Diablo Wiki
Register
Advertisement

Immunityrefers to a monster or player character being completely impervious to damage of one or more types, or to a specific Crowd Control effect. All attacks that use the specified damage type or apply the effect listed are resolved as normal, with normal chances to hit, but even if they reach the target, they may not affect the target in any way. Unlike Absorption, Immunity to damage also makes the target immune to all secondary effects of the attack prevented, and very often, to Crowd Control effects in general.

Diablo II[]

Some higher level monsters will have the bonus of Immune to X, with X being a type of damage. These creatures have total immunity to that damage, meaning they will take no damage if hit with that type of attack. The types of immunities found on these monsters are as follows:

But there is a way to cause damage to these monsters: Cold, Fire and Lightning immunity can be partially bypassed with the Necromancer's Lower Resist curse and with the Paladin's Conviction aura (all resist lowering skills work with 1/5 effectiveness when breaking an immunity).

Lightning Immune is the easiest to break, commonly it has normally about 100-110% resistance (175% at Bremm Sparkfist). With the conviction aura from Infinity Rune Word it can be pierced.

Fire Immune is a bit harder. With 100-130% resistance (195% at Witch Doctor Endugu and Colenzo the Annihilator) Infinity`s aura may not cope, but a paladin with higher Conviction capable break their.

Cold Immune can be insurmountable. It is 100-210% resistance (285% at Frozenstein) is nearly unbreakable with the lowered 1/5 effectiveness of skills. Cold Mastery level 20 will reduce cold immunity by only 23%, Conviction level 25 - by 30%.

Poison Immune have 100-125% resistance (1000% at Catapult). It can be broken only with using Lower Resist.

Magic Immune is the worst of all and cannot be reduced from 100%.

Physical Immune always have 100% resistance and can be removed by using the Necromancer's Amplify Damage curse. This is a good reason for a melee/physical ranged character wanting an item that offers a chance to cast Amplify Damage on hit, as without it, they're forced to either switch to a skill of a different element, or leave the foe alone altogether. Decrepify also has the same ability, but it is less effective due to its physical damage penalty being lower. For Undead monsters, Physical Immunity may also be dealt away with using the Sanctuary aura. Open Wounds will work against physical immune monsters once they have taken damage of any kind.

Most enemy's immunities are above 100%, monster resistances can be viewed here: [1].

Diablo III[]

Diablo III monsters very rarely have the complete immunities seen in the previous game, but the Shielding monster trait and properties of some monster types allow certain monsters to become temporarily immune to all damage and/or to specific Crowd Control effects. Bosses are generally immune to Crowd Control.

Players can become completely immune to damage using certain skills, like Serenity, or a Shield Pylon. Being immune to damage also makes the character immune to Crowd Control effects, and may clear all existing ones.

Immunity to specific types of elemental damage can be achieved by wearing protective legendary amulets: Mara's Kaleidoscope (Poison), The Star of Azkaranth (Fire), Xephirian Amulet (Lightning), Countess Julia's Cameo (Arcane/Holy) and Talisman of Aranoch (Cold). These actually cause Absorption of the element, healing from it instead of losing Life. However, they do not protect from Crowd Control connected with the attack.

Invigorating Gemstone is a unique method of obtaining permanent immunity to all forms of Crowd Control at once. Many other skills and effects can make players temporarily immune to one or more forms of Crowd Control. Such skills may or may not break existing applications of Crowd Control, however.

Players are also completely immune to all forms of harmful effects and damage while on the loading screen.

Advertisement