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Skill Gem /13
MoltenShell
Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills.
VaalMoltenShell
Applies a buff that raises your armour, and takes some of the damage from hits for you before being depleted. Each second, the skill deals reflected damage to surrounding enemies based on the damage taken by the buff in that second. When the buff is removed, the skill deals reflected damage to enemies around you based on the total damage that was taken by the buff. You cannot have the buff at the same time as any other Guard skill.
HeraldofIce
Grants a buff adding cold damage to spells and attacks. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. This damage is not affected by modifiers to spell damage.
InfernalCry
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants a portion of their physical damage as extra fire damage. In addition to being taunted, enemies are inflicted with a secondary debuff causing them to explode when they die, dealing fire damage in an area.
StormCloudGem
Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Modifiers to cast speed will increase how frequently it does this. Casting this skill again will replace the previous orb.
StormCloudGem
Creates an electrical orb that will strike enemies in its area of effect with beams of lightning when placed, as well as when you use a lightning skill while within its area. These beams of lightning can then split to hit more enemies. When striking enemies, this orb will teleport to a random enemy struck. Casting this skill again will replace the previous orb.
StormbindSkillGem
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
StormbindSkillGem
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.
BlackHole
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
BlackHole
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Hydrosphere
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
TornadoGem
Create a Tornado that hinders and repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
TornadoGem
Create a Tornado of a random element that hinders and repeatedly damages enemies around it, converting physical damage to its element. The Tornado will chase down enemies for a duration.
Support Gem /1
Item mods /59
NameLevelPre/SufDescriptionWeight
Thorny1PrefixReflects (1—4) Physical Damage to Melee Attackers Damage Physicalbody_armour 1000
shield 1000
belt 1000
helmet 1000
default 0
Spiny10PrefixReflects (5—10) Physical Damage to Melee Attackers Damage Physicalbody_armour 1000
shield 1000
belt 1000
helmet 1000
default 0
Barbed20PrefixReflects (11—24) Physical Damage to Melee Attackers Damage Physicalbody_armour 1000
shield 1000
default 0
Jagged35PrefixReflects (25—50) Physical Damage to Melee Attackers Damage Physicalbody_armour 1000
shield 1000
default 0
The Shaper's68Prefix100% of Elemental Hit Damage from you and your Minions cannot be Reflectedbody_armour_shaper 200
default 0
The Elder's68Prefix100% of Physical Hit Damage from you and your Minions cannot be Reflectedbody_armour_elder 200
default 0
The Shaper's68Prefix(40—55)% of Elemental Hit Damage from you and your Minions cannot be Reflectedring_shaper 800
default 0
The Shaper's75Prefix(56—75)% of Elemental Hit Damage from you and your Minions cannot be Reflectedring_shaper 800
default 0
The Elder's68Prefix(40—55)% of Physical Hit Damage from you and your Minions cannot be Reflectedring_elder 800
default 0
The Elder's75Prefix(56—75)% of Physical Hit Damage from you and your Minions cannot be Reflectedring_elder 800
default 0
Warlord's75Prefix100% of Physical Hit Damage from you and your Minions cannot be Reflectedbody_armour_adjudicator 500
default 0
Redeemer's75Prefix100% of Elemental Hit Damage from you and your Minions cannot be Reflectedbody_armour_eyrie 500
default 0
Hunter's68Prefix(40—55)% of Physical Hit Damage from you and your Minions cannot be Reflectedring_basilisk 500
default 0
Hunter's75Prefix(56—75)% of Physical Hit Damage from you and your Minions cannot be Reflectedring_basilisk 500
default 0
Hunter's68Prefix(40—55)% of Elemental Hit Damage from you and your Minions cannot be Reflectedring_basilisk 500
default 0
Hunter's75Prefix(56—75)% of Elemental Hit Damage from you and your Minions cannot be Reflectedring_basilisk 500
default 0
1ScourgeUpsideReflects (20—40) Physical Damage to Melee Attackers Damage Physicalbody_armour 1000
shield 1000
belt 1000
helmet 1000
default 0
45ScourgeUpsideReflects (41—60) Physical Damage to Melee Attackers Damage Physicalbody_armour 1000
shield 1000
belt 1000
helmet 1000
default 0
68ScourgeUpsideReflects (61—80) Physical Damage to Melee Attackers Damage Physicalbody_armour 1000
shield 1000
belt 1000
helmet 1000
default 0
68ScourgeUpsideReflects (81—100) Physical Damage to Melee Attackers Damage Physicalbody_armour 1000
shield 1000
belt 1000
helmet 1000
default 0
68ScourgeUpsideYou and your Minions take (41—50)% reduced Reflected Physical Damage Physicalbody_armour 1000
default 0
68ScourgeUpsideYou and your Minions take (51—60)% reduced Reflected Physical Damage Physicalbody_armour 1000
default 0
68ScourgeUpsideYou and your Minions take (41—50)% reduced Reflected Elemental Damage Elementalbody_armour 1000
default 0
68ScourgeUpsideYou and your Minions take (51—60)% reduced Reflected Elemental Damage Elementalbody_armour 1000
default 0
75BlueImplicit45% of Damage from your Hits cannot be Reflectedno_tier_6_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit50% of Damage from your Hits cannot be Reflectedno_tier_5_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit55% of Damage from your Hits cannot be Reflectedno_tier_4_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit60% of Damage from your Hits cannot be Reflectedno_tier_3_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit65% of Damage from your Hits cannot be Reflectedno_tier_2_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit70% of Damage from your Hits cannot be Reflectedno_tier_1_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 65% of Damage from your Hits cannot be Reflectedno_tier_5_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 70% of Damage from your Hits cannot be Reflectedno_tier_4_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 75% of Damage from your Hits cannot be Reflectedno_tier_3_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 80% of Damage from your Hits cannot be Reflectedno_tier_2_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 85% of Damage from your Hits cannot be Reflectedno_tier_1_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 85% of Damage from your Hits cannot be Reflectedno_tier_4_eldritch_implicit 0
body_armour 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 90% of Damage from your Hits cannot be Reflectedno_tier_3_eldritch_implicit 0
body_armour 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 95% of Damage from your Hits cannot be Reflectedno_tier_2_eldritch_implicit 0
body_armour 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 100% of Damage from your Hits cannot be Reflectedno_tier_1_eldritch_implicit 0
body_armour 140
default 0
75BlueImplicit45% of Hit Damage from your Minions cannot be Reflectedno_tier_6_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit50% of Hit Damage from your Minions cannot be Reflectedno_tier_5_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit55% of Hit Damage from your Minions cannot be Reflectedno_tier_4_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit60% of Hit Damage from your Minions cannot be Reflectedno_tier_3_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit65% of Hit Damage from your Minions cannot be Reflectedno_tier_2_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicit70% of Hit Damage from your Minions cannot be Reflectedno_tier_1_eldritch_implicit 0
body_armour 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 65% of Hit Damage from your Minions cannot be Reflectedno_tier_5_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 70% of Hit Damage from your Minions cannot be Reflectedno_tier_4_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 75% of Hit Damage from your Minions cannot be Reflectedno_tier_3_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 80% of Hit Damage from your Minions cannot be Reflectedno_tier_2_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 85% of Hit Damage from your Minions cannot be Reflectedno_tier_1_eldritch_implicit 0
body_armour 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 85% of Hit Damage from your Minions cannot be Reflectedno_tier_4_eldritch_implicit 0
body_armour 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 90% of Hit Damage from your Minions cannot be Reflectedno_tier_3_eldritch_implicit 0
body_armour 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 95% of Hit Damage from your Minions cannot be Reflectedno_tier_2_eldritch_implicit 0
body_armour 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 100% of Hit Damage from your Minions cannot be Reflectedno_tier_1_eldritch_implicit 0
body_armour 140
default 0
20WeaponTree40% of Damage from your Hits cannot be Reflected
15% increased Armour, Evasion and Energy Shield
shield 250
default 0
20WeaponTree40% of Damage from your Hits cannot be Reflected
20% increased Armour, Evasion and Energy Shield
shield 250
default 0
20WeaponTree40% of Damage from your Hits cannot be Reflected
25% increased Armour, Evasion and Energy Shield
shield 250
default 0
68WeaponTree100% reduced Reflected Elemental Damage taken
100% increased Reflected Physical Damage taken
shield 500
default 0
68WeaponTree100% increased Reflected Elemental Damage taken
100% reduced Reflected Physical Damage taken
shield 500
default 0
Monsters mods /1
NameLevelPre/SufDescriptionWeight
1UniqueReflects (10—20) to Cold Damage to Melee Attackers Damage Elemental Cold
Veiled mods /1
NameLevelPre/SufDescriptionWeight
of the Order60Prefix(60—80)% of Damage from your Hits cannot be Reflected during Effectflask 1000
default 0
Crafting Bench /1
ModRequireItemClassesUnlock
(45—55)% of Damage from your Hits cannot be Reflected during Effect6x CurrencyFlaskQualityGlassblower's BaubleFlaskArachnid Tomb Map
Misc mods /13
NameLevelDomainPre/SufDescriptionWeight
1JewelUniquePoison you inflict is Reflected to you if you have fewer than 100 Poisons on you Chaos Ailment
1JewelUniqueBleeding you inflict is Reflected to you Physical Attack Ailment
1JewelUnique10% reduced Reflected Elemental Damage taken Elementaljewel 1
default 0
1JewelUnique10% reduced Reflected Physical Damage taken Physicaljewel 1
default 0
1AtlasPrefixPlayers and their Minions cannot take Reflected Damage
Your Maps contain 4 additional Packs with Mirrored Rare Monsters
3 uses remaining
default 1000
1AtlasPrefixPlayers and their Minions cannot take Reflected Damage
Your Maps contain 5 additional Packs with Mirrored Rare Monsters
15 uses remaining
default 1000
1PrimordialAltarUniqueNon-Damaging Ailments you inflict are reflected back to youprimordial_altar_upside 0
tangle_altar 1000
default 0
1PrimordialAltarUniqueCurses you inflict are reflected back to youprimordial_altar_upside 0
cleansing_fire_altar 1000
default 0
Chosen75SanctumSpecialPrefix(50—65)% of Damage from your Hits cannot be Reflectedstr_special_relic 600
default 150
Anointed75SanctumSpecialPrefix(50—65)% of Hit Damage from your Minions cannot be Reflectedint_special_relic 600
default 150
of the Slayer45CharmSuffixCannot take Reflected Physical Damagedex_animal_charm 250
str_animal_charm 250
default 0
of the Elementalist45CharmSuffixCannot take Reflected Elemental Damageint_animal_charm 500
default 0
of the Assassin45CharmSuffixDamage from your Critical Strikes cannot be Reflectedint_animal_charm 250
dex_animal_charm 250
default 0
Item /10
ReflectiveMist
ReflectiveMistReflecting Mist
Stack Size: 1 / 10
Unpredictably reflects a rare amulet or ring, breaking it
into two mirrored halves with reflected modifiers
ReflectiveMist
ReflectiveMistFading Reflecting Mist
Stack Size: 1 / 10
Unpredictably reflects a rare amulet or ring, breaking it
into two mirrored halves with reflected modifiers
Contempt1
Contempt1Whispering Essence of Contempt
Stack Size: 1 / 10
Essence Tier: 1
Upgrades a normal item to rare with one guaranteed property
Properties restricted to level 35 and below
Quivers, Gloves, Amulets, Rings: Adds 1 to 2 Physical Damage to Attacks
Helmets, Body Armours, Boots, Belts, Shields: Reflects (1—4) Physical Damage to Melee Attackers
Bows, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces: Adds 2 to (4—5) Physical Damage
Wands, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: Adds 1 to (2—3) Physical Damage
Contempt2
Contempt2Muttering Essence of Contempt
Stack Size: 1 / 10
Essence Tier: 2
Upgrades a normal item to rare with one guaranteed property
Properties restricted to level 45 and below
Quivers, Gloves, Amulets, Rings: Adds (2—3) to (4—5) Physical Damage to Attacks
Helmets, Body Armours, Boots, Belts, Shields: Reflects (5—10) Physical Damage to Melee Attackers
Bows, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces: Adds (6—8) to (12—15) Physical Damage
Wands, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: Adds (4—5) to (8—9) Physical Damage
Contempt3
Contempt3Weeping Essence of Contempt
Stack Size: 1 / 10
Essence Tier: 3
Upgrades a normal item to rare with one guaranteed property
Properties restricted to level 60 and below
Quivers, Amulets, Rings: Adds (4—6) to (9—10) Physical Damage to Attacks
Helmets, Body Armours, Boots, Belts, Shields: Reflects (11—24) Physical Damage to Melee Attackers
Gloves: Adds (3—4) to (6—7) Physical Damage to Attacks
Bows, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces: Adds (10—13) to (21—25) Physical Damage
Wands, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: Adds (6—9) to (13—15) Physical Damage
Contempt4
Contempt4Wailing Essence of Contempt
Stack Size: 1 / 10
Essence Tier: 4
Upgrades a normal item to rare with one guaranteed property
Properties restricted to level 75 and below
Quivers, Amulets: Adds (6—9) to (13—15) Physical Damage to Attacks
Helmets, Body Armours, Boots, Belts, Shields: Reflects (25—50) Physical Damage to Melee Attackers
Gloves: Adds (3—5) to (7—8) Physical Damage to Attacks
Bows, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces: Adds (13—17) to (28—32) Physical Damage
Wands, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: Adds (8—12) to (17—20) Physical Damage
Rings: Adds (5—7) to (11—12) Physical Damage to Attacks
Contempt5
Contempt5Screaming Essence of Contempt
Stack Size: 1 / 10
Essence Tier: 5
Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
Quivers, Amulets: Adds (9—12) to (19—22) Physical Damage to Attacks
Helmets, Body Armours, Boots, Belts, Shields: Reflects (51—100) Physical Damage to Melee Attackers
Gloves: Adds (4—5) to (8—9) Physical Damage to Attacks
Bows, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces: Adds (20—28) to (43—51) Physical Damage
Wands, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: Adds (13—18) to (27—31) Physical Damage
Rings: Adds (6—8) to (12—13) Physical Damage to Attacks
Contempt6
Contempt6Shrieking Essence of Contempt
Stack Size: 1 / 10
Essence Tier: 6
Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
Quivers, Amulets: Adds (11—15) to (22—26) Physical Damage to Attacks
Helmets, Body Armours, Boots, Belts, Shields: Reflects (101—150) Physical Damage to Melee Attackers
Gloves: Adds (5—6) to (9—10) Physical Damage to Attacks
Bows, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces: Adds (25—33) to (52—61) Physical Damage
Wands, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: Adds (16—21) to (32—38) Physical Damage
Rings: Adds (7—9) to (13—15) Physical Damage to Attacks
Contempt7
Contempt7Deafening Essence of Contempt
Stack Size: 1 / 10
Essence Tier: 7
Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
Quivers, Amulets: Adds (16—18) to (27—30) Physical Damage to Attacks
Helmets, Body Armours, Boots, Belts, Shields: Reflects (151—200) Physical Damage to Melee Attackers
Gloves: Adds (6—7) to (10—11) Physical Damage to Attacks
Bows, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces: Adds (31—42) to (65—75) Physical Damage
Wands, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: Adds (20—26) to (40—47) Physical Damage
Rings: Adds (10—11) to (16—17) Physical Damage to Attacks
Insanity1
Insanity1Essence of Insanity
Stack Size: 1 / 10
Essence Tier: 8
Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
Quivers: Projectiles Pierce 2 additional Targets
Helmets: Socketed Gems gain 50% of Physical Damage as extra Lightning Damage
Body Armours: You gain Onslaught for 6 seconds when Hit
Boots: 70% increased Mana Regeneration Rate while Shocked
Gloves: Socketed Gems have 16% more Attack and Cast Speed
Bows, Wands, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: Triggers Level 20 Spectral Spirits when Equipped
+3 to maximum number of Spectral Spirits
Belts: 10% increased Movement Speed during any Flask Effect
Amulets: 10% chance to Recover 10% of Mana when you use a Skill
Rings: 60% of Hit Damage from you and your Minions cannot be Reflected
Shields: 25% chance to gain a Power Charge when you Block
Unique /47
Anvil
+(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
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
Bramblejack
+(30—60) to maximum Life
(-15—-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
BodyInt1Aunique
+(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
Lightbanerainment
(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)
BodyInt1CUnique
(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
+(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
RecallingtheWretched
Hexes applied by Socketed Curse Skills are Reflected back to you
(40—60)% increased Stun and Block Recovery
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
You grant (4—6) Frenzy Charges to allies on Death
CrownofThorns
+(150—225) to maximum Energy Shield
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
HelmetDexUnique2
+(30—50) to Evasion Rating
10% increased Rarity of Items found
+(30—40)% to all Elemental Resistances
Reflects 4 Physical Damage to Melee Attackers
VeilOfTheNight
(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)
ShieldDexUnique6
6% increased Movement Speed
(60—100)% increased Evasion Rating
+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%)
ShieldDexUnique1
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)
MaligarosRestraint
+(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)
SibylsLament
+(20—30) to maximum Life
Adds (8—15) to (20—28) Fire Damage to Attacks
(10—20)% reduced Rarity of Items found
(20—30)% increased Elemental Damage with Attack Skills
Left ring slot: 100% of Elemental Hit Damage from you and
your Minions cannot be Reflected
Right ring slot: 100% of Physical Hit Damage from you and
your Minions cannot be Reflected
TheBloodThorn
+20% Chance to Block Spell 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)
Staffnone
+20% Chance to Block Spell 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
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Sathiasmillstone
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
CrownofthePaleKing
(150—200)% increased Evasion and Energy Shield
+(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)
Clawshield3
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
Staff7unique
+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—150) to maximum Energy Shield
+1 to Level of all Spell Skill Gems
Reflects 1 to 150 Lightning Damage to Melee Attackers
(25—35)% chance for Energy Shield Recharge to start when you Block
(Warstaves are considered Staves)
Bramblejack
Adds 2 to 4 Physical Damage to Attacks
+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
CrownofThorns
+(260—355) to maximum Energy Shield
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
Hrimsorrow
+(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)
ShieldDexUnique6
6% increased Movement Speed
(60—100)% increased Evasion Rating
+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%)
TheGoldenRule
(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 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)
Corrupted
ImpaleGloves
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)
SharedUnsight
+(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)
Heartbreaker
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)
TheBloodThorn
+20% Chance to Block Spell 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)
VeilOfTheNight
(20—22)% increased Stun and Block Recovery
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)
CallofSteelFreq
10% chance to Impale Enemies on Hit with Attacks
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)
CallofSteelFreq
Impale Damage dealt to Enemies Impaled by you Overwhelms 10% Physical Damage Reduction
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)
CallofSteelFreq
5% increased Impale Effect
Call of Steel deals Reflected Damage with (40—50)% increased Area of Effect
Call of Steel has (80—100)% increased Use Speed
ElementalHarmony
+25% 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 Ailments you inflict are Reflected to you
Elemental Damage with Hits is Lucky while you are Shocked
Damage Penetrates (8—10)% Elemental Resistances while you are Chilled
Gain (30—40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
PortentOfAFalseGod
+25% Chance to Block Attack 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
AtaitolBoots
(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)
Lightbanerainment
(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)
Hrimsorrow
+(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
MaligarosRestraint
+(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)
MirrorRing
Reflects opposite Ring
UberShaperGloves
(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)
UnhealthyBurden
+(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)
AzmeriHelmet
(60—100)% increased Armour and Evasion
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
Indifference
60% increased Block Recovery
(170—250)% increased Armour and Evasion
Reflects (200—300) Physical Damage to Melee Attackers
Retaliation Skills deal (50—100)% increased Damage
Damaging Retaliation Skills become Usable every 4 seconds
Retaliation Skills become Usable for (50—100)% longer
Splinterheart
Adds (3—4) to (10—14) Physical Damage to Attacks
+(25—40) to Strength and Dexterity
Adds (8—12) to (18—24) Physical Damage to Attacks
(10—20)% chance to Impale Enemies on Hit with Attacks
(20—30)% chance on Melee Hit for the Strongest Impale on target to last for 1 additional Hit
(40—50)% less 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)
Emberglow
+50% to Global Critical Strike Multiplier
(130—160)% increased Physical Damage
+(20—40)% to Damage over Time Multiplier
(20—40)% increased Critical Strike Chance
100% of Physical Damage Converted to Fire Damage
Ignites you cause are reflected back to you
50% less Duration of Ignites you inflict
Ignites you inflict with this weapon spread to other Enemies within 2.8 metres
Unaffected by Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
Animosity
10% increased Movement Speed
(90—130)% increased Physical Damage
+(28—35)% to Physical Damage over Time Multiplier
Adds (20—30) to (40—50) Physical Damage
(15—30)% chance to Impale Enemies on Hit with Attacks
Trigger Level 20 Tears of Rot when Equipped
(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)
Passive /5
Oils: Clear, Sepia, Teal
28% increased Armour
Reflects 50 Physical Damage to Melee Attackers
15% chance to Impale Enemies on Hit with Attacks
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)
15% 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)
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)
Impales you inflict gain 50% increased Effect once 1 second of Duration has expired
(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 /3
Ascendancy: Elementalist
Character: Witch
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
(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)
Ascendancy: Slayer
Character: Duelist
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)
Ascendancy: Assassin
Character: Shadow
25% more Damage while there is at most one Rare or Unique Enemy nearby
Damage cannot be Reflected
35% less Damage taken while there are at least two Rare or Unique Enemies nearby
Cluster Jewel Passive /2
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)
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 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 /8
NameLvModsElevated Mods
The Shaper's68You and your Minions take 100% reduced Reflected Elemental Damage
Group: 991
(3—5)% reduced Elemental Damage taken
You and your Minions take 100% reduced Reflected Elemental Damage
The Elder's68You and your Minions take 100% reduced Reflected Physical Damage
Group: 991
(3—5)% reduced Physical Damage taken
You and your Minions take 100% reduced Reflected Physical Damage
The Shaper's68100% of Elemental Hit Damage from you and your Minions cannot be Reflected
Group: 991
100% of Elemental Hit Damage from you and your Minions cannot be Reflected
(3—5)% reduced Elemental Damage taken
The Elder's68100% of Physical Hit Damage from you and your Minions cannot be Reflected
Group: 991
100% of Physical Hit Damage from you and your Minions cannot be Reflected
(3—5)% reduced Physical Damage taken
Warlord's75You and your Minions take 100% reduced Reflected Physical Damage
Group: 991
(3—5)% reduced Physical Damage taken
You and your Minions take 100% reduced Reflected Physical Damage
Redeemer's75You and your Minions take 100% reduced Reflected Elemental Damage
Group: 991
(3—5)% reduced Elemental Damage taken
You and your Minions take 100% reduced Reflected Elemental Damage
Warlord's75100% of Physical Hit Damage from you and your Minions cannot be Reflected
Group: 991
100% of Physical Hit Damage from you and your Minions cannot be Reflected
(3—5)% reduced Physical Damage taken
Redeemer's75100% of Elemental Hit Damage from you and your Minions cannot be Reflected
Group: 991
100% of Elemental Hit Damage from you and your Minions cannot be Reflected
(3—5)% reduced Elemental Damage taken

Community Wiki

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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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