Conviction
Monsters around you resist fire, cold and lightning 45% less (a fifth of that if immune).
These are base learned-level effects, not final character-sheet damage. Account for equipment bonuses, synergies, modifiers and enemy resistances.
Effects by level
| Level | Effect | Cooldown |
|---|---|---|
| 1 | Monsters around you resist fire, cold and lightning 45% less (a fifth of that if immune). | |
| 2 | Monsters around you resist fire, cold and lightning 65% less (a fifth of that if immune). | |
| 3 | Monsters around you resist fire, cold and lightning 85% less (a fifth of that if immune). | |
| 4 | Monsters around you resist fire, cold and lightning 105% less (a fifth of that if immune). | |
| 5 | Monsters around you resist fire, cold and lightning 125% less (a fifth of that if immune). |
Evolution requirements
Synergies and practical checks
- It lowers the resistances of every monster in its reach, the same at every level as in Diablo II, and holds a moment after a monster steps out.
- On a monster immune to an element it lowers that resistance by a fifth, as in Diablo II, which can break the immunity. It never lowers a resistance by more than 150% .
- Diablo II’s Conviction also lowers Defense. Here your blows always land, so there is none to lower.
- Of several Convictions on a monster (yours, your items’, your mercenary’s), the strongest alone counts.
Skill modifiers
- Wider — It reaches 80% farther, but lowers resistances 40% less.
- Brand — It affects only the toughest monster, from much farther away, and lowers its resistances 50% more.
- Lingering — Monsters keep it for 3 seconds after leaving it, but it lowers resistances 10% less.
View in a class guide: Paladin
Observed version history
| Patch | Observed at | Status |
|---|---|---|
| 20261101.1 | 2026-11-02T07:17:50.548Z | Verified |
| 20261030.2 | 2026-11-01T03:04:00+09:00 | Verified |