<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gw1wiki.ezgame.cc/index.php?action=history&amp;feed=atom&amp;title=Foe</id>
	<title>Foe - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://gw1wiki.ezgame.cc/index.php?action=history&amp;feed=atom&amp;title=Foe"/>
	<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=Foe&amp;action=history"/>
	<updated>2026-10-18T18:40:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.17</generator>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=Foe&amp;diff=27454&amp;oldid=prev</id>
		<title>gww&gt;Manifold: /* See also */</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=Foe&amp;diff=27454&amp;oldid=prev"/>
		<updated>2021-08-29T21:48:59Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;See also&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A [[foe]] is any [[creature]] that can be the [[target]] of an [[attack]] or an offensive [[skill]]. Often called '''hostile''' [[NPC]]s, they appear red on the [[compass]] and almost always react aggressively when [[party]] members come within their aggro range.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
* Players can only target foes with attacks and offensive skills and only foes can likewise target the party or its [[ally|allies]].&lt;br /&gt;
* [[PvE]] foes typically appear as red dots in the compass; when selected, their names appear in  red text.&lt;br /&gt;
* Foes can be hostile to each other.&lt;br /&gt;
** In PvE, there is no way to determine which foes are on whose side outside of observing their behavior.&lt;br /&gt;
** [[PvP]] foes from each side appear with appropriate colors for their names, compass dots, and [[User interface#Target display|target display]] frame backgrounds.&lt;br /&gt;
* Hostile foes do not appear on the compass unless they are selectable, e.g. [[wurm]]s cannot be selected until they [[popup]].&lt;br /&gt;
&lt;br /&gt;
; Other mechanics&lt;br /&gt;
* By default, you can select the nearest foe by pressing &amp;lt;code&amp;gt;C&amp;lt;/code&amp;gt; and cycle through all foes within compass range by pressing &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Any creature that is not a foe is treated by the game as an ally.&lt;br /&gt;
* The hostility of a foe can change, for example:&lt;br /&gt;
** [[Minion]]s can be turned into allies (e.g. using [[Verata's Aura]]) or become hostile (e.g. if the owner dies).&lt;br /&gt;
** Various events will change the status, e.g. when encountered outside the [[Temple of the Ages]], [[Greves the Overbearing]] is not hostile until he completes his dialogue.&lt;br /&gt;
** The event quest-specific skill [[The Mad King's Influence]] is the only skill available to players that allows to turn hostile foes into temporary allies.&lt;br /&gt;
&lt;br /&gt;
== Passive foe ==&lt;br /&gt;
&lt;br /&gt;
A passive foe is any seemingly neutral creature that can be the target of an attack or offensive skill. They do not [[aggro]] unless they take [[damage]] or the party attacks or uses an offensive skill on them, which cause them to become hostile.&lt;br /&gt;
&lt;br /&gt;
Passive [[charmable animal]]s are a special case. Their names will appear ''green'' when selected as if they were allies and they will not appear in the compass unless they become hostile. From all [[target]]ed skills, only those that can target foes will consider them valid targets, but among [[target#Untargeted skills|untargeted skill]]s, not only offensive ones will affect them, some that affect allies may affect them too. Some game mechanics also behave this way too (e.g ''select nearest ally'' will target them while they are passive). The mechanics that decide whether they are considered allies or foes by untargeted skills are currently unknown. &lt;br /&gt;
&lt;br /&gt;
Another unique case are [[Water Buffalo]]s. They cannot be targeted, so they can only be damaged with ''some'' [[point blank area of effect]] skills. They will never appear in the compass and won't retaliate when attacked, they will just try to run away.&lt;br /&gt;
&lt;br /&gt;
[[Henchman|Henchmen]] and [[hero]]es will only attack and/or use offensive skills on a non-charmable animal passive foe if any party member [[call]]s it as a target or the foe becomes hostile. [[Summoned creature]]s and [[summoning stone]] creatures will attack a non-charmable animal passive foe once they aggro it.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Most [[charmable animal]]s.&lt;br /&gt;
* Many level 0...2 hostile NPCs in tutorial areas.&lt;br /&gt;
* During certain quests, some NPCs will be passive until triggered by an event or an offensive action.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
&lt;br /&gt;
==Foe Behavior==&lt;br /&gt;
&lt;br /&gt;
Most [[monster]]s obey the same [[AI]]. A few of the principles are:&lt;br /&gt;
&lt;br /&gt;
*They wander back and forth, either in a small area or over a [[patrol]] range.&lt;br /&gt;
*If you get within the [[danger zone]], they become [[Aggro|aggressive]] and attack you.&lt;br /&gt;
**[[Passive]] monsters (usually [[level]]s 0-2 in [[explorable area]]s) won't attack your [[party]] unless an offensive action is taken upon them first. &lt;br /&gt;
*When fighting, they have two priorities of who to [[target]]: weakest [[foe]]s (by [[health]] and [[armor rating]]) and closest foes.&lt;br /&gt;
**They only overpower each other at extremes; for example, they will target the characters with lowest armor rating but a [[tank]] can draw focus by [[body block]]ing them.&lt;br /&gt;
*They each have a set of [[skill]]s to which they are limited. The way they use these skills is embedded into the skill itself, so monsters with the same skills use them the same way.&lt;br /&gt;
**Some monsters (such as [[Chromatic Drake]]s and [[Graven Monolith]]s) can change their set of skills. When that happens, their behavior also changes to match the skills (i.e., getting close to use [[point blank area of effect]] skills).&lt;br /&gt;
&lt;br /&gt;
==Monsters with non-standard AI==&lt;br /&gt;
There are some specifically-coded exceptions.&lt;br /&gt;
&lt;br /&gt;
*Some [[Monk]] and [[Ritualist]] monsters may [[kite]] attackers.&lt;br /&gt;
*Some monsters (such as [[Siege Wurm]]s) are completely stationary, but some are only stationary under certain situations:&lt;br /&gt;
**Many &amp;quot;sprout&amp;quot; [[Plant]]s are typically stationary, but they sometimes move, particularly [[area damage over time#NPC scattering behavior|when taking area damage over time]]. This is also true of [[Brooding Thorns]] and some [[Scarab Nest Builder]]s.&lt;br /&gt;
**Burrowing [[Wurm]]s are stationary while out of the ground, but they move while burrowing. They burrow after being out of the ground for a while, and will also burrow if no [[target]]s are within range.&lt;br /&gt;
*Special [[:Category:Boss-like foes|boss-like foes]] (such as [[Glint]], [[Kuunavang]], [[Shiro Tagachi]], and the [[Undead Lich]]) have special AI that determines unique skill usage or movement patterns.&lt;br /&gt;
&lt;br /&gt;
==Skill usage==&lt;br /&gt;
* AI will only cast skills that trigger on [[spell]] casting (such as [[Backfire]]) on targets wielding a [[spellcasting weapon]], so [[character]]s with spells on their [[skill bar]] and wielding a [[martial weapon]] will cause AI to not cast Backfire on them.&lt;br /&gt;
* Some skills that inflict Blind are used differently in [[Normal mode]] and [[Hard mode]]:&lt;br /&gt;
** In Normal mode, AI will only use skills that inflict [[Blind]] (such as [[Blinding Flash]] and [[Throw Dirt]]) on a foe wielding a [[martial weapon]]. A [[spellcaster]] wielding a martial weapon (e.g. [[caster weapon]]) can cause AI to waste time to activate a Blind-inflicting skill on them (e.g. causing a ranger to stop attacking and move into [[touch]] range to use Throw Dirt, which would relieve [[pressure]] on your party).&lt;br /&gt;
** In Hard mode, AI will only use some skills that inflict Blind (such as the aforementioned skills) on a [[Martial#Martial details|martial]] primary [[profession]] foe wielding a [[martial weapon]].&lt;br /&gt;
** AI will only use some skills that inflict Blind (such as [[Eruption]]) on a foe wielding a [[martial weapon]], regardless of it being Normal or Hard mode. &lt;br /&gt;
* AI will use skills that have no other effect other than inflicting a [[condition]] (such as [[Blinding Powder]], [[Hunter's Shot]], and [[Sever Artery]]) on [[spirit]]s, even though they are immune to all conditions except burning.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Hero behavior]]&lt;br /&gt;
*[[Creature]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
[[Category:Unofficial terms]]&lt;/div&gt;</summary>
		<author><name>gww&gt;Manifold</name></author>
	</entry>
</feed>