Undead immunities
Alonso
Member Posts: 806
Edit: I have compiled the info in this thread into a table in the Baldur's Gate wiki.
Undead are immune to many things. I'd like to create a list of all their immunities. This is what I have so far:
Not sure about the spells that create gases. I just tried Stinking cloud on a vampire and he was immune. However, Death Fog did damage him. Also not sure about the stun effect. I think I've seen undead stunned by darts of stunning.
What other immunities do they have?
Undead are immune to many things. I'd like to create a list of all their immunities. This is what I have so far:
- Mind altering effects, like Sleep, Confusion, Horror, Stun, etc.
- Poison.
- Petrification.
- Some spells: Slay Living, Cause Wounds spells, Vampiric Touch.
Not sure about the spells that create gases. I just tried Stinking cloud on a vampire and he was immune. However, Death Fog did damage him. Also not sure about the stun effect. I think I've seen undead stunned by darts of stunning.
What other immunities do they have?
Post edited by Alonso on
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Here are the immunities provided by that item:
Effects:
Opcode 210 (Stun 90HP)
Opcode 217 (Unconsciousness)
Opcode 175 (Hold Creature II)
Opcode 24 (Horror)
Opcode 25 (Poison) - and poison damage (Opcode 173)
Opcode 93 (Fatigue Modifier)
Opcode 134 (Petrification)
Opcode 128 (Confusion)
Opcode 3 (Berserker)
Opcode 5 (Charm: Specific Creature)
Opcode 109 (Hold Creature I)
Opcode 55 (Death: Kill Creature Type)
Opcode 216 (Level Drain)
Opcode 45 (Stun)
Opcode 106 (Morale Break)
Opcode 23 (Morale Modifier)
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Spells
(BG(2)EE):
SPPR704 (Nature's Beauty)
SPIN723 (Dragon Rain (?))
SPWI401 (Confusion)
SPPR709 (Confusion)
SPPR208 (Hold Person)
SPPR306 (Protection From Fire)
SPPR508 (Chaotic Commands)
IWDEE:
SPPR422 (Blood Rage)
SPWI016 (Cloudkill - probably the one used by traps)
SPWI502 (Cloudkill)
Skeletal: Zombie + Stun
Ghoul: Skeleton + Charm
Lich: Ghoul + Spell levels 1-5, Non-magical Weapons, Cold, Electricity, Disintegrate, Polymorph
Demilich: Lich + Spell levels 6-9, Weapons +3 or lower, Critical Hits
Vampire: Zombie + Disease, Charm
Wraith: Sleep(all forms), Hold, Hold Undead, Paralyze, Charm, Non-magical Weapons
Most other generic undead: Ghoul + some level of weapon enchantment
They're only immune to gases if they are poison-based. Death Fog is acid-based.
They are not immune to Slay Living - only the Slay effect, it will still deal the 2d6 magic damage to them, nor are the immune to the Cause Wounds or Harm spell.
This is all for BG1/2EE series, not IWDEE.
IWDEE protects them from a bit more (including the Slay, Cause, and Harm spells).
Is it possible that skeletons are also immune to cold? My summoned skeleton was battling an ice mephit and the game says in blue letters "skeleton warrior was immune to my damage". But I have several mods installed, so it might be that.
Skeletons - RING99.itm
Zombies - RING94.itm
Ghoul - RING95.itm
Lich - LICH.itm and RING95.itm
Demilich - DEMILICH.itm and RING95.itm
Most other generic undead have RING95.itm and an item granting them various levels of weapon immunity
Likewise, Control Undead uses opcode 241 instead of opcode 5. The effect is identical, but nothing is immune to opcode 241 except for certain critters like Belhifet in IWD:EE (though that might be version dependent). Thus, undead get blanket immunity to charm effects, opcode 5, but are still vulnerable to opcode 241.
op109:
- it doesn't force the "Held" icon or display the yellow glow effect.
- it can be flagged to display as a false petrification (STATE_STONE_DEATH and the stone overlay, but no death/exp/chunking). When used on party members, it doesn't set the state, and the overlay won't display unless you save and load the game while the effect is active on them, at which point it will also set their hp to 0, but not actually kill them. This alternate behavior for party members is likely to avoid kicking them out of the party.
op185:
- it is not removed by op162 (remove hold).
Web is more alike to paralyze than stun.
Web sets the "HELD" and "WEB" stats, not STATE_STUNNED.
Web cannot be removed by any of the stun/held removal opcodes.
There are a couple of generic creatures with (IMO undeserved) immunity to op185, through IMMCHS.itm.
Crimson deaths and mist horrors are immune to acid and cold, but not fire.
Oddly enough, yes. Most undead I checked (only checked BG1:EE so far) can indeed be affected by Feeblemind. Probably shouldn't be the case, TBH, but Feeblemind is a fairly rare condition anyway.
I have even seen it happen many times before. I often use summoned skeletons to fight the sirines in the coastal areas of BG1. The sirine's melee attack inflicts confusion and feeblemind if a save is failed and I have had many a skeleton stupified by them in the past. As a side note, even if their attack hits something vulnerable to confusion, the confusion is superseded by the feeblemindedness and the affected character will not act confused.
the only exception to it is the red dragon in small teeth pass area (tactics mod) that after a certain time heal himself and get rid of the feeblemind condition, with all the other creatures afaik the feeblemind condition is permanent until healed and block all the scripts overriding them.
Even with timing mode 1? But then why is it called "Permanent until death"? Is opcode #76 an exception?
However, I was under the impression that permanent effects with timing mode 1 or 9 could not be removed via Dispel Magic--or even by more specific types of effect removal like Breach or the Remove Effects by Resource opcode. @kjeron, would timing mode 1 or 9 make feeblemind undispellable?
the Dispel Magic spells will remove Feeblemind no matter the timing mode, as they directly remove Feeblemind with op77, which removes both the effect and un-sets the base STATE on a creature. Without that effect, it would have trouble removing it once the base STATE was set.
When applied with timing mode 1, most STAT and STATE-based effects that are present in the CRE file will set such values within the creature structure, such that it persists even when the effect is removed, if the effect remains to be removed at all (which is rare).
Feeblemind is an odd exception, in that it doesn't actually do this unless you are killed while it's active with timing mode 1.
Sleep (op39) will set the base STATE for both SLEEPING and HELPLESS when applied with timing mode 1, but leave no effect. STATE_SLEEPING can be removed with op2, but STATE_HELPLESS cannot be removed in-game.
Haste (op16) will set the base STATE and nothing else when applied with timing mode 1, and cannot be removed within the game by any means, only suppressed by slow. This only works when applying normal/improved haste (there's no difference, since the STAT for improved doesn't get set this way), weak haste does not do anything with timing mode 1 last I checked. Slow (op40) works similarly, just without having different types of slow.
Stun (op45) will both set the base STATE and apply the stun effect to the creature when used with timing mode 1. Nothing except op46 will remove the base STATE for stun.
IIRC, the only effects that use STATEs that do not set the base creature STATE with timing mode 1 are the opcodes for LUCK, CHANT, AID, BADCHANT, MIRROR IMAGE, DRAW UPON HOLY MIGHT, and BLESS, as well as the alternate opcode for Berserk (247). Most of these also don't do anything without their related opcodes, as setting the base STATE defaults to a value of 0 for them, but still get considered in the stacking order.
For STATS, the BG2 theiving skills (Hide in Shadows, Detect Illusions, and Set Traps) are the main exceptions - timing mode 1 cannot affect the base score of the creature, similarly, the ChangeStat() action cannot affect them either.
It's not anything new - the Tomes from BG1 have always worked this way. I can only guess that whoever named it only looked at how it worked for certain opcodes.