Discover the hidden plot behind the recent bandit raids. Play one of three custom races, master one of four custom classes. Command twelve different henchmen and unique summons. Collect NPCs who will serve as your personal shopkeepers and advisors. Lots of custom content and a different feel than your normal NWN module.
A truly difficult mod to rate. It has some wonderfully original aspects, particularly the classes and the wide variety of henchmen you can recruit. The mod is also really massive, which is fun. On the negative side, it's generally quite linear, except for a few spots, and given that structure the plot isn't particularly compelling or unique. The combat balance is also a bit off early on-- had I not been playing one of the custom classes, it would have been even worse (the custom classes are VERY powerful, and necessarily so). This mod's worth checking out, but you may find it frustrating (although you might also love it).
Posted by Mark55 at on02/22/05
innovative in many ways, but area design and bugginess are a problem.
Posted by resistorman at on01/16/05
Fine Aged Romano Cheese: Interesting approach with custom races and home base support... a very individualistic feel that only lacks discipline and editing. Velveeta cheese-like substance: Too much running around in huge inert areas, couldn't finish because of bugs, repetitious.
Posted by resistorman at on01/16/05
Fine Aged Romano Cheese: Interesting approach with custom races and home base support... a very individualistic feel that only lacks discipline and editing. Velveeta cheese-like substance: Too much running around in huge inert areas, couldn't finish because of bugs, repetitious.
Posted by Dags at on12/20/04
I really dug the extra races and classes, and I thought the story was pretty interesting too, definitely the author's best work so far.
Posted by Anonymous at 2004-12-1922:57:00
Okay. Thanks. I,ll keep trying. John
Posted by John at 2004-12-1808:31:00
I am really enjoying this mod but I have run into a problem. If I try to go to the summit of Mt Helmut. The location starts to load and then after about one third is loaded I get kicked out of NWN back to my OS. Is there something special aboput this location that might cause this to happen. Thanks for the help.
Posted by Twick at 2004-12-1522:09:00
woa sorry for the triple posts. I didnt get a successful pot message the first 2 times.
Posted by Twick at 2004-12-1518:30:00
I have just began playing this mod and already I have found some rather bothersome design problems. SPOILERS: - The areas are too large and relatively empty. Take the temple in the Fae town for example. Its huge, and its rather annoying to have to make your PC run all the way the other end of the temple to gear up and then all the way back to begin his adventure. - There are too many places where the plot direction just ends suddenly and the story just hangs. This forces the PC to run around (the large areas)looking for a plot trigger to continue the story. There were 3 places where this happened for me already. The first was where I entered the fae town to find 4 main areas which were spread out evenly across a rather large map. There was no one to greet my PC so he had to run around looking for someone to talk to. The second was when my PC was just finish talking to Wilby to whom my PC was sent by the elder to seek information. My PC was told that that there was no information (???), and there was no guidance as to what to do next. I had to make my PC explore every inch of Wilby's (large) town just to make sure that there was no further plot devices. The third was when I my PC returned to the elder to inform her that Wilby had no information, he was told there was nothing he could do for now. Again I had to make my PC explore the (large) fae town to find another plot trigger. Having found nothing, I read the walk thru to find that my PC had to leave town to meet someone outside. I am still at the beginning of the module, but already I am weary. I doubt that I will finish.
Posted by Twick at 2004-12-1518:24:00
I have just began playing this mod and already I have found some rather bothersome design problems. SPOILERS: - The areas are too large and relatively empty. Take the temple in the Fae town for example. Its huge, and its rather annoying to have to make your PC run all the way the other end of the temple to gear up and then all the way back to begin his adventure. - There are too many places where the plot direction just ends suddenly and the story just hangs. This forces the PC to run around (the large areas)looking for a plot trigger to continue the story. There were 3 places where this happened for me already. The first was where I entered the fae town to find 4 main areas which were spread out evenly across a rather large map. There was no one to greet my PC so he had to run around looking for someone to talk to. The second was when my PC was just finish talking to Wilby to whom my PC was sent by the elder to seek information. My PC was told that that there was no information (???), and there was no guidance as to what to do next. I had to make my PC explore every inch of Wilby's (large) town just to make sure that there was no further plot devices. The third was when I my PC returned to the elder to inform her that Wilby had no information, he was told there was nothing he could do for now. Again I had to make my PC explore the (large) fae town to find another plot trigger. Having found nothing, I read the walk thru to find that my PC had to leave town to meet someone outside. I am still at the beginning of the module, but already i am weary. I doubt that I will finish. I dl this module because of the high ratings. Now I wonder why the ratings is so high.