Modifiers

Modifiers are a post-game feature added on August 26, 2023 as its own standalone update for the game's first year celebration. This feature allows players to modify their run with bonuses or penalties, yielding varying multipliers of Knobs. The Modifiers Update also brought along 2 new badges, those being Not Five Stars and Hotel Hell. Not Five Stars is the badge you earn by escaping The Hotel with a 50% modifier bonus. Hotel Hell is the badge you earn by escaping The Hotel with a 150% modifier bonus. The Content Update, being released on December 20th, 2024, also brought along 2 new modifier related badges, those being Rocky Road and A Hard Place. Rocky Road is essentially Not Five Stars but in The Mines, and A Hard Place is essentially Hotel Hell but in The Mines also.
== Overview==
Modifiers are changes to a run, ranging from minor to major, chosen by players when setting up an elevator. These can either decrease or increase the game's difficulty. Modifiers can only be selected by players who have completed The Hotel and earned the Rock Bottom achievement, whether before or after the Hotel+ Update. More modifiers become available if a player has certain other achievements. Players without the Rock Bottom achievement can still join lobbies with modifiers set by others, except for when modifiers that reduce the game's difficulty are applied. The number of Knobs awarded varies based on the selected difficulty; fewer knobs are given for small difficulty increases, and more for significant difficulty increases. Conflicting modifiers, or those affecting the same gameplay element, such as entities, & amount of loot spawned, cannot be activated together. For example, "Electrical Work" and "Bad Electrical Work" cannot be active simultaneously, as they both alter the frequency of dark areas.
Modifiers are generally color-coded according to difficulty; green modifiers make the game easier; orange modifiers make it more difficult, and red modifiers massively increase difficulty. Modifiers that alter a certain entity are color-coded according to the entity they alter.
== List of Modifiers==
Each modifier specifically alters one or more aspects of gameplay, such as movement speed, and entity behavior, etc. <tabber>
|-|General= 
|-|Gameplay= 
|-|Entities= 
|-|Scrapped=
=== Gold===
=== Items===
|-|Removed=
=== Lighting ===
=== Gold ===
=== Entities ===
The "You Really Can Run" Modifier was removed for actually making the game easier since a longer Seek chase would mean more rooms skipped, and it is assumed that the Roundabout Modifier was removed temporarily so it could be reworked for the new Halt revamp.
=== Hiding ===
This modifier was removed because it didn't affect Closet Spawning. 
=== Descriptions only===
</tabber>
===Info===
*Modifiers for entities that include "fatal" in their descriptions indicate that the entity can now kill players, even though they typically cannot.
*"Wear and Tear" halves the fuel time of items like the Lighter, the Flashlight, etc.
*"Nowhere to Hide" spawns less hiding spots and removes the 2 hiding spot requirement for entities to spawn.
*Before the "Content" Update, "Key Key Key Key" would disable Rush from spawning up until the Greenhouse. This could probably also work with "Locked and Loaded".
* "My Knees Are Killing Me" halves crouching speed. 
** Additionally, if "My Legs Are Killing Me" is active instead, normal walking speed will be reduced by roughly 25%.
*With "Injuries" active, player's movement speed is reduced by 1% for every 2% of missing health. In the absolute worst case scenario, after reaching 1% health (many attacks + a non-fatal Timothy bite or a non-fatal Snare attack), a player will have a speed reduction of 49.5%.
*With "Battle of Wits", Dupe will spawn every time a room with multiple possible exits is generated (excluding those in Seek's chase sequences). At maximum difficulty, Dupe will spawn in every exit available, it will not emit any sounds behind fake doors, and it will immediately scramble the number on the door (and on the key in case it is a locked room) of the current room.
*"Again & Again & Again" makes it so Ambush's rebound time is increased to 20-30 seconds, only de-spawning during a Halt attack and Seek's chase.
===Notes=== 
*When "Out of Stuff" is activated, you can still use the Pre-Run Shop for items, however you will not be able to regenerate items, meaning that items from the Pre-Run Shop should be used sparingly when this modifier is active. 
**With the aforementioned modifier active, items will be replaced with Gold, possibly resulting in earning more Gold.
**While not an essential item, the Alarm Clock can still be found at the doors before Jeff's Shop in both The Hotel and The Mines. This is believed to be a bug.
*Seek's chase is affected by certain modifiers, even when not explicitly stated. 
**The modifier "My Legs Are Killing Me" used to significantly slow Seek down to match player's reduced maximum speed, although this has since been changed (verification needed, but probably true). 
***Modifiers that slow Seek down can be critical when combined with other speed-reducing modifiers. Modifiers like "Injuries," which doesn't affect maximum speed, won't slow Seek. Similarly, speed-enhancing modifiers won't make Seek faster, making the chase much easier when using modifiers like "Faster, Faster, Faster" or "MAXIMUM OVERDRIVE," even with "It Can Run Too."
**"Gone Fishing" removes Guiding Light's blue aura from everywhere, including the multi-door rooms in a Seek chase. However, the areas in which a player would need to crouch in seek chases will still have the aura, although muscle memory would make this exception insignificant.
**"Lights Out" and "Power Shortage" will make Seek's chase significantly darker, including any blue aura emitted by Guiding Light anywhere during the chase.
*** However, the blue sparkles that emit from these sources are still present and can be seen in the dark.
*The "Key Key Key Key" modifier will not lock rooms during Seek's chase, The Infirmary's exit door, Halt's hallway's exit door, and all Greenhouse doors, however, it will lock The Library door. 
**If there are no possible positions where a key can spawn, it will simply spawn in front of the door. 
*** If Dupe is present while this happens, the key will spawn in front of the correct door, providing an easy way to identify Dupe.
*The "Key Key Key Key" modifier used to lock doors inside The Greenhouse, but after The Mines update, it lost this function
* "I'm Everywhere" enables Screech to attack everywhere, even during Seek's chase.
*Any of Eyes' modifiers that cause it to always spawn will also spawn Eyes in Seek's chase.
**However, Eyes will not spawn during the multi-door rooms.
*If a player has any of the Random modifiers active, there is a possibility it will pick a modifier that a player has not yet unlocked, which means that it could end up picking difficult modifiers like "I Love Pancakes!!!", "Four Eyes", or "Lights Out", or modifiers thata player could not access without the "Hotel Hell" badge. This can make the run very difficult for newer players.
* A red barrier will block off the entrance to The Rooms if any modifiers are active. 
**According to LSPLASH, this is because most modifiers aren't compatible with The Rooms. "almost all modifiers aren't compatible, also um.... l... lo... nevermind" -LSPLASH, Twitter 
**This can also be hinting at the unnamed "Red Light" entity.
** If the “SUPER HARD MODE!!!” modifier is active then the red barrier is not present.
* If the "Room For More" modifier is active: 
**The Possessed Candle will go out if A-60 or A-120 are approaching. 
***
** A-60 and A-120 will not spawn in The Greenhouse. 
***However, Rush does not fit this category as it is louder than A-60 and A-120. A-90 can spawn alongside Rush and in The Greenhouse like it would with A-60 in The Rooms.
*Once a player turns on enough modifiers for at least +150% bonus Knobs, all other modifiers that add extra Knobs are halved, rounded up where possible. (e.g. 5% -> 3%, 10% -> 5%, 15% -> 8%, 50% -> 25% etc.) 
**However, the maximum penalty for modifiers is a total -90% Knobs, and the game will refuse to penalize players more even if the modifiers' original penalty is more than 90%. This is to prevent players from earning negative Knobs. (This limit only affects the total Knob bonus, so removing good modifiers or adding hard modifiers will reduce the original penalty and possibly reduce it to less than 90%.)
*The In Plain Sight achievement cannot be obtained by hiding from A-60 and A-120 without hiding in a closet or under a bed. This is likely a bug.
*Guiding Light is not present on the Death Screen if any modifiers are active. This is likely because the player has likely beaten the game before and is probably experienced enough to not require an explanation for their death, or it would say contradicting advice about the modified entities. 
**An example of this is the Guiding Light telling a player that Screech only appears in dark rooms when the "I'm Everywhere" modifier is on.
**"SUPER HARD MODE" and "Trick or Treat" don't follow this rule as in "SUPER HARD MODE" Guiding Light gives unhelpful tips and in "Trick or Treat" Guiding Light gives tips as usual.
*Players will not take damage (or die) from Snare if the "Last Breath" modifier is applied, unless the "I Love Pancakes!!!" modifier is applied.
*A similar quirk occurs with Timothy, as it can only be fatal if the "Itchy" modifier is applied. 
*The "Wrong Number" and "Battle of Wits" modifiers allow Dupe to attack in Dark Rooms (though less frequently). This makes it nearly impossible to tell which door is correct if Guiding Light is disabled via "Gone Fishing" and players does not have a light source. 
**This challenge can be corrected if a player has the "Key Key Key Key" modifier, which lets players get close and view a door's number in the dark.
*When modifiers were added, there was a chance of Rush attacking unexpectedly without it flickering the lights if "Rush Hour", "Really Bad Time" or "Worst Time Ever" were active. 
**This was changed in The Hunt update.
*If the "Rush Hour" modifier is activated alongside "Room For More", A-60 and A-120 will also attack more often.
*If the "Lights Out" modifier is activated, Dark Rooms will always spawn, including rooms that aren't supposed to be dark, such as The Reception (Lights breaking only), rooms before Door 9, Rooms during the Seek Chase, The Library, Jeff Shop, The Rooms Entrance, The Infirmary, The Courtyard, Door 99 (Greenhouse End), The Electrical Room, and more. (Basically every room in the game)
*If the “Stop Right There” or “Room For More” modifiers are applied, Snare, Screech, Hide and Dupe will trigger A-90 if they attack while A-90 is on screen. This is because A-90 is triggered by both player and external movements. (This may cause player's death depending on their health and the entity that triggered A-90.)
*The “Electrical Work” modifier has the hidden benefit of preventing entities (Rush, Ambush etc...) from breaking the lights after passing through, thus making it easier for players to navigate to the next room.
*"Last Breath" effectively nullifies the effect of "Injuries" since the player will always die in one shot anyway. To compensate for this loophole, the player's moving speed is reduced by 25%.
*If any modifiers have "RIFT DISABLED", the rift in The Reception and The Electrical Room are still visible, however items cannot be inserted or taken out.
**Trying to insert or take an item out from the Rift when a modifier has "RIFT DISABLED" will give players the error message "A currently activated modifier disabled the rift." This message also appears if you attempt to take a item out of the rift while holding a key (for example, the key to open door 1).
* Dying in a run with a "NO PROGRESS" modifier does not increase the death counter and also does not grant achievements. "no progress means no achievements" - RediblesQW, Twitter 
*Some modifiers with it let you gain knobs.
*If the “Again & Again & Again” modifier is active: 
**Ambush will attack even if there are no closets or beds in the current room.
**Ambush's rebound timer is increased to 20-30 seconds and plays it's entrance sound every time it's returning.
**Ambush will never completely despawn, unless a Crucifix is used against it. If Ambush spawns naturally in a run after being crucified, the new Ambush will continue attacking endlessly.
**If another Ambush is triggered, there can be multiple endlessly attacking at the same time.
*If the afterimage modifier is activated, ambush's spawn rate will be increased, though not explicitely stated in it's description.
**This is to avoid scenarios in which ambush doesn't spawn at all, giving a free 10% to the players.
* Screech can't spawn in rooms 0 and 1 if the "I'm Everywhere" modifier is activated.
*When the "Jammin'" modifier is active, the music's volume will not change based on the in-game music volume setting. However, it can still be changed/muted using the Roblox volume setting or your device's volume settings, at the risk of missing important sound cues.
*If the "I'm Tip-toein' Here!" modifier is enabled, it is still possible to know when to hide from Rush as player's screen will shake when it is nearby. Players can also hear the lights breaking, and are able to use this as an indicator to when it is nearby. This strategy only works when "Electrical Work" isn't activated and the player isn’t in The Greenhouse. If “Electrical Work” is activated, and/or the player is in The Greenhouse, there will be no easy cues to indicate Rush, and it might lead to sudden death by Rush, especially if the player is in The Greenhouse.
*Halt is slowed down if the "My Legs are Killing Me" modifier is enabled, to compensate for player's slower movement speed.
*It's possible to survive fatal damage with the Last Breath modifier using the Vial, Bottle, or Barrel of Starlight, despite the fact that "Last Breath" is supposed to make it so that any damage players take will instantly kill them, with the exception of non-fatal damage.
*The "Wet Floor" modifier is likely impossible (not verified) due to it being made harder after Floor 2, due to the slippery floor making it impossible to keep a high speed during Seek's chase.
*The "Trick Or Treat" modifier, added in the 2024 Trick Or Treat Event, adds many types of Candy that can have positive, neutral, or negative effects when used.
*When the Blitz, Oh modifier is the only one active, Blitz will never rebound. However, if both the Blitz, Oh, and the Make Haste modifier are active, this will now give Blitz a chance to rebound. 
**Presumeably, the only reason as to why this happens is because usually, when playing through The Backdoor, Blitz only rebounds depending on the amount of time there is left in the Floor, and because of the Make Haste modifier not being active and the Blitz, Oh modifier being the only one active, this will make Blitz believe that the Floors timer has ran out, despite the levers and Haste not being present in the Floor with modifiers, which causes Blitz to not rebound at all.
*As of The Content Update, “El Goblino on Break” and “Lights On” modifiers have been removed, it is unknown why these modifiers have been removed.
*Using the More Stuff modifier can make obtaining Crucifixes easier, therefore easily obtaining crucifix badges (as a way of completing the game "100%"), as it does not remove progress.
==Bugs== 
*
*"It Can Run Too" does not currently require the badge "Take A Breather". This is likely a mistake.
* "Seeing Double" and "Four Eyes" will be available if a player has the "Not Five Stars" and "Hotel Hell" achievements, even if a player does not have the "You Can't See Me" achievement.
*"Lights Out" does not turn off all the lights in the Electrical Room. 
**Similarly, if Rush enters the Electrical Room, the lights will still stay on, even if the "Electrical Work" modifier isn't on.
*There was a bug where if players had the "Rock Bottom" achievement, modifiers wouldn't have appeared when creating an elevator, as if a player had not unlocked modifiers yet. It has been patched
*Sometimes, when using "Stop Right There" or "Room For More" modifiers, A-90 is able to spawn even during a cutscene, and a player will get damaged normally, even if they aren't doing anything that would trigger A-90. "Such a sad way to die" 
*When using "Tripped" or "Tripped and Fell" modifiers, there is a glitch where if players either starts a game or upon using a revive, it doesn't show the remaining health when they spawn in, making it seem that every entity did a lot of damage or instantly killed them, but it still did only normal damage. 
**This was fixed after the The Backdoor Update as the health bar won't disappear until if a player has full health.
*Since The Backdoor Update, Eyes ("Always Watching, "Seeing Double" and "Four Eyes") can instantly damage/kill players after the Seek chase cutscene, being impossible to avoid with bad luck.
*As of the Floor 2 update, the "Rent's Due" modifier, Hide attacks normally like the modifier is not enabled. This was patched in The Content update.
*Modifiers were previously able to be transferred between floors, Therefore, it used to be possible to beat the The Hotel with modifiers active and bring them to The Mines. This has since been patched.
* The lights will still flicker during Seek's crescendo with "Electrical Work".
*As of the Floor 2 update, the "Again & Again & Again" modifier will only make a normal Ambush attack once, likely due to the entity being reworked in said update.
*As of the Floor 2 update, the "Wet Floor" modifier is (practically) impossible to beat due to the floor being too slippery to keep a consistent speed during chases (usually during Seek)
* As of the Floor 2 update, the "My Legs are Killing Me" modifier, Seek will not be slowed down with that modifier. Before that, Seek slows down to balance the speed between Seek and the player.
*After the 2024 Trick Or Treat Event ended, if a player beats The Hotel with modifiers, and then go to The Mines, the modifier will activate Trick Or Treat as it was during the event despite the event has already ended.
*As of the Content Update, the "Locked and Loaded" and "Key Key Key Key" modifiers have a glitch where in The Mines, keys cannot spawn for locked rooms, making it still broken.
* As of the Content Update, every snare modifier is bugged in the mines and will do absolutely nothing resulting in a free 15%.
*As of the Content Update, the "Again & Again & Again" modifier is broken and will spawn Ambush from front and will make him ignore his path, and even making him spawn in the middle of Seek chase. However, if you make it past the chase, Ambush will get stuck and won't kill you. But if he will spawn "naturally", he will do the same thing.
*The Hotel- modifier has an on-going bug where the knobs don't reset, as data actually saves but doesn't transfer.
== Trivia== 
*Jack, Shadow, Sally, Bob, Jeff, Curious Light, Halt, and Glitch are the only entities that don't have any modifiers named after or relating to them in any way. 
**The “El Goblino Was Here” and "El Goblino's Payday" modifiers are the only modifiers that do not alter the entity mentioned in their name.
*Currently, in The Hotel, the highest possible Knob bonus from modifiers is 348%. 
**Without the Random modifiers, the highest possible bonus is instead 323%.
*In The Mines however, the highest possible Knob bonus from Modifiers is instead 318%. This is due to the "Rush Around", "Every Angle", "New Roommate", "I'm Everywhere", and "Make Haste" modifiers being exclusive to The Hotel, therefore losing a 45% Knob bonus for The Mines.
**Without the Random modifiers, the highest possible bonus in The Mines is instead 293%.
*If the bonus for modifiers wasn't reduced after 150%, then the highest possible bonus in The Hotel would be 550%, or 500% without the random modifiers. 
**In The Mines, if the bonus for modifiers wasn't reduced after 150%, the highest possible bonus would be 535%, or 485% without the random modifiers. Again, this is due to the "Rush Around", "Every Angle", "New Roommate", "I'm Everywhere", and "Make Haste" modifiers being exclusive to The Hotel, therefore losing a 45% Knob bonus for The Mines.
*If a player glitches through the red barrier and enters The Rooms, they will be able to go to The Rooms but all modifiers will disappear.
*Previously, if the "Lights Out" modifier was active, Screech would not attack in any room due to the game thinking that none of the rooms were dark, which also caused the dark room sound to never be played. However, this was fixed in The Backdoor Update.
*Eyes's "Every Angle" modifier for The Hotel was originally a scrapped modifier due to the developers wanting to only use the ability in The Mines instead, but it has made a return since the Content Update.
*Previously, SUPER HARD MODE!!! and Retro Mode were listed as floors, but have been converted to modifiers
*Before The Backdoor Update, Snare couldn't spawn in The Library, Seek's hallway and The Electrical Room, but after the update, it does.
* LSPLASH has hinted that modifiers might have lore relevance to the game.https://twitter.com/LightningSplash/status/1775641582902923431 
**It seems that a third "light" is behind these modifiers as seen by the red barrier preventing players from entering The Rooms while modifiers are active. The symbol for modifiers might be the third light's symbol. Similar to the moon for Guiding Light, and the star for Curious Light. 
***Additionally, if the "Trick Or Treat" modifier is enabled, the third light does have it's own candy, donning the modifier symbol, backing up the idea that the modifiers are connected to the third light. It is also worth noting that the candies do correspond with how helpful the lights are, with Guiding Light's candy being helpful, Curious Light's candy being neutral (has a chance of giving a good or bad ability, balancing it out), and lastly the third light's candy, which is harmful as it can kill you (assuming you dont have a star shield). This almost certainly proves that the third light will be an evil light, if we ever encounter them.
*Every modifier has a name inside the game files. For example, "MAXIMUM OVERDRIVE" is "PlayerFastest", "Again & Again & Again" is "AmbushAlways", "Are Those Pancakes!?" is "SnareMost".
*"Bug Spray" is the only modifier that contains an emoticon, showing a sad face.
*Retro Mode has been temporarily deactivated due to it carrying over to the mines, causing problems.
*The modifier "Roundabout" was removed in the Floor 2 Update. Similarly, in The Hunt update, the modifier "You Really Can Run" was removed for being too easy for experienced players. The "Roundabout" modifier may have been removed for the same. 
**However, the more likely reason is because it may have been broken with Halt's rework in the Floor 2 update.
*The modifier "Trick or Treat" is the first modifier added that is compatible with The Mines. 
**This modifier is also the only modifier where Guiding Light gives tips to a player as usual after a player's death. 
***This may be because the modifier does not alter the main gameplay in any way, and instead adds Items that do so when used.
*When the Make Haste modifier is active, the The Backdoor's ambience will play.
*The "Destiny Still Arrives" modifier will make it so the more rooms you go through, the faster Dread is able to spawn, with the maximum time being 15 seconds at door 99 for The Hotel and door 199 for The Mines. This may make the game impossible, especially in The Mines, and especially as you get closer to the end of The Dam.
== References== 
*Many of the modifier names are references: "yes there are a lot of references in modifier names, one of my favorites is "my knees are killing me" which is a reference to a voiceline from brimstone in valorant" - RediblesQW, X 
**"Uh Oh" and "How Unfortunate" are a reference to Dee Dee's voice lines from FNaF: Ultimate Custom Night.
**”Room For More” could be a reference to Lefty’s voice lines from FNaF Ultimate Custom Night.
**"My Knees Are Killing Me" could be a reference to a voice line said by Brimstone from Valorant.
**"Chaos, Chaos" is a reference to Jevil's voice lines from Deltarune Chapter 1.
**"Bad Time" is a reference to one of Sans's lines from Undertale, where he says if players doesn't stop killing, they're "gonna have a bad time."
**"Last Breath" could be a reference to an Undertale fan-game called Undertale: Last Breath.
** "Think Fast" and "Think Faster" could be a reference to the Team Fortress 2 meme "Think fast, chuckle-nuts".
**"Faster, Faster, Faster" is a reference to a voiceline that Octane from Apex Legends says. Apex Legends. "fun fact "Faster, Faster, Faster" is a reference to a voiceline from Octane in Apex Legends" - RediblesQW, X 
**"MAXIMUM OVERDRIVE" could be a reference to SpongeBob SquarePants, where Plankton uses it to speed up his vehicle to threaten Mr. Krabs.
**"Key Key Key Key" is most likely a reference to LankyBox's song: "ULTIMATE ROBLOX PIGGY SONG".
** "Always Watching" could be a reference to a famous line from Monsters, Inc. "Always watching Mike Wazowski, always watching."
**"Seeing Double" could be a reference to one of the achievements in Spooky's Jumpscare Mansion which has an achievement of the same name. 
***It also could be a reference to Diplopia, a medical condition where one sees a double of an object whilst looking at it, hence "seeing double."
**"Four Eyes" is a semi-derogatory term for someone who wears glasses.
**"Stop Right There" could be a reference to the meme "Stop right there, criminal scum."
**"Wrong Number" could be a reference to the meme "Sike, that's the wrong number!".
**"Blitz, Oh" could be a reference to Pressure, a Roblox game inspired by Doors, which has its own entity named Blitz whose survival achievement is named "Oh".
***It could also be a reference to Blitzo from Helluva Boss
**The "Run From It" and "Destiny Still Arrives" modifiers are a reference to the saying "Dread it, run from it, destiny still arrives."
*Other modifiers are named after achievements. 
**"I'm Runnin' Here" and "I'm Tip-Toein' Here" are references to Rush's achievement "Out Of My Way", description being "I'm walkin' here!"
**"Back For Seconds" is a reference to Ambush's achievement "Rebound", description being "Coming back for seconds!"
**"Rent's Due" is a reference to Hide's achievement, "Eviction Notice", both sharing the landlord theme.
**"It Can Run Too" is a reference to Seek's achievement "You Can Run", as the modifier is named like a response to the achievement.
*The Hotel Hell badge icon and name may be a reference to a show of the same name.
*The Hotel Hell badge has Seek holding a key that is labeled 0013, this is due to 13 being considered a unlucky number, and because the number 13 is referenced a lot in promotional material for DOORS, mainly in trailers and thumbnails.
== Related Achievements==
== Gallery==
Modify.png|The icon for the modifiers update.
NORIFT.png|The icon for modifiers that disable the Rift.
NOPROGRESS.png|The icon that appears for modifiers that don't allow progress.
NOKNOBS.png|The icon for modifiers that disable Knobs.
NO MORE ROOMS NOOB.png|A barrier blocking the entrance to The Rooms due to modifiers being active.
Modifier bug no modifiers.webp|The modifier list if a player does not own the "Rock Bottom" achievement (outdated)
Modifier menu.jpg|The menu to make an elevator with modifiers.
Key, key, key, crucifix?.png|A Room Key above a door, unable to be picked up.
Locked 50.png|Door 50 being locked by either the "Locked And Loaded" or "Key, Key, Key, Key" modifier.
Tes.jpg|Snare spawning near a chest with the "Watch Your Step" modifier.
LineofSnares.PNG|A line of Snares in the "I Love Pancakes!!" modifier.
NotFiveStarsAchieve.png|Achieving the "Not Five Stars" achievement once getting up to 50%+ modifiers.
File:HotelHell.webp|Achieving the "Hotel Hell" achievement once getting up to 150%+ modifiers.
File:Notfivehotelhell.png|Achieving the "Not Five Stars" and "Hotel Hell" achievements at the same time once getting up to 150%+ modifiers.
Rift modifier block.webp|The Rift having its mechanic blocked by a modifier that disables it
MODIFIERS.png|The Icon for the modifiers, but with no color.
Newquote.png|A new Guiding Light message that can appear if a player dies with the 2023 April Fools Event modifier.
ElGoblinoYoutube.jpg|The thumbnail of the Modifiers Trailer video aswell as El Goblino's plush.
IMG 1495.jpeg|A player with the Not Five Stars acheivement being displayed.
Hotel Hell Badge.png|A player with the old color of the Hotel Hell acheivement being displayed.
Nice.jpg|Ditto, but new.
RockyRoadPlayer.png|A player with Rocky Road being displayed.
AHardPlaceNew.png|A player with the new A Hard Place color being displayed.
File:Amomentwhena90attackswhileglitchjumpscare.png|A-90 and Glitch appearing at the same time when using the 'Stop Right There' or 'Room For More' modifier.
File:Hotel hell Screenshot 2024-04-21 at 5.20.12 PM .png|Hotel Hell 150% modifers
File:Mines-locked-door.png|A locked door in the Mines, achieved by the use of the Key, Key, Key, Key modifier.
File:Mines-unlocked-door.png|Ditto, but unlocked. These kinds of doors can only be opened with Lock Picks, as The Mines are devoid of keys.
File:Modifiers Candy.png|The Red Light candy found in the trick or treat modifier. It always gives the Can-Die effect, which deals 100 damage.
File:New modifier teaser from the lsplash twitter.png|Teaser for upcoming modifiers, showing a Hotel door with the Backdoor timer and a Firedamp sign.
== References==
Category:Game Mechanics
Category:Lists
ru:Модификаторы
Category:Upcoming Content
Category:Miscellaneous
Category:Removed Content