Fleeing: Difference between revisions

From Path of Exile Wiki
Jump to navigation Jump to search
>Udderfly1283
m (unique)
>KLIKS
mNo edit summary
Line 3: Line 3:
{{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 Witches|Sea Witches]].
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

Unique Items

#invoke: Item table

References

  1. [1], Mark_GGG comments on fleeing mechanics.