Build Recipe /1
  • Occultists can imprint aspects, salvage and craft sigils, and enchant items.
  • Level: 1 – 5
  • 60 Sigil Powder
  • 4000 Gold
  • Dungeon Affixes /464
    name
    Wave Cap 10
  • The door to the Fell Council opens after Wave 10.
  • Wave Cap 6
  • The door to the Fell Council opens after Wave 6.
  • More Crafting Materials.
  • More Crafting Materials drop from end rewards.
  • More Legendary Items
  • More Legendary Items drop from end rewards.
  • Wave Cap 6
  • The door to the Fell Council opens after Wave 6.
  • More Rare Items
  • More Rare Items drop from the end rewards.
  • More Crafting Materials
  • More Crafting Materials drop from the end rewards.
  • Bonus Chest with a Crafting Jackpot drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether that includes Masterworking materials.
  • More Legendary Items
  • Much Greater Chance for Legendary Items drop from the end rewards.
  • Bonus Chest with more Armor drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether with an increased chance to drop Legendary Armor.
  • Bonus Chest with more Jewelry drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether with an increased chance to drop Legendary Jewelry.
  • Bonus Chest with more Uniques drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether with an increased chance to drop Uniques.
  • Bonus Chest with more Weapons drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether with an increased chance to drop Legendary Weapons.
  • Bonus Chest with a Crafting Jackpot drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether that includes a significant number of Rare crafting materials.
  • Bonus Chest with Uber Boss Materials drops after earning 300 Aether.
  • A Bonus Chest spawns with the end rewards after earning 300 Aether and are guaranteed to contain at least one Uber Boss's run's worth of materials.
  • Bonus Chest with a large sum of gold drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether that includes a significant amount of Gold.
  • Wave Cap 6
  • The door to the Fell Council opens after Wave 6.
  • Wave Cap 7
  • The door to the Fell Council opens after Wave 7.
  • Wave Cap 7
  • The door to the Fell Council opens after Wave 7.
  • Bonus Chest with a Crafting Jackpot drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether that includes Masterworking materials and Stygian Stones.
  • Bonus Chest with a Crafting Jackpot drops after earning 150 Aether.
  • A Bonus Chest spawns with the end rewards after earning 150 Aether that includes a significant number of Rare and Legendary crafting materials.
  • Bonus Chest with a guaranteed Greater Affix drops that costs 60 Aether.
  • A new chest worth 60 Aether spawns that includes a Legendary item with a Greater Affix.
  • Wave Cap 8
  • The door to the Fell Council opens after Wave 8.
  • Wave Cap 9
  • The door to the Fell Council opens after Wave 9.
  • Wave Cap 10
  • The door to the Fell Council opens after Wave 10.
  • Monster Health and Bonus Chest rewards are increased.
  • Monster Health and the rewards from the Bonus Chest are significantly increased.
  • Wave Cap 10
  • The door to the Fell Council opens after Wave 10.
  • PH PvP: Monsters Drop No Loot
  • PH PvP: Monsters Drop No Loot
  • Ancestors' Favor
  • Extra Awakened Shrines will appear in the dungeon.
  • Increased Butcher Spawn Chance
  • Additional 15% chance for The Butcher to spawn
  • Zoltun's Warding
  • Provides 25 Charges of Zoltan's Warding
  • Blood Blister
  • Killing a monster has a chance to spawn a Blood Blister. After a short time, it explodes, dealing heavy area damage.
  • Elemental Totems
  • Elemental Totems occasionally spawn in combat that buff Close Enemies after 5 seconds if not destroyed.
  • Boss Affix Rank 1
    Boss Affix Rank 1
    Boss Affix Rank 1
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    Avenger
  • Killing a monster enrages monsters near it after a short delay, making them deal more damage.
  • Blood Blister
  • Killing a monster has a chance to spawn a Blood Blister. After a short time, it explodes, dealing heavy area damage.
  • The Beast in Ice
  • Imprisoned no longer, face the Beast in Ice in its frozen cave.
  • The Beast in Ice
  • Face a more challenging Beast in Ice at the end of this frozen cave.
  • Death Pulse
  • Killing a monster releases a deadly shadow pulse after a short delay.
  • Drifting Shade
  • Drifting Shade chases players. Upon reaching them, it explodes for heavy damage and creates a Nightmare Field that Dazes victims.
  • Elemental Totems
  • Elemental Totems occasionally spawn in combat that buff Nearby Enemies until destroyed.
  • Empowered Elites (Shock Lance)
  • Elites always have the "Electric Lance" affix.
  • Empowered Elites (Cold Enchanted)
  • Elites always have the "Cold Enchanted" affix.
  • Empowered Elites (Poison Enchanted)
  • Elites always have the "Poison Enchanted" affix.
  • Empowered Elites (Shadow Enchanted)
  • Elites always have the "Shadow Enchanted" affix.
  • Empowered Elites (Suppressor)
  • Elites always have the "Suppressor" affix.
  • Empowered Elites (Teleporter)
  • Elites always have the "Teleporter" affix.
  • Hellfire
  • Monsters are afflicted with Hellfire, which transfers to players when killed. Hellfire increases damage, but deals damage overtime for each stack. Using a potion helps alleviate hellfire with a fiery explosion.
  • Lightning Storm
  • Lightning gathers above the player. Get into the protection dome to avoid severe outcomes.
  • Monster Barrier
  • Magic: Monsters gain 50% of their Maximum Life as a Barrier.
  • Rare: Monsters gain 75% of their Maximum Life as a Barrier.
  • Legendary: Monsters gain 85% of their Maximum Life as a Barrier.
  • Nightmare Portal
  • While in combat, Nightmare Portals open randomly near players, pouring out dangerous monsters.
  • Stormbane's Wrath
  • Stormbane's Wrath chases players around, releasing deadly pulses when reaching a player.
  • Volcanic
  • While in combat, gouts of flame periodically erupt near players.
  • Monster Crowd Control Resist
  • Magic: Crowd Control duration vs monsters is reduced by 20%.
  • Rare: Crowd Control duration vs monsters is reduced by 30%.
  • Legendary: Crowd Control duration vs monsters is reduced by 40%.
  • Monster Critical Resist
  • Magic: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by 3%, stacking up to 30%.
  • Rare: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by 4.5%, stacking up to 45%.
  • Legendary: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by 6%, stacking up to 60%.
  • Monster Overpower Resist
  • Magic: Monster attacks reduce the damage of your next Overpower attack by 6%. Stacking up to 30%.
  • Rare: Monster attacks reduce the damage of your next Overpower attack by 9%. Stacking up to 45%.
  • Legendary: Monster attacks reduce the damage of your next Overpower attack by 12%. Stacking up to 60%.
  • Monster Vulnerable Resist
  • Magic: Duration of Vulnerable Effects vs monsters is reduced by 30%.
  • Rare: Duration of Vulnerable Effects vs monsters is reduced by 45%.
  • Legendary: Duration of Vulnerable Effects vs monsters is reduced by 60%.
  • Backstabbers
  • Magic: Close monster attacks from behind cause you to become Vulnerable.
  • Rare: Close monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by 15%.
  • Legendary: Close monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by 35%.
  • Monster Attack Speed
  • Magic: Monsters attack 15% faster.
  • Rare: Monsters attack 20% faster.
  • Legendary: Monsters attack 25% faster.
  • Monster Barrier
  • Magic: Monsters gain 20% of their Maximum Life as a Barrier.
  • Rare: Monsters gain 25% of their Maximum Life as a Barrier.
  • Legendary: Monsters gain 30% of their Maximum Life as a Barrier.
  • Barrier Breakers
  • Magic: Monsters deal 50% more damage to Barriers.
  • Rare: Monsters deal 75% more damage to Barriers.
  • Legendary: Monsters deal 100% more damage to Barriers.
  • Slowing Projectiles
  • Magic: Monster attacks from a distance have a 30% chance to slow targets.
  • Rare: Monster attacks from a distance have a 40% chance to slow targets.
  • Legendary: Monster attacks from a distance have a 50% chance to slow targets.
  • Resource Burn
  • Magic: After you spend resource, you burn an additional 10% of the resource spent for every time you were hit by a Distant enemy.
  • Rare: After you spend resource, you burn an additional 20% of the resource spent for every time you were hit by a Distant enemy.
  • Legendary: After you spend resource, you burn an additional 30% of the resource spent for every time you were hit by a Distant enemy.
  • Monster Bleeding Damage
  • Magic: Monsters deal an additional 15% of their Physical damage dealt as Bleeding over 5 seconds.
  • Rare: Monsters deal an additional 22% of their Physical damage dealt as Bleeding over 5 seconds.
  • Legendary: Monsters deal an additional 30% of their Physical damage dealt as Bleeding over 5 seconds.
  • Monster Burning Damage
  • Magic: Monsters deal an additional 15% of their Physical damage dealt as Burning over 5 seconds.
  • Rare: Monsters deal an additional 22% of their Physical damage dealt as Burning over 5 seconds.
  • Legendary: Monsters deal an additional 30% of their Physical damage dealt as Burning over 5 seconds.
  • Monster Cold Damage
  • Magic: Monsters deal an additional 10% of their Physical damage dealt as Cold.
  • Rare: Monsters deal an additional 15% of their Physical damage dealt as Cold.
  • Legendary: Monsters deal an additional 20% of their Physical damage dealt as Cold.
  • Monster Shadow Damage Over Time
  • Magic: Monsters deal an additional 15% of their Physical damage dealt as Shadow over 5 seconds.
  • Rare: Monsters deal an additional 22% of their Physical damage dealt as Shadow over 5 seconds.
  • Legendary: Monsters deal an additional 30% of their Physical damage dealt as Shadow over 5 seconds.
  • Monster Fire Damage
  • Magic: Monsters deal an additional 10% of their Physical damage dealt as Fire.
  • Rare: Monsters deal an additional 15% of their Physical damage dealt as Fire.
  • Legendary: Monsters deal an additional 20% of their Physical damage dealt as Fire.
  • Monster Lightning Damage
  • Magic: Monsters deal an additional 10% of their Physical damage dealt as Lightning.
  • Rare: Monsters deal an additional 15% of their Physical damage dealt as Lightning.
  • Legendary: Monsters deal an additional 20% of their Physical damage dealt as Lightning.
  • Monster Poison Damage
  • Magic: Monsters deal an additional 15% of their Physical damage dealt as Poison over 5 seconds.
  • Rare: Monsters deal an additional 22% of their Physical damage dealt as Poison over 5 seconds.
  • Legendary: Monsters deal an additional 30% of their Physical damage dealt as Poison over 5 seconds.
  • Monster Shadow Damage
  • Magic: Monsters deal an additional 10% of their Physical damage dealt as Shadow.
  • Rare: Monsters deal an additional 15% of their Physical damage dealt as Shadow.
  • Legendary: Monsters deal an additional 20% of their Physical damage dealt as Shadow.
  • Monster Life
  • Magic: Monsters gain 20% extra life.
  • Rare: Monsters gain 25% extra life.
  • Legendary: Monsters gain 30% extra life.
  • Monster Regen
  • Magic: Non-boss monsters regen 1.5% Maximum Life per second.
  • Rare: Non-boss monsters regen 1.5% Maximum Life per second.
  • Legendary: Non-boss monsters regen 1.5% Maximum Life per second.
  • Monster Bleed Resist
  • Magic: Monsters take 30% less Bleeding damage.
  • Rare: Monsters take 45% less Bleeding damage.
  • Legendary: Monsters take 60% less Bleeding damage.
  • Monster Burning Resist
  • Magic: Monsters take 30% less Burning damage.
  • Rare: Monsters take 45% less Burning damage.
  • Legendary: Monsters take 60% less Burning damage.
  • Monster Cold Resist
  • Magic: Monsters take 20% less Cold damage.
  • Rare: Monsters take 30% less Cold damage.
  • Legendary: Monsters take 40% less Cold damage.
  • Monster Shadow Damage Over Time Resist
  • Magic: Monsters take 60% reduced damage from your Shadow damage over time effects.
  • Rare: Monsters take 60% reduced damage from your Shadow damage over time effects.
  • Legendary: Monsters take 60% reduced damage from your Shadow damage over time effects.
  • Monster Fire Resist
  • Magic: Monsters take 20% less Fire damage.
  • Rare: Monsters take 30% less Fire damage.
  • Legendary: Monsters take 40% less Fire damage.
  • Monsters Lightning Resist
  • Magic: Monsters take 20% less Lightning damage.
  • Rare: Monsters take 30% less Lightning damage.
  • Legendary: Monsters take 40% less Lightning damage.
  • Melee Defenders
  • Magic: Monsters take 20% less damage from close targets
  • Rare: Monsters take 30% less damage from close targets
  • Legendary: Monsters take 40% less damage from close targets
  • Monster Physical Resist
  • Magic: Monsters take 15% less Physical damage.
  • Rare: Monsters take 22% less Physical damage.
  • Legendary: Monsters take 30% less Physical damage.
  • Monster Poison Resist
  • Magic: Monsters take 30% less Poison damage.
  • Rare: Monsters take 45% less Poison damage.
  • Legendary: Monsters take 60% less Poison damage.
  • Ranged Defenders
  • Magic: Monsters take 30% less damage from distant targets.
  • Rare: Monsters take 45% less damage from distant targets.
  • Legendary: Monsters take 60% less damage from distant targets.
  • Monster Shadow Resist
  • Magic: Monsters take 20% less Shadow damage.
  • Rare: Monsters take 30% less Shadow damage.
  • Legendary: Monsters take 40% less Shadow damage.
  • Monster Life Steal
  • Magic: Non-boss monsters gain 10% Life Steal.
  • Rare: Non-boss monsters gain 12% Life Steal.
  • Legendary: Non-boss monsters gain 15% Life Steal.
  • Dodge Breakers
  • Magic: Monster attacks from a distance reduce dodge chance by 8% for 6 seconds, stacking up to 40%.
  • Rare: Monster attacks from a distance reduce dodge chance by 10% for 6 seconds, stacking up to 50%.
  • Legendary: Monster attacks from a distance reduce dodge chance by 12% for 6 seconds, stacking up to 60%.
  • Potion Breakers
  • Magic: Monster attacks from a distance increase the cooldown of your next potion by 025 seconds, up to 5 seconds.
  • Rare: Monster attacks from a distance increase the cooldown of your next potion by 0.5 seconds, up to 6 seconds.
  • Legendary: Monster attacks from a distance increase the cooldown of your next potion by 0.75 seconds, up to 7 seconds.
  • Resistance Breakers
  • Magic: Monster attacks from a distance reduce Resistance to All Elements by 2% for 6 seconds, stacking up to 10%.
  • Rare: Monster attacks from a distance reduce Resistance to All Elements by 3% for 6 seconds, stacking up to 15%.
  • Legendary: Monster attacks from a distance reduce Resistance to All Elements by 5% for 6 seconds, stacking up to 25%.
  • Monster Thorns
  • Magic: Monsters reflect 4% of damage.
  • Rare: Monsters reflect 6% of damage.
  • Legendary: Monsters reflect 8% of damage.
  • Armor Breakers
  • Magic: Monster attacks from a distance reduce your Armor by 5% for 6 seconds, stacking up to 25%.
  • Rare: Monster attacks from a distance reduce your Armor by 6% for 6 seconds, stacking up to 30%.
  • Legendary: Monster attacks from a distance reduce your Armor by 7% for 6 seconds, stacking up to 35%.
  • Fire Traps
  • Additional fire traps appear in this dungeon.
  • Unstoppable Monsters
  • Magic: Monsters become Unstoppable when life drops below 15%.
  • Rare: Monsters become Unstoppable when life drops below 22%.
  • Legendary: Monsters become Unstoppable when life drops below 30%.
  • Quick Killer
  • Magic: Killing a monster grants 1.0% Attack and Move Speed. Stacking up to 10%.
  • Rare: Killing a monster grants 1.5% Attack and Move Speed. Stacking up to 15%.
  • Legendary: Killing a monster grants 2.0% Attack and Move Speed. Stacking up to 20%.
  • Reduce Cooldowns on Kill
  • Magic: Killing a monster reduces your cooldowns by .15 seconds.
  • Rare: Killing a monster reduces your cooldowns by .2 seconds.
  • Legendary: Killing a monster reduces your cooldowns by .25 seconds.
  • Battle Hardened
  • Magic: Gain 4% damage reduction for every 10% Health you are missing.
  • Rare: Gain 5% damage reduction for every 10% Health you are missing.
  • Legendary: Gain 6% damage reduction for every 10% Health you are missing.
  • Poisonous Evade
  • Using Evade leaves a damaging pool of Poison under the first enemy you evade through or at your destination.
  • Nudging Evade
  • Using Evade pushes enemies back.
  • Extra Shrines
  • Extra Shrines will appear in the dungeon.
  • Fire Damage
  • Magic: You deal 5% more Fire damage.
  • Rare: You deal 10% more Fire damage.
  • Legendary: You deal 15% more Fire damage.
  • Frost Damage
  • Magic: You deal 5% more Frost damage.
  • Rare: You deal 10% more Frost damage.
  • Legendary: You deal 15% more Frost damage.
  • Ancestors' Favor
  • You earn 20% more Glyph Experience at the end of this dungeon.
  • Ancestral Awakening
  • You earn 20% more Glyph Experience at the end of this dungeon.
  • Gold Find
  • Magic: You find 10% more gold.
  • Rare: You find 20% more gold.
  • Legendary: You find 30% more gold.
  • Increased Critical Strike
  • Magic: Your Critical Strike chance is increased by 3%.
  • Rare: Your Critical Strike chance is increased by 6%.
  • Legendary: Your Critical Strike chance is increased by 9%.
  • Increased Healing
  • Magic: Your Healing Received is increased by 5%.
  • Rare: Your Healing Received is increased by 10%.
  • Legendary: Your Healing Received is increased by 15%.
  • Lightning Damage
  • Magic: You deal 5% more Lightning damage.
  • Rare: You deal 10% more Lightning damage.
  • Legendary: You deal 15% more Lightning damage.
  • Magic Find
  • You find more items from enemies.
  • Lightning Caller
  • You occasionally call down lightning strikes that damage nearby enemies.
  • Physical Damage
  • Magic: You deal 5% more Physical damage.
  • Rare: You deal 10% more Physical damage.
  • Legendary: You deal 15% more Physical damage.
  • Poison Damage
  • Magic: You deal 5% more Poison damage
  • Rare: You deal 10% more Poison damage
  • Legendary: You deal 15% more Poison damage
  • Ancestors' Favor
  • Extra Lunar Shrines and 20% more Glyph Experience earned at the end of this dungeon.
  • Hell Touched
  • Extra Infernal Shrines and 20% more Glyph Experience earned at the end of this dungeon.
  • Shadow Damage
  • Magic: You deal 5% more Shadow damage.
  • Rare: You deal 10% more Shadow damage.
  • Legendary: You deal 15% more Shadow damage.
  • Control Impaired Explosions
  • Being hit by Control Impairing Effects creates an explosion around you.
  • Thorns
  • Magic: After attacking an enemy, your Thorns are increased by 60 for 3 seconds, up to 300 at max stacks.
  • Rare: After attacking an enemy, your Thorns are increased by 120 for 3 seconds, up to 600 at max stacks.
  • Legendary: After attacking an enemy, your Thorns are increased by 200 for 3 seconds, up to 1000 at max stacks.
  • PH PvP: Monsters Balance
  • PH PvP: Monsters Drop No Loot
  • Malignant
    Barren
  • Monsters do not drop loot.
  • Blood Blister
  • Killing a monster has a chance to spawn a Blood Blister. After a short time, it explodes, dealing heavy area damage.
  • Death Pulse
  • Killing a monster releases a deadly shadow pulse after a short delay.
  • PH Trial: Abyssal Growths
  • Destroy 10 Abyssal Growths before they hatch to earn a special reward.
  • PH Trial: Demonic Idol
  • Keep the Demonic Idol intact to earn a special reward.
  • PH Trial: Event Mastery
  • Complete the Mastery of 2 Dungeon Events to earn a special reward.
  • PH Trial: No Wipe
  • Complete the Dungeon Objective without the Party wiping to earn a special reward.
  • PH Trial: Cursed Wanderer
  • Keep the Cursed Wanderer alive until the Objective is Complete to earn a special reward.
  • PH Trial: Timed Run
  • Complete the Dungeon Objective in 10 minutes to earn a special reward.
  • PH Trial: Unique Sentries
  • Find and slay 5 Unique Sentries before they escape to earn a special reward.
  • Kurast Undercity
    Clear Bonus: Summoning Materials
  • Successfully defeating the District Boss with Attunement will reward Boss Summoning Materials.
  • Clear Bonus: Class Uniques
  • Successfully defeating the District Boss with Attunement will reward Uniques specific to your class. (unless you're a Spiritborn, sorry)
  • Clear Bonus: Greater Ancestral items
  • Successfully defeating the District Boss with Attunement will guarantee Ancestral Legendaries with at least two Greater Affixes.
  • Clear Bonus: Masterworking Materials
  • Successfully defeating the District Boss with Attunement will reward Masterworking Materials.
  • Clear Bonus: More Loot
  • Successfully defeating the District Boss with Attunement will grant increased rewards.
  • Clear Bonus: Ascendant Uniques
  • Successfully defeating the District Boss with Attunement will reward several Uniques, with an increased chance of including a Mythic Unique.
  • Potion Drop Penalty: None
  • The chance to find a Potion is lowered.
  • Magic: The chance to find a Potion is lowered.
  • Rare: The chance to find a Potion is lowered.
  • Legendary: The chance to find a Potion is lowered.
  • Potion Drop Penalty: -30%
  • The chance to find a Potion is lowered.
  • Magic: The chance to find a Potion is lowered.
  • Rare: The chance to find a Potion is lowered.
  • Legendary: The chance to find a Potion is lowered.
  • Potion Drop Penalty: -50%
  • The chance to find a Potion is lowered.
  • Magic: The chance to find a Potion is lowered.
  • Rare: The chance to find a Potion is lowered.
  • Legendary: The chance to find a Potion is lowered.
  • Potion Drop Penalty: -50%
  • The chance to find a Potion is lowered.
  • Magic: The chance to find a Potion is lowered.
  • Rare: The chance to find a Potion is lowered.
  • Legendary: The chance to find a Potion is lowered.
  • Potion Drop Penalty: -50%
  • The chance to find a Potion is lowered.
  • Magic: The chance to find a Potion is lowered.
  • Rare: The chance to find a Potion is lowered.
  • Legendary: The chance to find a Potion is lowered.
  • Starting Time: 120 seconds
  • The amount of time that starts on the timer upon entering the Undercity.
  • Magic: The amount of time that starts on the timer upon entering the Undercity.
  • Rare: The amount of time that starts on the timer upon entering the Undercity.
  • Legendary: The amount of time that starts on the timer upon entering the Undercity.
  • Starting Time: 60 seconds
  • The amount of time that starts on the timer upon entering the Undercity.
  • Magic: The amount of time that starts on the timer upon entering the Undercity.
  • Rare: The amount of time that starts on the timer upon entering the Undercity.
  • Legendary: The amount of time that starts on the timer upon entering the Undercity.
  • Starting Time: 30 seconds
  • The amount of time that starts on the timer upon entering the Undercity.
  • Magic: The amount of time that starts on the timer upon entering the Undercity.
  • Rare: The amount of time that starts on the timer upon entering the Undercity.
  • Legendary: The amount of time that starts on the timer upon entering the Undercity.
  • Starting Time: 30 seconds
  • The amount of time that starts on the timer upon entering the Undercity.
  • Magic: The amount of time that starts on the timer upon entering the Undercity.
  • Rare: The amount of time that starts on the timer upon entering the Undercity.
  • Legendary: The amount of time that starts on the timer upon entering the Undercity.
  • Starting Time: 30 seconds
  • The amount of time that starts on the timer upon entering the Undercity.
  • Magic: The amount of time that starts on the timer upon entering the Undercity.
  • Rare: The amount of time that starts on the timer upon entering the Undercity.
  • Legendary: The amount of time that starts on the timer upon entering the Undercity.
  • Time Bonus Penalty: None
  • The time granted from Afflicted and Floor Transitions is lowered.
  • Magic: The time granted from Afflicted and Floor Transitions is lowered.
  • Rare: The time granted from Afflicted and Floor Transitions is lowered.
  • Legendary: The time granted from Afflicted and Floor Transitions is lowered.
  • Time Bonus Penalty: -25%
  • The time granted from Afflicted and Floor Transitions is lowered.
  • Magic: The time granted from Afflicted and Floor Transitions is lowered.
  • Rare: The time granted from Afflicted and Floor Transitions is lowered.
  • Legendary: The time granted from Afflicted and Floor Transitions is lowered.
  • Time Bonus Penalty: -50%
  • The time granted from Afflicted and Floor Transitions is lowered.
  • Magic: The time granted from Afflicted and Floor Transitions is lowered.
  • Rare: The time granted from Afflicted and Floor Transitions is lowered.
  • Legendary: The time granted from Afflicted and Floor Transitions is lowered.
  • Time Bonus Penalty: -50%
  • The time granted from Afflicted and Floor Transitions is lowered.
  • Magic: The time granted from Afflicted and Floor Transitions is lowered.
  • Rare: The time granted from Afflicted and Floor Transitions is lowered.
  • Legendary: The time granted from Afflicted and Floor Transitions is lowered.
  • Time Bonus Penalty: -50%
  • The time granted from Afflicted and Floor Transitions is lowered.
  • Magic: The time granted from Afflicted and Floor Transitions is lowered.
  • Rare: The time granted from Afflicted and Floor Transitions is lowered.
  • Legendary: The time granted from Afflicted and Floor Transitions is lowered.
  • Passive Ranks
  • Legendary Amulets will always possess at least one Passive Rank affix.
  • Resistances
  • Legendary Armor will always possess a Resistance affix.
  • Skill Tag Ranks
  • Legendary Armor will always possess at least one Rank of a Skill Tag.
  • Skill Ranks
  • Legendary Armor will always possess at least one Rank of a specific Skill.
  • Core Stats
  • Legendaries will possess a flat Core Stat affix when possible.
  • More Armor
  • You will be rewarded 20% more Legendaries, all of which are Helm, Chest Armor, Gloves, Pants, or Boots.
  • More Jewelry
  • You will be rewarded 20% more Legendaries, all of which are Rings or Amulets.
  • More Weapons
  • You will be rewarded 20% more Legendaries, all of which are Weapons or Offhands.
  • Defensive Legendaries
  • Legendary equipment will possess a Defensive Aspect when possible.
  • Mobility Legendaries
  • Legendary equipment will possess a Mobility Aspect when possible.
  • Offensive Legendaries
  • Legendary equipment will possess an Offensive Aspect when possible.
  • Resource Legendaries
  • Legendary equipment will possess a Resource Aspect when possible.
  • Utility Legendaries
  • Legendary equipment will possess a Utility Aspect when possible.
  • Unique Conversion
  • 20% of Legendary equipment rewards are instead converted to Uniques.
  • Class Uniques
  • You will only see Uniques specific to your Class.
  • Generic Uniques
  • You will only see Uniques usable by multiple Classes.
  • Chaotic Uniques
  • Rewarded Uniques may be for any Class.
  • One-Handed Weapons
  • All rewarded Weapons will be One-Handed.
  • Two-Handed Weapons
  • All rewarded Weapons will be Two-Handed.
  • Item /18
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Unique Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Rare Nightmare Sigil

    Cooldown: 1 Seconds

    Challenge Tier 2

    Offer to the Undercity's Spirit Brazier in Kurast to alter its rewards:
    Completing the dungeon with at least Attunement Rank 1 will reward random Boss Summoning Materials.
    Found from defeating Summoned Bosses.
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds

    Challenge Tier 1

    Offer to the Undercity's Spirit Brazier in Kurast to alter its rewards:
    Completing the dungeon with at least Attunement Rank 1 will reward Uniques specific to your class.
    Found randomly in Sanctuary.
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Legendary Nightmare Sigil

    Cooldown: 1 Seconds

    Challenge Tier 3

    Offer to the Undercity's Spirit Brazier in Kurast to alter its rewards:
    Completing the dungeon with at least Attunement Rank 1 reward Ancestral Legendaries with at least 2 Greater Affixes.
    Found randomly in Sanctuary at Torment III and above.
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Rare Nightmare Sigil

    Cooldown: 1 Seconds

    Challenge Tier 2

    Offer to the Undercity's Spirit Brazier in Kurast to alter its rewards:
    Completing the dungeon with at least Attunement Rank 1 will reward Masterworking Materials.
    Found from Nightmare Dungeons and The Infernal Hordes.
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Nightmare Sigil

    Cooldown: 1 Seconds

    Challenge Tier 1

    Offer to the Undercity's Spirit Brazier in Kurast to alter its rewards:
    Completing the dungeon with at least Attunement Rank 1 will reward extra Boss Loot.
    Found randomly in Sanctuary.
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Unique Nightmare Sigil

    Cooldown: 1 Seconds

    Challenge Tier 4

    Offer to the Undercity's Spirit Brazier in Kurast to alter its rewards:
    Completing the dungeon with at least Attunement Rank 1 reward several Uniques, with an increased chance of a Mythic Unique.
    Very rarely found from defeating Summoned Bosses, as well as randomly in Sanctuary.
    Barbarian, Druid, Necromancer, Rogue, Sorcerer, Spiritborn
    Dungeons /13
    Family Item Type Dungeon
    BanditDagger
    Mace
    Calibel's Mine
    Faceless Shrine
    Light's Watch
    Luban's Rest
    Maugan's Works
    Maulwood
    Mournfield
    Raethwind Wilds
    Renegade's Retreat
    Uldur's Cave
    BeastsChest Armor
    Hand Crossbow
    Sword
    Akkhan's Grasp
    Blind Burrows
    Corrupted Grotto
    Fetid Mausoleum
    Haunted Refuge
    Leviathan's Maw
    Light's Refuge
    Mournfield
    Path of the Blind
    Tomb of the Saints
    Uldur's Cave
    WerewolfChest Armor
    Hand Crossbow
    Sword
    Aldurwood
    Dead Man's Dredge
    Derelict Lodge
    Ferals' Den
    Howling Warren
    Jalal's Vigil
    Light's Watch
    Maulwood
    Mercy's Reach
    CannibalTwo-Handed Axe
    Axe
    Helm
    Bastion of Faith
    Bloodsoaked Crag
    Charnel House
    Earthen Wound
    Faceless Shrine
    Fallen Temple (Capstone)
    Guulrahn Slums
    Pallid Delve
    Steadfast Barracks
    CultistDagger
    Helm
    Buried Halls
    Conclave
    Cultist Refuge
    Dark Ravine
    Endless Gates
    Faceless Shrine
    Halls of the Damned
    Heretics Asylum
    Inferno
    Leviathan's Maw
    Path of the Blind
    Steadfast Barracks
    Serpent's Lair
    Shadowed Plunge
    Yshari Sanctum
    DrownedScythe
    Two-Handed Mace
    Pants
    Boots
    Akkhan's Grasp
    Belfry Zakara
    Corrupted Grotto
    Dead Man's Dredge
    Fetid Mausoleum
    Flooded Depths
    Ghoa Ruins
    Haunted Refuge
    Mariner's Refuge
    Putrid Aquifer
    Ruins of Eridu
    Sunken Library
    Vault of The Forsaken
    FallenAxe
    Staff
    Ancient's Lament
    Demon's Wake
    Fading Echo
    Grinning Labyrinth
    Oblivion
    Ruins of Eridu
    Wretched Delve
    GhostBow
    Wand
    Abandoned Mineworks
    Black Asylum
    Broken Bulwark
    Buried Halls
    Calibel's Mine
    Crumbling Hekma
    Earthen Wound
    Forbidden City
    Guulrahn Slums
    Halls of the Damned
    Haunted Refuge
    Immortal Emanation
    Iron Hold
    Lost Archives
    Lost Keep
    Maddux Watch
    Mariner's Refuge
    Oblivion
    Onyx Hold
    Penitent Cairns
    Sealed Archives
    Seaside Descent
    Stockades
    Sunken Ruins
    Tomb of the Saints
    Twisted Hollow
    Whispering Vault
    GoatmanTwo-Handed Axe
    Axe
    Staff
    Anica's Claim
    Broken Bulwark
    Champion's Demise
    Domhainne Tunnels
    Forsaken Quarry
    Hoarfrost Demise
    Komdor Temple
    Mercy's Reach
    Oldstones
    Rimescar Cavern
    Sepulcher of The Forsworn
    Shivta Ruins
    SkeletonHand Crossbow
    Shield
    Sword
    Ancient Reservoir
    Belfry Zakara
    Betrayer's Row
    Black Asylum
    Caldera Gate
    Cathedral of Light (Capstone)
    Collapsed Vault
    Crumbling Hekma
    Crusaders' Cathedral
    Defiled Catacomb
    Demon's Wake
    Forgotten Depths
    Forgotten Ruins
    Garan Hold
    Hakan's Refuge
    Halls of the Damned
    Hoarfrost Demise
    Komdor Temple
    Kor Dragan Barracks
    Luban's Rest
    Maddux Watch
    Mournfield
    Nostrava Deepwood
    Pallid Delve
    Seaside Descent
    Stockades
    Sunken Library
    Tormented Ruins
    Underroot
    Yshari Sanctum
    Zenith
    SnakePolearm
    Sword
    Deserted Underpass
    Forgotten Ruins
    Ghoa Ruins
    Hakan's Refuge
    Putrid Aquifer
    Serpent's Lair
    Shadowed Plunge
    Witchwater
    SpiderChest Armor
    Focus
    Gloves
    Two-Handed Sword
    Abandoned Mineworks
    Blind Burrows
    Champion's Demise
    Defiled Catacomb
    Deserted Underpass
    Ferals' Den
    Guulrahn Canals
    Hive
    Oldstones
    Pallid Delve
    Sarat's Lair
    Sirocco Caverns
    Whispering Pines
    Witchwater
    VampireBow
    Two-Handed Sword
    Wand
    Akkhan's Grasp
    Collapsed Vault
    Dead Man's Dredge
    Fetid Mausoleum
    Forbidden City
    Hallowed Ossuary
    Heathen's Keep
    Immortal Emanation
    Kor Dragan Barracks
    Sanguine Chapel
    Zenith