Monster Affixes

On D3Reflection we have manually coded the game elements, and had the freedom to make and create our own take on monster affixes. These are the attributes you may find when encountering Elite grade monsters or those of higher ranks.

As a general rule, the higher the difficulty played at, the more affixes will appear on enemies. Normal and Hard will often have 1 or 2 affixes, while Expert and above will have enemies with 3 or often more.

**A word on Unique Grade monsters**

Monsters known as Unique grade are those who spawn in particular areas of Sanctuary. Those Monsters are considered far rougher than the standard Elites and Champions the player will encounter, and carry a high amount of affixes themselves. Unlike regular Elites or Champions, Unique's affixes will be hidden from the player until cast by the monster. Killing those types of monsters often have special rewards.

### **Plagued**

* Monster summons a plague at its location, lasting for 15 sec and doing 180% of monster's base damage as poison each second to enemies in the area
* Has an 8 seconds cooldown and can be dispelled

### **Frozen**

* Monster summons an icy crystal at targeted location, doing 30% of the monster's base damage as cold each second to enemies in the area. After 4 seconds, the crystal explode, doing 320% damage as cold at larger area.

* Has a 10 seconds cooldown, can be dispelled

### **Teleporter**

* Monster is capable of teleporting away from hazardous areas or when its life becomes low. After teleport, there is a 20% chance to restore 20% of total hitpoints (does not stack with Extra Health effect)
* Cannot be dispelled, can proc at random

### **Vortex**

* Monster creates a tether between the player and nearby location. After 1.5 seconds, target is teleported to the location. Tether can be broken if target moves far enough away
* Has a 7 seconds cooldown

### **Desecrator**

* Monster causes the ground at a targeted location to erupt flames for 12 seconds. Players standing in flames take 45% of monster's base damage as fire each second
* Has a 10 seconds cooldown

### **Waller**

* Monster erects walls around the target, blocking target inside for 5 seconds. Certain skills and potions allow movement over or through the walls
* Has a 12 seconds cooldown

### **Extra Health**

Monster's maximum health increases by 100%. Effect takes place after any difficulty related health scaling. Bosses and Rift bosses with this effect instead gain passive health regeneration of 0.5% max health each second

* Passive effect

### **Shielding**

* Monster casts a protective shield, absorbing 80% of any incoming damage for 5 seconds
* Has a 15 seconds cooldown and cannot be dispelled

### **Fast**

* Monster's movement speed is increases by 50%
* Passive effect, cannot be dispelled

### **Jailer**

* Monster immobilizes all targets in large area for 3 seconds. Certain skills or items allow to resist this effect or break free from already applied Jailer
* Has a 10 seconds cooldown and cannot be dispelled

### **Electrified**

* Monster releases 2-3 sparks when hit, with 1-2 seconds cooldown.
* Each spark deals 32% of base damage as Lightning. If a player is hit in melee range, 2 seconds are added to its cooldown.
* Passive effect, cannot be dispelled

### **Knockback**

* Monster releases a force wave, pushing back all its enemies around it
* Has a 8 seconds cooldown and cannot be dispelled

### **Reflects damage**

* Monster gains a thorn shield for 8 seconds, retaliating to enemies who inflict damage to the monster by shooting homing projectiles at 100% of monster's base damage. Damage type is the same as the enemy attack causing retaliation
* Has a 30 seconds cooldown and cannot be dispelled

### **Poison Enchanted**

* Monster conjures 8 orbs of concentrated poison, spreading out from its location, starting at moderate distance from the monster. Anything at close proximity to the monster is safe from the blast. Orbs do 150% of monster's base damage as poison on collision, and also leave a trail of desecrated ground as they fly. Ground does 30% damage as poison each second and lasts 4 seconds.
* Has a 13 seconds cooldown and cannot be dispelled

### **Frozen Pulse**

* Monster launches a cascade of 5-6 icy explosions at the target location, with 1 explosion each 1.5 seconds. Enemies caught at the area of effect take 50% of monster's base damage as cold and are chilled, getting a 60% penalty to movement speed
* Has a 20 seconds cooldown and cannot be dispelled

### **Nightmarish**

* Augments all monster attacks with fear, including other special affix skills. Monster has a 20% chance to fear its target for 1.5 seconds on dealing damage
* Passive effect, feared players will have a skull symbol above head. Players are disabled when feared.

### **Orbiter**

* Monster conjures a sparkling globe of electricity, which constantly barrages nearby enemies with smaller ball lightning. Projectiles deal 100% of monster's base damage as lightning. Enemies getting too close to the main globe will also take 45% damage per second as lightning
* Has a 20 seconds cooldown and can be dispelled

### **Thunderstorm**

* Monster launches a cascade of 5-6 shock explosions at the target location, with 1 explosion each 1.5 seconds. Enemies caught at the area of effect take 80% of monster's base damage as lightning, and have a 20% chance to be stunned for 2 seconds
* Has a 20 seconds cooldown and cannot be dispelled

### **Missile Dampening**

* Monster creates a large energy dome around itself, slowing down all enemy projectiles within it
* Passive effect, cannot be dispelled

### **Molten**

* Monster leaves a trail of fire as it moves, dealing 60% of monster's base damage as fire to enemies stepping on it. When killed, the monster explodes, dealing 1200% damage as fire in a large area of effect
* Passive effect

### **Mortar**

* Monster shoots fast a strong fireball, dealing 200% of its base damage as fire to all enemies around the detonation point
* Has a 6 seconds cooldown and cannot be dispelled

### **Arcane Enchanted**

* Monster launches 12 arcane mines that primed 1.5 seconds after falling to the ground. Primed mines last for 10 seconds and detonate when players come close to them, dealing 250% of the monster's base damage as Arcane in a small area of effect
* Has a 10 seconds cooldown and can be dispelled

### **Invulnerable Minions**

* Monster summons 3 will-o-wisps near it, lasting for 10 seconds. Will-o-wisps are capable of absorbing up to 7 smaller enemy projectiles each, before dissipating. In addition, they can sacrifice themselves to immediately dispel all enemy ground hazards and larger projectiles around them. Homing projectiles, such as Demon Hunter's reactive rockets, can still penetrate this defense
* Has a 13 seconds cooldown and can be dispelled