Every Terror offer comes with affixes: D2's monster modifiers applied to the whole act, and from tier 5 penalties on you. Their number is set by the tier; which ones you get is random, within a few rules.
How many
| Tiers | Affixes |
|---|---|
| 1–2 | 1 |
| 3–4 | 2 |
| 5–7 | 3 |
| 8–11 | 4 |
| 12 and up | 5 |
The rules
- An offer holds at most one Enchanted affix and at most one aura.
- The two affixes on you (Healing -40% and No Potions in the Belt) count together as one toward the tier's number.
- An affix can only roll from the tier in its From column.
- Each affix pays +25% Magic Find, +10% experience and +25% gold, on every kill, chest and the boss's portal.
- Resistance from modifiers never makes a third immunity: once an elite is immune to two elements, its mods add no more.
Every affix
| Affix | From tier | Kind | What it does |
|---|---|---|---|
| Extra Strong | 1 | Monster | Elites deal more physical damage. Their fire, cold and lightning are untouched. |
| Extra Fast | 1 | Monster | Elites move and attack faster. |
| Cursed | 1 | Monster | Elites' hits curse you, as D2's Cursed does. |
| Fire Enchanted | 1 | Enchanted | Elites deal fire, gain +75% fire resistance, and blast fire and physical damage as they die. |
| Cold Enchanted | 1 | Enchanted | Elites deal cold, gain +75% cold resistance, and let out a chilling nova as they die. |
| Lightning Enchanted | 1 | Enchanted | Elites deal lightning, gain +75% lightning resistance, and let out 8 charged bolts when struck, as often as every 0.4 s. |
| Mana Burn | 1 | Monster | Elites' hits burn mana, as D2's do, and they gain +20% magic resistance. |
| Spectral Hit | 2 | Monster | Elites' hits add fire, cold or lightning, and they gain +20% to each of those resistances (up to 75%). |
| Stone Skin | 2 | Monster | Elites gain +50% physical resistance. |
| Multiple Shots | 2 | Monster | Elites with a ranged attack fire extra missiles. Melee-only packs never roll it. |
| Possessed Champions | 3 | Champions | Champion packs come as Possessed. |
| More Elite Packs | 3 | Packs | Half again as many champion and unique packs. |
| Might Aura | 4 | Aura | Every unique carries Might: more physical damage for it and its pack. |
| Fanaticism Aura | 4 | Aura | Every unique carries Fanaticism: faster attacks and more physical damage. |
| Conviction Aura | 4 | Aura | Every unique carries Conviction: lower fire, cold and lightning resistance for you near it. |
| Holy Freeze Aura | 4 | Aura | Every unique carries Holy Freeze: you are slowed and chilled near it. |
| Healing -40% | 5 | On you | Your healing is 40% less. |
| No Potions in the Belt | 7 | On you | You can't drink from your belt. |














