In the various game modes (Story, Survival, Rivals, Trials, Raid) you will come across specific modifiers that alter the gameplay. These may augment enemy attacks, turn bodies into explosives, or make enemies immune to elements.

Below, you will see these Modifiers listed (alphabetically) and where they appear in various game modes.

MODIFIERWHERE TO FINDDESCRIPTION
Barbed ArrowsSurvivalRanged damage sources (arrows, bombs, darts) do +20% more damage
– additive with other modifiers/gear
– applicable to Ghosts, Enemies, Hwacha
Deadly MeleeStoryMelee damage sources (katana) do +20% more damage
– additive with other modifiers/gear
– applicable to Ghosts, Enemies
Dull KatanasStoryEnemies can only be reduced to ‘near death’ with katana (require another damage source to be killed)

Kills
Assassinations (Critical/Stealth attacks), Bombs (Flash, BP, Concussion, Sticky), Arrows (Regular, Fire, Piercing), Blowdart (Poison, Weaken, Hallucination), Intimidating Counter AOE, Spirit Pull, Explosive Blade, Staggering Arrow, Explosive Arrow, Kunai, Dirt Throw, Caltrop, Burning Blade proc, WOTF,

Does NOT kill
Katana Strikes, Heavenly Strike (all), counter strike (after Perfect Parry), Hachiman’s Fury (Samurai Ult), Shadow Strike (Assassin Ult)

no melee resolve gain on strike on reduced enemies
Eagle Shaman ChantSurvival, RivalsEagle Shaman chants and buffs other enemies

Enemy Damage: +100% to regular damage

Enemy HP: 50% reduced damage from incoming attacks

Upgrades regular attacks to the next level (ie regular -> blue-glint, blue-glint->red-glint); can make some attacks tougher to dodge or parry, make enemies more unpredictable

Other names: Chanter, Singer, Eagle Spearman
Empowered FoesSurvivalEmpowered Foes do 13-16% more Damage

Tengu Crows, Oni Archer arrows, etc seem to have a much smaller dmg increase per strike

Charge attacks can one-shot due to the ability to get hit multiple times by the charge

Enemy melee/ranged damage only (Hwacha/status damage seems to be the same)
EruptionSurvival, RaidBodies explode upon death, doing AOE damage
– Body ‘explodes;: ~6.5s after ‘kill’ strike
– Range of explosion: Smoke Bomb Radius
– Damage per Explosion: 50 hp (2 explosions kill you with Base hp)
Fighting BlindSurvival, RivalsNEEDS TESTING/INFO (how long, range of blinding, etc)
Gyozen’s Curse – TetheredStoryGhosts take HP damage when they are too far away from each other

Indicated by White (normal distance), Yellow (getting far apart), and Red (taking damage)

Can be ‘downed’ by the curse itself (ie other teammate takes damage, you go ‘down’)

While tethered, one person may go through the Torii Gate while the other is ‘downed’ and it will auto-revive

exception to auto-revive is 5s to die (likely due to how long it takes for the transition for Torii gate) Video proof:
https://www.youtube.com/watch?v=8vXV7IU-bq4
Gyozen’s Curse – Reduced HPStoryNEEDS TESTING/INFO: Reduces HP by XXX
ImmunitySurvivalNegates all Status Damage & Status Duration*

*Staggering Arrow DOES work (staggers for 6s), benefits from Status Duration too

Initial Damage of an attack still counts (ie Damage from a Bomb or Explosive Arrow impact), but there is no DoT

Flash Bomb has no effect on enemies (no temp-stun); still builds resolve

Nightshade no longer adds Damage to poison (darts, blade, etc)

WOTF adds 0 extra dmg to melee (will still be able to attack through blocking/shielded enemies)

Fire Arrows need to be used for the ‘killing blow’ in order to count for the “Kill with Fire” objective in Nightmare Survival

Sarugami’s Glare does NOT blind enemies
IncapacitatedSurvival, RivalsIncreases Class Ability Cooldown by +50%

Explosive Arrow (55s Base CD) -> 82.5s CD

EXAMPLE (with CD%s)
1. Hunter with Explosive Arrow (55s Base CD)
2. During Incapacitated Week (+50% longer CD)
3. Uses Hunter Unleashed Technique (-15% shorter CD)

Final CD = 55s + [55s x (+50% – 15%)]
Final CD = 55s + [55s x (+35%)]
Final CD = 55s + [19.25s]
Final CD = 74.25s
Reduced HealingSurvival, RivalsReduces healing from all sources by 50%
– Combat Regen (All Classes), Blessed Strike (Samurai), Spirit Pull +1 (Samurai) are not affected as badly due to how they apply healing
In-depth ‘Healing’ Data
Shared WoundsStory, RivalsWhen one player takes incoming damage, the other player also receives damage (equal damage)
Slowed RevivesSurvival, RivalsIncreases Revive Time of a downed player by +50%
Tool ShortageSurvival, RivalsIncreases Ghost Weapon Cooldown by +50%

Smoke bomb (120s Base CD) -> 180s CD

EXAMPLE (with CD%s)
1. Ghost with Smoke Bomb (120s Base CD)
2. During Tool Shortage Week (+50% longer CD)
3. Smoke Bomb has 15% CD Reduction (-15% shorter CD)

Final CD = 120s + [120s x (+50% – 15%)]
Final CD = 120s + [120s x (+35%)]
Final CD = 120s + [42s]
Final CD = 162s
Toxic CloudsSurvival, StoryBodies explode upon death, creating a Toxic Cloud AOE

– Time from Enemy Death -> cloud: 6.5s
– Range of Cloud: Smoke Bomb radius
– Duration of Cloud: ??????
– Duration of Poison: 15s
– poison dmg occurs at 6s & 14s
– Poison Damage: 11hp/vomit (22hp total)
– Impact to Run/Walk speed: ~50% reduced movement
WildfireSurvival, StoryBodies ignite upon death, doing Fire AOE damage

– Time from Enemy Death -> Burn: 3s
– Range of Fire: smaller than smoke bomb
– Duration of Burn (if Ignited): 12s
– Damage of Fire (Max Total): 50 hp
– Dmg over time: 4.2 hp/s
https://www.youtube.com/watch?v=Dmcmqpbn7_A
*roll to remove fire from self (stop burn damage)