Monster modifiers: Difference between revisions

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(Added some info and reworded things)
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Some [[monsters]] spawn with [[affixes]] that make them more difficult. [[Rarity|Magic]] monsters have one affix; [[Rarity|Rare]] monsters have three affixes, one of which may be an aura. This system is similar to [[Rarity#Items|rarity on items]], in that magic monsters have their affix added to their name and rare monsters are given a randomly generated name.  
Some [[monsters]] spawn with [[affixes]] that make them more difficult. [[Rarity|Magic]] monsters have one affix; [[Rarity|Rare]] monsters have three affixes, one of which may be an aura. This system is similar to [[Rarity#Items|rarity on items]], in that magic monsters have their affix added to their name and rare monsters are given a randomly generated name.  


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;Corrupting Blood (Requires monster level 40)
;Corrupting Blood (Requires monster level 40)
:Attacker receives one stack of physical damage over time debuff per [[hit]], similar to [[Bleed|bleeding]] (stacks to 20). Deals 500 damage per stack over the duration (damage type?).
:Attacker receives one stack of physical damage over time debuff per [[hit]], similar to [[Bleed|bleeding]] (stacks to 20). Deals 500 damage per stack over the duration (damage type?). The debuff can be removed with Staunching [[flask]]s. You can avoid the damage to your character by using [[minion]]s, [[trap]]s, or [[totem]]s.


;Fractured
;Fractured
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;Inner Treasure (Requires monster level 40)
;Inner Treasure (Requires monster level 40)
:100% chance to drop a [[unique item]] on death  
:100% chance to drop a [[unique item]] on death.


;Nullifier (Requires monster level 25)
;Nullifier (Requires monster level 25)
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;Proximity Shield (Requires monster level 40)
;Proximity Shield (Requires monster level 40)
:Can be damaged only in melee range.
:Can only be damaged in melee range.


;Shroud Walker (Requires monster level 40)
;Shroud Walker (Requires monster level 40)
:Teleports to you via {{sl|Smoke Mine}}, and includes smoke mine's [[Blind|blinding]] effect.
:Occasionally teleports to you via {{sl|Smoke Mine}}, and includes smoke mine's [[Blind|blinding]] effect.


;Soul Conduit
;Soul Conduit
:Resurrects itself and all corpses around it upon death, forcing you to fight it again with the same mods (except for Soul Conduit, which is replaced by Apparition). Note: Monsters with no corpses (Water Elementals for example) and corpses destroyed with {{sl|Detonate Dead}} or {{sl|Raise Zombie}} will not be resurrected.  
:Resurrects itself and all corpses around it upon death, forcing you to fight it again with the same mods (except for Soul Conduit, which is replaced by '''Apparition'''). Note: Monsters with no corpses (Water Elementals for example) and corpses destroyed with {{sl|Detonate Dead}} or {{sl|Raise Zombie}} will not be resurrected.  


;Soul Eater (Requires monster level 15)
;Soul Eater (Requires monster level 15)

Revision as of 01:27, 13 November 2013

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Some monsters spawn with affixes that make them more difficult. Magic monsters have one affix; Rare monsters have three affixes, one of which may be an aura. This system is similar to rarity on items, in that magic monsters have their affix added to their name and rare monsters are given a randomly generated name.

Converted or Dominated monsters will apply the aura to you and your party.

List of Affixes

Prefixes

Name Effect
Hexproof Immune to Curses (Requires monster level 16)
Massive1 50% Increased Life
Plated Takes 40% Reduced Physical Damage
Precise 40% more Accurate
Sanguine Regenerates 100% More Life Per Second
Savage Deals 25% Extra Damage
Splitting Fires 2 Additional Projectiles
Steadfast Cannot Be Stunned
Swift Moves 50% Faster
Vengeful Gives Frenzy Charges to allies on death

1Also makes the character model 20% bigger.

Suffixes

Name Effect
of Anger Gains a Frenzy Charge for every quarter of Maximum Life lost
of Elemental Resistance Gains 40% resistance to Elemental Damage
of Endurance 50% chance to gain an Endurance Charge on Hit
of Evasion 40% chance to evade attacks
of Fervor 40% increased attack speed
of Flames 25% of damage converted to fire damage
of Frost 25% of damage converted to cold damage
of the Lamprey Leeches Life (requires monster level 40)

Auras

Note: These numbers are taken from an earlier version and may not be accurate.

Allies Have Energy Shield
Gives monsters an energy shield equal to 70% of their Life which absorbs damage and recharges when out of combat.
Allies Resist Elemental Damage
Increases monster elemental resistances by 35%.
Allies Reflect Physical Damage
Causes monsters to reflect 15% of the physical damage they receive back to their attacker. (Requires monster level 40)
Allies Reflect Elemental Damage
Causes monsters to reflect 15% of the elemental damage they receive back to their attacker. (Requires monster level 40)
Allies have Life Regeneration
Causes monsters to regenerate 2.5% of their maximum Life back per second.
Allies Deal Extra Physical Damage
Increases the damage that monsters deal by 30%.
Allies Deal Substantial Extra Physical Damage
Increases the damage that monsters deal by 50%.
Allies Have Increased Accuracy and Critical Strike Chance
Makes monsters 45% more accurate and increases their critical strike chance by 75%. For example, if they had a 5% critical strike chance before, now it would be 8.75%.
Allies Move and Attack Quickly
Increases monster cast speed, attack speed and movement speed.
Enemies Are Slowed
Decreases enemy movement and attack speed by 25%.
Other Allies Cannot Die
Nearby monsters can't have less than 1 life until they leave the aura radius or the monster using this aura is killed. If two monsters have this aura, they must be lured apart from each other.

Nemesis Affixes

Main page: Nemesis
Ancestral Power
Randomly casts Searing Bond totems, with instant cast speed. Totem limit is 4.
Apparition
Adds no extra effect. See Soul Conduit below.
Berserker
On low life gains Fury (increases attack speed, increased movement speed, increased cast speed ... maybe more?).
Blessing of Elements (requires monster level 25)
Randomly chills/ignites/shocks on hit.
Bringer of Bones (requires monster level 15)
Randomly casts Module Error: Too many skills found with q_where = skill.active_skill_name="Summon Skeletons". Please choose only one of the following ids:
TempestDaemonSummonSkeletons - +(2-13) to Maximum Summoned Skeletons, Base duration is 20.00 seconds, Minions deal 50% less Elemental Damage, Summons (2-13) Skeleton Warriors (page)
SummonSkeletonsRoyale - +(3-6) to Maximum Summoned Skeletons, Base duration is 10.00 seconds, Minions have 30% more Maximum Life, Minions deal 30% less Damage, Summons (1-2) Skeleton Warriors (page)
, with instant cast speed. Skeletons will not decay over time like regular ones.
Bringer of Fragility
Casts Module Error: Too many skills found with q_where = skill.active_skill_name="Vulnerability". Please choose only one of the following ids:
IzaroVulnerabilityPylonOnDeath - 40% increased Physical Damage taken, 20% chance to be inflicted with Bleeding when Hit by an Attack, Base duration is 10.00 seconds (page)
IzaroVulnerability - Base duration is (5.00-6.45) seconds, Cursed enemies take (15-25)% increased Physical Damage, Attacks Hits against Cursed Enemies have 25% chance to inflict Bleeding (page)
on hit.
Bringer of Weakness (Requires monster level 4)
Casts Enfeeble on hit.
Camouflaged Predator
Appears almost completely invisible. Has increased evasion and dodges attacks & spells.
Chronophage (Requires monster level 25)
Casts Temporal Chains on hit.
Corrupting Blood (Requires monster level 40)
Attacker receives one stack of physical damage over time debuff per hit, similar to bleeding (stacks to 20). Deals 500 damage per stack over the duration (damage type?). The debuff can be removed with Staunching flasks. You can avoid the damage to your character by using minions, traps, or totems.
Fractured
Splits into 8-12 lesser mobs of the same type upon death.
Hexfont (Requires monster level 15)
Casts random curses every half second (estimated), with instant cast speed. You cannot be inflicted with more than one curse at the same time.
Inner Treasure (Requires monster level 40)
100% chance to drop a unique item on death.
Nullifier (Requires monster level 25)
Removes charges and flask effects on hit (and timed buffs like Blood Rage? confirmation needed).
Proximity Shield (Requires monster level 40)
Can only be damaged in melee range.
Shroud Walker (Requires monster level 40)
Occasionally teleports to you via Module Error: Too many skills found with q_where = skill.active_skill_name="Smoke Mine". Please choose only one of the following ids:
WbSmokeMine - N/A (page)
MonsterSmokeMineSnakeDexMission - Base duration is (3.00-7.00) seconds, Buff grants (20-50)% increased Movement Speed (page)
, and includes smoke mine's blinding effect.
Soul Conduit
Resurrects itself and all corpses around it upon death, forcing you to fight it again with the same mods (except for Soul Conduit, which is replaced by Apparition). Note: Monsters with no corpses (Water Elementals for example) and corpses destroyed with Module Error: Too many skills found with q_where = skill.active_skill_name="Detonate Dead". Please choose only one of the following ids:
DetonateDeadRoyale - Deals (10-105) to (15-158) Fire Damage, Explosion deals base Fire Damage equal to 6% of the corpse's Maximum Life, +(0-0.2) metres to radius, Base radius is 2.2 metres (page)
DetonateDead - Deals (15-798) to (22-1197) Fire Damage, Explosion deals base Fire Damage equal to (6-7.9)% of the corpse's Maximum Life, Base radius is (2.2-2.6) metres (page)
or Module Error: Too many skills found with q_where = skill.active_skill_name="Raise Zombie". Please choose only one of the following ids:
ExperimenterBossRaiseZombieInvasion - +(3-10) to Maximum Raised Zombies, Minions have 90% more Maximum Life, Minions deal 30% more Damage (page)
NecromancerRaiseZombie - +(3-6) to Maximum Raised Zombies (page)
will not be resurrected.
Soul Eater (Requires monster level 15)
Consumes souls of other nearby monsters upon their death to become stronger. Each soul increases other affixes' effects, e.g. enough soul-fed nemesis with Life Regeneration becomes nearly unkillable due to crazy regen.
Storm Herald (Requires monster level 40)
Lightning bolts constantly strike from the sky (copy of the similar Piety skill); the skill is cast continuously, and stacks with itself.
Vile Touch (Requires monster level 4)
Applies chaos damage over time debuff on hit, similar to the effect of Adder's Touch and the "Poisonous Hit" of Mortem MorsuMortem Morsu
Fright Claw
Claw
Physical Damage: (21-24) to (80.5-92)
Critical Strike Chance: 7.88%
Attacks per Second: 1.80
Weapon Range: 1.1 metres
Requires Level 34, 61 Dex, 61 IntGrants 20 Life per Enemy Hit(75-100)% increased Physical Damage
20% increased Attack Speed
25% increased Critical Strike Chance
+40% to Global Critical Strike Multiplier
(10-20)% of Physical Damage Converted to Chaos Damage
25% reduced Enemy Stun Threshold with this Weapon
60% chance to Poison on Hit
Fear blisters the heart and thins the blood.
Fear squeezes lungs and sets the guts to fester.
Fear is the wound left untended.
. Does not stack.
Volatile Flame/Ice/Storm blood (requires monster level 2)
Explodes upon death, dealing 300-360 damage of the relevant elemental type in a small area of effect.