Fleeing: Difference between revisions
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===Unique Items=== | ===Unique Items=== | ||
{{Query unique items | {{Query unique items | ||
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Revision as of 22:02, 16 January 2018
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
Item | Stats | |||
---|---|---|---|---|
BlackheartBlackheart Iron RingAdds 1 to 4 Physical Damage to AttacksAdds (10-15) to (20-25) Chaos Damage to Attacks Regenerate (10-15) Life per second 10% chance to Cause Monsters to FleeFear is highly infectious. | 1 | Adds 1 to 4 Physical Damage to AttacksAdds (10-15) to (20-25) Chaos Damage to Attacks Regenerate (10-15) Life per second 10% chance to Cause Monsters to Flee | ||
The Screaming EagleThe Screaming Eagle Jade HatchetOne Handed Axe Physical Damage: (20-25) to (40-45) Critical Strike Chance: 5.00% Attacks per Second: 1.45 Weapon Range: 1.1 metresRequires Level 6, 21 StrSocketed Gems are supported by Level 2 Chance to Flee Adds (10-15) to (25-30) Physical Damage +(10-15) to maximum Life Gain (5-7) Life per Enemy Killed 10% increased Movement SpeedThe eagle knows nothing but the scream and the strike. | 6 | Socketed Gems are supported by Level 2 Chance to Flee Adds (10-15) to (25-30) Physical Damage +(10-15) to maximum Life Gain (5-7) Life per Enemy Killed 10% increased Movement Speed | ||
Lion's RoarLion's Roar Granite FlaskLasts 6.00 Seconds Consumes 30 of 60 Charges on use +1500 to ArmourRequires Level 27Adds Knockback to Melee Attacks during Effect Knocks Back Enemies in an Area when you use a Flask 75% chance to cause Enemies to Flee on use (7-10)% more Melee Physical Damage during effectA sprinkle of hunger, a spoonful of menace and three generous cups of Might.Right click to drink. Can only hold charges while in belt. Refills as you kill monsters. | 27 | Adds Knockback to Melee Attacks during Effect Knocks Back Enemies in an Area when you use a Flask 75% chance to cause Enemies to Flee on use (7-10)% more Melee Physical Damage during effect | ||
Chalice of HorrorsChalice of Horrors War BucklerChance to Block: 26% Evasion: (219-291) Energy Shield: (50-70) Movement Speed: -3%Requires Level 29, 74 Dex9% increased Movement Speed+3 to Level of Socketed Curse Gems (30-50)% increased Evasion Rating +(50-70) to maximum Energy Shield +20% Chance to Block Attack Damage from Cursed Enemies 100% Chance to Cause Monster to Flee on Block Inflict Decay on Enemies you Curse with Hex Skills, dealing 700 Chaos Damage per Second for 8 SecondsAn eye for an eye. A curse for a curse. | 29 | 9% increased Movement Speed+3 to Level of Socketed Curse Gems (30-50)% increased Evasion Rating +(50-70) to maximum Energy Shield +20% Chance to Block Attack Damage from Cursed Enemies 100% Chance to Cause Monster to Flee on Block Inflict Decay on Enemies you Curse with Hex Skills, dealing 700 Chaos Damage per Second for 8 Seconds | ||
RiveRive Terror ClawClaw Physical Damage: (68.8-95.4) to (193.6-244.8) Critical Strike Chance: 6.30% Attacks per Second: 1.50 Weapon Range: 1.1 metresRequires Level 70, 113 Dex, 113 Int2% of Physical Attack Damage Leeched as Life(60-80)% increased Physical Damage Adds (25-35) to (50-65) Physical Damage 25% chance to cause Bleeding on Hit 2% increased Physical Damage Over Time per 10 Dexterity 1% increased Bleeding Duration per 12 Intelligence 30% Chance to cause Bleeding Enemies to Flee on hitTerror doesn't make you jump. Terror makes you run. | 70 | 2% of Physical Attack Damage Leeched as Life(60-80)% increased Physical Damage Adds (25-35) to (50-65) Physical Damage 25% chance to cause Bleeding on Hit 2% increased Physical Damage Over Time per 10 Dexterity 1% increased Bleeding Duration per 12 Intelligence 30% Chance to cause Bleeding Enemies to Flee on hit | ||
The Hungry LoopThe Hungry Loop Unset RingRequires Level 70Has 1 SocketConsumes Socketed Uncorrupted Support Gems when they reach Maximum Level Can Consume 4 Uncorrupted Support Gems Has not Consumed any Gems <Consumed support gem modifier>Be careful where you put your finger. | 70 | Has 1 SocketConsumes Socketed Uncorrupted Support Gems when they reach Maximum Level Can Consume 4 Uncorrupted Support Gems Has not Consumed any Gems
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