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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 the player, while others are not accessible to the player 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[]

Icon Immunity Description Implementation Details
Evil protection all.png Invulnerability 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>
Evil protection radiation.png Toxic Immunity The enemy takes no damage from being stained by Toxic Sludge, and the material damages associated with Toxic Rock, Toxic Gas, and Toxic Ice will be overridden and set to 0. No enemies currently 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 Melee Immunity The enemy takes no damage or knockback from melee. No enemies currently 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 Explosion Immunity 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 Ice Immunity 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 Freezing Liquid. 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 Freeze Immunity 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 Electricity Immunity The enemy is immune to the stunning effect of electricity, as well as electrical damage. 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 Shock Immunity 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 Fire Immunity The enemy cannot be harmed by fire damage, and any burns will be quickly extinguished and deal no damage. No enemies currently 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 Burn Immunity The enemy cannot under any circumstances be ignited, 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 Impact Immunity The enemy takes no damage from physics objects. The Collapsed Concrete rigidbody entities created by Earthquake or Nuke have an additional crush damage component, which this immunity provides no protection against. 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 Suffocation Immunity The enemy takes no damage from suffocation or drowning. This functions the same way as the player-obtainable 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 Touch Magic Immunity The enemy is immune to the normally instantly-fatal effects of Midas 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>
Evil protection polymorph.png Polymorph Immunity 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 Glue Immunity 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 Resurrection Immunity 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 Venom Immunity 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>
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