Skill Gem /5
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 Glassblower's Bauble | Flask | Betrayal Unveil |
Misc mods /13
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 |
of the Slayer | 45 | Charm | Suffix | Cannot take Reflected Physical Damage | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Elementalist | 45 | Charm | Suffix | Cannot take Reflected Elemental Damage | int_animal_charm 500 default 0 |
of the Assassin | 45 | Charm | Suffix | Damage from your Critical Strikes cannot be Reflected | int_animal_charm 250 dex_animal_charm 250 default 0 |
Essence /8
Item /1
into two mirrored halves with reflected modifiers
Unique /43
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
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
(40–75)% increased Ignite Duration on Enemies
Reflects 100 Fire Damage to Melee Attackers
40% of Physical Damage taken as Fire Damage
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)
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
+(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
(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
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)
10% increased Rarity of Items found
+(30–40)% to all Elemental Resistances
Reflects 4 Physical Damage to Melee Attackers
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)
+5% to maximum Cold Resistance
+50% to 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%)
+(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)
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)
(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
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)
Adds 2 to 4 Physical Damage
15% increased Area of Effect
Reflects 8 to 14 Physical Damage to Attackers on Block
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+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
+(60–80) to maximum Life
(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)
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
(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)
+2000 to Armour
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
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)
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)
+5% to maximum Cold Resistance
+50% to Cold Resistance
Gain (10–15)% of Physical Damage as Extra Cold Damage
Reflects (25–50) Cold Damage to Melee Attackers
+5% Chance to Block
20% of Fire Damage from Hits taken as Cold Damage
(Maximum Resistances cannot be raised above 90%)
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 200% 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)
+(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)
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)
(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)
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)
40% reduced Light Radius
Reflects 1 to (180–220) Lightning Damage to Attackers on Block
Defences are Zero
(18–22)% increased Elemental Resistances
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Call of Steel deals Reflected Damage with (40–50)% increased Area of Effect
Call of Steel causes (20–25)% increased Reflected Damage
(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)
Call of Steel has (80–100)% increased Use Speed
Call of Steel causes (20–25)% increased Reflected Damage
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
Call of Steel deals Reflected Damage with (40–50)% increased Area of Effect
Call of Steel has (80–100)% increased Use Speed
(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 Ailments you inflict are Reflected to you
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Elemental Damage with Hits is Lucky while you are Shocked
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
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
+(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)
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)
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
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)
(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)
(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)
Reflects 100 Cold Damage to Melee Attackers
Reflects 100 Fire Damage to Melee Attackers
Reflects 100 Lightning Damage to Melee Attackers
When an Enemy Hit deals Elemental Damage to you, their Resistance to those Elements becomes zero for 4 seconds
Passive /5
Reflects 50 Physical Damage to Melee Attackers
12% 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)
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)
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)
(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
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
Primal Aegis can take 75 Elemental Damage per Allocated Notable Passive Skill
Other Aegis Skills are Disabled
Cannot take Reflected Elemental Damage
(Primal Aegis calls forth a protective aegis which takes elemental damage from hits for you until depleted. The aegis will be restored to its full value after a short delay if you stop taking elemental damage from hits, or if depleted)
Cluster Jewel Passive /2
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)
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 200% 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: 982 | (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: 982 | (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: 982 | (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: 982 | (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.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.