A PW based on the concepts of the Angband/moria/nethack terminal games. Compete or cooperate to reach the lowest dungeon levels to appear on the high score table. No class / level restrictions, RP encouraged, but you aren't crucified if you don't, permadeath after 5 lives lost. Many unique creatures, items, terrain and scripts. Randomly placed, scalable traps. Quest lines. World still under active development and your feedback counts, drop by and see what you think! If you aren't a dungeon delver perhaps you'd like to try taking the gold of those that are at the multiplayer poker game in town.
Any news on the remake? I stumbled across this page and was excited to see what it is about. I've been anxious to get back into NWN. I hope this hasn't been abandoned.
OK shock, horror... I got back into NWN. I'm remaking Angband bigger and better before. I won't realease it until I complete it this time ;-) A huge amount it already done (all 100 levels for example), but you can encourage me by commenting here or mailing me telling me to get a move on...
Posted by Blightflesh at 2008-07-05 04:21:22 Voted 9.00 on 07/05/08
Arg its been gone for a good time, a great server i must say. Cant wait for it to come back up, A+ job
Sorry guys, the world is now offline, I had a network out for a while and I wasn't able to give it enough time. I am developing a new world, but it will be a good few months before it's live (I'll wait until it's finished this time!). If anyonw wants to contact me catch me at the bioware nwn1 forums.
I usually don't post anything here but after reading the above reply I felt I had to share my own experience with this server. Let me reply to the numbered comments in turn:
1)True mundane gear and limited magic can be purchased in the above town. I think it is meant to be the 'starter town' with only limited inventory available to new characters.
2)The documentation in the game explains quite clearly the reason for the high dc on traps. Triggering them, however, you will see they behave as low level traps.
3)I think the creator meant for slow-moving soloers or small groups.
4)So far I have found quite a bit of magic loot - below the 1st level of the dungeon.
5)My first artifact was a magic container - so they are out there
6)The cost of teleport/word of recall scrolls becomes negligible once you start colelcting +1 dags from a certain creature. One vendor in particular pays over 800 gold for each - a viable source of income heh. The respawn seems to be on a medium-length timer as well.
7)Yep just like the old days - forays into and back out of the dungeon.
I too liked the idea of the mod. Yes it is difficult to solo - but it can be done if you go slow. There are more shops (a store on level 3 sells magical gear) and I have found an artifact on each of the three uniques that have fallen to my dwarf's axe. True it is difficult to solo - but I for one like challenge behind the idea.
I'd like to try a small party if I ever see anyone else on there!
Well have spent a couple of days playing around and worked my way up to 5th level, so here's my take on the place thus far...
1. There's nothing beyond mundane starting gear in the shops, so there's little incentive to get more gold. As you can't improve your AC you'd better spend a lot of money on healing and resting supplies.
2. The random traps script place traps outside of accessible areas. The traps difficulty levels are way out of line with starting PCs. I couldn't even ID the traps let alone flag or disable any of them on the first level of the dungeon.
3. The monster encounters are very tough on the first level. Most single creatures are more than a match for a single fighter of 1st or 2nd level, and even 3rd or 4th level fighters will have their hands full when fighting groups on the 1st level of the dungeon. Most of the monsters take far more HP than the vanilla versions. Their AC and to hit bonuses are buffed up as well.
Personally, I'd rather see less challenging single creatures, and occasional mobs of very weak creatures. As is, feats like cleave and great cleave are less useful.
4. The treasure drops are pretty low and magic drops are next to nil. Aside from an occasional cure lt po and one or two minor scrolls, the only item I've recovered of note was an "artifact" ring which gave me a +1 to STR.
5. If you wanna do better, you can pick up and drag out all the dropped gear of the monsters. Given encumberance, this means you make a lot of trips out of the dungeon and a fair risk having the place respawned when you return to continue - which reduces how far you can safely progress each time.
6. If you go to a lower level, there seems to be a fair chance that monsters will respawn on the higher one(s). When combined with the forementioned difficulty levels, it makes leaving the dungeon as tough as getting in, unless you spend a fair amount of money on one shot recall scrolls.
7. The first level of the dungeon's pretty small, less than a dozen chambers with connecting halls. But, given the forementioned risk factors, the smartest course of action is to simply make repeated trips to clear it till you reach the point where your PC can easily kill what's there - as you're gonna have to clear it on the way out if you go deeper.
Overall, I like the idea of the mod, but at present the balance of risk/reward is such that I see little point of venturing deeper than the first level, which makes it rather boring. My fighter has the best mundane armor and weapons he can use and nothing to save money for except healing and resting supplies - hardly a heroic outlook :(
I realize this is a beta release, so hope some of these thing will be considered in future tweaks and upgrades.
markrendl
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