Monster affixes

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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. A Tormented Spirit can also add properties to monsters, which are shown green.

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

List of monster modifiers


List of prefix modifiers that can appear on Monsters.

Name Req. Lvl. Effect(s) Mod Group Spawn Weighting
Powerful Crits
MonsterAuramagic 0
default 500
AURA_CannotDie4Can not die (Hidden)MonsterAuramagic 0
default 125
AURA_EnergyShield460% of Maximum Life is added to Maximum Energy Shield (Hidden)MonsterAuramagic 0
lots_of_life 1
default 500
AURA_LargeDamage450% increased Physical Damage (Hidden)MonsterAuramagic 0
default 500
AURA_LifeRegen4Life RegenMonsterAuramagic 0
lots_of_life 2
default 500
AURA_MediumDamage430% increased Physical Damage (Hidden)MonsterAuramagic 0
default 500
AURA_Resists435% to all Elemental Resistances (Hidden)MonsterAuramagic 0
default 500
AURA_Slow4Nearby Players have 25% reduced Movement SpeedMonsterAuramagic 0
default 500
AURA_Speed4Fast Attacks
35% increased Cast Speed (Hidden)
MonsterAuramagic 0
default 500
Deadly1Powerful Crits
50% increased Global Critical Strike Multiplier (Hidden)
MonsterCriticalStrikesdefault 1,000
Elemental Thorns4020% of Elemental Damage taken reflected to Attacker (Hidden)MonsterAuramagic 0
large_model 500
default 0
Elemental Thorns4020% of Elemental Damage taken reflected to Attacker (Hidden)MonsterAuramagic 0
large_model 0
default 500
Hexproof23Curse ImmuneMonsterImmuneToCursesdefault 1,000
Massive1Extra Life
20% increased Character Size (Hidden)
MaximumLifeIncreasePercentlots_of_life 500
default 1,000
Physical Thorns4010% of Physical Damage taken reflected to Attacker (Hidden)MonsterAuramagic 0
large_model 500
default 0
Physical Thorns4010% of Physical Damage taken reflected to Attacker (Hidden)MonsterAuramagic 0
large_model 0
default 500
Plated1ArmouredIncreasedPhysicalDamageReductionRatingPercentnot_str 0
default 1,000
Precise1AccurateIncreasedAccuracyPercentcaster 0
default 1,000
Sanguine1Life RegenLifeRegenerationRatePercentagelots_of_life 5
default 1,000
Savage1Extra DamageMonsterDamagecaster 0
default 1,000
Shimmering1Bonus Energy ShieldEnergyShieldPercentnot_int 0
default 1,000
Splitting1Extra ProjectilesMonsterMultipleProjectileranged 1,000
default 0
Steadfast1UnwaveringMonsterCannotBeStunnednot_str 0
default 1,000
Swift1QuickMovementVelocitydefault 1,000
Vengeful1MonsterGrantsChargesdefault 1,000


List of suffix modifiers that can appear on Monsters.

Name Req. Lvl. Effect(s) Mod Group Spawn Weighting
of Anger1MonsterGrantsChargesdefault 1,000
of Elemental Resistance140% to all Elemental Resistances (Hidden)MonsterResistsdefault 1,000
of Endurance1Gains Endurance ChargesMonsterGrantsChargesnot_str 0
default 1,000
of Evasion1EvasiveEvasionRatingPercentnot_dex 0
default 1,000
of Fervor1Fast AttacksIncreasedAttackSpeedcaster 0
default 1,000
of Flames1Extra Fire DamageFireDamageAsPortionOfDamagecaster 0
default 1,000
of Frenzy1Gains Frenzy ChargesMonsterGrantsChargesnot_dex 0
default 1,000
of Frenzy1Gains Frenzy ChargesMonsterGrantsChargesnot_dex 0
default 1,000
of Frost1Extra Cold DamageColdDamageAsPortionOfDamagecaster 0
default 1,000
of Power1Gains Power ChargesMonsterGrantsChargesnot_int 0
default 1,000
of Wealth12000% increased Quantity of Items dropped by this Monster (Hidden)
2000% increased Rarity of Items dropped by this Monster (Hidden)
MonsterWealthdefault 5
of the Lamprey40Leeches LifeLifeLeechcaster 0
default 1,000

Nemesis affixes

All rare monsters have a chance to spawn with a Nemesis mod, in all leagues. Modifiers are shown in yellow.

Ancestral Power
Randomly casts Searing Bond totems, with instant cast speed. Totem limit is 4.
Adds no extra effect. See Soul Conduit below.
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 Summon Skeletons, with instant cast speed. Skeletons will not decay over time like regular ones.
Bringer of Fragility
Curses targets with Vulnerability on hit.
Bringer of Weakness (Requires monster level 4)
Curses targets with Enfeeble on hit.
Chronophage (Requires monster level 25)
Curses targets with Temporal Chains on hit.
Corrupting Blood (Requires monster level 40)
Attacker receives one charge of Corrupted Blood per hit, which is a bleeding effect (physical damage over time) that stacks up to 20 charges. The debuff can be removed with Staunching flasks. You can avoid the damage to your character by using minions, traps/mines or totems.
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)
Always drops 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 by hits originating from inside the shield.
Shroud Walker (Requires monster level 40)
Periodically teleports to you via Smoke Mine, including the mine's blinding smoke 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 skills such as Detonate Dead and Raise Zombie 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 60)
Casts Lightning Storm over the target continuously with a short delay (similar to the spell used by Piety of Theopolis). Multiple Lightning Storms can overlap creating a high risk area.
Vile Touch (Requires monster level 4)
Applies Poison on hit.
Volatile Flame/Ice/Storm blood (requires monster level 2)
Explodes upon death, dealing some (percentage of hit damage?) damage of the relevant elemental type in a small area of effect. It has also been speculated that the value used is a percentage of maximum life.

Bloodline affixes

Each pack of magic monsters has a chance to spawn with a Bloodline mod, in all leagues. Modifiers are shown in magenta.

Bearers of the Guardian (Requires monster level 60)
Every mob slowly builds an animated guardian that can't be killed until the entire pack has been cleared.
Bond of Chaos
If the monsters are close to each other, they have an Ancestral Bond-like beam between each other, dealing heavy Chaos damage.
Corrupted Bloodline
Monsters give one charge of Corrupting Blood on death
Cult of the Elements (removed in 2.0.0)
Each monster has a buff to elemental damage. Being near them applies elemental status effects to you.
Flame/Frost/Storm Bearers
On death, each monster starts a storm-call-like bomb of their element.
Flaring/Rime/Static Pulseblood
A beam pulses between the mobs in the pack, if you are hit by it, it deals damage of the element.
Heralds of the Obelisk
Each corpse leaves an unkillable Obelisk that casts a random lightning spell. The obelisks disappear once the entire pack is killed.
Keepers of the Trove
Each monster drops a rare item of the same type.
Legacy of Vigour
Each monster killed grants a Vigour charge to the rest of the pack, granting move speed and attack speed, similar to Frenzy charges, but stronger.
Legacy of Zeal
Each monster killed grants a Zeal charge to the rest of the pack, granting them more damage reduction and Damage.
Living Blood
When all the monsters die, a Congealing Blood or "Congealing Mud" elemental is summoned. These new monsters have different abilities depending on difficulty and level of zone.
Mark of Cannibalism
Monsters can regain health from each other's corpses.
When a monster dies, it leaves a green area on the floor. Other necrovigil monsters cannot die while standing in it. Destroying the corpses or killing the entire pack removes the green area.
Order of the Frozen Sky (Requires monster level 61)
Monsters use an ice version of Firestorm.
Monsters randomly cast a purple fog on them that lasts a couple of seconds, granting extra chaos damage and massive defenses.
Phylacteral Link (removed in 2.0.0)
One of the monsters has a disc under it, and all other monsters are invincible. The disc moves around every 7 seconds so you have to keep changing your target.
Shared Boon
Monsters generate all types of charges on hit and share them with each other.
Monsters are surrounded by fog and information about the monster (affixes, type) is hidden.
Spirit Walkers
Each mob has an apparition (see Soul Conduit) of themselves, doubling the size of the pack. The appartions also grant experience when killed.
Thornflesh (removed in 2.0.1)
Each monster reflects physical and elemental damage.
Union of Souls
When killed, passes a buff to all remaining mobs that increases size and gives them more life. (Possibly increases attack and defensive stats)
Voidspawn of Abaxoth (Requires monster level 61)
Summons a unique Beyond Demon when the entire pack is killed.

Other Affixes

Far Shot
Projectile damage is increased based on how far the target is from the attacker. Used by Maelström and Voidbearers as well as some unique monsters. See also Point Blank.