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Fleeing

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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 (while they are immune, they still can be affected by it).

Some monsters naturally flee when they are burning. This includes Blood Apes, Humanoids, and Sea Witches.

Uses

While the status effect has no real practical use in game, it does play a part in GGG fishing gag. In order to find Module Error: Item link: No results found for search parameter "Angler's Plait"., player needs to have equipped corrupted Module Error: Item link: No results found for search parameter "Slitherpinch". gloves and kill a rare monster, while they are affect by fleeing status effect. [2]

Sources

Gems

  • Chance to Flee SupportChance to Flee SupportSupport
    Icon: z
    Level: (1-20)
    Requires Level 8Supports any skill that hits enemies.Per 1% Quality:1Superior2AnomalousSupported Skills have 1% chance to Cause Monsters to FleeSupported Skills have 0.5% reduced Cast SpeedSupported Skills have (25-44)% chance to Cause Monsters to FleeThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.

Modifiers

Corrupted weapons can gain the implicit 5% Chance to Cause Monsters to Flee

Unique Items

ItemLvl.Stats

References

  1. [1], Mark_GGG comments on fleeing mechanics.
  2. [2], PoorFishWife's Angler's Mate #3 Reddit Post.

ru:Паника (механика)