NWN:EE introduces the ruleset.2da file. This is mostly usable by scripters to get the actual game data around certain otherwise hardcoded numbers.

Server admins (or module designers) can alter this file to alter basic properties of feats and other aspects of the base game. These were evidently originally just constants in some C++ files now that are loaded dynamically from the 2da instead.

Since there isn't a lot of documentation around it here is a list of what the entries may mean, although experimentation is welcomed and maximum/minimum values are not known.

There is also no automatic update to the documentation of each skill/feaat/spell/class/etc. affected. A custom dialogue.tlk is required for this.

Notes on Entries

You can actually change the order of the lines, the entries are looked up by exact string references. IE if the CALLED_SHOT_TO_HIT_MODIFIER label is changed to CALLED_SHOT_TO_HIT_MODIFIER_CHANGED it stops working and the default value is used instead.

This does mean technically you can provide a very cut down version for clients for the client-only values. However this isn't a great idea since no doubt you'll have problems if you forget to change it one day and only change your server one.

To find these values in nwscript it is a good idea to cache the values as local variables, see an example here, rather than using line IDs to reference them, in case they change in a future patch.

Notes on Values

Notes:

  • Any distances are in meters not feet. Each tile in the game is 10 meters across. By default players can see 35 meters when looking for creature objects (although can cast long range area of effect spells up to 40 meters away) and placeables appear 45M away.
  • No limits have been tested. Let us know on the NWVault Discord if you have maximum and minimum test values. Most of the time it is likely to be the same limits as other effects for increasing/decreasing amounts of stats.
  • Some useful limit notes even if untested:
    • Dice sides and amount will be capped likely at 255
    • Bonuses to things with existing limits, such as ability bonus amounts, may hit them if set to high
    • If there is a mechanic where you get X every Y things (e.g. +1 AC every 5 tumble ranks), and the entry is TUMBLE_NUM_RANKS_PER_AC_BONUS = 5, setting that to zero invokes Cthulhu and he does Bad Things™️ to your game. It makes no sense. If you want to disable the AC bonus from tumble, set it to >= 44.

Hardcoded Aspects

The entire file essentially does unhardcode several areas but still has some limitations:

  • You cannot replace or change the behaviour of many built in effects by much. You can usually disable them or make them useless however
  • Affected skills, feats or classes will be tied back to the 2da line ID not anything dynamic
  • Changing the values here are mostly untested - please add in notes where you can - some assumptions are made in the description column and should be amended if wrong. Some values may cause very unexpected or even crashy behaviour.

2da Contents

IDLabelDefault ValueValue TypeKnown Valid LimitationsMinimum Game VersionDescription
0****



(Moved from "Value" column) "Note that these constants are exposed for advanced users and no warranties as to behaviour are given."
1****



(Moved from "Value" column) "We reserve the right to change or remove them without warning."
2****



(Moved from "Value" column) "Also, we provide no guarantees that the semantics of values defined here remain unchanged between patches."
3****



(Moved from "Value" column) "If you change this file as part of your custom content, please read the patch notes for each release"
4****



(Moved from "Value" column) "to know about potentially required migrations/changes."
5********



6****



(Moved from "Value" column) "Everything below here can be changed on the server only. Clientside changes are further down."
7CALLED_SHOT_TO_HIT_MODIFIER-4Integer

FEAT_CALLED_SHOT to hit attack modifier
8CALLED_SHOT_EFFECT_DURATION24.0fFloat

FEAT_CALLED_SHOT duration of the negative effect in seconds. This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat.
9CALLED_SHOT_ARM_ATTACK_PENALTY2Integer

FEAT_CALLED_SHOT - Arm variant - EffectAttackDecrease(X) amount (higher = more negative penalty).
10CALLED_SHOT_LEG_ABILITY_PENALTY2Integer

FEAT_CALLED_SHOT - Leg variant - EffectAbilityDecrease(ABILITY_DEXTERITY, X) - dexterity penalty (higher = more negative penalty)
11CALLED_SHOT_LEG_MOVEMENT_PENALTY20Integer

FEAT_CALLED_SHOT - Leg variant - EffectMovementSpeedDecrease(X) percentage amount penalty (higher = more negative penalty)
12SAP_TO_HIT_MODIFIER-4Integer

FEAT_SAP - To hit attack modifier
13SAP_EFFECT_DURATION12.0fFloat

FEAT_SAP - Duration of effect. The effect is EffectDazed(). This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat. Notably no visual effect occurs except the swaying animation (if applicable).
14DISARM_TO_HIT_MODIFIER-6Integer

FEAT_DISARM - To hit attack modifier
15IMPROVED_DISARM_TO_HIT_MODIFIER-4Integer

FEAT_IMPROVED_DISARM - Replacement to hit attack modifier if present
16DISARM_WEAPON_SIZE_MODIFIER4Integer

FEAT_IMPROVED_DISARM - Every weapon size difference is multiplied by this amount (eg: if set to 2, a Large weapon gets a +2 modifier versus a Medium weapon)
17KNOCKDOWN_TO_HIT_MODIFIER-4Integer

FEAT_KNOCKDOWN - To hit attack modifier
18KNOCKDOWN_EFFECT_DURATION4.5fFloat

FEAT_KNOCKDOWN - Duration of EffectKnockdown(), applied temporarily. Note EffectKnockdown() returns EFFECT_TYPE_INVALIDEFFECT. This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat.
19KNOCKDOWN_CREATURE_SIZE_MODIFIER4Integer

FEAT_KNOCKDOWN - The multiplier of size differences, eg: if set to 2, a Large creature will get a +2 modifier to hit against a Medium creature.
20IMPROVED_PARRY_MODIFIER4Integer

The amount added to SKILL_PARRY when selecting FEAT_IMPROVED_PARRY. This notably stacks with FEAT_SKILL_FOCUS_PARRY and FEAT_EPIC_SKILL_FOCUS_PARRY.
21GOOD_AIM_MODIFIER1Integer

FEAT_GOOD_AIM - The attack bonus to throwing weapons provided by this feat.
22STUNNING_FIST_TO_HIT_MODIFIER-4Integer

FEAT_STUNNING_FIST - To hit attack modifier
23STUNNING_FIST_DAMAGE_MODIFIER-4Integer

FEAT_STUNNING_FIST - damage modifier
24STUNNING_FIST_EFFECT_DURATION6.0Float

FEAT_STUNNING_FIST - Duration of the EffectStunned(). This is applied as a SupernaturalEffect subtype (to bypass Mind immunities), for this duration. The SpellID is invalid but the creator is the user of the feat. There is notably no linked visual effect, although one is applied it can't be detected by an effect loop check.
25STUNNING_FIST_BASE_SAVE_DC10Integer

FEAT_STUNNING_FIST - Base save DC (the modifiers are a creatures Hit Dice / 2 and Wisdom attribute bonus, plus 2 for each FEAT_EPIC_IMPROVED_STUNNING_FIST_X).
26CRIPPLING_STRIKE_STRENGTH_MODIFIER2Integer

FEAT_CRIPPLING_STRIKE - This is the EffectAbilityDecrease(ABILITY_STRENGTH, X) applied as a permenent effect. This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat. Notably while testing as a DM, this was not removed by DM Heal or Force Rest entirely - the effects however appeared to reset to 0 strength modifier. Possible bug.
27********



28PARRY_RIPOSTE_DIFFERENCE10Integer

SKILL_PARRY - The amount of difference you need in your parry roll to provide a riposte. See more details on the nuances of parry on the NWN fandom wiki
29TAUNT_EFFECT_DURATION30.0fFloat

SKILL_TAUNT - The duration of the taunt in seconds. The taunt effect is a single, special one, returning EFFECT_TYPE_INVALIDEFFECT. This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat.
30TAUNT_ARCANE_SPELL_FAILURE30Integer

SKILL_TAUNT - The amount of arcane spell failure applied. Arcane spell failure is not accessible as an effect type (EffectSpellFailure is a separate one).

Patch 87.8193.35 made the Taunt use the higher of EffectSpellFailure amounts, or this value (30). So a minimum of this value will be applied as spell failure.

31TAUNT_MAX_MODIFIER6Integer

SKILL_TAUNT - Maximum AC penalty. It is a EffectACDecrease of Dodge type. The effect is part of the EFFECT_TAUNT applied.
32ALERTNESS_SKILL_BONUS2Integer

FEAT_ALERTNESS - Bonus added to SKILL_SPOT and SKILL_LISTEN.
33STONECUNNING_SEARCH_SKILL_BONUS2Integer

FEAT_STONECUTTING - Bonus added to SKILL_SEARCH in "underground" tagged areas.
34TRACKLESS_STEP_SKILL_BONUS4Integer

FEAT_TRACKLESS_STEP - Bonus added to SKILL_HIDE and SKILL_MOVE_SILENTLY in areas that are "exterior", "natural", and "above ground".
35RESIST_NATURES_LURE_SAVE_BONUS2Integer

FEAT_RESIST_NATURES_LURE - Bonus added to saves against SAVING_THROW_TYPE_FEAR (not sure any built-in fear saves that are not in a spell or creature ability script).
36BLIND_PENALTY_TO_SKILL_CHECK4Integer

When EffectBlindness (without trueseeing), or EffectDarkness (without ultravision) is applied this is the penalty amount given to SKILL_DISCIPLINE, SKILL_HIDE, SKILL_MOVE_SILENTLY, SKILL_OPEN_LOCK, SKILL_PARRY, SKILL_PICK_POCKET, SKILL_SET_TRAP and SKILL_TUMBLE
37PICKPOCKET_HOSTILE_CREATURE_DC30Integer

Default DC for hostile creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket.
38PICKPOCKET_NEUTRAL_CREATURE_DC20Integer

Default DC for neutral creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket.
39PICKPOCKET_CREATURE_DEAD0Integer

Default DC for dead creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket.
40MAX_NON_ROGUE_DISARM_LEVEL35Integer

The maximum DC of a trap that can be disabled by a non-Rogue class using SKILL_DISARM_TRAP.
41MAX_NON_ROGUE_DETECT_LEVEL35Integer

The maximum DC of a trap that can be detected by a non-Rogue class using SKILL_SEARCH.
42ASSESSTRAP_EFORTLESS_MODIFIER15Integer

When using SUBSKILL_EXAMINETRAP on a trap, if the disarm DC is <= our SKILL_DISABLE_TRAP + 20 - ASSESSTRAP_EFORTLESS_MODIFIER, it pops up "effortless". EG with the default 15: Trap is DC 30, and we have a skill rank of 25 or more.
43ASSESSTRAP_EASY_MODIFIER10Integer

When using SUBSKILL_EXAMINETRAP on a trap, if the disarm DC is <= our SKILL_DISABLE_TRAP + 20 - ASSESSTRAP_EASY_MODIFIER, it pops up "easy". EG with the default 10: Trap is DC 30, and we have a skill rank of 20 - 24.
44ASSESSTRAP_CHALLENGING_MODIFIER5Integer

When using SUBSKILL_EXAMINETRAP on a trap, if the disarm DC is <= our SKILL_DISABLE_TRAP + 20 - ASSESSTRAP_CHALLENGING_MODIFIER, it pops up "challenging". EG with the default 5: Trap is DC 30, and we have a skill rank of 15 - 19.
45ASSESSTRAP_DIFFICULT_MODIFIER0Integer

When using SUBSKILL_EXAMINETRAP on a trap, if the disarm DC is <= our SKILL_DISABLE_TRAP + 20 - ASSESSTRAP_DIFFICULT_MODIFIER, it pops up "difficult". EG with the default 0: Trap is DC 30, and we have a skill rank of 10 - 14. If we have less than 10 skill then it is stated to be "impossible" (although thieves tools may still allow us to deal with it).
46SKILL_DISABLETRAP_SYNERGY_LEVEL5IntegerSet to a non-zero value else Bad Things will happen. Set to 44 (or some other unobtainable rank number) to disable.
The amount of ranks of SKILL_DISABLE_TRAP needed to obtain a synergy bonus to SKILL_SET_TRAP. There is no need to calculate this manually it is automatically added to a characters skill amount.
47SKILL_DISABLE_TRAP_SYNERGY_BONUS2Integer

The amount of bonus each synergy bonus of the above amount is. EG: By default 15 ranks of SKILL_DISABLE_TRAP provides 3 * this modifier in skill bonus to SKILL_SET_TRAP.
48SKILL_SETTRAP_SYNERGY_LEVEL5IntegerSet to a non-zero value else Bad Things will happen. Set to 44 (or some other unobtainable rank number) to disable.
The amount of ranks of SKILL_SET_TRAP needed to obtain a synergy bonus to SKILL_DISABLE_TRAP. There is no need to calculate this manually it is automatically added to a characters skill amount.
49SKILL_SETTRAP_SYNERGY_BONUS2Integer

The amount of bonus each synergy bonus of the above amount is. EG: By default 15 ranks of SKILL_SET_TRAP provides 3 * this modifier in skill bonus to SKILL_DISABLE_TRAP.
50SKILL_PICKPOCKET_HOSTILE_SPOT_BONUS10Integer

When using SKILL_PICKPOCKET on a hostile creature they get this bonus to their SKILL_SPOT opposing check to detect the pickpocket attempt.
51CONCENTRATION_CHECK_RANGE4.0fFloat

The distance in meters (the game uses meters when GetDistanceBetween for instance is used) that a SKILL_CONCENTRATION check applies a melee penalty set below.
52CONCENTRATION_CHECK_MELEE_PENALTY4Integer

The penalty to SKILL_CONCENTRATION if an enemy is within CONCENTRATION_CHECK_RANGE and doesn't have FEAT_COMBAT_CASTING.
53CONCENTRATION_BASE_DC10Integer

SKILL_CONCENTRATION default DC, which usually is equal to 10 (this setting) + damage received + spell level.
54ANIMAL_EMPATHY_ANIMAL_DC15Integer

SKILL_ANIMAL_EMPATHY default DC for RACIAL_TYPE_ANIMAL is this plus the hit dice of the creature.
55ANIMAL_EMPATHY_BEAST_DC19Integer

SKILL_ANIMAL_EMPATHY default DC for RACIAL_TYPE_BEAST or RACIAL_TYPE_MAGICAL_BEAST is this plus the hit dice of the creature.
56********



57MAX_MELEE_DISTANCE3.0fFloat

This appears to be unused by the game, and an erroneous ruleset.2da addition that does nothing.
58MIN_RANGED_DISTANCE10.0fFloat

This is to do with the way ranged projectiles are done when a target is missed, if the target is outside of this range the assumption is the attack was done "properly" with a better trajectory into some distant place, if too near though it will find a place to fire it into the ground around the target instead.
59MAX_RANGED_SNEAK_ATTACK_DISTANCE10.0fFloat

Maximum distance in meters between you and a target to perform FEAT_SNEAK_ATTACK and related sub-feats automatically.
60MAX_RANGED_FLANK_ATTACK_DISTANCE10.0fFloat

Maximum distance in meters between you and a target to get flanking bonuses, and possible sneak attacks.
61RANGED_MISS_DISTANCE_MODIFIER4.0fFloat

This is to do with the way ranged projectiles are done when a target is missed, in this case it is the divider for how close a projectile will be to the target, based on the attack roll. So a difference of 1 to hit means it'll be a "close miss" and being 10 away will be much further out. Distance of 10 would be 10.0 / 4.0 = 2.5f meters, while 1 would be 1.0 / 4.0 = 0.25f meters. This is then applied to vary the amount of "miss distance" from the target the projectile should be.
62CROSSBOW_ATTACKS1Integer

Likely the amount of attacks the two crossbow weapons BASE_ITEM_LIGHT_CROSSBOW and BASE_ITEM_HEAVY_CROSSBOW make in a round without FEAT_RAPID_RELOAD.
63SLOWED_ATTACKS1Integer

When EffectSlow is applied how many attacks the target creature has in total.
64HASTED_BONUS_ATTACKS1Integer

When EffectHaste is applied how many bonus attacks the target create has added. It is added so that 6/1 becomes 6/1/-4.
65NUM_ATTACKS_OF_OPPORTUNITY1Integer

Untested - Presumably the amount of attacks of opportunity available to a creature in any given round.
66DEFENSIVE_CASTING_BASE_DC15Integer

When ACTION_MODE_DEFENSIVE_CAST is enabled, the base DC is this value.
67COUNTERSPELL_LESSER_DISPEL_THRESHOLD2Integer

The highest level of spell counterspelled (ActionCounterSpell) by SPELL_LESSER_DISPEL (this line is hardcoded to be line 94 in spells.2da)
68COUNTERSPELL_DISPEL_THRESHOLD3Integer

The highest level of spell counterspelled (ActionCounterSpell) by SPELL_DISPEL_MAGIC (this line is hardcoded to be line 41 in spells.2da)
69COUNTERSPELL_GREATER_DISPEL_THRESHOLD5Integer

The highest level of spell counterspelled (ActionCounterSpell) by SPELL_GREATER_DISPELLING (this line is hardcoded to be line 67 in spells.2da) - Notably this appears to be different that what the NWN wiki states is the level, possibly due to Bards getting it at level 5 (although at a much higher class level given their spell progression).
70COUNTERSPELL_MORDENKAINENS_DISJUNCTION9Integer

The highest level of spell counterspelled (ActionCounterSpell) by SPELL_MORDENKAINENS_DISJUNCTION (this line is hardcoded to be line 122 in spells.2da)
71BLIND_TARGET_BONUS2Integer

When EffectBlindness (without trueseeing), or EffectDarkness (without ultravision) is applied this is the bonus other creatures who are not blind get to attack the person with blindness.
72BLIND_MISS_CHANCE50Integer

When EffectBlindness (without trueseeing), or EffectDarkness (without ultravision) is applied this is the amount of miss chance the person with blindness has against other creatures.
73PRONE_MELEE_TARGET_BONUS4Integer

When EffectKnockdown is applied, any other creature attacking the creature affected gains this modifier to attack rolls if attacking with a melee weapon.
74FLANK_ATTACK_BONUS2Integer

When a creature flanks another creature (ie when creature A and B are attacking each other, creature C can flank either), this is the attack bonus applied. Flanking can also allow sneak attacks.
75PRONE_RANGED_TARGET_BONUS-4Integer

When EffectKnockdown is applied, any other creature attacking the creature affected gains this modifier to attack rolls if attacking with a ranged weapon.
76STUNNED_TARGET_BONUS2Integer

When EffectStunned is applied, this appears to be the bonus to attack other creatures get attacking the stunned creature. This is in opposition to the assumption the target instead gets -2 AC.
77MOVING_TARGET_PENALTY2Integer

Untested - but the notes on ranged attacks suggest a running (or just moving?) creature has a -2 penalty applied to ranged attackers targeting them.
78INVISIBILITY_CONCEALMENT_CHANCE50Integer

EffectInvisibility applies a concealment chance of this amount automatically (without needing to use EffectConcealment, it's baked in).

EffectDarkness applies a invisibility-like effect similar to this (with some caveats that auto-remove it ie; Ultravision and True Seeing).

Probably also if the target is in stealth mode and only heard by an attacker.

79INVISIBILITY_ATTACK_BONUS2Integer

Being invisible (presumably through ACTION_MODE_STEALTH or EffectInvisibility / EffectEthereal) allows this bonus to attack a clearly seen creature, unless they have FEAT_BLIND_FIGHTING (in melee).
80AMMUNITION_WARNING_LIMIT20Integer

This doesn't affect combat, just tells a player when their ammo in a stack is lower than this amount.
81AMMUNITION_WARNING_DECREMENT5Integer

Again to do with a player being warned on ammo.
82NOSIGHT_TARGET_PENALTY-4Integer

Attacking an invisible target (presumably through ACTION_MODE_STEALTH or EffectInvisibility / EffectEthereal) applies an attack modifier of this amount, unless the attack has FEAT_BLIND_FIGHTING (in melee).
83NUM_CLEAVE_ATTACKS1Integer

The number of cleave attacks done to nearby creatures when possessing FEAT_CLEAVE and killing a target creature.
84NUM_CIRCLE_KICK_ATTACKS1Integer

The number of additional attacks added by FEAT_CIRCLE_ATTACK.
85FAST_SPELLCAST_ROUND3000Integer

A "Fast spellcast round" is when under the effects of Haste, or a Quickened Spell. 3000 is in milliseconds so thus 3 seconds, half of a 6 second round.

This number is probably never worth raising; see EffectHaste for some reasoning. The main issue is raising it also affects Quicken directly, making the feat useless.

86FLANK_LEVEL_RANGE4Integer

This appears to be the level a creature with rogue-based levels needs to be above when wanting to flank a hostile rogue. See FEAT_UNCANNY_DODGE_II feat information.
87COUP_DE_GRACE_LEVEL_LIMIT4Integer

When a Coup de grace is possible (ie: EffectSleep or EffectParalyze), it only applies to creatures with GetHitDice equal or lower than this number.
88MAX_RANGED_COUP_DE_GRACE10Integer

When a Coup de grace is possible (ie: EffectSleep or EffectParalyze), it only applies to creatures withing this range, in meters, if using a ranged attack.
89SPOT_NO_LIGHT_MODIFIER5Integer

If someone is in ACTION_MODE_STEALTH, people using SKILL_SPOT have this penalty applied to their checks (or bonus applied to the SKILL_STEALTH of the hiding creature) if the area is "in the back arc" and the creature has no light source (light vfx "amount" is determined by the progfx.2da light lines since there is a parameter there for if it is light, or not light).

What determines when an area is "in the back arc" is left up to the imagination of the modder, given there is little way to tell. Probably it is if it is nighttime.

90HIDING_LIGHT_MODIFIER10Integer

The penalty applied to SKILL_STEALTH if in ACTION_MODE_STEALTH and have an equipped light source such as a torch or magical light ring (light vfx "amount" is determined by the progfx.2da light lines since there is a parameter there for if it is light, or not light).
91CREATURE_SIZE_TINY_AC_BONUS2Integer

Modifier to AC of creatures with the size CREATURE_SIZE_TINY.

Note: There is no way to add more creature sizes to the base game of NWN, they are hardcoded, see creaturesize.2da

92CREATURE_SIZE_SMALL_AC_BONUS1Integer

Modifier to AC of creatures with the size CREATURE_SIZE_SMALL.
93CREATURE_SIZE_LARGE_AC_PENALTY-1Integer

Modifier to AC of creatures with the size CREATURE_SIZE_LARGE.
94CREATURE_SIZE_HUGE_AC_PENALTY-2Integer

Modifier to AC of creatures with the size CREATURE_SIZE_HUGE.
95CREATURE_SIZE_TINY_ATTACK_BONUS2Integer

Modifier to attack bonus of creatures with the size CREATURE_SIZE_TINY.
96CREATURE_SIZE_SMALL_ATTACK_BONUS1Integer

Modifier to attack bonus of creatures with the size CREATURE_SIZE_SMALL.
97CREATURE_SIZE_LARGE_ATTACK_PENALTY-1Integer

Modifier to attack bonus of creatures with the size CREATURE_SIZE_LARGE.
98CREATURE_SIZE_HUGE_ATTACK_PENALTY-2Integer

Modifier to attack bonus of creatures with the size CREATURE_SIZE_HUGE.
99********



100WHIRLWIND_ATTACK_RANGE2.0fInteger

The range of DoWhirlwindAttack(TRUE, FALSE) (normal non-improved version)
101IMPROVED_WHIRLWIND_ATTACK_RANGE4.0fInteger

The range of DoWhirlwindAttack(TRUE, TRUE) (normal improved version)

Note for both whirlwind ranges, the extreme of the range checked is from the attackers position is the Short spell range (default 8M), while this is actually the distance taking into account the personal space involved.

This can mean two very large creatures with large personal spaces - eg 2 dragons with 1.1m PERSPACE values - the total 8M range limit is fine at 4.0 + 1.1 + 1.1 = 6.2. If you have custom PERSPACE values that reach up to 2.0 or higher, or this value is increased to 6.0 or higher, you could run into issues with it detecting creatures to hit when PERSPACE values is high.

102********



103HOLY_AVENGER_ITEM_PROPERTY_SR_BONUS16Integer

ItemPropertyHolyAvenger built in SR bonus.
104MAX_NEGATIVE_LEVELS100Integer

Presumably the maximum number of negative levels that can be applied (cumulatively?) with EffectNegativeLevel and other negative level sources (on hit weapon effects for instance, see below)
105BONUS_HP_PER_LEVEL_DRAINED5Integer

Untested - ItemPropertyOnMonsterHitProperties IP_CONST_ONMONSTERHIT_LEVELDRAIN will presumably in addition to the negative levels applied to the target apply a EffectTemporaryHitpoints. Unknown if EffectNegativeLevel also has this work - given the parameter is noted not to work.
106MAX_MASTER_DETECTION_DISTANCE_FROM_ASSOCIATE10.0fFloat

Untested - but apparently to do with NPC henchmen detecting traps around not just themselves but their master, if they are within this distance of them.
107REST_ENEMY_CHECK_DISTANCE30.0fFloat

Untested - but very likely the range, in meters, that hostile creatures cannot be in for a creature to successfully start an ActionRest. This applies to NPCs as well as PCs (although followers/henchmen follow the parent PC). If lowered you could still stop rest using the OnActionRest event.
108MIN_TRAP_FIRE_DISTANCE4.0fFloat

Untested - This should be however the range that someone has to be in to trigger a trap on a placeable or door, if attacking it (eg; so an archer or long range spellcaster doesn't trigger a trap that then goes off and attacks nobody).
109ONHIT_EFFECT_DC20Integer

Untested - presumably for some On Hit properties without a default DC it is the DC it uses?
110********



111KI_STRIKE_LEVEL_55Integer

FEAT_EPIC_IMPROVED_KI_STRIKE_5 if possessed provides this amount of damage penetration, as if equivalent to a +X weapon.
112KI_STRIKE_LEVEL_44Integer

FEAT_EPIC_IMPROVED_KI_STRIKE_4 if possessed provides this amount of damage penetration, as if equivalent to a +X weapon.
113KI_STRIKE_LEVEL_33Integer

FEAT_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_22Integer

FEAT_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_11Integer

FEAT_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.
116DODGE_AC_BONUS1Integer

FEAT_DODGE amount of dodge AC added by the feat.
117SHOU_DISCIPLE_DODGE_AC_BONUS_22Integer

Not 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_33Integer

Not 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.
119UNCANNY_DODGE_LEVEL_65Integer

FEAT_UNCANNY_DODGE_6 bonus saves versus traps.
120UNCANNY_DODGE_LEVEL_54Integer

FEAT_UNCANNY_DODGE_5 bonus saves versus traps.
121UNCANNY_DODGE_LEVEL_43Integer

FEAT_UNCANNY_DODGE_4 bonus saves versus traps.
122UNCANNY_DODGE_LEVEL_32Integer

FEAT_UNCANNY_DODGE_3 bonus saves versus traps.
123UNCANNY_DODGE_LEVEL_21Integer

FEAT_UNCANNY_DODGE_2 bonus saves versus traps.
124DEFENSIVE_AWARENESS_SAVE_BONUS1Integer

FEAT_PRESTIGE_DEFENSIVE_AWARENESS_3 bonus save versus traps.
125ONHAND_NORMAL_OFFHAND_ATTACK_PENALTY-6Integer

Attack modifier to the on hand weapon (INVENTORY_SLOT_RIGHTHAND) if using a weapon in both hands, or a two-bladed weapon
126OFFHAND_NORMAL_OFFHAND_ATTACK_PENALTY-10Integer

Attack modifier to the off hand weapon (INVENTORY_SLOT_LEFTHAND) if using a weapon in both hands, or a two-bladed weapon
127LIGHT_OFFHAND_WEAPON_BONUS2Integer

Attack modifier to both the on hand (INVENTORY_SLOT_RIGHTHAND) and off hand (INVENTORY_SLOT_LEFTHAND) if the off hand weapon is considered light by this creatures size. Note a two bladed weapon if equipped in both hands the second blade is always considered light.
128AMBIDEXTERITY_BONUS4Integer

Attack modifier to both the on hand (INVENTORY_SLOT_RIGHTHAND) and off hand (INVENTORY_SLOT_LEFTHAND) if they have FEAT_AMBIDEXTERITY
129TWO_WEAPON_FIGHTING_BONUS2Integer

Attack modifier to both the on hand (INVENTORY_SLOT_RIGHTHAND) and off hand (INVENTORY_SLOT_LEFTHAND) if they have FEAT_TWO_WEAPON_FIGHTING
130OFFENSIVE_TRAINING_MODIFIER1Integer

Bonus granted to attack rolls by feats FEAT_BATTLE_TRAINING_VERSUS_ORCS, FEAT_BATTLE_TRAINING_VERSUS_GOBLINS and FEAT_BATTLE_TRAINING_VERSUS_REPTILIANS.
131DEFENSIVE_TRAINING_MODIFIER4Integer

Bonus granted to dodge AC by the feat FEAT_BATTLE_TRAINING_VERSUS_GIANTS
132DWARVEN_DEFENDER_DAMAGE_REDUCTION3Integer

FEAT_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
133EPIC_BARBARIAN_DAMAGE_REDUCTION5Integer

How much damage reduction is granted by FEAT_EPIC_BARBARIAN_DAMAGE_REDUCTION
134BARBARIAN_DAMAGE_REDUCTION_LEVEL_44Integer

How much damage reduction is granted by feat line ID: 334 DamageReduction4 (no FEAT_ constant)
135BARBARIAN_DAMAGE_REDUCTION_LEVEL_33Integer

How much damage reduction is granted by feat line ID: 333 DamageReduction3 (no FEAT_ constant)
136BARBARIAN_DAMAGE_REDUCTION_LEVEL_22Integer

How much damage reduction is granted by feat line ID: 332 DamageReduction2 (no FEAT_ constant)
137BARBARIAN_DAMAGE_REDUCTION_LEVEL_11Integer

How much damage reduction is granted by feat line ID: 196 DamageReduction (FEAT_DAMAGE_REDUCTION, although this might be a parent of the other 3, not sure)
138DIAMOND_SOUL_SPELL_RESISTANCE_BASE10Integer

FEAT_DIAMOND_SOUL provides this base + Monk Class Levels in spell resistance. See NWN Wiki for details.
139PERFECT_SELF_DAMAGE_REDUCTION_POWER1Integer

FEAT_PERFECT_SELF, how much damage power (the 1 in 20/+1) the damage protection provides. See NWN wiki for details.
140PERFECT_SELF_DAMAGE_REDUCTION20Integer

FEAT_PERFECT_SELF, how much damage reduction (the 20 in 20/+1) the damage protection provides. See NWN wiki for details.
141STILL_MIND_COMPETANCE_BONUS2Integer

FEAT_STILL_MIND, how much bonus is provided against mind saves.
142FEARLESS_MORALE_BONUS2Integer

FEAT_FEARLESS, how much bonus is provided against fear saves.
143RANGED_ATTACK_IN_MELEE_RANGE4Integer

Untested - The malus to AB for a ranged attacker when trying to attack in melee range.
144POINT_BLANK_SHOT_MAX_RANGE5.0fFloat

Untested - Presumably the range in meters that FEAT_POINT_BLANK_SHOT provides it's bonuses to attack and damage. NWN wiki seems incorrect on the information it has if 5.0 is the NWN default.
145POINT_BLANK_SHOT_ATTACK_BONUS1Integer

FEAT_POINT_BLANK_SHOT bonus to attack if the target is in the range set above.
146POINT_BLANK_SHOT_DAMAGE_BONUS1Integer

FEAT_POINT_BLANK_SHOT bonus to attack if the target is in the range set above.
147MOBILITY_DODGE_BONUS4Integer

FEAT_MOBILITY - the bonus provided to dodge AC when activated.
148OPPORTUNIST_TO_HIT_MODIFIER4Integer

FEAT_OPPORTUNIST - the bonus provided to attack rolls when making attacks of opportunity.
149NATURE_SENSE_TO_HIT_MODIFIER2Integer

FEAT_NATURE_SENSE - the bonus provided to attack rolls when in areas that are "exterior", "natural", and "above ground".
150HARDINESS_SAVE_BONUS2Integer

The bonus to saves for the specific feats FEAT_HARDINESS_VERSUS_ENCHANTMENTS, FEAT_HARDINESS_VERSUS_ILLUSIONS, FEAT_HARDINESS_VERSUS_POISONS, FEAT_HARDINESS_VERSUS_SPELLS.
151DEFLECT_ARROWS_DC20Integer

FEAT_DEFLECT_ARROWS, the DC of the Reflex Save to deflect one arrow per round. See NWN wiki.
152SKILL_FOCUS_SKILL_BONUS3Integer

FEAT_SKILL_FOCUS_* additional skill bonus to add
153SKILL_AFFINITY_SKILL_BONUS2Integer

Bonus provided to the skills referenced by FEAT_SKILL_AFFINITY_CONCENTRATION, FEAT_SKILL_AFFINITY_LISTEN, FEAT_SKILL_AFFINITY_LORE,, FEAT_SKILL_AFFINITY_MOVE_SILENTLY, FEAT_SKILL_AFFINITY_SEARCH and FEAT_SKILL_AFFINITY_SPOT
154PARTIAL_SKILL_FOCUS_SKILL_BONUS1Integer

Bonus provided to the skills referenced by FEAT_PARTIAL_SKILL_AFFINITY_LISTEN, FEAT_PARTIAL_SKILL_AFFINITY_SEARCH and FEAT_PARTIAL_SKILL_AFFINITY_SPOT.
155FEAT_EXTRA_TURNING_BONUS_TURNS6Integer

FEAT_EXTRA_TURNING provides this many bonus uses of FEAT_TURN_UNDEAD.
156FEAT_SPELL_FOCUS_BONUS2Integer

FEAT_EPIC_SPELL_FOCUS_* bonus to spell save DCs.
157FEAT_GREATER_SPELL_FOCUS_BONUS4Integer

FEAT_GREATER_SPELL_FOCUS_* bonus to spell save DCs.
158FEAT_SPELL_PENETRATION_LEVEL_BONUS2Integer

FEAT_SPELL_PENETRATION bonus to spell resistance checks.
159FEAT_GREATER_SPELL_PENETRATION_LEVEL_BONUS4Integer

FEAT_GREATER_SPELL_PENETRATION bonus to spell resistance checks.
160TURN_UNDEAD_BASE_USES_PER_DAY3Integer

FEAT_TURN_UNDEAD base uses of the feat.
161QUIVERING_PALM_BASE_DC10Integer

FEAT_QUIVERING_PALM base DC. Default DC is 10 + half the monk's character level + the monk's wisdom modifier.
162IMPROVED_INITIATIVE_BONUS4Integer

FEAT_IMPROVED_INITIATIVE amount to add to initiative checks.
163ARTIST_PERFORM_BONUS2Integer

FEAT_ARTIST bonus to SKILL_PERFORM.
164ARTIST_PERSUADE_BONUS2Integer

FEAT_ARTIST bonus to SKILL_PERSUADE.
165ARTIST_SPOT_BONUS2Integer

FEAT_ARTIST bonus to SKILL_SPOT.
166BLOODED_INITIATIVE_BONUS2Integer

FEAT_BLOODED bonus to initiative checks.
167THUG_INITIATIVE_BONUS2Integer

FEAT_THUG bonus to initiative checks.
168THUG_PERSUADE_BONUS2Integer

FEAT_THUG bonus to SKILL_PERSUADE.
169BLOODED_SPOT_BONUS2Integer

FEAT_BLOODED bonus to SKILL_SPOT.
170BULLHEADED_WILL_SAVE_BONUS1Integer

FEAT_BULLHEADED bonus to will saving throws.
171BULLHEADED_BONUS_VS_TAUNT2Integer

FEAT_BULLHEADED bonus to opposing taunt checks.
172COURTEOUS_MAGOCRACY_LORE_BONUS2Integer

FEAT_COURTEOUS_MAGOCRACY bonus to SKILL_LORE and SKILL_SPELLCRAFT (same variable affects both).
173LUCKOFHEROES_SAVE_BONUS1Integer

FEAT_LUCK_OF_HEROES bonus to all saving throws.
174RESIST_POISON_BONUS4Integer

FEAT_RESIST_POISON bonus to poison saving throws.
175SILVER_PALM_PERSUADE_BONUS2Integer

FEAT_SILVER_PALM bonus to SKILL_PERSUADE
176SILVER_PALM_APPRAISE_BONUS2Integer

FEAT_SILVER_PALM bonus to SKILL_APPRAISE
177SMOOTH_TALK_PERSUADE_BONUS4Integer

There is no feat (feat ID is 385 according to feat.2da, but needs re-adding to work) so presumably Bioware once had a FEAT_SMOOTH_TALK which added +4 SKILL_PERSUADE, only available at level 1. It presumably can be re-added to the game.
178SNAKE_BLOOOD_POISON_BONUS2Integer

FEAT_SNAKE_BLOOD fortitude saving throw versus poison bonus.
179SNAKE_BLOOD_REFLEX_BONUS1Integer

FEAT_SNAKE_BLOOD reflex save bonus.
180STEALTHY_MOVE_SILENTLY_BONUS2Integer

FEAT_STEALTHY bonus to SKILL_MOVE_SILENTLY.
181STEALTHY_HIDE_BONUS2Integer

FEAT_STEALTHY bonus to SKILL_HIDE
182STRONG_SOUL_SAVE_BONUS1Integer

FEAT_STRONG_SOUL bonus to fortitude and will saves.
183STRONG_SOUL_SAVE_VS_DEATH_BONUS1Integer

FEAT_STRONG_SOUL bonus to "vs death" saving throws ("Death magic").
184STRONG_SOULD_SAVE_VS_NEG_BONUS1Integer

FEAT_STRONG_SOUL bonus to "vs negative" saving throws ("Death magic").
185MERCANTILE_BACKGROUND_APPRAISE_BONUS2Integer

There is no feat (feat ID is 403 according to feat.2da, but needs re-adding to work) so presumably Bioware once had a FEAT_MERCANTILE which added +2 SKILL_APPRAISE, only available at level 1. It presumably can be re-added to the game. However unlike FEAT_SMOOTH_TALK mentioned above, the +2 bonus alone doesn't seem worthwhile, although it might have been intended to be detected in conversations and provide other bonuses.
186FEAT_EXTRA_STUNNING_ATTACK_USES3Integer

FEAT_EXTRA_STUNNING_ATTACK amount of bonus uses of FEAT_STUNNING_FIST to add.
187ARCANE_DEFENSE_SAVE_BONUS2Integer

FEAT_ARCANE_DEFENSE_* amount of bonus for the save given.
188EXTRA_MUSIC_BONUS_USES4Integer

FEAT_EXTRA_MUSIC amount of bonus uses of FEAT_BARD_SONGS is provided.
189RESIST_DISEASE_BONUS4Integer

FEAT_RESIST_DISEASE bonus to disease saving throws.
190FIRING_INTO_MELEE_MODIFIER-4Integer

The modifier if FEAT_POINT_BLANK_SHOT
191RESISTANCE_TO_ENERGY5Integer

FEAT_RESIST_ENERGY_* the amount of energy of that type resisted.
192TUMBLE_NUM_RANKS_PER_AC_BONUS5IntegerSet to a non-zero value else Bad Things will happen. Set to 44 (or some other unobtainable rank number) to disable.
SKILL_TUMBLE - amount of ranks needed for each bonus to AC (it is not dodge AC but "other" AC, stacking with all other kinds). See the NWN wiki for tumble details.
193DIRTY_FIGHTING_NUM_ATTACKS_PER_ROUND1Integer

FEAT_DIRTY_FIGHTING the maximum number of attacks made in the round this is used (although the NWN wiki notes it is buggy with Circle Kick and Whirlwind Attack)
194DENEIRS_EYE_SAVE_BONUS2Integer

FEAT_DENEIRS_EYE bonus save versus traps.
195LLIIRAS_HEART_SAVE_BONUS2Integer

FEAT_LLIIRAS_HEART bonus save versus mind spells.
196EXTRA_SMITING_BONUS_USES2Integer

FEAT_EXTRA_SMITING amount of bonuses uses provided to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
197SPELLCRAFT_NUM_RANKS_PER_SAVE_BONUS5IntegerSet to a non-zero value else Bad Things will happen. Set to 44 (or some other unobtainable rank number) to disable.
SKILL_SPELLCRAFT the amount of ranks needed for +1 save versus spells.
198********



199MAX_AC_DODGE_MOD20Integer

The maximum amount of AC_TYPE_DODGE that can be stacked - since it is the only stackable type in the game (besides "other").
200********



201PRESTIGE_ENCHANT_ARROW_1_BONUS1Integer

FEAT_PRESTIGE_ENCHANT_ARROW_1 bonus to hit and damage when used with bows.
202PRESTIGE_ENCHANT_ARROW_2_BONUS2Integer

FEAT_PRESTIGE_ENCHANT_ARROW_2 bonus to hit and damage when used with bows.
203PRESTIGE_ENCHANT_ARROW_3_BONUS3Integer

FEAT_PRESTIGE_ENCHANT_ARROW_3 bonus to hit and damage when used with bows.
204PRESTIGE_ENCHANT_ARROW_4_BONUS4Integer

FEAT_PRESTIGE_ENCHANT_ARROW_4 bonus to hit and damage when used with bows.
205PRESTIGE_ENCHANT_ARROW_5_BONUS5Integer

FEAT_PRESTIGE_ENCHANT_ARROW_5 bonus to hit and damage when used with bows.
206PRESTIGE_ENCHANT_ARROW_6_BONUS6Integer

FEAT_PRESTIGE_ENCHANT_ARROW_6 bonus to hit and damage when used with bows.
207PRESTIGE_ENCHANT_ARROW_7_BONUS7Integer

FEAT_PRESTIGE_ENCHANT_ARROW_7 bonus to hit and damage when used with bows.
208PRESTIGE_ENCHANT_ARROW_8_BONUS8Integer

FEAT_PRESTIGE_ENCHANT_ARROW_8 bonus to hit and damage when used with bows.
209PRESTIGE_ENCHANT_ARROW_9_BONUS9Integer

FEAT_PRESTIGE_ENCHANT_ARROW_9 bonus to hit and damage when used with bows.
210PRESTIGE_ENCHANT_ARROW_10_BONUS10Integer

FEAT_PRESTIGE_ENCHANT_ARROW_10 bonus to hit and damage when used with bows.
211PRESTIGE_ENCHANT_ARROW_11_BONUS11Integer

FEAT_PRESTIGE_ENCHANT_ARROW_11 bonus to hit and damage when used with bows.
212PRESTIGE_ENCHANT_ARROW_12_BONUS12Integer

FEAT_PRESTIGE_ENCHANT_ARROW_12 bonus to hit and damage when used with bows.
213PRESTIGE_ENCHANT_ARROW_13_BONUS13Integer

FEAT_PRESTIGE_ENCHANT_ARROW_13 bonus to hit and damage when used with bows.
214PRESTIGE_ENCHANT_ARROW_14_BONUS14Integer

FEAT_PRESTIGE_ENCHANT_ARROW_14 bonus to hit and damage when used with bows.
215PRESTIGE_ENCHANT_ARROW_15_BONUS15Integer

FEAT_PRESTIGE_ENCHANT_ARROW_15 bonus to hit and damage when used with bows.
216PRESTIGE_ENCHANT_ARROW_16_BONUS16Integer

FEAT_PRESTIGE_ENCHANT_ARROW_16 bonus to hit and damage when used with bows.
217PRESTIGE_ENCHANT_ARROW_17_BONUS17Integer

FEAT_PRESTIGE_ENCHANT_ARROW_17 bonus to hit and damage when used with bows.
218PRESTIGE_ENCHANT_ARROW_18_BONUS18Integer

FEAT_PRESTIGE_ENCHANT_ARROW_18 bonus to hit and damage when used with bows.
219PRESTIGE_ENCHANT_ARROW_19_BONUS19Integer

FEAT_PRESTIGE_ENCHANT_ARROW_19 bonus to hit and damage when used with bows.
220PRESTIGE_ENCHANT_ARROW_20_BONUS20Integer

FEAT_PRESTIGE_ENCHANT_ARROW_20 bonus to hit and damage when used with bows.
221********



222EPIC_ARMOR_SKIN_NATURAL_AC_BONUS2Integer

FEAT_EPIC_ARMOR_SKIN bonus to natural AC.
223EPIC_DAMAGE_REDUCTION_33Integer

FEAT_EPIC_DAMAGE_REDUCTION_3 amount of resistance provided (default is universal 3/-). Highest of the 3 feats applies.
224EPIC_DAMAGE_REDUCTION_66Integer

FEAT_EPIC_DAMAGE_REDUCTION_6 amount of resistance provided (default is universal 6/-). Highest of the 3 feats applies.
225EPIC_DAMAGE_REDUCTION_99Integer

FEAT_EPIC_DAMAGE_REDUCTION_9 amount of resistance provided (default is universal 9/-). Highest of the 3 feats applies.
226DEVASTATING_CRITICAL_BASE_DC10Integer

FEAT_EPIC_DEVASTATING_CRITICAL_* the base DC of the fortitude save versus death when a critical is dealt, default: 10 + half character hit dice + strength modifier
227EPIC_FORTITUDE_SAVE_BONUS4Integer

FEAT_EPIC_FORTITUDE bonus provided to fortitude saving throws.
228EPIC_ENERGY_RESISTANCE_AMOUNT_110Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
229EPIC_ENERGY_RESISTANCE_AMOUNT_220Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
230EPIC_ENERGY_RESISTANCE_AMOUNT_330Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
231EPIC_ENERGY_RESISTANCE_AMOUNT_440Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
232EPIC_ENERGY_RESISTANCE_AMOUNT_550Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
233EPIC_ENERGY_RESISTANCE_AMOUNT_660Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
234EPIC_ENERGY_RESISTANCE_AMOUNT_770Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
235EPIC_ENERGY_RESISTANCE_AMOUNT_880Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
236EPIC_ENERGY_RESISTANCE_AMOUNT_990Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
237EPIC_ENERGY_RESISTANCE_AMOUNT_10100Integer

FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
238EPIC_PROWESS_ATTACK_BONUS1Integer

FEAT_EPIC_PROWESS bonus provided to any attack rolls.
239EPIC_REFLEXES_REFLEX_BONUS4Integer

FEAT_EPIC_REFLEXES bonus provided to any reflex saving throws.
240EPIC_REPUTATION_SKILL_BONUS4Integer

FEAT_REPUTATION bonus provided to SKILL_BLUFF, SKILL_INTIMIDATE, SKILL_PERSUASION and SKILL_TAUNT.
241EPIC_SKILL_FOCUS_SKILL_BONUS10Integer

FEAT_EPIC_SKILL_FOCUS_* bonus provided to specified skill.
242FEAT_EPIC_SPELL_FOCUS_BONUS6Integer

FEAT_EPIC_SPELL_FOCUS_* bonus provided to spell save DC for given spell school.
243FEAT_EPIC_SPELL_PENETRATION_LEVEL_BONUS6Integer

FEAT_EPIC_SPELL_PENETRATION bonus provided to spell resistance checks.
244EPIC_WILL_SAVE_BONUS4Integer

FEAT_EPIC_WILL bonus provided to will saving throws.
245EPIC_SPELL_RESISTANCE_12Integer

FEAT_EPIC_SPELL_RESISTANCE_1 bonus to spell resistance. Note the highest feat applies.
246EPIC_SPELL_RESISTANCE_24Integer

FEAT_EPIC_SPELL_RESISTANCE_2 bonus to spell resistance. Note the highest feat applies.
247EPIC_SPELL_RESISTANCE_36Integer

FEAT_EPIC_SPELL_RESISTANCE_3 bonus to spell resistance. Note the highest feat applies.
248EPIC_SPELL_RESISTANCE_48Integer

FEAT_EPIC_SPELL_RESISTANCE_4 bonus to spell resistance. Note the highest feat applies.
249EPIC_SPELL_RESISTANCE_510Integer

FEAT_EPIC_SPELL_RESISTANCE_5 bonus to spell resistance. Note the highest feat applies.
250EPIC_SPELL_RESISTANCE_612Integer

FEAT_EPIC_SPELL_RESISTANCE_6 bonus to spell resistance. Note the highest feat applies.
251EPIC_SPELL_RESISTANCE_714Integer

FEAT_EPIC_SPELL_RESISTANCE_7 bonus to spell resistance. Note the highest feat applies.
252EPIC_SPELL_RESISTANCE_816Integer

FEAT_EPIC_SPELL_RESISTANCE_8 bonus to spell resistance. Note the highest feat applies.
253EPIC_SPELL_RESISTANCE_918Integer

FEAT_EPIC_SPELL_RESISTANCE_9 bonus to spell resistance. Note the highest feat applies.
254EPIC_SPELL_RESISTANCE_1020Integer

FEAT_EPIC_SPELL_RESISTANCE_10 bonus to spell resistance. Note the highest feat applies.
255EPIC_OVERWHELMING_CRITICAL_DIE1Integer

Mis-named, it is really the amount of dice used for the FEAT_EPIC_OVERWHELMING_CRITICAL feat. For more information on the feat and how it works with critical multipliers check the NWN wiki
256EPIC_OVERHWLEMING_CRITICAL_NUM_DICE6Integer

Mis-named, it is really the dice number of sides used for the FEAT_EPIC_OVERWHELMING_CRITICAL feat. For more information on the feat and how it works with critical multipliers check the NWN wiki
257EPIC_SELF_CONCEALMENT_5050Integer

FEAT_EPIC_SELF_CONCEALMENT_50 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
258EPIC_SELF_CONCEALMENT_4040Integer

FEAT_EPIC_SELF_CONCEALMENT_40 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
259EPIC_SELF_CONCEALMENT_3030Integer

FEAT_EPIC_SELF_CONCEALMENT_30 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
260EPIC_SELF_CONCEALMENT_2020Integer

FEAT_EPIC_SELF_CONCEALMENT_20 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
261EPIC_SELF_CONCEALMENT_1010Integer

FEAT_EPIC_SELF_CONCEALMENT_10 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
262EPIC_SUPERIOR_INITIATIVE_BONUS8Integer

FEAT_EPIC_SUPERIOR_INITIATIVE bonus applied to initiative checks.
263EPIC_GREAT_STAT_BONUS1Integer

FEAT_EPIC_GREAT_* stat bonus provided. EG: FEAT_EPIC_GREAT_WISDOM_1 provides 1 more wisdom. These stack, as in, each feat in the chain applies it's +1 bonus by default.
264EPIC_GREAT_SMITING_12Integer

FEAT_EPIC_GREAT_SMITING_1 adds by default 2x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
265EPIC_GREAT_SMITING_23Integer

FEAT_EPIC_GREAT_SMITING_2 adds by default 3x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
266EPIC_GREAT_SMITING_34Integer

FEAT_EPIC_GREAT_SMITING_3 adds by default 4x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
267EPIC_GREAT_SMITING_45Integer

FEAT_EPIC_GREAT_SMITING_4 adds by default 5x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
268EPIC_GREAT_SMITING_56Integer

FEAT_EPIC_GREAT_SMITING_5 adds by default 6x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
269EPIC_GREAT_SMITING_67Integer

FEAT_EPIC_GREAT_SMITING_6 adds by default 7x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
270EPIC_GREAT_SMITING_78Integer

FEAT_EPIC_GREAT_SMITING_7 adds by default 8x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
271EPIC_GREAT_SMITING_89Integer

FEAT_EPIC_GREAT_SMITING_8 adds by default 9x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
272EPIC_GREAT_SMITING_910Integer

FEAT_EPIC_GREAT_SMITING_10 adds by default 10x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
273EPIC_GREAT_SMITING_1011Integer

FEAT_EPIC_GREAT_SMITING_11 adds by default 11x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
274EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_12Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_1 adds this bonus to the stun save DC. The highest feat chosen applies.
275EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_24Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_2 adds this bonus to the stun save DC. The highest feat chosen applies.
276EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_36Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_3 adds this bonus to the stun save DC. The highest feat chosen applies.
277EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_48Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_4 adds this bonus to the stun save DC. The highest feat chosen applies.
278EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_510Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_5 adds this bonus to the stun save DC. The highest feat chosen applies.
279EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_612Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_6 adds this bonus to the stun save DC. The highest feat chosen applies.
280EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_714Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_7 adds this bonus to the stun save DC. The highest feat chosen applies.
281EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_816Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_8 adds this bonus to the stun save DC. The highest feat chosen applies.
282EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_918Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_9 adds this bonus to the stun save DC. The highest feat chosen applies.
283EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_1020Integer

FEAT_EPIC_IMPROVED_STUNNING_FIST_10 adds this bonus to the stun save DC. The highest feat chosen applies.
284EPIC_BANE_OF_ENEMIES_ATTACK_BONUS2Integer

FEAT_EPIC_BANE_OF_ENEMIES bonus to attack rolls against favoured enemies.
285EPIC_BANE_OF_ENEMIES_DAMAGE_DIE6Integer

FEAT_EPIC_BANE_OF_ENEMIES bonus to damage rolls, the die used, against favoured enemies. Default 2d6 - thus changing this to an 8 would make it 2d8.
286EPIC_BANE_OF_ENEMIES_DAMAGE_DICE2Integer

FEAT_EPIC_BANE_OF_ENEMIES bonus to damage rolls, the dice amount, against favoured enemies. Default 2d6 - thus changing this to an 4 would make it 4d6.
287EPIC_AUTOMATIC_LESSER_STILL_LEVEL_CAP4Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
288EPIC_AUTOMATIC_STILL_LEVEL_CAP7Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
289EPIC_AUTOMATIC_GREATER_STILL_LEVEL_CAP10Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
290EPIC_AUTOMATIC_LESSER_SILENT_LEVEL_CAP4Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
291EPIC_AUTOMATIC_SILENT_LEVEL_CAP7Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
292EPIC_AUTOMATIC_GREATER_SILENT_LEVEL_CAP10Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
293EPIC_AUTOMATIC_LESSER_QUICKEN_LEVEL_CAP4Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
294EPIC_AUTOMATIC_QUICKEN_LEVEL_CAP7Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
295EPIC_AUTOMATIC_GREATER_QUICKEN_LEVEL_CAP10Integer

For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges).
296POISON_SAVE_BONUS_11Integer

FEAT_PRESTIGE_POISON_SAVE_1 provides this amount of bonus save versus poison.
297POISON_SAVE_BONUS_22Integer

FEAT_PRESTIGE_POISON_SAVE_2 provides this amount of bonus save versus poison.
298POISON_SAVE_BONUS_33Integer

FEAT_PRESTIGE_POISON_SAVE_3 provides this amount of bonus save versus poison.
299POISON_SAVE_BONUS_44Integer

FEAT_PRESTIGE_POISON_SAVE_4 provides this amount of bonus save versus poison.
300POISON_SAVE_BONUS_55Integer

FEAT_PRESTIGE_POISON_SAVE_5 provides this amount of bonus save versus poison.
301KI_CRITICAL_BONUS2Integer

FEAT_KI_CRITICAL provides this amount of threat range improvement. Default 2 means a 19-20 weapon becomes 17-20. Changing it to 4 would make it become 15-20 instead.
302********



303BLINDSIGHT_RANGE_5_FEET2.0fFloat

FEAT_BLINDSIGHT_5_FEET is not defined in feat.2da properly (line 485), but can be re-added and functions using this range. 5 feet is really 1.524 meters, but I guess it's 2.0 to allow for a creatures own size (else nothing might get in range of it!)
304BLINDSIGHT_RANGE_10_FEET4.0fFloat

FEAT_BLINDSIGHT_10_FEET is not defined in feat.2da properly (line 486), but can be re-added and functions using this range. 10 feet is really 3.048 meters, but I guess it's 4.0 to allow for a creatures own size.
305BLINDSIGHT_RANGE_60_FEET18.288fFloat

FEAT_BLINDSIGHT_60_FEET is defined properly. When a creature has this feat they can see stealthed creatures as normal within this distance, no spot roll needed. This is correctly the full 40 feet translated to in-game meters.
306********



307BARBARIAN_ENDURANCE_BONUS0.1fFloat

FEAT_BARBARIAN_ENDURANCE provides this amount of % EffectMovementSpeedIncrease. So 0.1f is 10% bonus is added on. See Creature Movement for more information.
308COMPANION_LEVELS_STACK0Boolean0 or 1

This will make animal companions work similar to familiars where similar class levels allow it to stack. EG: Sorcerer + Wizard levels = higher level familiar. However in the default game Druid and Ranger levels do not stack to level up the animal companion. This was added to the game in a patch to help solve this issue.

You cannot remove the linking of arcane casters familiar levels however.

309********



310DEATH_ATTACK_BASE_SAVE_DC10Integer
87.8193.35Save for the feat Death Attack. See fandom wiki for more information.
311QUICKENED_SPELL_MINIMUM_CONJURE_TIME500Integer
87.8193.35This is the minimum time in milliseconds for a quickened conjuration. Quickened spells are slightly faster than hasted spellcasting, but this possibly minimise interruptions by damaging attacks if lowered (while it won't cause an AOO it still can be interrupted by concentration checks if damage is during that 500 milliseconds).
312HASTED_SPELL_CONJURE_TIME_MODIFIER0.5fFloat
87.8193.35The default value halves the conjuration time for hasted spells. This defaults to usually 1500 / 2 = 750 milliseconds. This should be able to be altered to make haste not provide 2 spells cast per round if you change it to 1.0. Make sure to test though!
313FIX_EFFECTDAMAGEINCREASE_BYPASSING_DR_AND_DI0Boolean0 or 187.8193.35

EffectDamageIncrease() has a bug where elemental damage increases bypass Damage Immunity/Resistance, straight out fixing it has the potential to break existing modules so it’s behind a ruleset.2da flag.

314TWO_HANDED_WEAPON_STRENGTH_MODIFIER1.5fFloat
87.8193.35Strength modifier for damage of two handed weapons.
315OFFHAND_WEAPON_STRENGTH_MODIFIER0.5fFloat
87.8193.35Strength modifier for damage of offhand weapons.
316HASTE_MOVEMENT_SPEED_INCREASE_BONUS150Integer
87.8193.35

Has bonus movement speed (as a %, default 150%). Change to <=100 to disable the movement speed increase from EffectHaste.

317HASTE_DODGE_AC_INCREASE_AMOUNT4Integer
87.8193.35Amount of Dodge AC to add when under the effect of EffectHaste.
318ALL_ASSOCIATES_RUN_SCRIPTS0Boolean0 or 187.8193.35Enable all state scripts on familiars/companions/etc
319MOVEMENT_SPEED_BONUS_DEFAULT_CAP1.5fFloat
87.8193.35Cap applied to the bonus movement speed from EffectMovementSpeedIncrease and other things like Barbarian Fast Movement for non-Monk classes. See Creature Movement for more information.
320MOVEMENT_SPEED_BONUS_MONK_CAP3.0fFloat
87.8193.35Cap applied to the bonus movement speed from EffectMovementSpeedIncrease and other things like Barbarian Fast Movement or Monk speed per level for Monk classes (has 1 or more level of Monk) See Creature Movement for more information.
321MOVEMENT_SPEED_PENALTY_CAP0.125fFloat
87.8193.35Cap applied to the movement speed penalties from EffectMovementSpeedDecrease. See Creature Movement for more information.
322MOVEMENT_STAGE_PENALTY_DETECT_MODE1Integer
87.8193.35

Movement stage penalties are applied when one or more of the given states are in play:

  • At 1 level you are set to walk ala EffectForcedWalk
  • At 2+ levels you get additional MovementSpeedDecrease amounts applied (2 will do 50% speed, 3 will do 25%, 4 will be 12.5% etc.)

You can use these to alter it so detect or stealth doesn't apply a movement penalty, or encumberance doesn't, and apply your own modifiers to speed as things are done.

See Creature Movement for more information.

323MOVEMENT_STAGE_PENALTY_STEALTH_MODE1Integer
87.8193.35
324MOVEMENT_STAGE_PENALTY_ENCUMBRANCE_HEAVY1Integer
87.8193.35
325MOVEMENT_STAGE_PENALTY_ENCUMBRANCE_OVERLOADED2Integer
87.8193.35
326MAX_CHARGES_FOR_ITEM_COST50Integer
87.8193.35

When the max number of charges was increased to 250 in the engine, the cost calculation wasn't modified to take the change into account. This is the divisor (max charges) in the cost calculation.

Value is clamped from 1 to max charges, defaulted to 50 (restores 1.69 cost calculations). Set to 250 for previous EE "cheap wands". Only charge-based items are affected (primarily Wands)

327TURN_RESISTANCE_AFFECTS_PCS0Boolean0 or 188.8193.36

Allows the item property Turn Resistance and the EffectTurnResistanceIncrease and EffectTurnResistanceDecrease effects to work correctly on PCs. Primarily this affects Turn Undead used on Polymorphed PCs.

328SKILL_SET_TRAP_DURATION4.5fFloat
88.8193.36

Duration of the action bar when setting a trap.

329SKILL_FLAG_TRAP_DURATION4.5fFloat
88.8193.36

Duration of the action bar when flagging a trap.

330SKILL_DISABLE_TRAP_DURATION4.5fFloat
88.8193.36

Duration of the action bar when disabling a trap.

331SKILL_RECOVER_TRAP_DURATION4.5fFloat
88.8193.36

Duration of the action bar when recovering a trap.

332SKILL_EXAMINE_TRAP_DURATION4.5fFloat
88.8193.36

Duration of the action bar when examining a trap.

333SKILL_OPEN_LOCK_DURATION4.5fFloat
88.8193.36

Duration of the action bar when opening a lock.

334SKILL_LOCK_DURATION4.5fFloat
88.8193.36

Duration of the action bar when locking a lock.

335SKILL_HIDE_IN_PLAIN_SIGHT_COOLDOWN0Integer
88.8193.36

Cooldown in milliseconds before Hide in Plain Sight feat can be actively used again. The feedback for this is the same string used for the Taunt/Pickpocket/Animal Empathy cooldowns. It's not set by default, so there is no cooldown.

336SKILL_TAUNT_COOLDOWN6000Integer
88.8193.36

Cooldown in milliseconds before the Taunt skill action can be actively used again.

337SKILL_PICKPOCKET_COOLDOWN6000Integer
88.8193.36

Cooldown in milliseconds before the Pickpocket skill action can be actively used again.

338SKILL_ANIMAL_EMPATHY_COOLDOWN6000Integer
88.8193.36

Cooldown in milliseconds before the Animal Empathy skill action can be actively used again.

GAP





411****



(Moved from "Value" column) "The following settings need to be changed consistently on both client and server to ensure consistent behaviour."
412WEAPON_FOCUS_BONUS1Integer

FEAT_WEAPON_FOCUS_* bonus to attack.
413WEAPON_SPECIALIZATION_BONUS2Integer

FEAT_WEAPON_SPECIALIZATION_* bonus to damage.
414EPIC_WEAPON_FOCUS_BONUS2Integer

FEAT_EPIC_WEAPON_FOCUS_* bonus to attack.
415EPIC_WEAPON_SPECIALIZATION_BONUS4Integer

FEAT_EPIC_WEAPON_SPECIALIZATION_* bonus to damage.
416********



417POWER_ATTACK_TO_HIT_MODIFIER-5Integer

FEAT_POWER_ATTACK to hit modifier, ie; by default this mode lowers attack by 5.
418POWER_ATTACK_DAMAGE_MODIFIER5Integer

FEAT_POWER_ATTACK damage modifier, ie; by default this mode adds 5 to damage rolls.
419IMPROVED_POWER_ATTACK_TO_HIT_MODIFIER-10Integer

FEAT_IMPROVED_POWER_ATTACK to hit modifier, ie; by default this mode lowers attack by 10.
420IMPROVED_POWER_ATTACK_DAMAGE_MODIFIER10Integer

FEAT_IMPROVED_POWER_ATTACK to damage modifier, ie; by default this mode adds 10 to damage rolls.
421RAPID_SHOT_TO_HIT_MODIFIER-2Integer

FEAT_RAPID_SHOT modifier to hit. It adds +1 attack per round with ranged weapons, at a default of -2 to hit.
422FLURRY_OF_BLOWS_TO_HIT_MODIFIER-2Integer

FEAT_FLURRY_OF_BLOWS modifier to hit. It adds +1 attack per round with monk weapons/fits, at a default of -2 to hit.
423EXPERTISE_TO_HIT_MODIFIER-5Integer

FEAT_EXPERTISE to hit modifier, ie; by default this mode lowers attack by 5.
424IMPROVED_EXPERTISE_TO_HIT_MODIFIER-10Integer

FEAT_IMPROVED_EXPERTISE to hit modifier, ie; by default this mode lowers attack by 10.
425EXPERTISE_AC_BONUS5Integer

FEAT_EXPERTISE to user AC modifier, ie; by default this mode adds 5 AC.
426IMPROVED_EXPERTISE_AC_BONUS10Integer

FEAT_IMPROVED_EXPERTISE to user AC modifier, ie; by default this mode adds 10 AC.
427LUCKY_SAVE_BONUS1Integer

FEAT_LUCKY bonus to saving throws.
428GREAT_FORTITUDE_SAVE_BONUS2Integer

FEAT_GREAT_FORTITUDE bonus to fortitude saving throws.
429IRON_WILL_SAVE_BONUS2Integer

FEAT_IRON_WILL bonus to will saving throws.
430LIGHTNING_REFLEXES_SAVE_BONUS2Integer

FEAT_LIGHTNING_REFLEXES bonus to reflex saving throws.
431FEAT_TOUGHNESS_HP_BONUS1Integer

FEAT_TOUGHNESS amount of HP to add per hit dice the creature has.
432FEAT_EPIC_TOUGHNESS_HP_BONUS_10200Integer

FEAT_EPIC_TOUGHNESS_10 amount of HP to add from this feat. Highest feat present applies.
433FEAT_EPIC_TOUGHNESS_HP_BONUS_9180Integer

FEAT_EPIC_TOUGHNESS_9 amount of HP to add from this feat. Highest feat present applies.
434FEAT_EPIC_TOUGHNESS_HP_BONUS_8160Integer

FEAT_EPIC_TOUGHNESS_8 amount of HP to add from this feat. Highest feat present applies.
435FEAT_EPIC_TOUGHNESS_HP_BONUS_7140Integer

FEAT_EPIC_TOUGHNESS_7 amount of HP to add from this feat. Highest feat present applies.
436FEAT_EPIC_TOUGHNESS_HP_BONUS_6120Integer

FEAT_EPIC_TOUGHNESS_6 amount of HP to add from this feat. Highest feat present applies.
437FEAT_EPIC_TOUGHNESS_HP_BONUS_5100Integer

FEAT_EPIC_TOUGHNESS_5 amount of HP to add from this feat. Highest feat present applies.
438FEAT_EPIC_TOUGHNESS_HP_BONUS_480Integer

FEAT_EPIC_TOUGHNESS_4 amount of HP to add from this feat. Highest feat present applies.
439FEAT_EPIC_TOUGHNESS_HP_BONUS_360Integer

FEAT_EPIC_TOUGHNESS_3 amount of HP to add from this feat. Highest feat present applies.
440FEAT_EPIC_TOUGHNESS_HP_BONUS_240Integer

FEAT_EPIC_TOUGHNESS_2 amount of HP to add from this feat. Highest feat present applies.
441FEAT_EPIC_TOUGHNESS_HP_BONUS_120Integer

FEAT_EPIC_TOUGHNESS_1 amount of HP to add from this feat. Highest feat present applies.
442FEAT_DEATHLESS_VIGOR_HP_BONUS3Integer

FEAT_DEATHLESS_VIGOR amount of HP to add at levels 5, 6, 7, 8, 9 and 10 when taking CLASS_PALE_MASTER.
443FEAT_EPIC_DEATHLESS_VIGOR_HP_BONUS5Integer

FEAT_EPIC_DEATHLESS_VIGOR amount of HP to add at levels 15, 20, 25 and 30 when taking CLASS_PALE_MASTER.
444********



445FEAT_DEFENSIVES_STANCE_STR_BONUS2Integer

FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to strength when used.
446FEAT_DEFENSIVES_STANCE_CON_BONUS4Integer

FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to constitution when used.
447FEAT_DEFENSIVES_STANCE_SAVE_BONUS2Integer

FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to saving throws when used.
448FEAT_DEFENSIVES_STANCE_DODGE_BONUS4Integer

FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to dodge AC when used.
449********



450FEAT_DRAGON_HD66Integer

FEAT_DRAGON_HDINCREASE_D6 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE.
451FEAT_DRAGON_HD88Integer

FEAT_DRAGON_HDINCREASE_D8 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE.
452FEAT_DRAGON_HD1010Integer

FEAT_DRAGON_HDINCREASE_D10 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE.
453FEAT_DRAGON_HD1212Integer

FEAT_DRAGON_HDINCREASE_D12 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE.
454********



455DIRTY_FIGHTING_BONUS_DICE4Integer

FEAT_DIRTY_FIGHTING the size of the dice used, for instance it does 1d4 usually, changing this to 10 makes it deal 1d10 bonus damage.
456********



457MIN_LEVEL_FOR_MAX_HP3Integer

While the character hit dice is <= this value, they get automatically the maximum number of HP at level up. EG: default 3 applies to level 1, 2 and 3, but level 4 and above get a random amount of HP. Doesn't affect level 1, even when set to -1 or 0.
458********



459SPELL_METAMAGIC_EMPOWER_COST2Integer

Cost in spell levels of using FEAT_EMPOWER_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
460SPELL_METAMAGIC_EXTEND_COST1Integer

Cost in spell levels of using FEAT_EXTEND_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
461SPELL_METAMAGIC_MAXIMIZE_COST3Integer

Cost in spell levels of using FEAT_MAXIMIZE_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
462SPELL_METAMAGIC_QUICKEN_COST4Integer

Cost in spell levels of using FEAT_QUICKEN_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
463SPELL_METAMAGIC_SILENT_COST1Integer

Cost in spell levels of using FEAT_SILENT_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
464SPELL_METAMAGIC_STILL_COST1Integer

Cost in spell levels of using FEAT_STILL_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
465********



466********



467MONK_DAMAGE_TIER_ONE_THRESHHOLD4Integer

Monks 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.
468MONK_DAMAGE_TIER_TWO_THRESHHOLD8Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
469MONK_DAMAGE_TIER_THREE_THRESHHOLD12Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
470MONK_DAMAGE_TIER_FOUR_THRESHHOLD16Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
471MONK_DAMAGE_TIER_ZERO_SDAMAGE_DIE4Integer

Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
472MONK_DAMAGE_TIER_ONE_SDAMAGE_DIE6Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
473MONK_DAMAGE_TIER_TWO_SDAMAGE_DIE8Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
474MONK_DAMAGE_TIER_THREE_SDAMAGE_DIE10Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
475MONK_DAMAGE_TIER_FOUR_SDAMAGE_DIE6Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
476MONK_DAMAGE_TIER_ZERO_SDAMAGE_DICE1Integer

Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
477MONK_DAMAGE_TIER_ONE_SDAMAGE_DICE1Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
478MONK_DAMAGE_TIER_TWO_SDAMAGE_DICE1Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
479MONK_DAMAGE_TIER_THREE_SDAMAGE_DICE1Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
480MONK_DAMAGE_TIER_FOUR_SDAMAGE_DICE2Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
481MONK_DAMAGE_TIER_ZERO_DAMAGE_DIE6Integer

Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
482MONK_DAMAGE_TIER_ONE_DAMAGE_DIE8Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
483MONK_DAMAGE_TIER_TWO_DAMAGE_DIE10Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
484MONK_DAMAGE_TIER_THREE_DAMAGE_DIE12Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
485MONK_DAMAGE_TIER_FOUR_DAMAGE_DIE20Integer

Monks get bonus damage using their fists controlled by these values. See above for example.
486MONK_DAMAGE_TIER_DICE1Integer

Monks 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.
487UNARMED_SDAMAGE_DIE2Integer

Default unarmed damage die if smaller than Medium size.
488UNARMED_DAMAGE_DIE3Integer

Default unarmed damage die if Medium or larger.
489UNARMED_DAMAGE_DICE1Integer

Default amount of unarmed damage dice.
490SHOU_DISCIPLE_DAMAGE_TIER_ONE_DICE1Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
491SHOU_DISCIPLE_DAMAGE_TIER_TWO_DICE2Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
492SHOU_DISCIPLE_DAMAGE_TIER_ONE_THRESHHOLD2Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
493SHOU_DISCIPLE_DAMAGE_TIER_TWO_THRESHHOLD3Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
494SHOU_DISCIPLE_DAMAGE_TIER_THREE_THRESHHOLD5Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
495SHOU_DISCIPLE_DAMAGE_TIER_ZERO_DAMAGE_DIE6Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
496SHOU_DISCIPLE_DAMAGE_TIER_ONE_DAMAGE_DIE8Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
497SHOU_DISCIPLE_DAMAGE_TIER_TWO_DAMAGE_DIE10Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
498SHOU_DISCIPLE_DAMAGE_TIER_THREE_DAMAGE_DIE6Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
499SHOU_DISCIPLE_DAMAGE_TIER_ZERO_SDAMAGE_DIE4Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
500SHOU_DISCIPLE_DAMAGE_TIER_ONE_SDAMAGE_DIE6Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
501SHOU_DISCIPLE_DAMAGE_TIER_TWO_SDAMAGE_DIE8Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
502SHOU_DISCIPLE_DAMAGE_TIER_THREE_SDAMAGE_DIE10Integer

Not implemented but if SHOU_DISCIPLE is added it does something.
503MULTIPLE_ATTACKS_BAB_PENALTY_MULTIPLIER5Integer

The amount of BAB you need by default to gain a bonus attack. EG: 18 BAB gives 18/13/8/3 Changing this to 4 would mean you instead get 18/14/10/6/2.
504MULTIPLE_ATTACKS_BAB_PENALTY_MULTIPLIER_MONK3Integer

The amount of BAB you need as a Monk attacking unarmed or with Monk weapons, to gain a bonus attack. As above it alters the amount of penalty thus provides more or less attacks in total.
505********



506********



507CHARGEN_ENABLED_PHENOTYPES5Integer (Bitmask)

Bitmask of enabled Pheonotypes in Character Generation. Default is equal to 0b101 I.E First ('Thin') and Third ('Fat') Pheonotype. Change value to 1 will allow only the 'thin', while changing to 4 will allow only the 'fat'.

5 is 00...000101 in binary, meaning phenotype 0 and 2 are enabled

Set to 2147483647 to allow phenotypes 0..30 (which is all 1's in the 32bit bitmask) including horses etc.

508CHARGEN_ABILITY_COST_INCREMENT214Integer

Character generation - By default when you get to 14 in an ability in point buy, it costs more (2 instead of 1 to go higher).
509CHARGEN_ABILITY_COST_INCREMENT316Integer

Character generation - By default when you get to 16 in an ability in point buy, it costs more (3 instead of 2 to go higher).
510CHARGEN_ABILITY_COST_INCREMENT4255Integer

Character generation - By default it applies no further penalties but a further penalty could be applied. EG: If set to 18 it would cost 4 points instead of 3 points to go higher. Obviously 255 disables this option.

511CHARGEN_BASE_ABILITY_MIN8Integer

Character generation - The basic minimum a stat can have.

Stats in the point buy screen begin from this value without adjusting points. Meaning setting it to a lower or higher value you end up with weaker and stronger characters, respectively.

512CHARGEN_BASE_ABILITY_MIN_PRIMARY11Integer

Character generation - The basic minimum a primary stat (as defined in classes.2da) can have.

If you provide a bonus to a racial type that is above 2 (which the game presumably uses as a default) the 11 mentioned here can actually make it so the player can select less than the minimum they'd usually have. EG: +6 in a state makes it 14, but by setting it to 11 the game unintentionally refunds 3 points of statistic you can't usually reallocate.

IE: it sets the amount to this. In the above example +6 as your maximum means you'd want to set it to 14 for the GUI to properly restrict it being lowered past the racial minimum.

Note: Actually there may be more bugs around allowing more than +2 to a stat in racialtypes.2da. Bug report: https://github.com/Beamdog/nwn-issues/issues/363

513CHARGEN_BASE_ABILITY_MAX18Integer

Character generation - The maximum allowed ability score that can be added using point buy.
514CHARGEN_ABILITY_NEUTRAL_VALUE10Integer

Character generation - The basic default neutral value of a score, so no penalties or bonuses.
515CHARGEN_ABILITY_MODIFIER_INCREMENT2Integer

Character generation - The modifier to bonuses presumably follow a pattern of 2 per 1 if set to 2. A bonus at 14 would be +2 and 16 gives +3. Setting this to 3 would presumably make 14 give +1 bonus, and 16 give +2.
516CHARGEN_SKILL_MAX_LEVEL_1_BONUS3Integer

Character generation - the maximum bonus to skills that can be added at level 1.
517CHARGEN_ALLOW_CUSTOM_PORTRAITS1Boolean0 or 1
If set to 0 will disallow a player to use their own portraits, only those in portraits.2da will be allowed.
518CHARGEN_ENABLE_RECOMMENDED_BUTTON1Boolean0 or 1
If set to 0 will disable the "Recommend" button during character generation and levelup screens. While a default option may be selected as per some of the classes.2da and other things it will no longer crash the game if pressed and something goes wrong. This button usually crashes the client if there are classes lacking packages or if the Fighter (hardcoded default recommended class) is selected. Recommended set to 0 in these cases or if you want to force a player to read and select all things manually.
519MULTICLASS_LIMIT3Integer1 - 887.8193.35

35: Added support for up to 8 multiclasses on creatures. This value applies to:

  • Character creation
  • Server character validation (ELC) (ie not applied to NPCs or in singelplayer)

This makes this toggle fairly soft and means if you somehow get a character into the game with more classes, it'll work as expected (e.g. a per-player boon override via nixie or NPCs with a gorillion classes).

NB: To have this be "optional" you could apply OnLevelUp an array of prereq setting values on a character who shouldn't have a 4th class yet, and remove them when you allow it. This does require prereq integers to be added to the base classes.

520ALL_ASSOCIATES_CAN_INTERACT0Boolean0 or 187.8193.35

Enable possessed familiars to take items, interact with objects, etc - if enabled your module must be tested for it, default modules assume a PC isn't a flying fairy or mini-dragon or similar when talking to things.

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