New Viscera Modifiers

Scorched Arm — Low

(10-15)% chance to Ignite

Scorched Arm — Med

(20-30)% chance to Ignite

Scorched Arm — High

Ignites you inflict deal Damage (10-15)% [DamageFaster|Faster]

Severed Rhoa Head — Low

(10-15)% increased Chaos Damage

Severed Rhoa Head — Med

(20-30)% increased Chaos Damage

Severed Rhoa Head — High

Every second, inflict [Withered] on Enemies within 6 metres for 5 seconds

Sea Witch's Tentacle — Low

Minions deal (10-15)% increased Damage

Sea Witch's Tentacle — Med

Minions deal (20-30)% increased Damage

Sea Witch's Tentacle — High

Minions have (8-12)% chance to deal Double Damage

Crustacean's Claw — Low

Adds (2-4) to (5-7) Physical Damage to Attacks

Crustacean's Claw — Med

Adds (8-12) to (15-18) Physical Damage to Attacks

Crustacean's Claw — High

(10-12)% more Maximum Physical Attack Damage

Crustacean's Claw — Queen

(10-12)% more Maximum Physical Attack Damage

Totemic Visage — Low

(10-15)% chance to Shock

Totemic Visage — Med

(20-30)% chance to Shock

Totemic Visage — High

(10-12)% more Maximum Lightning Damage

Totemic Visage — Queen

(10-12)% more Maximum Lightning Damage

Skeletal Archer's Arm — Low

Projectiles deal (8-12)% increased Damage with Hits and Ailments for each Enemy Pierced

Skeletal Archer's Arm — Med

Projectiles deal (15-20)% increased Damage with Hits and Ailments for each Enemy Pierced

Skeletal Archer's Arm — High

Projectiles Pierce (2-3) additional Targets

Skeletal Warrior's Leg — Low

You and Allies within 5 metres deal 8 to 12 additional Cold Damage

Skeletal Warrior's Leg — Med

You and Allies within 5 metres deal 25 to 40 additional Cold Damage

Skeletal Warrior's Leg — High

You and Allies within 5 metres deal 50 to 75 additional Cold Damage

Warden's Arm — Low

+(30-50) to maximum Life

Warden's Arm — Med

+(60-80) to maximum Life

Warden's Arm — High

(5-7)% more Maximum Life

Warden's Arm — Queen

(5-7)% more Maximum Life

Goatman's Horn — Low

(8-12)% increased Area of Effect

Goatman's Horn — Med

(15-20)% increased Area of Effect

Goatman's Horn — High

Area Skills have (6-8)% chance to deal Double Damage

Mariner's Tricorne — Low

(8-12)% chance to gain Phasing for 4 seconds on Kill

Mariner's Tricorne — Med

(15-20)% chance to gain Phasing for 4 seconds on Kill

Mariner's Tricorne — High

(4-6)% chance to gain [Phasing] on Hit

Elemental Essence — Low

+(14-18)% to Cold Resistance

Elemental Essence — Med

+(22-28)% to Cold Resistance

Elemental Essence — High

+(2-3)% to maximum Cold Resistance

Galvanic Tentacle — Low

+(14-18)% to Lightning Resistance

Galvanic Tentacle — Med

+(22-28)% to Lightning Resistance

Galvanic Tentacle — High

+(2-3)% to maximum Lightning Resistance

Siren's Tentacle — Low

(10-15)% increased Effect of Cold Ailments

Siren's Tentacle — Med

(20-30)% increased Effect of Cold Ailments

Siren's Tentacle — High

+5% to Maximum Effect of Chill

Cutthroat's Head — Low

(10-15)% increased Global Physical Damage

Cutthroat's Head — Med

(20-30)% increased Global Physical Damage

Cutthroat's Head — High

Hits have (30-50)% chance to ignore Enemy Physical Damage Reduction

Golemic Stone — Low

(10-15)% chance to Avoid being Stunned

Golemic Stone — Med

(20-30)% chance to Avoid being Stunned

Golemic Stone — High

You cannot be Stunned if you've been Stunned or Blocked a Stunning Hit in the past 2 seconds

Gargantuan Claws — Low

(4-6)% increased Attack Speed with Claws

Gargantuan Claws — Med

(8-10)% increased Attack Speed with Claws

Gargantuan Claws — High

(10-12)% increased Attack Speed while Dual Wielding

Hollowed Skull — Low

-(15-10) Physical Damage taken from Attack Hits

Hollowed Skull — Med

-(30-20) Physical Damage taken from Attack Hits

Hollowed Skull — High

-1 Physical Damage taken from Hits per Level

Bonestalker's Ribcage — Low

(5-4)% reduced Physical Damage taken over time

Bonestalker's Ribcage — Med

(7-6)% reduced Physical Damage taken over time

Bonestalker's Ribcage — High

(4-6)% additional Physical Damage Reduction

Templar Skull — Low

(8-12)% increased Light Radius

Templar Skull — Med

(15-20)% increased Light Radius

Templar Skull — High

Increases and Reductions to Light Radius also apply to Life Regeneration Rate at (8-12)% value

Arachnid Fangs — Low

(10-15)% chance to Poison on Hit

Arachnid Fangs — Med

(20-30)% chance to Poison on Hit

Arachnid Fangs — High

[Poison|Poisons] you inflict deal Damage (10-15)% [DamageFaster|Faster]

Severed Stinger — Low

Damage Penetrates (3-4)% Lightning Resistance

Severed Stinger — Med

Damage Penetrates (6-8)% Lightning Resistance

Severed Stinger — High

Hits have (10-15)% chance to treat Enemy Monster Lightning Resistance values as inverted

Bandit Rogue's Head — Low

(4-6)% increased Attack and Cast Speed

Bandit Rogue's Head — Med

(8-10)% increased Attack and Cast Speed

Bandit Rogue's Head — High

(4-3)% increased Action Speed

Poacher's Leg — Low

-(30-20) Physical Damage taken from Hits by Animals

Poacher's Leg — Med

-(50-40) Physical Damage taken from Hits by Animals

Poacher's Leg — High

(40-60)% increased Damage against Beasts

Cobra Tail — Low

(8-12)% increased Cooldown Recovery Rate of Travel Skills

Cobra Tail — Med

(15-20)% increased Cooldown Recovery Rate of Travel Skills

Cobra Tail — High

Travel Skills have (15-20)% chance to not consume a Cooldown on use

Bandit Witch's Head — Low

Regenerate (4-6) Mana per second

Bandit Witch's Head — Med

Regenerate (8-10) Mana per second

Bandit Witch's Head — High

(15-20)% of Damage taken Recouped as Mana

Arachnid Leg — Low

(8-12)% chance to Hinder Enemies on Hit with Spells

Arachnid Leg — Med

(15-20)% chance to Hinder Enemies on Hit with Spells

Arachnid Leg — High

Immune to Hinder

Vaal Appendage — Low

+(0.2-0.3) metres to Melee Strike Range

Vaal Appendage — Med

+(0.4-0.5) metres to Melee Strike Range

Vaal Appendage — High

(30-50)% increased Damage with Vaal Skills

Bandit Warrior's Head — Low

Regenerate (0.8-1)% of Life per second

Bandit Warrior's Head — Med

Regenerate (1.6-2)% of Life per second

Bandit Warrior's Head — High

Regenerate (3-4)% of Life per second if you have been Hit Recently

Primate Foot — Low

(4-6)% increased Movement Speed while Ignited

Primate Foot — Med

(8-10)% increased Movement Speed while Ignited

Primate Foot — High

(5-6)% increased Action Speed while Ignited

Ursine Flesh — Low

(10-15)% reduced Enemy Stun Threshold

Ursine Flesh — Med

(20-30)% reduced Enemy Stun Threshold

Ursine Flesh — High

(75-100)% increased Stun Duration against Enemies that are on Full Life

Artificial Appendage — 1

(20-30)% increased Effect of Chill

Artificial Appendage — 2

(15-20)% increased Area of Effect for Attacks

Artificial Appendage — 3

Minions have (25-40)% increased Critical Strike Chance

Severed Scythe-hand — Low

Recover (2-3)% of Life on Kill

Severed Scythe-hand — Med

Recover (4-5)% of Life on Kill

Severed Scythe-hand — High

(5-7)% chance to Recover all Life when you Kill an Enemy

Captain's Leg — Low

(3-4)% increased Movement Speed

Captain's Leg — Med

(5-6)% increased Movement Speed

Captain's Leg — High

Ignore all Movement Penalties from Armour

Spined Claws — Low

Attacks have (10-15)% chance to cause Bleeding

Spined Claws — Med

Attacks have (20-30)% chance to cause Bleeding

Spined Claws — High

Bleeding you inflict deals Damage (10-15)% [DamageFaster|Faster]

Molten Core — Low

+(14-18)% to Fire Resistance

Molten Core — Med

+(22-28)% to Fire Resistance

Molten Core — High

+(2-3)% to maximum Fire Resistance

Defaced Bust — Low

(10-15)% increased Stun and Block Recovery

Defaced Bust — Med

(20-30)% increased Stun and Block Recovery

Defaced Bust — High

Minimum roll: 75% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit

Maximum roll: Gain an Endurance Charge when you Stun an Enemy with a Melee Hit

Spectral Hood — Low

+(7-13)% to Chaos Resistance

Spectral Hood — Med

+(17-19)% to Chaos Resistance

Spectral Hood — High

+(2-3)% to maximum Chaos Resistance

Soldier's Head — Low

(10-15)% increased Armour

Soldier's Head — Med

(20-30)% increased Armour

Soldier's Head — High

(80-120)% increased Armour from Equipped Helmet

Flaming Ribbon — Low

(5-4)% reduced Burning Damage taken

Flaming Ribbon — Med

(7-6)% reduced Burning Damage taken

Flaming Ribbon — High

(6-5)% reduced Fire Damage taken

Statue Leg — Low

(10-15)% chance to Knock Enemies Back on hit

Statue Leg — Med

(20-30)% chance to Knock Enemies Back on hit

Statue Leg — High

Cannot be Knocked Back

Voidbearer's Leg — Low

(8-10)% increased Movement Speed while on Burning Ground

Voidbearer's Leg — Med

(12-15)% increased Movement Speed while on Burning Ground

Voidbearer's Leg — High

(40-60)% increased Damage on Burning Ground

Voltaic Apparatus — Low

(8-12)% chance to gain a Power Charge on Kill

Voltaic Apparatus — Med

(15-20)% chance to gain a Power Charge on Kill

Voltaic Apparatus — High

(8-12)% chance that if you would gain Power Charges, you instead gain up to your maximum number of Power Charges

General's Head — Low

(8-12)% increased maximum Energy Shield

General's Head — Med

(15-20)% increased maximum Energy Shield

General's Head — High

Gain (4-6)% of Maximum Life as Extra Maximum Energy Shield

Brute's Arm — Low

+(10-15) to Strength

Brute's Arm — Med

+(20-30) to Strength

Brute's Arm — High

(4-6)% increased Strength

Thaumaturge's Head — Low

Gain (4-5)% of Physical Damage as Extra Damage of a random Element

Thaumaturge's Head — Med

Gain (8-10)% of Physical Damage as Extra Damage of a random Element

Thaumaturge's Head — High

Gain (4-6)% of Physical Damage as Extra Cold Damage

Gain (4-6)% of Physical Damage as Extra Fire Damage

Gain (4-6)% of Physical Damage as Extra Lightning Damage

Spiked Carapace — Low

Reflects (200-250) Cold Damage to Melee Attackers

Spiked Carapace — Med

Reflects (400-500) Cold Damage to Melee Attackers

Spiked Carapace — High

(300-400)% of Melee Cold Damage taken reflected to Attacker

Skeletal Beast Leg — Low

(18-24)% chance to Avoid Bleeding

Skeletal Beast Leg — Med

(30-40)% chance to Avoid Bleeding

Skeletal Beast Leg — High

Moving while Bleeding doesn't cause you to take extra Damage

Scholar's Arm — Low

+(10-15) to Intelligence

Scholar's Arm — Med

+(20-30) to Intelligence

Scholar's Arm — High

(4-6)% increased Intelligence

Aristocrat's Torso — Low

(8-10)% increased Life Regeneration rate

Aristocrat's Torso — Med

(15-20)% increased Life Regeneration rate

Aristocrat's Torso — High

2% increased Life Recovery rate per 5% missing Unreserved Life

Despot's Fist — Low

Adds (1-3) to (40-60) Lightning Damage to Unarmed Melee Hits

Despot's Fist — Med

Adds (1-5) to (80-120) Lightning Damage to Unarmed Melee Hits

Despot's Fist — High

(20-30)% increased Area of Effect while Unarmed

Vulture's Gut — Low

Killing Blows Consume corpses to Recover (40-60) Life and (20-30) Mana

Vulture's Gut — Med

Killing Blows Consume corpses to Recover (80-120) Life and (40-60) Mana

Vulture's Gut — High

Killing Blows Consume corpses to Recover (3-4)% of Life

Killing Blows Consume corpses to Recover (3-4)% of Mana

Templar Banner — Low

3% increased Spell Damage per Power Charge

Templar Banner — Med

4% increased Spell Damage per Power Charge

Templar Banner — High

Gain 1% of Lightning Damage as Extra Chaos Damage per Power Charge

Pocked Leg — Low

(20-30)% increased Armour from Equipped Helmet and Gloves

Pocked Leg — Med

(35-50)% increased Armour from Equipped Helmet and Gloves

Pocked Leg — High

(35-50)% increased Armour from Equipped Helmet, Body Armour, Gloves, and Boots

Pocked Arm — Low

(20-30)% increased Evasion Rating from Equipped Helmet and Boots

Pocked Arm — Med

(35-50)% increased Evasion Rating from Equipped Helmet and Boots

Pocked Arm — High

(35-50)% increased Evasion Rating from Equipped Helmet, Body Armour Gloves and Boots

Flesh-fused Lantern — Low

+(6-8)% to Fire Damage over Time Multiplier

Flesh-fused Lantern — Med

+(10-14)% to Fire Damage over Time Multiplier

Flesh-fused Lantern — High

+(20-30)% to Fire Damage over Time Multiplier while Ignited

Carved Haunches — Low

(10-15)% increased Totem Placement speed

Carved Haunches — Med

(20-30)% increased Totem Placement speed

Carved Haunches — High

Skills that Summon a Totem have (16-24)% chance to Summon two Totems instead of one

Blazing Skull — Low

(20-30)% increased Damage with Hits against Rare monsters

Blazing Skull — Med

(35-50)% increased Damage with Hits against Rare monsters

Blazing Skull — High

When you Kill a Rare Monster, (20-30)% chance to gain one of its Modifiers for 10 seconds

Gladiator's Heart — Low

Gain 1 Rage on Melee Hit

Gladiator's Heart — Med

Gain 2 Rage on Melee Hit

Gladiator's Heart — High

+(5-7) to Maximum Rage

Swordmaster's Blade — Low

(4-6)% increased Attack Speed with Swords

Swordmaster's Blade — Med

(8-10)% increased Attack Speed with Swords

Swordmaster's Blade — High

100% reduced Enemy Chance to Block Sword Attacks

Chitinous Leg — Low

Corpses you Spawn have (4-6)% increased Maximum Life

Chitinous Leg — Med

Corpses you Spawn have (8-10)% increased Maximum Life

Chitinous Leg — High

Enemies within 6 metres of corpses you spawned Recently have 100% reduced Life Regeneration Rate

Engorged Eye — Low

(30-50)% chance to avoid Corrupted Blood

Engorged Eye — Med

(60-80)% chance to avoid Corrupted Blood

Engorged Eye — High

Corrupted Blood cannot be inflicted on you

Corrupted Carapace — Low

(18-24)% increased Damage with Skills that Cost Life

Corrupted Carapace — Med

(30-40)% increased Damage with Skills that Cost Life

Corrupted Carapace — High

Skills that Cost Life have (6-8)% chance to deal Double Damage

Vendigo Claws — Low

Adds (10-15) to (25-35) Cold Damage to Unarmed Attacks

Vendigo Claws — Med

Adds (25-35) to (50-75) Cold Damage to Unarmed Attacks

Vendigo Claws — High

(25-40)% increased Damage with Hits against Chilled Enemies

Overseer's Whip — Low

Minions have (18-24)% increased Movement Speed if you've used a Minion Skill Recently

Overseer's Whip — Med

Minions have (30-40)% increased Movement Speed if you've used a Minion Skill Recently

Overseer's Whip — High

Minions are Aggressive if you've used a Minion Skill Recently

Justicar's Helm — Low

(18-24)% increased Stun Threshold

Justicar's Helm — Med

(30-40)% increased Stun Threshold

Justicar's Helm — High

(10-15)% of Damage taken from Stunning Hits is Recovered as Life

Flaming Furnace — Low

(8-12)% chance to inflict Fire Exposure on Hit

Flaming Furnace — Med

(15-20)% chance to inflict Fire Exposure on Hit

Flaming Furnace — High

Fire Exposure you inflict applies an extra -(6-4)% to Fire Resistance

Adherent's Crown — Low

(10-15)% of Physical Damage Converted to Fire Damage

Adherent's Crown — Med

(20-30)% of Physical Damage Converted to Fire Damage

Adherent's Crown — High

Gain (10-15)% of Physical Damage as Extra Fire Damage

Heretical Tome — Low

+(6-8)% to Physical Damage over Time Multiplier

Heretical Tome — Med

+(10-14)% to Physical Damage over Time Multiplier

Heretical Tome — High

+(20-30)% to Physical Damage over Time Multiplier while Bleeding

Hallowed Descry — Low

(10-15)% increased Effect of Consecrated Ground you create

Hallowed Descry — Med

(20-30)% increased Effect of Consecrated Ground you create

Hallowed Descry — High

Consecrated Ground you create grants (4-6)% reduced damage taken to you and Allies

Skeletal Tail — Low

(10-15)% increased Projectile Damage

Skeletal Tail — Med

(20-30)% increased Projectile Damage

Skeletal Tail — High

Projectiles Pierce, Fork or Chain an additional time at random

Scholar's Leg — Low

(5-6)% increased bonuses gained from Equipped Gloves

Scholar's Leg — Med

(8-10)% increased bonuses gained from Equipped Gloves

Scholar's Leg — High

(20-30)% increased bonuses gained from Equipped Gloves

(50-40)% reduced bonuses gained from Equipped Boots

Ravenous Skull — Low

Every 3 seconds, Consume a Corpse within 5 metres to Recover (2-3)% of Mana

Every 3 seconds, Consume a Corpse within 5 metres to Recover (2-3)% of Life

Ravenous Skull — Med

Every 3 seconds, Consume a Corpse within 5 metres to Recover (4-5)% of Mana

Every 3 seconds, Consume a Corpse within 5 metres to Recover (4-5)% of Life

Ravenous Skull — High

(16-24)% increased Damage if you have Consumed a corpse Recently

Regenerate (1.6-2)% of Life per second if you've Consumed a corpse Recently

Regenerate (0.8-1)% of Mana per second if you've Consumed a corpse Recently

Noble's Head — Low

(6-8)% more Damage against Undead Monsters

Noble's Head — Med

(12-15)% more Damage against Undead Monsters

Noble's Head — High

Kill Undead Enemies that have 15% or lower Life when Hit by your Skills

Noble's Head — Queen

(12-15)% more Damage against Undead Monsters

Conjoined Hound Head — Low

Skills Supported by Unleash have (8-12)% increased Seal gain frequency

Conjoined Hound Head — Med

Skills Supported by Unleash have (15-20)% increased Seal gain frequency

Conjoined Hound Head — High

Skills supported by Unleash have +1 to maximum number of Seals

Scout's Bow — Low

Damage Penetrates (3-4)% Fire Resistance

Scout's Bow — Med

Damage Penetrates (6-8)% Fire Resistance

Scout's Bow — High

Hits have (10-15)% chance to treat Enemy Monster Fire Resistance values as inverted

Ancestor's Club — Low

Strike Skills which target additional Enemies can do so from (10-15)% further away

Ancestor's Club — Med

Strike Skills which target additional Enemies can do so from (20-30)% further away

Ancestor's Club — High

Non-Vaal Strike Skills target 1 additional nearby Enemy

Skeleton Wheel — Low

(5-7)% increased Attack and Cast Speed if you've used a Movement Skill Recently

Skeleton Wheel — Med

(10-12)% increased Attack and Cast Speed if you've used a Movement Skill Recently

Skeleton Wheel — High

+1 to Level of all Movement Skill Gems

Osseous Talon — Low

+(10-15) to Dexterity

Osseous Talon — Med

+(20-30) to Dexterity

Osseous Talon — High

(4-6)% increased Dexterity

Flayed Visage — Low

(8-12)% of Chaos Damage taken does not bypass Energy Shield

Flayed Visage — Med

(15-20)% of Chaos Damage taken does not bypass Energy Shield

Flayed Visage — High

(10-15)% of Damage taken Recouped as Energy Shield

Bear Head

+4 to Minimum Rage

Boar Head

(8-10)% chance to deal Double Damage if you have Stunned an Enemy Recently

Stag Head

+(8-12)% chance to Suppress Spell Damage

Arachnid Egg Sac — Low

Minions created Recently have (5-7)% increased Attack and Cast Speed

Arachnid Egg Sac — Med

Minions created Recently have (8-12)% increased Attack and Cast Speed

Arachnid Egg Sac — High

Minions created Recently have [Onslaught]

Infested Torso — Low

Minions Regenerate (0.8-1)% of Life per second

Infested Torso — Med

Minions Regenerate (1.6-2)% of Life per second

Infested Torso — High

Minions Recover (3-5)% of Life on Killing a Poisoned Enemy

King Crab's Claw — Low

Gain (3-4)% of Physical Damage as Extra Cold Damage

Gain (3-4)% of Physical Damage as Extra Lightning Damage

King Crab's Claw — Med

Gain (4-5)% of Physical Damage as Extra Cold Damage

Gain (4-5)% of Physical Damage as Extra Lightning Damage

King Crab's Claw — High

(10-15)% chance to gain a [BrineCharges|Brine Charge] instead of an Endurance Charge

Calcified Leg — Low

Skeletons deal (20-30)% increased Damage

Calcified Leg — Med

Skeletons deal (35-50)% increased Damage

Calcified Leg — High

+(1-2) to maximum number of Skeletons

Wraith Claws — Low

(5-7)% chance to Impale on Spell Hit

Wraith Claws — Med

(8-12)% chance to Impale on Spell Hit

Wraith Claws — High

(20-25)% increased Effect of Impales inflicted with Spells

Infected Leg — Low

Minions have +(6-8)% to Damage over Time Multiplier

Infected Leg — Med

Minions have +(10-14)% to Damage over Time Multiplier

Infected Leg — High

Damaging Ailments inflicted by Minions deal damage (15-20)% [DamageFaster|Faster]

Inquisitor's Claw — Low

Withered you Inflict expires (15-10)% slower

Inquisitor's Claw — Med

Withered you Inflict expires (20-15)% slower

Inquisitor's Claw — High

(15-20)% increased Effect of Withered

Necromancer's Mask — Low

Offering Skills have (10-15)% increased Duration

Necromancer's Mask — Med

Offering Skills have (20-30)% increased Duration

Necromancer's Mask — High

Offerings you create also grant (15-20)% increased Damage

Ornate Torso — Low

Minions have (10-15)% increased maximum Life

Ornate Torso — Med

Minions have (20-30)% increased maximum Life

Ornate Torso — High

(3-5)% of Damage from Hits is taken from your Damagable Minions' Life before you

Devourer's Antenna — Low

(40-60)% increased Damage with Hits and Ailments against Enemies that are on Full Life

Devourer's Antenna — Med

(75-100)% increased Damage with Hits and Ailments against Enemies that are on Full Life

Devourer's Antenna — High

Debilitate Enemies you Hit that are on Full Life for 4 seconds

Blackened Lungs — Low

(10-15)% increased Warcry Speed

Blackened Lungs — Med

(20-30)% increased Warcry Speed

Blackened Lungs — High

Enemies Taunted by your Warcries have 4% reduced Action Speed

Construct's Head — Low

(8-12)% increased Projectile Speed

Construct's Head — Med

(15-20)% increased Projectile Speed

Construct's Head — High

Skills deal (4-5)% increased Projectile damage per Projectile created

Spider Queen's Head — Low

2% increased Damage per Minion, up to a maximum of 40%

Spider Queen's Head — Med

3% increased Damage per Minion, up to a maximum of 40%

Spider Queen's Head — High

Trigger Level 1 [LesserRaiseSpiders::1|Lesser Raise Spiders] on Kill

Dessicated Head — Low

Raised Zombies deal (20-30)% increased Damage

Dessicated Head — Med

Raised Zombies deal (35-50)% increased Damage

Dessicated Head — High

+(1-2) to maximum number of Raised Zombies

Hag's Stomach — Low

(5-7)% increased Effect of your Curses

Hag's Stomach — Med

(8-12)% increased Effect of your Curses

Hag's Stomach — High

(8-12)% increased Damage with Hits and Ailments per Curse on Enemy

Ghostly Claw — Low

(5-7)% chance to gain Elusive on Kill

Ghostly Claw — Med

(8-12)% chance to gain Elusive on Kill

Ghostly Claw — High

(20-25)% increased Elusive Effect

Terrifying Maw — Low

(30-20)% reduced Effect of Curses on you

Terrifying Maw — Med

(50-35)% reduced Effect of Curses on you

Terrifying Maw — High

(8-12)% increased Damage per Curse on you

Armoured Leg — Low

+(8-12)% chance to Block Projectile Attack Damage

Armoured Leg — Med

+(15-20)% chance to Block Projectile Attack Damage

Armoured Leg — High

Chance to Block Projectile Attack Damage is Lucky

Blackguard's Leg — Low

(30-20)% reduced Effect of Chill on you

Blackguard's Leg — Med

(50-35)% reduced Effect of Chill on you

Blackguard's Leg — High

Unaffected by Chilled Ground

Champion's Banner — Low

Enemies near your Banner take (4-5)% increased Cold Damage

Champion's Banner — Med

Enemies near your Banner take (6-8)% increased Cold Damage

Champion's Banner — High

Banners also grant 1% of Physical Damage gained as Extra Cold Damage to you and Allies

Lunar Bow — Low

(10-15)% of Physical Damage Converted to Cold Damage

Lunar Bow — Med

(20-30)% of Physical Damage Converted to Cold Damage

Lunar Bow — High

Gain (10-15)% of Physical Damage as Extra Cold Damage

Golden Ankh — Low

Raised Zombies have (18-24)% increased maximum Life

Golden Ankh — Med

Raised Zombies have (30-40)% increased maximum Life

Golden Ankh — High

Regenerate (0.5-0.8)% of Life per second for each Raised Zombie

Gemling Torso — Low

Items and Gems have (6-4)% reduced Attribute Requirements

Gemling Torso — Med

Items and Gems have (10-7)% reduced Attribute Requirements

Gemling Torso — High1

(60-70)% increased Armour from Equipped Body Armour

Gemling Torso — High2

(30-35)% increased Energy Shield from Equipped Body Armour

Gemling Torso — High3

(60-70)% increased Evasion Rating from Equipped Body Armour

Scarecrow's Pitchfork — Low

(10-15)% chance to Cause Monsters to Flee

Scarecrow's Pitchfork — Med

(20-30)% chance to Cause Monsters to Flee

Scarecrow's Pitchfork — High

Your chance to cause monsters to Flee on Hit is also chance to [Terrify] Monsters on Hit

Charred Leg — Low

(20-30)% reduced Ignite Duration on you

Charred Leg — Med

(35-50)% reduced Ignite Duration on you

Charred Leg — High

Unaffected by Burning Ground

Sun-bleached Breastplate — Low

Enemies near your Banner take (4-5)% increased Fire Damage

Sun-bleached Breastplate — Med

Enemies near your Banner take (6-8)% increased Fire Damage

Sun-bleached Breastplate — High

Banners also grant 1% of Physical Damage gained as Extra Fire Damage to you and Allies

Resplendent Sceptre — Low

+(7-10)% to Fire Damage over Time Multiplier with Attack Skills

Resplendent Sceptre — Med

+(12-16)% to Fire Damage over Time Multiplier with Attack Skills

Resplendent Sceptre — High

Attacks have (20-30)% increased Ignite Duration

Solar Shield — Low

(3-4)% of Physical Damage from Hits taken as Fire Damage

Solar Shield — Med

(5-6)% of Physical Damage from Hits taken as Fire Damage

Solar Shield — High

(10-15)% of Lightning Damage from Hits taken as Fire Damage

(10-15)% of Cold Damage from Hits taken as Fire Damage

Crescent Blade — Low

(3-4)% of Physical Damage from Hits taken as Cold Damage

Crescent Blade — Med

(5-6)% of Physical Damage from Hits taken as Cold Damage

Crescent Blade — High

(10-15)% of Lightning Damage from Hits taken as Cold Damage

(10-15)% of Fire Damage from Hits taken as Cold Damage

Smuggler's Hand — Low

(5-7)% increased Quantity of Gold Dropped by Slain Enemies

Smuggler's Hand — Med

(8-12)% increased Quantity of Gold Dropped by Slain Enemies

Smuggler's Hand — High

2% chance for a Coin Shower on Kill

Coagulated Essence — Low

(20-30)% increased Damage while Bleeding

Coagulated Essence — Med

(35-50)% increased Damage while Bleeding

Coagulated Essence — High

(30-40)% increased Damage while in Blood Stance

Gelid Fangs — Low

Damage Penetrates (3-4)% Cold Resistance

Gelid Fangs — Med

Damage Penetrates (6-8)% Cold Resistance

Gelid Fangs — High

Hits have (10-15)% chance to treat Enemy Monster Cold Resistance values as inverted

Desert Sword — Low

15% Global chance to [Blind] Enemies on hit

Desert Sword — Med

30% Global chance to [Blind] Enemies on hit

Desert Sword — High

40% increased Damage with Hits and Ailments against [Blind|Blinded] Enemies

Scorpion Stinger — Low

Poisons you inflict on non-Poisoned Enemies deal (40-60)% increased Damage

Scorpion Stinger — Med

Poisons you inflict on non-Poisoned Enemies deal (75-100)% increased Damage

Scorpion Stinger — High

When you Poison a non-Poisoned target, also inflict (4-6) Withered debuffs, lasting 2 seconds

Lithic Haunches — Low

(7-10)% chance to Defend with 200% of Armour

Lithic Haunches — Med

(12-16)% chance to Defend with 200% of Armour

Lithic Haunches — High

(10-15)% chance to Avoid Physical Damage from Hits

Chimeral Eye — Low

Petrification on you expires (80-120)% faster

Chimeral Eye — Med

Petrification on you expires (150-200)% faster

Chimeral Eye — High

Petrification Statue

Chaos Golem's Core — Low

(5-4)% reduced Chaos Damage taken over time

Chaos Golem's Core — Med

(7-6)% reduced Chaos Damage taken over time

Chaos Golem's Core — High

(8-10)% of Physical Damage over Time taken as Chaos Damage

Desert Queen's Crown — Low

(20-30)% increased Damage while [Blind]

Desert Queen's Crown — Med

(35-50)% increased Damage while [Blind]

Desert Queen's Crown — High

Enemies you [Blind] while in Sand Stance take (6-8)% increased Damage

Voltaic Skull — Low

(10-15)% of Physical Damage Converted to Lightning Damage

Voltaic Skull — Med

(20-30)% of Physical Damage Converted to Lightning Damage

Voltaic Skull — High

Gain (10-15)% of Physical Damage as Extra Lightning Damage

Flayed Arm — Low

(5-7)% of Damage taken Recouped as Life

Flayed Arm — Med

(8-12)% of Damage taken Recouped as Life

Flayed Arm — High

(10-15)% increased Life Recovery rate while Recouping Life

Inquisitor's Head — 1

Causes Bleeding on Melee Critical Strike

Inquisitor's Head — 2

Melee Critical Strikes Poison the Enemy

Witch's Head

Increases and Reductions to Mana Regeneration Rate also apply to Energy Shield Recharge Rate at (10-15)% of their value

Hag's Head

Enemies Cursed by you cannot deal Critical Strikes

Diseased Wing — Low

+(6-8)% to Chaos Damage over Time Multiplier

Diseased Wing — Med

+(10-14)% to Chaos Damage over Time Multiplier

Diseased Wing — High

+(20-30)% to Chaos Damage over Time Multiplier while Poisoned

Bloodied Arm — Low

(5-7)% chance to Aggravate Bleeding on targets you Hit with Attacks

Bloodied Arm — Med

(8-12)% chance to Aggravate Bleeding on targets you Hit with Attacks

Bloodied Arm — High

Bleeding Enemies you Kill Explode, dealing (2-3)% of their Maximum Life as Physical Damage

Prosthetic Leg — Low

(8-12)% increased Ignite Duration on Enemies

Prosthetic Leg — Med

(15-20)% increased Ignite Duration on Enemies

Prosthetic Leg — High

Ignites you inflict spread to other Enemies within a Radius of 1.5 metres

Distended Stomach — Low

(10-15)% increased Damage if you have Consumed a corpse Recently

Distended Stomach — Med

(20-30)% increased Damage if you have Consumed a corpse Recently

Distended Stomach — High

Eat a Soul when you Consume the corpse of a Rare Monster

Smouldering Leg — Low

Skills socketed in Equipped Boots have (6-8)% increased Mana Cost Efficiency

Smouldering Leg — Med

Skills socketed in Equipped Boots have (10-14)% increased Mana Cost Efficiency

Smouldering Leg — High

(8-12)% increased bonuses gained from Equipped Boots

Broken Bust

(2-3)% chance for Slain monsters to drop an additional Scroll of Wisdom

Osseous Scythe — Low

(8-12)% chance to Impale Enemies on Hit with Attacks

Osseous Scythe — Med

(15-20)% chance to Impale Enemies on Hit with Attacks

Osseous Scythe — High

(15-20)% increased Impale Effect

Flaming Goat Hoof — Low

(10-15)% increased Fire Damage

Flaming Goat Hoof — Med

(20-30)% increased Fire Damage

Flaming Goat Hoof — High

1% increased Fire Damage per 20 Strength

Maven's Orrery

Enemies within 3 metres are Scorched

Maven's Orrery — Uber

+1 to maximum number of Sacred Wisps +1 to number of Sacred Wisps Summoned

Sirus' Head — 1

[TransfigurationOfBody|Transfiguration of Body]

Sirus' Head — 2

[TransfigurationOfMind|Transfiguration of Mind]

Sirus' Head — 3

[TransfigurationOfSoul|Transfiguration of Soul]

Sirus' Head — Uber

Enemies you Kill have a (5-10)% chance to Explode, dealing a tenth of their maximum Life as Damage of a Random Element

Incarnation of Dread's Head

Minions gain added Resistances equal to (20-30)% of your Resistances

Incarnation of Dread's Head — Uber

Gain a random Shrine Buff for (1-4) seconds when you Kill a Rare or Unique Enemy

Incarnation of Neglect's Cube

(10-20)% chance to inflict an additional Poison on the same Target when you inflict Poison

Incarnation of Neglect's Cube — Uber

Damaging Retaliation Skills become Usable every 4 seconds

Incarnation of Fear's Head

Trigger Level 20 [SummonVoidSpawn::20|Summon Void Spawn] every 4 seconds

Incarnation of Fear's Head — Uber

Your Chaos Damage can Freeze

Searing Exarch's Descry

(4-6)% of Physical Damage taken as Fire Damage

(4-6)% of Cold Damage taken as Fire Damage

(4-6)% of Lightning Damage taken as Fire Damage

Searing Exarch's Descry — Uber

+(3-5) to maximum Fortification

Eater of Worlds' Head

(10-15)% chance to gain a Frenzy Charge for each Enemy you hit with a Critical Strike

Eater of Worlds' Head — Uber

+(5-10)% to Quality of all Skill Gems

Elder's Head

Gain Maddening Presence for 10 seconds when you Kill a Rare or Unique Enemy

Elder's Head — Uber

Enemies Chilled by your Hits can be Shattered as though Frozen

Shaper's Head

Gain Shaper's Presence for 10 seconds when you kill a Rare or Unique Enemy

Shaper's Head — Uber

Utility Flasks gain (1-2) Charges every 3 seconds

Venarius' Scripture

Consecrated Ground you create applies (8-10)% increased Damage taken to Enemies

Venarius' Scripture — Uber

Effects of Consecrated Ground you create Linger for 4 seconds

Minotaur's Head

+1% to all maximum Elemental Resistances

Hydra's Head

Arrows Pierce all Targets after Forking

Chimera's Head

Minions deal (35-50)% increased Damage if you've Hit Recently

Phoenix's Head

(1-2)% of Fire Damage Leeched as Life while Ignited

Constrictor's Head — 1

Skills fire an additional Projectile if you've been Hit Recently

Constrictor's Head — 2

Skills fire an additional Projectile if you've used a Movement Skill Recently

Purifier's Head

[SharedSuffering|Shared Suffering]

Enslaver's Head

1% increased Armour per 100 Reserved Mana

Eradicator's Head

Projectiles that have Chained gain (8-12)% of Non-Chaos Damage as extra Chaos Damage

Baran's Head

Curse Enemies with Conductivity on Hit if 5 Crusader Items are Equipped

Veritania's Head

Curse Enemies with Frostbite on Hit if 5 Redeemer Items are Equipped

Drox's Head

Curse Enemies with Flammability on Hit if 5 Warlord Items are Equipped

Al-Hezmin's Head

Curse Enemies with Despair on Hit if 5 Hunter Items are Equipped

Pit Fighter's Helm — 1

(10-20)% chance to gain a Frenzy Charge when you Block

Pit Fighter's Helm — 2

(10-20)% chance to gain an Endurance Charge when you Block

Lion's Claws — 1

(1-2)% of Attack Damage Leeched as Life

Lion's Claws — 2

(10-15)% increased Maximum Recovery per Life Leech

Bat's Wings — 1

(10-15)% chance to Avoid Elemental Ailments

Bat's Wings — 2

(20-30)% chance to Avoid Elemental Ailments

Nightmarish Book of Depravity — 1

(2-3)% chance to gain an Endurance Charge on Hit

Nightmarish Book of Depravity — 2

(2-3)% chance to gain a Frenzy Charge on Hit

Nightmarish Book of Depravity — 3

(2-3)% chance to gain a Power Charge on Hit

Nightmarish Head of Uhtred

Iron Flasks applied to you have (20-25)% increased Effect

Nightmarish Core of the Unbreakable

Enemies take (2-3)% increased Damage for each type of Ailment you have inflicted on them

Nightmarish Wings of Lycia — 1

Pact Skills have (25-40)% increased Cooldown Recovery Rate

Nightmarish Wings of Lycia — 2

Pact Skills have (30-50)% increased Cast Speed

Nightmarish Wings of Catarina

+1 to maximum number of Spectres

New Veiled Modifiers

JunMasterVeiledJewelChargeDuration

(10-20)% increased Charge Duration

JunMasterVeiledJewelLifeReservation

(1-2)% increased Life Reservation Efficiency of Skills

JunMasterVeiledJewelElusiveEffect

(3-5)% increased Elusive Effect

JunMasterVeiledJewelLifeCost

Skills Cost Life instead of (3-5)% of Mana Cost

JunMasterVeiledJewelBlindAvoid

(30-40)% chance to Avoid [Blind]

JunMasterVeiledJewelStunAndBlock

(15-25)% increased Stun and Block Recovery

JunMasterVeiledJewelEvasionBody

(15-20)% increased Evasion Rating from Equipped Body Armour

JunMasterVeiledJewelMultiTotems

Skills that Summon a Totem have (4-6)% chance to Summon two Totems instead of one

JunMasterVeiledJewelStrikeRange

+0.1 metres to Melee Strike Range

JunMasterVeiledJewelLinkSkills

Your Linked targets deal (12-16)% increased Damage

JunMasterVeiledJewelFireConversion

(3-5)% of Physical Damage Converted to Fire Damage

JunMasterVeiledJewelReflectedDamage

Prevent +(10-20)% of Reflected Damage

JunMasterVeiledJewelCritMultiIfNotCritRecently

+(15-20)% to Critical Strike Multiplier if you haven't dealt a Critical Strike Recently

JunMasterVeiledJewelLifeOnBlock

Recover (8-12) Life when you Block

JunMasterVeiledJewelAOEPerRepeat

Final Repeat of Spells has (10-15)% increased Area of Effect

JunMasterVeiledJewelTrapTriggerRadius

(10-20)% increased Trap Trigger Area of Effect

JunMasterVeiledJewelCruelty

(6-10)% increased Effect of Cruelty

JunMasterVeiledJewelMineRegen

Regenerate (0.5-1)% of Life per Second if you've Detonated a Mine Recently

JunMasterVeiledJewelConvocation

Convocation has (10-15)% increased Cooldown Recovery Rate

JunMasterVeiledJewelArmourBootsGloves

(20-30)% increased Armour from Equipped Boots and Gloves

JunMasterVeiledJewelTinctureStacks

The first (1-2) Mana Burn applied to you have no effect

JunMasterVeiledJewelSelfCritMulti

You take (8-12)% reduced Extra Damage from Critical Strikes

JunMasterVeiledJewelAttackSpeedCloseRange

(1-2)% increased Attack Speed per Enemy in Close Range

JunMasterVeiledJewelAttributes

(1-2)% increased Attributes

JunMasterVeiledJewelMirageArcher

(25-35)% increased Mirage Archer Duration

JunMasterVeiledJewelBrandRecall

Brand Recall has (15-20)% increased Cooldown Recovery Rate

JunMasterVeiledJewelOffhandCrit

+(0.3-0.5)% to Off Hand Critical Strike Chance while Dual Wielding

JunMasterVeiledJewelMoveSpeedIfNotHit

(2-4)% increased Movement Speed if you haven't taken Damage Recently

JunMasterVeiledJewelDoubleDamageAttackTime

(3-4)% chance to deal Double Damage with Attacks if Attack Time is longer than 1 second

JunMasterVeiledJewelProjDamagePerChain

Projectiles deal (5-8)% increased Damage with Hits and Ailments for each time they have Chained

JunMasterVeiledAbyssSharedCDR

3% increased Cooldown Recovery Rate

JunMasterVeiledAbyssSharedElusiveAilmentAvoidance

(10-20)% chance to Avoid Elemental Ailments while you have Elusive

JunMasterVeiledAbyssSharedDamageRecoupedAsMana

(4-5)% of Damage taken Recouped as Mana

JunMasterVeiledAbyssGhastlyMinionConvertFire

Minions convert (4-8)% of Physical Damage to Fire Damage

JunMasterVeiledAbyssGhastlyMinionConvertCold

Minions convert (4-8)% of Physical Damage to Cold Damage

JunMasterVeiledAbyssGhastlyMinionConvertLightning

Minions convert (4-8)% of Physical Damage to Lightning Damage

JunMasterVeiledAbyssMurderousImpaleEffect

(6-8)% increased Impale Effect

JunMasterVeiledAbyssSearchingImpaleEffect

(6-8)% increased Impale Effect

JunMasterVeiledAbyssSharedCurseEffect

(25-15)% reduced Effect of Curses on you while on Consecrated Ground

JunMasterVeiledAbyssSharedBlind

Enemies [Blind|Blinded] by you have (30-20)% reduced Critical Strike Chance

JunMasterVeiledAbyssSharedHinder

Enemies Hindered by you have (35-25)% reduced Life Regeneration rate

JunMasterVeiledAbyssSharedIntimidate

Enemies Intimidated by you have (10-15)% increased duration of stuns against them

JunMasterVeiledAbyssSharedMaim

Enemies Maimed by you take (4-5)% increased Damage Over Time

JunMasterVeiledAbyssSharedWither

Enemies Withered by you have -2% to all Resistances

JunMasterVeiledAbyssSharedMaxFireRes

+1% to maximum Fire Resistance

JunMasterVeiledAbyssSharedMaxColdRes

+1% to maximum Cold Resistance

JunMasterVeiledAbyssSharedMaxLightningRes

+1% to maximum Lightning Resistance

JunMasterVeiledAbyssMurderousRageAxeSword

Attacks with Axes or Swords grant 1 Rage on Hit

JunMasterVeiledAbyssMurderousUnarmedAttackSpeed

(10-12)% increased Unarmed Attack Speed with Melee Skills

JunMasterVeiledAbyssSearchingClawDamageLowLife

(30-40)% increased Damage with Claws against Enemies that are on Low Life

JunMasterVeiledAbyssBowPoisonOnCrit

Critical Strikes with Bows have a 20% chance to Poison the Enemy

JunMasterVeiledAbyssHypnoticDaggerDamageAsSpellDamage

Gain Added Spell Damage equal to 20% of Damage of Equipped Dagger If two Daggers are Equipped, each contributes 60% as much Added Damage

JunMasterVeiledAbyssHypnoticWandDamageAsSpellDamage

Gain Added Spell Damage equal to 20% of Damage of Equipped Wand If two Wands are Equipped, each contributes half as much Added Damage

Sacred Flora Modifiers

HarvestTreeAdditionalT2Monsters

Spawns (4-8) additional Magic Tier 2 Sacred Fauna

HarvestTreeAdditionalT3Monsters

Spawns (2-4) additional Rare Tier 3 Sacred Fauna

HarvestTreeMonsterExperience

Sacred Fauna grant (100-200)% increased Experience

HarvestTreeMonsterRaity

Sacred Fauna have (50-100)% increased Item Rarity

HarvestTreeMagicMonsterChance

Sacred Fauna have (50-100)% increased chance to be Magic

HarvestTreeRareMonsterChance

Sacred Fauna have (50-100)% increased chance to be Rare

HarvestTreeMonsterLifeforceDropped

Sacred Fauna drop (50-100)% increased Quantity of Lifeforce

HarvestTreeMonsterDropsDuplicated

Items dropped by Sacred Fauna are Duplicated

HarvestTreeMonsterAffectedByWisps

Sacred Fauna are affected by (2000-4000) additional Wildwood Wisps

HarvestTreeMonsterDropsFullyLinked

Items dropped by Sacred Fauna are fully linked

HarvestTreeMonsterDropsMaxSockets

Items dropped by Sacred Fauna have maximum sockets

HarvestTreeMonsterPacksSize

Sacred Fauna have (20-40)% increased Pack Size

HarvestTreeSeedsSpawned

(20-40)% increased Sacred Fauna spawned

HarvestTreeEncounterSpeed

(40-80)% increased Sacred Fauna spawn rate

HarvestTreeSpawnSeedsOfAllTypes

Vivid, Wild and Primal Sacred Fauna can spawn

HarvestTreeWispQuantity

(25-50)% increased Wildwood Wisps released on encounter completion

HarvestTreeWispMonsterCount

(40-80)% increased number of Monsters in Area affected by Wildwood Wisps on encounter completion

HarvestTreeTier3AdditionalUniques

Tier 3 Sacred Fauna drop an additional Unique Item

HarvestTreeTier3AdditionalCurrency

Tier 3 Sacred Fauna drop (2-3) additional Currency Items

HarvestTreeTier3AdditionalStackedDecks

Tier 3 Sacred Fauna drop (1-2) additional Stacked Decks

HarvestTreeTier3AdditionalThreads

Tier 3 Sacred Fauna drop (1-2) additional [Thread|Threads]

Sacred Flora Names

Primal Roots

Vivid Roots

Wild Roots

Sacred Specimens

HarvestBossEncounterTreeBlue

Primal Specimen

HarvestBossEncounterTreeYellow

Vivid Specimen

HarvestBossEncounterTreePurple

Wild Specimen

Fates

446 records

Fates

Crowkeeper — Tier 1

Crowkeeper Empowered Monster will regularly release novas of Crow Projectiles Players Struck by a Crow will create a slow growing storm around them, which detonates after a delay dealing Physical Damage Further storms cannot be attached until any attached storms on that target have already detonated Empowered Monster deals 20% increased Damage against Enemies on Low Life

Crowkeeper — Tier 2

Crowkeeper Empowered Monster will regularly release novas of Crow Projectiles Players Struck by a Crow will create a slow growing storm around them, which detonates after a delay dealing Physical Damage Further storms cannot be attached until any attached storms on that target have already detonated Empowered Monster deals 30% increased Damage against Enemies on Low Life

Crowkeeper — Tier 3

Crowkeeper Empowered Monster will regularly release novas of Crow Projectiles Players Struck by a Crow will create a slow growing storm around them, which detonates after a delay dealing Physical Damage Further storms cannot be attached until any attached storms on that target have already detonated Empowered Monster deals 40% increased Damage against Enemies on Low Life Empowered Monster kills Enemies below 10% of Maximum Life on Hit

Sanguine — Tier 1

Sanguine Empowered Monster will have a ring of boiling blood surrounding it, which deals Physical Damage over time Empowered Monster will regenerate 1% of Life per second

Sanguine — Tier 2

Sanguine Empowered Monster will have a ring of boiling blood surrounding it, which deals heavy Physical Damage over time Empowered Monster will regenerate 1% of Life per second

Sanguine — Tier 3

Sanguine Empowered Monster will have a ring of boiling blood surrounding it, which deals heavy Physical Damage over time Empowered Monster will regenerate 2% of Life per second

Incandescent — Tier 1

Incandescent Empowered Monster will cause continual detonations of blackfire which track nearby Players, dealing Fire Damage Empowered Monster will Hinder on Spell Hit

Incandescent — Tier 2

Incandescent Empowered Monster will cause continual frequent detonations of blackfire which track nearby Players, dealing Fire Damage Empowered Monster will Hinder on Spell Hit

Incandescent — Tier 3

Incandescent Empowered Monster will cause continual extremely frequent detonations of blackfire which track nearby Players, dealing Fire Damage Empowered Monster will Hinder and Unnerve on Spell Hit

Rot — Tier 1

Rotted Empowered Monster summons forth cursed broomsticks, which fly in a straight line targeting nearby Players, leaving explosive plaguebursts in their wake which deal Physical Damage and inflict Poison Empowered Monster will gain 15% of Physical Damage as extra Chaos Damage

Rot — Tier 2

Rotted Empowered Monster summons forth cursed broomsticks, which fly in a straight line targeting nearby Players, leaving explosive plaguebursts in their wake which deal Physical Damage and inflict Poison Empowered Monster will gain 30% of Physical Damage as extra Chaos Damage

Rot — Tier 3

Rotted Empowered Monster summons forth cursed broomsticks, which fly in a straight line targeting nearby Players, leaving explosive plaguebursts in their wake which deam Physical Damage and inflict Poison Empowered Monster will gain 60% of Physical Damage as extra Chaos Damage

Dryad — Tier 1

Dryad Empowered Monster will cause Vengeful Vines to periodically sprout up by nearby Players These Vines will then slam to deal Physical Damage on impact Empowered Monster will leech a percentage of damage dealt as Life

Dryad — Tier 2

Dryad Empowered Monster will cause Vengeful Vines to periodically sprout up by nearby Players These Vines will then slam to deal Physical Damage on impact Empowered Monster will leech a percentage of damage dealt as Life

Dryad — Tier 3

Dryad Empowered Monster will cause Vengeful Vines to periodically sprout up by nearby Players These Vines will then slam to deal Physical Damage on impact Empowered Monster will leech a percentage of damage dealt as Life

Deathbringer — Tier 1

Deathbringer Empowered Monster will cause highly Physically damaging beams of viscera and gore, targeting nearby Players locations Empowered Monster will have 20% increased Maximum Life

Deathbringer — Tier 2

Deathbringer Empowered Monster will cause highly Physically damaging beams of viscera and gore, targeting nearby Players locations Empowered Monster will have 40% increased Maximum Life

Deathbringer — Tier 3

Deathbringer Empowered Monster will cause highly Physically damaging beams of viscera and gore, targeting nearby Players locations Empowered Monster will have 60% increased Maximum Life

Torchbearer — Tier 1

Torchbearer Empowered Monster will create corpse bonfires nearby These bonfires will periodically fire flaming mortars at enemies near them, which deal Fire Damage on impact Empowered Monster will gain 15% of Physical Damage as extra Fire

Torchbearer — Tier 2

Torchbearer Empowered Monster will create corpse bonfires nearby These bonfires will periodically fire flaming mortars at enemies near them, which deal Fire Damage on impact Empowered Monster will gain 45% of Physical Damage as extra Fire

Torchbearer — Tier 3

Torchbearer Empowered Monster will create corpse bonfires nearby These bonfires will periodically fire flaming mortars at enemies near them, which deal Fire Damage on impact Empowered Monster will gain 90% of Physical Damage as extra Fire

Bloodthirsty — Tier 1

Bloodthirsty Empowered Monster will fire periodic volleys of bone harpoons, which deal Physical Damage Empowered Monster's Attacks and Spells have a 50% chance to Impale on Hit

Bloodthirsty — Tier 2

Bloodthirsty Empowered Monster will fire periodic volleys of bone harpoons, which deal Physical Damage Empowered Monster's Attacks and Spells Impale on Hit

Bloodthirsty — Tier 3

Bloodthirsty Empowered Monster will fire periodic volleys of bone harpoons, which deal Physical Damage Empowered Monster's Attacks and Spells Impale on Hit Empowered Monster gains 40% increased effect of Impale

Wildfire — Tier 1

Wildfire Empowered Monster will create walls of Blackfire, which deal Fire Damage over time to Enemies within them Empowered Monster will inflict Flammability on Hit

Wildfire — Tier 2

Wildfire Empowered Monster will create walls of Blackfire, which deal Fire Damage over time to Enemies within them Empowered Monster will inflict Flammability on Hit

Wildfire — Tier 3

Wildfire Empowered Monster will create walls of Blackfire, which deal Fire Damage over time to Enemies within them Empowered Monster will inflict Flammability on Hit

Murderous — Tier 1

Murderous Empowered Monster will continually spawn malignant crows, which linger until an enemy walks too close, at which point they will detonate to deal Physical Damage in an area Empowered Monster will [Blind] on Hit

Murderous — Tier 2

Murderous Empowered Monster will continually spawn malignant crows, which linger until an enemy walks too close, at which point they will detonate to deal Physical Damage in an area Empowered Monster will [Blind] on Hit Empowered Monster will deal 20% increased Damage against [Blind|Blinded] Enemies

Murderous — Tier 3

Murderous Empowered Monster will continually spawn malignant crows, which linger until an enemy walks too close, at which point they will detonate to deal Physical Damage in an area Empowered Monster will [Blind] on Hit Empowered Monster will deal 40% increased Damage against [Blind|Blinded] Enemies

Gravewalker — Tier 1

Gravewalker Empowered Monster creates fissures which sprout bloated corpses, detonating to deal Fire Damage and inflict [Corpserot|Corpserot] on Hit

Gravewalker — Tier 2

Gravewalker Empowered Monster creates fissures which sprout bloated corpses, detonating to deal Fire Damage and inflict [Corpserot|Corpserot] on Hit

Gravewalker — Tier 3

Gravewalker Empowered Monster creates fissures which sprout bloated corpses, detonating to deal Fire Damage and inflict [Corpserot|Corpserot] on Hit

Houndmaster — Tier 1

Houndmaster Empowered Monster summons Spectral Wolves which leap in, howl, and then explode to deal Cold Damage Howls from these Wolves will inflict Brittle on nearby Enemies Empowered Monster has 200% increased Critical Strike Chance

Houndmaster — Tier 2

Houndmaster Empowered Monster summons Spectral Wolves which leap in, howl, and then explode to deal Cold Damage Howls from these Wolves will inflict Brittle on nearby Enemies Empowered Monster has 300% increased Critical Strike Chance

Houndmaster — Tier 3

Houndmaster Empowered Monster summons Spectral Wolves which leap in, howl, and then explode to deal Cold Damage Howls from these Wolves will inflict Brittle on nearby Enemies Empowered Monster has 400% increased Critical Strike Chance and +40% to Critical Strike Multiplier

Black Frost — Tier 1

Black Frost Empowered Monster fires a icy chunk mortar. Then, a cascade of ice spikes proceed to where the mortar landed, dealing Cold Damage, with the final spike dealing extra Damage Empowered Monster gains 15% of Physical Damage as extra Cold

Black Frost — Tier 2

Black Frost Empowered Monster fires a icy chunk mortar. Then, a cascade of ice spikes proceed to where the mortar landed, dealing Cold Damage, with the final spike dealing extra Damage Empowered Monster gains 45% of Physical Damage as extra Cold

Black Frost — Tier 3

Black Frost Empowered Monster fires a icy chunk mortar. Then, a cascade of ice spikes proceed to where the mortar landed, dealing Cold Damage, with the final spike dealing extra Damage Empowered Monster gains 90% of Physical Damage as extra Cold

Conjurer — Tier 1

Conjurer Empowered Monster creates two portals nearby. The first of these releases a beam of violent energy towards the second, dealing repeated Physical Damage and Chaos Damage After a short time, both portals vanish Empowered Monster has 20% chance to inflict [Withered] for 2 seconds on Hit

Conjurer — Tier 2

Conjurer Empowered Monster creates two portals nearby. The first of these releases a beam of violent energy towards the second, dealing repeated Physical Damage and Chaos Damage After a short time, both portals vanish Empowered Monster has 50% chance to inflict [Withered] for 2 seconds on Hit

Conjurer — Tier 3

Conjurer Empowered Monster creates two portals nearby. The first of these releases a beam of violent energy towards the second, dealing repeated Physical Damage and Chaos Damage After a short time, both portals vanish Empowered Monster inflicts [Withered] for 2 seconds on Hit

Golemancer — Tier 1

Golemancer Empowered Monster rips fleshy simulacra of blood and gore into being regularly These then target the Player, slamming and inflicting Bleed before vanishing Empowered Monster has 20% increased Area of Effect

Golemancer — Tier 2

Golemancer Empowered Monster rips fleshy simulacra of blood and gore into being regularly These then target the Player, slamming and inflicting Bleed before vanishing Empowered Monster has 30% increased Area of Effect

Golemancer — Tier 3

Golemancer Empowered Monster rips fleshy simulacra of blood and gore into being regularly These then target the Player, slamming and inflicting Bleed before vanishing Empowered Monster has 50% increased Area of Effect

Doomsayer — Tier 1

Doomsayer Empowered Monster infrequently creates massive rings of blackfire, which detonate after a long delay, dealing Fire Damage and Igniting Enemies Empowered Monster gains 50% additional Fire Resistance

Doomsayer — Tier 2

Doomsayer Empowered Monster infrequently creates massive rings of blackfire, which detonate after a long delay, dealing Fire Damage and Igniting Enemies Empowered Monster gains 75% additional Fire Resistance

Doomsayer — Tier 3

Doomsayer Empowered Monster infrequently creates massive rings of blackfire, which detonate after a long delay, dealing Fire Damage and Igniting Enemies Empowered Monster gains 75% additional Fire Resistance Empowered Monster Penetrates 8% Fire Resistance

Avalanche — Tier 1

Avalanche Empowered Monster infrequently fires a large icy dart. Then, secondary smaller rapid darts will fire at whatever target or location was struck by the initial larger dart All of these darts deal Cold Damage on Hit Empowered Monster has 15% increased Attack, Cast and Movement Speed

Avalanche — Tier 2

Avalanche Empowered Monster infrequently fires a large icy dart. Then, secondary smaller rapid darts will fire at whatever target or location was struck by the initial larger dart All of these darts deal Cold Damage on Hit Empowered Monster has 20% increased Attack, Cast and Movement Speed

Avalanche — Tier 3

Avalanche Empowered Monster infrequently fires a large icy dart. Then, secondary smaller rapid darts will fire at whatever target or location was struck by the initial larger dart All of these darts deal Cold Damage on Hit Empowered Monster has 30% increased Attack, Cast and Movement Speed

Butcher — Tier 1

Butcher Empowered Monster flings returning Projectiles of bone which Pierce all targets Any target struck will cause a sore to open in the earth beneath them, which pours forth blood dealing repeated Physical Damage to Enemies in the area Empowered Monster will deal 10% increased Damage

Butcher — Tier 2

Butcher Empowered Monster flings returning Projectiles of bone which Pierce all targets Any target struck will cause a sore to open in the earth beneath them, which pours forth blood dealing repeated Physical Damage to Enemies in the area Empowered Monster will deal 15% increased Damage

Butcher — Tier 3

Butcher Empowered Monster flings returning Projectiles of bone which Pierce all targets Any target struck will cause a sore to open in the earth beneath them, which pours forth blood dealing repeated Physical Damage to Enemies in the area Empowered Monster will deal 30% increased Damage

Alchemist — Tier 1

Alchemist Empowered Monster spawns cauldrons of boiling blood, which tip over to deal repeated Physical Damage to those beneath them Empowered Monster has 50% chance to Poison on Hit

Alchemist — Tier 2

Alchemist Empowered Monster spawns cauldrons of boiling blood, which tip over to deal repeated Physical Damage to those beneath them Empowered Monster Poisons on Hit

Alchemist — Tier 3

Alchemist Empowered Monster spawns cauldrons of boiling blood, which tip over to deal repeated Physical Damage to those beneath them Empowered Monster Poisons on Hit All Damage from Hits from Empowered Monster can Poison

Stormcaller — Tier 1

Stormcaller Empowered Monster generates random leylines of electrical energy, which call down bolts of lightning after a short duration, dealing Lightning Damage Empowered Monster has 50% chance to Shock on Hit

Stormcaller — Tier 2

Stormcaller Empowered Monster generates random leylines of electrical energy, which call down bolts of lightning after a short duration, dealing Lightning Damage Empowered Monster Shocks on Hit

Stormcaller — Tier 3

Stormcaller Empowered Monster generates random leylines of electrical energy, which call down bolts of lightning after a short duration, dealing Lightning Damage Empowered Monster Shocks on Hit All Damage from Hits from Empowered Monster can Shock

Tempest — Tier 1

Tempest Volatile orbs of Lightning come into being nearby Empowered Monster These orbs fire increasingly more frequent bolts of Lightning to locations near them, dealing repeated Lightning Damage, then explode Empowered Monster inflicts Conductivity on Hit

Tempest — Tier 2

Tempest Volatile orbs of Lightning come into being nearby Empowered Monster These orbs fire increasingly more frequent bolts of Lightning to locations near them, dealing repeated Lightning Damage, then explode Empowered Monster inflicts Conductivity on Hit

Tempest — Tier 3

Tempest Volatile orbs of Lightning come into being nearby Empowered Monster These orbs fire increasingly more frequent bolts of Lightning to locations near them, dealing repeated Lightning Damage, then explode Empowered Monster inflicts Conductivity on Hit

Blood Moon — Tier 1

Blood Moon Coagulated orbs of Blood rise from the earth near Empowered Monster These orbs then slam down, creating pools of boiling blood which deal Physical Damage over time Empowered Monster has 50% chance to inflict Bleeding on Hit with Attacks

Blood Moon — Tier 2

Blood Moon Coagulated orbs of Blood rise from the earth near Empowered Monster These orbs then slam down, creating pools of boiling blood which deal Physical Damage over time Empowered Monster inflicts Bleeding on Hit with Attacks

Blood Moon — Tier 3

Blood Moon Coagulated orbs of Blood rise from the earth near Empowered Monster These orbs then slam down, creating pools of boiling blood which deal Physical Damage over time Empowered Monster inflicts Bleeding on Hit with Attacks Bleeding inflicted by Empowered Monster has 40% increased duration

Savage — Tier 1

Savage Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Savage — Tier 2

Savage Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Savage — Tier 3

Savage Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Pestilent — Tier 1

Pestilent Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Pestilent — Tier 2

Pestilent Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Pestilent — Tier 3

Pestilent Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Sadist — Tier 1

Sadist Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Sadist — Tier 2

Sadist Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Sadist — Tier 3

Sadist Empowered Monster will spawn a companion Boss which will be pulled from a pool of Campaign Bosses that do not have Atlas Boss equivalents Spawned companion Boss will also be affected by any other Fates played, and can drop Viscera associated with it

Grim Fates

The Arkhon

The Arkhon The Shaper will gain 80% of Physical Damage as extra Damage of a random Element The Shaper will create an illusory clone when firing his beam Anomalies release delayed blasts when triggered

The Shaper will gain a percentage of Physical Damage as extra Damage of a random Element

The Malignance

The Malignance The Elder will be empowered by the Rot Fate Portals release blasts of lightning during tentacle slam attacks.

Elder will have 50% chance to inflict Bleeding on Hit with Attacks, and 50% chance to inflict Poison on Hit

The Unraveller

The Unraveller The Shaper will have 20% increased cooldown recover rate, and The Elder will have 20% increased projectile speed The Shaper will have an orbiting crow projectile, which releases when struck. The Elder's arena blast will deal heavy fire damage, and ignite. The Elder's portals will release blasts of destructive energy. The Elder's projectiles will be replaced with harpoons of bone, which inflict [Corpserot] on hit.

Shaper will have increased Cooldown Recovery Rate, Elder will have increased Projectile Speed

The Templar

The Templar Unique Synthesised Monsters will have a random Fate Empowerment Venarius will periodically conjure malignant crows Venarius will periodically conjure coagulated orbs of blood

Unique Synthesised Monsters will have a random Fate Empowerment

The Collector

The Collector Maven will have a 30% chance to gain a Power, Frenzy or Endurance Charge on Hit Monsters summoned during the Brain phase will have a random Fate Empowerment Cascade of Pain will fire additional Crow projectiles Circle Slam will trigger a beam of viscera and blood

Maven will have a chance to gain a Power, Frenzy or Endurance Charge on Hit

The Awakened

The Awakened Sirus will have a random [ConquerorSirus|Conqueror Power] Deatomisation Storms will be replaced by whirling Crowstorms Meteor Maze will have an additional wall Final burst of multi-beam combo will be empowered

Sirus will have a [ConquerorSirus|Conqueror Power] at random

The Emissary

The Emissary Eater of Worlds will gain 20% of Maximum Life as extra Maximum Energy Shield Eater of Worlds will have 20% of Non-Chaos Damage taken bypassing Energy Shield Drowning Orbs will have Random Curse Auras Inescapable Doom Laser will be Empowered Dash Slam will be empowered Lightning Beam will also spawn an orb of Lightning

Eater of Worlds will gain a percentage of Maximum Life as extra Maximum Energy Shield and Non-Chaos Damage bypassing Energy Shield

The Iridescent

The Iridescent Searing Exarch will always Scorch on Hit Searing Runes will be replaced by Cackling Runes Rolling Meteors will be replaced with Umbral Meteors Moving Flame Wall will be Empowered Incandescent Explosion will create a flaming corpse pile

Searing Exarch will always Scorch on Hit

The Fearsome

The Fearsome Incarnation of Fear will regenerate 2% of Life per second Solar Orbs will be replaced with Umbral Orbs Fissure Slams will also create Exploding Corpse Fissures Burning Ground Slam will create flaming corpse piles

Incarnation of Fear will regenerate a percentage of Life per second

The Neglectful

The Neglectful Incarnation of Neglect will have 100% increased duration of Ailments inflicted Will fire returning Projectiles Falling Comets will be replaced with Howling Wolves Statues of Negligence will summon Crowstorms when awoken

Incarnation of Neglect will have an increased duration of Ailments inflicted

The Dreadful

The Dreadful Incarnation of Dread will have 500% increased Critical Strike Chance Incarnation of Dread will have +30% to Critical Strike Multiplier Will create additional Umbral Roses Volatile Orbs will be empowered Engulfing Nova will be empowered

Incarnation of Dread will have increased Critical Strike Chance and Critical Strike Multiplier

Fate Rewards

UniqueWeaponLow

Empowered Monster will drop an additional Unique Weapon

UniqueWeaponHigh

Empowered Monster will drop an additional Valuable Unique Weapon

UniqueArmourLow

Empowered Monster will drop an additional Unique Armour

UniqueArmourHigh

Empowered Monster will drop an additional Valuable Unique Armour

UniqueJewelleryLow

Empowered Monster will drop an additional Unique Jewellery Item

UniqueJewelleryHigh

Empowered Monster will drop an additional Valuable Unique Jewellery Item

UniqueJewel

Empowered Monster will drop an additional Unique Jewel

UniqueFlask

Empowered Monster will drop an additional Unique Flask

UniqueThornbrew

Empowered Monster will drop Dreadmaidens' Sacrament

UniqueVendigoPelt

Empowered Monster will drop Hide of the Vendigo

UniqueCorpseRose

Empowered Monster will drop Corpse Rose

UniqueOrderedFate

Empowered Monster will drop Ordered Fate

UniqueDoedresTongue

Empowered Monster will drop Doedre's Tongue

QualityGemLow1

Empowered Monster will drop an additional Gem with Quality

QualityGemLow2

Empowered Monster will drop additional Gems with Quality

QualityGemLow3

Empowered Monster will drop additional Gems with Quality

QualityGemHigh1

Empowered Monster will drop additional Gems, some of which will be maximum Quality

QualityGemHigh2

Empowered Monster will drop additional Gems with maximum Quality

ExceptionalGem

Empowered Monster will drop an additional Exceptional Gem

RarityLow1

Empowered Monster has increased Item Rarity

RarityLow2

Empowered Monster has highly increased Item Rarity

RarityLow3

Empowered Monster has greatly increased Item Rarity

RarityHigh1

Empowered Monster has massively increased Item Rarity

RarityHigh2

Empowered Monster has extremely increased Item Rarity

CurrencyLow1

Empowered Monster will drop additional Currency Items

CurrencyLow2

Empowered Monster will drop additional Currency Items

CurrencyLow3

Empowered Monster will drop additional Currency Items

CurrencyLow4

Empowered Monster will drop additional Currency Items

CurrencyHigh1

Empowered Monster will drop additional Currency Items

CurrencyHigh2

Empowered Monster will drop additional Currency Items

CurrencyHigh3

Empowered Monster will drop additional Currency Items

CurrencyOpulent1

Empowered Monster will drop additional Valuable Currency Items

ForceViscera

Empowered Monster will drop a Viscera Item

ThreadsLow

Empowered Monster will drop additional Threads

ThreadsHigh

Empowered Monster will drop many additional Threads

StackedDecksLow1

Empowered Monster will drop additional Stacked Decks

StackedDecksLow2

Empowered Monster will drop additional Stacked Decks

StackedDecksHigh

Empowered Monster will drop many additional Stacked Decks

GoldLow

Empowered Monster will drop additional Gold

GoldHigh

Empowered Monster will drop hoards of Gold

MapsLow1

Empowered Monster will drop an additional Rare Map

MapsHigh1

Empowered Monster will drop many additional Rare Maps

EquipmentMeleeWeaponLow1

Empowered Monster will drop additional Rare Melee Weapons

EquipmentMeleeWeaponLow2

Empowered Monster will drop many additional Rare Melee Weapons

EquipmentRangedWeaponLow1

Empowered Monster will drop additional Rare Ranged Weapons or Quivers

EquipmentRangedWeaponLow2

Empowered Monster will drop many additional Rare Ranged Weapons or Quivers

EquipmentStrArmourLow1

Empowered Monster will drop additional Rare Armour items with Strength requirements

EquipmentStrArmourLow2

Empowered Monster will drop many additional Rare Armour items with Strength requirements

EquipmentDexArmourLow1

Empowered Monster will drop additional Rare Armour items with Dexterity requirements

EquipmentDexArmourLow2

Empowered Monster will drop many additional Rare Armour items with Dexterity requirements

EquipmentIntArmourLow1

Empowered Monster will drop additional Rare Armour items with Intelligence requirements

EquipmentIntArmourLow2

Empowered Monster will drop many additional Rare Armour items with Intelligence requirements

RareJewelleryLow1

Empowered Monster will drop additional Rare Jewellery items

RareJewelleryLow2

Empowered Monster will drop many additional Rare Jewellery items

BootsTransformResistance1

Empowered Monster will drop additional Rare Boots Boots dropped by Empowered Monster will have a Resistance modifier

BootsTransformResistance2

Empowered Monster will drop additional Rare Boots Boots dropped by Empowered Monster will have a Resistance modifier

BootsTransformNoDefence1

Empowered Monster will drop additional Rare Boots Boots dropped by Empowered Monster will have no Defence modifiers

BootsTransformNoDefence2

Empowered Monster will drop additional Rare Boots Boots dropped by Empowered Monster will have no Defence modifiers

BootsTransformSpeed1

Empowered Monster will drop additional Rare Boots Boots dropped by Empowered Monster will have a Speed modifier

BootsTransformSpeed2

Empowered Monster will drop additional Rare Boots Boots dropped by Empowered Monster will have a Speed modifier

HelmetTransformDefence1

Empowered Monster will drop additional Rare Helmets Helmets dropped by Empowered Monster will have a Defence modifier

HelmetTransformDefence2

Empowered Monster will drop additional Rare Helmets Helmets dropped by Empowered Monster will have a Defence modifier

HelmetTransformNoDefence1

Empowered Monster will drop additional Rare Helmets Helmets dropped by Empowered Monster will have no Defence modifiers

HelmetTransformNoDefence2

Empowered Monster will drop additional Rare Helmets Helmets dropped by Empowered Monster will have no Defence modifiers

HelmetTransformDrops1

Empowered Monster will drop additional Rare Helmets Helmets dropped by Empowered Monster will have a Drop modifier

HelmetTransformDrops2

Empowered Monster will drop additional Rare Helmets Helmets dropped by Empowered Monster will have a Drop modifier

BodyTransformLife1

Empowered Monster will drop additional Rare Body Armours Body Armours dropped by Empowered Monster will have a Life modifier

BodyTransformLife2

Empowered Monster will drop additional Rare Body Armours Body Armours dropped by Empowered Monster will have a Life modifier

BodyTransformNoLife1

Empowered Monster will drop additional Rare Body Armours Body Armours dropped by Empowered Monster will have no Life modifiers

BodyTransformNoLife2

Empowered Monster will drop additional Rare Body Armours Body Armours dropped by Empowered Monster will have no Life modifiers

BodyTransformChaos1

Empowered Monster will drop additional Rare Body Armours Body Armours dropped by Empowered Monster will have a Chaos modifier

BodyTransformChaos2

Empowered Monster will drop additional Rare Body Armours Body Armours dropped by Empowered Monster will have a Chaos modifier

GlovesTransformDefence1

Empowered Monster will drop additional Rare Gloves Gloves dropped by Empowered Monster will have a Defence modifier

GlovesTransformDefence2

Empowered Monster will drop additional Rare Gloves Gloves dropped by Empowered Monster will have a Defence modifier

GlovesTransformNoDefence1

Empowered Monster will drop additional Rare Gloves Gloves dropped by Empowered Monster will have no Defence modifiers

GlovesTransformNoDefence2

Empowered Monster will drop additional Rare Gloves Gloves dropped by Empowered Monster will have no Defence modifiers

GlovesTransformAttack1

Empowered Monster will drop additional Rare Gloves Gloves dropped by Empowered Monster will have an Attack modifier

GlovesTransformAttack2

Empowered Monster will drop additional Rare Gloves Gloves dropped by Empowered Monster will have an Attack modifier

ShieldTransformLife1

Empowered Monster will drop additional Rare Shields Shields dropped by Empowered Monster will have a Life modifier

ShieldTransformLife2

Empowered Monster will drop additional Rare Shields Shields dropped by Empowered Monster will have a Life modifier

ShieldTransformNoLife1

Empowered Monster will drop additional Rare Shields Shields dropped by Empowered Monster will have no Life modifiers

ShieldTransformNoLife2

Empowered Monster will drop additional Rare Shields Shields dropped by Empowered Monster will have no Life modifiers

ShieldTransformResistance1

Empowered Monster will drop additional Rare Shields Shields dropped by Empowered Monster will have a Resistance modifier

ShieldTransformResistance2

Empowered Monster will drop additional Rare Shields Shields dropped by Empowered Monster will have a Resistance modifier

QuiverTransformElemental1

Empowered Monster will drop additional Rare Quivers Quivers dropped by Empowered Monster will have an Elemental modifier

QuiverTransformElemental2

Empowered Monster will drop additional Rare Quivers Quivers dropped by Empowered Monster will have an Elemental modifier

QuiverTransformNoElemental1

Empowered Monster will drop additional Rare Quivers Quivers dropped by Empowered Monster will have no Elemental modifiers

QuiverTransformNoElemental2

Empowered Monster will drop additional Rare Quivers Quivers dropped by Empowered Monster will have no Elemental modifiers

WeaponTransformPhysical1

Empowered Monster will drop additional Rare Weapons Weapons dropped by Empowered Monster will have a Physical modifier

WeaponTransformPhysical2

Empowered Monster will drop additional Rare Weapons Weapons dropped by Empowered Monster will have a Physical modifier

RingTransformMana1

Empowered Monster will drop additional Rare Rings Rings dropped by Empowered Monster will have a Mana modifier

RingTransformMana2

Empowered Monster will drop additional Rare Rings Rings dropped by Empowered Monster will have a Mana modifier

RingTransformSpeed1

Empowered Monster will drop additional Rare Rings Rings dropped by Empowered Monster will have a Speed modifier

RingTransformSpeed2

Empowered Monster will drop additional Rare Rings Rings dropped by Empowered Monster will have a Speed modifier

AmuletTransformAttribute1

Empowered Monster will drop additional Rare Amulets Amulets dropped by Empowered Monster will have an Attribute modifier

AmuletTransformAttribute2

Empowered Monster will drop additional Rare Amulets Amulets dropped by Empowered Monster will have an Attribute modifier

AmuletTransformDamage1

Empowered Monster will drop additional Rare Amulets Amulets dropped by Empowered Monster will have a Damage modifier

AmuletTransformDamage2

Empowered Monster will drop additional Rare Amulets Amulets dropped by Empowered Monster will have a Damage modifier

BeltTransformDefence1

Empowered Monster will drop additional Rare Belts Belts dropped by Empowered Monster will have a Defence modifier

BeltTransformDefence2

Empowered Monster will drop additional Rare Belts Belts dropped by Empowered Monster will have a Defence modifier

BeltTransformElemental1

Empowered Monster will drop additional Rare Belts Belts dropped by Empowered Monster will have an Elemental modifier

BeltTransformElemental2

Empowered Monster will drop additional Rare Belts Belts dropped by Empowered Monster will have an Elemental modifier

AxeTransformSpeed1

Empowered Monster will drop additional Rare Axes Axes dropped by Empowered Monster will have a Speed modifier

AxeTransformSpeed2

Empowered Monster will drop additional Rare Axes Axes dropped by Empowered Monster will have a Speed modifier

AxeTransformPhysical1

Empowered Monster will drop additional Rare Axes Axes dropped by Empowered Monster will have a Physical modifier

AxeTransformPhysical2

Empowered Monster will drop additional Rare Axes Axes dropped by Empowered Monster will have a Physical modifier

BowTransformSpeed1

Empowered Monster will drop additional Rare Bows Bows dropped by Empowered Monster will have a Speed modifier

BowTransformSpeed2

Empowered Monster will drop additional Rare Bows Bows dropped by Empowered Monster will have a Speed modifier

BowTransformCrit1

Empowered Monster will drop additional Rare Bows Bows dropped by Empowered Monster will have a Critical modifier

BowTransformCrit2

Empowered Monster will drop additional Rare Bows Bows dropped by Empowered Monster will have a Critical modifier

ClawTransformSpeed1

Empowered Monster will drop additional Rare Claws Claws dropped by Empowered Monster will have a Speed modifier

ClawTransformSpeed2

Empowered Monster will drop additional Rare Claws Claws dropped by Empowered Monster will have a Speed modifier

ClawTransformCrit1

Empowered Monster will drop additional Rare Claws Claws dropped by Empowered Monster will have a Critical modifier

ClawTransformCrit2

Empowered Monster will drop additional Rare Claws Claws dropped by Empowered Monster will have a Critical modifier

ClawTransformNoPhysical1

Empowered Monster will drop additional Rare Claws Claws dropped by Empowered Monster will have no Physical modifiers

ClawTransformNoPhysical2

Empowered Monster will drop additional Rare Claws Claws dropped by Empowered Monster will have no Physical modifiers

DaggerTransformSpeed1

Empowered Monster will drop additional Rare Daggers Daggers dropped by Empowered Monster will have a Speed modifier

DaggerTransformSpeed2

Empowered Monster will drop additional Rare Daggers Daggers dropped by Empowered Monster will have a Speed modifier

DaggerTransformCrit1

Empowered Monster will drop additional Rare Daggers Daggers dropped by Empowered Monster will have a Critical modifier

DaggerTransformCrit2

Empowered Monster will drop additional Rare Daggers Daggers dropped by Empowered Monster will have a Critical modifier

RuneDaggerTransformNoAttack1

Empowered Monster will drop additional Rare Rune Daggers Rune Daggers dropped by Empowered Monster will have no Attack modifiers

RuneDaggerTransformNoAttack2

Empowered Monster will drop additional Rare Rune Daggers Rune Daggers dropped by Empowered Monster will have no Attack modifiers

FishingRodTransformRarity1

Empowered Monster will drop an additional Rare Fishing Rod Fishing Rods dropped by Empowered Monster will have an Angling modifier

MaceTransformSpeed1

Empowered Monster will drop additional Rare Maces Maces dropped by Empowered Monster will have a Speed modifier

MaceTransformSpeed2

Empowered Monster will drop additional Rare Maces Maces dropped by Empowered Monster will have a Speed modifier

MaceTransformPhysical1

Maces dropped by Empowered Monster will have a Physical modifier Empowered Monster will drop additional Rare Maces

MaceTransformPhysical2

Maces dropped by Empowered Monster will have a Physical modifier Empowered Monster will drop additional Rare Maces

SceptreTransformMana1

Sceptres dropped by Empowered Monster will have a Mana modifier Empowered Monster will drop additional Rare Sceptres

SceptreTransformMana2

Sceptres dropped by Empowered Monster will have a Mana modifier Empowered Monster will drop additional Rare Sceptres

SceptreTransformGems1

Empowered Monster will drop additional Rare Sceptres Sceptres dropped by Empowered Monster will have a Gem modifier

SceptreTransformGems2

Empowered Monster will drop additional Rare Sceptres Sceptres dropped by Empowered Monster will have a Gem modifier

SceptreTransformNoPhysical1

Empowered Monster will drop additional Rare Sceptres Sceptres dropped by Empowered Monster will have no Physical modifiers

SceptreTransformNoPhysical2

Empowered Monster will drop additional Rare Sceptres Sceptres dropped by Empowered Monster will have no Physical modifiers

StaffTransformMana1

Empowered Monster will drop additional Rare Staves Staves dropped by Empowered Monster will have a Mana modifier

StaffTransformMana2

Empowered Monster will drop additional Rare Staves Staves dropped by Empowered Monster will have a Mana modifier

StaffTransformGems1

Empowered Monster will drop additional Rare Staves Staves dropped by Empowered Monster will have a Gem modifier

StaffTransformGems2

Empowered Monster will drop additional Rare Staves Staves dropped by Empowered Monster will have a Gem modifier

StaffTransformNoAttack1

Empowered Monster will drop additional Rare Staves Staves dropped by Empowered Monster will have no Attack modifiers

StaffTransformNoAttack2

Empowered Monster will drop additional Rare Staves Staves dropped by Empowered Monster will have no Attack modifiers

WandTransformMana1

Empowered Monster will drop additional Rare Wands Wands dropped by Empowered Monster will have a Mana modifier

WandTransformMana2

Empowered Monster will drop additional Rare Wands Wands dropped by Empowered Monster will have a Mana modifier

WandTransformGems1

Empowered Monster will drop additional Rare Wands Wands dropped by Empowered Monster will have a Gem modifier

WandTransformGems2

Empowered Monster will drop additional Rare Wands Wands dropped by Empowered Monster will have a Gem modifier

WandTransformNoAttack1

Empowered Monster will drop additional Rare Wands Wands dropped by Empowered Monster will have no Attack modifiers

WandTransformNoAttack2

Empowered Monster will drop additional Rare Wands Wands dropped by Empowered Monster will have no Attack modifiers

SwordTransformSpeed1

Empowered Monster will drop additional Rare Swords Swords dropped by Empowered Monster will have a Speed modifier

SwordTransformSpeed2

Empowered Monster will drop additional Rare Swords Swords dropped by Empowered Monster will have a Speed modifier

SwordTransformCrit1

Empowered Monster will drop additional Rare Swords Swords dropped by Empowered Monster will have a Critical modifier

SwordTransformCrit2

Empowered Monster will drop additional Rare Swords Swords dropped by Empowered Monster will have a Critical modifier

SwordTransformNoPhysical1

Empowered Monster will drop additional Rare Swords Swords dropped by Empowered Monster will have no Physical modifiers

SwordTransformNoPhysical2

Empowered Monster will drop additional Rare Swords Swords dropped by Empowered Monster will have no Physical modifiers

WarstaffTransformSpeed1

Empowered Monster will drop additional Rare Warstaves Warstaves dropped by Empowered Monster will have a Speed modifier

WarstaffTransformSpeed2

Empowered Monster will drop additional Rare Warstaves Warstaves dropped by Empowered Monster will have a Speed modifier

WarstaffTransformCrit1

Empowered Monster will drop additional Rare Warstaves Warstaves dropped by Empowered Monster will have a Critical modifier

WarstaffTransformCrit2

Empowered Monster will drop additional Rare Warstaves Warstaves dropped by Empowered Monster will have a Critical modifier

HardModeUniqueWeaponLow

Empowered Monster will drop an additional Unique Weapon

HardModeUniqueWeaponHigh

Empowered Monster will drop an additional Valuable Unique Weapon

HardModeUniqueArmourLow

Empowered Monster will drop an additional Unique Armour

HardModeUniqueArmourHigh

Empowered Monster will drop an additional Valuable Unique Armour

HardModeUniqueJewelleryLow

Empowered Monster will drop an additional Unique Jewellery Item

HardModeUniqueJewelleryHigh

Empowered Monster will drop an additional Valuable Unique Jewellery Item

HardModeUniqueJewel

Empowered Monster will drop an additional Unique Jewel

HardModeUniqueFlask

Empowered Monster will drop an additional Unique Flask

HardModeUniqueThornbrew

Empowered Monster will drop Dreadmaidens' Sacrament

HardModeUniqueVendigoPelt

Empowered Monster will drop Hide of the Vendigo

HardModeUniqueCorpseRose

Empowered Monster will drop Corpse Rose

HardModeUniqueOrderedFate

Empowered Monster will drop Ordered Fate

HardModeUniqueDoedresTongue

Empowered Monster will drop Doedre's Tongue

HardModeSkillGem

Empowered Monster will drop an additional Skill Gem

HardModeSupportGem

Empowered Monster will drop an additional Support Gem

HardModeExceptionalGem

Empowered Monster will drop an additional Exceptional Gem

HardModeRarityLow1

Empowered Monster has increased Item Rarity

HardModeRarityLow2

Empowered Monster has increased Item Rarity

HardModeRarityLow3

Empowered Monster has increased Item Rarity

HardModeRarityHigh1

Empowered Monster has highly increased Item Rarity

HardModeRarityHigh2

Empowered Monster has greatly increased Item Rarity

HardModeCurrencyLow1

Empowered Monster will drop additional Currency Items

HardModeCurrencyLow2

Empowered Monster will drop additional Currency Items

HardModeCurrencyLow3

Empowered Monster will drop additional Currency Items

HardModeCurrencyLow4

Empowered Monster will drop additional Currency Items

HardModeCurrencyHigh1

Empowered Monster will drop additional Currency Items

HardModeCurrencyHigh2

Empowered Monster will drop additional Currency Items

HardModeCurrencyHigh3

Empowered Monster will drop additional Currency Items

HardModeCurrencyOpulent1

Empowered Monster will drop additional Valuable Currency Items

HardModeForceViscera

Empowered Monster will drop a Viscera Item

HardModeThreadsLow

Empowered Monster will drop additional Threads

HardModeThreadsHigh

Empowered Monster will drop many additional Threads

HardModeGoldLow

Empowered Monster will drop additional Gold

HardModeGoldHigh

Empowered Monster will drop hoards of Gold

HardModeMapsLow1

Empowered Monster will drop an additional Map

HardModeMapsHigh1

Empowered Monster will drop many additional Maps

HardModeEquipmentMeleeWeaponLow1

Empowered Monster will drop additional Melee Weapons

HardModeEquipmentMeleeWeaponLow2

Empowered Monster will drop additional Melee Weapons

HardModeEquipmentMeleeWeaponLow3

Empowered Monster will drop additional Melee Weapons

HardModeEquipmentRangedWeaponLow1

Empowered Monster will drop additional Ranged Weapons or Quivers

HardModeEquipmentRangedWeaponLow2

Empowered Monster will drop additional Ranged Weapons or Quivers

HardModeEquipmentRangedWeaponLow3

Empowered Monster will drop additional Ranged Weapons or Quivers

HardModeEquipmentStrArmourLow1

Empowered Monster will drop additional Armour items with Strength requirements

HardModeEquipmentStrArmourLow2

Empowered Monster will drop additional Armour items with Strength requirements

HardModeEquipmentStrArmourLow3

Empowered Monster will drop additional Armour items with Strength requirements

HardModeEquipmentDexArmourLow1

Empowered Monster will drop additional Armour items with Dexterity requirements

HardModeEquipmentDexArmourLow2

Empowered Monster will drop additional Armour items with Dexterity requirements

HardModeEquipmentDexArmourLow3

Empowered Monster will drop additional Armour items with Dexterity requirements

HardModeEquipmentIntArmourLow1

Empowered Monster will drop additional Armour items with Intelligence requirements

HardModeEquipmentIntArmourLow2

Empowered Monster will drop additional Armour items with Intelligence requirements

HardModeEquipmentIntArmourLow3

Empowered Monster will drop additional Armour items with Intelligence requirements

HardModeJewelleryLow1

Empowered Monster will drop additional Jewellery items

HardModeJewelleryLow2

Empowered Monster will drop additional Jewellery items

HardModeJewelleryLow3

Empowered Monster will drop additional Jewellery items

HardModeBootsTransformResistance1

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have a Resistance modifier

HardModeBootsTransformResistance2

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have a Resistance modifier

HardModeBootsTransformResistance3

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have a Resistance modifier

HardModeBootsTransformNoDefence1

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have no Defence modifiers

HardModeBootsTransformNoDefence2

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have no Defence modifiers

HardModeBootsTransformNoDefence3

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have no Defence modifiers

HardModeBootsTransformSpeed1

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have a Speed modifier

HardModeBootsTransformSpeed2

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have a Speed modifier

HardModeBootsTransformSpeed3

Empowered Monster has a chance to drop additional Boots Boots dropped by Empowered Monster will have a Speed modifier

HardModeHelmetTransformDefence1

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have a Defence modifier

HardModeHelmetTransformDefence2

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have a Defence modifier

HardModeHelmetTransformDefence3

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have a Defence modifier

HardModeHelmetTransformNoDefence1

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have no Defence modifiers

HardModeHelmetTransformNoDefence2

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have no Defence modifiers

HardModeHelmetTransformNoDefence3

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have no Defence modifiers

HardModeHelmetTransformDrops1

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have a Drop modifier

HardModeHelmetTransformDrops2

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have a Drop modifier

HardModeHelmetTransformDrops3

Empowered Monster has a chance to drop additional Helmets Helmets dropped by Empowered Monster will have a Drop modifier

HardModeBodyTransformLife1

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have a Life modifier

HardModeBodyTransformLife2

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have a Life modifier

HardModeBodyTransformLife3

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have a Life modifier

HardModeBodyTransformNoLife1

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have no Life modifiers

HardModeBodyTransformNoLife2

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have no Life modifiers

HardModeBodyTransformNoLife3

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have no Life modifiers

HardModeBodyTransformChaos1

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have a Chaos modifier

HardModeBodyTransformChaos2

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have a Chaos modifier

HardModeBodyTransformChaos3

Empowered Monster has a chance to drop additional Body Armours Body Armours dropped by Empowered Monster will have a Chaos modifier

HardModeGlovesTransformDefence1

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have a Defence modifier

HardModeGlovesTransformDefence2

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have a Defence modifier

HardModeGlovesTransformDefence3

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have a Defence modifier

HardModeGlovesTransformNoDefence1

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have no Defence modifiers

HardModeGlovesTransformNoDefence2

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have no Defence modifiers

HardModeGlovesTransformNoDefence3

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have no Defence modifiers

HardModeGlovesTransformAttack1

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have an Attack modifier

HardModeGlovesTransformAttack2

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have an Attack modifier

HardModeGlovesTransformAttack3

Empowered Monster has a chance to drop additional Gloves Gloves dropped by Empowered Monster will have an Attack modifier

HardModeShieldTransformLife1

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have a Life modifier

HardModeShieldTransformLife2

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have a Life modifier

HardModeShieldTransformLife3

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have a Life modifier

HardModeShieldTransformNoLife1

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have no Life modifiers

HardModeShieldTransformNoLife2

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have no Life modifiers

HardModeShieldTransformNoLife3

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have no Life modifiers

HardModeShieldTransformResistance1

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have a Resistance modifier

HardModeShieldTransformResistance2

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have a Resistance modifier

HardModeShieldTransformResistance3

Empowered Monster has a chance to drop additional Shields Shields dropped by Empowered Monster will have a Resistance modifier

HardModeQuiverTransformElemental1

Empowered Monster has a chance to drop additional Quivers Quivers dropped by Empowered Monster will have an Elemental modifier

HardModeQuiverTransformElemental2

Empowered Monster has a chance to drop additional Quivers Quivers dropped by Empowered Monster will have an Elemental modifier

HardModeQuiverTransformElemental3

Empowered Monster has a chance to drop additional Quivers Quivers dropped by Empowered Monster will have an Elemental modifier

HardModeQuiverTransformNoElemental1

Empowered Monster has a chance to drop additional Quivers Quivers dropped by Empowered Monster will have no Elemental modifiers

HardModeQuiverTransformNoElemental2

Empowered Monster has a chance to drop additional Quivers Quivers dropped by Empowered Monster will have no Elemental modifiers

HardModeQuiverTransformNoElemental3

Empowered Monster has a chance to drop additional Quivers Quivers dropped by Empowered Monster will have no Elemental modifiers

HardModeWeaponTransformPhysical1

Empowered Monster has a chance to drop additional Weapons Weapons dropped by Empowered Monster will have a Physical modifier

HardModeWeaponTransformPhysical2

Empowered Monster has a chance to drop additional Weapons Weapons dropped by Empowered Monster will have a Physical modifier

HardModeWeaponTransformPhysical3

Empowered Monster has a chance to drop additional Weapons Weapons dropped by Empowered Monster will have a Physical modifier

HardModeRingTransformMana1

Empowered Monster has a chance to drop additional Rings Rings dropped by Empowered Monster will have a Mana modifier

HardModeRingTransformMana2

Empowered Monster has a chance to drop additional Rings Rings dropped by Empowered Monster will have a Mana modifier

HardModeRingTransformMana3

Empowered Monster has a chance to drop additional Rings Rings dropped by Empowered Monster will have a Mana modifier

HardModeRingTransformSpeed1

Empowered Monster has a chance to drop additional Rings Rings dropped by Empowered Monster will have a Speed modifier

HardModeRingTransformSpeed2

Empowered Monster has a chance to drop additional Rings Rings dropped by Empowered Monster will have a Speed modifier

HardModeRingTransformSpeed3

Empowered Monster has a chance to drop additional Rings Rings dropped by Empowered Monster will have a Speed modifier

HardModeAmuletTransformAttribute1

Empowered Monster has a chance to drop additional Amulets Amulets dropped by Empowered Monster will have an Attribute modifier

HardModeAmuletTransformAttribute2

Empowered Monster has a chance to drop additional Amulets Amulets dropped by Empowered Monster will have an Attribute modifier

HardModeAmuletTransformAttribute3

Empowered Monster has a chance to drop additional Amulets Amulets dropped by Empowered Monster will have an Attribute modifier

HardModeAmuletTransformDamage1

Empowered Monster has a chance to drop additional Amulets Amulets dropped by Empowered Monster will have a Damage modifier

HardModeAmuletTransformDamage2

Empowered Monster has a chance to drop additional Amulets Amulets dropped by Empowered Monster will have a Damage modifier

HardModeAmuletTransformDamage3

Empowered Monster has a chance to drop additional Amulets Amulets dropped by Empowered Monster will have a Damage modifier

HardModeBeltTransformDefence1

Empowered Monster has a chance to drop additional Belts Belts dropped by Empowered Monster will have a Defence modifier

HardModeBeltTransformDefence2

Empowered Monster has a chance to drop additional Belts Belts dropped by Empowered Monster will have a Defence modifier

HardModeBeltTransformDefence3

Empowered Monster has a chance to drop additional Belts Belts dropped by Empowered Monster will have a Defence modifier

HardModeBeltTransformElemental1

Empowered Monster has a chance to drop additional Belts Belts dropped by Empowered Monster will have an Elemental modifier

HardModeBeltTransformElemental2

Empowered Monster has a chance to drop additional Belts Belts dropped by Empowered Monster will have an Elemental modifier

HardModeBeltTransformElemental3

Empowered Monster has a chance to drop additional Belts Belts dropped by Empowered Monster will have an Elemental modifier

HardModeAxeTransformSpeed1

Empowered Monster has a chance to drop additional Axes Axes dropped by Empowered Monster will have a Speed modifier

HardModeAxeTransformSpeed2

Empowered Monster has a chance to drop additional Axes Axes dropped by Empowered Monster will have a Speed modifier

HardModeAxeTransformSpeed3

Empowered Monster has a chance to drop additional Axes Axes dropped by Empowered Monster will have a Speed modifier

HardModeAxeTransformPhysical1

Empowered Monster has a chance to drop additional Axes Axes dropped by Empowered Monster will have a Physical modifier

HardModeAxeTransformPhysical2

Empowered Monster has a chance to drop additional Axes Axes dropped by Empowered Monster will have a Physical modifier

HardModeAxeTransformPhysical3

Empowered Monster has a chance to drop additional Axes Axes dropped by Empowered Monster will have a Physical modifier

HardModeBowTransformSpeed1

Empowered Monster has a chance to drop additional Bows Bows dropped by Empowered Monster will have a Speed modifier

HardModeBowTransformSpeed2

Empowered Monster has a chance to drop additional Bows Bows dropped by Empowered Monster will have a Speed modifier

HardModeBowTransformSpeed3

Empowered Monster has a chance to drop additional Bows Bows dropped by Empowered Monster will have a Speed modifier

HardModeBowTransformCrit1

Empowered Monster has a chance to drop additional Bows Bows dropped by Empowered Monster will have a Critical modifier

HardModeBowTransformCrit2

Empowered Monster has a chance to drop additional Bows Bows dropped by Empowered Monster will have a Critical modifier

HardModeBowTransformCrit3

Empowered Monster has a chance to drop additional Bows Bows dropped by Empowered Monster will have a Critical modifier

HardModeClawTransformSpeed1

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have a Speed modifier

HardModeClawTransformSpeed2

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have a Speed modifier

HardModeClawTransformSpeed3

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have a Speed modifier

HardModeClawTransformCrit1

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have a Critical modifier

HardModeClawTransformCrit2

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have a Critical modifier

HardModeClawTransformCrit3

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have a Critical modifier

HardModeClawTransformNoPhysical1

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have no Physical modifiers

HardModeClawTransformNoPhysical2

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have no Physical modifiers

HardModeClawTransformNoPhysical3

Empowered Monster has a chance to drop additional Claws Claws dropped by Empowered Monster will have no Physical modifiers

HardModeDaggerTransformSpeed1

Empowered Monster has a chance to drop additional Daggers Daggers dropped by Empowered Monster will have a Speed modifier

HardModeDaggerTransformSpeed2

Empowered Monster has a chance to drop additional Daggers Daggers dropped by Empowered Monster will have a Speed modifier

HardModeDaggerTransformSpeed3

Empowered Monster has a chance to drop additional Daggers Daggers dropped by Empowered Monster will have a Speed modifier

HardModeDaggerTransformCrit1

Empowered Monster has a chance to drop additional Daggers Daggers dropped by Empowered Monster will have a Critical modifier

HardModeDaggerTransformCrit2

Empowered Monster has a chance to drop additional Daggers Daggers dropped by Empowered Monster will have a Critical modifier

HardModeDaggerTransformCrit3

Empowered Monster has a chance to drop additional Daggers Daggers dropped by Empowered Monster will have a Critical modifier

HardModeRuneDaggerTransformNoAttack1

Empowered Monster has a chance to drop additional Rune Daggers Rune Daggers dropped by Empowered Monster will have no Attack modifiers

HardModeRuneDaggerTransformNoAttack2

Empowered Monster has a chance to drop additional Rune Daggers Rune Daggers dropped by Empowered Monster will have no Attack modifiers

HardModeRuneDaggerTransformNoAttack3

Empowered Monster has a chance to drop additional Rune Daggers Rune Daggers dropped by Empowered Monster will have no Attack modifiers

HardModeFishingRodTransformRarity

Empowered Monster will drop an additional Rare Fishing Rod Fishing Rods dropped by Empowered Monster will have an Angling modifier

HardModeMaceTransformSpeed1

Empowered Monster has a chance to drop additional Maces Maces dropped by Empowered Monster will have a Speed modifier

HardModeMaceTransformSpeed2

Empowered Monster has a chance to drop additional Maces Maces dropped by Empowered Monster will have a Speed modifier

HardModeMaceTransformSpeed3

Empowered Monster has a chance to drop additional Maces Maces dropped by Empowered Monster will have a Speed modifier

HardModeMaceTransformPhysical1

Empowered Monster has a chance to drop additional Maces Maces dropped by Empowered Monster will have a Physical modifier

HardModeMaceTransformPhysical2

Empowered Monster has a chance to drop additional Maces Maces dropped by Empowered Monster will have a Physical modifier

HardModeMaceTransformPhysical3

Empowered Monster has a chance to drop additional Maces Maces dropped by Empowered Monster will have a Physical modifier

HardModeSceptreTransformMana1

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have a Mana modifier

HardModeSceptreTransformMana2

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have a Mana modifier

HardModeSceptreTransformMana3

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have a Mana modifier

HardModeSceptreTransformGems1

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have a Gem modifier

HardModeSceptreTransformGems2

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have a Gem modifier

HardModeSceptreTransformGems3

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have a Gem modifier

HardModeSceptreTransformNoPhysical1

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have no Physical modifiers

HardModeSceptreTransformNoPhysical2

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have no Physical modifiers

HardModeSceptreTransformNoPhysical3

Empowered Monster has a chance to drop additional Sceptres Sceptres dropped by Empowered Monster will have no Physical modifiers

HardModeStaffTransformMana1

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have a Mana modifier

HardModeStaffTransformMana2

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have a Mana modifier

HardModeStaffTransformMana3

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have a Mana modifier

HardModeStaffTransformGems1

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have a Gem modifier

HardModeStaffTransformGems2

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have a Gem modifier

HardModeStaffTransformGems3

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have a Gem modifier

HardModeStaffTransformNoAttack1

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have no Attack modifiers

HardModeStaffTransformNoAttack2

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have no Attack modifiers

HardModeStaffTransformNoAttack3

Empowered Monster has a chance to drop additional Staves Staves dropped by Empowered Monster will have no Attack modifiers

HardModeWandTransformMana1

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have a Mana modifier

HardModeWandTransformMana2

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have a Mana modifier

HardModeWandTransformMana3

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have a Mana modifier

HardModeWandTransformGems1

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have a Gem modifier

HardModeWandTransformGems2

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have a Gem modifier

HardModeWandTransformGems3

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have a Gem modifier

HardModeWandTransformNoAttack1

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have no Attack modifiers

HardModeWandTransformNoAttack2

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have no Attack modifiers

HardModeWandTransformNoAttack3

Empowered Monster has a chance to drop additional Wands Wands dropped by Empowered Monster will have no Attack modifiers

HardModeSwordTransformSpeed1

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have a Speed modifier

HardModeSwordTransformSpeed2

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have a Speed modifier

HardModeSwordTransformSpeed3

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have a Speed modifier

HardModeSwordTransformCrit1

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have a Critical modifier

HardModeSwordTransformCrit2

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have a Critical modifier

HardModeSwordTransformCrit3

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have a Critical modifier

HardModeSwordTransformNoPhysical1

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have no Physical modifiers

HardModeSwordTransformNoPhysical2

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have no Physical modifiers

HardModeSwordTransformNoPhysical3

Empowered Monster has a chance to drop additional Swords Swords dropped by Empowered Monster will have no Physical modifiers

HardModeWarstaffTransformSpeed1

Empowered Monster has a chance to drop additional Warstaves Warstaves dropped by Empowered Monster will have a Speed modifier

HardModeWarstaffTransformSpeed2

Empowered Monster has a chance to drop additional Warstaves Warstaves dropped by Empowered Monster will have a Speed modifier

HardModeWarstaffTransformSpeed3

Empowered Monster has a chance to drop additional Warstaves Warstaves dropped by Empowered Monster will have a Speed modifier

HardModeWarstaffTransformCrit1

Empowered Monster has a chance to drop additional Warstaves Warstaves dropped by Empowered Monster will have a Critical modifier

HardModeWarstaffTransformCrit2

Empowered Monster has a chance to drop additional Warstaves Warstaves dropped by Empowered Monster will have a Critical modifier

HardModeWarstaffTransformCrit3

Empowered Monster has a chance to drop additional Warstaves Warstaves dropped by Empowered Monster will have a Critical modifier

New uniques and Mycelium Core

36 records

New Unique Names

Dreadmaidens' Sacrament

"For as long as blood flows through your veins, so too shall this cursed brew stain your lips – draining ever more than it restores." - The Coven Queen

Putrid Seed

From unassuming seed sprang a putrefying plague – consigning its host to death, and supplanting their very being.

Hide of the Vendigo

When the night had subsided, and the Dreadmaidens had bled the beast of every last drop of exquisite agony... only then did they let it rest – its ravaged body a grim testament to their barbaric methods.

Unwilling Embrace

Beware the optimist, that foolhardy soul, who clings so desperately to what they ought let go.

The Covetous Dark

The Darktongue take trophies from their victims. Not to hold, nor to treasure, but to consume.

The Covetous Dark

The Covetous Dark

Corpse Rose

Of Dreadmaiden make, it imbibes the blood of its wielder. Ever drinking, never sated.

The Sword of Ages

"Be this a Maraketh blade, or a Faridun one? I contend it is both and neither. It is the wielder who stirs its bloodlust, who imbues it with a hatred for that which they call 'other'."

Ordered Fate

"Prophecy is malleable. It is the clay, not the kiln." - The Coven Queen

Bane of the Apostate

Once a witchhunter's tool, now all that remains of the last victim it put to the flame.

Mantle of Dreams

Veil of Flesh

The rite demanded the blood of its practitioner. And so, hands stained by fratricide, the witch doctor chose for his fallen twin a most grisly remembrance.

Mycelium Core

Mycelium Core

New Unique Modifiers

BlightcoreDisplayMod

Grows four random Passive Skills when Anointed Passive Skills grown are influenced by Oils used when Anointing

Historic

IncreasedEvasionRatingUniqueRing89

+(200-350) to Evasion Rating

EyethiefMod_Replace__1

[Blind|Blinding] a non-Blinded Pinnacle Atlas Boss with this Weapon will steal a Modifier for this item (2 Modifiers remaining)

EyethiefMod_Replace__2

[Blind|Blinding] a non-Blinded Pinnacle Atlas Boss with this Weapon will steal a Modifier for this item (1 Modifier remaining)

EyethiefModShaperUnique__1

Skills fire an additional Projectile

15% increased Area of Effect

EyethiefModElderUnique__1

Gain 60% of Weapon Physical Damage as Extra Damage of a random Element

EyethiefModEaterUnique__1

30% chance to gain a Frenzy Charge for each Enemy you hit with a Critical Strike

EyethiefModExarchUnique__1

Attacks with this Weapon have 30% chance to deal Triple Damage

EyethiefModMavenUnique__1

Damage with Hits is [Lucky] while your Offhand is Magic

EyethiefModCortexUnique__1

Life Leech effects are not removed when Unreserved Life is Filled

EyethiefModSirusUnique__1

[TransfigurationOfBody|Transfiguration of Body]

EyethiefModSirusUnique__2

[TransfigurationOfMind|Transfiguration of Mind]

EyethiefModSirusUnique__3

[TransfigurationOfSoul|Transfiguration of Soul]

EyethiefModAngerBossUnique__1

Trigger Level 20 [TriggeredMoonfall::20|Moonfall] on Melee Critical Strike

EyethiefModBenevolenceBossUnique__1

Gain a random Shrine Buff for 15 seconds when you [Blind] a non-Blinded Rare or Unique Enemy

EyethiefModIgnoranceBossUnique__1

Inflict an additional Poison on the same Target when you inflict Poison with this weapon

[Poison|Poisons] you inflict deal Damage 18% [DamageSlower|Slower]

GrantsCreateBloodFlowerSkillUnique__1

Trigger Level 20 [BloodFlower::20|Goreblossom] after spending (10-20)% of your Maximum Life on Spells

MaximumBloodFlowersUnique__1

Goreblossom has +(1-3) to maximum Blooms

DamageWithMovementSkillsUniqueTwoHandSword20

(100-180)% increased Damage with Movement Skills

GrantsCreateGrimBonfireSkillUnique__1

MaximumGrimBonfiresUnique__1

+2 to maximum Witchhunter's Pyres

FleshBarrierUnique__1

Maximum [FleshBarrier|Bitterblood] is equal to your Maximum Life

Gain [FleshBarrier|Bitterblood] equal to Life spent

Threads

10 records

Threads

Abyss Thread

[ThreadInfoAbyss|Threads] [ContainsAbyss|Abysses] into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Abyss Modifiers which can be applied by Threads: An Abyssal Pit in the area will spawn an [AbyssalConsort|Abyssal Consort]. Area will contain additional Abyssal Pits. This Modifier can occur up to three times. Rare Monsters spawned by Abyssal Pits will spawn in pairs. Abyssal Pits will fire Mortars which spawn Bone Hoarders on impact. Rare Monsters spawned by Abyssal Pits will have an additional Abyssal Modifier.

Can be used in a personal Map Device to add content to a Map.

Bestiary Thread

[ThreadInfoBestiary|Threads] capturable Beasts into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Bestiary Modifiers which can be applied by Threads: Area contains additional Red Beasts. Area is invaded a large number of Red Beasts. Area contains the Black Mórrigan. Area contains additional Sacred Fauna Red Beasts. Yellow and Red Beasts are empowered by Wildwood Wisps of all types. Enemies near Einhar explode on death, dealing 25% of their maximum Life as Physical Damage. Yellow Beasts in area are Nameless Beasts.

Can be used in a personal Map Device to add content to a Map.

Betrayal Thread

[ThreadInfoBetrayal|Threads] the Immortal Syndicate into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Betrayal Modifiers which can be applied by Threads: Catarina will accompany a Syndicate Encounter in the Area. Dealing with downed Syndicate members will apply powerful Buffs to all Players and Mercenaries in the Area. Catarina's Corpse Sculpture will appear somewhere in the Area. Syndicate Members will have an additional Rare Monster modifier. Veiled Items dropped in Area will have their Veiled Modifier Fractured. Area will contain many additional clusters of barrels and chests from Syndicate Safehouses.

Can be used in a personal Map Device to add content to a Map.

Blight Thread

[ThreadInfoBlight|Threads] a Blight Encounter into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Blight Modifiers which can be applied by Threads: Blight Pump and Towers will spawn friendly Pustules which provide powerful Auras Up to 2 lanes will be [BlightSupercharged|Mycotic] The Blight Pump will spawn a miniboss when successfully defended, with more and better rewards the more Blight enemies defeated in the encounter Blight towers will have no cost to construct and upgrade Monsters spawned by one lane of the Blight encounter will be replaced with rolling currency Monsters Monsters spawned by one lane of the Blight encounter will be replaced by Rogue Exiles, each of which will always drop a Unique item Blight Pump will be replaced by a slumbering Pantheon God, who will awaken when successfully defended. This God will have more and better drops the more Blight Enemies slain during the encounter, and at least one Rare monster in the Blight encounter will be Pantheon-Touched.

Can be used in a personal Map Device to add content to a Map.

Breach Thread

[ThreadInfoBreach|Threads] Breaches into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Breach Modifiers which can be applied by Threads: Breach Hives in Area lead to a Hive Fortress. Unstable Breaches in Area contain a Boss. Area contains an additional Unstable Breach. This Modifier can occur up to three times. Rare Breach monsters will drop an additional Wombgift when killed. Area contains an additional Genesis Tree Sapling. Breach Hive and Fortress encounters will contain additional Breach Coffers. Rare Breach Monsters will have an additional Breach Modifier. Ailith's skills in area will be empowered.

Can be used in a personal Map Device to add content to a Map.

Expedition Thread

[ThreadInfoExpedition|Threads] an Expedition Encounter into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Expedition Modifiers which can be applied by Threads: Expedition Encounter in area will be massively larger. All Runic Monsters in Expedition Encounter will be at least Rare A Runic Obelisk will spawn as part of the Expedition Encounter, which can revive all Rare and Magic Expedition Monsters when activated. Expedition Encounter will contain at least one unearthable chest which will drop a Logbook. Expedition Encounter will contain Runic markers for Runic Lieutenants, powerful monsters which drop extra reroll currencies when slain. Remnants in Expedition Encounter will have additional upside affixes.

Can be used in a personal Map Device to add content to a Map.

Incursion Thread

[ThreadInfoIncursion|Threads] Temporal Incursions into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Incursion Modifiers which can be applied by Threads: Doors can be golden, upgrading the tier of the connected room when opened. Rooms contain an object that opens all locked doors. Rooms contain Vaal Vessels. Rooms contain Gold Piles. Rooms contain Cursed Treasures which drop stacks of currency when claimed, but reduce remaining Incursion time. Rooms contain a Vaal Flesh Merchant.

Can be used in a personal Map Device to add content to a Map.

Legion Thread

[ThreadInfoLegion|Threads] Legion Encounters into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Legion Modifiers which can be applied by Threads: Area contains additional Legion Encounters. Both Legions have Generals. All Chests are replaced with War Hoards. Legion battlefield is carpeted with purple crystals. When high ranking Legion monsters die they will shatter nearby crystals, dropping items. Lower rank Legion monsters are upgraded to a higher rank. High ranking Legion monsters are placed close to the Monolith. Legion Monsters can be broken out of Stasis multiple times, increasing their Difficulty and Reward for each time they are broken out.

Can be used in a personal Map Device to add content to a Map.

Ritual Thread

[ThreadInfoRitual|Threads] Ritual Altars into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Ritual Modifiers which can be applied by Threads: Rituals in area will be Nameless. Rituals in area will spawn a friendly wisp. Standing near the wisp will cause you to gain increased Tribute from slain Enemies. The final Ritual will transform into a Bodach's Ritual on completion, which can then be run again for further Tribute. Completing a Ritual encounter in area will grant all players a Blood Shrine buff. The final Ritual encounter in area will allow you to sacrifice your Tribute to call forth a champion of the King.

Can be used in a personal Map Device to add content to a Map.

Ultimatum Thread

[ThreadInfoUltimatum|Threads] an Ultimatum Encounter into an Area

At least one Modifier will always apply when spending [Thread|Threads]. Spending more Threads improves the chances of multiple Modifiers applying. Ultimatum Modifiers which can be applied by Threads: All rewards offered by the Ultimatum Encounter will be Inscribed Ultimatums. All rewards offered by the Ultimatum Encounter will be Catalysts. The Ultimatum Encounter will lead to the Trialmaster. The Ultimatum Encounter will spawn a beating heart every round. Defeating this heart will grant Adrenaline to all players and mercenaries in the area for a duration. The Ultimatum Encounter will allow you to Double Down at round 7 or 8. The Ultimatum Encounter will spawn Cursed Currency every round, which can be claimed. Claiming it will add random Currency rewards to your collected rewards so far. The Ultimatum Encounter will spawn with a nearby Soul Core. Claiming the Soul Core will cause all Ultimatum Encounter types to complete more quickly, but can empower Ultimatum Enemies. The Ultimatum Encounter will offer secondary upsides for each round alongside the usual difficulty Modifiers.

Can be used in a personal Map Device to add content to a Map.

Gwennen and crafting

69 records

Gwennen Effects

Do nothing

This is half art, half gambling.

Remove all Modifiers

Let's just snap this thing in half and start over.

Apply a [HinekorasLock|Hinekora's Lock]

There's a big opportunity here.

Fracture a random Modifier, locking it in place

In a gambling mood?

Remove a random Modifier

A small rune of nullification would improve this.

Add a random Modifier

This one has a hidden side. I could show you.

Remove a random Suffix Modifier

I think we can do better with some of these aspects.

Remove a random Prefix Modifier

We've mucked it up. What do you think?

Add a random Suffix Modifier

Care to take a risk on a new aspect?

Add a random Prefix Modifier

What, you don't see that? Here, I'll get my lens. It's easy to miss.

Reroll socket colours 50 times, using the outcome with the greatest number of non-white sockets

I've got a different take on this one.

Reroll socket colours 20 times, using the outcome with the greatest number of non-white sockets

I've got a different take on this one.

Corrupt

Don't play it safe. Go big or go home!

Add a random Pantheon Aspect Suffix Modifier

Care to take a risk on a new aspect?

Reroll Modifiers

I could reshape this with a little work.

Randomise the values of Modifiers

Care to take a risk? It could pay off.

Reforge the number of links between sockets 100 times, using the outcome with the greatest number of linked sockets

I could reshape this with a little work.

Reforge the number of links between sockets 50 times, using the outcome with the greatest number of linked sockets

I could reshape this with a little work.

Reroll Prefixes

Let's try something different with the front end.

Reroll Suffixes

It's got a rather unlucky flaw, but I can take care of that.

Upgrade the level of a Modifier by 1 tier

It's stronger than it looks. I'll show you.

Lower the level of a Modifier by 1 tier

Let's give this one a closer look.

Destroy

Oh well. Start again, shall we?

Remove all Modifiers except for one

Let's just snap this thing in half and start over.

Randomise the values of Modifiers that are not at maximum value

I've got a different take on this one.

Fill all empty Modifier slots

Let's go for broke.

Remove between 1 and 3 random Modifiers

This one needs some more work.

Reroll, keeping one Modifier at random

Let me take a shot at it with my enchanted die.

Reroll the number of sockets on the item 50 times, using the outcome with the greatest number of sockets

Let's go for broke.

Set quality on the item to 20%

It's stronger than it looks. I'll show you.

Reroll the number of sockets on the item 100 times, using the outcome with the greatest number of sockets

Let's go for broke.

Add a random Influence type

This one has a hidden side. I could show you.

Reroll Modifier Values of Implicits

You're not holding it right! Want me to show you?

Add a Prefix Modifier 3 times, but only keep the best outcome

What, you don't see that? Here, I'll get my lens. It's easy to miss.

Add a Prefix Modifier 5 times, but only keep the best outcome

What, you don't see that? Here, I'll get my lens. It's easy to miss.

Add a Suffix Modifier 3 times, but only keep the best outcome

Care to take a risk on a new aspect?

Add a Suffix Modifier 5 times, but only keep the best outcome

Care to take a risk on a new aspect?

Reroll Prefixes 3 times, keeping the best outcome

I could reshape this with a little work.

Reroll Prefixes 6 times, keeping the best outcome

I could reshape this with a little work.

Reroll Suffixes 3 times, keeping the best outcome

Pretty sure you've got it wrong. Want to know what I see?

Reroll Suffixes 6 times, keeping the best outcome

Pretty sure you've got it wrong. Want to know what I see?

Remove a single Modifier with the lowest Modifier level

A small rune of nullification would improve this.

Reroll Modifier Values of a single Modifier

Let me take a shot at it with my enchanted die.

Upgrade the level of 2 Modifiers by 1 tier

It's stronger than it looks. I'll show you.

Upgrade the level of 3 Modifiers by 1 tier

It's stronger than it looks. I'll show you.

Gwennen Interface

GwennenCraftingUIInformation

Place a Rare Equipment item into the crafting slot. Selecting "Take a Chance" will generate a list of three paired options. Choose one of these pairs, and Gwennen will flip her coin to see which outcome Luck blesses you with, then will perform that craft on the item.

GwennenCraftingUITitle

Take a Chance

GwennenCraftingWindowCraftButton

Take a Chance

GwennenCraftingWindowConfirmButton

Confirm

GwennenCraftingWindowSelectAnOption

Select a set of paired options.

GwennenWindowClosingWithItemsInsideWarningText

Are you sure you want to close this window without selecting an outcome? You can speak to Gwennen to re-open this window later.

Crafting Lock Modifiers

StrMasterItemGenerationCannotChangeOnePrefixes

1 Prefix Modifier cannot be changed

StrMasterItemGenerationCannotChangeOnePrefixesB

1 Prefix Modifier cannot be changed

StrMasterItemGenerationCannotChangeOnePrefixesC

1 Prefix Modifier cannot be changed

StrMasterItemGenerationCannotChangeTwoPrefixes

2 Prefix Modifiers cannot be changed

StrMasterItemGenerationCannotChangeTwoPrefixesB

2 Prefix Modifiers cannot be changed

StrMasterItemGenerationCannotChangeTwoPrefixesC

2 Prefix Modifiers cannot be changed

StrMasterItemGenerationCannotChangePrefixes

Prefix Modifiers cannot be changed

StrMasterItemGenerationCannotChangePrefixesB

Prefix Modifiers cannot be changed

StrMasterItemGenerationCannotChangePrefixesC

Prefix Modifiers cannot be changed

DexMasterItemGenerationCannotChangeOneSuffixes

1 Suffix Modifier cannot be changed

DexMasterItemGenerationCannotChangeOneSuffixesB

1 Suffix Modifier cannot be changed

DexMasterItemGenerationCannotChangeOneSuffixesC

1 Suffix Modifier cannot be changed

DexMasterItemGenerationCannotChangeTwoSuffixes

2 Suffix Modifiers cannot be changed

DexMasterItemGenerationCannotChangeTwoSuffixesB

2 Suffix Modifiers cannot be changed

DexMasterItemGenerationCannotChangeTwoSuffixesC

2 Suffix Modifiers cannot be changed

DexMasterItemGenerationCannotChangeSuffixes

Suffix Modifiers cannot be changed

DexMasterItemGenerationCannotChangeSuffixesB

Suffix Modifiers cannot be changed

DexMasterItemGenerationCannotChangeSuffixesC

Suffix Modifiers cannot be changed

Essence, Ducat and Assembled Eye

3 records

Currencies and Jewels

Essence of Trickery

Upgrades a normal item to rare or reforges a rare item, guaranteeing one property

Right click this item then left click a normal or rare item to apply it.

Belt modifier — Prefix

You are affected by [PlayerDelirious|Delirium Fog]

Merrick's Ducat

Augment a Rare Abyssal Jewel with a random additional Modifier and corrupt it, even if it is already at maximum Modifier count.

Right click this item then left click a Rare Abyssal Jewel to corrupt it and add a modifier.

Assembled Eye Jewel

Allflame

11 records

Allflame Items

Allflame Ember of Kulemak

Enchants a Map to substitute 7 Monster Packs in Area with Syndicate Members Pack Monsters revive after Final Map Boss has been slain

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of Resplendence

Enchants a Map to substitute 15 Monster Packs in Area with Packs that do not drop items Pack Monsters grant increased Item Rarity when slain, up to 400%, decaying over time

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of Propagation

Enchants a Map to substitute 11 Monster Packs in Area with Fungal Shamans Pack Monsters that die when Rare spread Modifiers to other Rare Monsters in Area

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of Flesh

Enchants a Map to substitute 18 Monster Packs in Area with a single meaty Monster

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of the Wildwood

Enchants a Map to substitute 11 Monster Packs in Area with Wildwood Fiends Pack Leaders Empower Map Bosses with Wildwood Wisps when slain

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of the Ethereal

Enchants a Map to substitute 11 Monster Packs in Area with Packs that cannot drop Equipment, Flasks or Tinctures

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of the Gilded

Enchants a Map to substitute 12 Monster Packs in Area with Packs that convert dropped Equipment to Gold

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of Toads

Enchants a Map to substitute 17 Monster Packs in Area with harmless Toads

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of the Cloister

Enchants a Map to substitute 30 Monster Packs in Area with Doedre's Devoted

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of the Multitude

Enchants a Map to substitute 30 Monster Packs in Area with Difficult and Rewarding Packs which drop 300% increased Maps

Right click this item then left click a non-Unique Map item to use.

Allflame Ember of the Divine

Enchants a Map to substitute 5 Monster Packs in Area with Packs led by a Pantheon-Touched Rare Monster

Right click this item then left click a non-Unique Map item to use.

Vestigial quiver modifiers

12 records

Vestigial Quiver Modifiers

MutatedUniqueQuiver7StartEnergyShieldRechargeOnSkillChance

(10-15)% chance for Energy Shield Recharge to start when you use a Skill

MutatedUniqueQuiver7MaximumLifeConvertedToEnergyShield

(10-15)% of Maximum Life Converted to Energy Shield

MutatedUniqueQuiver3ImpaleEffect

(20-30)% increased Impale Effect

MutatedUniqueQuiver4BowStunThresholdReduction

50% reduced Enemy Stun Threshold with Bows

MutatedUniqueQuiver10ChanceToAggravateBleed

(30-50)% chance to Aggravate Bleeding on targets you Hit with Attacks

MutatedUniqueQuiver15SupportedByArrowNova

DivergentBlockPercentUniqueQuiver4

20% Chance to Block Attack Damage

DivergentConvertPhysicalToFireUniqueQuiver1_

50% of Physical Damage Converted to Fire Damage

DivergentCurseTransferOnKillUniqueQuiver5

Hexes Transfer to all Enemies within 3 metres when Hexed Enemy dies

DivergentReducedEnergyShieldDelayUniqueQuiver7

80% faster start of Energy Shield Recharge

DivergentStunDurationUniqueQuiver8

200% increased Stun Duration on Enemies

DivergentIncreaseDamageOnBlindedEnemiesUniqueQuiver9_

60% increased Damage with Hits and Ailments against [Blind|Blinded] Enemies

Map mods

28 records

New Area-Domain Suffixes with Weights and Tags

MapContainsMirageWorlds

Area contains a [Mirage]

MapContainsBeyondPaleFactionWorlds

Area contains an [EvocatorBeidat|Evocator of Beidat]

MapContainsBeyondFleshFactionWorlds

Area contains an [EvocatorGhorr|Evocator of Ghorr]

MapContainsBeyondDemonFactionWorlds

Area contains an [EvocatorKTash|Evocator of K'Tash]

MapContainsSentinelPandemoniumWorlds

Area contains a buried Pandemonium Sentinel

MapContainsSentinelApexWorlds

Area contains a buried Apex Sentinel

MapContainsSentinelStalkerWorlds

Area contains a buried Stalker Sentinel

MapContainsDeliriumMirrorWorlds

Area contains a Mirror of Delirium

MapContainsWildwoodWorlds

Area contains the Viridian Wildwood

MapUberWeakContainsMirage

Area contains a [Mirage]

MapUberWeakContainsBeyondPaleFaction

Area contains an [EvocatorBeidat|Evocator of Beidat]

MapUberWeakContainsBeyondFleshFaction

Area contains an [EvocatorGhorr|Evocator of Ghorr]

MapUberWeakContainsBeyondDemonFaction

Area contains an [EvocatorKTash|Evocator of K'Tash]

MapUberWeakContainsSentinelPandemonium

Area contains a buried Pandemonium Sentinel

MapUberWeakContainsSentinelApex

Area contains a buried Apex Sentinel

MapUberWeakContainsSentinelStalker

Area contains a buried Stalker Sentinel

MapUberWeakContainsDeliriumMirror

Area contains a Mirror of Delirium

MapUberWeakContainsWildwood

Area contains the Viridian Wildwood

Map Craft and Encounter UI Text

IncursionMapCraftingDescriptionText

Corrupts a Corrupted Map a second time, modifying it unpredictably. The item may be destroyed.

BeyondInitiatorText

Demonic Evocator

IncursionMapCraftingWindowTitle

Dais of Corruption

Deified

Deified areas empower all Map Bosses with 25% increased damage, 25% attack and cast speed, 100% increased [Toughness], 25% increased area of effect and 50% increased rarity of items dropped. In Deified areas, you can capture the souls of certain Map Bosses, dropping a filled Divine Vessel on death which can be used to upgrade your Pantheon powers.

Empyrean Apparatus

The Empyrean Apparatus is a Unique Strongbox that spawns Map Bosses. It drops a Unique Map and a Tier 16 [MonstrousTreasureMap|Monstrous Treasure] Map.

Delirium Reward Type

All rewards in the Delirious area will be of the specified type. Delirious maps have one reward of the specified type and an additional reward of that type for every 20% Deliriousness in the area.

Demonic Evocator

Interacting with a Demonic Evocator causes monsters in the area to be able to spawn Beyond portals on death. When multiple Beyond portals are near each other they can open, spawning demons from Beyond.

Evocator of Beidat

A [DemonicEvocator|Demonic Evocator] that will cause Beyond portals to summon the Pale Scourge, led by the Demon Lord Beidat.

Evocator of Ghorr

A [DemonicEvocator|Demonic Evocator] that will cause Beyond portals to summon the Flesh Scourge, led by the Demon Lord Ghorr.

Evocator of K'Tash

A [DemonicEvocator|Demonic Evocator] that will cause Beyond portals to summon the Demonic Scourge, led by the Demon Lord K'Tash.