Enemy modifiers
Monster affixes change how a floor plays. The depth's own are rolled per depth, identical for every player and written on the depth's card: the floor's leader carries them, and each one raises the floor's loot. Magic and rare bodies roll affixes of their own from the same list.
FIREPROOF resistance+75% fire resistance (capped at 75%)
STORMSHIELDED resistance+75% lightning resistance (capped at 75%)
FROSTBOUND resistance+75% cold resistance (capped at 75%)
ROTPROOF resistance+75% chaos resistance (capped at 75%)
ARMORED defensiveArmour ×1.9, at the cost of 5% of its health
EVASIVE defensive+22% chance to dodge your hits
BARRIERED defensiveOpens behind a barrier worth 25% of its health
SWIFT paceSwings on a 28% shorter interval — the same damage arrives as more, smaller hits
BRUTE pace+30% health and +10% damage, but swings 35% slower — rare, heavy slams
REGENERATING defensiveHeals 1% of its maximum health every second
VAMPIRIC offensiveheals 1.5% of its maximum health with every blow it lands
DEADLY offensive+20% critical strike chance
BURNING offensive+35% ignite chance; a quarter of its physical damage becomes fire
SHOCKING offensive+35% shock chance; a quarter of its physical damage becomes lightning
CHILLING offensiveTurns 30% of its physical damage into cold
VENOMOUS offensive+35% chance to poison you
MANGLING offensive+35% chance to cause bleeding
UNWOUNDABLE sealyour bleeds and poisons on it do not stack: one at a time
SEALED sealExposure does not stick; your penetration bites at half
SUPPRESSING sealavoids 40% of your statuses
STEADFAST sealyour stuns land on it half as often
BLOODLESS wallits bleeds tick at 10%
INERT wallpoison on it ticks at 10%
ASHEN wallignites on it burn at 10%
ETHEREAL walltakes 60% less from HITS, and double from damage over time
DENSE walltakes 60% less from damage over TIME, and double from hits
THICK-SKINNED offensiveOverwhelm and armor you ignore count at half
DRAINING offensiveyou recover half as much: leech, regen, recoup
PIERCING offensivepenetrates 25% of your resistances
OVERWHELMING offensiveignores 30 points of your armor
CORRUPTING offensivea third of its damage is chaos
ENRAGED offensivebuilds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
RETALIATING offensivestrikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
WITHERING offensiveevery blow leaves damage over time on you: 15% of the blow each second for 4 s
SUNDERING offensiveevery blow cuts your armor by 30% for 4 s
EXPOSING offensiveevery blow cuts your resistances by 15 for 4 s
LUCKY offensive15% of its blows land twice over
OF HASTE offensivethe pack within 4.5 tiles moves and swings 30% faster
OF DAMAGING offensivethe pack within 4.5 tiles hits 25% harder
OF DISCIPLINE offensiveevery body that steps within 4.5 tiles gains a shell of 20% of its health
OF PRECISION offensivethe pack within 4.5 tiles crits 15% more often
OF HINDERING offensiveyou move 30% slower within 4.5 tiles of it
OF THE EXECUTIONER offensiveyou recover half as much within 4.5 tiles of it
OF ENDURANCE offensivegains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
OF FRENZY offensivegains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
OF POWER offensivegains a Power charge on every hit it lands: +200% critical chance each, up to 3
OF FLAMING DEATH offensiveleaves a pool of fire where it falls
OF CHILLING DEATH offensiveleaves a pool of frost where it falls
OF SHOCKING DEATH offensiveleaves a pool of lightning where it falls
OF THE VORTEX offensivedrags you to it from up to 7 tiles, every 6 s
BOMBARDIER offensivelobs a mortar at where you stand every 6 s; it lands 1 s later
FROST STRIDER offensiveleaves chilling ground wherever it walks
Base resistances
A monster's resistances belong to its type, not to the depth: a mage resists its own element, a wraith resists chaos, a golem resists all three elements, and the rest resist their zone's element lightly. They grow from their early values up to depth 100 and reach their full values at depth 200; a boss resists more. Physical damage meets armor instead. A resistance modifier adds on top, and the total is capped at 75%, the same ceiling a player has. The exact sheet of any floor is on its zone or boss page.
How many a floor carries
| From depth | Modifiers at most |
|---|---|
| 1 | 0 |
| 15 | 1 |
| 100 | 2 |
| 300 | 3 |
| 700 | 4 |
| 10,000 | 5 |
| 100,000 | 6 |
A floor rolls the cap or one fewer. A boss rolls one over the cap and never fewer than 3; the ten named gate keepers of the Land of the Dead keep exactly 2 beside their signature. At most 2 defensive modifiers can stack on one enemy, so armor, dodge and regeneration never all wall the same floor, and at most 1 resistance, so nothing resists everything. Bosses never roll a pace modifier: a boss's per-hit damage is its damage rate times its swing interval, and a slower swing would turn one hit into a wipe.
Seals and walls
A seal switches a school off rather than resisting it — at most 1 per monster, and written on the depth's card before the fight. Unwoundable, Sealed, Suppressing and Steadfast stay off bosses; the five walls — BLOODLESS, INERT, ASHEN, ETHEREAL, DENSE — do ride them. Ethereal takes 60% less from hits and ×2 from damage over time; Dense is the other way round. Bloodless, Inert and Ashen are resistances rather than immunities: the status lands, and its ticks are cut by 90%. They are rationed too: one depth in 99 may carry one, and never two on one monster.
Loot bonus
Each modifier has a difficulty weight; the floor's loot grows by 8% per point of the depth's modifiers. A gate whose boss wears three weight-2 modifiers pays 48% more.