DOMAIN_* Constant Group
From NWN Lexicon
Jump to navigationJump to searchDomain settings (covers Cleric Domains; no other class grants Domains unless custom content is used).
Constants
These constants match the domains.2da identifiers.
Constant | Value | Description |
---|---|---|
DOMAIN_AIR | 0 | Clerics of the Air domain command power over creatures of the Elemental Planes and gain the ability to cast electrical damage spells. |
DOMAIN_ANIMAL | 1 | Clerics who take the Animal domain are able to summon more powerful allies. |
DOMAIN_DEATH | 3 | Clerics who take the Death domain can summon an enhanced shadow and gains spells related to death and dying. |
DOMAIN_DESTRUCTION | 4 | Clerics who take the Destruction domain are able to damage constructs through force of will and are granted spells that allow them to weaken and destroy their enemies. |
DOMAIN_EARTH | 5 | Clerics of the Earth domain command power over creatures of the Elemental Planes and are granted spells that protect against melee and energy damage.. |
DOMAIN_EVIL | 6 | Clerics who take the Evil domain command power over outsiders and are granted spells that manipulate negative energy. |
DOMAIN_FIRE | 7 | Clerics who take the Fire domain command power over creatures of the Elemental Planes and are granted spells that summon and protect against fire. |
DOMAIN_GOOD | 8 | Clerics who take the Good domain command power over outsiders and are granted spells that protect themselves and others. |
DOMAIN_HEALING | 9 | Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate. |
DOMAIN_KNOWLEDGE | 10 | Clerics who take the Knowledge domain gain access to an improved list of bonus spells. |
DOMAIN_MAGIC | 13 | Clerics who take the Magic domain gain access to an improved list of bonus spells. |
DOMAIN_PLANT | 14 | Clerics who take the Plant domain are able to repel and destroy vermin and have spells that call upon the power of nature to protect and destroy. |
DOMAIN_PROTECTION | 15 | Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells. |
DOMAIN_STRENGTH | 16 | Clerics who take the Strength domain are able to boost their Strength with divine energy, and gain access to spells that make them stronger and more resilient. |
DOMAIN_SUN | 17 | Clerics who take the Sun domain are better able to turn undead than their brethren, and gain spells that are harmful to undead. |
DOMAIN_TRAVEL | 18 | Clerics who take the Travel domain gain access to an improved list of bonus spells. |
DOMAIN_TRICKERY | 19 | Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells. |
DOMAIN_WAR | 20 | Clerics who take the War domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess. |
DOMAIN_WATER | 21 | Clerics who take the Water domain command power over creatures of the Elemental Planes and are granted spells that weaken or kill opponents. |
Version
This constants group was added in 1.74.8193.8 of NWN:EE.
See Also
functions: |