@Alonso , you are right, the reason is that the table is incomplete, and i should extend it with missing elements, like you mentioned. Another spell not listed is the Acclamation from the priest of Tyr, which is the only cure for berserk for example. I don't promise to extend the table in the near future, but i should, and maybe i would too.
@Ravenslight : Every triggering effect got a number, the number after the prevention/curing part refers to the triggering effect, what it blocks. I added the missing explanation, thanks for the note.
@lolien: I have created an alternative formatting for the table with the aim of improving its readability and maintainability. I'm not sure if it's an improvement overall, but it might have some features worth using. Some of the changes are: Added columns for preventions and cures which work for many effects. Those columns have an "x" if they work for the effect, a blank if they don't, and a reference number if they only work for some causes. Removed the reference numbers for the preventions and cures that work regardless of the cause. Dropped Spell Immunity altogether from the table. If I'm getting it righ, SI always prevents the effect when it comes from a spell, and it never prevents it when it comes from any other source. Hence, rather than including it in the table, I just wrote a note describing this fact. Divided the triggering effect into two subcolumns: Spells and others. The spell column includes the school of the spell, which indicates which form of Spell Immunity prevents its effect.
This is the BG2 table with the alternative formatting. Let me know if you find any of the suggested changes useful.
Yes the Sharman only spells tend to be unlike their cleric / druid spells... Their version of fireball does magic damage and their fog doesn't harm themselves (other sharmans do take damage)
Even the first level spirit ward has some value as anti-elemental defence in the underdark but the shear range of effects that spirit clarity removes almost makes it OP
Description: The character will be uncontrollable and attack enemies, but will have increased damage and THAC0, be immune to several spells (including Charm Person) and get increased saves against others.
Triggering Effects: 1-Cursed Sword of Berserking 2-Special ability of Minsc
IMHO stun/paralyze/held is overpowered, considering very low level critters have it and that low level chars have a very difficult time resisting it AND that it often lasts five rounds or so, giving the enemy plenty of time to bludgeon you to death.
I think stun should either work like the Dragon Age stone fist spell. It should first allow you a fortitude save to ward it off, then allow you a reflex save to to this if you fail: https://www.youtube.com/watch?v=Bdr2j5oD2dU
If you fail the reflex save you will be left lying until you get up, which should give you a minor negative modifier to THACO and AC (because fencing is not easy while laying down) comparable to the blind effect maybe. Prone in NWN should work the same way, because fucking hell knockdown is overpowered in that game.
Or for a weaker stun, just a temporary impairment in using the affected limb (such as dropping what your holding), because that is what ACTUALLY happens when you get stunned... (If you dont believe me, proceed to slam your hand as hard as you can into the nearest brick wall, alternatively submerge you hand into ice-cold water for a few minutes, followed by attempting calligraphy).
Ok, edited. Sunray and Nature's Beauty gives the same Blinded icon? What about Sunray(Alteration/Evocation) and Spell Immunity?
Other topic: i think i should merge the BG1 and BG2 table, there are lot of common elements. I can refer in the status effect details, which game/expansion/engine use it.
Edit: I don't know anything that use the Acid effect, other than Melf's A.A.
The berserk ability of Minsc is the same as the berserker sword?
@lolien: Sanchuudoku from the Tactics mod uses a Melf's Acid Arrow backlash effect called Acidic Backlash. I wouldn't call the acid effect a status effect--it's just an icon and a separate damage effect, opcode 12, that's delayed several seconds--but Acidic Backlash uses the same icon.
Berserk from Minsc is the same as that of the Cursed Sword of Berserking. It's all opcode 3. Note that Acclamation from the Priest of Tyr kit and the Exaltation spell from Icewind Dale both cure berserk.
Beltyn's Burning Blood from IWD also causes berserk.
@semiticgod don't relate opcodes to status icons. If they are together, smile and thank your gods, if they're not, well, tough [censored by the national security agency]!
What I actually mean: the opcode that governs a certain behaviour inside the game such as fire resistance (25) or poison (30) doesn't mean the associated status icon will be displayed. That task is handled by opcode 142, which is blocked by opcode 169, and removed by opcode 240 (IE modding poetry at it's finest).
Note that opcodes 175 and 185 (both different versions of Hold, which also has another version under the hundredth opcode but I forgot which number and I'm too lazy to look it up.
Edit: fukkk, I just ruined my perfect 6,666 post count with this post.
@lolien: Sanchuudoku from the Tactics mod uses a Melf's Acid Arrow backlash effect called Acidic Backlash. I wouldn't call the acid effect a status effect--it's just an icon and a separate damage effect, opcode 12, that's delayed several seconds--but Acidic Backlash uses the same icon.
Berserk from Minsc is the same as that of the Cursed Sword of Berserking. It's all opcode 3. Note that Acclamation from the Priest of Tyr kit and the Exaltation spell from Icewind Dale both cure berserk.
Beltyn's Burning Blood from IWD also causes berserk.
Not sure if i should extend this with IWD or mod related content, maybe when the BG content is somewhat finished.
I added a further note at the details on the appearence of the effect. Please tell me if it is aceptable/understandable or not. Or if someone has a better idea implementing this, please let me know.
Now that I understand how opcodes work, I can see the difficulty behind making this list. Many icons are just improvised and imported at random, such as Stinking Cloud displaying Poison even though no poison is actually involved.
Now that I understand how opcodes work, I can see the difficulty behind making this list. Many icons are just improvised and imported at random, such as Stinking Cloud displaying Poison even though no poison is actually involved.
Godspeed.
And should we report such inconsistancies as bugs?
Color coded for convenience: Red = Hostile Dispellable (Spook Spell) Blue = Non-hostile Dispellable (Shield Spell) Orange = Hostile Non-dispellable (Contagion Spell) Green = Non-hostile Non-dispellable (Singing Jester Song) Teal = Equipped Item (Batalista's Passport) Not Shown: White = Hardcoded Icons (Haste/Stun/Charm/Fatigue/Sleep/etc..) Click on the Portrait Icon/Name, it puts the source description in the helptext window. Options to use either Source Name/Icon or default Name/Icon.
Comments
@Ravenslight : Every triggering effect got a number, the number after the prevention/curing part refers to the triggering effect, what it blocks. I added the missing explanation, thanks for the note.
Added columns for preventions and cures which work for many effects. Those columns have an "x" if they work for the effect, a blank if they don't, and a reference number if they only work for some causes.
Removed the reference numbers for the preventions and cures that work regardless of the cause.
Dropped Spell Immunity altogether from the table. If I'm getting it righ, SI always prevents the effect when it comes from a spell, and it never prevents it when it comes from any other source. Hence, rather than including it in the table, I just wrote a note describing this fact.
Divided the triggering effect into two subcolumns: Spells and others. The spell column includes the school of the spell, which indicates which form of Spell Immunity prevents its effect.
This is the BG2 table with the alternative formatting. Let me know if you find any of the suggested changes useful.
Even the first level spirit ward has some value as anti-elemental defence in the underdark but the shear range of effects that spirit clarity removes almost makes it OP
Acid
Icon:Description:
Character takes acid
damage over time.
Triggering Effects:
Melf's Acid Arrow (Spell)
Prevention:
Acid resistance
Magic Rresistance
Potion of Magic Blocking
Scroll of Protection from Magic
Spell Immunity(Conjuration)
Curing:
Potion of Magic Blocking, Scroll of Protection from Magic
Appears in:
Baldur's Gate
Berserk
Icon:Description:
The character will be
uncontrollable and attack enemies, but will have increased damage and
THAC0, be immune to several spells (including Charm Person) and get
increased saves against others.
Triggering Effects:
1-Cursed Sword of Berserking
2-Special ability of Minsc
Prevention:
-
Curing:
Remove curse [1]
Acclamation [all]
Appears in:
Baldur's Gate
I would like to add the effects' opcode to the details, could someone help me, where can i find them in Near Infinity?
Blinded
Icon:Description:
Lowers the character sight radius. Blinded creature receives -4 penalty on attack rolls and 4 penalty on armor class.
Triggering Effects:
1-Blindness
2-Holy Smite
3-Sunray
4-Nature's Beauty
5-Power Word: Blind
6-Special attack of the Smoke Mephit
Prevention:
Magic Rresistance [all]
Spell Immunity(Illusion) [1,4]
Spell Immunity(Necromancy) [2]
Spell Immunity(Evocation) [3]
Spell Immunity(Conjuration) [5]
Potion of Magic Blocking [1,2,3]
Scroll of Protection from Magic [all]
Curing:
Dispel Magic [all]
Remove magic [all]
Cure Disease [all]
Potion of Magic Blocking [1,2,3]
Scroll of Protection from Magic [all]
Appears in:
Baldur's Gate [1,2]
Shadows of Amn [3,4,5,6]
IMHO stun/paralyze/held is overpowered, considering very low level critters have it and that low level chars have a very difficult time resisting it AND that it often lasts five rounds or so, giving the enemy plenty of time to bludgeon you to death.
I think stun should either work like the Dragon Age stone fist spell. It should first allow you a fortitude save to ward it off, then allow you a reflex save to to this if you fail:
https://www.youtube.com/watch?v=Bdr2j5oD2dU
If you fail the reflex save you will be left lying until you get up, which should give you a minor negative modifier to THACO and AC (because fencing is not easy while laying down) comparable to the blind effect maybe. Prone in NWN should work the same way, because fucking hell knockdown is overpowered in that game.
Or for a weaker stun, just a temporary impairment in using the affected limb (such as dropping what your holding), because that is what ACTUALLY happens when you get stunned...
(If you dont believe me, proceed to slam your hand as hard as you can into the nearest brick wall, alternatively submerge you hand into ice-cold water for a few minutes, followed by attempting calligraphy).
Other topic: i think i should merge the BG1 and BG2 table, there are lot of common elements. I can refer in the status effect details, which game/expansion/engine use it.
Edit:
I don't know anything that use the Acid effect, other than Melf's A.A.
The berserk ability of Minsc is the same as the berserker sword?
Berserk from Minsc is the same as that of the Cursed Sword of Berserking. It's all opcode 3. Note that Acclamation from the Priest of Tyr kit and the Exaltation spell from Icewind Dale both cure berserk.
Beltyn's Burning Blood from IWD also causes berserk.
Note that opcodes 175 and 185 (both different versions of Hold, which also has another version under the hundredth opcode but I forgot which number and I'm too lazy to look it up.
Edit: fukkk, I just ruined my perfect 6,666 post count with this post.
I added a further note at the details on the appearence of the effect. Please tell me if it is aceptable/understandable or not. Or if someone has a better idea implementing this, please let me know.
Charmed
Icon:Description:
Character gets under the casting creature control.
Triggering Effects:
1-Charm person
2-Sirens' special ability
3-Vampires
Prevention:
Barbarian rage[all]
Berserker rage[all]
Chaotic Command[all]
Magic Rresistance [all]
Potion of Clarity[all]
Potion of Magic Blocking [all]
Scroll of Protection from Magic [all]
Spell Immunity(Enchantment) [all]
Curing:
Dispel Magic [all]
Remove magic [all]
Potion of Magic Blocking [all]
Scroll of Protection from Magic [all]
Appears in:
Baldur's Gate [1,2]
Shadows of Amn [3]
Godspeed.
Edit: And should we report such inconsistancies as bugs?
Another example; so many different unrelated items use "Mind Shield" but they never provide the exact same protections at all.
Color coded for convenience:
Red = Hostile Dispellable (Spook Spell)
Blue = Non-hostile Dispellable (Shield Spell)
Orange = Hostile Non-dispellable (Contagion Spell)
Green = Non-hostile Non-dispellable (Singing Jester Song)
Teal = Equipped Item (Batalista's Passport)
Not Shown: White = Hardcoded Icons (Haste/Stun/Charm/Fatigue/Sleep/etc..)
Click on the Portrait Icon/Name, it puts the source description in the helptext window.
Options to use either Source Name/Icon or default Name/Icon.