Modifiers

Grouped into tier ladders — a later round can offer a stronger rung of one you've already taken.

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Blood GlobulesIhazardGlobules of blood manifest nearby, tracking you. When above you they will fall, dealing Physical damageBlood Globules IIIIhazardGlobules of blood manifest nearby, tracking you. When above you they will fall, dealing Physical damage and creating damaging blood ground
Blood MisthazardChallenge area is enshrouded by a blood mist which makes monsters within it immune to damage
Burning TurretsIhazardChallenge area contains turrets that will periodically fire Fire Projectiles aheadBurning Turrets IIIIhazardChallenge area contains turrets that will periodically fire barrages of Fire Projectiles ahead
Heart TethersIhazardBloody hearts appear that apply tethers, Slowing you. Breaking the tether will Stun youHeart Tethers IIIIhazardBloody hearts appear that apply tethers, Slowing you. Breaking the tether will Stun you and cause you to become vulnerable to damage for a duration
Impending DoomIhazardRings of Doom appear on the ground which grow over time, exploding for Physical damage once they reach a maximum areaImpending Doom IIIIhazardRings and circles of Doom appear on the ground which grow over time, exploding for Physical damage once they reach a maximum area
Petrification StatuesIhazardChallenge area contains several statues that Petrify you if you stand within their gaze for a durationPetrification Statues IIIIhazardChallenge area contains several statues that Petrify you for a long duration if you stand within their gaze for a short duration
Pyramid BeamsIhazardPyramid objects appear, projecting four rotating lasers that inflict Corrupted Blood on HitPyramid Beams IIIIhazardPyramid objects appear, projecting four fast rotating lasers that inflict Corrupted Blood on Hit
Shocking TurretsIhazardChallenge area contains turrets that will periodically fire Lightning Projectiles aheadShocking Turrets IIIIhazardChallenge area contains turrets that will periodically fire a wave of Lightning Projectiles ahead
Stalking ShadeIhazardAn invulnerable shade stalks you, inflicting Ruin with its Melee hitsFail the Trials on reaching 7 RuinStalking Shade IIIIhazardAn invulnerable shade stalks you, gaining speed and inflicting Ruin with Melee and Projectile hitsFail the Trials on reaching 7 RuinStalking Shade IIIIIIhazardAn invulnerable shade stalks you, gaining further speed and inflicting Ruin with powerful Melee and Projectile hitsFail the Trials on reaching 7 Ruin
Stormcaller RunesIhazardRunes will appear that will call deadly Lightning storms if you remain in themStormcaller Runes IIIIhazardLarge runes will appear that will call deadly Lightning storms if you remain in themStormcaller Runes IIIIIIhazardMany large runes will appear that will call deadly Lightning storms if you remain in them
Temple TrapsIhazardChallenge area contains spikes that deal Physical damage to those who step on themTemple Traps IIIIhazardChallenge area contains many spikes that deal Physical damage to those who step on them
Vaal OmnitectIhazardAn ancient Vaal machination will deploy attacks against nearby intrudersVaal Omnitect IIIIhazardAn ancient Vaal machination will deploy an array of attacks against nearby intrudersVaal Omnitect IIIIIIhazardAn ancient Vaal machination will deploy a powerful array of attacks against nearby intruders
Chaotic MonstersIMonsters gain 20% of damage added as extra Chaos damageChaotic Monsters IIIIMonsters gain 50% of damage added as extra Chaos damage
Damaged DefencesI40% less Armour, Evasion and Energy ShieldDamaged Defences IIII75% less Armour, Evasion and Energy Shield
Deadly MonstersIMonsters have 300% increased Critical Hit ChanceDeadly Monsters IIIIMonsters always deal Critical Hits
DroughtMonsters grant no Flask and Charm Charges on death
Enraged BossesBosses deal more damage and take less damage
Entangling MonstersMonsters inflict Grasping Vines on Hit
Escalating Damage TakenIn each encounter room, damage taken will slowly increase by 1% per second, up to 50%
Lessened Reach50% less Area of Effect and Projectile Speed
Lethal Rare MonstersRare Monsters have an additional Modifier30% increased Rare Monsters
Monster SpeedMonsters gain 20% increased Skill Speed
Occasional ImpotenceYou and your Minions deal no damage for 2 seconds every 8 seconds
Random ProjectilesYour Projectiles fly in random directionsMonsters fire additional Projectiles
Reduced RecoveryI40% reduced Life, Mana, and Energy Shield Recovery RateReduced Recovery IIII75% reduced Life, Mana, and Energy Shield Recovery Rate
Reduced ResistancesI-15% to Elemental Resistances and -10% to Maximum Elemental ResistancesReduced Resistances IIII-30% to Elemental Resistances and -20% to Maximum Elemental Resistances
Resistant MonstersMonsters have +40% to all Resistances
Shielding MonstersMonsters are protected by Energy Shield
Time ParadoxBuffs expire three times faster and Debuffs expire three times slower
Toxic MonstersMonster Hits always inflict Bleeding and Poison
Unstoppable MonstersMonsters cannot be Slowed or Stunned
Volatile FiendsMonsters release deadly Volatiles on death. Rare monsters leave larger ones