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Immunity

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A character can gain immunity against certain effects, including poison, disease, damage, sneak attacks, critical hits, spells, and more. Some immunities only grant partial protection where others are complete.

Contents

[edit] Damage immunity

A damage immunity effect protects against one of the 12 damage types: Slashing, piercing, bludgeoning, fire, cold, electrical, acid, sonic, divine, negative energy, positive energy, or magical damage. Damage immunities range from 5% to 100%, indicating the amount of damage that is prevented. For example, fire elementals have 100% fire immunity, so they take no fire damage.

Decreased damage immunity is called damage vulnerability. Damage vulnerability increases the damage taken by the percentage specified. For example, since fire elementals have 50% cold vulnerability, Cone of cold will deal 50% more damage to them.

Red dragon disciples get 100% fire immunity at 10th level. Stormlords get 100% electrical immunity at 9th level.

There are in game items that will give 100% immunity to one elemental type but damage vulnerability to another elemental type. For example, an item with give 100% fire immunity with 50% cold vulnerability.

Damage immunity should not be confused with damage resistance or damage reduction.

[edit] Spell immunity

Spell immunity (do not confuse with spell resistance) neglects the effects of certain spells. Spell immunity can work against either:

For example, the spell Shield grants Spell immunity: Magic missile. It is still possible to cast Magic missile at a character with Shield on, but doing so will have no effect.

When not the direct target of a spell, immunity against the spell will not counter it, but only protect the immune character from the effects. So being immune to the Fireball spell will not prevent a fireball's explosion from harming anyone else. Being immune to Web will not prevent a web from appearing nearby, but the immune character will not be entangled or slowed down by it.

Certain effects implicitly give immunity. For example, items with the Freedom of movement property grants immunity to Web.

[edit] Effect immunity

Characters can be immune to any of the following negative effects: Poison, disease, level/ability drain, paralysis, sleep, fear, mind-affecting spells, and death magic.

Ability and level drain always counts as a single immunity, and can not be separated. Immunity to Instant death effects is the same as immunity to Death magic. Immunity to mind-affecting spells makes a character immune to fear, stun, dominate, charm, daze, and sleep effects, even if not caused by a spell.

Spell descriptors may serve as reminders to what effects are caused by a spell, but the spell itself is not countered by such immunity. For example, a creature immune to mind-affecting spells may still be blinded by Color spray, but not stunned or sent to sleep.

Undead and constructs are immune to all of the negative effects above, and elementals are immune to them all except for death magic. All elves are immune to sleep. Most Vermin (Spiders and the like) are immune to mind effects. Red dragon disciples become immune to paralysis and sleep at 10th level, and monks gain immunity to disease and poison at 5th and 11th level, respectively.

[edit] Special attacks

It is possible to be immune to critical hits, sneak attacks and knockdown. Being immune to critical hits also grants immunity to sneak attacks.

All undead, constructs, and elementals are immune to critical hits. Pale masters gain immunity to critical hits at 10th level.