D&D Heroes of Neverwinter Status Effect Descriptions

D&D; Heroes of Neverwinter Status Effect Descriptions by PugPug and charlesatan


  • Half your HP or lower is when you are Bloodied. For some Monsters, this might trigger an event (another use of a White Dragon’s Breath Weapon, a Bone Shard’s explosion, etc.). Some items and Powers also trigger when you are bloodied. Fighters (if I’m not mistaken) and Dragonborn also receive an attack bonus when they are Bloodied.

Combat Advantage

  • +2 bonus to attack rolls. This usually applies when you and an ally are adjacent to the same monster (requires flanking in the tabletop game, and the ability to “threaten,” which is more complicated to explain).


  • You grant combat advantage.
  • You can either take a standard action, a minor action or a move action on your turn (you can also take free actions).
  • You can only perform one action (i.e. move or attack). You can still use Free Actions.


  • Various Powers and attacks will have descriptors which may aid or hamper you depending on who it is used. Here’s a list of descriptors: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, Thunder.

Ongoing Damage

  • You take this damage at the start of your turn. It ends either at the end of your turn, or you make a Saving Throw (those with a Save Ends description).


  • You grant combat advantage to enemies making melee attacks against you.
  • You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies.
  • You are knocked to the ground and immediately stand up on your next turn. You basically lose a move action. In the tabletop game, you also grant Combat Advantage to opponents in melee, take a -4 penalty to attacks while prone (impossible in the current game), and have a +4 AC bonus against ranged attacks. Whether this is also true in the game is hard to tell… 

Resist X

  • You take less X damage whenever you receive damage from an attack matching the said descriptor (if there’s no descriptor attached, then it applies to all types of damage).*

Saving Throw

  • At the end of your turn, if you’re subject to a condition that can be ended with a Save (Save Ends), the game rolls a 1d20. A 10 or higher ends the condition. Items and Powers (and the Human special ability) can modify this value.


  • Your speed becomes 2 (does not apply to teleport powers).
  • To clarify, your base speed is now 2. Powers can modify this value but you’re starting from a speed of 2.


  • You grant combat advantage.
  • You can’t take actions.
  • You cannot take move or standard (attack) actions, but you can still use free actions (i.e. items, healing).

Vulnerable X

  • You take extra X damage whenever you receive damage from an attack matching the said descriptor (if there’s no descriptor attached, then it applies to all types of damage, such as Cascading Light).* Vulnerabilities stack in the game (it’s also why Vampire minions are dangerous).
  •  *Monsters have “invisible” Resist/Vulnerable values. Undead for example will have some Resistance to Necrotic damage and Vulnerable to Radiant damage. If you click on your Power and highlight it on the said monster, you’ll notice that a Power will deal less than its standard damage (if Resist) or more than its standard damage (if Vulnerable). However, when it comes to Ongoing damage, the game will not “auto-compute” if you click on a monster’s status, but will be reflected when it takes damage.


  • Your attacks deal half damage. Ongoing damage you deal is not affected (i.e. Acid Arrow that is already burning away).

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