Enemy Immunities

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Some enemies 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 Perks 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

Immunity Description Implementation Details

Invulnerability

Evil protection all.png

The creature takes no damage of any kind when hit. This effect is granted by Ambrosia, 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>

Toxic

Evil protection radiation.png

The enemy takes no damage from being stained by Toxic Sludge, and the Material Damage Material damages associated with Toxic Rock, Toxic Gas, and Toxic Ice will be overridden and set to 0. No enemies in Noita innately have true toxic immunity, though some do have a Radioactive Damage Toxic 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>

Melee

Evil protection melee hits.png

The enemy takes no damage or knockback from melee. No enemies in Noita innately have true melee immunity, though some do have a Melee Damage 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>

Explosion

Evil protection blast.png

The enemy cannot take Explosion Damage Explosion 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>

Ice

Evil protection freeze.png

Enemies with this immunity do not take Ice Damage Ice damage, and cannot be frozen. Unlike toxic immunity, this does not override associated Material Damage Material damages from things like Freezing Vapor or Freezing Liquid. Ice-immune enemies will have the following entry in their entity file:
<Entity>
    <GameEffectComponent 
        effect="PROTECTION_FREEZE"
        frames="-1"
    >
    </GameEffectComponent >
</Entity>

Freeze

Evil protection freeze stun.png

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

Electricity

Evil protection electrocution.png

The enemy is immune to Electricity Damage Electricity 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>

Shock

Evil protection shock stun.png

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

Fire

Evil protection fire.png

The enemy cannot be harmed by Fire Damage Fire damage, and any burns will be quickly extinguished and deal no damage. No enemies in Noita 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>

Burn

Evil protection burn.png

The enemy cannot under any circumstances be ignited with Effect on fire.png On fire!, however this does not prevent being harmed by Fire Damage 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>

Impact

Evil protection physics impact.png

The enemy takes no damage from physics objects.


The Collapsed Concrete rigidbody entities created by Earthquake or Nuke have an additional Physics-crush Damage 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>

Suffocation

Evil protection breath.png

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>

Touch Magic

Evil protection touch magic.png

The enemy is immune to the normally instantly-fatal effects of Midas Damage Midas(Curse) damage, normally inflicted by the Touch of 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>

Polymorph

Evil protection polymorph.png

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>

Glue

Evil protection glue.png

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>

Resurrection

Evil protection necro.png

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>

Venom

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>

Teleport

Evil protection teleport.png

This creature cannot follow you into a Holy Mountain 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>

Projectile

Evil protection projectile.png

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