Diablo Wiki
Register
Advertisement
Conviction
Conviction

Class: Paladin
Required Level: 30
Skill Tree: Offensive Auras
Requires: Might, Thorns, Holy Fire, Holy Freeze, Sanctuary
Active / Passive

Reduces enemy Defense and Resistances.

Damage Type: Magic
Other Stats: Only one Aura can be active at a time; Does not affect Physical, Poison and Magic resistances
AntiResistanceBath

Conviction is a Paladin Skill in Diablo II.

Lore[]

It is fearsome enough to behold the power of a Paladin, let alone a Paladin aglow with the aura of Conviction. This halo of righteousness demonstrates, with force, the grim determination of those who shine within its brilliance. Any who stand against the Paladin and his allies will understand the meaning of folly.

General Information[]

Conviction' reduces the Defense of nearby monsters, as well as their Fire, Cold and Lightning resistances. This makes conviction a very useful skill for both groups, and for Paladins utilizing Vengeance or Fist of the Heavens.

Conviction is one of only four skills (the other three being the Necromancer's Lower Resist, Amplify Damage and Decrepify) in the game capable of breaking an immunity, which means lowering a monster below 100% resist. In Hell Difficulty, where almost every monster possesses an immunity, this is an incredibly powerful trait. All other resistance reduction abilities cannot affect a monster whose resistance is 100% or greater. When breaking an immunity, this aura will only function at 1/5 effectiveness, though. Enemy resistances cannot fall below -100%. Max reduced resistance is -150% received from 25 level conviction aura (which can help reduce normally-resistant monsters to negative numbers but doesn't impact already vulnerable monsters more than -100%); subsequent points in this aura only serve to continue reducing defense. The radius of this aura is fixed at 13.3 yards regardless of skill level.

Conviction stacks with the effects of Lower Resist (when breaking immunities, the 1/5th effectiveness rule still applies). Even with the two working together, many monsters in Hell mode are still immune to some elements.

When two Conviction auras from opposing sides clash against each other, the higher level aura will "out-Convict" the weaker level aura, disabling the latter altogether. This is particularly important when fighting Über Mephisto, who projects his own, 20-leveled Conviction aura. Two identically leveled Conviction Auras do not cancel out each other; instead, both function as they otherwise would normally.

The rune word Infinity grants a level 12 Conviction when equipped (regardless of class). This rune word works on polearms and spears (D2R), which a desert mercenary can equip. Nearly every elemental attacker can benefit from having a mercenary with this rune word equipped; although a level 12 Conviction won't break all immunities, it certainly breaks most encountered even in Hell difficulties.

Monsters with Elemental attacks and Aura Enchanted affix rolling Conviction are generally very dangerous opponents. An Elite Gloam with Conviction, for example, is extremely potent.

Skill Progression[]

  • Radius: 13.3 yards
  • Enemy Defense: -49%...-100% (on Conviction 60)
  • Enemy Resistances: -30%...-150% or Breaking Immunities: -6%...-30% (on Conviction 25)
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Enemy Defense -49% -56% -61% -66% -70% -73% -75% -77% -79% -80% -82% -83% -85% -86% -86% -88% -88% -89% -89% -90% -91% -91% -92% -92% -92%
Enemy Resistances or Breaking Immunities -30% / -6% -35% / -7% -40% / -8% -45% / -9% -50% / -10% -55% / -11% -60% / -12% -65% / -13% -70% / -14% -75% / -15% -80% / -16% -85% / -17% -90% / -18% -95% / -19% -100% / -20% -105% / -21% -110% / -22% -115% / -23% -120% / -24% -125% / -25% -130% / -26% -135% / -27% -140% / -28% -145% / -29% -150% / -30% (max)
Advertisement