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Terror affixes

All 18 Terror affixes: the tier each starts at, what it does, and how many an offer carries.

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

TiersAffixes
1–21
3–42
5–73
8–114
12 and up5

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

AffixFrom tierKindWhat it does
Extra Strong1MonsterElites deal more physical damage. Their fire, cold and lightning are untouched.
Extra Fast1MonsterElites move and attack faster.
Cursed1MonsterElites' hits curse you, as D2's Cursed does.
Fire Enchanted1EnchantedElites deal fire, gain +75% fire resistance, and blast fire and physical damage as they die.
Cold Enchanted1EnchantedElites deal cold, gain +75% cold resistance, and let out a chilling nova as they die.
Lightning Enchanted1EnchantedElites deal lightning, gain +75% lightning resistance, and let out 8 charged bolts when struck, as often as every 0.4 s.
Mana Burn1MonsterElites' hits burn mana, as D2's do, and they gain +20% magic resistance.
Spectral Hit2MonsterElites' hits add fire, cold or lightning, and they gain +20% to each of those resistances (up to 75%).
Stone Skin2MonsterElites gain +50% physical resistance.
Multiple Shots2MonsterElites with a ranged attack fire extra missiles. Melee-only packs never roll it.
Possessed Champions3ChampionsChampion packs come as Possessed.
More Elite Packs3PacksHalf again as many champion and unique packs.
Might Aura4AuraEvery unique carries Might: more physical damage for it and its pack.
Fanaticism Aura4AuraEvery unique carries Fanaticism: faster attacks and more physical damage.
Conviction Aura4AuraEvery unique carries Conviction: lower fire, cold and lightning resistance for you near it.
Holy Freeze Aura4AuraEvery unique carries Holy Freeze: you are slowed and chilled near it.
Healing -40%5On youYour healing is 40% less.
No Potions in the Belt7On youYou can't drink from your belt.