There are some lines in the feats.2da file that are dummied out - for a variety of reasons. Some removed lines are just gone (and do nothing to the engine inherently) while others are actually working lines according to ruleset.2da/intuition and modding them back in is possible.
Cut Weapons / Skills / Favoured Enemies / Class Feats? - Not likely functional ones
Line 38 refers to a PREREQFEAT1 line 31, which is Sap, thus this would have likely been a "Improved Sap".
Lines 81, 86, 119, 124, 157 and 162 seem to refer to 2 weapons (repeater crossbow and nunchaku) that were removed from the game (ie; the various weapon feats such as Weapon Focus: Repeater Crossbow, although they likely didn't work even in 1.69). It's now in NWN:EE not necessary to reuse these lines anyway see Unhardcoded Feats section of feat.2da.
- baseitems.2da lists a deleted Repeater Crossbow (Crossbow that can fire more often) and a Nunchaku (Monk weapon). Models still remain in the game, albeit unknown how usable they are (and new ranged weapons seem to be impossible to add).
Lines 176 and 191 seem to be part of the Skill Focus range of feats. However skills.2da doesn't have any blanked lines, and the two cut icons were for Poison and Repair, two odd choices that don't fit the alphabetical nature of the feats fully.
Lines 282, 283, and possibly 287 and 288 look like they were going to add more racial types and associated Favoured Enemies. However it it is unlikely these lines do anything since racialtypes.2da has dummied out lines saying to not use them...engine issues eh? (from racialtypes.2da - these are likely when Outsiders had 5 racial types - Lawful, Neutral, Good, Chaotic and Evil for some reason).
Lines 205, 210, 218, 220, 295 and 298 seem to be just blank (and thus non-functional) class feats. They're slotted inbetween various Monk, Cerlic and Paladin feats and in toolset category "6". Anyones guess at what they are except line 298 which is marked as "ife_spotevil" giving a clue that "Spot Evil" (or "Detect Evil") might have made an appearance for the Paladin; see further down for some details.
Cut Valid Feats from Cut Classes
There are several feats related to the removed classes in classes.2da. No idea why the feats were cut given some coding was left in place for them - might be Monk "Shou Disciple" didn't need the bonuses and the Half-Orc Barbarian focused "Eye of Gruumsh" was just not as good as further Barbarian levels, or it was just rushed - they appear to be "lost" Shadows of Undrentide classes, and never finished up for Hordes of the Underdark. The Community Patch Project readds these. There are dialog.tlk lines for them which is where this information is taken from.
The effects of all the feats being present isn't confirmed - some are linked to ruleset.2da lines which implies heavily they are though (mostly the Shou bonuses).
Class Eye of Gruumsh information for reference:
Class Shou Disciple for reference:
The specific lines and some information are below. Green means a hardcoded line that likely could be re-added and used for for that class line (or even another class).
ID | Feat Name | Hardcoded effect? | Description |
---|---|---|---|
480 | Blinding Spittle | No - would be spell script anyway | Type of Feat: Class Prerequisite: Eye of Gruumsh level 4. Specifics: At 4th level, an Eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a -4 penalty), he spits his stomach acid into the target's eyes. An opponent who fails a Reflex save (DC 10 + eye of Gruumsh level + eye of Gruumsh's Constitution bonus) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don't have eyes or don't depend on vision. Blinding spittle is usable 2/day at 4th level and 4/day at 7th level. Use: Combat Mode. |
481 | Blinding Spittle 2 | No - would be spell script anyway | As above. Expands uses presumably? May not work correctly. |
482 | Command the Horde | No - would be spell script anyway | Type of Feat: Class Prerequisite: Eye of Gruumsh level 1. Specifics: At 1st level, the Eye of Gruumsh may grant a +2 morale bonus on Will saving throws to any nongood orcs or half-orcs with Hit Dice lower than his character level within 30 feet. The effect lasts for 1 hour per eye of Gruumsh level. Use: Combat Mode. |
483 | Swing Blindly | No - would be spell script change anyway | Type of Feat: Class Prerequisite: Eye of Gruumsh level 2. Specifics: At 2nd level, the Eye of Gruumsh's rage ability becomes more powerful at the cost of lower defenses. The character gains an additional +4 bonus to his strength score while raging, while his armor class penalty increases to -4. Use: Combat Mode. |
484 | Ritual Scarring | Unknown - does it apply the bonus? No ruleset.2da line for it needs testing. Note in NWN:EE we can just use the cls_stat_ option to apply this properly. | Type of Feat: Class Prerequisite: Eye of Gruumsh level 3. Specifics: Through frequent disfiguration of his own skin, the eye of Gruumsh gains a +1 natural armor bonus at 3rd level. This bonus increases by +1 for every three eye of Gruumsh levels gained thereafter. Use: Automatic. |
485 | Blindsight 5 Feet | Looks to be in according to ruleset.2da | Type of Feat: Class Prerequisite: Eye of Gruumsh level 5. Specifics: At 5th level, the Eye of Gruumsh gains blindsight in a 5 foot radius. Using hearing the eye of Gruumsh maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant within this range. The eye of Gruumsh does not need to make Spot or Listen checks to notice creatures within range of his blindsight ability. Use: Automatic. |
486 | Blindsight 10 Feet | Looks to be in according to ruleset.2da | Type of Feat: Class Prerequisite: Eye of Gruumsh level 8. Specifics: At 8th level, the Eye of Gruumsh gains blindsight in a 10 foot radius. Using hearing the eye of Gruumsh maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant within this range. The eye of Gruumsh does not need to make Spot or Listen checks to notice creatures within range of his blindsight ability. Use: Automatic. |
487 | Sight of Gruumsh | Unknown - does it apply the bonus? No ruleset.2da line for it so may not work and needs testing Note we cannot apply this stat using cls_stat_ options. | Type of Feat: Class Prerequisite: Eye of Gruumsh level 10. Specifics: At 10th level, the Eye of Gruumsh sees the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws from then on. Use: Automatic. |
489 | Dodge Bonus + 2 | Looks to be in according to ruleset.2da | Type of Feat: Class Prerequisite: Shou Disciple level 2. Specifics: Shou disciples are highly trained at dodging blows, giving the Shou disciple a +2 dodge bonus for his Dodge feat at 2nd level . A condition that makes the Shou disciple lose his Dexiterity bonus to armor class also makes him lose this dodge bonus. Use: Automatic. |
866 | Martial Flurry (light) | Unknown but should be present in the engine | Type of Feat: Class Prerequisite: Shou Disciple level 3. Specifics: At 3rd level, a Shou disciple gains the ability to use any light melee weapon for his flurry of blows, not just Kamas. Use: Combat Mode. |
899 | Martial Flurry (any) | Unknown but should be present in the engine | Type of Feat: Class Prerequisite: Shou Disciple level 5. Specifics: At 5th level, a Shou disciple may use any melee weapon for his flurry of blows. Use: Combat Mode. |
1031 | Dodge Bonus + 3 | Looks to be in according to ruleset.2da | Type of Feat: Class Prerequisite: Shou Disciple level 4. Specifics: Shou disciples are highly trained at dodging blows, giving the Shou disciple a +3 dodge bonus for his Dodge feat at 4th level . A condition that makes the Shou disciple lose his Dexiterity bonus to armor class also makes him lose this dodge bonus. Use: Automatic. |
Cut Feats
Some feats cut for unknown reasons, generally expansion feats, but either have placeholder icons or leftover 2da line references.
Note the cut weapons won't be listed here again for now, since they can be properly reintroduced if needed (although no ranged weapons can be added).
Any lines with pretty much 0 data have been ignored, since why bother saying they're cut if you can't explain what they might have been?
ID | Feat Name | Remains? | Constant ID | Description | 3E Description | Notes |
---|---|---|---|---|---|---|
176 | Skill Focus: Something | None known | Lines 176 and 191 seem to be part of the Skill Focus range of feats. However skills.2da doesn't have any blanked lines, so likely was cut early on and likely does nothing at all. Between Discipline (or a proper 3E skill, Disable Trap) and Heal alphabetically. From the 3E skills page, this could mean it was originally one of these: There is also the possible option of non-3E skills Poison or Repair given the cut icons; see skills.2da Anyones guess which one it would have been however. | |||
191 | Skill Focus: Something | None known | Lines 176 and 191 seem to be part of the Skill Focus range of feats. However skills.2da doesn't have any blanked lines, so likely was cut early on and likely does nothing at all. Between Spot and Taunt alphabetically. From the 3E skills page, this could mean it was originally Swim (which has never been implemented), or Tumble (before it was implemented in HotU). There is also the possible option of non-3E skills Poison or Repair given the cut icons; see skills.2da | |||
282 | Favoured Enemy | None known | Liked tied to deleted racialtypes.2da line 21, only reference "Og" ("Outsider: Good"?) | |||
283 | Favoured Enemy | None known | Liked tied to deleted racialtypes.2da line 22, only reference "On" ("Outsider: Neutral"?) | |||
287 | Favoured Enemy | None known | Liked tied to deleted racialtypes.2da line 26, only reference "Oc" ("Outsider: Chaotic"?) | |||
288 | Favoured Enemy: Something | None known | Liked tied to deleted racialtypes.2da line 27, only reference "Ol" ("Outsider: Lawful"?) | |||
298 | Detect Evil | Placeholders, no functionality | na | None in the dialog.tlk | https://www.dandwiki.com/wiki/3e_SRD:Detect_Evil | Linked to spell ID line 312 which has some references too - NW_S2_DetecEvil, label "Detect_Evil" etc. Has feat icon "ife_spotevil" referenced. Presumably cut reasonably early. |
309 | Luck Domain Power | Placeholders, no functionality | FEAT_LUCK_DOMAIN_POWER | 6292 Luck Domain Clerics who take the Luck domain are able to cast the spells Sphere of Chaos and Bestow Curse with additional control and extra effects. Domain Special Ability and Bonus Spells Divine Luck: Mastery of the Sphere of Chaos and Bestow Curse spells. The cleric gains access to the following spells at the specified spell level: Sphere of Chaos (5). | n/a | There was never going to be an "active" feat for Luck, it is a shame it was not developed fully - there was an icon and suitable amounts of spells for it. See also: domains.2da |
376 | SoU Feats | Mark line | This appears to be the start of SoU feats so perhaps a line was left blank intentionally. | |||
385 | Smooth Talk | Working if ruleset.2da is to be believed | FEAT_SMOOTH_TALK | No in game description in dialog.tlk but the SMOOTH_TALK_PERSUADE_BONUS ruleset.2da entry is +4 and Smooth Talk is a Fearun 1st level only regional feat. | Smooth Talk Your people rarely have to draw their weapons to deal with potential adversaries. There are few problems that you can't talk your way out of. PrerequisiteElf (Waterdeep), gloamingUND (Sphur Upra), gnome (Thesk), half-elf (Waterdeep), or human (Silverymoon, Thesk, Waterdeep), BenefitYou take only a -5 penalty if you attempt a Diplomacy check as a full-round action. SpecialYou may select this feat only as a 1st-level character. You may have only one regional feat. NormalA Diplomacy check usually requires at least 1 minute. You can attempt a rushed Diplomacy check as a full-round action, but you take a -10 penalty. | This can grant a bonus to persuasion with the ruleset.2da entry "SMOOTH_TALK_PERSUADE_BONUS" There is however no tlk references to it. Note while icon ife_x1mooth.tga does exist, it is a placeholder: |
403 | Mercantile Background | Working if ruleset.2da is to be believed | FEAT_MERCANTILE_BACKGROUND | No in game description in dialog.tlk but the MERCANTILE_BACKGROUND_APPRAISE_BONUS ruleset.2da entry is +2 and Mercantile Background is a Fearun 1st level only regional feat. | Mercantile Background You come from a wealthy family with numerous contacts in the trading costers and craft guilds of Faerun's bustling cities. You can get a good deal on almost anything you buy or sell. PrerequisiteDwarf (the Sword Coast or Underdark [Darklands]), gnome (Lantan or Underdark [Northdark]), halfling (Amn), or human (Amn, Lantan, Sembia, Shou Expatriate, Tashalar, Tharsult, Thesk, Turmish, the Vast, or Waterdeep), BenefitWhen you sell weapons, magic items, or other adventuring goods, you get 75% of the list price instead of 50%. Once per month, you can buy any single item at 75% of the offered price. You also receive an extra 300 gp to spend as you see fit during character creation. SpecialYou may select this feat only as a 1st-level character. You may have only one regional feat. | This can grant a bonus to persuasion with the ruleset.2da entry "MERCANTILE_BACKGROUND_APPRAISE_BONUS" No tlk references for the feat exist however. +2 would be pretty bad, and either bumping it to +4 or having some special coding to detect it in the game would have been likely if it was made into a real feat. Note while icon ife_x1merch.tga does exist it is a placeholder: |
480 - 487, 489 866 899 1031 | See Cut Classes above | Sometimes working! | Cut classes see further up. | |||
905 - 908 | Sacred Defense | Deleted / now unused | Removed since the first feat, 904 "FEAT_SACRED_DEFESNSE_1", is only needed to apply the bonuses (which is based on the class Divine Champion). | |||
981 | Epic Harper Scout | Unknown - Harper isn't Epic in the 3E rules | FEAT_EPIC_HARPER_SCOUT | Presumably Harper Scouts were tested at epic levels. May be this is recoverable? Label is: FEAT_PRESTIGE_MASTER_CRAFTER_83633_83634 83522 is a valid TLK reference for "Epic Harper Scout" but 83543 was reused for "Leather Hide" so we won't know all the bonuses the epic version of the Harper would have got. However the below feats are tied to higher-than-level-5 and gives a clue. Seems to have been cut reasonably late in development but before icons for it were created, since it still uses IR_X1_HARPER (ife_x2epharper doesn't exist). | ||
991 | Master Crafter | Unknown, but might have all been scripted. | FEAT_PRESTIGE_MASTER_CRAFTER | 83634 Type of Feat: Class Prerequisite: Harper Scout level 10. Specifics: At 10th level, the Harper Scout becomes a master of crafting. His indepth knowledge of the crafting skills and secret harper lore allows the character to craft powerful weapons and armor no other class has access to. Use: Automatic (When using the craft skills) | Label is: FEAT_PRESTIGE_MASTER_CRAFTER_83633_83634 2 valid TLK references, and is a Harper level 10 feat. Bioware may have planned this as a Harper feat for post-level 5 but not got WotC permission, or it just wasn't great. Doubtless would have been part of the HotU crafting skills and system. Links to icon ife_X2MstCraft which is valid too: Suggests it can be taken from level 10 up to level 28. Not tested but it is very unlikely the engine did anything with it, it just probably hooked into the scripted crafting system. | |
992 | Scrounger | Unknown, but might have all been scripted. | FEAT_PRESTIGE_SCROUNGER | 83636 Type of Feat: Class Prerequisite: Harper Scout level 6. Specifics: The harper scout's crafting skills continue to improve, he/she gets a +2 bonus on all Craft (armor, weapon, trap) checks. This improves by an additional +2 for every 2 levels past 6th. Use: Automatic (When using the craft skills) | Label is: FEAT_PRESTIGE_SCROUNGER_83635_83636 2 valid TLK references, and is a Harper level 6 feat. Bioware may have planned this as a Harper feat for post-level 5 but not got WotC permission, or it just wasn't great. Links to icon ife_X2MstCraft which is valid too: Doubtless would have been part of the HotU crafting skills and system. Suggests it can be taken from level 6 up to level 28. Not tested but unlikely to inherantly increase skills, but could be scripted in easily enough. |
Cut Icons
There are a large number of cut feat icons (ife) in the game, presumably either because they're placeholders, were made before icon lists were finalised, or temporary.
Note the "purple" icons are inherently very early development ones - all the feat icons are usually blue.
Icon Name | Icon | Type | Guess of purpose |
---|---|---|---|
ife_ pointbl.tga | Replaced/old | Original "Point Blank Shot" icon (which is ife_pbshot.tga) in old "purple" | |
ife_adexterity.tga | Replaced/old | Original "Ambidexterity" icon (which is ife_ambidex.tga) in old "purple" | |
ife_armorprof.tga | Unused | Armor proficiency generic star icon, possibly used before the 3 new icons were created. Real icons are ife_armor_h.tga, ife_armor_l.tga, ife_armor_m.tga | |
ife_armorprofh.tga | Unused | Old Armor Proficiency: Heavy icon | |
ife_armorprofl.tga | Unused | Old Armor Proficiency: Light icon | |
ife_armorprofm.tga | Unused | Old Armor Proficiency: Medium icon | |
ife_barbar.tga | Unused | "Barbarian" feat icon, generic star, possibly each class was going to have such a "Feat" to describe their abilities somewhere (such as on a character sheet). | |
ife_barbrage.tga | Replaced/old | Barbarian Rage old feat, the proper one being ife_rage.tga | |
ife_bard.tga | Unused | "Bard" feat icon, generic star, possibly each class was going to have such a "Feat" to describe their abilities somewhere (such as on a character sheet). | |
ife_class.tga | Unused | Perhaps used before proper class icons were introduced, as a way of selecting a class? | |
ife_combat.tga | Unused | "Combat" sounds rather generic, did actions also require "feats" at one stage of development? | |
ife_defarrows.tga | Replaced/old | Old "Deflect Arrows" icon, the real one being ife_defarrow.tga. | |
ife_domain.tga | Unused | Generic "domain" icon possibly used as a placeholder. | |
ife_druid.tga | Unused | "Druid" feat icon, generic star, possibly each class was going to have such a "Feat" to describe their abilities somewhere (such as on a character sheet). | |
ife_elf.tga | Unused | "Elf" feat icon, possibly each race was going to have such a "Feat" to describe their abilities somewhere (such as on a character sheet). | |
ife_empow.tga | Replaced/old | Old "Empower Spell" temporary star. Real icon is called ife_empower.tga | |
ife_empspl.tga | Replaced/old | Another old "Empower Spell" icon back from purple-pre-release stages of development. | |
ife_exotic.tga | Replaced/old | Presumably Exotic Weapon Proficiency, the real icon being ife_weppro_ex.tga | |
ife_extspl.tga | Replaced/old | Old "Extend Spell" purple icon, real icon is ife_extend.tga | |
ife_exturn.tga | Replaced/old | Old "Extra Turning", real icon ife_xturn.tga | |
ife_fabjure.tga | Unused | Spell Focus: Abjuration old purple icon - all spell focus feats currently use ife_foc_spel.tga | |
ife_faniemp.tga | Replaced/old | Skill Focus: Animal Empathy old purple icon - real icon is ife_foc_ani.tga | |
Many more to add | |||
SoU (x1) | |||
ife_x1gfsdiv.tga | Placeholder and unused | Greater Spell Focus is most likely (Divination) implemented in HotU instead. | |
ife_x1gfsenc.tga | Placeholder and unused | Greater Spell Focus is most likely (Enchantment) implemented in HotU instead. | |
ife_x1gfsevc.tga | Placeholder and unused | Greater Spell Focus is most likely (Evocation) implemented in HotU instead. | |
ife_x1gfsill.tga | Placeholder and unused | Greater Spell Focus is most likely (Illusion) implemented in HotU instead. | |
ife_x1gfsnec.tga | Placeholder and unused | Greater Spell Focus is most likely (Necromancy) implemented in HotU instead. | |
ife_x1gfstra.tga | Placeholder and unused | Greater Spell Focus is most likely (Transmutation) implemented in HotU instead. | |
ife_x1merch.tga | Placeholder and unused | Mercantile Background feat placeholder icon, see notes on cut feat above - actually can be reimplemented (although needs a new icon). | |
ife_x1smooth.tga | Placeholder and unused | Smooth Talk feat placeholder icon, see notes on cut feat above - actually can be reimplemented (although needs a new icon). | |
HotU (x2) | It appears Blackguard and Assassin may have actually been planned for HotU and were ported over to SoU, since there are several icons referencing their base (non-Epic) spells and powers. Shifter is missing some feats such as Beast Shape and Magical Beast Shape but only the placeholder icons remain. | ||
ife_x2beastshp.tga | Placeholder and unused | "Beast Shape" feat for Shifter. No other remains it seems. | |
ife_x2damrd2.tga | Placeholder and unused | Red Dragon Disciple: Damage Reduction 2, but instead the game uses ife_X2DamRd1 for all 3 of the feats. | |
ife_x2damrd3.tga | Placeholder and unused | Red Dragon Disciple: Damage Reduction 3, but instead the game uses ife_X2DamRd1 for all 3 of the feats. | |
ife_x2dragnshp.tga | Placeholder and unused | "Dragon Shape" for Shifter. No other remains it seems. | |
ife_x2gwshp.tga | Placeholder and unused | "Greater Wildshape" - this isn't used but "ife_x2gwshp1/2/3/4" is used instead | |
ife_x2imwwatt.tga | Placeholder and unused | Improved "wwatt" indeed. What is this? | |
ife_x2magbstshp.tga | Placeholder and unused | "Magical Beast Shape" feat for Shifter. No other remains it seems. | |
ife_x2poissav1.tga | Placeholder and unused | Possibly "Posion Saving" for Blackguard related to their Epic defence against poisons, however it uses the icon ife_X1PoisSav instead. | |
ife_x2smgood.tga | Placeholder and unused. | Possibly "Epic Smite Good" for Blackground, but never needed? Original smite good uses ife_X1SmGood. | |
ife_x2spbulstr.tga | Placeholder and unused. | "Bulls Strength" spell for Blackguard, the feat uses is_BullStr however. | |
ife_x2spcontag.tga | Placeholder and unused. | "Contagion" spell for Blackguard, the feat uses is_Contagion however. | |
ife_x2spdark.tga | Placeholder and unused. | "Darkness" spell for Assassin, the feat uses is_Darkness however. | |
ife_x2spdrkbls.tga | Placeholder and unused. | "Dark Blessing" spell for Blackguard, the feat uses ife_X1SpDrkBls however. | |
ife_x2spgstvis.tga | Placeholder and unused. | "Ghostly Visage" spell for Assassin, the feat uses is_GhostVis however. | |
ife_x2sphellball.tga | Placeholder and old icon | "Hellball" spell, uses ife_x2sphellhal.tga however. | |
ife_x2spincrwo.tga | Placeholder and unused. | "Inflict Critical Wounds" spell for Blackguard, uses is_X1InfCri however. | |
ife_x2spinltwo.tga | Placeholder and unused. | "Inflict Light Wounds" spell, unused by the game. Possibly Blackguard was going to have this. | |
ife_x2spinmowo.tga | Placeholder and unused. | "Inflict Moderate Wounds" spell, unused by the game. Possibly Blackguard was going to have this. | |
ife_x2_spinsewo.tga | Placeholder and unused. | "Influct Serious Wounds" spell for Blackguard, uses is_X1InfSer however. | |
ife_x2spinvis1.tga | Placeholder and unused. | "Invisibility" spell for Assassin, uses is_Invisib however. | |
ife_x2spinvis2.tga | Placeholder and unused. | "Improved Invisibility" spell for Assassin, uses is_ImpInvis however. | |
ife_x2spmumds.tga | Placeholder and old icon | "Mummy Dust" spell, uses ife_x2spmumdst.,tga however. | |
ife_x2undshp.tga | Placeholder and unused. | "Undead Shape" feat for Shifter. No other remains it seems. | |
ife_x2wshpdkin.tga | Placeholder and unused. | "Wild Shape Dragon Kin"? perhaps? probably for Shifter. No other remains it seems. | |
ife_x2wymshpgld.tga | Placeholder and unused. | "Wyrmling Shape Gold"? perhaps? probably for Shifter or Druid. No other remains it seems. | |
ife_x2wymshpred.tga | Placeholder and unused. | "Wyrmling Shape Red"? perhaps? probably for Shifter or Druid. No other remains it seems. |