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 Name | Effect |
---|---|
Gold Find | You find 30% more gold. |
Experience | You gain 30% more Experience. |
Negative Sigil Affixes
Below we have all of the negative dungeon affixes that can roll on your Nightmare Sigils.
Affix name | Effect |
---|---|
Avenger | Killing a monster enrages monsters near it, making them dealing more damage. |
Blood Blister | Killing a monster has a chance to spawn a Blood Blister. After a short time, it explodes, dealing heavy area damage. |
Death Pulse | Killing a monster releases a deadly lightning pulse after a short delay. |
Drifting Shade | Drifting 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 Storm | Lightning 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 Portal | While in combat, Nightmare Portals open randomly near players, pouring out dangerous monsters. |
Stormbane’s Wrath | Stormbane’s Wrath chases players around, releasing deadly pulses when reaching a player. |
Volcanic | While in combat, gouts of flame periodically erupt near players. |
Monster Crowd Control Resist | Magic: 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 Resist | Magic: 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 Resist | Magic: 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 Resist | Magic: 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%. |
Backstabbers | Close monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by X%. |
Monster Attack Speed | Magic: Monsters attack 15% faster. Rare: Monsters attack 20% faster. Legendary: Monsters attack 25% faster. |
Monster Barrier | Magic: 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 Breakers | Magic: Monsters deal 50% more damage to Barriers. Rare: Monsters deal 75% more damage to Barriers. Legendary: Monsters deal 100% more damage to Barriers. |
Slowing Projectiles | Magic: 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 Burn | Magic: 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 Damage | Magic: 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 Damage | Magic: 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 Damage | Magic: 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 Time | Magic: 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 Damage | Magic: 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 Damage | Magic: 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 Damage | Magic: 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 Damage | Magic: 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 Life | Magic: Monsters gain 20% extra life. Rare: Monsters gain 25% extra life. Legendary: Monsters gain 30% extra life. |
Monster Regen | Magic: 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 Resist | Magic: Monsters take 30% less Bleeding damage. Rare: Monsters take 45% less Bleeding damage. Legendary: Monsters take 60% less Bleeding damage. |
Monster Burning Resist | Magic: Monsters take 30% less Burning damage. Rare: Monsters take 45% less Burning damage. Legendary: Monsters take 60% less Burning damage. |
Monster Cold Resist | Magic: 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 Resist | Magic: 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 Resist | Magic: Monsters take 20% less Lightning damage. Rare: Monsters take 30% less Lightning damage. Legendary: Monsters take 40% less Lightning damage. |
Melee Defenders | Magic: 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 Resist | Magic: Monsters take 15% less Physical damage. Rare: Monsters take 22% less Physical damage. Legendary: Monsters take 30% less Physical damage. |
Monster Poison Resist | Magic: Monsters take 30% less Poison damage. Rare: Monsters take 45% less Poison damage. Legendary: Monsters take 60% less Poison damage. |
Ranged Defenders | Magic: 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 Resist | Magic: Monsters take 20% less Shadow damage. Rare: Monsters take 30% less Shadow damage. Legendary: Monsters take 40% less Shadow damage. |
Monster Life Steal | Magic: Non-boss monsters gain 10% Life Steal. Rare: Non-boss monsters gain 12% Life Steal. Legendary: Non-boss monsters gain 15% Life Steal. |
Dodge Breakers | Magic: 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 Breakers | Magic: 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 Breakers | Rare: 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 Thorns | Magic: Monsters reflect 4% of Non-Physical damage. Rare: Monsters reflect 6% of Non-Physical damage. Legendary: Monsters reflect 8% of Non-Physical damage. |
Armor Breakers | Magic: 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 Monsters | Magic: 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%. |