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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
Integer

This is number of skill points gained per level (before the intelligence modifier and before quadrupling at character level 1).

This appears to be read as a minimum of 1 although the stat associated with skill points can be blanked in racialtypes.2da by setting SkillPointModifierAbility to ****

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
STR, DEX, CON, WIS, INT, CHA

The primary ability of this class.

In pre-NWN:EE it was used to determine a spellcasters save DC. Spellbooks now use the SpellcastingAbil column (although it is safest to set this to the same value).

Although rarely if ever used by Bioware this applies to GetSpellSaveDC when class feats are used too, see: Spells and Abilities.

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.

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

EffCRLvl01

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EffCRLvl20


Positive Integer

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.

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
**** or a positive integer

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.

It does not add on any known spells and does not automatically increase caster 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
**** or a positive integer

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

-1 - No limit

0 - Cannot be taken pre-epic

1+ - Amount of levels that can be taken pre-Epic

The 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. Default values are Bard,  Cleric, Druid, Paladin, Ranger and Wiz_Sorc. You can add new columns, see: Custom Spellbooks using classes.2da and spells.2da
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). 255 turns this off.
CanCastSpontaneously
1, 0Indicates that spells can be cast spontaneously

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