DOMAIN_* Constant Group

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Domain 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

1.74.8193.8

See Also

functions:

GetDomain