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  1. #1
    Community Member Darwinism's Avatar
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    Default Monster Immunities

    A couple things I have noticed since rolling a sorceror about monster immunities:

    Hill Giant Hunters in Stormcleave are immune to fire, like fire giants, but not vulnerable to ice, unlike fire giants. Hybrids?

    Clay golems. Jesus, clay golems. Immune to fire, ice, and force, and acid heals them. Don't know about lightning but how is animated clay impervious to most magic? Overheating clay will make it brittle and shatter it, freezing clay will shatter it, and acid tends to dissolve clay, since it is not a glazed ceramic.

    And iron golems are immune to force. Who knew that being a golem made you impervious to... impact of some sort?
    Last edited by Darwinism; 12-19-2009 at 06:36 PM.

  2. #2
    Community Member Shade's Avatar
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    The giants immunity is a weird DDO specific kludge the devs tossed into just a few specific quests in an effort to slow down lootrunners years ago. They're no longer relevant and the devs would likely removed them if they even remembered they put them in.

    Golems are meant to be immune to all magic. They're created by mages to kill other mages - the mages that summoned them designed them to have such immunities, so it makes sense.

    They're are all a few special spells that do work as there considered non-magic in nature:
    Web - as after it's casted it just acts as a spiders web would
    Disintegrate - It's a spell designed to work when no others do, so it does work quite well on golems.

    re: Force - It's not impact damage. It's a magical damage type that has no elemental alignment. It's not classified as any type of physical damage or untyped, as such things that are impervious to magic, are impervious to spells that deal it...

    Golems are however infact NOT immune to force damage (currently nothing in the game is). If you use a weapon which deals force damage on them, it will work. Just direct magic will not.

  3. #3
    Community Member SolarDawning's Avatar
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    From the 3.5 edition Monster Manual:

    Immunity to Magic (Ex)

    A clay golem is immune to any spell or spell-like ability that allows spell resistance.* In addition, certain spells and effects function differently against the creature, as noted below.

    A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

    A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

    An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

    Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.









    *
    Note that in PnP, spell resistance works differently from DDO. In DDO, spell resistance is only on non-damaging spells, while in PnP, every spell except for some conjuration spells allows resistance.

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