Route modifiers
Affixes & Biomes
Shard level controls available modifier tiers, while rarity determines how many non-conflicting modifiers the route receives.
29 affixes4 families1 current biomes
Affixes29
Modifier families4
Affix tiers10
Current biomes1
Affix generation
Shard level is clamped from 0 through 99 and unlocks one additional maximum modifier tier every ten levels.
- Category coverage
- Affixes draw in order from Generation, Spawning, Monster Stats, and Special until the rarity's affix count is reached. The highest rarity receives one additional non-conflicting affix.
- Tier roll
- Only tiers unlocked by shard level can roll. Tier t receives weight t², favoring higher available tiers without removing lower ones.
- Value roll
- Each affix rolls inside its tier range. Tiers 2–9 interpolate between the tier 1 and tier 10 endpoints.
- Mutual exclusions
- Opposing size and route-shape modifiers cannot appear together, and no shard can roll duplicate affixes.
- Save capacity
- Up to 512 shards are accepted by save normalization as a safety limit.
Current dimension biomes
Biome is determined from the shard seed and saved with the shard.
| Biome ID | Biome | Availability |
|---|---|---|
| mosswild-forest | Mosswild Forest | Current shard destination |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Generation affixes
4 modifiers. The final column uses the strongest Tier 10 roll as an example.
| Affix | Tier 1 | Tier 10 | Secondary T1 → T10 | Danger | Maximum T10 effect |
|---|---|---|---|---|---|
| Vast | 20–24 | 52–60 | — | 8–16 | Dimension has 60% more playable area. |
| Condensed | 15–18 | 30–35 | — | 12–22 | Dimension is 35% smaller while retaining its normal monster budget. |
| Open | 25–30 | 52–60 | — | 6–12 | Dimension has 60% larger clearings with fewer obstructions. |
| Overgrown | 15–20 | 38–45 | — | 10–20 | Dimension has 45% more forest and blocking terrain. |
Spawning affixes
6 modifiers. The final column uses the strongest Tier 10 roll as an example.
| Affix | Tier 1 | Tier 10 | Secondary T1 → T10 | Danger | Maximum T10 effect |
|---|---|---|---|---|---|
| Swarming | 15–19 | 39–45 | — | 10–20 | Dimension has a 45% higher monster cap. |
| Relentless | 15–19 | 34–40 | — | 10–20 | Monsters spawn 40% faster. |
| Packbound | 25–31 | 56–65 | — | 12–22 | 65% chance to reroll each monster pack's size and keep the larger result. |
| Exalted | 4–5 | 10–12 | 1 → 2 | 16–30 | Dimension has +12 percentage points elite chance and +2 elite cap. |
| Predatory | 25–32 | 65–75 | — | 10–24 | 75% of passive spawn rolls become aggressive rolls. |
| Infested | 50–55 | 73–80 | — | 8–18 | One eligible monster species represents 80% of spawns. |
Monster Stats affixes
8 modifiers. The final column uses the strongest Tier 10 roll as an example.
| Affix | Tier 1 | Tier 10 | Secondary T1 → T10 | Danger | Maximum T10 effect |
|---|---|---|---|---|---|
| Titanic | 15–20 | 48–55 | 5–7 → 17–20 | 14–28 | Monsters gain 55% life and 20% size. |
| Experienced | 1–2 | 8–10 | — | 10–30 | Monster level is +10. |
| Brutal | 10–13 | 30–35 | — | 12–24 | Monsters deal 35% more damage. |
| Fleet | 8–10 | 22–25 | — | 8–18 | Monsters move 25% faster. |
| Quick | 25–29 | 44–50 | — | 10–22 | Monster telegraphs are 50% faster. |
| Frenzied | 8–10 | 22–25 | — | 10–22 | Basic and special attacks recover 25% faster. |
| Far-Seeking | 20–25 | 52–60 | — | 6–14 | Monsters gain 60% tracking range. |
| Unyielding | 15–20 | 38–45 | — | 8–18 | Monsters gain 45% crowd-control and knockback resistance. |
Special affixes
11 modifiers. The final column uses the strongest Tier 10 roll as an example.
| Affix | Tier 1 | Tier 10 | Secondary T1 → T10 | Danger | Maximum T10 effect |
|---|---|---|---|---|---|
| Scorching | 55–59 | 73–80 | — | 14–26 | Successful monster hits have a 80% chance to Burn for 3 seconds. Burn refreshes but does not stack. |
| Frostbound | 55–59 | 73–80 | — | 14–26 | Successful monster hits have a 80% chance to add a Cold stack. |
| Concussive | 15–17 | 23–25 | 0.35–0.4 → 0.65–0.75 | 12–24 | Successful monster hits have a 25% chance to Stun for 0.75 seconds. |
| Ensnaring | 15–18 | 26–30 | 0.5–0.65 → 1.05–1.25 | 10–22 | Successful monster hits have a 30% chance to Root for 1.25 seconds. The hero can still attack while Rooted. |
| Rending | 55–59 | 73–80 | — | 14–26 | Successful monster hits have a 80% chance to inflict a 3-second Bleed based on the landed hit. |
| Conductive | 55–59 | 73–80 | — | 14–26 | Successful monster hits have a 80% chance to add a Shock stack. |
| Withering | 55–59 | 73–80 | 25–29 → 44–50 | 10–22 | Successful monster hits have a 80% chance to reduce healing and life regeneration by 50% for 3 seconds. |
| Sundering | 55–59 | 73–80 | — | 14–26 | Successful monster hits have a 80% chance to reduce Armor and Magic Resistance for 4 seconds, stacking up to 3 times. |
| Mana-Leeching | 30–34 | 58–65 | 3 → 7–8 | 10–22 | Successful monster hits have a 65% chance to remove 8% of maximum mana. |
| Volatile | 75–80 | 94–100 | 80–90 → 135–150 | 18–34 | 100% of monsters explode shortly after death, dealing 150% of their normal hit damage in a clearly telegraphed area. |
| Spiteful | 85–88 | 97–100 | 2–2.25 → 3.5–4 | 14–28 | 100% of monsters leave a slowing, damaging patch on death for 4 seconds. |