Hell Gate Opened Diablo 4

Nightmare Dungeons in Diablo 4: All You Need to Know (Season 6)

What is a Nightmare Dungeon?

Nightmare Dungeons represent one of the main endgame activities in Diablo 4, along with things like Helltides, Legion Events, and the Tree of Whispers. They are pivotal in increasing your power as you venture into higher difficulties.

Nightmare Dungeons are special versions of dungeons spread throughout the world accessed by using a Nightmare Sigil. They are harder versions of normal dungeons that will scale from your difficulty selection, increasing in difficulty and rewards as you go up the difficulty. The biggest reward from them is Masterworking Materials.

Each sigil will have different affixes on it that will either hinder or help you as you try to complete the Nightmare Dungeon it unlocked. We have made convenient tables below that will show you all of the positive and negative affixes that can roll on your Nightmare Sigils.

To unlock Nightmare Dungeons all you need to do is have a Sigil in your inventory and use it. Sigils will scale with whatever difficulty you are currently playing in.

Keep in mind that even if you are playing more casually, you will only have a set number of revives in the Nightmare Dungeon, which decreases the higher the world difficulty you are on.

With that in mind, you need to make sure that your build can not only kill the enemies but that it also has enough defense to survive them.

How to Access Nightmare Dungeons

Accessing Nightmare dungeons in Diablo 4 is quite simple. Once you have managed to acquire a Sigil (as a reward from the Tree of Whispers, a drop from another Nightmare Dungeon, or by crafting it yourself at the Occultist), simply right click it and accept the prompt. This will open the Nightmare Dungeon, the entrance of which will be indicated on your map. Then, just travel to it and start your adventure.

Sigils are found in their own separate tab of your inventory.

Sigils and Their Affixes

Nightmare Sigils are the only way to get into Nightmare Dungeons. They can be dropped from Nightmare Dungeons themselves or crafted at the Occultist. From what we know so far, Tier 1 Nightmare Dungeon Sigils can drop from the last boss of a regular dungeon as well. Some affixes have different tiers of rarity and will give you a stronger buff, or even make the enemies even more deadly. Those that fall under this criteria have their effects and rarity listed in the table below.

Positive Sigil Affixes

Below we have all of the positive dungeon affixes that can roll on your Nightmare Sigils.

Affix NameEffect
Gold FindYou find 30% more gold.
ExperienceYou gain 30% more Experience.

Negative Sigil Affixes

Below we have all of the negative dungeon affixes that can roll on your Nightmare Sigils.

Affix nameEffect
AvengerKilling a monster enrages monsters near it, making them dealing more damage.
Blood BlisterKilling a monster has a chance to spawn a Blood Blister. After a short time, it explodes, dealing heavy area damage.
Death PulseKilling a monster releases a deadly lightning pulse after a short delay.
Drifting ShadeDrifting Shade chases players. Upon reaching them, it explodes for heavy damage and creates a Nightmare Field that Dazes victims.
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.
Lightning StormLightning gathers above the player. Get into the protection dome to avoid severe outcomes.
Avoiding shock damage in the bubble grants 35% bonus Movement Speed for 5 seconds.
Nightmare PortalWhile in combat, Nightmare Portals open randomly near players, pouring out dangerous monsters.
Stormbane’s WrathStormbane’s Wrath chases players around, releasing deadly pulses when reaching a player.
VolcanicWhile in combat, gouts of flame periodically erupt near players.
Monster Crowd Control ResistMagic: 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 ResistMagic: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by X%, stacking up to Y%.
Rare: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by X%, stacking up to Y%.
Legendary: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by X%, stacking up to Y%.
Monster Overpower ResistMagic: Monster attacks reduce the damage of your next Overpower attack by X%, stacking up to Y%.
Rare: Monster attacks reduce the damage of your next Overpower attack by X%, stacking up to Y%.
Legendary: Monster attacks reduce the damage of your next Overpower attack by X%, stacking up to Y%.
Monster Vulnerable ResistMagic: 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%.
BackstabbersClose monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by X%.
Monster Attack SpeedMagic: Monsters attack 15% faster.
Rare: Monsters attack 20% faster.
Legendary: Monsters attack 25% faster.
Monster BarrierMagic: 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 BreakersMagic: Monsters deal 50% more damage to Barriers.
Rare: Monsters deal 75% more damage to Barriers.
Legendary: Monsters deal 100% more damage to Barriers.
Slowing ProjectilesMagic: 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 BurnMagic: Monster attacks from a distance burn 8% of your Primary Resource.
Rare: Monster attacks from a distance burn 12% of your Primary Resource.
Legendary: Monster attacks from a distance burn 16% of your Primary Resource.
Monster Bleeding DamageMagic: 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 DamageMagic: 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 DamageMagic: 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 TimeMagic: 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 DamageMagic: 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 DamageMagic: 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 DamageMagic: 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 DamageMagic: 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 LifeMagic: Monsters gain 20% extra life.
Rare: Monsters gain 25% extra life.
Legendary: Monsters gain 30% extra life.
Monster RegenMagic: 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 ResistMagic: Monsters take 30% less Bleeding damage.
Rare: Monsters take 45% less Bleeding damage.
Legendary: Monsters take 60% less Bleeding damage.
Monster Burning ResistMagic: Monsters take 30% less Burning damage.
Rare: Monsters take 45% less Burning damage.
Legendary: Monsters take 60% less Burning damage.
Monster Cold ResistMagic: 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 ResistMagic: 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 ResistMagic: Monsters take 20% less Lightning damage.
Rare: Monsters take 30% less Lightning damage.
Legendary: Monsters take 40% less Lightning damage.
Melee DefendersMagic: 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 ResistMagic: Monsters take 15% less Physical damage.
Rare: Monsters take 22% less Physical damage.
Legendary: Monsters take 30% less Physical damage.
Monster Poison ResistMagic: Monsters take 30% less Poison damage.
Rare: Monsters take 45% less Poison damage.
Legendary: Monsters take 60% less Poison damage.
Ranged DefendersMagic: 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 ResistMagic: Monsters take 20% less Shadow damage.
Rare: Monsters take 30% less Shadow damage.
Legendary: Monsters take 40% less Shadow damage.
Monster Life StealMagic: Non-boss monsters gain 10% Life Steal.
Rare: Non-boss monsters gain 12% Life Steal.
Legendary: Non-boss monsters gain 15% Life Steal.
Dodge BreakersMagic: 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 BreakersMagic: Monster attacks from a distance increase the cooldown of your next Potion by X seconds, up to Y seconds.
Rare: Monster attacks from a distance increase the cooldown of your next Potion by X seconds, up to Y seconds.
Legendary: Monster attacks from a distance increase the cooldown of your next Potion by X seconds, up to Y seconds.
Resistance BreakersRare: Monster attacks from a distance reduce All Resistances by -3% for 6 seconds, stacking up to -15%.
Legendary: Monster attacks from a distance reduce All Resistances by -5% for 6 seconds, stacking up to -25%.
Monster ThornsMagic: Monsters reflect 4% of Non-Physical damage.
Rare: Monsters reflect 6% of Non-Physical damage.
Legendary: Monsters reflect 8% of Non-Physical damage.
Armor BreakersMagic: 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%.
Unstoppable MonstersMagic: 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%.

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