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The effects of many feats are hardcoded into the engine. Some were decoupled in NWN:EE and will be noted as such or have ruleset.2da items so the ability can be altered or balanced differently (but not at it's core altered entirely).

Categories of feat:

  • Hardcoded Active - Is a hardcoded active ability such as FEAT_KNOCKDOWN. May be tied to a particular class line as well or alter effects if used by a PC or NPC.
  • Hardcoded Passive - Has a hardcoded in-game effect such as +1 AC from FEAT_DODGE. May be tied to a particular class line as well or alter effects if used by a PC or NPC.
  • Hardcoded Other - Has a hardcoded in-game change but no direct passive bonus as such, and may be referred to specially, such as Metamagic feats.

Ones not listed here:

  • Scripted Ability - Linked to a spells.2da entry and thus entirely scripted
  • Partially Scripted Ability - Linked to a spells.2da entry but has some hardcoded elements (eg; uses/day of Turn Undead or Bard Song)
  • Thematic/Script Only - Does nothing, is there for helping the PC understand their race or class, or only checked for in scripts.

Hardcoded Active

feat.2da IDFeat NameUsable as Item Property?EffectsDescription and Notes
5Called Shot
Active feat with an impossible to replicate 2 "subfeats"; Called Shot Legs and Called Shot ArmsSome of the parameters of Called Shot can be altered in ruleset.2da
6Cleave
Semi-active feat (automatically triggers). In melee allows an additional attack against an enemy in range when your target is killed by you.




















Hardcoded Passive

feat.2da IDFeat NameUsable as Item Property?EffectsDescription and Notes
0Alertness


1Ambidexterity


2Heavy Armor Proficiency


3Light Armor Proficiency


4Medium Armor Proficiency


7Combat Casting


Hardcoded Other

feat.2da IDFeat NameEffectsDescription and Notes
11Empower Spell

12Extend Spell

















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