Monster: Difference between revisions
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{{quote|Walking, running, slithering or crawling. If it moves on Wraeclast, it's almost certainly dangerous.}} | {{quote|Walking, running, slithering or crawling. If it moves on Wraeclast, it's almost certainly dangerous.}} | ||
'''Monsters''' are hostile creatures that reside in almost all areas, except for [[town]]s and [[hideout]]s. Slaying monsters is the primary source of gaining [[experience]]. | '''Monsters''' are hostile creatures that reside in almost all areas, except for [[town]]s and [[hideout]]s. Slaying monsters is the primary source of gaining [[experience]] and a core aspect of [[Path of Exile]]. | ||
==Mechanics== | ==Mechanics== | ||
Monsters have [[life]] and [[energy shield]] | Monsters have [[life]] and sometimes [[energy shield]], just like player characters. These can be seen by the monster's life bar. Monsters also have [[armour]], [[evasion]] and [[Monster resistances|resistances]]. Their armour and evasion cannot be seen in the interface. The monster life bar interface indicates if a monster has positive or negative resistances to Fire, Cold, Lightning, or Chaos damage, but the exact resistance value will not be visible. | ||
Monsters | Monsters have a non-zero amount of [[mana]] but are not typically constrained by mana usage. [[List of skills used by monsters|Monster skills]] are used at a set rate (based on attack/cast rate or [[cooldown]]) or randomly according to their AI behaviour. | ||
==Monster rarity== | ==Monster rarity== | ||
Monsters come in four rarities: | Monsters come in four rarities like many other systems in Path of Exile: | ||
* {{c|normal|'''Normal'''}}: | * {{c|normal|'''Normal'''}}: Most common, and spawn in large packs. | ||
* {{c|magic|'''Magic'''}}: | * {{c|magic|'''Magic'''}}: Have one or two [[monster modifier]]s. They spawn in smaller packs. | ||
* {{c|rare|'''Rare'''}}: | * {{c|rare|'''Rare'''}}: Have up to four [[monster modifier]]s. They spawn alone or with a a pack of normal or magic monsters. | ||
* {{c|unique|'''Unique'''}}: | * {{c|unique|'''Unique'''}}: Unique monsters have unique names and abilities and are typically tied to a specific location or mechanic. This includes [[boss]]es. | ||
Monster rarity affects the monster's [[life]], [[damage]], internal [[item rarity]] and [[item quantity]], [[experience]] granted on death, and number of [[flask]] charges granted on death. | |||
Monsters of higher rarity drop items of higher [[item level]] (iLvl): | |||
*{{c|magic|'''Magic'''}} monsters drop items one ilLvl higher than the [[area level]]. | |||
*{{c|rare|'''Rare'''}} and [[Unique Monsters|{{c|unique|'''Unique'''}}]] monsters drop items two iLvl higher.<ref name=droplevel/> | |||
==Shared stats== | ==Shared stats== | ||
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===Charges=== | ===Charges=== | ||
* +3 to Maximum [[Endurance Charges]] | |||
| | * +3 to Maximum [[Frenzy Charges]] | ||
| | * +3 to Maximum [[Power Charges]] | ||
* 15% additional Physical [[Damage reduction|Damage Reduction]] per [[Endurance Charge]] | |||
* +15% to all [[Elemental Resistance|Elemental Resistances]] per [[Endurance Charge]] | |||
* 4% more [[Damage]] per [[Frenzy Charge]] | |||
* 15% increased [[Attack Speed]] per [[Frenzy Charge]] | |||
* 15% increased [[Cast Speed]] per [[Frenzy Charge]] | |||
* 5% increased [[Movement Speed]] per [[Frenzy Charge]] | |||
* 200% increased [[Critical Strike Chance]] per [[Power Charge]] | |||
===Maximums=== | ===Maximums=== | ||
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! Type !! Category !! Found | ! Type !! Category !! Found | ||
|- | |- | ||
| [[Ape]] || Animal || | | [[Ape]] || Animal || Act 2 (outdoors) | ||
|- | |- | ||
| [[Bandit]] || Humanoid || | | [[Bandit]] || Humanoid || Act 2, Act 6, Act 7 (outdoors) | ||
|- | |- | ||
| [[Beast]] || Animal || Act 2 | | [[Beast]] || Animal || Act 2, Act 7 | ||
|- | |- | ||
| [[ | | [[Blackguard]] || Humanoid || Act 2, Act 3, Act 6 | ||
|- | |- | ||
| [[ | | [[Cannibal]] || Humanoid || Act 1 | ||
|- | |- | ||
| [[ | | [[Carrion]] || Animal || Act 3, Act 8 | ||
|- | |- | ||
| [[ | | [[Chimeral]] || Animal || Act 3 (indoors), Act 8 (outdoors) | ||
|- | |- | ||
| [[ | | [[Construct]] || Construct || Act 2, Act 7 | ||
|- | |- | ||
| [[ | | [[Devourer]] || Animal || Act 2, Act 7 | ||
|- | |- | ||
| [[ | | [[Experimenter]] || Humanoid || Act 3 | ||
|- | |- | ||
| [[ | | [[Goatman]] || Animal || Act 1, Act 6 (outdoors) | ||
|- | |- | ||
| [[ | | [[Goliath]] || Animal || Act 3, Act 8 | ||
|- | |- | ||
| [[ | | [[Ghost]] || Humanoid, Undead || Act 1, Act 5, Act 6, Act 10 | ||
|- | |- | ||
| [[ | | [[Hellion]] || Animal || Act 1 (outdoors) | ||
|- | |- | ||
| [[ | | [[Maw]] || Animal || Act 3 (indoors) | ||
|- | |- | ||
| [[ | | [[Miscreation]] || Demon || Act 3 (indoors) | ||
|- | |- | ||
| [[ | | [[Necromancer]] || Undead || Act 1-3 (indoors), Act 7 | ||
|- | |- | ||
| [[ | | [[Plummeting Ursa]] || Animal || Act 2 | ||
|- | |- | ||
| [[ | | [[Rhoa]] || Animal || Act 1 | ||
|- | |- | ||
| [[ | | [[Retch]] || Animal || Act 1, Act 3 (Outdoors) | ||
|- | |- | ||
| [[Ribbon]] || Construct || Act 3 | | [[Ribbon]] || Construct || Act 3, Act 8 | ||
|- | |- | ||
| [[Rock | | [[Rock elemental]] || Construct || Act 2, Act 4, Act 9 | ||
|- | |- | ||
| [[ | | [[Sand spitter (monster type)|Sand Spitter]] || Animal || Act 1 | ||
|- | |- | ||
| [[ | | [[Shield crab (monster type)|Shield Crab]] || Animal || Act 1 | ||
|- | |- | ||
| [[ | | [[Siren's Daughter]] || Animal || Act 1 (Indoors), Act 6 | ||
|- | |- | ||
| [[ | | [[Skeleton]] || Undead || Act 1, Act 2, Act 3, Act 4, Act 5, Act 6, Act 7, Act 9, Act 10 | ||
|- | |- | ||
| [[ | | [[Snake]] || Animal || Act 2, Act 7 | ||
|- | |- | ||
| [[ | | [[Spider]] || Animal || Act 1, Act 2, Act 3, Act 7 | ||
|- | |- | ||
| [[ | | [[Statue]] || Construct || Act 3, Act 5, Act 8, Act 10 | ||
|- | |- | ||
| [[ | | [[Totem]] || Construct || Act 2, Act 4, Act 6, Act 7 | ||
|- | |- | ||
| [[ | | [[Undying]] || Humanoid || Act 3 | ||
|- | |- | ||
| [[ | | [[Voidbearer]] || Demon || Act 3 | ||
|- | |- | ||
| [[ | | [[Watcher]] || Animal || Act 1, Act 4, Act 6, Act 9 | ||
|- | |- | ||
| [[ | | [[Water elemental]] || || Act 1, Act 3, Act 8 | ||
|- | |- | ||
| [[Zombie]] || Undead || | | [[Zombie]] || Undead || All acts | ||
|} | |} | ||
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* Modified the set of monsters that flee due to being ignited so that it is only humanoids, monkeys and Sea Witches. | * Modified the set of monsters that flee due to being ignited so that it is only humanoids, monkeys and Sea Witches. | ||
* Monsters are now not resistant to elemental damage if the value would fall at less than 15%. | * Monsters are now not resistant to elemental damage if the value would fall at less than 15%. | ||
}} | |||
{{Version history table row|0.8.7| | |||
* Improved synchronisation of monsters in combat. | |||
* Some monsters (currently [[Monkey]]s) now [[flee]] when other monsters of that type are slain. | |||
* Many monster types now [[flee]] when set on fire. | |||
* Fixed a bug that would cause monsters to get out of sync when an action completed early on the client but not the server, or vice versa. | |||
}} | |||
{{Version history table row|0.8.6| | |||
* Fixed a bug with monsters dropping the wrong quantity of [[item]]s. | |||
* Reduced drop rate of [[equipment]] such that 18% of monsters drop items rather than 23%. Non-equipment drop rates are unchanged.. | |||
}} | |||
{{Version history table row|0.8.4| | |||
* Irrelevant monster mods won't occur on casters any more. | |||
}} | |||
{{Version history table row|0.8.3| | |||
* Completely rebalanced monster [[evasion]] values - they now evade a lot less. | |||
* Partially rebalanced monster [[damage reduction]] and [[energy shield]] values. | |||
* Moved more mods to the level 1 pool so that early rares aren't so uber. | |||
}} | |||
{{Version history table row|0.8.2| | |||
* Fixed a problem generating certain types of monsters. | |||
* Reduced damage dealt by bow-wielding monsters substantially. | |||
}} | |||
{{Version history table row|0.8.1| | |||
* Fixed a bug that resulted in most monster [[movement speed]]s being slightly wrong. | |||
* Inappropriate monster mods should not spawn on the wrong monster types now. | |||
* 30% additional penalty to ranged monster [[accuracy]]. | |||
* Halved monster [[energy shield]] recovery delay time. | |||
}} | |||
{{Version history table row|0.8.0| | |||
* Made monsters twice as easy in lower difficulties. Harder in higher difficulties. | |||
* Changed how monsters get [[accuracy]] and [[critical strike]] rating to be flatter. | |||
* Rare monsters are now limited to four mods. | |||
}} | |||
{{Version history table row|0.7.2| | |||
* Magic monsters now drop at least one [[item]]. | |||
}} | }} | ||
{{Version history table row|0.7.1| | {{Version history table row|0.7.1| |
Latest revision as of 20:11, 4 May 2024
Walking, running, slithering or crawling. If it moves on Wraeclast, it's almost certainly dangerous.
Monsters are hostile creatures that reside in almost all areas, except for towns and hideouts. Slaying monsters is the primary source of gaining experience and a core aspect of Path of Exile.
Mechanics
Monsters have life and sometimes energy shield, just like player characters. These can be seen by the monster's life bar. Monsters also have armour, evasion and resistances. Their armour and evasion cannot be seen in the interface. The monster life bar interface indicates if a monster has positive or negative resistances to Fire, Cold, Lightning, or Chaos damage, but the exact resistance value will not be visible.
Monsters have a non-zero amount of mana but are not typically constrained by mana usage. Monster skills are used at a set rate (based on attack/cast rate or cooldown) or randomly according to their AI behaviour.
Monster rarity
Monsters come in four rarities like many other systems in Path of Exile:
- Normal: Most common, and spawn in large packs.
- Magic: Have one or two monster modifiers. They spawn in smaller packs.
- Rare: Have up to four monster modifiers. They spawn alone or with a a pack of normal or magic monsters.
- Unique: Unique monsters have unique names and abilities and are typically tied to a specific location or mechanic. This includes bosses.
Monster rarity affects the monster's life, damage, internal item rarity and item quantity, experience granted on death, and number of flask charges granted on death.
Monsters of higher rarity drop items of higher item level (iLvl):
- Magic monsters drop items one ilLvl higher than the area level.
- Rare and Unique monsters drop items two iLvl higher.[1]
The following stats are shared by monsters. Please take note that individual monsters may have different stats.
Base Stats
- 33.3% of Energy Shield Recharged per second
- Base Critical Strike Multiplier: 130
- Regenerate 1.7% of Mana per second
- Movement Speed is capped at 128
Charges
- +3 to Maximum Endurance Charges
- +3 to Maximum Frenzy Charges
- +3 to Maximum Power Charges
- 15% additional Physical Damage Reduction per Endurance Charge
- +15% to all Elemental Resistances per Endurance Charge
- 4% more Damage per Frenzy Charge
- 15% increased Attack Speed per Frenzy Charge
- 15% increased Cast Speed per Frenzy Charge
- 5% increased Movement Speed per Frenzy Charge
- 200% increased Critical Strike Chance per Power Charge
Maximums
- +1 to maximum number of Summoned Totems
- +10% of Maximum Energy Shield to maximum Recovery per Energy Shield Leech
- +10% of Maximum Life to maximum Recovery per Life Leech
- +10% of Maximum Mana to maximum Recovery per Mana Leech
- +10% to Maximum total Energy Shield Recovery per second from Leech
- +20 to maximum Fortification
- +20% Maximum total Mana Recovery per second from Leech
- +20% to Maximum total Life Recovery per second from Leech
- +200 to maximum Mana
- +75% to maximum Chance to Block Attack Damage
- +75% to maximum Chance to Block Spell Damage
- 75% to maximum Physical Damage Reduction
- Can have up to 10 Azurite Stacks
- Can have up to 3 Traps placed at a time
- Can have up to 4 Viper Strike Orbs
- Can have up to 5 Remote Mines placed at a time
- Can have up to 5 Explosive Arrow Stacks
- Can have up to 8 Fire Beam Stacks
- Maximum 45 Eaten Souls
Bosses
There are certain categories of monsters that only spawn in specific locations or situations:
Monster types
Monsters in Wraeclast are divided into types which generally have a common appearance, behaviour and abilities.
Type | Category | Found |
---|---|---|
Ape | Animal | Act 2 (outdoors) |
Bandit | Humanoid | Act 2, Act 6, Act 7 (outdoors) |
Beast | Animal | Act 2, Act 7 |
Blackguard | Humanoid | Act 2, Act 3, Act 6 |
Cannibal | Humanoid | Act 1 |
Carrion | Animal | Act 3, Act 8 |
Chimeral | Animal | Act 3 (indoors), Act 8 (outdoors) |
Construct | Construct | Act 2, Act 7 |
Devourer | Animal | Act 2, Act 7 |
Experimenter | Humanoid | Act 3 |
Goatman | Animal | Act 1, Act 6 (outdoors) |
Goliath | Animal | Act 3, Act 8 |
Ghost | Humanoid, Undead | Act 1, Act 5, Act 6, Act 10 |
Hellion | Animal | Act 1 (outdoors) |
Maw | Animal | Act 3 (indoors) |
Miscreation | Demon | Act 3 (indoors) |
Necromancer | Undead | Act 1-3 (indoors), Act 7 |
Plummeting Ursa | Animal | Act 2 |
Rhoa | Animal | Act 1 |
Retch | Animal | Act 1, Act 3 (Outdoors) |
Ribbon | Construct | Act 3, Act 8 |
Rock elemental | Construct | Act 2, Act 4, Act 9 |
Sand Spitter | Animal | Act 1 |
Shield Crab | Animal | Act 1 |
Siren's Daughter | Animal | Act 1 (Indoors), Act 6 |
Skeleton | Undead | Act 1, Act 2, Act 3, Act 4, Act 5, Act 6, Act 7, Act 9, Act 10 |
Snake | Animal | Act 2, Act 7 |
Spider | Animal | Act 1, Act 2, Act 3, Act 7 |
Statue | Construct | Act 3, Act 5, Act 8, Act 10 |
Totem | Construct | Act 2, Act 4, Act 6, Act 7 |
Undying | Humanoid | Act 3 |
Voidbearer | Demon | Act 3 |
Watcher | Animal | Act 1, Act 4, Act 6, Act 9 |
Water elemental | Act 1, Act 3, Act 8 | |
Zombie | Undead | All acts |
Bestiary
Beasts are the capturable wildlife of Wraeclast. They can be hunted down with the help of Einhar Frey. The hunting and collecting progress is kept in the Bestiary.
Version history
Version | Changes |
---|---|
3.11.0f |
|
3.11.0 |
|
0.9.3 |
|
0.8.7 |
|
0.8.6 | |
0.8.4 |
|
0.8.3 |
|
0.8.2 |
|
0.8.1 |
|
0.8.0 |
|
0.7.2 |
|
0.7.1 |
|
0.6.12 |
|
0.6.11 |
|
0.6.0 |
|
0.5.5 | |
0.5.3 |
|
0.5.2 |
|
0.5.1 |
|
References
- ↑ Posted by Mark_GGG in Summon Spectre: A point to summoning Blue/Yellow mobs?