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Feat changes

From Arelith Wiki

This is a list and explanation of Feats which work differently on Arelith to how they do in Vanilla NWN. Note that disabled feats are disabled only for PCs. Some NPCs that characters encounter on Arelith can still have them.


Disabled & Obsolete Feats

Devastating Critical: "In the judgement of the Dev Team it's unbalanced... You may not agree with the decision, but it's not going to change" -Mithreas

Summon Mount: Horses and other mounts can cause lag, crashes, and other glitches for many players, and so they do not feature on Arelith. This includes the disabling of this Feat.

Skill Focus & Epic Skill Focus in any Disabled & Obsolete Skills: For obvious reasons, there is no benefit to taking feats which specifically improve Skills that have no use on Arelith.

Epic Spell: Epic Warding: This Feat is not technically disabled on Arelith. However, since PCs on Arelith are capped at Lv30, it is impossible to meet the prerequisites of the Feat with a PC. Note that some Epic Feats which can be taken multiple times suffer similar inhibitions with their later "versions" (Self Concealment V, for example, is unobtainable within 30 Levels).

Hide in Plain Sight: This feat is removed from Shadowdancers on Arelith. Instead they receive an additional +1 Hide (no Move Silently) per ShadowDancer level, and have an improved Shadow Evade.

Modified Feats

Arcane Defence: Abjuration: This Feat increases a spellcaster's effective Caster Level by +2 when trying to resist a dispel.


Brew Potion: On Arelith, all spells (Wiz/Sorc, Ranger, Druid and Cleric spells) from Level 0 up to Level 3 are "potionable", even spells that are normally not potionable in the default Neverwinter Nights, like True Strike, Expeditious Retreat, Camouflage, Entropic Shield and so on.

Note the Bug with Cleric Domain Spells and Item Creation Feats listed below


Craft Wand: On Arelith, all spells (Wiz/Sorc, Ranger, Druid and Cleric spells) from Level 0 up to Level 4 are "wandable", even spells that are normally not wandable in the default Neverwinter Nights, like True Strike, Expeditious Retreat, Camouflage, Entropic Shield and so on. There is only one exception, namely the Cleric spell Divine Power, and this exception is intentional.

Note the Bug with Cleric Domain Spells and Item Creation Feats listed below


Expertise/Improved Expertise: Expertise/Improved Expertise mode is automatically disabled when a spell is cast. Casters using this feat will need to re-enable it after every casting, and will not benefit from the bonus AC during casting.


Hide in Plain Sight: This feat is removed from Shadowdancers on Arelith. In stead they receive an additional +1 Hide (no Move Silently) per ShadowDancer level and have an improved Shadow Evade.


Scribe Scroll: Certain Spells require an additional component to be scribed, which is consumed along with the Blank Scroll from your inventory. What components are needed for which spells is considered Find Out In Game information. Spells requiring a component are;

  • Firestorm
  • Greater Restoration
  • Harm
  • Storm of Vengeance
  • Time Stop
  • True Seeing
  • Undeath to Death
Note the Bug with Cleric Domain Spells and Item Creation Feats and the Undeath to Death & Remove Blindness/Deafness Scribing Bug listed below

Spell Focus: Abjuration

  • Each Spell Focus in Abjuration grants a cumulative +2 to Dispelling Rolls, to a total of +6 with Epic Spell Focus: Abjuration. These are applied after the Level Cap imposed by individual spells (so an Epic Abjurer's Greater Dispelling caps at +36, not +30).
  • With Spell Focus: Abjuration, the Shield spell protects against Isaac's Lesser Missile Storm as well as Magic Missile. With Greater Spell Focus, this protection extends also to Isaac's Greater Missile Storm.
  • With Epic Spell Focus: Abjuration, the -ward and -ward teleport Commands become available. The character may use one or the other of these, once per rest. -ward creates a large visible symbol on the floor, which lasts for a long time and inflicts brief paralysis on enemies who fail a Will Save upon passing over it. -ward teleport, while it lasts, prevents any PC from teleporting out of the area in question through any means, and prevents them from being -yoinked elsewhere whilst the remain in the area. It also prevents travel to any portals within the area.

Spell Focus: Conjuration

  • Each Spell Focus in Conjuration grants a small bonus to the statistics of creatures summoned by the [Lesser/Greater] Planar Binding Spells, and Epic Spell: Dragon Knight.
  • Greater Spell Focus: Conjuration causes a caster to summon a creature one "level" higher than normal when using the Summon Creature I-VIII spells, in the same way as the bonus provided by the Cleric's Animal Domain. Note that Animal Domain and Greater Spell Focus: Conjuration do not stack in this respect. This feat will also grant Fiendish Warlocks an empowered version of their final summon, and allows Summon Creature IX to summon a more powerful Ancient Elemental.
  • Epic Spell Focus: Conjuration enables the -yoink command. Once per rest, a character may send -yoink as a tell to another PC, which will cause them to enter a dialogue telling them that your PC is attempting to summon them. If they accept, they are transported instantly to your location.

Spell Focus: Divination

  • Spell Focus: Divination allows a character using the *looks* command to see whether a character is "attuned" to Life, Death, Fire, Water, Earth, or Air. This information is displayed even if the target is disguised. Through trial and error association, a player may learn much about another character's habits and abilities from their attunement. Also allows a character to use the mysterious and rare Deck of Stars item.
  • With Epic Spell Focus: Divination, the -scry command becomes available. Once per rest, with the Clairaudience/Clairvoyance spell active, the character may send -scry as a tell to another PC (or type -scry [START OF TARGET'S NAME]). This permits the character to spy on their target for roughly one minute. It is possible to protect against this, but means of doing so are considered Find Out In Game information.

Spell Focus: Enchantment

  • Each Spell Focus in Enchantment reduces the base cost of an enchantment when using the Enchantment Basin. This, in turn, means the chances of success with any given enchantment are increased, and that more valuable/powerful items can be created.
  • The (non-cumulative) reduction in costs are 10% for Spell Focus, 20% for Greater Spell Focus, and 35% for Epic Spell Focus.

Spell Focus: Evocation

Spell Focus: Illusion

  • Spells imitated by the Lesser Shadow Conjuration, Shadow Conjuration, Greater Shadow Conjuration and Shades spells are considered Illusions for the purposes of Spell Foci.
  • Epic Spell Focus: Illusion enables the -send_image command. Once per rest, the character may send -send_image XXXX as a tell to another PC (or type -send_image [START OF TARGET'S NAME] XXXX), where "XXXX" is the message they wish to send. Your character's avatar, with the appropriate *conjures* or *casts* visual and/or polymorph state, will appear like a Speedy Messenger beside the target and relate your message. If you are targeting a PC on a different server, they will instead see only a "Mysterious Ball of Light".

Spell Focus: Necromancy

  • Greater Spell Focus: Necromancy turns Summoned Undead (from any Spell, Class Ability or Feat except Epic Spell: Mummy Dust) into Henchmen. Your character may therefore use such an ability twice (or two such abilities once), and have two undead at the same time. You may also have a normally summoned creature in addition to those two.
  • Epic Spell Focus: Necromancy means that all abilities which summon undead summon two, with one casting.

Spell Focus: Transmutation

  • Greater Spell Focus: Transmutation allows a character, by travelling to the correct place (the location of which is Find Out In Game information), to activate Golems from their constituent parts so long as the character is Level 15 or over.
  • Epic Spell Focus: Transmutation enables the -teleport command. This allows the character to open the same dialogue they receive at an One-Way Entrance or Two-Way Portal. Once per rest, they may select one of these at a cost of 100xp, and travel there as if using a portal.

Bugs Relating to Feats

Please Note: These bugs are either inherent to NWN, or in some other way a long-standing & chronic problem. Incidental or minor bugs should not be mentioned here.
  • Spells Clerics do not normally gain access to, but may cast due to their Domains - like Cat's Grace (Animal and War Domain) - may not be Scribed, nor turned into Wands or Potions, by Clerics. It has something to do with those spells not normally being available to Clerics. Note that Domains that let you cast certain spells one (or more) levels sooner (Healing Domain and the Heal spell, for example) are NOT affected by this bug.
  • Arcane Casters are unable to scribe Undeath to Death, nor Remove Blindness/Deafness. Divine Casters are not affected.
  • It is no longer impossible to scribe the "Bigby" line of spells.
  • The Shadow summoned by the Shadowdancer Class Feat often simply follows the character without ever engaging in battle.
  • Whirlwind Attack can cause the character using it to "lock-up" and be unable to attack if it is either stacked in the action queue, or used when surrounded by exactly three enemies.