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.
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.
Requires: Level 50
Has (1—3) Charm Slot
(20—30)% increased Stun Threshold
+(40—60) to maximum Life
+(20—40) to Strength
+(20—40) to Dexterity
Requires: Level 65
Requires: Level 40, 47 Str, 34 Int
(90—120)% increased Physical Damage
(7—13)% increased Attack Speed
+(7—13) to all Attributes
(30—40)% 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
you Shapeshift to an Animal form
Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
Ascendancy: Ritualist
Character: Huntress
head hunt without a corpse [1]
Applies to{{ Level 75+}} Areas
Quantity: 4
Applies to{{ Level 75+}} Areas
Quantity: 4
Applies to{{ Level 75+}} Areas
Applies to{{ Level 75+}} Areas
Applies to{{ Level 75+}} Areas
Summoning Circle Bosses with additional Monster Modifiers in Cleansed Areas have a 5% chance to drop a Fracturing Orb
Applies to{{ Level 70+}} Areas
Applies to{{ Level 70+}} Areas
Applies to{{ Level 70+}} Areas
Applies to{{ Level 75+}} Areas
Quantity: 2
Applies to{{ Level 75+}} Areas
Quantity: 2
Applies to{{ Level 70+}} Areas
Applies to{{ Level 70+}} Areas
Applies to{{ Level 70+}} Areas
Applies to{{ Level 70+}} Areas
2% increased Rarity of Items Dropped by Monsters per Monster Modifier
Applies to{{ Level 70+}} Areas
Applies to{{ Level 70+}} Areas
Quantity: 9
Applies to{{ Level 75+}} Areas
Quantity: 9
Applies to{{ Level 70+}} Areas
Quantity: 9
Applies to{{ Level 70+}} Areas
Quantity: 9
Applies to{{ Level 75+}} Areas
Quantity: 9
Applies to{{ Level 70+}} Areas
Quantity: 9
Applies to{{ Level 70+}} Areas
Quantity: 9
Applies to{{ Level 70+}} Areas
Applies to{{ Level 70+}} Areas
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.
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.
Monster Rarity
Monster Rarity increases the chance for monsters to be Rare and Magic.
Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
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
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]
Periodically unleashes Fire
Burning Ground on Death
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 StunnedCannot be Stunned
Regenerates Life
Regenerate 2% of maximum Life per secondRegenerate 2% of maximum Life per second
Increased Area of Effect
100% more Area of Effect100% more Area of Effect
All Damage Ignites
Hits always IgniteAll Damage from Hits Contributes to Flammability and Ignite Magnitudes
All Damage Ignites
Hits always IgniteAll Damage from Hits Contributes to Flammability and Ignite Magnitudes
All Damage Chills
All Damage from Hits Contributes to Chill MagnitudeChills from your Hits always reduce Action Speed by at least 10%
All Damage Chills
All Damage from Hits Contributes to Chill MagnitudeChills from your Hits always reduce Action Speed by at least 10%
Trail of Fire
Trail of Ice
Trail of Lightning
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 Life25% 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 LifeSiphons Mana and Deals Lightning Damage
Siphons Mana and Deals Lightning Damage
Heals Allies and Suppresses Foe Recovery
Siphons Flask Charges
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
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 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]
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]
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]
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]
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]
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]
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]
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]
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]
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
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
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]
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]
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]
monster difficulty tankiness +% [25]
60% reduced Life Regeneration rate
monster difficulty tankiness +% [50]
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]
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]
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 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]
affliction monster debuff flask effect +% on hit [-9]
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.

















