Not adding more effects as such but making use of EffectIcon and additional effects added to the game.

Effect Icons

Some effect icons that can be re-added to the game:

Icon NamePictureUsage


Use for Ultravision perhaps.


EffectMissChance which for some reason doesn't use it.

Other improvements to potentially make:

  • Add Damage Immunity Increase/Decrease for the various types
  • Add Immunity to X for the various types
  • Add in new icons for particular effects missing them; don't use
    •  or - eg; Bigby's hand
    • so you know you have an aura
    • which is applied to some (ghost) creatures

Variant effects with potentially new icons:

Usual Effect if anyEffect NameIcon NamePictureNotes
Used for Bigby's Grasping Hand and Bigby's Crushing Hand


Held In Placeief_held

Not really used in NWN1, but NWN2 uses this for Solipsism which we might want to add. Is technically another kind of paralysis however.


Area of Effectief_aoe

Used in a variety of spells and abilities

We might want to make one for each instance of them, meaning we can more easily at a glance see what is applied.


Can actually be applied to players by Vampire Shifter form. Mainly used by NPC ghosts and cubes.
EffectRunScript (Damage over time?)

Acid Arrow

Bigby's Hand

Damage over Time




Idea: Done for each kind perhaps? or generic "Damage over Time"?
Yes for some reason Knockdown hasn't got an icon!
Used for a more powerful version of confusion
Used for a more powerful version of confusion
EffectConfusedIrresistible Danceief_dance

This would be for Irresistible Dance:

Notably some notes on this:

  • Confusion doesn't make you flat footed but just standing around might do, need to test but ActionRandomWalk or a custom version and swapping animations out / playing a "I'm dancing" VFX may be good enough to stop the full flat footed
  • Else maybe just make it so they are flat footed and by holding them in place with Cutscene Immobilize and just have that be the penalty (plus -20 reflex save and no shield)
  • If we can avoid flat footed we need -4AC, no shield (unequip!) and -20 reflex save
EffectSpellLevelAbsorptionGlobe of Invulnerability (or generic effect "Immunity to Spells by Level")ief_globe
Used for various types of immunity


Summoned Creatureief_summon
Summon Creatures are technically effects applied to the caster
EffectSwarmSwarm of Summoned Creaturesief_swarm
As Summon Creature
EffectTurnResistanceDecreaseTurn Resistance Decreaseief_turninc

EffectTurnResistanceIncreaseTurn Resistance Increaseief_turndec
Only used by Mummy's Bolster Undead, but still worth adding. Sadly the item property version won't have it applied (unless maybe we code it into the AI).


Modified Attacksief_modifyattack

Can't tell if increased or decreased, not sure we should include it though is really only used for NPCs.

Maybe have a "Increased" and "Decreased" version instead.

Already got an icon for this one. Fatigue would bypass ability decrease immunity though.
EffectDamageSee below sectionn/a
More damage types

New Damage Types

3.0 and 3.5 had lots of different damage types. Bioware tended to use Acid for a lot more (such as poison) and Magic as a generic magic damage. Might be fun to have other ones and for some it actually helps them quite a bit.

Damage NameColourUses
PoisonSame as poison bar colour

Cloudkill does poison damage usually:

We can do GetIsImmune() with IMMUNITY_TYPE_POISON to assume 100% poison damage resistance. However would be better to add to creature hides etc. since we could apply poison damage to, say, Assassin abilities which might be good. However this won't cover these feats (sad)




Easiest option is to just have all cases of Poison damage be done via. a script to check for immunity (while also allowing the item property to affect it).



The Mindflayer monster abilities would benefit from this primarily.

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