敵の免疫

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Some in Noita have built-in protections to certain kinds of damage or status effects. This is usually separate to their damage multiplier stats, which can also confer partial or conditional immunity to certain damage types. Immunities generally mean that under no or very limited circumstances will the damage or effect apply to the enemy.

Some of these immunities are similar or identical to 特典 available to you, while others are not accessible to you at all.

Note: Several of the icons used to denote immunities in this page are mock-ups created for ease of display and are not present in the actual game, while others are borrowed from unused icons, or perk icons for player immunities.

List of Protection Effects

アイコン 免疫 説明 ゲーム内コード
Evil protection all.png  

無敵

The creature takes no damage of any kind when hit. This effect is granted by アンブロシア, and certain entities have the ability to grant it to others. No enemies in game have this effect permanently. The example below shows Kolmisilmä applying this effect to itself:
	<Entity tags="protection">
		<GameEffectComponent
			effect="PROTECTION_ALL"
			>
		</GameEffectComponent>
	</Entity>
Evil protection radiation.png

猛毒

The enemy takes no damage from being stained by 猛毒ヘドロ, and the material damages associated with 猛毒の岩, 猛毒ガス, and 猛毒の氷 will be overridden and set to 0. No enemies in the game innately have true toxic immunity, though some do have a radioactive damage multiplier of 0. Entities with toxic immunity would have this entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="PROTECTION_RADIOACTIVITY"
        frames="-1"
    >
  </GameEffectComponent >
</Entity>
Evil protection melee hits.png

近接

The enemy takes no damage or knockback from melee. No enemies in the game innately have true melee immunity, though some do have a melee damage multiplier of 0, they can still be knocked back by kicking them. Entities with melee immunity would have this entry in their entity file:
<Entity>
    <GameEffectComponent
    	effect="PROTECTION_MELEE"
    	frames="-1"
    >
    </GameEffectComponent>
</Entity>
Evil protection blast.png

爆破

The enemy cannot take explosive damage, nor can they be knocked back or stunned by explosions. Explosion-immune enemies will have this entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="PROTECTION_EXPLOSION"
        frames="-1"
    >
  </GameEffectComponent >
</Entity>
Evil protection freeze.png

Enemies with this immunity do not take ice damage, and cannot be frozen. Unlike toxic immunity, this does not override associated material damages from things like Freezing Vapor or 凍結液体. Ice-immune enemies will have the following entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="PROTECTION_FREEZE"
        frames="-1"
    >
    </GameEffectComponent >
</Entity>
Evil protection freeze stun.png

凍結

Enemies with this immunity cannot be frozen, however it does not protect them from ice damage. Freeze-immune enemies will have the following entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="STUN_PROTECTION_FREEZE"
        frames="-1"
    >
    </GameEffectComponent >
</Entity>
Evil protection electrocution.png

電撃

The enemy is immune to electrical damage, but not to being stunned by electrical shocks. Electricity-immune enemies will have this entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="PROTECTION_ELECTRICITY"
        frames="-1"
    >
  </GameEffectComponent >
</Entity>
Evil protection shock stun.png

スタン

The enemy is immune to being stunned by electrical shocks, but is not immune to electrical damage itself. Shock-immune enemies will have this entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="STUN_PROTECTION_ELECTRICITY"
        frames="-1"
    >
  </GameEffectComponent >
</Entity>
Evil protection fire.png

The enemy cannot be harmed by fire damage, and any burns will be quickly extinguished and deal no damage. No enemies in the game innately have true fire immunity, though some do have a fire damage multiplier of 0. Entities with fire immunity would have this entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="PROTECTION_FIRE"
        frames="-1"
    >
  </GameEffectComponent >
</Entity>
Evil protection burn.png

燃焼

The enemy cannot under any circumstances be ignited with Effect on fire.png オンファイヤー, however this does not prevent being harmed by fire damage directly. Burn-immune enemies will have a fire_probability_of_ignition="0" entry in their <DamageModelComponent> section of their entity XML file.

Ignition probabilities can range between 0 and 1. Full immunity is granted when this value is 0. For example:

<DamageModelComponent
    ...
    fire_probability_of_ignition="0"
    ...
>
    ...
</DamageModelComponent>
Evil protection physics impact.png

物理

The enemy takes no damage from physics objects.


The 崩壊したコンクリート rigidbody entities created by Earthquake or Nuke have an additional crush damage component, which this immunity provides no protection against.

If physics_objects_damage is not defined, it defaults to 0.


Some physics-immune enemies will have a physics_objects_damage="0" entry in their <DamageModelComponent> section of their entity XML file. For example:
<DamageModelComponent
    ...
    physics_objects_damage="0"
    ...
>
    ...
</DamageModelComponent>
Evil protection breath.png

窒息

The enemy takes no damage from suffocation or drowning. This functions the same way as the Breathless perk. Suffocation-immune enemies will have a air_needed="0" entry in their <DamageModelComponent> section of their entity file. For example:
<DamageModelComponent
    ...
    air_needed="0"
    ...
>
    ...
</DamageModelComponent>
Evil protection touch magic.png

手の魔法

The enemy is immune to the normally instantly-fatal effects of Midas damage, normally inflicted by the 手の呪文 spells. Touch-immune enemies will have a touchmagic_immunity tag in their top-level <Entity> tag in their entity file. For example:
<Entity tags="touchmagic_immunity">
    ...
</Entity>
Evil protection polymorph.png

多形体

The enemy cannot be polymorphed, with either materials or spells, the effect is simply ignored. Polymorph-immune enemies will have a polymorphable_NOT tag in their top-level <Entity> tag in their entity file. For example:
<Entity tags="polymorphable_NOT">
    ...
</Entity>
Evil protection glue.png

のり

The enemy is entirely unaffected by glue projectiles and cannot be glued to either terrain or other entities. Glue-immune enemies will have a glue_NOT tag in their top-level <Entity> tag in their entity file. For example:
<Entity tags="glue_NOT">
    ...
</Entity>
Evil protection necro.png

蘇生

This creature cannot be resurrected by Necrobots. Resurrection-immune enemies will have a necrobot_NOT tag in their top-level <Entity> tag in their entity file. For example:
<Entity tags="necrobot_NOT">
    ...
</Entity>
Evil protection venom curse.png

This creature cannot be inflicted with Venomous Curse. Venom-immune enemies will have a curse_NOT tag in their top-level <Entity> tag in their entity file. For example:
<Entity tags="curse_NOT">
    ...
</Entity>
Evil protection teleport.png

テレポート

This creature cannot follow you into a 聖なる山 portal. Portal-immune enemies will have a teleportable_NOT tag in their top-level <Entity> tag in their entity file. For example:
<Entity tags="teleportable_NOT">
    ...
</Entity>
Evil protection projectile.png

放射物

Enemies with this immunity do not take projectile damage. Projectile-immune enemies will have this entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="PROTECTION_PROJECTILE"
        frames="-1"
    >
  </GameEffectComponent >
</Entity>