NWN2

NWN2 specific content.

How to connect on our servers

 

First, you need the game and its two first expansions:

- Neverwinter Nights 2 Complete which comes with all 3 expansions and patches (Good Old Games) gog.com

 
You Can Also Search for Actual Physical Disk If You Can Find Them:
- D&D Anthology: Neverwinter Nights Complete edition
- Neverwinter Nights 2 Gold edition
- Neverwinter Nights 2 
- Mask of the Betrayer
- Storm of Zehir
 
We suggest searching on Amazon or Ebay for the physical disks
 
Second, download and follow the instructions to use Skywings Client Extension, alongside Zelknolf's server monitor. Use the monitor to find an ALFA server of your choice, double click that server and hit connect, providing a password if necessary. All files should download to your computer seamlessly from there.
 
For direct connections (without using the monitor or if you are on a Mac) You will need the server IP.  The complete list of servers is here (only available to our members).
 
Welcome to ALFA!

Latest Client Extension replaces Gamespy functionality!

The latest 1.0.0.22 CE version, which was recently released, adds back the in-game server browser that went offline when GameSpy went down. ALFA and a large number of other PWs are listed in the new server browser. We are listed under the Role Play section.

You can download it here. Recommended for DMs, too, since it has a DM client crash bug fix in the change log.

To use, extract the zip contents to a folder of your choice, and then run the included NWLauncher.exe to start the game. (I recommend making a shortcut on your desktop to NWLauncher to do that.) Remember to use NWLauncher.exe each time to continue using the CE.

You can also use Zelknolf's server monitor to view the same server list used by the CE from your desktop.

For ALFA servers, as an additional reminder, you can connect to any online server and you will be automatically moved to your "home" server by seamless portal (provided you do not cancel out of the portal message in quarantine). This will also update the most recent direct connect IP to point to your home server as an added bonus.

Credit to Skywing and our very own Foam (and any others who were involved).

Moonshaes Open Season

The Moonshaes server 009 is now open to the public and will be from 15 December to 15 Janurary.

Our land is beautiful, the life it gives us is good. How could it be otherwise? The land is the Goddess. But the Goddess serves the Balance, and as goodness grows in power, so must evil have its day. Wherefore all who live in the Moonshaes have felt the bite of evil as it rises again and again to threaten us.

What can vanquish it, for a time?  The forces of good.  And what are they?  They have a thousance faces and a thousand names.  We call them heroes.  -Andabbar Meihklann, Bard of the Snows

Welcome to the Moonshaes Isles, or the isleas as they are commonly called by their inhabitants, where light and dark struglle for dominance in a never ending conflict.  Here various human and demihuman cultures meet, sometimes warring, sometimes living in peace.

Existing ALFA members as well as the general NWN2 population are encouraged to log in and play with a shiny new PC. New players who enjoy the ALFA experience and wish to join our most excellent community can make the application through the side bar on our main page (the one you are reading right now). We are worth it!

Remember to remain in character at all time, and no running without reason. Feel free to register for the web site and join us in IRC chat (also found in the side bar on this page). It’s a great way to ask questions, or find a DM and other players to adventure with. We are a friendly bunch, so don't be shy.  we won't be.

To log in use the direct connect function in NWN2.  Type in ms.alandfaraway.org:5121 (then connect!)

FAQ for the open server can be found here.

http://www.alandfaraway.org/phpBB3/viewtopic.php?f=364&t=48617

The open server forum is here.

http://www.alandfaraway.org/phpBB3/viewforum.php?f=364

Basic lore on the MS can be found here.

http://www.alandfaraway.org/phpBB3/viewtopic.php?f=364&t=44738

For current ALFA DM’s the password can be found in the ALFA DM forums.

http://www.alandfaraway.org/phpBB3/viewtopic.php?f=132&t=48761

For current ALFA players who wish to DM during open season please ask MS HDM Castano.

(Some links will not be usable be those who have not registered for the ALFA website/forums - so please do so)

 

Speeding up download times (haks and pwc files) for the US and Israel (mainly)

 

If you have a bad connection to Europe (which hosts the first download server).

You can switch to the US download server by doing the following:



1- find your hosts file using this http://en.wikipedia.org/wiki/Hosts_(file)



2- add this to the bottom of the file:
Code:
206.188.193.233      download.alandfaraway.org   

91.121.115.201        download2.alandfaraway.org

 

ALFA Release Notes v1.89

Change Log

General Fixes

  • A bug which could cause the server process to sleep for 3 seconds during creature perception events will no longer happen.
  • Possessing DMs will have their chat lists updated when players log in or out.
  • Combat Expertise will actually deny bonuses to people if enabled when a ranged weapon is already equipped, instead of merely saying that it is denying bonuses.
  • Numerous functional fixes to the ACR AI, such that the system can be used cautiously with automatic spawns.
  • If a spellcaster receives a spell preparation due to offline resting and then portals to a new server, where another offline rest is deemed due, the resulting spell preparation GUI will be able to close.
  • If the only creature in an area is a DM possessing a creature, that area will not attempt to despawn.
  • Despawns with typical delays ( > 1.118 seconds) will fire once more.

Core System Changes

  • Calculations for Effective Character Level, will now use a character's current XP. Previously, this calculation was failing outright, causing unpredictable experience rewards for characters with a level adjustment. However, this new method comes with two new implications
    • Level-adjusted characters who are very new will be treated as lower level, until they gain enough experience to justify their level adjusment.
    • Characters who are 'saving' levels, in anticipation of a presige class for example, will be treated as what level they would be if they took all possible levels for experience calculations.
  • Armor check penalties to swim are now visible on the character sheet, and report when called through #swim or the player tool.
  • RPXP can not be acquired by entering identical chat entries in close proximity. However, this is not the only acknowledged means to exploit RPXP, and players should not yet approach RPXP with the philosophy of "if it works, it is allowed." Also, players should note that we accomplish this by sending the chat event through a one-way function, and no human-readable log of chat events is made available on the server to accomodate this.
  • Weapon Proficiencies are now acquired per the schemes in Pen and Paper, where having a class provide a group of weapon proficiencies (for example, fighters are proficient with all martial weapons) while focused features (like War Domain, Favored Soul weapon proficiency, or spending a feat) only provides proficiency in one specific weapon.

Spell Changes

  • Longstrider has a scripted function that reflects its previously-standing description.
  • Healing Sting, now -injures- the target creature while healing the caster. Previously, it would heal both the target and the caster, though it was described and targeted as an attack spell.

Class Changes

  • Cleric domains are changed significantly with this update. This makes previous documentation on their function obsolete, and thus obviates a series of bugs resultant from ACR v1.88 (which caused many clerics to lose their domain powers and included domain entries on the character sheet which misreported the function of domains)
    • The following domains are added and available to characters, with their canonical powers and spell lists: Balance, Charm, Dwarf, Drow, Elf, Fate, Moon, Orc, Planning, Portal, Repose, Retribution, Rune, Spider, Slime, Scalykind, and Storm
    • Hatred domain is added in its spell list, but its domain power is Smite Infidel, as destruction domain's, due to technical limitations which prevent the canonical small long-term bonuses versus a single foe. 
    • Domain descriptions have been updated to list their canonical spells and grants access to those of the spells which are fully implemented in NWN2. The remainder can be requested of a DM as RP spells. In addition, the following domain power changes have been made:
    • Clerics with the Animal Domain now cast Speak with Animals once per day as a spell-like ability, as the domain's power.
    • Alignment domains (Good, Evil, Law, Chaos) now provide +1 caster level to spells of the like-aligned descriptor as domain powers.
    • War Domain, having previously been given Fury Domain's power, now provides a weapon proficiency and focus in the deity's favored weapon.
    • Death Domain now provides a magical touch of death attack once per day. This effect must succeed on a touch attack, bypass spell resistance, and abide all protections typical of spells, touch attacks, and death magic, and the target must have fewer than 1d6 hit points per cleric level for the attack to do anything. It has no effect on any failure.
    • In a few rare code paths, Healing Domain was still granting automatic empower spell to all cure wounds spells. In these cases, it now provides +1 caster level.
    • Plant Domain allows clerics to turn plants (e.g. myconids, shambling mounds) as if they were undead, not vermin.
    • Travel Domain now allows the casting of Freedom of Movement once per day as a domain power.
    • The five elemental domains (Earth, Air, Fire, Water, Cold) turn elementals as if they were undead as a domain power. The classical elemental domains have their canonical spell lists available here. Cold Domain is unique to Forgotten Realms, and its canonical spell list can be found here.

New Building Tools and Options

  • Creatures with the touch attack feat may now accept a local string, named "ACR_TOUCH_ATTACK" -- if set to the value of WRAITH, the creature's touch attack will operate as a wraith's (magical damage on touch, and fort save or constitution drain).
  • Creatures flagged as incorporeal ("X2_L_IS_INCORPOREAL") and which use the ACR AI ("ACR_CREATURE_BEHAVIOR") now automatically receive all properties inherent to incorporeal creatures without further toolset intervention.
  • Creatures which use the ACR AI and have a racial type with inherent properties (e.g. undead, construct, elemental, dragon) will automatically gain all of those properties upon spawning without further toolset intervention.
  • Creatures which use the ACR AI and have many attacks due to some property other than base attack bonus (such as hydras) can have additional attacks specified in "ACR_CREATURE_EXTRA_ATTACKS"

New Models

  • Bats now have a second "cloth armor." This "armor" makes the bat appear to be a bonebat.
  • New staute placeable: #2845, _crystalholder
  • New mirror placeable: #2846, _angel_mirror
  • New angel statue placeable: #2847, _angel_statue
  • The full BCK classical buildings pack, lines 9851 - 10046
  • Yuan-ti abomination's cloth armor #4 is high resolution and tintable
  • Moon Elf female head #53 is now available to other elf subraces
  • Female hair, #84, #91, #92, #93, added to near-human-appearing races.
  • Female head, #83, added to near-human-appearing races.
  • Elf male hair, #94, added to near-human-appearing races.
  • New human female head #75 (shamelessly poached from Dragon Age)
  • New dress added to cloth 65 and 66.
  • New models for bastard swords, greatswords, katana, long swords, scimitars, and short swords

VFX Constants

The ACR sometimes makes reference to Visual Effects, as expressed as integers. This is the list of VFXes that Obsidian provides us-- I have not tested the validity of every one of these, but most should work. If one does not, we should look into whether it's depreciated and remove it from the list.

 

As a rule VFX_FNF_ visuals go away, no matter what you do, after a short time.

VFX_DUR_ visuals are capable of lingering for a long time.

VFX_IMP_ visuals only appear for a flash (like the impact of a magic weapon hitting someone)

VFX_COM_ visuals are usually the same, but are so labeled because they appear everywhere (that is, common)

int VFX_NONE = -1;
int VFX_DUR_BLUR = 0;
int VFX_DUR_DARKNESS = 1;
int VFX_DUR_ENTANGLE = 2;
int VFX_DUR_FREEDOM_OF_MOVEMENT = 3;
int VFX_DUR_GLOBE_INVULNERABILITY = 4;
int VFX_DUR_INVISIBILITY = 6;
int VFX_DUR_MIND_AFFECTING_NEGATIVE = 7;
int VFX_DUR_MIND_AFFECTING_POSITIVE = 8;
int VFX_DUR_GHOSTLY_VISAGE = 9;
int VFX_DUR_ETHEREAL_VISAGE = 10;
int VFX_DUR_PROT_BARKSKIN = 11;
int VFX_DUR_PROT_GREATER_STONESKIN = 12;
int VFX_DUR_PROT_PREMONITION = 13;
int VFX_DUR_PROT_SHADOW_ARMOR = 14;
int VFX_DUR_PROT_STONESKIN = 15;
int VFX_DUR_SANCTUARY = 16;
int VFX_DUR_WEB = 17;
int VFX_FNF_DISPEL = 19;
int VFX_FNF_DISPEL_DISJUNCTION = 20;
int VFX_FNF_DISPEL_GREATER = 21 ;
int VFX_FNF_FIREBALL = 22 ;
int VFX_FNF_FIRESTORM = 23 ;
int VFX_FNF_IMPLOSION = 24 ;
int VFX_FNF_MASS_HEAL = 26 ;
int VFX_FNF_MASS_MIND_AFFECTING = 27 ;
int VFX_FNF_METEOR_SWARM = 28 ;
int VFX_FNF_NATURES_BALANCE = 29 ;
int VFX_FNF_PWSTUN = 31 ;
int VFX_FNF_SUMMON_GATE = 32 ;
int VFX_FNF_SUMMON_MONSTER_1 = 33 ;
int VFX_FNF_SUMMON_MONSTER_2 = 34 ;
int VFX_FNF_SUMMON_MONSTER_3 = 35 ;
int VFX_FNF_SUMMON_UNDEAD = 36 ;
int VFX_FNF_SUNBEAM = 37 ;
int VFX_FNF_TIME_STOP = 38 ;
int VFX_FNF_WEIRD = 40 ;
int VFX_FNF_WORD = 41 ;
int VFX_IMP_AC_BONUS = 42 ;
int VFX_IMP_ACID_L = 43 ;
int VFX_IMP_ACID_S = 44 ;
int VFX_IMP_BLIND_DEAF_M = 46 ;
int VFX_IMP_BREACH = 47 ;
int VFX_IMP_CONFUSION_S = 48 ;
int VFX_IMP_DAZED_S = 49 ;
int VFX_IMP_DEATH = 50 ;
int VFX_IMP_DISEASE_S = 51 ;
int VFX_IMP_DISPEL = 52 ;
int VFX_IMP_DISPEL_DISJUNCTION = 53 ;
int VFX_IMP_DIVINE_STRIKE_FIRE = 54 ;
int VFX_IMP_DIVINE_STRIKE_HOLY = 55 ;
int VFX_IMP_DOMINATE_S = 56 ;
int VFX_IMP_DOOM = 57 ;
int VFX_IMP_FEAR_S = 58 ;
int VFX_IMP_FLAME_M = 60 ;
int VFX_IMP_FLAME_S = 61 ;
int VFX_IMP_FROST_L = 62 ;
int VFX_IMP_FROST_S = 63 ;
int VFX_IMP_GREASE = 64 ;
int VFX_IMP_HASTE = 65 ;
int VFX_IMP_HEALING_G = 66 ;
int VFX_IMP_HEALING_L = 67 ;
int VFX_IMP_HEALING_M = 68 ;
int VFX_IMP_HEALING_S = 69 ;
int VFX_IMP_HEALING_X = 70 ;
int VFX_IMP_HOLY_AID = 71 ;
int VFX_IMP_KNOCK = 72 ;
int VFX_IMP_LIGHTNING_M = 74 ;
int VFX_IMP_LIGHTNING_S = 75 ;
int VFX_IMP_MAGBLUE = 76 ;
int VFX_IMP_NEGATIVE_ENERGY = 81 ;
int VFX_DUR_PARALYZE_HOLD = 82 ;
int VFX_IMP_POISON_L = 83 ;
int VFX_IMP_POISON_S = 84 ;
int VFX_IMP_POLYMORPH = 85 ;
int VFX_IMP_PULSE_COLD = 86 ;
int VFX_IMP_PULSE_FIRE = 87 ;
int VFX_IMP_PULSE_HOLY = 88 ;
int VFX_IMP_PULSE_NEGATIVE = 89 ;
int VFX_IMP_RAISE_DEAD = 90 ;
int VFX_IMP_REDUCE_ABILITY_SCORE = 91 ;
int VFX_IMP_REMOVE_CONDITION = 92 ;
int VFX_IMP_SILENCE = 93 ;
int VFX_IMP_SLEEP = 94 ;
int VFX_IMP_SLOW = 95 ;
int VFX_IMP_SONIC = 96 ;
int VFX_IMP_STUN = 97 ;
int VFX_IMP_SUNSTRIKE = 98 ;
int VFX_IMP_UNSUMMON = 99 ;
int VFX_COM_SPECIAL_BLUE_RED = 100 ;
int VFX_COM_SPECIAL_PINK_ORANGE = 101 ;
int VFX_COM_SPECIAL_RED_WHITE = 102 ;
int VFX_COM_SPECIAL_RED_ORANGE = 103 ;
int VFX_COM_SPECIAL_WHITE_BLUE = 104 ;
int VFX_COM_SPECIAL_WHITE_ORANGE = 105 ;
int VFX_COM_BLOOD_REG_WIMP = 106 ;
int VFX_COM_BLOOD_LRG_WIMP = 107 ;
int VFX_COM_BLOOD_CRT_WIMP = 108 ;
int VFX_COM_BLOOD_REG_RED = 109 ;
int VFX_COM_BLOOD_REG_GREEN = 110 ;
int VFX_COM_BLOOD_REG_YELLOW = 111 ;
int VFX_COM_BLOOD_LRG_RED = 112 ;
int VFX_COM_BLOOD_LRG_GREEN = 113 ;
int VFX_COM_BLOOD_LRG_YELLOW = 114 ;
int VFX_COM_BLOOD_CRT_RED = 115 ;
int VFX_COM_BLOOD_CRT_GREEN = 116 ;
int VFX_COM_BLOOD_CRT_YELLOW = 117 ;
int VFX_COM_SPARKS_PARRY = 118 ;
int VFX_COM_UNLOAD_MODEL = 120 ;
int VFX_COM_CHUNK_RED_SMALL = 121 ;
int VFX_COM_CHUNK_RED_MEDIUM = 122 ;
int VFX_COM_CHUNK_GREEN_SMALL = 123 ;
int VFX_COM_CHUNK_GREEN_MEDIUM = 124 ;
int VFX_COM_CHUNK_YELLOW_SMALL = 125 ;
int VFX_COM_CHUNK_YELLOW_MEDIUM = 126 ;
int VFX_DUR_SPELLTURNING = 138;
int VFX_IMP_IMPROVE_ABILITY_SCORE = 139;
int VFX_IMP_CHARM = 140;
int VFX_IMP_MAGICAL_VISION = 141;
int VFX_IMP_EVIL_HELP = 144;
int VFX_IMP_GOOD_HELP = 145;
int VFX_IMP_DEATH_WARD = 146;
int VFX_DUR_ELEMENTAL_SHIELD = 147;
int VFX_DUR_LIGHT = 148;
int VFX_IMP_MAGIC_PROTECTION = 149;
int VFX_IMP_SUPER_HEROISM = 150;
int VFX_FNF_STORM = 151;
int VFX_IMP_ELEMENTAL_PROTECTION = 152;
int VFX_DUR_LIGHT_BLUE_5 = 153;
int VFX_DUR_LIGHT_BLUE_10 = 154;
int VFX_DUR_LIGHT_BLUE_15 = 155;
int VFX_DUR_LIGHT_BLUE_20 = 156;
int VFX_DUR_LIGHT_YELLOW_5 = 157;
int VFX_DUR_LIGHT_YELLOW_10 = 158;
int VFX_DUR_LIGHT_YELLOW_15 = 159;
int VFX_DUR_LIGHT_YELLOW_20 = 160;
int VFX_DUR_LIGHT_PURPLE_5 = 161;
int VFX_DUR_LIGHT_PURPLE_10 = 162;
int VFX_DUR_LIGHT_PURPLE_15 = 163;
int VFX_DUR_LIGHT_PURPLE_20 = 164;
int VFX_DUR_LIGHT_RED_5 = 165;
int VFX_DUR_LIGHT_RED_10 = 166;
int VFX_DUR_LIGHT_RED_15 = 167;
int VFX_DUR_LIGHT_RED_20 = 168;
int VFX_DUR_LIGHT_ORANGE_5 = 169;
int VFX_DUR_LIGHT_ORANGE_10 = 170;
int VFX_DUR_LIGHT_ORANGE_15 = 171;
int VFX_DUR_LIGHT_ORANGE_20 = 172;
int VFX_DUR_LIGHT_WHITE_5 = 173;
int VFX_DUR_LIGHT_WHITE_10 = 174;
int VFX_DUR_LIGHT_WHITE_15 = 175;
int VFX_DUR_LIGHT_WHITE_20 = 176;
int VFX_DUR_LIGHT_GREY_5 = 177;
int VFX_DUR_LIGHT_GREY_10 = 178;
int VFX_DUR_LIGHT_GREY_15 = 179;
int VFX_DUR_LIGHT_GREY_20 = 180;
int VFX_IMP_MIRV = 181;
int VFX_DUR_DARKVISION = 182;
int VFX_FNF_SOUND_BURST = 183;
int VFX_FNF_STRIKE_HOLY = 184;
int VFX_FNF_LOS_EVIL_10 = 185;
int VFX_FNF_LOS_EVIL_20 = 186;
int VFX_FNF_LOS_EVIL_30 = 187;
int VFX_FNF_LOS_HOLY_10 = 188;
int VFX_FNF_LOS_HOLY_20 = 189;
int VFX_FNF_LOS_HOLY_30 = 190;
int VFX_FNF_LOS_NORMAL_10 = 191;
int VFX_FNF_LOS_NORMAL_20 = 192;
int VFX_FNF_LOS_NORMAL_30 = 193;
int VFX_IMP_HEAD_ACID = 194;
int VFX_IMP_HEAD_FIRE = 195;
int VFX_IMP_HEAD_SONIC = 196;
int VFX_IMP_HEAD_ELECTRICITY = 197;
int VFX_IMP_HEAD_COLD = 198;
int VFX_IMP_HEAD_HOLY = 199;
int VFX_IMP_HEAD_NATURE = 200;
int VFX_IMP_HEAD_HEAL = 201;
int VFX_IMP_HEAD_MIND = 202;
int VFX_IMP_HEAD_EVIL = 203;
int VFX_IMP_HEAD_ODD = 204;
int VFX_DUR_CESSATE_NEUTRAL = 205;
int VFX_DUR_CESSATE_POSITIVE = 206;
int VFX_DUR_CESSATE_NEGATIVE = 207;
int VFX_DUR_MIND_AFFECTING_DISABLED = 208;
int VFX_DUR_MIND_AFFECTING_DOMINATED= 209;
int VFX_BEAM_COLD = 211;
int VFX_BEAM_MIND = 213;
int VFX_BEAM_ODD = 215;
int VFX_BEAM_FIRE_LASH = 216;
int VFX_IMP_DEATH_L = 217;
int VFX_DUR_MIND_AFFECTING_FEAR = 218;
int VFX_FNF_SUMMON_CELESTIAL = 219;
int VFX_DUR_GLOBE_MINOR = 220;
int VFX_IMP_RESTORATION_LESSER = 221;
int VFX_IMP_RESTORATION = 222;
int VFX_IMP_RESTORATION_GREATER = 223;
int VFX_DUR_PROTECTION_ELEMENTS = 224;
int VFX_DUR_PROTECTION_GOOD_MINOR = 225;
int VFX_DUR_PROTECTION_GOOD_MAJOR = 226;
int VFX_DUR_PROTECTION_EVIL_MINOR = 227;
int VFX_DUR_PROTECTION_EVIL_MAJOR = 228;
int VFX_DUR_MAGICAL_SIGHT = 229;
int VFX_DUR_WEB_MASS = 230;
int VFX_FNF_ICESTORM = 231;
int VFX_DUR_PARALYZED = 232;
int VFX_IMP_MIRV_FLAME = 233;
int VFX_IMP_DESTRUCTION = 234;
int VFX_COM_CHUNK_RED_LARGE = 235;
int VFX_COM_CHUNK_BONE_MEDIUM = 236;
int VFX_COM_BLOOD_SPARK_SMALL = 237;
int VFX_COM_BLOOD_SPARK_MEDIUM = 238;
int VFX_COM_BLOOD_SPARK_LARGE = 239;
int VFX_DUR_GHOSTLY_PULSE = 240;
int VFX_FNF_HORRID_WILTING = 241;
int VFX_DUR_BLINDVISION = 242;
int VFX_DUR_LOWLIGHTVISION = 243;
int VFX_DUR_ULTRAVISION = 244;
int VFX_DUR_MIRV_ACID = 245;
int VFX_IMP_HARM = 246;
int VFX_DUR_BLIND = 247;
int VFX_DUR_ANTI_LIGHT_10 = 248;
int VFX_DUR_MAGIC_RESISTANCE = 249;
int VFX_IMP_MAGIC_RESISTANCE_USE = 250;
int VFX_IMP_GLOBE_USE = 251;
int VFX_IMP_WILL_SAVING_THROW_USE = 252;
int VFX_IMP_SPIKE_TRAP = 253;
int VFX_IMP_SPELL_MANTLE_USE = 254;
int VFX_IMP_FORTITUDE_SAVING_THROW_USE = 255;
int VFX_IMP_REFLEX_SAVE_THROW_USE = 256;
int VFX_FNF_GAS_EXPLOSION_ACID = 257;
int VFX_FNF_GAS_EXPLOSION_EVIL = 258;
int VFX_FNF_GAS_EXPLOSION_NATURE = 259;
int VFX_FNF_GAS_EXPLOSION_FIRE = 260;
int VFX_FNF_GAS_EXPLOSION_GREASE = 261;
int VFX_FNF_GAS_EXPLOSION_MIND = 262;
int VFX_FNF_SMOKE_PUFF = 263;
int VFX_IMP_PULSE_WATER = 264;
int VFX_IMP_PULSE_WIND = 265;
int VFX_IMP_PULSE_NATURE = 266;
int VFX_DUR_AURA_COLD = 267;
int VFX_DUR_AURA_FIRE = 268;
int VFX_DUR_AURA_POISON = 269;
int VFX_DUR_AURA_DISEASE = 270;
int VFX_DUR_AURA_ODD = 271;
int VFX_DUR_AURA_SILENCE = 272;
int VFX_IMP_AURA_HOLY = 273;
int VFX_IMP_AURA_UNEARTHLY = 274;
int VFX_IMP_AURA_FEAR = 275;
int VFX_IMP_AURA_NEGATIVE_ENERGY = 276;
int VFX_DUR_BARD_SONG = 277;
int VFX_FNF_HOWL_MIND = 278;
int VFX_FNF_HOWL_ODD = 279;
int VFX_COM_HIT_FIRE = 280;
int VFX_COM_HIT_FROST = 281;
int VFX_COM_HIT_ELECTRICAL = 282;
int VFX_COM_HIT_ACID = 283;
int VFX_COM_HIT_SONIC = 284;
int VFX_FNF_HOWL_WAR_CRY = 285;
int VFX_FNF_SCREEN_SHAKE = 286;
int VFX_FNF_SCREEN_BUMP = 287;
int VFX_COM_HIT_NEGATIVE = 288;
int VFX_COM_HIT_DIVINE = 289;
int VFX_FNF_HOWL_WAR_CRY_FEMALE = 290;
int VFX_DUR_AURA_DRAGON_FEAR = 291;
int VFX_DUR_FLAG_RED = 303;
int VFX_DUR_FLAG_BLUE = 304;
int VFX_DUR_FLAG_GOLD = 305;
int VFX_DUR_FLAG_PURPLE = 306;
int VFX_DUR_TENTACLE = 346;
int VFX_DUR_PETRIFY = 351;
int VFX_DUR_FREEZE_ANIMATION = 352;
int VFX_COM_CHUNK_STONE_SMALL = 353;
int VFX_COM_CHUNK_STONE_MEDIUM = 354;
int VFX_BEAM_SILENT_LIGHTNING = 307;
int VFX_BEAM_SILENT_FIRE = 308;
int VFX_BEAM_SILENT_COLD = 309;
int VFX_BEAM_SILENT_HOLY = 310;
int VFX_BEAM_SILENT_MIND = 311;
int VFX_BEAM_SILENT_EVIL = 312;
int VFX_BEAM_SILENT_ODD = 313;
int VFX_DUR_BIGBYS_INTERPOSING_HAND = 314;
int VFX_IMP_BIGBYS_FORCEFUL_HAND = 315;
int VFX_DUR_BIGBYS_CLENCHED_FIST = 316;
int VFX_DUR_BIGBYS_CRUSHING_HAND = 317;
int VFX_DUR_BIGBYS_GRASPING_HAND = 318;
int VFX_DUR_CALTROPS = 319;
int VFX_DUR_SMOKE = 320;
int VFX_DUR_PIXIEDUST = 321;
int VFX_FNF_DECK = 322;
int VFX_DUR_CUTSCENE_INVISIBILITY = 355;
int VFX_DUR_IOUNSTONE = 403;
int VFX_IMP_TORNADO = 407;
int VFX_DUR_GLOW_LIGHT_BLUE = 408;
int VFX_DUR_GLOW_PURPLE = 409;
int VFX_DUR_GLOW_BLUE = 410;
int VFX_DUR_GLOW_RED = 411;
int VFX_DUR_GLOW_LIGHT_RED = 412;
int VFX_DUR_GLOW_YELLOW = 413;
int VFX_DUR_GLOW_LIGHT_YELLOW = 414;
int VFX_DUR_GLOW_GREEN = 415;
int VFX_DUR_GLOW_LIGHT_GREEN = 416;
int VFX_DUR_GLOW_ORANGE = 417;
int VFX_DUR_GLOW_LIGHT_ORANGE = 418;
int VFX_DUR_GLOW_BROWN = 419;
int VFX_DUR_GLOW_LIGHT_BROWN = 420;
int VFX_DUR_GLOW_GREY = 421;
int VFX_DUR_GLOW_WHITE = 422;
int VFX_DUR_GLOW_LIGHT_PURPLE = 423;
int VFX_DUR_GHOST_TRANSPARENT = 424;
int VFX_DUR_GHOST_SMOKE = 425;
int VFX_DUR_GLYPH_OF_WARDING = 445;
int VFX_FNF_SOUND_BURST_SILENT = 446;
int VFX_FNF_ELECTRIC_EXPLOSION = 459;
int VFX_IMP_DUST_EXPLOSION = 460;
int VFX_IMP_PULSE_HOLY_SILENT = 461;
int VFX_DUR_DEATH_ARMOR = 463;
int VFX_HIT_HELLBALL_AOE = 464; // AFW-OEI 05/04/2007
int VFX_DUR_ICESKIN = 465;
int VFX_FNF_SWINGING_BLADE = 473;
int VFX_DUR_INFERNO = 474;
int VFX_FNF_DEMON_HAND = 475;
int VFX_DUR_STONEHOLD = 476;
int VFX_FNF_MYSTICAL_EXPLOSION = 477;
int VFX_DUR_GHOSTLY_VISAGE_NO_SOUND = 478;
int VFX_DUR_GHOST_SMOKE_2 = 479;
int VFX_DUR_FLIES = 480;
int VFX_FNF_SUMMONDRAGON = 481;
int VFX_BEAM_FIRE_W = 482;
int VFX_BEAM_FIRE_W_SILENT = 483;
int VFX_BEAM_CHAIN = 484;
int VFX_BEAM_BLACK = 485;
int VFX_IMP_WALLSPIKE = 486;
int VFX_FNF_GREATER_RUIN = 487;
int VFX_FNF_UNDEAD_DRAGON = 488;
int VFX_DUR_PROT_EPIC_ARMOR = 495;
int VFX_FNF_SUMMON_EPIC_UNDEAD = 496;
int VFX_DUR_PROT_EPIC_ARMOR_2 = 497;
int VFX_DUR_INFERNO_CHEST = 498;
int VFX_DUR_IOUNSTONE_RED = 499;
int VFX_DUR_IOUNSTONE_BLUE = 500;
int VFX_DUR_IOUNSTONE_YELLOW = 501;
int VFX_DUR_IOUNSTONE_GREEN = 502;
int VFX_IMP_MIRV_ELECTRIC = 503;
int VFX_COM_CHUNK_RED_BALLISTA = 504;
int VFX_DUR_INFERNO_NO_SOUND = 505;
int VFX_DUR_SPELL_SHIELD = 512;
int VFX_DUR_SPELL_SHIELD_OF_FAITH = 513;
int VFX_DUR_SPELL_SANCTUARY = 514;
int VFX_DUR_SPELL_CHARM_PERSON = 515;
int VFX_DUR_SPELL_CHARM_MONSTER = 516;
int VFX_DUR_SPELL_BURNING_HANDS = 517;
int VFX_BEAM_SHOCKING_GRASP = 518;
int VFX_DUR_SPELL_BLIND_DEAF = 519;
int VFX_DUR_SPELL_FALSE_LIFE = 520;
int VFX_BEAM_ABJURATION = 521;
int VFX_BEAM_CONJURATION = 522;
int VFX_BEAM_CURES = 523;
int VFX_BEAM_DIVINATION = 524;
int VFX_BEAM_ENCHANTMENT = 525;
int VFX_BEAM_EVOCATION = 526;
int VFX_BEAM_ILLUSION = 527;
int VFX_BEAM_NECROMANCY = 528;
int VFX_BEAM_TRANSMUTATION = 529;
int VFX_HIT_SPELL_ABJURATION = 530;
int VFX_HIT_SPELL_CONJURATION = 531;
int VFX_HIT_SPELL_DIVINATION = 532;
int VFX_HIT_SPELL_ENCHANTMENT = 533;
int VFX_HIT_SPELL_EVOCATION = 534;
int VFX_HIT_SPELL_ILLUSION = 535;
int VFX_HIT_SPELL_NECROMANCY = 536;
int VFX_HIT_SPELL_TRANSMUTATION = 537;
int VFX_DUR_SPELL_ACIDFOG = 538;
int VFX_DUR_SPELL_BLESS = 539;
int VFX_DUR_SPELL_DOM_ANIMAL = 540;
int VFX_DUR_SPELL_DOM_MONSTER = 541;
int VFX_DUR_SPELL_DOM_PERSON = 542;
int VFX_DUR_SPELL_FEEBLEMIND = 543;
int VFX_DUR_SPELL_PRAYER = 544;
int VFX_BEAM_PRISMATIC_SPRAY = 545;
int VFX_DUR_SPELL_PRISMATIC_SPRAY = 546;
int VFX_HIT_SPELL_SEARING_LIGHT = 547;
int VFX_HIT_SPELL_DISPLACEMENT = 548;
int VFX_DUR_SPELL_CAUSE_FEAR = 549;
int VFX_HIT_SPELL_FINGER_OF_DEATH = 550;
int VFX_HIT_SPELL_POISON = 551;
int VFX_HIT_AOE_ABJURATION = 552;
int VFX_HIT_AOE_CONJURATION = 553;
int VFX_HIT_AOE_DIVINATION = 554;
int VFX_HIT_AOE_ENCHANTMENT = 555;
int VFX_HIT_AOE_EVOCATION = 556;
int VFX_HIT_AOE_ILLUSION = 557;
int VFX_HIT_AOE_NECROMANCY = 558;
int VFX_HIT_AOE_TRANSMUTATION = 559;
int VFX_HIT_AOE_ACID = 560;
int VFX_HIT_AOE_ELDRITCH = 561;
int VFX_HIT_AOE_EVIL = 562;
int VFX_HIT_AOE_FIRE = 563;
int VFX_HIT_AOE_HOLY = 564;
int VFX_HIT_AOE_ICE = 565;
int VFX_HIT_AOE_LIGHTNING = 566;
int VFX_HIT_AOE_MAGIC = 567;
int VFX_HIT_AOE_POISON = 568;
int VFX_HIT_AOE_SONIC = 569;
int VFX_DUR_CONE_ACID = 570;
int VFX_DUR_CONE_ELDRITCH = 571;
int VFX_DUR_CONE_EVIL = 572;
int VFX_DUR_CONE_FIRE = 573;
int VFX_DUR_CONE_HOLY = 574;
int VFX_DUR_CONE_ICE = 575;
int VFX_DUR_CONE_LIGHTNING = 576;
int VFX_DUR_CONE_MAGIC = 577;
int VFX_DUR_CONE_POISON = 578;
int VFX_DUR_CONE_SONIC = 579;
int VFX_HIT_SPELL_ACID = 580;
int VFX_HIT_SPELL_ELDRITCH = 581;
int VFX_HIT_SPELL_EVIL = 582;
int VFX_HIT_SPELL_FIRE = 583;
int VFX_HIT_SPELL_HOLY = 584;
int VFX_HIT_SPELL_ICE = 585;
int VFX_HIT_SPELL_LIGHTNING = 586;
int VFX_HIT_SPELL_MAGIC = 587;
int VFX_HIT_SPELL_SONIC = 588;
int VFX_BEAM_ACID = 589;
int VFX_BEAM_ELDRITCH = 590;
int VFX_BEAM_EVIL = 591;
int VFX_BEAM_FIRE = 592;
int VFX_BEAM_HOLY = 593;
int VFX_BEAM_ICE = 594;
int VFX_BEAM_LIGHTNING = 595;
int VFX_BEAM_MAGIC = 596;
int VFX_BEAM_POISON = 597;
int VFX_BEAM_SONIC = 598;
int VFX_DUR_SPELL_BEAR_ENDURANCE = 599;
int VFX_DUR_SPELL_BULL_STRENGTH = 600;
int VFX_DUR_SPELL_CAT_GRACE = 601;
int VFX_DUR_SPELL_EAGLE_SPLENDOR = 602;
int VFX_DUR_SPELL_FOX_CUNNING = 603;
int VFX_DUR_SPELL_OWL_WISDOM = 604;
int VFX_DUR_SPELL_ENTROPIC_SHIELD = 605;
int VFX_HIT_SPELL_SUMMON_CREATURE = 606;
int VFX_DUR_CONE_COLORSPRAY = 607;
int VFX_DUR_SPELL_MAGE_ARMOR = 608;
int VFX_DUR_SPELL_AID = 609;
int VFX_DUR_SPELL_DIVINE_FAVOR = 610;
int VFX_DUR_SPELL_VIRTUE = 611;
int VFX_HIT_SPELL_INFLICT_1 = 612;
int VFX_HIT_SPELL_INFLICT_2 = 613;
int VFX_HIT_SPELL_INFLICT_3 = 614;
int VFX_HIT_SPELL_INFLICT_4 = 615;
int VFX_HIT_SPELL_INFLICT_5 = 616;
int VFX_HIT_SPELL_INFLICT_6 = 617;
int VFX_DUR_SPELL_BANE = 618;
int VFX_HIT_SPELL_ENLARGE_PERSON = 619;
int VFX_DUR_SPELL_GLOBE_INV_GREAT = 620;
int VFX_DUR_SPELL_GLOBE_INV_LESS = 621;
int VFX_DUR_SPELL_PROT_ARROWS = 622;
int VFX_DUR_SPELL_PROT_ALIGN = 623;
int VFX_DUR_SPELL_PROT_ENERGY = 624;
int VFX_DUR_SPELL_MIND_FOG = 625;
int VFX_HIT_SPELL_FLAMESTRIKE = 626;
int VFX_DUR_WINTER_WOLF_BREATH = 627;
int VFX_DUR_SPELL_RESISTANCE = 628;
int VFX_DUR_SPELL_AMPLIFY = 629;
int VFX_DUR_SPELL_BLESS_WEAPON = 630;
int VFX_DUR_SPELL_CAMOFLAGE = 631;
int VFX_DUR_SPELL_DEATHWATCH = 632;
int VFX_DUR_SPELL_DETECT_UNDEAD = 633;
int VFX_DUR_SPELL_ENDURE_ELEMENTS = 634;
int VFX_DUR_SPELL_EXPEDITIOUS_RETREAT = 635;
int VFX_DUR_SPELL_IDENTIFY = 636;
int VFX_DUR_SPELL_LOWLIGHT_VISION = 637;
int VFX_DUR_SPELL_MAGIC_FANG = 638;
int VFX_DUR_SPELL_MAGIC_WEAPON = 639;
int VFX_DUR_SPELL_RESIST_ENERGY = 640;
int VFX_DUR_SPELL_ULTRAVISION = 641;
int VFX_DUR_SPELL_AURA_OF_GLORY = 642;
int VFX_DUR_SPELL_BARKSKIN = 643;
int VFX_DUR_SPELL_BLINDSIGHT = 644;
int VFX_DUR_SPELL_CLARITY = 645;
int VFX_DUR_SPELL_DEATH_KNELL = 646;
int VFX_DUR_SPELL_FIND_TRAPS = 647;
int VFX_DUR_SPELL_FLAME_WEAPON = 648;
int VFX_DUR_SPELL_GHOSTLY_VISAGE = 649;
int VFX_DUR_SPELL_HEROISM = 650;
int VFX_DUR_SPELL_RAGE = 651;
int VFX_DUR_SPELL_SEE_INVISIBILITY = 652;
int VFX_DUR_SPELL_CLAIRAUD = 653;
int VFX_DUR_SPELL_HASTE = 654;
int VFX_DUR_SPELL_KEEN_EDGE = 655;
int VFX_DUR_SPELL_GOOD_CIRCLE = 656;
int VFX_DUR_SPELL_EVIL_CIRCLE = 657;
int VFX_DUR_SPELL_GREATER_MAGIC_FANG = 658;
int VFX_DUR_SPELL_MAGIC_VESTMENT = 659;
int VFX_DUR_SPELL_GREATER_MAGIC_WEAPON = 660;
int VFX_DUR_SPELL_SPIDERSKIN = 661;
int VFX_DUR_SPELL_WEAPON_OF_IMPACT = 662;
int VFX_DUR_SPELL_ASSAY_RESISTANCE = 663;
int VFX_DUR_SPELL_DEATH_WARD = 664;
int VFX_DUR_SPELL_DIVINE_POWER = 665;
int VFX_DUR_SPELL_HOLY_SWORD = 666;
int VFX_DUR_SPELL_LEGEND_LORE = 667;
int VFX_DUR_SPELL_SPELL_IMMUNITY = 668;
int VFX_DUR_SPELL_STONESKIN = 669;
int VFX_DUR_SPELL_WAR_CRY = 670;
int VFX_DUR_SPELL_AWAKEN = 671;
int VFX_DUR_SPELL_ENERGY_BUFFER = 672;
int VFX_DUR_SPELL_ETHEREAL_VISAGE = 673;
int VFX_DUR_SPELL_GREATER_HEROISM = 674;
int VFX_DUR_SPELL_LESSER_MIND_BLANK = 675;
int VFX_DUR_SPELL_OWL_INSIGHT = 676;
int VFX_DUR_SPELL_LESSER_SPELL_MANTLE = 677;
int VFX_DUR_SPELL_SPELL_RESISTANCE = 678;
int VFX_DUR_SPELL_TRUE_SEEING = 679;
int VFX_DUR_SPELL_CONTROL_UNDEAD = 680;
int VFX_DUR_SPELL_ENERGY_IMMUNITY = 681;
int VFX_DUR_SPELL_STONEBODY = 682;
int VFX_DUR_SPELL_GREATER_STONESKIN = 683;
int VFX_DUR_SPELL_TENSERS_TRANSFORM = 684;
int VFX_DUR_SPELL_AURA_OF_VITALITY = 685;
int VFX_DUR_SPELL_SPELL_MANTLE = 686;
int VFX_DUR_SPELL_BLACKSTAFF = 687;
int VFX_DUR_SPELL_IRON_BODY = 688;
int VFX_DUR_SPELL_MIND_BLANK = 689;
int VFX_DUR_SPELL_PREMONITION = 690;
int VFX_DUR_SPELL_PROTECTION_FROM_SPELLS = 691;
int VFX_DUR_SPELL_GREATER_SPELL_IMMUNITY = 692;
int VFX_DUR_SPELL_ETHEREALNESS = 693;
int VFX_DUR_SPELL_GREATER_SPELL_MANTLE = 694;
int VFX_DUR_SPELL_UNDEATH_ETERNAL_FOE = 695;
int VFX_DUR_SPELL_GOOD_AURA = 696;
int VFX_DUR_SPELL_EVIL_AURA = 697;
int VFX_DUR_SPELL_DISPLACEMENT = 698;
int VFX_DUR_SPELL_VAMPIRIC_TOUCH = 699;
int VFX_DUR_SPELL_BATTLETIDE = 700;
int VFX_DUR_SPELL_VAMPIRIC_TOUCH_VICTIM = 701;
int VFX_DUR_SPELL_BATTLETIDE_VICTIM = 702;
int VFX_DUR_SPELL_DAZE = 703;
int VFX_DUR_SPELL_DOOM = 704;
int VFX_DUR_SPELL_RAY_ENFEEBLE = 705;
int VFX_DUR_SPELL_TASHA_LAUGHTER = 706;
int VFX_DUR_SPELL_HOLD_ANIMAL = 707;
int VFX_DUR_SPELL_HOLD_PERSON = 708;
int VFX_DUR_SPELL_SILENCE = 709;
int VFX_DUR_SPELL_BESTOW_CURSE = 710;
int VFX_DUR_SPELL_CONFUSION = 711;
int VFX_DUR_SPELL_CRUSHING_DESP = 712;
int VFX_DUR_SPELL_FEAR = 713;
int VFX_DUR_SPELL_MAGGOT_INFESTATION = 714;
int VFX_DUR_SPELL_INVISIBILITY_PURGE = 715;
int VFX_DUR_SPELL_SLOW = 716;
int VFX_DUR_SPELL_HOLD_MONSTER = 717;
int VFX_DUR_SPELL_LESSER_SPELL_BREACH = 718;
int VFX_DUR_SPELL_MIND_FOG_VIC = 719;
int VFX_DUR_SPELL_SONG_OF_DISCORD = 720;
int VFX_DUR_SPELL_FLESH_TO_STONE = 721;
int VFX_DUR_SPELL_REPULSION = 722;
int VFX_DUR_SPELL_GREATER_SPELL_BREACH = 723;
int VFX_DUR_SPELL_WORD_OF_FAITH = 724;
int VFX_DUR_SPELL_ENERGY_DRAIN = 725;
int VFX_DUR_SPELL_CONTAGION = 726;
int VFX_DUR_SPELL_GLYPH_WARDING = 727;
int VFX_DUR_SPELL_MAGIC_CIRCLE = 728;
int VFX_DUR_SPELL_CLOUDKILL = 729;
int VFX_DUR_SPELL_INCENDIARY_CLOUD = 730;
int VFX_DUR_SPELL_STINKING_CLOUD = 731;
int VFX_DUR_SPELL_WEB = 732;
int VFX_DUR_SPELL_CLOUD_BEWILDERMENT = 733;
int VFX_DUR_SPELL_PRAYER_VIC = 734;
int VFX_HIT_SPELL_METEOR_SWARM_SML = 735;
int VFX_HIT_SPELL_WAIL_OF_THE_BANSHEE = 736;
int VFX_SPELL_SHADES_DELAYED_FIREBALL = 737;
int VFX_SPELL_SHADES_BUFF = 738;
int VFX_SPELL_SHADES_SUMMON_CREATURE = 739;
int VFX_FEAT_TURN_UNDEAD = 740;
int VFX_INVOCATION_BESHADOWED_BLOW =750;
int VFX_INVOCATION_BESHADOWED_CHAIN =751;
int VFX_INVOCATION_BESHADOWED_CHAIN2 =752;
int VFX_INVOCATION_BESHADOWED_HIT =753;
int VFX_INVOCATION_BESHADOWED_RAY =754;
int VFX_INVOCATION_BEWITCHING_BLOW =755;
int VFX_INVOCATION_BEWITCHING_CHAIN =756;
int VFX_INVOCATION_BEWITCHING_CHAIN2 =757;
int VFX_INVOCATION_BEWITCHING_CONE =758;
int VFX_INVOCATION_BEWITCHING_DOOM =759;
int VFX_INVOCATION_BESHADOWED_CONE =760;
int VFX_INVOCATION_BESHADOWED_DOOM =761;
int VFX_INVOCATION_BEWITCHING_HIT =762;
int VFX_INVOCATION_BEWITCHING_RAY =763;
int VFX_INVOCATION_BRIMSTONE_BLOW =764;
int VFX_INVOCATION_BRIMSTONE_CHAIN =765;
int VFX_INVOCATION_BRIMSTONE_CHAIN2 =766;
int VFX_INVOCATION_BRIMSTONE_CONE =767;
int VFX_INVOCATION_BRIMSTONE_DOOM =768;
int VFX_INVOCATION_BRIMSTONE_HIT =769;
int VFX_INVOCATION_BRIMSTONE_RAY =770;
int VFX_INVOCATION_DRAINING_BLOW =771;
int VFX_INVOCATION_DRAINING_CHAIN =772;
int VFX_INVOCATION_DRAINING_CHAIN2 =773;
int VFX_INVOCATION_DRAINING_CONE =774;
int VFX_INVOCATION_DRAINING_DOOM =775;
int VFX_INVOCATION_DRAINING_HIT =776;
int VFX_INVOCATION_DRAINING_RAY =777;
int VFX_INVOCATION_ELDRITCH_AOE =778;
int VFX_INVOCATION_ELDRITCH_CHAIN =779;
int VFX_INVOCATION_ELDRITCH_CHAIN2 =780;
int VFX_INVOCATION_ELDRITCH_CONE =781;
int VFX_INVOCATION_ELDRITCH_HIT =782;
int VFX_INVOCATION_ELDRITCH_RAY =783;
int VFX_INVOCATION_ELDRITCH_TRAVEL =784;
int VFX_INVOCATION_FRIGHTFUL_BLOW =785;
int VFX_INVOCATION_FRIGHTFUL_CHAIN =786;
int VFX_INVOCATION_FRIGHTFUL_CHAIN2 =787;
int VFX_INVOCATION_FRIGHTFUL_CONE =788;
int VFX_INVOCATION_FRIGHTFUL_DOOM =789;
int VFX_INVOCATION_FRIGHTFUL_HIT =790;
int VFX_INVOCATION_FRIGHTFUL_RAY =791;
int VFX_INVOCATION_HELLRIME_BLOW =792;
int VFX_INVOCATION_HELLRIME_CHAIN =793;
int VFX_INVOCATION_HELLRIME_CHAIN2 =794;
int VFX_INVOCATION_HELLRIME_CONE =795;
int VFX_INVOCATION_HELLRIME_DOOM =796;
int VFX_INVOCATION_HELLRIME_HIT =797;
int VFX_INVOCATION_HELLRIME_RAY =798;
int VFX_INVOCATION_HIDEOUS_BLOW =799;
int VFX_INVOCATION_HIDEOUS_CHAIN =800;
int VFX_INVOCATION_HIDEOUS_CHAIN2 =801;
int VFX_INVOCATION_HIDEOUS_CONE =803;
int VFX_INVOCATION_HIDEOUS_DOOM =804;
int VFX_INVOCATION_HIDEOUS_HIT =805;
int VFX_INVOCATION_HIDEOUS_RAY =806;
int VFX_INVOCATION_NOXIOUS_BLOW =807;
int VFX_INVOCATION_NOXIOUS_CHAIN =808;
int VFX_INVOCATION_NOXIOUS_CHAIN2 =809;
int VFX_INVOCATION_NOXIOUS_CONE =810;
int VFX_INVOCATION_NOXIOUS_DOOM =811;
int VFX_INVOCATION_NOXIOUS_HIT =812;
int VFX_INVOCATION_NOXIOUS_RAY =813;
int VFX_INVOCATION_UTTERDARK_BLOW =814;
int VFX_INVOCATION_UTTERDARK_CHAIN =815;
int VFX_INVOCATION_UTTERDARK_CHAIN2 =816;
int VFX_INVOCATION_UTTERDARK_CONE =817;
int VFX_INVOCATION_UTTERDARK_DOOM =818;
int VFX_INVOCATION_UTTERDARK_HIT =819;
int VFX_INVOCATION_UTTERDARK_RAY =820;
int VFX_INVOCATION_VITRIOLIC_BLOW =821;
int VFX_INVOCATION_VITRIOLIC_CHAIN =822;
int VFX_INVOCATION_VITRIOLIC_CHAIN2 =823;
int VFX_INVOCATION_VITRIOLIC_CONE =824;
int VFX_INVOCATION_VITRIOLIC_DOOM =825;
int VFX_INVOCATION_VITRIOLIC_HIT =826;
int VFX_INVOCATION_VITRIOLIC_RAY =827;
int VFX_DUR_GREASE =828;
int VFX_DUR_STUN =829;
int VFX_COM_BLOOD_REG_BLACK = 830;
int VFX_COM_BLOOD_REG_DUST = 831;
int VFX_HIT_SPELL_BALAGARN_IRON_HORN = 832;
int VFX_INVOCATION_WORD_OF_CHANGING = 833;
int VFX_DUR_AOE_CREEPING_DOOM = 834;
int VFX_DUR_POLYMORPH = 835;
int VFX_HIT_CURE_AOE = 838;
int VFX_HIT_TURN_UNDEAD = 839;
int VFX_PER_AOE_TENACIOUS = 840;
int VFX_DUR_GATE = 841;
int VFX_CAST_BARD_INS = 842;
int VFX_CAST_BARD_SONG = 843;
int VFX_HIT_BARD_COUNTERSONG = 844;
int VFX_HIT_BARD_HAVEN_SONG = 845;
int VFX_HIT_BARD_INS_COMPETENCE = 846;
int VFX_HIT_BARD_INS_COURAGE = 847;
int VFX_HIT_BARD_INS_DEFENSE = 848;
int VFX_HIT_BARD_INS_HEROICS = 849;
int VFX_HIT_BARD_INS_JARRING = 850;
int VFX_HIT_BARD_INS_LEGION = 851;
int VFX_HIT_BARD_INS_REGENERATION = 852;
int VFX_HIT_BARD_INS_SLOWING = 853;
int VFX_HIT_BARD_INS_TOUGHNESS = 854;
int VFX_DUR_BARD_SONG_IRONSKIN = 855;
int VFX_HIT_BARD_SONG_FREEDOM = 856;
int VFX_DUR_INVOCATION_DARKONESLUCK = 857;
int VFX_DUR_INVOCATION_LEAPS_BOUNDS = 858;
int VFX_DUR_INVOCATION_BEGUILE_INFLUENCE = 859;
int VFX_HIT_SPELL_METEOR_SWARM_LRG = 860;
int VFX_DUR_INVOCATION_RETRIBUTIVE_INVISIBILITY = 861;
int VFX_DUR_TAUNT = 862;
int VFX_DUR_NAUSEA = 863;
int VFX_DUR_SICKENED = 864;
int VFX_DUR_CURSESONG = 865;
int VFX_DUR_SLEEP = 866;
int VFX_HIT_BARD_CLOUDMIND = 867;
int VFX_HIT_DROWN = 869;
int VFX_BEAM_GREEN_DRAGON_ACID = 870;
int VFX_CONE_RED_DRAGON_FIRE = 871;
int VFX_DUR_SPELL_MIRROR_IMAGE_1 = 872;
int VFX_CONE_ACID_BREATH = 873;
int VFX_AURA_BLADE_BARRIER = 874;
int VFX_SPELL_HIT_EARTHQUAKE = 875;
int VFX_DUR_SPELL_MIRROR_IMAGE_SELF = 876;
int VFX_DUR_SPELL_CREEPING_DOOM = 877;
int VFX_DUR_INVOCATION_TENACIOUS_PLAGUE = 878;
int VFX_DUR_SPELL_INVISIBILITY_SPHERE = 879;
int VFX_DUR_ITEM_CHOKING_POWDER = 880;
int VFX_DUR_CREATURE_AIR_ELEMENTAL = 881;
int VFX_DUR_RUBUKE_UNDEAD = 882;
int VFX_DUR_REGENERATE = 883;
int VFX_AOE_WEB_OF_PURITY = 884;
int VFX_HIT_CRADLE_OF_RIME = 885;
int VFX_AOE_CRADLE_OF_RIME = 886;
int VFX_DUR_SHADOW_CLOAK = 887;
int VFX_AOE_SHADOW_PLAGUE = 888;
int VFX_DUR_SHADOW_PLAGUE = 889;
int VFX_HIT_AURORA_CHAIN = 890;
int VFX_DUR_AURORA_CHAIN = 891;
int VFX_HIT_CLEANSING_NOVA = 892;
int VFX_DUR_SHINING_SHIELD = 893;
int VFX_DUR_FIRE = 894;
int VFX_CREATURE_ABILITY_DUR_MINDFLAYER = 895;
int VFX_FNF_CRAFT_SELF = 896;
int VFX_FNF_CRAFT_ALCHEMY = 897;
int VFX_FNF_CRAFT_BLACKSMITH = 898;
int VFX_FNF_CRAFT_MAGIC = 899;
int VFX_BEAM_WEB_OF_PURITY = 900;
int VFX_DUR_FIREBALL = 901;
int VFX_DUR_WAUKEEN_HALO = 902;
int VFX_DUR_SOOTHING_LIGHT = 903;
int VFX_DUR_SPELL_MELFS_ACID_ARROW = 904;
int VFX_HIT_SPELL_METEOR_SWARM = 905;
int VFX_DUR_FEAT_SACRED_VENGEANCE = 906;
int VFX_DUR_FEAT_DIVINE_RESISTANCE = 907;
int VFX_SOUND_WEB = 908;
int VFX_SOUND_BLADE = 909;
int VFX_SOUND_ENTANGLE = 910;
int VFX_SOUND_FIRE = 911;
int VFX_SOUND_SPIKE = 912;
int VFX_SOUND_TENTACLE = 913;
int VFX_DUR_FEAT_FIENDISH_RES = 914;
int VFX_SPELL_DUR_CALL_LIGHTNING = 915;
int VFX_SPELL_HIT_CALL_LIGHTNING = 916;
int VFX_SPELL_HIT_SWAMP_LUNG = 917;
int VFX_SPELL_DUR_TORT_SHELL = 918;
int VFX_SPELL_DUR_COCOON = 919;
int VFX_SPELL_DUR_FOUND_STONE = 920;
int VFX_SPELL_BEAM_MOON_BOLT = 921;
int VFX_SPELL_DUR_JAGGED_TOOTH = 922;
int VFX_SPELL_DUR_NATURE_AVATAR = 923;
int VFX_SPELL_DUR_BODY_SUN = 924;
int VFX_SPELL_DUR_STORM_AVATAR = 925;
int VFX_DUR_IOUN_STONE_STR = 926;
int VFX_DUR_IOUN_STONE_DEX = 927;
int VFX_DUR_IOUN_STONE_CON = 928;
int VFX_DUR_IOUN_STONE_INT = 929;
int VFX_DUR_IOUN_STONE_WIS = 930;
int VFX_DUR_IOUN_STONE_CHA = 931;
int VFX_HIT_HELLBALL = 941;
int VFX_INVOCATION_HINDERING_BLOW =942;
int VFX_INVOCATION_HINDERING_CHAIN =943;
int VFX_INVOCATION_HINDERING_CHAIN2 =944;
int VFX_INVOCATION_HINDERING_CONE =945;
int VFX_INVOCATION_HINDERING_DOOM =946;
int VFX_INVOCATION_HINDERING_HIT =947;
int VFX_INVOCATION_HINDERING_RAY =948;
int VFX_INVOCATION_BINDING_BLOW =949;
int VFX_INVOCATION_BINDING_CHAIN =950;
int VFX_INVOCATION_BINDING_CHAIN2 =951;
int VFX_INVOCATION_BINDING_CONE =952;
int VFX_INVOCATION_BINDING_DOOM =953;
int VFX_INVOCATION_BINDING_HIT =954;
int VFX_INVOCATION_BINDING_RAY =955;
int VFX_DUR_SPELL_LIONHEART = 965;
int VFX_DUR_SPELL_DETECT_SPIRITS = 966;
int VFX_DUR_SPELL_SPIRIT_FORM = 967;
int VFX_DUR_SPELL_SPIRIT_JOURNEY = 968;
int VFX_DUR_SPELL_LESSER_VIGOR = 969;
int VFX_DUR_SPELL_VIGOR = 970;
int VFX_DUR_SPELL_MASS_LESSER_VIGOR = 971;
int VFX_DUR_SPELL_VIGOROUS_CYCLE = 972;
int VFX_DUR_SPELL_SUPERIOR_RESISTANCE = 973;
int VFX_DUR_SPELL_RECITATION = 974;
int VFX_DUR_SPELL_LAST_STAND = 975; // AFW-OEI 06/27/2007
int VFX_HIT_SPELL_CURSE_OF_IMPENDING_BLADES = 976; // AFW-OEI 06/27/2007
int VFX_DUR_SACRED_FLAMES = 977; // AFW-OEI 06/28/2007
int VFX_DUR_SPELL_LESSER_VISAGE = 978; // AFW-OEI 06/28/2007
int VFX_DUR_SPELL_VISAGE_GOOD = 979; // AFW-OEI 06/28/2007
int VFX_DUR_SPELL_VISAGE_NEUTRAL = 980; // AFW-OEI 06/28/2007
int VFX_DUR_SPELL_VISAGE_EVIL = 981; // AFW-OEI 06/28/2007
int VFX_HIT_SPELL_DISINTEGRATE = 982; // AFW-OEI 07/02/2007
int VFX_DUR_SPELL_SHADOW_SIMULACRUM = 983; // AFW-OEI 07/02/2007
int VFX_DUR_SPELL_SHROUDING_FOG = 985; // AFW-OEI 07/09/2007
int VFX_DUR_SPELL_POWER_WORD_WEAKEN = 986;
int VFX_DUR_SPELL_POWER_WORD_PETRIFY = 987;
int VFX_DUR_SPELL_POWER_WORD_MALADROIT = 988;
int VFX_DUR_SPELL_POWER_WORD_BLIND = 989;
int VFX_DUR_SPELL_TOUCH_OF_IDIOCY = 990;
int VFX_HIT_SPELL_AVASCULATE = 991;
int VFX_DUR_SPELL_GLACIAL_WRATH = 992;
int VFX_DUR_SPELL_CREEPING_COLD = 993;
int VFX_DUR_SPELL_MASS_CURSE_OF_BLADES = 996;
int VFX_DUR_SPELL_HISS_OF_SLEEP = 997;
int VFX_HIT_SPELL_MASS_FOWL = 998;
int VFX_HIT_SPELL_WALL_OF_DISPEL = 999;
int VFX_HIT_SPELL_ENTROPIC_HUSK = 1000;
int VFX_DUR_SPELL_CURSE_OF_BLADES = 1001;
int VFX_DUR_INNER_ARMOR = 1002;
int VFX_DUR_SPELL_GLASS_DOPPELGANGER = 1003;
int VFX_HIT_SPELL_VAMPIRIC_FEAST = 1004;
int VFX_DUR_SPELL_GREATER_RESISTANCE = 1005;
int VFX_DUR_SPELL_SOLIPSISM = 1006;
int VFX_HIT_SPELL_TOUCH_OF_FATIGUE = 1007;
int VFX_HIT_SPELL_SHOUT = 1008;
int VFX_HIT_SPELL_GREATER_SHOUT = 1009;
int VFX_DUR_SPELL_EPIC_GATE = 1010;
int VFX_DUR_BLAZING_AURA = 1011;
int VFX_HIT_CHASTISE_SPIRITS = 1012;
int VFX_HIT_WEAKEN_SPIRITS = 1013;
int VFX_DUR_RESCUER = 1014;
int VFX_BEAM_RESCUEE = 1015;
int VFX_CAST_SPELL_SPIRIT_EMERGE = 1016;
int VFX_CAST_SPELL_SPIRIT_EMERGE_GOOD = 1017;
int VFX_HIT_BARD_REQUIEM = 1018;
int VFX_HIT_SPELL_BLADEWEAVE = 1020;
int VFX_HIT_SPELL_BLOOD_TO_WATER = 1021;
int VFX_AOE_SPELL_BLOOD_TO_WATER = 1022;
int VFX_HIT_SPELL_BODAKS_GLARE = 1023;
int VFX_SUMMON_SPELL_BODAKS_GLARE = 1024;
int VFX_HIT_SPELL_CASTIGATE = 1025;
int VFX_AOE_SPELL_CASTIGATE = 1026;
int VFX_HIT_SPELL_CONVICTION = 1027;
int VFX_HIT_SPELL_DEHYDRATION = 1028;
int VFX_DUR_SPELL_ANIMALISTIC_POWER = 1029;
int VFX_HIT_SPELL_LIVING_UNDEATH = 1030;
int VFX_HIT_SPELL_HEALING_STING = 1031;
int VFX_HEAL_SPELL_HEALING_STING = 1032;
int VFX_DUR_SPELL_NIGHTSHIELD = 1033;
int VFX_DUR_SPELL_LIVING_UNDEATH = 1034;
int VFX_DUR_SPELL_SYMBOL_OF_DEATH = 1035;
int VFX_DUR_SPELL_SYMBOL_OF_FEAR = 1036;
int VFX_DUR_SPELL_SYMBOL_OF_PAIN = 1037;
int VFX_DUR_SPELL_SYMBOL_OF_PERSUASION = 1038;
int VFX_DUR_SPELL_SYMBOL_OF_SLEEP = 1039;
int VFX_DUR_SPELL_SYMBOL_OF_STUNNING = 1040;
int VFX_DUR_SPELL_SYMBOL_OF_WEAKNESS = 1041;
int VFX_AOE_SYMBOL_SPELL = 1042;
int VFX_AURA_HELLFIRE_BLAST = 1043;
int VFX_AURA_HELLFIRE_SHIELD = 1044;
int VFX_AOE_ETHEREAL_PURGE = 1045;
int VFX_DUR_BOND_OF_FATAL_TOUCH = 1046;
int VFX_HIT_SPELL_REDUCE_PERSON = 1047;
int VFX_HIT_SPELL_SNAKESSWIFTNESS = 1048;

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