The Conviction Aura from Infinity Runeword usually cannot break these immunities, but a Paladin/Necromancer with higher Conviction/Lower Resist can break these.Ĭold immunity is hardest to break, as mobs usually have 150+. These immunities can usually be pierced by the Conviction Aura from the Infinity Runeword.įire immunity is a bit harder, as the mobs usually have 110 to 130 resistance.
#Diablo 2 maphack with monsters full
These items will only work to their full effect after the immunity/ies is/are broken, by the aforementioned skills.įor regular mobs, lightning immunity is the easiest to break, as it's usually 100 to 110 resistance. Items effects that reduce resistances cannot break immunities, this includes Rainbow Facets, Griffon's Eye, and similar items. When breaking an immunity the amount the resists are reduced to suffer a penalty of 20% (or 1/5) effectiveness, so -100 physical resistances from Amplify Damage (-50 for Decrepify) becomes -20 (-10 in the case of Decrepify) when breaking immunities, so anything with >=120 resistance cannot be broken.Ĭonviction and Lower Resist (at level 30, they offer -150 and -70 resistance, respectively) stack to a maximum of -44 resistance against immune mobs. Only Conviction (Paladin Aura/ Infinity Runeword) and Lower Resist (Necromancer Curse) can break elemental immunities, although Conviction does not affect poison resistances.Īny element immune monster with elemental resistances >=144 cannot have their immunity (to that element) broken.Īny physical immune monster with physical resistances >=120 cannot have their immunity be broken. Vengeance/Berserk can help by adding/converting magic/physical damage to physical/magic damage, respectively. Sanctuary (Paladin aura) ignores the positive physical resistance or immunity of Undead mobs in a certain radius around the Paladin. Only Amplify Damage and Decrepify (both Necromancer Curses) can remove physical resistances, if the monsters resistances will allow it (see below). Take note that a unique/boss mobs that spawns with " Enchanted" will have an extra 75 resistance (to that one element), and a " Magic Resistant" Unique/boss mob will gain 40 elemental resistance (fire, cold, and lightning). (For PvP, this also is true against enemy players/minions). The lowest that a monster's resistance to any element can be lowered is to a combined total of -100. Monsters are considered "immune" when their resistance to an element becomes 100 or greater.