Updated 7 Sep 2026

Run modifiers

The conditions a run can be under. Each one changes a few of the 11 things that make a fight harder or richer, and leaves the rest alone · 8 modifiers

Haunted

Elites are more common and carry an extra affix.

Extra elite affixes+1 instead of 0
Elite chance+10% instead of +0%

Frenzied

Enemies move and strike faster.

Enemy speed×1.2 instead of ×1
Enemy windup×0.85 instead of ×1

Scorched

Floor hazards stay active much longer.

Hazard uptime×1.7 instead of ×1

Withering

All healing is reduced by 35%.

Healing received×0.65 instead of ×1

Ironhide

Enemies have 30% more health.

Enemy health×1.3 instead of ×1

Bountiful

More loot drops and the boss rolls one extra item.

Loot chance×1.5 instead of ×1
Extra boss loot rolls+1 instead of 0

Enlightened

25% more experience.

XP×1.25 instead of ×1

Brutal

Enemies hit 25% harder; the boss rolls one extra item.

Enemy damage×1.25 instead of ×1
Extra boss loot rolls+1 instead of 0

Side by side

every modifier against every one of the 11
ModifierEnemy healthEnemy damageEnemy speedEnemy windupHazard uptimeExtra elite affixesElite chanceHealing receivedLoot chanceExtra boss loot rollsXP
Haunted
Elites are more common and carry an extra affix.
+1+10%
Frenzied
Enemies move and strike faster.
×1.2×0.85
Scorched
Floor hazards stay active much longer.
×1.7
Withering
All healing is reduced by 35%.
×0.65
Ironhide
Enemies have 30% more health.
×1.3
Bountiful
More loot drops and the boss rolls one extra item.
×1.5+1
Enlightened
25% more experience.
×1.25
Brutal
Enemies hit 25% harder; the boss rolls one extra item.
×1.25+1