Monsters & World

superuniques

Named random-pack unique monsters — Rakanishu, Pindleskin, the Council members.

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

ColumnMeaning
SuperuniqueUnique name ID for the Super Unique monster — the row's primary key (Rakanishu, Council Member 3).
NameString-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.
hcIdxUnique 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.
MonSoundSound-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

ColumnMeaning
ClassThe 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

ColumnMeaning
Mod1, Mod2, Mod3Up 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:

NameClassMod1 / Mod2 / Mod3
Boneashskmage_pois38 / 5 / 18
Ancient Kaa the Soullessunraveler325 / 5 / 17
Lord De Seisdoomknight35 / 30 / 24
Vinvear Molechsuccubuswitch28 / 5 / 18

Escort pack

ColumnMeaning
MinGrpMinimum number of base-class minions that spawn alongside the unique.
MaxGrpMaximum number of minions. Must be ≥ MinGrp. If strictly greater, the engine rolls a random count in [MinGrp, MaxGrp]; if equal, the count is fixed.
AutoPos1 = unique spawns randomly within a radius of its designated position. 0 = unique spawns at the exact coordinates of its designated position.

Spawn behavior

ColumnMeaning
Stacks1 = the unique can spawn more than once per game session; 0 = only one instance per game.
Replaceable1 = the room where the unique spawns can be substituted during level-preset generation; 0 = the room is static and cannot be replaced.

Cosmetic

ColumnMeaning
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

ColumnMeaning
TC, TC(N), TC(H)Treasure class drop table per difficulty. References TreasureClassEx.txt.
TC Desecrated, TC(N) Desecrated, TC(H) DesecratedTreasure 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:

ColumnValueNotes
SuperuniqueRakanishuRow key.
NameRakanishuString-table key; happens to match the display name.
Classfallen2Inherits Carver stats + Fallen AI.
Mod1 / Mod2 / Mod317 / 6 / 0Two mods overlaid on the base Carver. Mod-ID meanings live in MonUMod.txt.
MinGrp / MaxGrp8 / 8Always spawns with exactly 8 minion Carvers — the iconic "Rakanishu and his pack" (no random range, since Min == Max).
AutoPos0Spawns at exact coordinates in the Stony Field, not within a radius.
Stacks0Only one Rakanishu per game.
Replaceable1The room containing him can be substituted during level-preset generation.
Utrans*29 / 29 / 29Palette index 29 across all three difficulties.
TC / TC(H) / TC(H) DesecratedAct 1 Super B / Act 1 (H) Super B / Act 1 (H) Super B DesecratedStandard 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

  • monstatsClass references monstats.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's MonLvl(diff).
  • levels — assigns superuniques to map positions; the area's MonLvl(diff) is what determines the unique's effective level.
  • MonSounds.txt — defines the sound profiles that MonSound references.
  • MonUMod.txt — defines the meanings of Mod1/Mod2/Mod3 numeric IDs.
  • TreasureClassEx.txt — the TC columns reference treasure-class names defined here.