Monster
Walking, running, slithering or crawling. If it moves on Wraeclast, it's almost certainly dangerous.
Monsters are hostile creatures that reside in almost all areas, except for towns and hideouts. Slaying monsters is the primary source of gaining experience and a core aspect of Path of Exile.
Mechanics
Monsters have life and sometimes energy shield, just like player characters. These can be seen by the monster's life bar. Monsters also have armour, evasion and resistances. Their armour and evasion cannot be seen in the interface. The monster life bar interface indicates if a monster has positive or negative resistances to Fire, Cold, Lightning, or Chaos damage, but the exact resistance value will not be visible.
Monsters have a non-zero amount of mana but are not typically constrained by mana usage. Monster skills are used at a set rate (based on attack/cast rate or cooldown) or randomly according to their AI behaviour.
Monsters have at least one monster category, which is relevant for certain effects like Ravenous. Monster categories are not displayed unless the player has an effect that reveals it. A monster can have multiple category.
Monster attributes is affected by Monster Level.
Monster elemental damage conversion multiplier
Monsters that deal physical damage converted to fire, cold, or lightning damage gain a more damage multiplier specific to the converted elemental damage only based on their monster level[1]; this starts at 0% up to Level 20, then increases by 5% per level from Level 21, capping at 300% more at Level 80+[2]. In other words, a monster in an area level 80+ area deals 4x times the base converted elemental damage, effectively negating the damage mitigation of elemental resistances when at the default max of 75% compared to 0 flat or percentage physical damage reduction.
This effect does not apply to base physical or chaos damage, physical damage or elemental damage converted to chaos damage, base elemental damage or elemental damage not converted from physical damage, or non-ailment damage over time.
This more damage multiplier does not apply enemy conversion caused by
Shaper of Flames,
Kaom's BindingKaom's Binding
Heavy BeltRequires Level 56+(25-35) to Strength+(30-40) to Strength
+(300-500) to Armour
Take no Burning Damage if you've stopped taking Burning Damage Recently
Nearby Enemies Convert 25% of their Physical Damage to FireFor centuries, he burned in an unending
nightmare of lava and flame... but he endured., or
Pyroshock ClaspPyroshock Clasp
Leather BeltRequires Level 43+(25-40) to maximum Life+(30-40) to Dexterity
+(300-500) to Evasion Rating
(10-15)% increased Duration of Elemental Ailments on Enemies
Enemies Ignited by you have (10-15)% of Physical Damage they deal converted to Fire
Enemies Shocked by you have (10-15)% of Physical Damage they deal converted to LightningTeach a man to burn, and you'll be warm for the rest of his life.. This also does not apply to character or ally sources of physical damage taken as elemental damage, which is not conversion.
Monster rarity
Monsters come in four rarities like many other systems in Path of Exile:
- Normal: Most common, and spawn in large packs.
- Magic: Have one or two monster modifiers. They spawn in smaller packs.
- Rare: Have up to four monster modifiers. They spawn alone or with a a pack of normal or magic monsters.
- Unique: Unique monsters have unique names and abilities and are typically tied to a specific location or mechanic. This includes bosses.
Monster rarity affects the monster's life, damage, internal item rarity and item quantity, experience granted on death, and number of flask charges granted on death.
Monsters of higher rarity drop items of higher item level (iLvl):
- Magic monsters drop items one ilLvl higher than the area level.
- Rare and Unique monsters drop items two iLvl higher.[3]
The following stats are shared by monsters. Please take note that individual monsters may have different stats.
Base Stats
- 33.3% of Energy Shield Recharged per second
- Base Critical Strike Multiplier: 130
- Movement Speed is capped at 128
- Regenerate 1.7% of Mana per second
Charges
- +3 to Maximum Endurance Charges
- +3 to Maximum Frenzy Charges
- +3 to Maximum Power Charges
- 15% additional Physical Damage Reduction per Endurance Charge
- +15% to all Elemental Resistances per Endurance Charge
- 4% more Damage per Frenzy Charge
- 15% increased Attack Speed per Frenzy Charge
- 15% increased Cast Speed per Frenzy Charge
- 5% increased Movement Speed per Frenzy Charge
- 200% increased Critical Strike Chance per Power Charge
Maximums
- +1 to maximum number of Summoned Totems
- +10% of Maximum Energy Shield to maximum Recovery per Energy Shield Leech
- +10% of Maximum Life to maximum Recovery per Life Leech
- +10% of Maximum Mana to maximum Recovery per Mana Leech
- +10% to Maximum total Energy Shield Recovery per second from Leech
- +20 to maximum Fortification
- +20% Maximum total Mana Recovery per second from Leech
- +20% to Maximum total Life Recovery per second from Leech
- +200 to maximum Mana
- +75% to maximum Chance to Block Attack Damage
- +75% to maximum Chance to Block Spell Damage
- 75% to maximum Physical Damage Reduction
- Can have up to 10 Azurite Stacks
- Can have up to 3 Traps placed at a time
- Can have up to 4 Viper Strike Orbs
- Can have up to 5 Remote Mines placed at a time
- Can have up to 5 Explosive Arrow Stacks
- Can have up to 8 Fire Beam Stacks
- Maximum 45 Eaten Souls
Bosses
There are certain categories of monsters that only spawn in specific locations or situations:
Monster types
Monsters in Wraeclast are divided into types which generally have a common appearance, behaviour and abilities.
| Type | Category | Found |
|---|---|---|
| Abomination | Demon, Undead | Act 4 |
| Ape | Animal | Act 2 (outdoors) |
| Bandit | Humanoid | Act 2, Act 6, Act 7 (outdoors) |
| Beast | Animal | Act 2, Act 7 |
| Blackguard | Humanoid | Act 2, Act 3, Act 6 |
| Cannibal | Humanoid | Act 1 |
| Carrion | Animal | Act 3, Act 8 |
| Chimeral | Animal | Act 3 (indoors), Act 8 (outdoors) |
| Construct | Construct | Act 2, Act 7 |
| Devourer | Animal | Act 2, Act 7 |
| Experimenter | Humanoid | Act 3 |
| Goatman | Animal | Act 1, Act 6 (outdoors) |
| Goliath | Animal | Act 3, Act 8 |
| Ghost | Humanoid, Undead | Act 1, Act 5, Act 6, Act 10 |
| Hellion | Animal | Act 1 (outdoors) |
| Maw | Animal | Act 3 (indoors) |
| Miscreation | Demon | Act 3 (indoors) |
| Necromancer | Undead | Act 1-3 (indoors), Act 7 |
| Plummeting Ursa | Animal | Act 2 |
| Rhoa | Animal | Act 1 |
| Retch | Animal | Act 1, Act 3 (Outdoors) |
| Ribbon | Construct | Act 3, Act 8 |
| Rock elemental | Construct | Act 2, Act 4, Act 9 |
| Sand Spitter | Animal | Act 1 |
| Shield Crab | Animal | Act 1 |
| Sea witch | Animal | Act 1 (Indoors), Act 6 |
| Skeleton | Undead | Act 1, Act 2, Act 3, Act 4, Act 5, Act 6, Act 7, Act 9, Act 10 |
| Snake | Animal | Act 2, Act 7 |
| Spider | Animal | Act 1, Act 2, Act 3, Act 7 |
| Statue | Construct | Act 3, Act 5, Act 8, Act 10 |
| Totem | Construct | Act 2, Act 4, Act 6, Act 7 |
| Undying | Humanoid | Act 3 |
| Voidbearer | Demon | Act 3 |
| Watcher | Animal | Act 1, Act 4, Act 6, Act 9 |
| Water elemental | Construct | Act 1, Act 3, Act 8 |
| Zombie | Undead | All acts |
Bestiary
Beasts are the capturable wildlife of Wraeclast. They can be hunted down with the help of Einhar Frey. The hunting and collecting progress is kept in the Bestiary.
Version history
| Version | Changes |
|---|---|
| 3.27.0c |
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| 3.27.0 |
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| 3.11.0f |
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| 3.11.0 |
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| 1.2.0 |
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| 0.9.3 |
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| 0.8.7 |
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| 0.8.6 | |
| 0.8.4 |
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| 0.8.3 |
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| 0.8.2 |
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| 0.8.1 |
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| 0.8.0 |
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| 0.7.2 |
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| 0.7.1 |
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| 0.6.12 |
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| 0.6.11 |
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| 0.6.0 |
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| 0.5.5 | |
| 0.5.3 |
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| 0.5.2 |
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| 0.5.1 |
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References
- ↑ https://www.reddit.com/r/pathofexile/comments/1orm5z7/converting_enemies_damage_to_elemental_causes_you/
- ↑ https://github.com/PathOfBuildingCommunity/PathOfBuilding/pull/9150/files#diff-804b0588b011cbd1dfebe67c38f708183eece0e8ee3d926c90069242128d92d2R15
- ↑ Posted by Mark_GGG in Summon Spectre: A point to summoning Blue/Yellow mobs?