone. |
The engine uses Class=fallen2 to pull base stats from monstats, scales them through monlvl at the area's mlvl, applies the two MonUMod overlays, spawns 8 escort Carvers at the exact Stony Field coordinates, and rolls drops from the appropriate Super B treasure class for the current difficulty (and from the Desecrated variant if the area is terrorized).
Where the act bosses live
The five act bosses — Andariel, Duriel, Mephisto, Diablo, Baal — are not in this table. They're standalone entries in monstats with boss=1, custom AI, and dedicated treasure classes; the superunique data shape is wrong for them (no escort pack, no shared base, no Replaceable substitution).
Cross-references
monstats—Classreferencesmonstats.Id. Stats, AI, drops, and animations all inherit from there.monlvl— the level-scaling multipliers applied on top of the inherited monstats values, per the area'sMonLvl(diff).levels— assigns superuniques to map positions; the area'sMonLvl(diff)is what determines the unique's effective level.MonSounds.txt— defines the sound profiles thatMonSoundreferences.MonUMod.txt— defines the meanings ofMod1/Mod2/Mod3numeric IDs.TreasureClassEx.txt— theTCcolumns reference treasure-class names defined here.