Skill Gem /5
Skill Gem Quality /2
Item | Type | Stats | Weight |
---|---|---|---|
Punishment | Divergent | (0–10)% of Overkill Damage from Killing Blows on Cursed Enemies is Reflected to other Enemies as Physical Damage | 100 |
Molten Shell | Divergent | Reflected Damage Penetrates (0–20)% of Enemy Fire Resistance | 50 |
Support Gem /1
Item mods /59
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Thorny | 1 | Prefix | Reflects (1–4) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 |
Spiny | 10 | Prefix | Reflects (5–10) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 |
Barbed | 20 | Prefix | Reflects (11–24) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 default 0 |
Jagged | 35 | Prefix | Reflects (25–50) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 default 0 |
The Shaper's | 68 | Prefix | You and your Minions take 100% reduced Reflected Elemental Damage elemental | body_armour_shaper 200 default 0 |
The Elder's | 68 | Prefix | You and your Minions take 100% reduced Reflected Physical Damage physical | body_armour_elder 200 default 0 |
The Shaper's | 68 | Prefix | You and your Minions take (31–45)% reduced Reflected Elemental Damage elemental | ring_shaper 800 default 0 |
The Shaper's | 75 | Prefix | You and your Minions take (46–55)% reduced Reflected Elemental Damage elemental | ring_shaper 800 default 0 |
The Elder's | 68 | Prefix | You and your Minions take (31–45)% reduced Reflected Physical Damage physical | ring_elder 800 default 0 |
The Elder's | 75 | Prefix | You and your Minions take (46–55)% reduced Reflected Physical Damage physical | ring_elder 800 default 0 |
Warlord's | 75 | Prefix | You and your Minions take 100% reduced Reflected Physical Damage physical | body_armour_adjudicator 500 default 0 |
Redeemer's | 75 | Prefix | You and your Minions take 100% reduced Reflected Elemental Damage elemental | body_armour_eyrie 500 default 0 |
Hunter's | 68 | Prefix | You and your Minions take (31–45)% reduced Reflected Physical Damage physical | ring_basilisk 500 default 0 |
Hunter's | 75 | Prefix | You and your Minions take (46–55)% reduced Reflected Physical Damage physical | ring_basilisk 500 default 0 |
Hunter's | 68 | Prefix | You and your Minions take (31–45)% reduced Reflected Elemental Damage elemental | ring_basilisk 500 default 0 |
Hunter's | 75 | Prefix | You and your Minions take (46–55)% reduced Reflected Elemental Damage elemental | ring_basilisk 500 default 0 |
1 | ScourgeUpside | Reflects (20–40) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 | |
45 | ScourgeUpside | Reflects (41–60) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 | |
68 | ScourgeUpside | Reflects (61–80) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 | |
68 | ScourgeUpside | Reflects (81–100) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 | |
68 | ScourgeUpside | You and your Minions take (41–50)% reduced Reflected Physical Damage physical | body_armour 1000 default 0 | |
68 | ScourgeUpside | You and your Minions take (51–60)% reduced Reflected Physical Damage physical | body_armour 1000 default 0 | |
68 | ScourgeUpside | You and your Minions take (41–50)% reduced Reflected Elemental Damage elemental | body_armour 1000 default 0 | |
68 | ScourgeUpside | You and your Minions take (51–60)% reduced Reflected Elemental Damage elemental | body_armour 1000 default 0 | |
75 | BlueImplicit | 45% reduced Reflected Damage taken | no_tier_6_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 50% reduced Reflected Damage taken | no_tier_5_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 55% reduced Reflected Damage taken | no_tier_4_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 60% reduced Reflected Damage taken | no_tier_3_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 65% reduced Reflected Damage taken | no_tier_2_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 70% reduced Reflected Damage taken | no_tier_1_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 65% reduced Reflected Damage taken | no_tier_5_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 70% reduced Reflected Damage taken | no_tier_4_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 75% reduced Reflected Damage taken | no_tier_3_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 80% reduced Reflected Damage taken | no_tier_2_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 85% reduced Reflected Damage taken | no_tier_1_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 85% reduced Reflected Damage taken | no_tier_4_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 90% reduced Reflected Damage taken | no_tier_3_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 95% reduced Reflected Damage taken | no_tier_2_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 100% reduced Reflected Damage taken | no_tier_1_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | Minions take 45% reduced Reflected Damage | no_tier_6_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | Minions take 50% reduced Reflected Damage | no_tier_5_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | Minions take 55% reduced Reflected Damage | no_tier_4_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | Minions take 60% reduced Reflected Damage | no_tier_3_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | Minions take 65% reduced Reflected Damage | no_tier_2_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | Minions take 70% reduced Reflected Damage | no_tier_1_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Minions take 65% reduced Reflected Damage | no_tier_5_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Minions take 70% reduced Reflected Damage | no_tier_4_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Minions take 75% reduced Reflected Damage | no_tier_3_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Minions take 80% reduced Reflected Damage | no_tier_2_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Minions take 85% reduced Reflected Damage | no_tier_1_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Minions take 85% reduced Reflected Damage | no_tier_4_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Minions take 90% reduced Reflected Damage | no_tier_3_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Minions take 95% reduced Reflected Damage | no_tier_2_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Minions take 100% reduced Reflected Damage | no_tier_1_eldritch_implicit 0 body_armour 140 default 0 | |
20 | WeaponTree | 15% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
20 | WeaponTree | 20% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
20 | WeaponTree | 25% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
68 | WeaponTree | 100% reduced Reflected Elemental Damage taken 100% increased Reflected Physical Damage taken | shield 500 default 0 | |
68 | WeaponTree | 100% increased Reflected Elemental Damage taken 100% reduced Reflected Physical Damage taken | shield 500 default 0 |
Monsters mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | Reflects (10–20) to Cold Damage to Melee Attackers damage elemental cold |
Veiled mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Order | 60 | Suffix | (60–80)% reduced Reflected Damage taken during Effect | flask 1000 default 0 |
Crafting Bench /1
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
(45–55)% reduced Reflected Damage taken during Effect | 6x ![]() | Flask | Betrayal Unveil |
Misc mods /10
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Unique | Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you poison chaos ailment | ||
1 | Jewel | Unique | Bleeding you inflict is Reflected to you bleed physical attack ailment | ||
1 | Jewel | Unique | 10% reduced Reflected Elemental Damage taken elemental | jewel 1 default 0 | |
1 | Jewel | Unique | 10% reduced Reflected Physical Damage taken physical | jewel 1 default 0 | |
1 | Atlas | Prefix | Players and their Minions cannot take Reflected Damage Your Maps contain 4 additional Packs with Mirrored Rare Monsters 3 uses remaining | default 1000 | |
1 | Atlas | Prefix | Players and their Minions cannot take Reflected Damage Your Maps contain 5 additional Packs with Mirrored Rare Monsters 15 uses remaining | default 1000 | |
1 | PrimordialAltar | Unique | Non-Damaging Ailments you inflict are reflected back to you | primordial_altar_upside 0 tangle_altar 1000 default 0 | |
1 | PrimordialAltar | Unique | Curses you inflict are reflected back to you | primordial_altar_upside 0 cleansing_fire_altar 1000 default 0 | |
Chosen | 75 | SanctumSpecial | Prefix | (50–65)% reduced Reflected Damage taken | str_special_relic 600 default 150 |
Anointed | 75 | SanctumSpecial | Prefix | Minions take (50–65)% reduced Reflected Damage | int_special_relic 600 default 150 |
Essence /8
Unique /36
Icon | Name |
---|---|
![]() | The Anvil Amber Amulet +(20–30) to Strength (10–15)% Chance to Block Attack Damage 10% reduced Attack Speed 10% reduced Cast Speed +(400–500) to Armour (34–48) Life gained when you Block (18–24) Mana gained when you Block +3% to maximum Chance to Block Attack Damage Reflects 240 to 300 Physical Damage to Attackers on Block |
![]() | Bramblejack Plate Vest +(30–60) to maximum Life (-15–-10) Physical Damage taken from Attack Hits 1000% of Melee Physical Damage taken reflected to Attacker |
![]() | Cloak of Flame Scholar's Robe +(50–75)% to Fire Resistance (40–75)% increased Ignite Duration on Enemies Reflects 100 Fire Damage to Melee Attackers 40% of Physical Damage taken as Fire Damage |
![]() | Lightbane Raiment Ornate Ringmail (120–140)% increased Armour and Energy Shield 30% of Physical Damage Converted to Chaos Damage Reflects 30 Chaos Damage to Melee Attackers 25% reduced Light Radius 100% chance to create Desecrated Ground when you Block desecrate on block base chaos damage to deal per minute [15000] desecrate on block base radius [16] desecrate on block duration ms [8000] (You take Chaos damage over time while standing in Desecrated Ground) |
![]() | Shavronne's Wrappings Occultist's Vestment (3–10)% increased Spell Damage (100–150)% increased Energy Shield 10% faster start of Energy Shield Recharge +(30–40)% to Lightning Resistance Reflects 1 to 250 Lightning Damage to Melee Attackers Chaos Damage taken does not bypass Energy Shield |
![]() | Hrimsorrow Goathide Gloves +(20–30) to Strength +(40–50) to Evasion Rating +(20–30)% to Cold Resistance 100% of Physical Damage Converted to Cold Damage Reflects 100 Cold Damage to Melee Attackers |
![]() | Shackles of the Wretched Chain Gloves Hexes applied by Socketed Curse Skills are Reflected back to you (40–60)% increased Stun and Block Recovery You grant (4–6) Frenzy Charges to allies on Death You cannot be Chilled for 3 seconds after being Chilled You cannot be Frozen for 3 seconds after being Frozen You cannot be Ignited for 3 seconds after being Ignited You cannot be Shocked for 3 seconds after being Shocked |
![]() | Crown of Thorns Vine Circlet +(150–225) to maximum Energy Shield Reflects 5 Physical Damage to Melee Attackers +25 Physical Damage taken from Attack Hits Pain Attunement (You are on Low Life if you have 50% of your Maximum Life or less) (30% more Spell Damage when on Low Life) |
![]() | Goldrim Leather Cap +(30–50) to Evasion Rating 10% increased Rarity of Items found +(30–40)% to all Elemental Resistances Reflects 4 Physical Damage to Melee Attackers |
![]() | Veil of the Night Great Helmet (20–22)% increased Stun and Block Recovery 40% reduced Light Radius Reflects 1 to (180–220) Lightning Damage to Attackers on Block (18–22)% increased Global Defences Elemental Resistances are Zero (Armour, Evasion Rating and Energy Shield are the standard Defences) |
![]() | Kaltenhalt Painted Buckler 6% increased Movement Speed (60–100)% increased Evasion Rating +50% to Cold Resistance +5% to maximum Cold Resistance Gain (10–15)% of Physical Damage as Extra Cold Damage Reflects (25–50) Cold Damage to Melee Attackers +5% Chance to Block (Maximum Resistances cannot be raised above 90%) |
![]() | Thousand Teeth Temu Vaal Buckler 3% increased Movement Speed (100–120)% increased Evasion Rating +(70–90) to maximum Life 0.4% of Physical Attack Damage Leeched as Life +10% Chance to Block Reflects 1000 to 10000 Physical Damage to Attackers on Block (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) |
![]() | Maligaro's Restraint Chain Belt +(9–20) to maximum Energy Shield Adds 1 to (30–50) Lightning Damage to Attacks 100% increased Shock Duration on you Shocks you cause are reflected back to you 60% increased Damage while Shocked 15% increased Movement Speed while Shocked (Shock increases Damage taken by 15%, for 2 seconds) |
![]() | Sibyl's Lament Coral Ring +(20–30) to maximum Life Adds (8–15) to (20–28) Fire Damage to Attacks (10–20)% reduced Rarity of Items found Left ring slot: You and your Minions take 80% reduced Reflected Elemental Damage Right ring slot: You and your Minions take 80% reduced Reflected Physical Damage (20–30)% increased Elemental Damage with Attack Skills |
![]() | The Blood Thorn Gnarled Branch +18% Chance to Block Attack Damage while wielding a Staff +12% Chance to Block Attack Damage while wielding a Staff 100% increased Physical Damage (5–10)% increased Attack Speed Reflects (22–44) Physical Damage to Attackers on Block Curse Enemies with Vulnerability on Block (Warstaves are considered Staves) (Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds) |
![]() | Vestige of Divinity Gnarled Branch +18% Chance to Block Attack Damage while wielding a Staff 16% Chance to Block Attack Damage Adds 2 to 4 Physical Damage 15% increased Area of Effect Reflects 8 to 14 Physical Damage to Attackers on Block +2 metres to Weapon Range (Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect) |
![]() | Remnant of Empires Goathide Buckler 3% increased Movement Speed 30% Chance to Block Spell Damage +15 to maximum Life +3% to all Elemental Resistances per Endurance Charge 50% chance to gain an Endurance Charge when you Block +3% Chance to Block Reflects 4 to 8 Physical Damage to Attackers on Block |
![]() | Crown of the Pale King Regicide Mask +(60–80) to maximum Life (150–200)% increased Evasion and Energy Shield (0.4–0.8)% of Physical Attack Damage Leeched as Life Reflects 100 to 150 Physical Damage to Melee Attackers 100% of Damage you Reflect to Enemies when Hit is leeched as Life (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) |
![]() | Advancing Fortress Gut Ripper Grants 44 Life per Enemy Hit Socketed Gems are Supported by Level 12 Fortify 15% Chance to Block Attack Damage (100–120)% increased Physical Damage +110 to Evasion Rating +35 to maximum Energy Shield +(30–50) to maximum Life Reflects (71–90) Physical Damage to Melee Attackers |
![]() | Xirgil's Crank Coiled Staff +20% Chance to Block Attack Damage while wielding a Staff +15% Chance to Block Attack Damage while wielding a Staff (60–80)% increased Spell Damage +(70–100) to maximum Energy Shield +1 to Level of all Spell Skill Gems Reflects 1 to 150 Lightning Damage to Melee Attackers 20% chance for Energy Shield Recharge to start when you Block (Warstaves are considered Staves) |
![]() | Hrimburn Goathide Gloves +(20–30) to Strength Adds (5–7) to (13–15) Cold Damage to Spells and Attacks +(40–50) to Evasion Rating +(20–30)% to Cold Resistance 100% of Physical Damage Converted to Cold Damage Reflects 100 Cold Damage to Melee Attackers Your Cold Damage can Ignite (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | The Golden Rule Viridian Jewel (30–40)% increased Armour while Bleeding Bleeding you inflict is Reflected to you +1% to Chaos Resistance per Poison on you Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack) Corrupted |
![]() | Great Old One's Tentacles Eelskin Gloves Adds (8–12) to (15–20) Physical Damage to Attacks +(50–70) to maximum Life (10–20)% chance to Impale Enemies on Hit with Attacks 50% chance for Impales on Enemies you Kill to Reflect Damage to surrounding Enemies (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) |
![]() | Retaliation Charm Citrine Amulet +(16–24) to Strength and Dexterity (10–20)% chance to Blind Enemies on Hit with Attacks Blind does not affect your Light Radius Blind you inflict is Reflected to you (10–20)% chance to gain a Frenzy Charge on Hit while Blinded (Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds) |
![]() | Replica Heartbreaker Royal Skean 30% increased Global Critical Strike Chance (60–70)% increased Spell Damage (40–80)% faster start of Energy Shield Recharge +(30–50) to maximum Life 20% increased Impale Effect 20% chance to Impale on Spell Hit (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) |
![]() | Replica Blood Thorn Gnarled Branch +18% Chance to Block Attack Damage while wielding a Staff +12% Chance to Block Attack Damage while wielding a Staff 100% increased Fire Damage (5–10)% increased Attack Speed Curse Enemies with Flammability on Block Reflects (22–44) Fire Damage to Attackers on Block (Warstaves are considered Staves) (Flammability is a Hex which inflicts -17% to Fire Resistance and causes Hits to have +25% chance to Ignite the target. It lasts 8 seconds) |
![]() | Replica Veil of the Night Great Helmet (20–22)% increased Stun and Block Recovery 40% reduced Light Radius Reflects 1 to (180–220) Lightning Damage to Attackers on Block (18–22)% increased Elemental Resistances Defences are Zero (Armour, Evasion Rating and Energy Shield are the standard Defences) |
![]() | The Fulcrum Ezomyte Staff +20% Chance to Block Attack Damage while wielding a Staff (140–180)% increased Physical Damage (0–50)% of Physical Damage Converted to Fire Damage (0–50)% of Physical Damage Converted to Cold Damage (0–50)% of Physical Damage Converted to Lightning Damage Elemental Damage with Hits is Lucky while you are Shocked Damage Penetrates (8–10)% Elemental Resistances while you are Chilled Elemental Ailments you inflict are Reflected to you Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited |
![]() | Atziri's Rule Judgement Staff +20% Chance to Block Spell Damage while wielding a Staff Grants Level 20 Queen's Demand Skill Queen's Demand can Trigger Level 20 Flames of Judgement Queen's Demand can Trigger Level 20 Storm of Judgement Cannot be Stunned Damage cannot be Reflected |
![]() | Temptation Step Shagreen Boots (170–250)% increased Evasion Rating +(19–29)% to Chaos Resistance 15% increased Damage for each Poison on you up to a maximum of 75% 10% increased Movement Speed for each Poison on you up to a maximum of 50% Poison you inflict with Travel Skills is Reflected to you if you have fewer than 5 Poisons on you (Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack) |
![]() | Royale Lightbane Raiment Chainmail Vest (60–120)% increased Armour and Energy Shield 30% of Physical Damage Converted to Chaos Damage Reflects 5 Chaos Damage to Melee Attackers 25% reduced Light Radius 100% chance to create Desecrated Ground when you Block desecrate on block base chaos damage to deal per minute [600] desecrate on block base radius [16] desecrate on block duration ms [8000] (You take Chaos damage over time while standing in Desecrated Ground) |
![]() | Royale Hrimsorrow Rawhide Gloves +(20–30) to Strength Adds (1–3) to (4–5) Cold Damage to Spells and Attacks +(40–50) to Evasion Rating +(10–20)% to Cold Resistance 100% of Physical Damage Converted to Cold Damage Reflects 100 Cold Damage to Melee Attackers |
![]() | Royale Maligaro's Restraint Chain Belt +(9–20) to maximum Energy Shield Adds 1 to (15–20) Lightning Damage to Attacks 100% increased Shock Duration on you Shocks you cause are reflected back to you 30% increased Damage while Shocked 15% increased Movement Speed while Shocked (Shock increases Damage taken by 15%, for 2 seconds) |
![]() | Kalandra's Touch Ring Reflects your other Ring |
![]() | Entropic Devastation Assassin's Mitts Grants Call of Steel (100–150)% increased Evasion and Energy Shield (30–50)% increased Effect of Impales inflicted with Spells Critical Strikes with Spells inflict Impale (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) |
![]() | Chain of Endurance Chain Belt +(9–20) to maximum Energy Shield +(40–50) to maximum Life (40–60)% increased Stun and Block Recovery Reflects (100–150) Physical Damage to Melee Attackers Regenerate 2% of Life per second for each different Ailment affecting you (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) |
Passive /4
Icon | Name |
---|---|
Spiked Bulwark Notable 28% increased Armour Reflects 50 Physical Damage to Melee Attackers | |
Merciless Skewering Notable Impale Damage dealt to Enemies Impaled by you Overwhelms 15% Physical Damage Reduction 15% chance to Impale Enemies on Hit with Attacks 5% increased Impale Effect (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative) | |
Forceful Skewering Notable Impale Damage dealt to Enemies Impaled by you Overwhelms 25% Physical Damage Reduction 10% chance to Impale Enemies on Hit with Attacks 10% increased Impale Effect (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative) | |
Harpooner Notable 20% chance to Impale Enemies on Hit with Two Handed Weapons 30% increased Effect of Impales you inflict with Two Handed Weapons on Non-Impaled Enemies 50% increased Impale Duration (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) |
Ascendancy Passive /4
Icon | Name |
---|---|
Defy Pain Notable Gain Defiance for 10 seconds on losing Life to an Enemy Hit, no more than once every 0.3 seconds 25% increased Armour per Defiance 50% increased Maximum total Life Recovery per second from Leech while you have Defiance At 10 Defiance, take Reflected Physical Damage equal to maximum Life, then lose all Defiance | |
Bastion of Elements Notable Triggers Level 20 Primal Aegis when Allocated Primal Aegis can take 75 Elemental Damage per Allocated Notable Passive Skill Other Aegis Skills are Disabled Cannot take Reflected Elemental Damage | |
Bane of Legends Notable 10% more Damage if you've Killed Recently Cannot take Reflected Physical Damage 20% more Damage with Hits and Ailments against Unique Enemies (Recently refers to the past 4 seconds) | |
Opportunistic Notable 25% more Damage while there is at most one Rare or Unique Enemy nearby 20% reduced Damage taken while there are at least two Rare or Unique Enemies nearby Damage from your Critical Strikes cannot be Reflected |
Cluster Jewel Passive /2
Icon | Name |
---|---|
Deep Cuts Notable 15% chance to Impale Enemies on Hit with Attacks Impales you inflict last 1 additional Hit (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) | |
Vicious Skewering Notable Attacks have 10% chance to cause Bleeding 10% chance to Impale Enemies on Hit with Attacks 15% increased Effect of Impales inflicted by Hits that also inflict Bleeding (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) |
Elevated modifier List /4
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
The Shaper's | 68 | You and your Minions take 100% reduced Reflected Elemental Damage Group: 979 | (3–5)% reduced Elemental Damage taken You and your Minions take 100% reduced Reflected Elemental Damage |
The Elder's | 68 | You and your Minions take 100% reduced Reflected Physical Damage Group: 979 | (3–5)% reduced Physical Damage taken You and your Minions take 100% reduced Reflected Physical Damage |
Warlord's | 75 | You and your Minions take 100% reduced Reflected Physical Damage Group: 979 | (3–5)% reduced Physical Damage taken You and your Minions take 100% reduced Reflected Physical Damage |
Redeemer's | 75 | You and your Minions take 100% reduced Reflected Elemental Damage Group: 979 | (3–5)% reduced Elemental Damage taken You and your Minions take 100% reduced Reflected Elemental Damage |
Community Wiki
Damage reflection
Damage reflection is a game mechanic that makes an attacker (e.g. character, monster, trap, etc.) hit himself. Usually it appears as a modifier that causes a damage dealt to a target to also be taken by an attacker; but this mechanic is also being used in other places.
Mechanics
Reflect cares about the damage taken after mitigation, not the amount of life removed. The offensive stats of a creature can affect whether it takes reflected damage (accuracy, block chance reduction, etc.), but cannot affect the amount of damage dealt (critical strikes, penetration, ignoring resistance, damage modifiers, etc).
Although reflected damage hits, it intentionally doesn't trigger most on/when hit effects and, accordingly, cannot cause status ailments, stun, critical strikes and other similar effects that require a hit. Reflected hit, however, is able to yield a flask charge if the Flagellant's prefix is present there.
Damage sources
Like any other damage, reflected damage has a damage source, or, to be more precise, one of three sources – attack, spell or secondary. Damage over time doesn't hit and, therefore, can't be reflected. A source of reflected damage is always the same as a source of damage dealt to a target, e.g. if a creature hits with a spell, the reflected damage is a spell damage.
Interaction with leech
Leech is processed before reflect damage. Therefore the order of operations is:
Hit a target -> Leech -> Receive reflected damage
Reflect mitigation
Reflected attacks can be blocked and dodged, and reflected spells can be blocked if the player has spell block or spell dodge. Block chance reduction will lower the characters block chance as well.
Reflected damage is reduced by the attacker's armour and resistances. For instance if a player with 75% lightning resistance deals 100 lightning damage to a monster with 20% elemental damage reflection, the player will only take 5 of the reflected 20 lightning damage.
Modifiers to damage taken, such as Fortify and Arctic Armour, also lessen reflected damage taken.
If the reflected damage is attack damage, it can be evaded. It uses accuracy rating.
- Consequently, reflected attack damage with the hits can't be evaded modifier cannot be evaded by the player. It can still be blocked or dodged.
All damage over time effects cannot be reflected.
Damage dealt by a player's totems, traps, mines, and minions will be reflected back to the totem/trap/mine/minion, not the player.
Certain skills are explicitly stated to ignore reflection. Skills that ignore reflection are Herald of Ice, Infernal Cry and Detonate Dead.
The dangers of damage reflection
Reflection can be one of the most dangerous effects to encounter at high levels, especially for players focused on high damage output. A fast moving rare monster that appears quickly from off the screen can cause a large spike of damage to the player if hit by those high damage attacks or spells. Players must also be careful with skills that have a long duration (such as Spark supported by Pierce Support and Increased Duration Support), as once cast, they cannot be cancelled if a source of reflection appears.
Long-range attacks and spells can also be dangerous, as stray arrows and spells might hit a reflecting rare monster, causing a large amount of damage to the player.
Even monsters that are much lower level than the player and would normally pose no threat can prove deadly if affected by reflection, since the reflection is based on the player's damage output, not the monster's damage.
Reflection can sometimes be difficult to spot, especially in the heat of battle when the monster ability can be obscured by various skill effects.
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