Fleeing: Difference between revisions
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{{c|magic|Magic}} monsters have a 50% chance to avoid fleeing for any reason, and {{c|rare|rare}} and {{c|unique|unique}} monsters are immune to fleeing. | {{c|magic|Magic}} monsters have a 50% chance to avoid fleeing for any reason, and {{c|rare|rare}} and {{c|unique|unique}} monsters are immune to fleeing. | ||
Some monsters naturally flee when they are burning. This includes [[Blood Ape|Blood Apes]], [[Humanoid|Humanoids]], and [[Sea | Some monsters naturally flee when they are burning. This includes [[Blood Ape|Blood Apes]], [[Humanoid|Humanoids]], and [[Sea Witch|Sea Witches]]. | ||
==Sources== | ==Sources== | ||
===Gems=== | ===Gems=== |
Revision as of 10:24, 8 October 2017
Fleeing is a mechanic that causes enemies to attempt to run to a random point somewhere away from the player until they reach a certain point, are interrupted, or are unable to reach their selected point and give up. If a fleeing enemy becomes stunned, their fleeing behaviour will be interrupted. There is no fixed duration for fleeing.[1]
Magic monsters have a 50% chance to avoid fleeing for any reason, and rare and unique monsters are immune to fleeing.
Some monsters naturally flee when they are burning. This includes Blood Apes, Humanoids, and Sea Witches.
Sources
Gems
- Module Error: No skills found with q_where = skill.active_skill_name="Chance to Flee Support"
Modifiers
Corrupted weapons can gain the implicit 5% Chance to Cause Monsters to Flee