Dungeon Modifiers

Last updated: Exalt Version 4.2.0.0 (Mar 2024)

Dungeon Modifiers are a system introduced in Exalt Version 2.0.1.0 (Aug 2021) during Month of the Mad God 2021 designed to increase the replay value of dungeons by giving them a chance to have modified rulesets upon spawning.

When a Dungeon portal is dropped, the dungeon has a chance of being assigned a grade which starts from D and increases up to S. The grade determines the maximum number of modifiers the dungeon will have as well as the “intensity” of the modifiers it can gain; Grade D dungeons can only have 2 modifiers, Grade C-A ones can have 3, and Grade S dungeons can have 4.

Dungeon modifiers can be both positive or negative, with each one having a positive or negative “weight” depending on its individual grade. The game will always try to balance these weights, meaning that it will attempt to spawn dungeons that have a roughly equal level of positive and negative modifiers. For example, a stronger negative modifier will likely be balanced out by a strong positive modifier to compensate. Since Exalt Version 3.3.4.0 (Feb 2023) Dungeon modifiers are skewed positively.

Most Dungeon Keys do not have any modifiers by default, but can be refined to give them random dungeon modifiers (to refine a dungeon key, Ctrl + Left click while in inventory). For 20 Realm Gold, keys can be upgraded to modded D grade keys, and then further upgraded to any grade desired for 20 gold per grade; they can also be rerolled for 16 Gold if the player doesn’t like their modifiers. Keys can also be completely reset or downgraded, although this doesn’t cost any Gold.

The only Dungeon Keys that are guaranteed a modifier are the solo dungeon keys. Introduced in Exalt Version 2.3.2.0 (June 2022), the Solo Skeleton Key was introduced, which allows you to trade the key in for a solo dungeon key of your choice from the following group of dungeons: Lost Halls, Secluded Thicket, Fungal Cavern, High Tech Terror. Although these keys can not be modified any further, they are guaranteed to give you the Mythical ST Gem modifier.

Modifier Chances

Naturally spawned dungeons (eg. not opened using keys) are sorted into 4 grades roughly based on difficulty, which affects their chances of having modifiers as well as their chances to have higher-level modifiers. Info on the categories and chances can be found below:

Easy Mid Advanced Hard
Pirate Cave
Forest Maze
Spider Den
Forbidden Jungle
The Hive
Sprite World
Snake Pit
Magic Woods
Cave of A Thousand Treasures
Ancient Ruins
Candyland Hunting Grounds
Undead Lair
Manor of the Immortals
Mad Lab
Abyss of Demons
Puppet Master’s Theatre
Toxic Sewers
Cursed Library
Haunted Cemetery
Davy Jones’ Locker
The Machine
The Third Dimension
The Crawling Depths
Ice Cave
Alien dungeons
Woodland Labyrinth
Ocean Trench
Mountain Temple
Parasite Chambers
Deadwater Docks
Cnidarian Reef
Lair of Draconis
Belladonna’s Garden
Tomb of the Ancients
Sulfurous Wetlands
Ice Tomb
Secluded Thicket
Heroic dungeons
The Shatters
Fungal Cavern
The Nest
Lost Halls
Kogbold Steamworks
Moonlight Village
Dungeon Type No Dungeon Mods D Grade C Grade B Grade A Grade S Grade
Easy 50% 20% 15% 5% 5% 5%
Mid 40% 10% 25% 15% 5% 5%
Advanced 30% 5% 10% 25% 20% 10%
Hard 20% 5% 10% 15% 30% 20%

Note that for dungeons that only appear once per Realm, the chance for the dungeon to spawn with modifiers is always raised to 75% regardless of its type.

List of Modifiers

General Modifiers

Name Positive/Negative Grade Description
Agent of Oryx Positive A Boss can drop Agents of Oryx Shards
Bis Positive S 50% chance for the boss to drop a portal to the same dungeon
Bonus Consumables Positive D Boss enemies will drop additional restorative consumables
Bored Minions
I/II/III
Positive D/C/B Minions’ projectiles have
10/20/30%
less lifetime
Chef Positive B Boss has a 33% chance of dropping a food item
Colorful Positive D Boss always drops a Color Dye
Dimitus Positive B Dimitus will appear after the Boss is defeated
Dull Minions
I/II/III/IV/V
Positive D/C/B/A/S Minions’ projectiles travel
10/15/30/45/50%
slower
Energized Minions
I/II/III
Negative C/B/A Minions’ projectiles have
10/20/30%
more lifetime
Feeble Boss
I/II/III/IV
Positive C/B/A/S Boss enemies have
8/16/24/32%
less DEF
Feeble Minions
I/II/III/IV
Positive C/B/A/S Minions have
8/16/24/32%
less DEF
Generous Positive B Boss has a 10% chance to drop a Quest Chest
Guaranteed Stat Potion Positive C Boss enemies will always drop their respective Stat Potion
Heroic Damage Positive S Enemies can drop Damaging Orbs on death
Heroic Defense Positive S Enemies can drop Defense Orbs on death
Heroic Frenzy Positive S Enemies can drop Frenzy Orbs on death
Heroic Regeneration Positive C Enemies can drop Heroic Orbs on death
Heroic Speed Positive S Enemies can drop Speedy Orbs on death
Keen Minions
I/II/III/IV/V
Negative D/C/B/A/S Minions’s projectiles travel
8/16/24/32/48%
faster
Key Fairy
I/II/III
Positive B/A/S A Key Fairy has a
20/33/50%
chance of spawning and dropping a Mystery key.
Lazy Minions
I/II/III/IV
Positive C/B/A/S Minions attack
10/20/30/40%
slower
Mystery Effusion Positive C Boss enemies will always drop an Effusion.
Mystery Skin Positive S The boss has a chance of dropping a token to obtain a Mystery Skin
Mystery Stat Potion Positive C Boss always drops a Mystery Stat Potion
Noble Boss Positive S Boss drops a portal to the Court of Oryx
Nildrops Positive D Boss has a 20% chance of dropping a minor Nildrop
Pet Collector Positive C Boss has a 25% chance of dropping an egg
Prismimic Positive A Prismimic will appear after the boss is defeated
Rewards Boost (Boss)
I/II/III/IV/V
Positive D/C/B/A/S Boss enemies give
15/30/45/60/75%
more loot
Rewards Boost (Minions)
I/II
Positive D/C Minions give
50/100%
more loot
Rewards Decrease (Minions)
I/II
Negative D/C Minions give
25/50%
less loot
Skilled Minions
I/II/III/VI
Negative C/B/A/S Minions attack
10/20/30/40%
faster
Skin Hunter
I/II
Positive A/S Boss enemies will drop player and pet skins at a
doubled/tripleed
rate
Souvenir
I/II
Positive A/S Triples/Quadruples
your chance of the boss dropping an iconic reward
Spider Swarm
I/II
Negative C/B Enemies have a
10/15%
chance to split into multiple spiders that drop ichors on death
Survivor
I/II/III/IV/V
Positive D/C/B/A/S Minions drop
20/40/60/80/100%Mana potions
Syndicate Takeover I Positive A Battle Pirate Queen Ramm after the final boss of the dungeon
Syndicate Takeover II Positive A Battle Izel the Grand Shaman after the final boss of the dungeon
Syndicate Takeover III Positive A Battle Nefret the Pharaoh after the final boss of the dungeon
Syndicate Takeover IV Positive A Battle Black Blade Ozuchi after the final boss of the dungeon
Tough Boss
I/II/III/IV
Negative C/B/A/S Boss enemies have
8/16/24/32%
more DEF
Tough Minions
I/II/III/IV
Negative C/B/A/S Minions have
8/16/24/32%
more DEF
Unprepared
I/II/III/IV/V
Negative D/C/B/A/S Minions drop
20/40/60/80/100%
less Health and Mana potions
Wanderer Boss Positive S An unknown foe will appear after the Boss is defeated
XP Boost (Boss)
I/II/III/IV/V
Positive D/C/B/A/S Boss enemies give
15/30/45/60/75%
more XP
XP Boost (Minions)
I/II
Positive D/C Minions give
50/100%
more XP
XP Decrease (Minions)
I/II
Negative D/C Minions give
25/50%
less XP

Dungeon Specific Modifiers

Dungeon Name Positive/Negative Grade(s) Description
Ocean Trench Alexander’s Legacy
I/II/III/IV
Positive C/B/A/S Thessal has a
25/50/75/100%
chance of becoming wounded upon defeat
Deadwater Docks Crab Rave
I/II
Positive A/S Calamity crab is replaced with multiple smaller crabs
(4/6 crabs)
The Shatters Lost Halls Cultist Hideout The Nest Advanced Nest Kogbold Steamworks Advanced Kogbold Steamworks  Fungal Cavern Crystal Cavern The Void Exalted Banner
I/II
Positive A/S Complete the dungeon for a
15/33%
probability of getting an extra completion
Snake Pit Ancient Ruins Puppet Master's Threatre Abyss of Demons Toxic Sewers Undead Lair Woodland Labyrinth Sulfurous Wetlands Parasite Chambers Deadwater Docks The Third Dimension The Nest Advanced Nest Found Treasure
I/II
Positive A/S Treasure rooms are revealed if they exist / Gear items in them have extra 25% droprate
Lost Halls Haunted Halls
I/II/III
Negative B/A/S Additional
5/10/15%
chance for each room to contain the Spectral Sentry
The Shatters Lingering Magi Positive A TThe castle starts with one Magi Generator active
Mountain Temple Lantern Light Positive A All Temple Lanterns are already lit.
Lair of Draconis Soul Boost Positive A Dragons will release their best souls upon death.
Kogbold Steamworks Machine Maintenance Positive B Dungeon turrets are disabled while they undergo maintenance.
Moonlight Village Fishy Business Positive S Umi is guaranteed to guide players to fish after the dance.

Limited Edition Modifiers

Name Positive/Negative Grade Description Notes
Mythical ST Gem Positive S Boss has a 5-15% of dropping a Mythical ST Gem. Available during Solo key events.
Rehearsal N/A S Hone your skills agains The Bridge Sentinel/The Twilight Archmage/The Forgotten King! Available during Shatters Rehearsal event. They allow you to fight one of the three bosses of The Shatters. The rest of the dungeon is not accessible and does not provide an exaltation on complete. Has the following modifiers across all enemies: 20% less damage and 15% less health. Regular Shatters’ untiered items are replaced by weaker, Rehearsal versions.
Oryxmania Rumble N/A A A portal to the Oryxmania Rumble will appear after the boss is defeated.! Available during Oryxmania 2 event. Can only modify Ocean Trench, Deadwater Docks, Puppet Master’s Encore and Secluded Thicket. After defeating boss, arena to Oryxmania Rumble will appear, allowing players to gather Oryxmania Cheer, and fight Oryx The Mad God 3 reskin.

Modifier Drop Tables

Each dungeon has a specific drop assigned to Chef, Pet Collector, and Souvenir.

Modifier Details

  • “Minions” refer to all enemies found normally in the dungeon, while “boss enemies” include bosses and minions that only appear during boss fights. Note that while modifiers that affect boss loot/XP rates will only apply to the main or final boss of the dungeon, modifiers that affect boss stats will apply to all bosses in the dungeon, including Treasure Room bosses.
  • Survivor, Pet Collector, Chef, Souvenir I-II, Guaranteed Stat Potion, Generous, Prismimic, Bis, XP Boost (Boss) I-V, Rewards Boost (Boss) I-V, Mystery Stat Potion, Dimitus, Agent of Oryx, Exalted Banner I-II, Key Fairy I-III, Mystery Skin, Skin Hunter I-II, Wanderer Boss, Syndicate Takeover I-IV, and Noble Boss are mutally exclusive, meaning that no dungeon can have more than one of any of the modifiers on this list.
  • The special loot dropped from Souvenir will appear in a seperate bag.
  • The Quest Chest dropped from Generous corresponds to the quest pool that the dungeon in question is a part of.
  • Every dungeon has different probabilities of being different grades, with harder dungeons having a higher chance to be of higher grades.
  • All Dungeons:
    • These Dungeon Modifiers can appear in any Dungeon if they have the appropriate Grade: Chef, Survivor, Souvenir I, Souvenir II, Pet Collector, Colorful, Dimitus, XP Boost (Boss), Rewards Boost (Boss), Mid-game Dungeons exclusive mods.
    • These Dungeon Modifiers can appear in Dungeons with a base Difficulty score of 2.5 or more: Guaranteed Stat Potion, Mystery Stat Potion, Bis, Agent of Oryx.
  • Advanced Dungeons exclusive mods:
    • These Dungeon Modifiers can appear in Dungeons with a base Difficulty score of 4.5 or more: Generous, Noble Boss, Prismimic.
  • Dungeons that spawn once-per-realm spawn with Dungeon Mods 75% of the time. Regardless of the Grade they spawn, they will tend to have “better” Dungeon Mods

History

  • On Testing and for a short time after its release, the Generous modifier provided a 100% drop rate for a Quest Chest. This was quickly lowered to 33%, and later again to 10%.

With the release of Exalt Version 3.3.4.0 (Feb 2023), the following changes were made:

  • Dungeon Modifiers no longer affect the difficulty rating of a dungeon.
  • The following mods are no longer available from dungeon drops or when rerolling keys. Existing keys will continue to work:
    • Bulky Minions I-III - Minions have 25/50/100% more HP.
    • Elite Boss I-III - Bosses have 15/30/45% more HP.
    • Ferocious Minions I-III - Minions deal 16/24/32% more DMG.
    • Ferocious Boss I-IV - Bosses deal 8/16/24/32% more DMG.
    • Tame Minions I-III - Minions deal 16/24/32% Less DMG.
    • Tame Boss I-IV - Bosses deal 8/16/24/32% Less DMG.
    • Weak Minions I-III - Bosses have 15/30/45% Less HP.
    • Weak Boss I-III - Minions have 20/30/40% Less HP.
  • Dungeon mods are no longer display as “green” or “red”. Instead, they all are “grey”.
  • The Survivor mod has been split into five levels. It was previously a Grade D mod with the description “Minions have a higher chance to drop Health/Mana Potions”.
  • The Unprepared I-V mods have been added as counterparts to Survivor.
  • The Heroic Frenzy, Heroic Defense, Heroic Damage, and Heroic Speed modifiers have been added.
  • Dull/Keen/Skilled/Lazy Minions now have one extra level.
  • Found Treasure! I/II can now spawn alongside other reward mods.