D2R Bone Break: Monster Physical Immunity is Sundered

D2R Bone Break Grand Charm

The Bone Break is a new unique Grand Charm in Diablo II: Resurrected patch 2.5. Keep in inventory to gain bonus. Required Level: 75.

  • Monster Physical Immunity is Sundered
  • Physical Damage Received Increased by 25%

Some higher level monsters will have the bonus of Immune to X, with X being a type of damage. These creatures have total immunity to that damage, meaning they will take no damage if hit with that type of attack.

Monster Physical Immunity is Sundered

If a monster has immunity to a Physical damage type, their resistance will be reduced to 95% regardless of what their starting resistance percentage was—breaking their immunity and allowing damage of that type to be dealt to them. Sunder is applied before other resistance reducing modifiers and only affects non-players.

There is one tradeoff the comes with the new Unique Grand Charms—while they reduce a monster’s resistance, they also reduce your resistance to the same element, allowing you to receive more damage of that type.

How to get The Bone Break?

The Bone Break new unique charms will only drop from Terrorized monsters of Champion, Unique, Superunique, or Boss difficulty. Here is the list of D2R Terror Zones.

D2R The Bone Break

Cheap Diablo II: Resurrected Items

List of D2R 2.5 New Unique Grand Charms

In Hell difficulty, many monsters receive resistance to specific damage types. If their resistance increases above 100%, that monster is then immune to a specific damage type. Because there are only a handful of ways to reduce a monster’s immunity, only a minute portion of hero builds can successfully farm all zones in Diablo II: Resurrected. We realize that this can create scenarios where certain builds are unable to take full advantage of the current Terror Zone, thus missing out on the experience gains, and most importantly, the fun of these zones.

To promote increased class build diversity, we are introducing six new Unique Grand Charms that allow the player to break specific monster immunity types while the charm is in their inventory.

Unique Grand Charms Description
The Black Cleft
  • Monster Magic Immunity if Sundered
  • Magic Resist –50%
The Bone Break
  • Monster Physical Immunity is Sundered
  • Physical Damage Received Increased by 25%
The Cold Rupture
  • Monster Cold Immunity is Sundered
  • Cold Resist –75%
The Crack of the Heavens
  • Monster Lightning Immunity is Sundered
  • Lightning Resist –75%
The Flame Rift
  • Monster Fire Immunity is Sundered
  • Fire Resist –75%
The Rotting Fissure
  • Monster Poison Immunity is Sundered
  • Poison Resist –75%

How to cause damage to these Immunity monsters?

Cold, Fire and Lightning immunity can be partially bypassed with the Necromancer’s Lower Resist curse and with the Paladin’s Conviction aura. Poison immunity can be broken only with using Lower Resist. Cold Mastery does not break Cold immunity, however.

Physical immunity can be removed by using the Necromancer’s Amplify Damage curse. This is a good reason for a melee/physical ranged character wanting an item that offers a chance to cast Amplify Damage on hit, as without it, they’re forced to either switch to a skill of a different element, or leave the foe alone altogether. Decrepify also has the same ability, but it is less effective due to its physical damage penalty being lower.

For Undead monsters, Physical Immunity may also be dealt away with using the Sanctuary aura.

All resist lowering skills work with 1/5 effectiveness when breaking an immunity.

Another important information is: Most monster immunities are above 100%.

Lightning Immune is the easiest to break, with its 100-110% resistance. With the conviction aura from infinity it can be pierced.

Fire Immune is a bit harder. It has normally about 110-130% resistance. The Conviction aura from Infinity can’t break these immunities normally, but a paladin with higher Conviction can break these.

Cold Immune is the worst of all. It is commonly over 150% resistance. It is nearly unbreakable with the lowered effectiveness of resistance lowering effects.

Open Wounds will work against physical immune monsters once they have taken damage of any kind.

Physical Immunity in Normal

None.

Physical Immunity in Nightmare

None.

Physical Immunity in Normal

Species Monster Resist Breaks with A Act
Blood Lord Blood Lord 100 Yes V
Death Mauler Death Berserker 100 Yes V
Stygian Fury Stygian Fury 100 Yes V
Succubus Hell Temptress 100 Yes V
Swarm Itchies 100 Yes II
Swarm Black Locusts 100 Yes II
Swarm Plague Bugs 100 Yes
Swarm Hell Swarm 100 Yes III
Swarm Hell Swarm 100 Yes V
Vampire Dark Lord 100 Yes V
Wraith Ghost 100 Yes I
Wraith Ghost 100 Yes V
Wraith Wraith 100 Yes I
Wraith Wraith 100 Yes V
Wraith Specter 100 Yes II
Wraith Specter 100 Yes V
Wraith Apparition 100 Yes II
Wraith Dark Shape 100 Yes III

Guides & Tips