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classes.2da defines the NWN class system. You can add new base and prestige classes. NWN:EE has expanded the "unhardcoded" parts of this 2da significantly.

Missing Classes

There are two presitege classes from lines 39 and 40 not implemented by Bioware for whatever reason (and were they going to be patched in or HotU content?), this is why they are dummied out and skipped for the Purple Dragon Disciple (which contains no engine specific coding). They contain special feats and even some engine-tied abilities in the case of the Shou Disciple since they act like a Monk.

Some associated feats are also left in the game again as dummied out lines. Many entries in ruleset.2da also reference these classes. However there is no artwork - ie the class icon.

Assessments of getting these back in the game and extent they're complete will come in the future. The Community Patch Project included versions of these. The notes below on hardcoded lines are where the notes are.

Hardcoded Lines

Lines with hardcoded effects, although there may be ruleset.2da entries you cannot change what lines these are applied to. If you want to replicate these features you have to reuse the line. NWN:EE has removed some of these limitations so they are not listed here but will be in the 2da documentation further down.

NOTE: Scripts that run (eg; Turn Undead or Lay on Hands) for feats are not considered hardcoded!

0 - Barbarian

Barbarians (very likely - need to confirm) get Movement Speed Bonuses applied, which is tied to the class line not feat - the feat just is a nice UI bonus for players. Not sure how this affects NPCs.

307BARBARIAN_ENDURANCE_BONUS0.1f

FEAT_BARBARIAN_ENDURANCE provides this amount of % EffectMovementSpeedIncrease. So 0.1f is 10% bonus. It is probably specially hardcoded to CLASS_TYPE_BARBARIAN as well.

Uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, and barbarian than the defender. (Shadowdancer and blackguard levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is flat-footed.

Appears Barbarian Rage may have some hardcoded items; see https://nwn.fandom.com/wiki/Barbarian_rage

1 - Bard

In NWN:EE it has unhardcoded spellcasting tied to an Arcane spellbook and Charisma.

Bard Song is scripted.

Bardic Knowledge feat is tied to Bard and Harper class levels combined.

2 - Cleric

No known limitations. In NWN:EE it has unhardcoded Domains choice and spellcasting ability tied to Divine spellbook and Wisdom.

Turn Undead is scripted.

3 - Druid

No known limitations. In NWN:EE it has unhardcoded Animal Companions (the option to combine class levels for the Animal Companion level is a ruleset.2da entry) and spellcasting ability tied to Divine spellbook and Wisdom.

4 - Fighter

No known limitations.

5 - Monk

Monks get a wide array of "Monk Bonuses". These equally apply to the missing "Shou Disciple" line below. These include a different Base Attack Bonus progression, Unarmed Strike damage and ability to use "Monk abilities" in armour (just giving the feat doesn't seem to work in many cases).

The "Monk Glowing Eyes" appears to be hardcoded (although the vfx it uses could be blanked out).

Monk feats - like Ki Strike, Quivering Palm etc. may be tied to having a particular class level, or that the DC includes monk class levels, or sometimes they just fail altogether. Need to document all of these limitations (so you don't go adding Ki Strike to a monster NPC and expect it to work properly).

 Click here to expand...
111KI_STRIKE_LEVEL_55FEAT_EPIC_IMPROVED_KI_STRIKE_5 if possessed provides this amount of damage penetration, as if equivalent to a +X weapon.
112KI_STRIKE_LEVEL_44FEAT_EPIC_IMPROVED_KI_STRIKE_4 if possessed provides this amount of damage penetration, as if equivalent to a +X weapon.
113KI_STRIKE_LEVEL_33FEAT_KI_STRIKE if possessed and CLASS_TYPE_MONK level is level 16 it provides this amount of damage penetration, as if equivalent to a +X weapon.
114KI_STRIKE_LEVEL_22FEAT_KI_STRIKE if possessed and CLASS_TYPE_MONK level is level 13 it provides this amount of damage penetration, as if equivalent to a +X weapon.
115KI_STRIKE_LEVEL_11FEAT_KI_STRIKE if possessed and CLASS_TYPE_MONK level is level 10 it provides this amount of damage penetration, as if equivalent to a +X weapon.
138DIAMOND_SOUL_SPELL_RESISTANCE_BASE10FEAT_DIAMOND_SOUL provides this base + Monk Class Levels in spell resistance. See NWN Wiki for details.
161QUIVERING_PALM_BASE_DC10FEAT_QUIVERING_PALM base DC. Default DC is 10 + half the monk's character level + the monk's wisdom modifier.
322FLURRY_OF_BLOWS_TO_HIT_MODIFIER-2FEAT_FLURRY_OF_BLOWS modifier to hit. It adds +1 attack per round with monk weapons/fits, at a default of -2 to hit.
367MONK_DAMAGE_TIER_ONE_THRESHHOLD4Monks get bonus damage using their fists controlled by these values. Presumably tier 1 threshold means CLASS_TYPE_MONK at level 4 gets MONK_DAMAGE_TIER_ONE_SDAMAGE_DIE (6) if small or MONK_DAMAGE_TIER_ONE_DAMAGE_DIE (8) multiplied by SDAMAGE_DICE (1) if small or MONK_DAMAGE_TIER_DICE (1) otherwise. This gives a final amount of 1d6 for small or below and 1d8 for medium or above.
368MONK_DAMAGE_TIER_TWO_THRESHHOLD8Monks get bonus damage using their fists controlled by these values. See above for example.
369MONK_DAMAGE_TIER_THREE_THRESHHOLD12Monks get bonus damage using their fists controlled by these values. See above for example.
370MONK_DAMAGE_TIER_FOUR_THRESHHOLD16Monks get bonus damage using their fists controlled by these values. See above for example.
371MONK_DAMAGE_TIER_ZERO_SDAMAGE_DIE4Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
372MONK_DAMAGE_TIER_ONE_SDAMAGE_DIE6Monks get bonus damage using their fists controlled by these values. See above for example.
373MONK_DAMAGE_TIER_TWO_SDAMAGE_DIE8Monks get bonus damage using their fists controlled by these values. See above for example.
374MONK_DAMAGE_TIER_THREE_SDAMAGE_DIE10Monks get bonus damage using their fists controlled by these values. See above for example.
375MONK_DAMAGE_TIER_FOUR_SDAMAGE_DIE6Monks get bonus damage using their fists controlled by these values. See above for example.
376MONK_DAMAGE_TIER_ZERO_SDAMAGE_DICE1Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
377MONK_DAMAGE_TIER_ONE_SDAMAGE_DICE1Monks get bonus damage using their fists controlled by these values. See above for example.
378MONK_DAMAGE_TIER_TWO_SDAMAGE_DICE1Monks get bonus damage using their fists controlled by these values. See above for example.
379MONK_DAMAGE_TIER_THREE_SDAMAGE_DICE1Monks get bonus damage using their fists controlled by these values. See above for example.
380MONK_DAMAGE_TIER_FOUR_SDAMAGE_DICE2Monks get bonus damage using their fists controlled by these values. See above for example.
381MONK_DAMAGE_TIER_ZERO_DAMAGE_DIE6Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
382MONK_DAMAGE_TIER_ONE_DAMAGE_DIE8Monks get bonus damage using their fists controlled by these values. See above for example.
383MONK_DAMAGE_TIER_TWO_DAMAGE_DIE10Monks get bonus damage using their fists controlled by these values. See above for example.
384MONK_DAMAGE_TIER_THREE_DAMAGE_DIE12Monks get bonus damage using their fists controlled by these values. See above for example.
385MONK_DAMAGE_TIER_FOUR_DAMAGE_DIE20Monks get bonus damage using their fists controlled by these values. See above for example.
386MONK_DAMAGE_TIER_DICE1Monks get bonus damage using their fists controlled by these values. See above for example. This applies to all "normal" sized creatures. Default normal: 1d6 - 1d20 instead of small 1d4 - 2d6.

6 - Paladin

In NWN:EE it has unhardcoded Divine spellbook based on Wisdom.

Champion of Torm and paladin levels are added together to determine the bonus damage to Smite Evil.

Other abilities such as Lay on Hands and Turn Undead are scripted.

7 - Ranger

In NWN:EE it has unhardcoded Animal Companions (the option to combine class levels for the Animal Companion level is a ruleset.2da entry) and spellcasting ability tied to Divine spellbook and Wisdom.

Note according to nwn.fandom.com the class choosing a Favoured Enemy determines the class level associated with it.

8 - Rogue

Having a single rogue class level unlocks these two "high DC" for disarming and detecting traps.

Note that Flagging, Examining and even Recovering are still possible actions if the trap is found from some means (commonly Find Traps being altered to not disable traps, only detect them).

40MAX_NON_ROGUE_DISARM_LEVEL35The maximum DC of a trap that can be disabled by a non-Rogue class using SKILL_DISARM_TRAP.
41MAX_NON_ROGUE_DETECT_LEVEL35The maximum DC of a trap that can be detected by a non-Rogue class using SKILL_SEARCH.

Uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, and barbarian than the defender. (Shadowdancer and blackguard levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is flat-footed.

9 - Sorcerer

In NWN:EE it has unhardcoded Familiar availability (and they stack with other Familiar compatible classes) and spellcasting ability tied to Arcane spellbook and Charisma.

10 - Wizard

In NWN:EE it has unhardcoded Familiar availability (and they stack with other Familiar compatible classes) and spellcasting ability tied to Arcane spellbook and Intelligence.

11 - 26 - NPC Classes

Aberration, Animal, Construct, Humanoid, Monstrous, Elemental, Fey, Dragon, Undead, Commoner, Beast, Giant, MagicBeast, Outsider, Shapechanger, Vermin have no special qualities at all.

27 - Shadowdancer

No known hardcoded things, go mad adding Hide in Plain Sight feat to things.

28 - Harper

Worth noting: NWN:EE now allows this class to have a proper spellbook.

Bardic Knowledge feat is tied to Bard and Harper class levels combined.

29 - Arcane Archer

No known hardcoded things.

30 - Assassin

Uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, and barbarian than the defender. (Shadowdancer and blackguard levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is flat-footed.

Assassins Death Attack is tied to Assassin levels.

31 - Blackguard

Class levels of Blackguard are tied to the Feat: Smite Evil.

32 - Champion of Torm

Champion of Torm and paladin levels are added together to determine the bonus damage to Smite Evil.

Sacred Defence seems to be tied to Champion of Torm levels since there is no ruleset.2da entry.

33 - Weapon Master

Superior Weapon Focus bonus is tied to Weapon Master Levels.

Ki Damage uses/day are tied to Weapon Master.

34 - Pale Master

The start changes should be unhardcoded in NWN:EE. See cls_stat_palema.2da

Deathless Vigor is tied to Pale Master levels, and has some ruleset.2da alterations for the values:

342FEAT_DEATHLESS_VIGOR_HP_BONUS3FEAT_DEATHLESS_VIGOR amount of HP to add at levels 5, 6, 7, 8, 9 and 10 when taking CLASS_PALE_MASTER.
343FEAT_EPIC_DEATHLESS_VIGOR_HP_BONUS5FEAT_EPIC_DEATHLESS_VIGOR amount of HP to add at levels 15, 20, 25 and 30 when taking CLASS_PALE_MASTER.

Undead Graft may also be tied to this class line - the uses/day part that is.

35 - Shifter

No known specific hardcoded things. All abilities are scripted or not tied to the class lines.

36 - Dwarven Defender

The Defensive Stance uses and the level tied to the feat is this class line. Some of the amounts can be altered using

132DWARVEN_DEFENDER_DAMAGE_REDUCTION3FEAT_DAMAGE_REDUCTION_6 appears to be the CLASS_TYPE_DWARVEN_DEFENDER feat this applies to. It increases by 3 as levels increase, see NWN wiki
345FEAT_DEFENSIVES_STANCE_STR_BONUS2FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to strength when used.
346FEAT_DEFENSIVES_STANCE_CON_BONUS4FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to constitution when used.
347FEAT_DEFENSIVES_STANCE_SAVE_BONUS2FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to saving throws when used.
348FEAT_DEFENSIVES_STANCE_DODGE_BONUS4FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to dodge AC when used.

37 - Dragon Disciple

The stat increases of this class should be now be unhardcoded to more or less degrees; see cls_stat_dradis.2da

38 - Ooze

NPC class not used specially (note the racial type doesn't even have a favoured enemy type!).

39 - Eye of Grummsh

Book Information: https://www.realmshelps.net/charbuild/classes/prestige/general/eyeofgruumsh.shtml

Not included in the base game - unknown why. Seems SoU era? Not sure. Basically a Barbarian prestige class for Half-Orcs only, so very narrow focus (possibly better if it was made more generic? although there are some specific bonuses for other Half-Orcs too!). Some slight Rage bonuses, and Blindsight 5 and 10 feet distances, and some other bits and bobs.

See feat.2da for info on the removed feats (which have TLK references and some in-game functionality leftover).

Class Eye of Gruumsh information for reference:

 Click here to expand...

Blinding Spittle
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.
(PRESTIGE CLASS)
Worshipers of the Orc deity Gruumsh that have put out their own right eye in a bloody and painful ritual. These living martyrs to Gruumsh are some of the toughest orcs and half-orcs in the world.
The eye of Gruumsh is a true prestige class in the sense that all orcs respect those who achieve it.
Barbarians gain the most value from this prestige class, since it encourages raging as a fighting style

- Hit Die: d12
- Proficiencies: Simple and Martial Weapons, Light, and Medium Armor Proficiency, Shields
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Alignment: Chaotic evil, choatic neutral, or neutral evil.
Race: Half-Orc or Orc
Feats: Exotic Weapon Proficiency (Double Axe), Weapon Focus (Double Axe).
Base Attack Bonus: +6

ABILITIES:

Level
1: Blind-Fight.
 Command the Horde
 Rage 1/day.
2. Swing Blindly - The character's rage's become more powerful granting a +4 strength bonus, while also suffering a -4 armor bonus while raging.
3: Ritual Scarring - Through frequent disfiguration of his own skin, the eye of Gruumsh gains a +1 natural armor bonus.
4: Blinding Spittle - The character can spit their stomach acid into a target's eyes 2/day.
 Rage 2/day.
5: Blindsight - The character gains blindsight in a 5 foot radius.
6: Ritual Scarring - The eye of Gruumsh's natural armor bonus increases to +2.
7: Blinding Spittle 4/day.
8: Blindsight 10 foot radius.
 Rage 3/day.
9: Ritual Scarring - The eye of Gruumsh's natural armor bonus increases to +3.
10: Sight of Gruumsh - The character gains a +2 morale bonus on all saving throws.

40 - Shou Disciple

Book Information: https://www.realmshelps.net/charbuild/classes/prestige/realms/shoudisciple.shtml

Basically a Monk Prestige Class that can use light weapons instead of fists. Has a variety of ruleset.2da entries for the other bonuses it has tied to feats that are dummied out. See the Monk line for further information on hardcoded aspects of this class.

See feat.2da for info on the removed feats (which have TLK references and some in-game functionality leftover).

Class Shou Disciple for reference:

 Click here to expand...

Shou disciples are martial artists who have studied or observed the monks of Kara-Tur and seek to emulate their style. Focusing more on the martial aspects of a monk's training, they sacrifice the enlightenment and supernatural abilities of the true ascetic. Shou disciples fight with martial weapons and often wear armor, instantly marking them as different from monks.

- Hit Die: d10
- Proficiencies: Martial and Monk Weapons, Light Armor Proficiency.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Feats: Dodge, Improved Unarmed Strike, Weapon Focus (Unarmed Strike)
Base Attack Bonus: +3
Skills: Tumble 4 ranks
Base Reflex Save: +2

ABILITIES:

Level
1: Shou Disciple Dodge Bonus +1 (replaces the normal +1 dodge feat bonus).
 Unarmed Strike - The character deals 1d6 of unarmed damage. A Shou disciple with levels in the monk class will use the better of the two damage ranges, or the unarmed damage calculated by combining his Shou disciple and monk levels and using the unarmed damage of a monk of the resulting level if it produces a better result.
 Wearing light armor does not interfere with any of the Shou disciple's class abilities, but shields and medium or heavy armor do.
2: Unarmed Strike - The character deals 1d8 of unarmed damage.
 Shou Disciple Dodge Bonus +2
 Bonus Feat - Chosen from the following list if the prerequisites are met: Deflect Arrows, Expertise, Improved Initiative, Improved Knockdown, Mobility, Power Attack, Spring Attack, Weapon Finesse and Weapon Specialization.
3: Unarmed Strike - The character deals 1d10 of unarmed damage.
 Martial Flurry (light) - The character gains the ability to use any light melee weapon for his flurry of blows.
4: Shou Disciple Dodge Bonus +3
 Bonus Feat - Chosen from the following list if the prerequisites are met: Deflect Arrows, Expertise, Improved Initiative, Improved Knockdown, Mobility, Power Attack, Spring Attack, Weapon Finesse and Weapon Specialization.
5: Unarmed Strike - The character deals 2d6 of unarmed damage.
 Martial Flurry (any) - The character gains the ability to use any melee weapon for his flurry of blows.

Ruleset.2da references:

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117SHOU_DISCIPLE_DODGE_AC_BONUS_22Not in the default game but if a feat is added for class CLASS_TYPE_SHOU_DISCIPLE it presumably is 2 dodge AC bonus with the relevant feat.
118SHOU_DISCIPLE_DODGE_AC_BONUS_33Not in the default game but if a feat is added for class CLASS_TYPE_SHOU_DISCIPLE it presumably is 3 dodge AC bonus with the relevant feat.
390SHOU_DISCIPLE_DAMAGE_TIER_ONE_DICE1Not implemented but if SHOU_DISCIPLE is added it does something.
391SHOU_DISCIPLE_DAMAGE_TIER_TWO_DICE2Not implemented but if SHOU_DISCIPLE is added it does something.
392SHOU_DISCIPLE_DAMAGE_TIER_ONE_THRESHHOLD2Not implemented but if SHOU_DISCIPLE is added it does something.
393SHOU_DISCIPLE_DAMAGE_TIER_TWO_THRESHHOLD3Not implemented but if SHOU_DISCIPLE is added it does something.
394SHOU_DISCIPLE_DAMAGE_TIER_THREE_THRESHHOLD5Not implemented but if SHOU_DISCIPLE is added it does something.
395SHOU_DISCIPLE_DAMAGE_TIER_ZERO_DAMAGE_DIE6Not implemented but if SHOU_DISCIPLE is added it does something.
396SHOU_DISCIPLE_DAMAGE_TIER_ONE_DAMAGE_DIE8Not implemented but if SHOU_DISCIPLE is added it does something.
397SHOU_DISCIPLE_DAMAGE_TIER_TWO_DAMAGE_DIE10Not implemented but if SHOU_DISCIPLE is added it does something.
398SHOU_DISCIPLE_DAMAGE_TIER_THREE_DAMAGE_DIE6Not implemented but if SHOU_DISCIPLE is added it does something.
399SHOU_DISCIPLE_DAMAGE_TIER_ZERO_SDAMAGE_DIE4Not implemented but if SHOU_DISCIPLE is added it does something.
400SHOU_DISCIPLE_DAMAGE_TIER_ONE_SDAMAGE_DIE6Not implemented but if SHOU_DISCIPLE is added it does something.
401SHOU_DISCIPLE_DAMAGE_TIER_TWO_SDAMAGE_DIE8Not implemented but if SHOU_DISCIPLE is added it does something.
402SHOU_DISCIPLE_DAMAGE_TIER_THREE_SDAMAGE_DIE10Not implemented but if SHOU_DISCIPLE is added it does something.

41 - Purple Dragon Knight

No hardcoded lines this is essentially a custom content class added in a Bioware patch, coded by the PrC by Stratovarius, and first used in the Wyvern Crown of Corymr Premium Module.

2da Contents

Column LabelExampleValid ValuesDescription and Notes
ID (Blank)00-254

Max Class is defined as 255 and is an unusable line.

Many of the default 0-40 lines have hardcoded features and it is not recommended to reuse these. See above.

LabelBarbarianTextThe name of the class (without spaces, as required by .2da files). This value is usually just for reference purposes, but can be displayed in game if the value in the Name column is ****.
Name5213TLK referenceA StringRef indicating a string that will be displayed in the game as the name of the class ("Bard", "Barbarian") etc.)
Plural1TLK referenceA StringRef indicating a string that will be displayed in the game as the plural form of the name of the class. ("Bards", "Barbarians", etc.)
Lower
TLK referenceA StringRef indicating a string that will be displayed in the game as the name of the class in lowercase. ("bard", "barbarian", etc.)
Description
TLK referenceA StringRef indicating a string that will be displayed in the game as the class description.
Icon
Resref: TextureA ResRef specifying the icon displayed in the game for this class. By convention, these start with "ir_", followed by the class name, abbreviated if necessary to fit the ResRef limit of 16 characters.
HitDie10IntegerThis determines what size of die is used to roll hit points on level-up. (4, 6, 8, 10, 12, etc.)
AttackBonusTablecls_atk_1Resref: 2da nameThe name of the .2da file (without the extension) to be consulted for the base attack bonus progression of this class. The format of this .2da must match that of the cls_atk_*.2da files. The standard values for this column are cls_atk_1 (full progression), cls_atk_2 (3/4 progression), and cls_atk_3 (1/2 progression).
FeatsTable
Resref: 2da nameThe name of the .2da file (without the extension) defining the class feats. The format of this .2da must match that of the cls_feat_*.2da files. The standard values for this column are "CLS_FEAT_" followed by the class name, possibly abbreviated.
SavingThrowTable
Resref: 2da nameThe name of the .2da file (without the extension) defining the saving throw progression of this class at pre-epic levels. The format of this .2da must match that of the cls_savthr_*.2da files. The standard values for this column are "CLS_SAVTHR_" followed by a base class name (or "CONS" or "WILD"), possibly abbreviated.
SkillsTable
Resref: 2da nameThe name of the .2da file (without the extension) defining the skills available to this class, including specifying which ones are cross-class skills. The format of this .2da must match that of the cls_skill_*.2da files. The standard values for this column are "CLS_SKILL_" followed by the class name, possibly abbreviated.
BonusFeatsTable
Resref: 2da nameThe name of the .2da file (without the extension) defining the class levels at which this class receives bonus feats. The format of this .2da must match that of the cls_bfeat_*.2da files. The standard values for this column are "CLS_BFEAT_" followed by the class name, possibly abbreviated.
SkillPointBase
IntegerThis is number of skill points gained per level (before the intelligence modifier and before quadrupling at character level 1).
SpellGainTable
Resref: 2da nameThe name of the .2da file (without the extension) defining how many spell slots this class has at each level. The format of this .2da must match that of the cls_spgn_*.2da files. The standard values for this column are "CLS_SPGN_" followed by the class name, possibly abbreviated.
SpellKnownTable
Resref: 2da nameThe name of the .2da file (without the extension) defining how many spells are known by this class at each level (for classes with a limited number of known spells, specifically bards and sorcerers). The format of this .2da must match that of the cls_spkn_*.2da files. The standard values for this column are "CLS_SPKN_BARD" and "CLS_SPKN_SORC".
PlayerClass11, 0Controls whether or not this class is visible during initial character creation and leveling up. 1 = shown; 0 = not shown.
SpellCaster01, 0Leave as 0 for custom classes that add to existing spell casting classes. If you set to 1, this will prevent the DivSpellLvlMod and ArcSpellLvlMod from working. Possibly set to 1 for a custom class with its own spell list?
Str16IntegerThe value given to strength when a player uses the recommended button during character creation.
Dex15IntegerThe value given to dexterity when a player uses the recommended button during character creation.
Con14IntegerThe value given to constitution when a player uses the recommended button during character creation.
Wis10IntegerThe value given to wisdom when a player uses the recommended button during character creation.
Int10IntegerThe value given to intelligence when a player uses the recommended button during character creation.
Cha10IntegerThe value given to charisma when a player uses the recommended button during character creation.
PrimaryAbil

The primary ability of this class.
AlignRestrict

0x01 = neutral (with the axis determined by the AlignRestrictType column)

0x02 = lawful

0x04 = chaotic

0x08 = good

0x10 = evil

Specifies the alignments that are not allowed to obtain levels in this class. This is a bit field with the alignments defined as follows.


AlignRstrctType

law-chaos axis (0x1)

good-evil axis (0x2)

both (0x3)

neither (0x0)

Specifies if the alignment restriction specified in the AlignRestrict column applies to the law-chaos axis (0x1), the good-evil axis (0x2), both (0x3), or neither (0x0).
InvertRestrict01, 0If set to 1 (the default is 0), the alignments specified in the AlignRestrict and AlignRestrictType columns are the only alignments allowed to gain levels in this class, rather than being the alignments prohibited from gaining them.
Constant

The NWScript symbolic constant for this class. This is for the reference of human readers and is ignored by the game engine.
EffCRLvl01

The effective character level for each of the first 20 levels in this class. The actual class level minus this number is the bonus added to the challenge rating of monsters killed when determining experience point awards if the current module was created without the expansion packs installed.

Levels past 20 presumably count as 1 per class level, since they all get to 20 in the column EffCRLvl20.

EffCRLvl02


EffCRLvl03


EffCRLvl04


EffCRLvl05


EffCRLvl06


EffCRLvl07


EffCRLvl08


EffCRLvl09


EffCRLvl10


EffCRLvl11


EffCRLvl12


EffCRLvl13


EffCRLvl14


EffCRLvl15


EffCRLvl16


EffCRLvl17


EffCRLvl18


EffCRLvl19


EffCRLvl20


PreReqTable
Resref: 2da fileThe name of the .2da file (without the extension) defining the prerequisites for this class (making this class a prestige class). The format of this .2da must match that of the cls_pres_*.2da files. The standard values for this column are "CLS_PRES_" followed by the class name, possibly abbreviated.
MaxLevel
Integer 0 - 40The maximum level of this class that can be taken, or 0 for no limit.
XPPenalty
1, 0Determines if this class is counted when determining if a multiclass penalty applies. 1 = counted (normal for base classes); 0 = not counted (normal for prestige classes).
ArcSpellLvlMod

If positive, this specifies the number of levels in this class that together add one level to an arcane class when determining the spell slots based on class level. That is, the number of levels in this class are divided by this number, with fractions of half or more rounded up. The result is added to an arcane class level before the spell slots for that class are determined. For example, the pale master has this set to 2.

The Arcane column set to 1 determines Arcane spellcasting classes for the purposes of this column

For this and DivSpellLvlMod these notes apply:

  • It is possible to combine both columns for one class, making that class expand both arcane and divine spellcasting.
  • If a character has two arcane or divine classes, the engine adds spells only to the class that has the higher level. In case of a tie, the most recently leveled class gets the spells.
DivSpellLvlMod

If positive, this specifies the number of levels in this class that together add one level to a divine class when determining the spell slots based on class level. That is, the number of levels in this class are divided by this number, with fractions of half or more rounded up. The result is added to a divine class level before the spell slots for that class are determined.

The Arcane column set to 0 determines the Divine spellcasting classes for the purposes of this column.

EpicLevel
IntegerThe number of levels of this class that can be taken pre-epic (before character level 21; c.f. prestige class). A value of -1 indicates that there is no limit.
Package
packages.2da line IDThe ID of the row in packages.2da that is the default package for this class (used in scripting, specifically by the LevelUpHenchman() command).
StatGainTable
Resref: 2da fileThe name of the .2da file (without the extension) defining the ability and natural AC gains for this class at each level. (Currently only implemented for red dragon disciples and pale masters.)
MemorizesSpells
1, 0When set to 1 (including when Spellcaster is 1), indicates this class gains spells by memorization (e.g. wizards)
SpellbookRestricted
1, 0When set to 1 (including when Spellcaster is 1), indicates that the spell caster is restricted to selecting spells from a spellbook (e.g. wizards)
PickDomains
1, 0When set to 1 (including when Spellcaster is 1), indicates that the spell caster can choose clerical domains as part of their class
PickSchool
1, 0When set to 1 (including when Spellcaster is 1), indicates that the spell caster can choose a spell school as part of their class
LearnScroll
1, 0When set to 1 (including when Spellcaster is 1), indicates that the spell caster can learn spells from reading scrolls (e.g. wizards)
Arcane
1, 0When set to 1, indicates that the spell caster uses arcane spells (otherwise they are divine spell casters)
ASF
1, 0When set to 1, indicates that the spell caster is subject to the effects of arcane spell failure
SpellcastingAbil
STR, DEX, CON, WIS, INT, CHAAbility score used as the primary source of their magical powers
SpellTableColumn
Column name in spells.2daColumn in the spells.2da file indicating which level the spell is. Values can be: Bard,  Cleric, Druid, Paladin, Ranger and Wiz_Sorc
CLMultiplier
FloatCaster Level multiplier
MinCastingLevel
IntegerMinimum level required to cast spells
MinAssociateLevel
IntegerMinimum level for the class to receive their Animal Companion and increase its level (Does not work for Familiars)
CanCastSpontaneously
1, 0Indicates that spells can be cast spontaneously
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