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 damage Blood 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 ahead Burning 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 you Heart 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 area Impending 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 duration Petrification 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 Hit Pyramid 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 ahead Shocking 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 hits Fail the Trials on reaching 7 Ruin Stalking Shade IIIIhazardAn invulnerable shade stalks you, gaining speed and inflicting Ruin with Melee and Projectile hits Fail the Trials on reaching 7 Ruin Stalking Shade IIIIIIhazardAn invulnerable shade stalks you, gaining further speed and inflicting Ruin with powerful Melee and Projectile hits Fail the Trials on reaching 7 Ruin
Stormcaller RunesIhazardRunes will appear that will call deadly Lightning storms if you remain in them Stormcaller Runes IIIIhazardLarge runes will appear that will call deadly Lightning storms if you remain in them Stormcaller 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 them Temple 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 intruders Vaal Omnitect IIIIhazardAn ancient Vaal machination will deploy an array of attacks against nearby intruders Vaal 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 damage Chaotic Monsters IIIIMonsters gain 50% of damage added as extra Chaos damage
Damaged DefencesI40% less Armour, Evasion and Energy Shield Damaged Defences IIII75% less Armour, Evasion and Energy Shield
Deadly MonstersIMonsters have 300% increased Critical Hit Chance Deadly 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 Modifier 30% 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 directions Monsters fire additional Projectiles
Reduced RecoveryI40% reduced Life, Mana, and Energy Shield Recovery Rate Reduced Recovery IIII75% reduced Life, Mana, and Energy Shield Recovery Rate
Reduced ResistancesI-15% to Elemental Resistances and -10% to Maximum Elemental Resistances Reduced 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