The Cold Rupture is a new unique Grand Charm in Diablo II: Resurrected patch 2.5. Keep in inventory to gain bonus. Required Level: 75.
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 Cold Immunity is SunderedIf a monster has immunity to a Cold 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 Cold Rupture?The Cold Rupture new unique charms will only drop from Terrorized monsters of Champion, Unique, Superunique, or Boss difficulty. Here is the list of D2R Terror Zones. |
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 |
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The Black Cleft |
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The Bone Break |
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The Cold Rupture |
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The Crack of the Heavens |
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The Flame Rift |
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The Rotting Fissure |
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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.
None.
Species | Monster | Resist | Breaks with LR | Breaks with C | Breaks with LR & C | Act |
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Frozen Horror | Frozen Creeper | 100 | Yes | Yes | Yes | V |
Frozen Horror | Frozen Terror | 100 | Yes | Yes | Yes | V |
Frozen Horror | Frozen Scourge | 100 | Yes | Yes | Yes | V |
Frozen Horror | Frozen Horror | 100 | Yes | Yes | Yes | V |
Frozen Horror | Frozen Scorch | 100 | Yes | Yes | Yes | V |
Gargoyle Trap | Gargoyle Trap | 100 | Yes | Yes | Yes | I |
Goatman | Death Clan | 100 | Yes | Yes | Yes | V |
Goatman | Hell Clan | 100 | Yes | Yes | Yes | V |
Goatman | Night Clan | 100 | Yes | Yes | Yes | V |
Stygian Fury | Hell Witch | 100 | Yes | Yes | Yes | V |
Stygian Fury | Siren | 100 | Yes | Yes | Yes | V |
Stygian Fury | Vile Witch | 100 | Yes | Yes | Yes | V |
Species | Monster | Resist | Breaks with LR | Breaks with C | Breaks with LR & C | Act |
---|---|---|---|---|---|---|
Abominable | Snow Drifter | 150 | No | No | No | V |
Abominable | Abominable | 170 | No | No | No | V |
Abominable | Chilled Froth | 190 | No | No | No | – |
Abominable | Frozen Abyss | 210 | No | No | No | V |
Bat Demon | Gloom Bat | 100 | Yes | Yes | Yes | III |
Blunderbore | Gorebelly | 130 | No | No | Yes | II |
Claw Viper | Tomb Viper | 100 | Yes | Yes | Yes | II |
Claw Viper | Claw Viper | 120 | No | Yes | Yes | II |
Claw Viper | Salamander | 110 | Yes | Yes | Yes | II |
Claw Viper | Pit Viper | 130 | No | No | Yes | – |
Claw Viper | Serpent Magus | 120 | No | Yes | Yes | III |
Corrupt Rogue | Dark Rogue | 100 | Yes | Yes | Yes | I |
Corrupt Rogue | Vile Hunter | 120 | No | Yes | Yes | I |
Corrupt Rogue | Dark Stalker | 130 | No | No | Yes | I |
Corrupt Rogue | Black Rogue | 140 | No | No | Yes | I |
Corrupt Rogue | Flesh Hunter | 150 | No | No | No | III |
Corrupt Rogue Archer | Flesh Archer | 130 | No | No | Yes | III |
Corrupt Rogue Spearwoman | Flesh Lancer | 130 | No | No | Yes | – |
Fetish | Flayer | 100 | Yes | Yes | Yes | III |
Fetish | Flayer (Shooting) | 140 | No | No | Yes | III |
Frog Demon | Bog Creature | 120 | No | Yes | Yes | III |
Gargantuan Beast | Brute | 120 | No | Yes | Yes | I |
Gargantuan Beast | Yeti | 130 | No | No | Yes | I |
Gargantuan Beast | Crusher | 140 | No | No | Yes | II |
Gargoyle Trap | Gargoyle Trap | 1000 | No | No | No | I |
Goatman | Moon Clan | 100 | Yes | Yes | Yes | I |
Greater Mummy | Unraveller | 100 | Yes | Yes | Yes | II |
Leaper | Cave Leaper | 100 | Yes | Yes | Yes | II |
Mummy Sarcophagus | Mummy Sarcophagus | 150 | No | No | No | II |
Oblivion Knight | Oblivion Knight | 180 | No | No | No | IV |
Reanimated Horde | Rot Walker | 130 | No | No | Yes | V |
Reanimated Horde | Reanimated Horge | 150 | No | No | No | V |
Reanimated Horde | Prowling Dead | 170 | No | No | No | V |
Sabre Cat | Huntress | 100 | Yes | Yes | Yes | II |
Sabre Cat | Hell Cat | 120 | No | Yes | Yes | II |
Sand Raider | Infidel | 110 | Yes | Yes | Yes | II |
Siege Beast | Blood Bringer | 120 | No | Yes | Yes | – |
Siege Beast | Gore Bearer | 130 | No | No | Yes | – |
Siege Beast | Deamon Steed | 140 | No | No | Yes | – |
Skeleton | Bone Warrior | 110 | Yes | Yes | Yes | I |
Skeleton Mage | Returned Cold Mage | 140 | No | No | Yes | – |
Skeleton Mage | Bone Cold Mage | 150 | No | No | No | – |
Skeleton Mage | Baal Cold Mage* | 160 | No | No | No | V |
Skeleton Mage | Horror Cold Mage | 170 | No | No | No | II |
Slinger | Slinger | 120 | No | Yes | Yes | II |
Slinger | Spearcat | 140 | No | No | Yes | II |
Thorned Hulk | Thorned Hulk | 120 | No | Yes | Yes | III |
Thorned Hulk | Bramble Hulk | 130 | No | No | Yes | III |
Thorned Hulk | Thrasher | 140 | No | No | Yes | III |
Thorned Hulk | Spikefist | 150 | No | No | No | – |
Vampire | The Banished | 150 | No | No | No | I |
Vampire | Ghoul Lord | 110 | Yes | Yes | Yes | II |
Vampire | Night Lord | 120 | No | Yes | Yes | III |
Vampire | Dark Lord | 130 | No | No | Yes | III |
Vampire | Blood Lord | 140 | No | No | Yes | III |
Vile Child | Flesh Beast | 140 | No | No | Yes | IV |
Vile Child | Stygian Dog | 150 | No | No | No | IV |
Vile Child | Grotesque Worm | 160 | No | No | No | IV |
Vile Mother | Flesh Spawner | 140 | No | No | Yes | IV |
Vile Mother | Stygian Hag | 150 | No | No | No | IV |
Vile Mother | Grotesque | 160 | No | No | No | IV |
Zakarum Priest | Sexton | 140 | No | No | Yes | III |
Zakarum Priest | Heirophant | 160 | No | No | No | III |
Zakarum Zealot | Faithful | 140 | No | No | Yes | III |
Zombie | Zombie | 120 | No | Yes | Yes | I |
* Baal Cold Mage: The skeletal mages that accompany Achmel the Cursed in the Throne of Destruction.