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!
Classes with Alignment Restrictions
The alignment restrictions should be un-hardcoded now but certain classes recommended option (ie the "default") seem hardcoded (and has a default for non-standard class lines). Still needs investigating fully.
Animation Cheer Hardcoding
As noted below 6 class lines (Cleric, Druid, Paladin, Sorcerer, Wizard and Rogue) have their "cheer" animation emote set to "Victory, Thief" (Rogue) or "Victory, Mage" (the casters) while everyone else gets the default "Victory, Fighter". Weird. Also Bard isn't a Wizard apparently!
Note that the animations can be played separately with PlayAnimation, as Victory 1, 2 and 3 (Fighter, Mage and Thief versions respectively).
Class Hardcoding
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.
| 307 | BARBARIAN_ENDURANCE_BONUS | 0.1f | 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
The "Cheer" emote animation is hardcoded to "Victory, Mage".
In NWN:EE it has unhardcoded Domains choice and spellcasting ability tied to Divine spellbook and Wisdom.
Turn Undead is scripted.
3 - Druid
The "Cheer" emote animation is hardcoded to "Victory, Mage".
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
There are no known limitation in general reusing this line.
However this is used as the default classes.2da line when "Recommend" is pressed in character generation. If the line is blanked or unavailable (through some prerequisite being needed) it will crash the client.
If you do not disable the Recommend button in ruleset.2da then make sure this line is filled in and available to players.
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).
6 - Paladin
The "Cheer" emote animation is hardcoded to "Victory, Mage".
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.
Also Dual-Wield feat is tied to the ranger class not the feat itself, which is there just for information purposes apparently - it fakes adding Two Weapon Fighting and Ambidexterity only if the armor they are wearing is less than 4.
8 - Rogue
The "Cheer" emote animation is hardcoded to "Victory, 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).
| 40 | MAX_NON_ROGUE_DISARM_LEVEL | 35 | The maximum DC of a trap that can be disabled by a non-Rogue class using SKILL_DISARM_TRAP. |
| 41 | MAX_NON_ROGUE_DETECT_LEVEL | 35 | The 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
The "Cheer" emote animation is hardcoded to "Victory, Mage".
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
The "Cheer" emote animation is hardcoded to "Victory, Mage".
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
Epic Superior Weapon Focus bonus is tied to Weapon Master Levels. The AB bonus is (WM levels - 10) / 3, which can be 0 or negative if the creature has low or no WM 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:
| 342 | FEAT_DEATHLESS_VIGOR_HP_BONUS | 3 | FEAT_DEATHLESS_VIGOR amount of HP to add at levels 5, 6, 7, 8, 9 and 10 when taking CLASS_PALE_MASTER. |
| 343 | FEAT_EPIC_DEATHLESS_VIGOR_HP_BONUS | 5 | FEAT_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
| 132 | DWARVEN_DEFENDER_DAMAGE_REDUCTION | 3 | 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 |
| 345 | FEAT_DEFENSIVES_STANCE_STR_BONUS | 2 | FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to strength when used. |
| 346 | FEAT_DEFENSIVES_STANCE_CON_BONUS | 4 | FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to constitution when used. |
| 347 | FEAT_DEFENSIVES_STANCE_SAVE_BONUS | 2 | FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to saving throws when used. |
| 348 | FEAT_DEFENSIVES_STANCE_DODGE_BONUS | 4 | FEAT_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
The Hit Die increase feature of this class still appears to be hard coded - the feats for hit die increase are used but only if the class is ID 37. This is an important limit to understand if you want to implement color variants like Black/Blue/White Dragon Disciple.
Wings are added automatically at level 9 of this class.
Note that interestingly FEAT_IMMUNITY_TO_FIRE is not tied to the class. Also amusingly it sets the immunity to 100% and cannot be reduced which is weird.
38 - Ooze
Nothing hardcoded: NPC class not used specially (note the racial type doesn't even have a favoured enemy type!).
39 - Eye of Gruumsh
Book Information: https://www.realmshelps.net/charbuild/classes/prestige/general/eyeofgruumsh.shtml
Not included in the base game - unknown why. 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.
The game engine has hardcoded +1 AC per 3 levels of Eye of Gruumsh, added as natural AC. While this is technically replaced by cls_stats_ files, this will apply regardless to this class line.
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:
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.
The class has a ton of interactions in the engine regarding the unarmed damage it does, the use of weapons, Shou levels count as Monk levels as well so it's pretty feature complete.
See feat.2da for info on the removed feats (which have TLK references and some in-game functionality leftover).
Class Shou Disciple for reference:
Ruleset.2da references:
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.