Ruleset.2da

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Nwnee logo.jpg Note: This article documents Neverwinter Nights: Enhanced Edition new content or changes/updates/fixes to 1.69 functions. These are all listed under the category and patches pages.
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.

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.

rulset.2da

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).
  • 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
ID Label Value Description
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."
7 CALLED_SHOT_TO_HIT_MODIFIER -4 FEAT_CALLED_SHOT to hit attack modifier
8 CALLED_SHOT_EFFECT_DURATION 24.0f 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.
9 CALLED_SHOT_ARM_ATTACK_PENALTY 2 FEAT_CALLED_SHOT - Arm variant - EffectAttackDecrease(X) amount (higher = more negative penalty).
10 CALLED_SHOT_LEG_ABILITY_PENALTY 2 FEAT_CALLED_SHOT - Leg variant - EffectAbilityDecrease(ABILITY_DEXTERITY, X) - dexterity penalty (higher = more negative penalty)
11 CALLED_SHOT_LEG_MOVEMENT_PENALTY 20 FEAT_CALLED_SHOT - Leg variant - EffectMovementSpeedDecrease(X) percentage amount penalty (higher = more negative penalty)
12 SAP_TO_HIT_MODIFIER -4 FEAT_SAP - To hit attack modifier
13 SAP_EFFECT_DURATION 12.0f 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).
14 DISARM_TO_HIT_MODIFIER -6 FEAT_DISARM - To hit attack modifier
15 IMPROVED_DISARM_TO_HIT_MODIFIER -4 FEAT_IMPROVED_DISARM - Replacement to hit attack modifier if present
16 DISARM_WEAPON_SIZE_MODIFIER 4 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)
17 KNOCKDOWN_TO_HIT_MODIFIER -4 FEAT_KNOCKDOWN - To hit attack modifier
18 KNOCKDOWN_EFFECT_DURATION 4.5f 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.
19 KNOCKDOWN_CREATURE_SIZE_MODIFIER 4 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.
20 IMPROVED_PARRY_MODIFIER 4 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.
21 GOOD_AIM_MODIFIER 1 FEAT_GOOD_AIM - The attack bonus to slings, and throwing weapons, provided by this feat.
22 STUNNING_FIST_TO_HIT_MODIFIER -4 FEAT_STUNNING_FIST - To hit attack modifier
23 STUNNING_FIST_DAMAGE_MODIFIER -4 FEAT_STUNNING_FIST - damage modifier
24 STUNNING_FIST_EFFECT_DURATION 6.0 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.
25 STUNNING_FIST_BASE_SAVE_DC 10 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).
26 CRIPPLING_STRIKE_STRENGTH_MODIFIER 2 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 **** ****
28 PARRY_RIPOSTE_DIFFERENCE 10 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
29 TAUNT_EFFECT_DURATION 30.0f 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.
30 TAUNT_ARCANE_SPELL_FAILURE 30 SKILL_TAUNT - The amount of arcane spell failure applied. Arcane spell failure is not accessible as an effect type (EffectSpellFailure is a separate one).
31 TAUNT_MAX_MODIFIER 6 SKILL_TAUNT - Maximum AC penalty. Unsure what kind of AC is modified since this doesn't apply a proper effect we can evaluate.
32 ALERTNESS_SKILL_BONUS 2 FEAT_ALERTNESS - Bonus added to SKILL_SPOT and SKILL_LISTEN.
33 STONECUNNING_SEARCH_SKILL_BONUS 2 FEAT_STONECUTTING - Bonus added to SKILL_SEARCH in "underground" tagged areas.
34 TRACKLESS_STEP_SKILL_BONUS 4 FEAT_TRACKLESS_STEP - Bonus added to SKILL_HIDE and SKILL_MOVE_SILENTLY in "natural", and "above ground" areas
35 RESIST_NATURES_LURE_SAVE_BONUS 2 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).
36 BLIND_PENALTY_TO_SKILL_CHECK 4 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
37 PICKPOCKET_HOSTILE_CREATURE_DC 30 Default DC for hostile creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket.
38 PICKPOCKET_NEUTRAL_CREATURE_DC 20 Default DC for neutral creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket.
39 PICKPOCKET_CREATURE_DEAD 0 Default DC for dead creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket.
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.
42 ASSESSTRAP_EFORTLESS_MODIFIER 15 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.
43 ASSESSTRAP_EASY_MODIFIER 10 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.
44 ASSESSTRAP_CHALLENGING_MODIFIER 5 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.
45 ASSESSTRAP_DIFFICULT_MODIFIER 0 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).
46 SKILL_DISABLETRAP_SYNERGY_LEVEL 5 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.
47 SKILL_DISABLE_TRAP_SYNERGY_BONUS 2 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.
48 SKILL_SETTRAP_SYNERGY_LEVEL 5 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.
49 SKILL_SETTRAP_SYNERGY_BONUS 2 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.
50 SKILL_PICKPOCKET_HOSTILE_SPOT_BONUS 10 When using SKILL_PICKPOCKET on a hostile creature they get this bonus to their SKILL_SPOT opposing check to detect the pickpocket attempt.
51 CONCENTRATION_CHECK_RANGE 4.0f 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.
52 CONCENTRATION_CHECK_MELEE_PENALTY 4 The penalty to SKILL_CONCENTRATION if an enemy is within CONCENTRATION_CHECK_RANGE and doesn't have FEAT_COMBAT_CASTING.
53 CONCENTRATION_BASE_DC 10 SKILL_CONCENTRATION default DC, which usually is equal to 10 (this setting) + damage received + spell level.
54 ANIMAL_EMPATHY_ANIMAL_DC 15 SKILL_ANIMAL_EMPATHY default DC for RACIAL_TYPE_ANIMAL is this plus the hit dice of the creature.
55 ANIMAL_EMPATHY_BEAST_DC 19 SKILL_ANIMAL_EMPATHY default DC for RACIAL_TYPE_BEAST is this plus the hit dice of the creature.
56 **** ****
57 MAX_MELEE_DISTANCE 3.0f Untested - This is probably the maximum distance you can attack with a melee weapon, and probably more relevant for attacks of opportunity. However it might also just be related to FEAT_POINT_BLANK_SHOT.
58 MIN_RANGED_DISTANCE 10.0f Untested - Possibly the minimum range to a target to a void -4 on ranged attacks, unless FEAT_POINT_BLANK_SHOT is obtained. The NWN Wiki suggests this range is 3.5 meters however.
59 MAX_RANGED_SNEAK_ATTACK_DISTANCE 10.0f Maximum distance in meters between you and a target to perform FEAT_SNEAK_ATTACK and related sub-feats automatically.
60 MAX_RANGED_FLANK_ATTACK_DISTANCE 10.0f Maximum distance in meters between you and a target to get flanking bonuses, and possible sneak attacks.
61 RANGED_MISS_DISTANCE_MODIFIER 4.0f Untested - Possibly the minimum range to a target to a void -4 on ranged attacks, unless FEAT_POINT_BLANK_SHOT is obtained. The NWN Wiki suggests this range is 3.5 meters however.
62 CROSSBOW_ATTACKS 1 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.
63 SLOWED_ATTACKS 1 When EffectSlow is applied how many attacks the target creature has removed.
64 HASTED_BONUS_ATTACKS 1 When EffectHaste is applied how many bonus attacks the target create has added.
65 NUM_ATTACKS_OF_OPPORTUNITY 1 Untested - Presumably the amount of attacks of opportunity available to a creature in a given round.
66 DEFENSIVE_CASTING_BASE_DC 15 When ACTION_MODE_DEFENSIVE_CAST is enabled, the base DC is this value.
67 COUNTERSPELL_LESSER_DISPEL_THRESHOLD 2 The highest level of spell counterspelled (ActionCounterSpell) by SPELL_LESSER_DISPEL (this line is hardcoded to be line 94 in spells.2da)
68 COUNTERSPELL_DISPEL_THRESHOLD 3 The highest level of spell counterspelled (ActionCounterSpell) by SPELL_DISPEL_MAGIC (this line is hardcoded to be line 41 in spells.2da)
69 COUNTERSPELL_GREATER_DISPEL_THRESHOLD 5 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).
70 COUNTERSPELL_MORDENKAINENS_DISJUNCTION 9 The highest level of spell counterspelled (ActionCounterSpell) by SPELL_MORDENKAINENS_DISJUNCTION (this line is hardcoded to be line 122 in spells.2da)
71 BLIND_TARGET_BONUS 2 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.
72 BLIND_MISS_CHANCE 50 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.
73 PRONE_MELEE_TARGET_BONUS 4 When EffectKnockdown is applied, any other creature attacking the creature affected gains this modifier to attack rolls if attacking with a melee weapon.
74 FLANK_ATTACK_BONUS 2 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.
75 PRONE_RANGED_TARGET_BONUS -4 When EffectKnockdown is applied, any other creature attacking the creature affected gains this modifier to attack rolls if attacking with a ranged weapon.
76 STUNNED_TARGET_BONUS 2 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.
77 MOVING_TARGET_PENALTY 2 Untested - but the notes on ranged attacks suggest a running (or just moving?) creature has a -2 penalty applied to ranged attackers targeting them.
78 INVISIBILITY_CONCEALMENT_CHANCE 50 EffectInvisibility applies a concealment chance of this amount automatically (without needing to use EffectConcealment, it's baked in).
79 INVISIBILITY_ATTACK_BONUS 2 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).
80 AMMUNITION_WARNING_LIMIT 20 This doesn't affect combat, just tells a player when their ammo in a stack is lower than this amount.
81 AMMUNITION_WARNING_DECREMENT 5 Again to do with a player being warned on ammo.
82 NOSIGHT_TARGET_PENALTY -4 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).
83 NUM_CLEAVE_ATTACKS 1 The number of cleave attacks done to nearby creatures when possessing FEAT_CLEAVE and killing a target creature.
84 NUM_CIRCLE_KICK_ATTACKS 1 The number of additional attacks added by FEAT_CIRCLE_ATTACK.
85 FAST_SPELLCAST_ROUND 3000 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.
86 FLANK_LEVEL_RANGE 4 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.
87 COUP_DE_GRACE_LEVEL_LIMIT 4 When a Coup de grace is possible (ie: EffectSleep or EffectParalyze), it only applies to creatures with GetHitDice equal or lower than this number.
88 MAX_RANGED_COUP_DE_GRACE 10 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.
89 SPOT_NO_LIGHT_MODIFIER 5 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". 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.
90 HIDING_LIGHT_MODIFIER 10 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.
91 CREATURE_SIZE_TINY_AC_BONUS 2 Modifier to AC of creatures with the size CREATURE_SIZE_TINY.
92 CREATURE_SIZE_SMALL_AC_BONUS 1 Modifier to AC of creatures with the size CREATURE_SIZE_SMALL.
93 CREATURE_SIZE_LARGE_AC_PENALTY -1 Modifier to AC of creatures with the size CREATURE_SIZE_LARGE.
94 CREATURE_SIZE_HUGE_AC_PENALTY -2 Modifier to AC of creatures with the size CREATURE_SIZE_HUGE.
95 CREATURE_SIZE_TINY_ATTACK_BONUS 2 Modifier to attack bonus of creatures with the size CREATURE_SIZE_TINY.
96 CREATURE_SIZE_SMALL_ATTACK_BONUS 1 Modifier to attack bonus of creatures with the size CREATURE_SIZE_SMALL.
97 CREATURE_SIZE_LARGE_ATTACK_PENALTY -1 Modifier to attack bonus of creatures with the size CREATURE_SIZE_LARGE.
98 CREATURE_SIZE_HUGE_ATTACK_PENALTY -2 Modifier to attack bonus of creatures with the size CREATURE_SIZE_HUGE.
99 **** ****
100 WHIRLWIND_ATTACK_RANGE 2.0f The range of DoWhirlwindAttack(TRUE, FALSE) (normal non-improved version)
101 IMPROVED_WHIRLWIND_ATTACK_RANGE 4.0f The range of DoWhirlwindAttack(TRUE, TRUE) (normal improved version)
102 **** ****
103 HOLY_AVENGER_ITEM_PROPERTY_SR_BONUS 16 ItemPropertyHolyAvenger built in SR bonus.
104 MAX_NEGATIVE_LEVELS 100 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)
105 BONUS_HP_PER_LEVEL_DRAINED 5 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.
106 MAX_MASTER_DETECTION_DISTANCE_FROM_ASSOCIATE 10.0f 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.
107 REST_ENEMY_CHECK_DISTANCE 30.0f 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.
108 MIN_TRAP_FIRE_DISTANCE 4.0f 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).
109 ONHIT_EFFECT_DC 20 Untested - presumably for some On Hit properties without a default DC it is the DC it uses?
110 **** ****
111 KI_STRIKE_LEVEL_5 5 FEAT_EPIC_IMPROVED_KI_STRIKE_5 if possessed provides this amount of damage penetration, as if equivalent to a +X weapon.
112 KI_STRIKE_LEVEL_4 4 FEAT_EPIC_IMPROVED_KI_STRIKE_4 if possessed provides this amount of damage penetration, as if equivalent to a +X weapon.
113 KI_STRIKE_LEVEL_3 3 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.
114 KI_STRIKE_LEVEL_2 2 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.
115 KI_STRIKE_LEVEL_1 1 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.
116 DODGE_AC_BONUS 1 FEAT_DODGE amount of dodge AC added by the feat.
117 SHOU_DISCIPLE_DODGE_AC_BONUS_2 2 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.
118 SHOU_DISCIPLE_DODGE_AC_BONUS_3 3 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.
119 UNCANNY_DODGE_LEVEL_6 5 FEAT_UNCANNY_DODGE_6 bonus saves versus traps.
120 UNCANNY_DODGE_LEVEL_5 4 FEAT_UNCANNY_DODGE_5 bonus saves versus traps.
121 UNCANNY_DODGE_LEVEL_4 3 FEAT_UNCANNY_DODGE_4 bonus saves versus traps.
122 UNCANNY_DODGE_LEVEL_3 2 FEAT_UNCANNY_DODGE_3 bonus saves versus traps.
123 UNCANNY_DODGE_LEVEL_2 1 FEAT_UNCANNY_DODGE_2 bonus saves versus traps.
124 DEFENSIVE_AWARENESS_SAVE_BONUS 1 FEAT_PRESTIGE_DEFENSIVE_AWARENESS_3 bonus save versus traps.
125 ONHAND_NORMAL_OFFHAND_ATTACK_PENALTY -6 Attack modifier to the on hand weapon (INVENTORY_SLOT_RIGHTHAND) if using a weapon in both hands, or a two-bladed weapon
126 OFFHAND_NORMAL_OFFHAND_ATTACK_PENALTY -10 Attack modifier to the off hand weapon (INVENTORY_SLOT_LEFTHAND) if using a weapon in both hands, or a two-bladed weapon
127 LIGHT_OFFHAND_WEAPON_BONUS 2 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.
128 AMBIDEXTERITY_BONUS 4 Attack modifier to both the on hand (INVENTORY_SLOT_RIGHTHAND) and off hand (INVENTORY_SLOT_LEFTHAND) if they have FEAT_AMBIDEXTERITY
129 TWO_WEAPON_FIGHTING_BONUS 2 Attack modifier to both the on hand (INVENTORY_SLOT_RIGHTHAND) and off hand (INVENTORY_SLOT_LEFTHAND) if they have FEAT_TWO_WEAPON_FIGHTING
130 OFFENSIVE_TRAINING_MODIFIER 1 Bonus granted to attack rolls by feats FEAT_BATTLE_TRAINING_VERSUS_ORCS, FEAT_BATTLE_TRAINING_VERSUS_GOBLINS and FEAT_BATTLE_TRAINING_VERSUS_REPTILIANS.
131 DEFENSIVE_TRAINING_MODIFIER 4 Bonus granted to dodge AC by the feat FEAT_BATTLE_TRAINING_VERSUS_GIANTS
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
133 EPIC_BARBARIAN_DAMAGE_REDUCTION 5 How much damage reduction is granted by FEAT_EPIC_BARBARIAN_DAMAGE_REDUCTION
134 BARBARIAN_DAMAGE_REDUCTION_LEVEL_4 4 How much damage reduction is granted by feat line ID: 334 DamageReduction4 (no FEAT_ constant)
135 BARBARIAN_DAMAGE_REDUCTION_LEVEL_3 3 How much damage reduction is granted by feat line ID: 333 DamageReduction3 (no FEAT_ constant)
136 BARBARIAN_DAMAGE_REDUCTION_LEVEL_2 2 How much damage reduction is granted by feat line ID: 332 DamageReduction2 (no FEAT_ constant)
137 BARBARIAN_DAMAGE_REDUCTION_LEVEL_1 1 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)
138 DIAMOND_SOUL_SPELL_RESISTANCE_BASE 10 FEAT_DIAMOND_SOUL provides this base + Monk Class Levels in spell resistance. See NWN Wiki for details.
139 PERFECT_SELF_DAMAGE_REDUCTION_POWER 1 FEAT_PERFECT_SELF, how much damage power (the 1 in 20/+1) the damage protection provides. See NWN wiki for details.
140 PERFECT_SELF_DAMAGE_REDUCTION 20 FEAT_PERFECT_SELF, how much damage reduction (the 20 in 20/+1) the damage protection provides. See NWN wiki for details.
141 STILL_MIND_COMPETANCE_BONUS 2 FEAT_STILL_MIND, how much bonus is provided against mind saves.
142 FEARLESS_MORALE_BONUS 2 FEAT_FEARLESS, how much bonus is provided against fear saves.
143 RANGED_ATTACK_IN_MELEE_RANGE 4 Untested - Presumably the range that a ranged weapon is considered to be in melee range for the purposes of attacks of opportunity, and FEAT_POINT_BLANK_SHOT affecting if the negative penalty for firing into melee occurs (the modifier is set elsewhere in this 2da). Odd how this is an integer not a float.
144 POINT_BLANK_SHOT_MAX_RANGE 5.0f 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.
145 POINT_BLANK_SHOT_ATTACK_BONUS 1 FEAT_POINT_BLANK_SHOT bonus to attack if the target is in the range set above.
146 POINT_BLANK_SHOT_DAMAGE_BONUS 1 FEAT_POINT_BLANK_SHOT bonus to attack if the target is in the range set above.
147 MOBILITY_DODGE_BONUS 4 FEAT_MOBILITY - the bonus provided to dodge AC when activated.
148 OPPORTUNIST_TO_HIT_MODIFIER 4 FEAT_OPPORTUNIST - the bonus provided to attack rolls when making attacks of opportunity.
149 NATURE_SENSE_TO_HIT_MODIFIER 2 FEAT_NATURE_SENSE - the bonus provided ot attack rolls when in an area tagged as both "natural" and "above ground".
150 HARDINESS_SAVE_BONUS 2 The bonus to saves for the specific feats FEAT_HARDINESS_VERSUS_ENCHANTMENTS, FEAT_HARDINESS_VERSUS_ILLUSIONS, FEAT_HARDINESS_VERSUS_POISONS, FEAT_HARDINESS_VERSUS_SPELLS.
151 DEFLECT_ARROWS_DC 20 FEAT_DEFLECT_ARROWS, the DC of the Reflex Save to deflect one arrow per round. See NWN wiki.
152 SKILL_FOCUS_SKILL_BONUS 3 FEAT_SKILL_FOCUS_* additional skill bonus to add
153 SKILL_AFFINITY_SKILL_BONUS 2 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
154 PARTIAL_SKILL_FOCUS_SKILL_BONUS 1 Bonus provided to the skills referenced by FEAT_PARTIAL_SKILL_AFFINITY_LISTEN, FEAT_PARTIAL_SKILL_AFFINITY_SEARCH and FEAT_PARTIAL_SKILL_AFFINITY_SPOT.
155 FEAT_EXTRA_TURNING_BONUS_TURNS 6 FEAT_EXTRA_TURNING provides this many bonus uses of FEAT_TURN_UNDEAD.
156 FEAT_SPELL_FOCUS_BONUS 2 FEAT_EPIC_SPELL_FOCUS_* bonus to spell save DCs.
157 FEAT_GREATER_SPELL_FOCUS_BONUS 4 FEAT_GREATER_SPELL_FOCUS_* bonus to spell save DCs.
158 FEAT_SPELL_PENETRATION_LEVEL_BONUS 2 FEAT_SPELL_PENETRATION bonus to spell resistance checks.
159 FEAT_GREATER_SPELL_PENETRATION_LEVEL_BONUS 4 FEAT_GREATER_SPELL_PENETRATION bonus to spell resistance checks.
160 TURN_UNDEAD_BASE_USES_PER_DAY 3 FEAT_TURN_UNDEAD base uses of the feat.
161 QUIVERING_PALM_BASE_DC 10 FEAT_QUIVERING_PALM base DC. Default DC is 10 + half the monk's character level + the monk's wisdom modifier.
162 IMPROVED_INITIATIVE_BONUS 4 FEAT_IMPROVED_INITIATIVE amount to add to initiative checks.
163 ARTIST_PERFORM_BONUS 2 FEAT_ARTIST bonus to SKILL_PERFORM.
164 ARTIST_PERSUADE_BONUS 2 FEAT_ARTIST bonus to SKILL_PERSUADE.
165 ARTIST_SPOT_BONUS 2 FEAT_ARTIST bonus to SKILL_SPOT.
166 BLOODED_INITIATIVE_BONUS 2 FEAT_BLOODED bonus to initiative checks.
167 THUG_INITIATIVE_BONUS 2 FEAT_THUG bonus to initiative checks.
168 THUG_PERSUADE_BONUS 2 FEAT_THUG bonus to SKILL_PERSUADE.
169 BLOODED_SPOT_BONUS 2 FEAT_BLOODED bonus to SKILL_SPOT.
170 BULLHEADED_WILL_SAVE_BONUS 1 FEAT_BULLHEADED bonus to will saving throws.
171 BULLHEADED_BONUS_VS_TAUNT 2 FEAT_BULLHEADED bonus to opposing taunt checks.
172 COURTEOUS_MAGOCRACY_LORE_BONUS 2 FEAT_COURTEOUS_MAGOCRACY bonus to SKILL_LORE.
173 LUCKOFHEROES_SAVE_BONUS 1 FEAT_LUCK_OF_HEROES bonus to all saving throws.
174 RESIST_POISON_BONUS 4 FEAT_RESIST_POISON bonus to poison saving throws.
175 SILVER_PALM_PERSUADE_BONUS 2 FEAT_SILVER_PALM bonus to SKILL_PERSUADE
176 SILVER_PALM_APPRAISE_BONUS 2 FEAT_SILVER_PALM bonus to SKILL_APPRAISE
177 SMOOTH_TALK_PERSUADE_BONUS 4 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.
178 SNAKE_BLOOOD_POISON_BONUS 2 FEAT_SNAKE_BLOOD fortitude saving throw versus poison bonus.
179 SNAKE_BLOOD_REFLEX_BONUS 1 FEAT_SNAKE_BLOOD reflex save bonus.
180 STEALTHY_MOVE_SILENTLY_BONUS 2 FEAT_STEALTHY bonus to SKILL_MOVE_SILENTLY.
181 STEALTHY_HIDE_BONUS 2 FEAT_STEALTHY bonus to SKILL_HIDE
182 STRONG_SOUL_SAVE_BONUS 1 FEAT_STRONG_SOUL bonus to fortitude and will saves.
183 STRONG_SOUL_SAVE_VS_DEATH_BONUS 1 FEAT_STRONG_SOUL bonus to "vs death" saving throws ("Death magic").
184 STRONG_SOULD_SAVE_VS_NEG_BONUS 1 FEAT_STRONG_SOUL bonus to "vs negative" saving throws ("Death magic").
185 MERCANTILE_BACKGROUND_APPRAISE_BONUS 2 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.
186 FEAT_EXTRA_STUNNING_ATTACK_USES 3 FEAT_EXTRA_STUNNING_ATTACK amount of bonus uses of FEAT_STUNNING_FIST to add.
187 ARCANE_DEFENSE_SAVE_BONUS 2 FEAT_ARCANE_DEFENSE_* amount of bonus for the save given.
188 EXTRA_MUSIC_BONUS_USES 4 FEAT_EXTRA_MUSIC amount of bonus uses of FEAT_BARD_SONGS is provided.
189 RESIST_DISEASE_BONUS 4 FEAT_RESIST_DISEASE bonus to disease saving throws.
190 FIRING_INTO_MELEE_MODIFIER -4 The modifier if FEAT_POINT_BLANK_SHOT
191 RESISTANCE_TO_ENERGY 5 FEAT_RESIST_ENERGY_* the amount of energy of that type resisted.
192 TUMBLE_NUM_RANKS_PER_AC_BONUS 5 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.
193 DIRTY_FIGHTING_NUM_ATTACKS_PER_ROUND 1 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)
194 DENEIRS_EYE_SAVE_BONUS 2 FEAT_DENEIRS_EYE bonus save versus traps.
195 LLIIRAS_HEART_SAVE_BONUS 2 FEAT_LLIIRAS_HEART bonus save versus mind spells.
196 EXTRA_SMITING_BONUS_USES 2 FEAT_EXTRA_SMITING amount of bonuses uses provided to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
197 SPELLCRAFT_NUM_RANKS_PER_SAVE_BONUS 5 SKILL_SPELLCRAFT the amount of ranks needed for +1 save versus spells.
198 **** ****
199 MAX_AC_DODGE_MOD 20 The maximum amount of AC_TYPE_DODGE that can be stacked - since it is the only stackable type in the game (besides "other").
200 **** ****
201 PRESTIGE_ENCHANT_ARROW_1_BONUS 1 FEAT_PRESTIGE_ENCHANT_ARROW_1 bonus to hit and damage when used with bows.
202 PRESTIGE_ENCHANT_ARROW_2_BONUS 2 FEAT_PRESTIGE_ENCHANT_ARROW_2 bonus to hit and damage when used with bows.
203 PRESTIGE_ENCHANT_ARROW_3_BONUS 3 FEAT_PRESTIGE_ENCHANT_ARROW_3 bonus to hit and damage when used with bows.
204 PRESTIGE_ENCHANT_ARROW_4_BONUS 4 FEAT_PRESTIGE_ENCHANT_ARROW_4 bonus to hit and damage when used with bows.
205 PRESTIGE_ENCHANT_ARROW_5_BONUS 5 FEAT_PRESTIGE_ENCHANT_ARROW_5 bonus to hit and damage when used with bows.
206 PRESTIGE_ENCHANT_ARROW_6_BONUS 6 FEAT_PRESTIGE_ENCHANT_ARROW_6 bonus to hit and damage when used with bows.
207 PRESTIGE_ENCHANT_ARROW_7_BONUS 7 FEAT_PRESTIGE_ENCHANT_ARROW_7 bonus to hit and damage when used with bows.
208 PRESTIGE_ENCHANT_ARROW_8_BONUS 8 FEAT_PRESTIGE_ENCHANT_ARROW_8 bonus to hit and damage when used with bows.
209 PRESTIGE_ENCHANT_ARROW_9_BONUS 9 FEAT_PRESTIGE_ENCHANT_ARROW_9 bonus to hit and damage when used with bows.
210 PRESTIGE_ENCHANT_ARROW_10_BONUS 10 FEAT_PRESTIGE_ENCHANT_ARROW_10 bonus to hit and damage when used with bows.
211 PRESTIGE_ENCHANT_ARROW_11_BONUS 11 FEAT_PRESTIGE_ENCHANT_ARROW_11 bonus to hit and damage when used with bows.
212 PRESTIGE_ENCHANT_ARROW_12_BONUS 12 FEAT_PRESTIGE_ENCHANT_ARROW_12 bonus to hit and damage when used with bows.
213 PRESTIGE_ENCHANT_ARROW_13_BONUS 13 FEAT_PRESTIGE_ENCHANT_ARROW_13 bonus to hit and damage when used with bows.
214 PRESTIGE_ENCHANT_ARROW_14_BONUS 14 FEAT_PRESTIGE_ENCHANT_ARROW_14 bonus to hit and damage when used with bows.
215 PRESTIGE_ENCHANT_ARROW_15_BONUS 15 FEAT_PRESTIGE_ENCHANT_ARROW_15 bonus to hit and damage when used with bows.
216 PRESTIGE_ENCHANT_ARROW_16_BONUS 16 FEAT_PRESTIGE_ENCHANT_ARROW_16 bonus to hit and damage when used with bows.
217 PRESTIGE_ENCHANT_ARROW_17_BONUS 17 FEAT_PRESTIGE_ENCHANT_ARROW_17 bonus to hit and damage when used with bows.
218 PRESTIGE_ENCHANT_ARROW_18_BONUS 18 FEAT_PRESTIGE_ENCHANT_ARROW_18 bonus to hit and damage when used with bows.
219 PRESTIGE_ENCHANT_ARROW_19_BONUS 19 FEAT_PRESTIGE_ENCHANT_ARROW_19 bonus to hit and damage when used with bows.
220 PRESTIGE_ENCHANT_ARROW_20_BONUS 20 FEAT_PRESTIGE_ENCHANT_ARROW_20 bonus to hit and damage when used with bows.
221 **** ****
222 EPIC_ARMOR_SKIN_NATURAL_AC_BONUS 2 FEAT_EPIC_ARMOR_SKIN bonus to natural AC.
223 EPIC_DAMAGE_REDUCTION_3 3 FEAT_EPIC_DAMAGE_REDUCTION_3 amount of resistance provided (default is universal 3/-). Highest of the 3 feats applies.
224 EPIC_DAMAGE_REDUCTION_6 6 FEAT_EPIC_DAMAGE_REDUCTION_6 amount of resistance provided (default is universal 6/-). Highest of the 3 feats applies.
225 EPIC_DAMAGE_REDUCTION_9 9 FEAT_EPIC_DAMAGE_REDUCTION_9 amount of resistance provided (default is universal 9/-). Highest of the 3 feats applies.
226 DEVASTATING_CRITICAL_BASE_DC 10 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
227 EPIC_FORTITUDE_SAVE_BONUS 4 FEAT_EPIC_FORTITUDE bonus provided to fortitude saving throws.
228 EPIC_ENERGY_RESISTANCE_AMOUNT_1 10 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
229 EPIC_ENERGY_RESISTANCE_AMOUNT_2 20 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
230 EPIC_ENERGY_RESISTANCE_AMOUNT_3 30 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
231 EPIC_ENERGY_RESISTANCE_AMOUNT_4 40 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
232 EPIC_ENERGY_RESISTANCE_AMOUNT_5 50 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
233 EPIC_ENERGY_RESISTANCE_AMOUNT_6 60 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
234 EPIC_ENERGY_RESISTANCE_AMOUNT_7 70 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
235 EPIC_ENERGY_RESISTANCE_AMOUNT_8 80 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
236 EPIC_ENERGY_RESISTANCE_AMOUNT_9 90 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
237 EPIC_ENERGY_RESISTANCE_AMOUNT_10 100 FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used.
238 EPIC_PROWESS_ATTACK_BONUS 1 FEAT_EPIC_PROWESS bonus provided to any attack rolls.
239 EPIC_REFLEXES_REFLEX_BONUS 4 FEAT_EPIC_REFLEXES bonus provided to any reflex saving throws.
240 EPIC_REPUTATION_SKILL_BONUS 4 FEAT_REPUTATION bonus provided to SKILL_BLUFF, SKILL_INTIMIDATE, SKILL_PERSUASION and SKILL_TAUNT.
241 EPIC_SKILL_FOCUS_SKILL_BONUS 10 FEAT_EPIC_SKILL_FOCUS_* bonus provided to specified skill.
242 FEAT_EPIC_SPELL_FOCUS_BONUS 6 FEAT_EPIC_SPELL_FOCUS_* bonus provided to spell save DC for given spell school.
243 FEAT_EPIC_SPELL_PENETRATION_LEVEL_BONUS 6 FEAT_EPIC_SPELL_PENETRATION bonus provided to spell resistance checks.
244 EPIC_WILL_SAVE_BONUS 4 FEAT_EPIC_WILL bonus provided to will saving throws.
245 EPIC_SPELL_RESISTANCE_1 2 FEAT_EPIC_SPELL_RESISTANCE_1 bonus to spell resistance. Note the highest feat applies.
246 EPIC_SPELL_RESISTANCE_2 4 FEAT_EPIC_SPELL_RESISTANCE_2 bonus to spell resistance. Note the highest feat applies.
247 EPIC_SPELL_RESISTANCE_3 6 FEAT_EPIC_SPELL_RESISTANCE_3 bonus to spell resistance. Note the highest feat applies.
248 EPIC_SPELL_RESISTANCE_4 8 FEAT_EPIC_SPELL_RESISTANCE_4 bonus to spell resistance. Note the highest feat applies.
249 EPIC_SPELL_RESISTANCE_5 10 FEAT_EPIC_SPELL_RESISTANCE_5 bonus to spell resistance. Note the highest feat applies.
250 EPIC_SPELL_RESISTANCE_6 12 FEAT_EPIC_SPELL_RESISTANCE_6 bonus to spell resistance. Note the highest feat applies.
251 EPIC_SPELL_RESISTANCE_7 14 FEAT_EPIC_SPELL_RESISTANCE_7 bonus to spell resistance. Note the highest feat applies.
252 EPIC_SPELL_RESISTANCE_8 16 FEAT_EPIC_SPELL_RESISTANCE_8 bonus to spell resistance. Note the highest feat applies.
253 EPIC_SPELL_RESISTANCE_9 18 FEAT_EPIC_SPELL_RESISTANCE_9 bonus to spell resistance. Note the highest feat applies.
254 EPIC_SPELL_RESISTANCE_10 20 FEAT_EPIC_SPELL_RESISTANCE_10 bonus to spell resistance. Note the highest feat applies.
255 EPIC_OVERWHELMING_CRITICAL_DIE 1 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
256 EPIC_OVERHWLEMING_CRITICAL_NUM_DICE 6 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
257 EPIC_SELF_CONCEALMENT_50 50 FEAT_EPIC_SELF_CONCEALMENT_50 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
258 EPIC_SELF_CONCEALMENT_40 40 FEAT_EPIC_SELF_CONCEALMENT_40 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
259 EPIC_SELF_CONCEALMENT_30 30 FEAT_EPIC_SELF_CONCEALMENT_30 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
260 EPIC_SELF_CONCEALMENT_20 20 FEAT_EPIC_SELF_CONCEALMENT_20 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
261 EPIC_SELF_CONCEALMENT_10 10 FEAT_EPIC_SELF_CONCEALMENT_10 bonus applied to self as EffectConcealment amount. Highest feat chosen applies.
262 EPIC_SUPERIOR_INITIATIVE_BONUS 8 FEAT_EPIC_SUPERIOR_INITIATIVE bonus applied to initiative checks.
263 EPIC_GREAT_STAT_BONUS 1 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.
264 EPIC_GREAT_SMITING_1 2 FEAT_EPIC_GREAT_SMITING_1 adds by default 2x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
265 EPIC_GREAT_SMITING_2 3 FEAT_EPIC_GREAT_SMITING_2 adds by default 3x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
266 EPIC_GREAT_SMITING_3 4 FEAT_EPIC_GREAT_SMITING_3 adds by default 4x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
267 EPIC_GREAT_SMITING_4 5 FEAT_EPIC_GREAT_SMITING_4 adds by default 5x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
268 EPIC_GREAT_SMITING_5 6 FEAT_EPIC_GREAT_SMITING_5 adds by default 6x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
269 EPIC_GREAT_SMITING_6 7 FEAT_EPIC_GREAT_SMITING_6 adds by default 7x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
270 EPIC_GREAT_SMITING_7 8 FEAT_EPIC_GREAT_SMITING_7 adds by default 8x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
271 EPIC_GREAT_SMITING_8 9 FEAT_EPIC_GREAT_SMITING_8 adds by default 9x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
272 EPIC_GREAT_SMITING_9 10 FEAT_EPIC_GREAT_SMITING_10 adds by default 10x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
273 EPIC_GREAT_SMITING_10 11 FEAT_EPIC_GREAT_SMITING_11 adds by default 11x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD
274 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_1 2 FEAT_EPIC_IMPROVED_STUNNING_FIST_1 adds this bonus to the stun save DC. The highest feat chosen applies.
275 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_2 4 FEAT_EPIC_IMPROVED_STUNNING_FIST_2 adds this bonus to the stun save DC. The highest feat chosen applies.
276 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_3 6 FEAT_EPIC_IMPROVED_STUNNING_FIST_3 adds this bonus to the stun save DC. The highest feat chosen applies.
277 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_4 8 FEAT_EPIC_IMPROVED_STUNNING_FIST_4 adds this bonus to the stun save DC. The highest feat chosen applies.
278 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_5 10 FEAT_EPIC_IMPROVED_STUNNING_FIST_5 adds this bonus to the stun save DC. The highest feat chosen applies.
279 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_6 12 FEAT_EPIC_IMPROVED_STUNNING_FIST_6 adds this bonus to the stun save DC. The highest feat chosen applies.
280 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_7 14 FEAT_EPIC_IMPROVED_STUNNING_FIST_7 adds this bonus to the stun save DC. The highest feat chosen applies.
281 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_8 16 FEAT_EPIC_IMPROVED_STUNNING_FIST_8 adds this bonus to the stun save DC. The highest feat chosen applies.
282 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_9 18 FEAT_EPIC_IMPROVED_STUNNING_FIST_9 adds this bonus to the stun save DC. The highest feat chosen applies.
283 EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_10 20 FEAT_EPIC_IMPROVED_STUNNING_FIST_10 adds this bonus to the stun save DC. The highest feat chosen applies.
284 EPIC_BANE_OF_ENEMIES_ATTACK_BONUS 2 FEAT_EPIC_BANE_OF_ENEMIES bonus to attack rolls against favoured enemies.
285 EPIC_BANE_OF_ENEMIES_DAMAGE_DIE 6 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.
286 EPIC_BANE_OF_ENEMIES_DAMAGE_DICE 2 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.
287 EPIC_AUTOMATIC_LESSER_STILL_LEVEL_CAP 4 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).
288 EPIC_AUTOMATIC_STILL_LEVEL_CAP 7 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).
289 EPIC_AUTOMATIC_GREATER_STILL_LEVEL_CAP 10 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).
290 EPIC_AUTOMATIC_LESSER_SILENT_LEVEL_CAP 4 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).
291 EPIC_AUTOMATIC_SILENT_LEVEL_CAP 7 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).
292 EPIC_AUTOMATIC_GREATER_SILENT_LEVEL_CAP 10 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).
293 EPIC_AUTOMATIC_LESSER_QUICKEN_LEVEL_CAP 4 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).
294 EPIC_AUTOMATIC_QUICKEN_LEVEL_CAP 7 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).
295 EPIC_AUTOMATIC_GREATER_QUICKEN_LEVEL_CAP 10 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).
296 POISON_SAVE_BONUS_1 1 FEAT_PRESTIGE_POISON_SAVE_1 provides this amount of bonus save versus poison.
297 POISON_SAVE_BONUS_2 2 FEAT_PRESTIGE_POISON_SAVE_2 provides this amount of bonus save versus poison.
298 POISON_SAVE_BONUS_3 3 FEAT_PRESTIGE_POISON_SAVE_3 provides this amount of bonus save versus poison.
299 POISON_SAVE_BONUS_4 4 FEAT_PRESTIGE_POISON_SAVE_4 provides this amount of bonus save versus poison.
300 POISON_SAVE_BONUS_5 5 FEAT_PRESTIGE_POISON_SAVE_5 provides this amount of bonus save versus poison.
301 KI_CRITICAL_BONUS 2 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 **** ****
303 BLINDSIGHT_RANGE_5_FEET 2.0f 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!)
304 BLINDSIGHT_RANGE_10_FEET 4.0f 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.
305 BLINDSIGHT_RANGE_60_FEET 18.288f 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 **** ****
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.
308 COMPANION_LEVELS_STACK 0 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.
309 **** ****
310 **** ****
311 **** (Moved from "Value" column) "The following settings need to be changed consistently on both client and server to ensure consistent behaviour."
312 WEAPON_FOCUS_BONUS 1 FEAT_WEAPON_FOCUS_* bonus to attack.
313 WEAPON_SPECIALIZATION_BONUS 2 FEAT_WEAPON_SPECIALIZATION_* bonus to damage.
314 EPIC_WEAPON_FOCUS_BONUS 2 FEAT_EPIC_WEAPON_FOCUS_* bonus to attack.
315 EPIC_WEAPON_SPECIALIZATION_BONUS 4 FEAT_EPIC_WEAPON_SPECIALIZATION_* bonus to damage.
316 **** ****
317 POWER_ATTACK_TO_HIT_MODIFIER -5 FEAT_POWER_ATTACK to hit modifier, ie; by default this mode lowers attack by 5.
318 POWER_ATTACK_DAMAGE_MODIFIER 5 FEAT_POWER_ATTACK damage modifier, ie; by default this mode adds 5 to damage rolls.
319 IMPROVED_POWER_ATTACK_TO_HIT_MODIFIER -10 FEAT_IMPROVED_POWER_ATTACK to hit modifier, ie; by default this mode lowers attack by 10.
320 IMPROVED_POWER_ATTACK_DAMAGE_MODIFIER 10 FEAT_IMPROVED_POWER_ATTACK to damage modifier, ie; by default this mode adds 10 to damage rolls.
321 RAPID_SHOT_TO_HIT_MODIFIER -2 FEAT_RAPID_SHOT modifier to hit. It adds +1 attack per round with ranged weapons, at a default of -2 to hit.
322 FLURRY_OF_BLOWS_TO_HIT_MODIFIER -2 FEAT_FLURRY_OF_BLOWS modifier to hit. It adds +1 attack per round with monk weapons/fits, at a default of -2 to hit.
323 EXPERTISE_TO_HIT_MODIFIER -5 FEAT_EXPERTISE to hit modifier, ie; by default this mode lowers attack by 5.
324 IMPROVED_EXPERTISE_TO_HIT_MODIFIER -10 FEAT_IMPROVED_EXPERTISE to hit modifier, ie; by default this mode lowers attack by 10.
325 EXPERTISE_AC_BONUS 5 FEAT_EXPERTISE to user AC modifier, ie; by default this mode adds 5 AC.
326 IMPROVED_EXPERTISE_AC_BONUS 10 FEAT_IMPROVED_EXPERTISE to user AC modifier, ie; by default this mode adds 10 AC.
327 LUCKY_SAVE_BONUS 1 FEAT_LUCKY bonus to saving throws.
328 GREAT_FORTITUDE_SAVE_BONUS 2 FEAT_GREAT_FORTITUDE bonus to fortitude saving throws.
329 IRON_WILL_SAVE_BONUS 2 FEAT_IRON_WILL bonus to will saving throws.
330 LIGHTNING_REFLEXES_SAVE_BONUS 2 FEAT_LIGHTNING_REFLEXES bonus to reflex saving throws.
331 FEAT_TOUGHNESS_HP_BONUS 1 FEAT_TOUGHNESS amount of HP to add per hit dice the creature has.
332 FEAT_EPIC_TOUGHNESS_HP_BONUS_10 200 FEAT_EPIC_TOUGHNESS_10 amount of HP to add from this feat. Highest feat present applies.
333 FEAT_EPIC_TOUGHNESS_HP_BONUS_9 180 FEAT_EPIC_TOUGHNESS_9 amount of HP to add from this feat. Highest feat present applies.
334 FEAT_EPIC_TOUGHNESS_HP_BONUS_8 160 FEAT_EPIC_TOUGHNESS_8 amount of HP to add from this feat. Highest feat present applies.
335 FEAT_EPIC_TOUGHNESS_HP_BONUS_7 140 FEAT_EPIC_TOUGHNESS_7 amount of HP to add from this feat. Highest feat present applies.
336 FEAT_EPIC_TOUGHNESS_HP_BONUS_6 120 FEAT_EPIC_TOUGHNESS_6 amount of HP to add from this feat. Highest feat present applies.
337 FEAT_EPIC_TOUGHNESS_HP_BONUS_5 100 FEAT_EPIC_TOUGHNESS_5 amount of HP to add from this feat. Highest feat present applies.
338 FEAT_EPIC_TOUGHNESS_HP_BONUS_4 80 FEAT_EPIC_TOUGHNESS_4 amount of HP to add from this feat. Highest feat present applies.
339 FEAT_EPIC_TOUGHNESS_HP_BONUS_3 60 FEAT_EPIC_TOUGHNESS_3 amount of HP to add from this feat. Highest feat present applies.
340 FEAT_EPIC_TOUGHNESS_HP_BONUS_2 40 FEAT_EPIC_TOUGHNESS_2 amount of HP to add from this feat. Highest feat present applies.
341 FEAT_EPIC_TOUGHNESS_HP_BONUS_1 20 FEAT_EPIC_TOUGHNESS_1 amount of HP to add from this feat. Highest feat present applies.
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.
344 **** ****
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.
349 **** ****
350 FEAT_DRAGON_HD6 6 FEAT_DRAGON_HDINCREASE_D6 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE.
351 FEAT_DRAGON_HD8 8 FEAT_DRAGON_HDINCREASE_D8 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE.
352 FEAT_DRAGON_HD10 10 FEAT_DRAGON_HDINCREASE_D10 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE.
353 FEAT_DRAGON_HD12 12 FEAT_DRAGON_HDINCREASE_D12 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE.
354 **** ****
355 DIRTY_FIGHTING_BONUS_DICE 4 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.
356 **** ****
357 MIN_LEVEL_FOR_MAX_HP 3 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.
358 **** ****
359 SPELL_METAMAGIC_EMPOWER_COST 2 Cost in spell levels of using FEAT_EMPOWER_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
360 SPELL_METAMAGIC_EXTEND_COST 1 Cost in spell levels of using FEAT_EXTEND_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
361 SPELL_METAMAGIC_MAXIMIZE_COST 3 Cost in spell levels of using FEAT_MAXIMIZE_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
362 SPELL_METAMAGIC_QUICKEN_COST 4 Cost in spell levels of using FEAT_QUICKEN_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
363 SPELL_METAMAGIC_SILENT_COST 1 Cost in spell levels of using FEAT_SILENT_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
364 SPELL_METAMAGIC_STILL_COST 1 Cost in spell levels of using FEAT_STILL_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used.
365 **** ****
366 **** ****
367 MONK_DAMAGE_TIER_ONE_THRESHHOLD 4 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.
368 MONK_DAMAGE_TIER_TWO_THRESHHOLD 8 Monks get bonus damage using their fists controlled by these values. See above for example.
369 MONK_DAMAGE_TIER_THREE_THRESHHOLD 12 Monks get bonus damage using their fists controlled by these values. See above for example.
370 MONK_DAMAGE_TIER_FOUR_THRESHHOLD 16 Monks get bonus damage using their fists controlled by these values. See above for example.
371 MONK_DAMAGE_TIER_ZERO_SDAMAGE_DIE 4 Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
372 MONK_DAMAGE_TIER_ONE_SDAMAGE_DIE 6 Monks get bonus damage using their fists controlled by these values. See above for example.
373 MONK_DAMAGE_TIER_TWO_SDAMAGE_DIE 8 Monks get bonus damage using their fists controlled by these values. See above for example.
374 MONK_DAMAGE_TIER_THREE_SDAMAGE_DIE 10 Monks get bonus damage using their fists controlled by these values. See above for example.
375 MONK_DAMAGE_TIER_FOUR_SDAMAGE_DIE 6 Monks get bonus damage using their fists controlled by these values. See above for example.
376 MONK_DAMAGE_TIER_ZERO_SDAMAGE_DICE 1 Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
377 MONK_DAMAGE_TIER_ONE_SDAMAGE_DICE 1 Monks get bonus damage using their fists controlled by these values. See above for example.
378 MONK_DAMAGE_TIER_TWO_SDAMAGE_DICE 1 Monks get bonus damage using their fists controlled by these values. See above for example.
379 MONK_DAMAGE_TIER_THREE_SDAMAGE_DICE 1 Monks get bonus damage using their fists controlled by these values. See above for example.
380 MONK_DAMAGE_TIER_FOUR_SDAMAGE_DICE 2 Monks get bonus damage using their fists controlled by these values. See above for example.
381 MONK_DAMAGE_TIER_ZERO_DAMAGE_DIE 6 Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4.
382 MONK_DAMAGE_TIER_ONE_DAMAGE_DIE 8 Monks get bonus damage using their fists controlled by these values. See above for example.
383 MONK_DAMAGE_TIER_TWO_DAMAGE_DIE 10 Monks get bonus damage using their fists controlled by these values. See above for example.
384 MONK_DAMAGE_TIER_THREE_DAMAGE_DIE 12 Monks get bonus damage using their fists controlled by these values. See above for example.
385 MONK_DAMAGE_TIER_FOUR_DAMAGE_DIE 20 Monks get bonus damage using their fists controlled by these values. See above for example.
386 MONK_DAMAGE_TIER_DICE 1 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.
387 UNARMED_SDAMAGE_DIE 2 Default unarmed damage die if smaller than Medium size.
388 UNARMED_DAMAGE_DIE 3 Default unarmed damage die if Medium or larger.
389 UNARMED_DAMAGE_DICE 1 Default amount of unarmed damage dice.
390 SHOU_DISCIPLE_DAMAGE_TIER_ONE_DICE 1 Not implemented but if SHOU_DISCIPLE is added it does something.
391 SHOU_DISCIPLE_DAMAGE_TIER_TWO_DICE 2 Not implemented but if SHOU_DISCIPLE is added it does something.
392 SHOU_DISCIPLE_DAMAGE_TIER_ONE_THRESHHOLD 2 Not implemented but if SHOU_DISCIPLE is added it does something.
393 SHOU_DISCIPLE_DAMAGE_TIER_TWO_THRESHHOLD 3 Not implemented but if SHOU_DISCIPLE is added it does something.
394 SHOU_DISCIPLE_DAMAGE_TIER_THREE_THRESHHOLD 5 Not implemented but if SHOU_DISCIPLE is added it does something.
395 SHOU_DISCIPLE_DAMAGE_TIER_ZERO_DAMAGE_DIE 6 Not implemented but if SHOU_DISCIPLE is added it does something.
396 SHOU_DISCIPLE_DAMAGE_TIER_ONE_DAMAGE_DIE 8 Not implemented but if SHOU_DISCIPLE is added it does something.
397 SHOU_DISCIPLE_DAMAGE_TIER_TWO_DAMAGE_DIE 10 Not implemented but if SHOU_DISCIPLE is added it does something.
398 SHOU_DISCIPLE_DAMAGE_TIER_THREE_DAMAGE_DIE 6 Not implemented but if SHOU_DISCIPLE is added it does something.
399 SHOU_DISCIPLE_DAMAGE_TIER_ZERO_SDAMAGE_DIE 4 Not implemented but if SHOU_DISCIPLE is added it does something.
400 SHOU_DISCIPLE_DAMAGE_TIER_ONE_SDAMAGE_DIE 6 Not implemented but if SHOU_DISCIPLE is added it does something.
401 SHOU_DISCIPLE_DAMAGE_TIER_TWO_SDAMAGE_DIE 8 Not implemented but if SHOU_DISCIPLE is added it does something.
402 SHOU_DISCIPLE_DAMAGE_TIER_THREE_SDAMAGE_DIE 10 Not implemented but if SHOU_DISCIPLE is added it does something.
403 MULTIPLE_ATTACKS_BAB_PENALTY_MULTIPLIER 5 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.
404 MULTIPLE_ATTACKS_BAB_PENALTY_MULTIPLIER_MONK 3 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.
405 **** ****
406 **** ****
407 CHARGEN_ENABLED_PHENOTYPES 5 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'.
408 CHARGEN_ABILITY_COST_INCREMENT2 14 Untested - 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).
409 CHARGEN_ABILITY_COST_INCREMENT3 16 Untested - 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).
410 CHARGEN_ABILITY_COST_INCREMENT4 255 Untested - 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.
411 CHARGEN_BASE_ABILITY_MIN 8 Untested - Character generation - The basic minimum a stat can have.
412 CHARGEN_BASE_ABILITY_MIN_PRIMARY 11 Untested - Character generation - The basic minimum a primary stat (as defined in classes.2da) can have.
413 CHARGEN_BASE_ABILITY_MAX 18 Untested - Character generation - The maximum allowed ability score that can be added using point buy.
414 CHARGEN_ABILITY_NEUTRAL_VALUE 10 Untested - Character generation - The basic default neutral value of a score, so no penalties or bonuses.
415 CHARGEN_ABILITY_MODIFIER_INCREMENT 2 Untested - 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.
416 CHARGEN_SKILL_MAX_LEVEL_1_BONUS 3 Untested - Character generation - the maximum bonus to skills that can be added at level 1.