Expedition2RemnantActiveIncursionAtziriActiveShrineActiveStrongboxEssenceRareMonsterAliveSpiritActivatedRogueExile
MonsterModifiers Ref /41
Monster Modifiers
Magic and Rare Monsters have Modifiers which will augment them in many dangerous ways, making them more powerful and deadly foes. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
Headhunter
Requires: Level 50
Has (13) Charm Slot
(2030)% increased Stun Threshold
+(4060) to maximum Life
+(2040) to Strength
+(2040) to Dexterity
When you kill a Rare monster, you gain its Modifiers for 60 seconds
PrecursorTabletOverseerUnique2
Requires: Level 65
Empowers the Map Boss of a Map
10 uses remaining
Map Bosses have 1 additional Modifier
TheSkinThief
Requires: Level 40, 47 Str, 34 Int
(90120)% increased Physical Damage
(713)% increased Attack Speed
+(713) to all Attributes
(3040)% reduced Presence Area of Effect
Copy a random Modifier from each enemy in your Presence when
you Shapeshift to an Animal form
Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
BeheadSupport
Supports Strike skills, causing them to steal a Modifier from Rare monsters they kill.
BeheadSupport
Supports Strike skills, causing them to steal two Modifiers from Rare monsters they kill.
LineageEinhar
Supports Melee Strike skills, causing them to steal a Modifier from Rare monsters they kill for a lengthy duration, while being unable to damage enemies not on low Life. Does not modify skills used by Minions.
PrimalistStabCorpseSkillIcon
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration, or gain a single random Modifier at the cost of your own life force.
Ascendancy: Ritualist
Character: Huntress
Grants Skill: Ritual Sacrifice
head hunt without a corpse [1]
Applies to{{ Level 75+}} Areas
Quantity: 4
Rare Monsters in Corruption Areas have a 10% increased chance of Monster Modifiers
Applies to{{ Level 75+}} Areas
Quantity: 4
Rare Monsters in Corruption Areas have a 10% increased chance of Monster Modifiers
Applies to{{ Level 75+}} Areas
Rare Monsters in Corruption Areas have a 25% increased chance of Monster Modifiers
Applies to{{ Level 75+}} Areas
Rare Monsters in Corrupted Nexuses have a 35% increased chance of Monster Modifiers
Applies to{{ Level 75+}} Areas
Summoning Circle Bosses in Cleansed Areas have a 25% chance to
have an additional Monster Modifier
Summoning Circle Bosses with additional Monster Modifiers in Cleansed Areas have a 5% chance to drop a Fracturing Orb
Applies to{{ Level 70+}} Areas
Magic Monster Packs have 5% chance to have an additional Modifier
Applies to{{ Level 70+}} Areas
5% increased Rarity of Items Dropped by Magic Monsters per Monster Modifier
Summoning Circle Bosses have a 25% chance to have an additional Monster Modifier
Rare Essence Monsters have a 40% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
Rare Beast Monsters in your Maps have a 15% increased chance of Monster Modifiers
Applies to{{ Level 75+}} Areas
Quantity: 2
Rare Monsters in City Areas have a 10% increased chance of Monster Modifiers
Applies to{{ Level 75+}} Areas
Quantity: 2
Rare Monsters in City Areas have a 10% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
5% increased Rarity of Items Dropped by Unique Monsters in Swamp Areas per Monster Modifier
Applies to{{ Level 70+}} Areas
Rare Monsters in Desert Areas have a 50% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
Rare Monsters in Desert Areas have a 10% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
2% increased Rarity of Items Dropped by Monsters per Monster Modifier
Applies to{{ Level 70+}} Areas
Rare Monsters have 30% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Applies to{{ Level 75+}} Areas
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Applies to{{ Level 75+}} Areas
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
Quantity: 9
Rare Monsters have 5% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
+1 to maximum Monster Modifiers on Rare Monsters
Rare Monsters have 10% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
+1 to maximum Monster Modifiers on Rare Monsters
Rare Monsters have 10% increased chance of Monster Modifiers
Applies to{{ Level 70+}} Areas
Rare Monsters have at least 3 Monster Modifiers
Delirium
Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
Essence
Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
Monster Rarity
Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Secured Strongbox
Secured Strongboxes are guarded by additional Packs of Rare Monsters and may roll Modifiers which add Monster Modifiers to any Rares guarding the Strongbox.
Archnemesis Mods /277
Extra Fire Damage
Gain 40% of Damage as Extra Fire Damage
Gain 40% of Damage as Extra Fire Damage
Extra Cold Damage
Gain 40% of Damage as Extra Cold Damage
Gain 40% of Damage as Extra Cold Damage
Extra Lightning Damage
Gain 40% of Damage as Extra Lightning Damage
Gain 40% of Damage as Extra Lightning Damage
Hasted
30% increased Movement Speed
30% increased Attack and Cast Speed
30% increased Movement Speed
30% increased Attack and Cast Speed
Extra Crits
300% increased Critical Hit Chance
300% increased Critical Hit Chance
Stuns
100% increased Stun Buildup
100% increased Stun Buildup
Armoured
monster additional strength ratio % for armour [100]
monster additional strength ratio % for armour [100]
Evasive
monster additional dexterity ratio % for evasion [100]
monster additional dexterity ratio % for evasion [100]
Extra Energy Shield
base maximum life % to gain as total energy shield [25]
base maximum life % to gain as total energy shield [25]
Always Poisons
Poison on Hit
Always Bleeds
Inflict Bleeding on Hit
Periodically unleashes Fire
Burning Ground on Death
Periodically unleashes Ice
Periodically unleashes Ice
Chilled Ground on Death
Periodically unleashes Lightning
Periodically unleashes Lightning
Shocked Ground on Death
Increased Stun Threshold
Cannot be Stunned
Stun Resistant
250% increased Stun Threshold
Fire Resistant
+10% to Maximum Fire Resistance
+50% to Fire Resistance
Cold Resistant
+10% to Maximum Cold Resistance
+50% to Cold Resistance
Lightning Resistant
+10% to Maximum Lightning Resistance
+50% to Lightning Resistance
Breaks Armour
Break Armour equal to 1000% of Physical Damage dealt
Accurate
200% increased Accuracy Rating
200% increased Accuracy Rating
Extra Chaos Damage
Gain 40% of Damage as Extra Chaos Damage
Gain 40% of Damage as Extra Chaos Damage
Regenerates Life
Regenerate 2% of maximum Life per second
Regenerate 2% of maximum Life per second
Additional Projectiles
Skills fire 4 additional Projectiles
Skills fire 4 additional Projectiles
Increased Area of Effect
100% more Area of Effect
100% more Area of Effect
All Damage Ignites
Hits always Ignite
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
All Damage Chills
All Damage from Hits Contributes to Chill Magnitude
Chills from your Hits always reduce Action Speed by at least 10%
All Damage Chills
All Damage from Hits Contributes to Chill Magnitude
Chills from your Hits always reduce Action Speed by at least 10%
All Damage Shocks
Hits always Shock
All Damage from Hits Contributes to Shock Chance
All Damage Shocks
Hits always Shock
All Damage from Hits Contributes to Shock Chance
Trail of Fire
Trail of Ice
Trail of Lightning
Slow Resistant
50% less Slowing Potency of Debuffs on me
50% less Slowing Potency of Debuffs on me
Crit Resistant
Hits against you have 80% reduced Critical Damage Bonus
Hits against you have 80% reduced Critical Damage Bonus
Chaos Resistant
+50% to Chaos Resistance
Periodic Fire Explosions
Periodic Fire Explosions
Periodic Cold Explosions
Periodic Cold Explosions
Periodic Lightning Explosions
Periodic Lightning Explosions
Fire Explosion on Death
Cold Explosion on Death
Lightning Explosion on Death
Powerful Minions
Empowered
50% increased maximum Life
25% increased Damage
Extra Physical Damage Aura
Haste Aura
Energy Shield Aura
Elemental Resistance Aura
Temporal Bubble
cannot be damaged by things outside radius [0]
cannot be damaged by things outside radius [0]
cannot be damaged by things outside radius [0]
Hinder Aura
Prevents Recovery Above 50%
Periodic Invulnerability Aura
monster allies cannot take damage pulse owner [1]
monster allies cannot take damage pulse owner [1]
Empowered Periodic Invulnerability Aura
monster allies cannot take damage pulse owner [1]
monster allies cannot take damage pulse owner [1]
Increased Life
50% increased maximum Life
Siphons Mana and Deals Lightning Damage
Siphons Mana and Deals Lightning Damage
Heals Allies and Suppresses Foe Recovery
Siphons Flask Charges
Flasks gain -0.05 charges per Second
Reviving Minions
Empowered Reviving Minions
Damage Taken From Minions First
damage removed from pack minions before life or es % [50]
damage removed from pack minions before life or es % [50]
damage removed from pack minions before life or es % [0]
Shroud Walker
Shroud Walker
Periodically Enrages
Enraged
Explodes Nearby Corpses
Explodes Nearby Corpses
Lightning Mirage When Hit
Lightning Mirages When Hit
Magma Barrier
Conjures Ice Prisons
Conjures Flamewalls
Conjures Lightning Storms
Conjures Lightning Storms
Volatile Crystals
Volatile Plants
Empowering Volatile Plants
Volatile Crag
Empowering Volatile Crag
Proximal Tangibility
ignore cannot be damaged by enemies [0]
ignore cannot be damaged by enemies [0]
Bombardier
Periodically unleashes Fire
Soul Eater
Conjures Elemental Hazards
Conjures Elemental Hazards
Volatile Souls
Volatile Souls
Soul Siphoner
Soul Siphoner
Kurgal's Last Gasp
Kurgal's Last Gasp
Undying Will
ignore cannot be damaged by enemies [1]
Undying Will
ignore cannot be damaged by enemies [0]
Lithomantic Runes
Lithomantic Runes
Meteoric Demise
Meteoric Demise
Kulemak's Desecration
Kulemak's Desecration
Ulaman's Legion
grant actor scale +% to aura owner on death [0]
grant attack speed +% to aura owner on death [0]
grant damage reduction % to aura owner on death [0]
soul is consumed on death [0]
Ulaman's Legion
grant actor scale +% to aura owner on death [0]
grant attack speed +% to aura owner on death [0]
grant damage reduction % to aura owner on death [0]
soul is consumed on death [0]
Amanamu's Void
Amanamu's Void
Lifestealer Aura
Unstable Revenants
Bubonic Trail
Bubonic Trail
Crystalline Barrier
Crystalline Barrier
Soulflame Geysers
Soulflame Geysers
Shade Walker
Shade Walker
Eruption of Souls
Eruption of Souls
Gain 10% of Damage as Extra Fire Damage
Gain 20% of Damage as Extra Fire Damage
Gain 10% of Damage as Extra Cold Damage
Gain 20% of Damage as Extra Cold Damage
Gain 10% of Damage as Extra Lightning Damage
Gain 20% of Damage as Extra Lightning Damage
Cannot be Chilled
Cannot be Shocked
60% chance to Avoid being Chilled
60% chance to Avoid being Shocked
All Damage from Hits Contributes to Chill Magnitude
All Damage from Hits Contributes to Shock Chance
active skill chill as though damage +% final [0]
active skill shock chance +% final [0]
Cannot be Chilled
Cannot be Shocked
60% chance to Avoid being Chilled
60% chance to Avoid being Shocked
All Damage from Hits Contributes to Chill Magnitude
All Damage from Hits Contributes to Shock Chance
active skill chill as though damage +% final [100]
active skill shock chance +% final [100]
50% less Slowing Potency of Debuffs on me
15% increased Movement Speed
50% less Slowing Potency of Debuffs on me
30% increased Movement Speed
Movement Speed cannot be modified to below base value
Leech 190% of Physical Attack Damage as Life
base cannot have energy shield leeched from [1]
base cannot have life leeched from [1]
corrupted blood on hit % average damage to deal per minute per stack [15]
corrupted blood on hit duration [4000]
corrupted blood on hit num stacks [1]
Leech 260% of Physical Attack Damage as Life
base cannot have energy shield leeched from [1]
base cannot have life leeched from [1]
corrupted blood on hit % average damage to deal per minute per stack [30]
corrupted blood on hit duration [4000]
corrupted blood on hit num stacks [1]
100% increased Stun Threshold
monster additional strength ratio % for armour [50]
200% increased Stun Threshold
monster additional strength ratio % for armour [100]
adaptation duration ms [4000]
ascendancy druid shaman elemental damage taken +% final per matching adaptation [-30]
base max adaptations [1]
double adaptation effect [0]
gain X adaptation matching type when hit by elemental damage [1]
adaptation duration ms [4000]
ascendancy druid shaman elemental damage taken +% final per matching adaptation [-30]
base max adaptations [1]
double adaptation effect [1]
gain X adaptation matching type when hit by elemental damage [1]
base maximum life % to gain as total energy shield [30]
base maximum life % to gain as total energy shield [60]
35% chance to Poison on Hit
All Damage from Hits Contributes to Poison Magnitude
70% chance to Poison on Hit
All Damage from Hits Contributes to Poison Magnitude
Gain 10% of Damage as Extra Lightning Damage
Lightning damage from Hits Contributes to Electrocution Buildup
active skill electrocutes as though dealt damage +% final [-50]
dummy expedition rune electrocuting [1]
Gain 20% of Damage as Extra Lightning Damage
Lightning damage from Hits Contributes to Electrocution Buildup
active skill electrocutes as though dealt damage +% final [-15]
dummy expedition rune electrocuting [1]
Curse Reflection
Shock Reflection
reflect chills % chance [20]
reflect chills [0]
reflect shocks % chance [20]
Curse Reflection
Shock Reflection
reflect chills % chance [60]
reflect chills [0]
reflect shocks % chance [60]
dummy expedition rune rebirth [1]
dummy expedition rune rebirth [1]
+30% to all Elemental Resistances
Hits always Shock
All Damage from Hits Contributes to Chill Magnitude
All Damage from Hits Contributes to Shock Chance
Gain 10% of Damage as Extra Damage of a random Element
+60% to all Elemental Resistances
Hits always Shock
All Damage from Hits Contributes to Chill Magnitude
All Damage from Hits Contributes to Shock Chance
Gain 20% of Damage as Extra Damage of a random Element
Gain 15% of Damage as Extra Fire Damage
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
dummy expedition rune gasp [1]
Gain 30% of Damage as Extra Fire Damage
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
dummy expedition rune gasp [1]
dummy expedition rune celestial [1]
dummy expedition rune celestial [1]
monster slain experience +% [100]
monster slain experience +% [200]
80% reduced Life Regeneration rate
monster difficulty tankiness +% [25]
60% reduced Life Regeneration rate
monster difficulty tankiness +% [50]
chance % to transfer rare mod and heal rare monster within 80 units on death [25]
chance % to transfer rare mod and heal rare monster within 80 units on death [50]
80% reduced Runic Ward Regeneration Rate
damage +% while on ward [20]
maximum life % to gain as total ward [35]
movement velocity +% while on ward [15]
skill speed +% while on ward [15]
80% reduced Runic Ward Regeneration Rate
damage +% while on ward [40]
maximum life % to gain as total ward [70]
movement velocity +% while on ward [30]
skill speed +% while on ward [30]
monster has expedition2 remnant union of souls [1]
monster has expedition2 remnant union of souls [1]
dummy expedition rune power [1]
chance % to transfer rare mod and heal rare monster within 80 units on death [75]
corpse cannot be destroyed [1]
affliction monster debuff energy shield recovery rate +% on hit [-9]
affliction monster debuff life recovery rate +% on hit [-9]
affliction monster debuff action speed +% on hit [-6]
affliction monster debuff damage taken +% on hit [6]
affliction monster debuff flask charges gained +% on hit [-9]
affliction monster debuff flask effect +% on hit [-9]
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