|
That's right! We have added twenty two new domains, designed specifically for Escape from Underdark. These are entirely optional, and can be accessed simply by downloading the domains.zip archive and unzipping its contents into your NWN override directory (if it doesn't exist, simply create a new "override" directoy).
The domains.2da override adds the new domains listed below. The feats.2da override allows you to cast some of these domain powers just like the official domains. Be advised that both overrides are necessary in order to access these domains.
- Cavern Domain
Spells: darkness (1), one with the land (2), call lightning (4)
Abilities: 1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.
- Charm Domain
Spells: charm person (1), aura of glory (2), charm monster (3)
- Chaos Domain
Spells: cloud of bewilderment (3), confusion (5)
Abilities: Turn Outsiders.
- Darkness Domain
Spells: darkness (1), blindness/deafness (2), shadow conjuration (4)
Abilities: ultravision 1/day.
- Drow Domain
Spells: charm person (2), clairvoyance & clairaudience (3), improved invisibility (5)
Abilities: Racial Power.
- Dwarf Domain
Spells: glyph of warding (2), greater magic weapon (3)
Abilities: Racial Power.
- Elf Domain
Spells: true strike (1), cat's grace (2)
Abilities: Racial Power.
- Fate Domain
Feat: Uncanny Dodge
Spells: true strike (1), see invisibility (2), clairaudience/clairvoyance (3)
- Fungus Domain
Spells: barkskin (2), cloud of bewilderment (3), mind fog (5)
- Gnome Domain
Spells: color spray (1), displacement (3)
Abilities: Racial Power.
- Halfling Domain
Spells: cat's grace (2), freedom of movement (3)
Abilities: Racial Power.
- Hatred Domain
Spells: bestow curse (2), inflict critical wounds (3), harm (5)
Abilities: 1/day, target a particular enemy to gain a +1 AB bonus and a +1 negative energy damage bonus, both versus their racial type, that last for one round/level.
- Illusion Domain
Spells: invisibility (2), displacement (3), phantasmal killer (4)
- Law Domain
Spells: clarity (2), hold monster (5)
Abilities: Turn Outsiders.
- Luck Domain
Spells: true strike (1), bestow curse (2), protection from spells (6)
Abilities: Defensive Roll.
- Metal Domain
Spells: shelgarn's persistent blade (1), darkfire (2), keen edge (5)
Abilities: 1/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers. This should stack with darkfire.
- Nobility Domain
Spells: rallying cry (1), charm person (2), see invisibility (3)
- Ooze Domain
Spells: grease (1), stinking cloud (3), evard's black tentacles (4)
Abilities: Command Slimes.
- Orc Domain
Spells: prayer (2), blood frenzy (3), war cry (5)
Abilities: Racial Power.
- Portal Domain
Spells: summon creature III (2), dismissal (3), displacement (4)
Abilities: Portal Sense -- automatic supernatural ability to detect nearby hidden portals using Wisdom.
- Planning Domain
Feat: Extend Spell
Spells: identify (1), see invisibility (2), clairaudience/clairvoyance (3)
- Renewal Domain
Spells: cure moderate wounds (1), remove disease (2), restoration (3)
- Repose Domain
Feat: Favored Enemy (Undead)
Spells: remove disease (2), death ward (3), undeath to death (5)
- Reptilian Domain
Spells: magic fang (1), greater magic fang (2), poison (3)
Abilities: Command Lizards.
- Retribution Domain
Feat: Divine Might
Spells: death armor (2), death ward (3), elemental shield (4)
- Rune Domain
Feat: Scribe Scroll
Spells: identify (1), glyph of warding (2), delayed blast fireball (4)
- Sea Caves Domain
Spells: ironguts (1), drown (5)
Abilities: Underwater Breathing -- boosts the length of time which you can stay underwater before drowning.
- Spells Domain
Spells: lesser dispel (1), shield (2), lesser spell breach (4), feeblemind (6)
- Spider Domain
Spells: web (1), poison (3)
Abilities: Command Spiders.
- Storm Domain
Feat: Resist Energy (Electricity)
Spells: gust of wind (2), call lightning (3), ice storm (5)
- Suffering Domain
Spells: ray of enfeeblement (1), death armor (2), enervation (5)
- Trade Domain
Feat: Skill Focus (Appraise)
Spells: identify (1), knock (2), see invisibility (3)
- Undeath Domain
Spells: stone bones (1), negative energy burst (3)
Abilities: Turning Boost -- same as Sun domain.
Certain racial domains grant a 1/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race's associated stat is (Str for orcs, Con for dwarves, Dex for elves/drow and halflings, Int for gnomes), and +2 AB versus that race's favored enemy (Elves for orcs and drow, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.
Ooh! How do I get it?
To get the new domains, either download it from our Downloads page or simply click the following link, domains.zip file, unzip it, and put it in the "override" directory inside your NWN folder. This override is no longer compatible with pre-existing Luck Domain overrides.
Do I now need this to play on EfU?
No! It is entirely optional. You simply won't be able to create a character using the new domains if you don't have the override.
Will these new domains work elsewhere?
Simply put, no. The new domains will not work at all on other servers -- such servers will likely reject the character immediately. They may work to a certain extent in single player, but the domain abilities will not be available.
|