Custom world. Module takes place in the southern part of the Kingdom of Carlissa.
Gameplay Length
8-10 hours, including reading dialogue and journals.
Number Players
1
Language
English
Level Range
Start 1; End 7-8
Races
Human recommended
Tricks & Traps
Light
Roleplay
Heavy
Hack & Slash
Medium
Classes
Class: There are no restrictions on class, but the story is more appropriate for a character who is "a bit of a thinker." It is recommended that you play a character with above average mental ability scores, averaging in the 12-14 range or higher. Spellcasting classes and skills are good choices, and you'll find that attribute bonuses in Intelligence, Wisdom, and Charisma will come in handy.
The module is designed for a good character, with little in the way of dialogue and plot options for evil roleplaying choices.
Gameplay Hours
10
Description
January 6, 2013: The v4 remake of Sanctum 1 is now at v4.1 (links updated below).
December 30, 2012: An updated version of Sanctum of the Archmage 1: The Sight, v4.0, is now available for download. See the following links for the release announcement and download instructions for the new version:
The previous version of Chapter 1 (v3.4) will also remain available from this Vault page until further notice.
Module Description
Seven years ago, the throne of Carlissa was usurped and the kingdom overrun by the Warlord Zomoran, also known as the Black Magus. The story told by travelers and refugees has all been the same: that the Warlord somehow managed to summon an army of demons willing to serve him, and launched a surprise attack on the Carlissan capitol city of Lannamon. King Danor and the entire royal family were brutally slaughtered, and Zomoran took the throne for himself.
The Warlord is a merciless ruler who regularly sends his demons to crush any sign of rebellion -- or sometimes, to kill just for sport. Hidden in the deep woods in the southern part of the kingdom, your small community of foresters has so far been spared the ravages of the demon horde. All of that, however, is now about to change...
You begin the game as a young forest dweller with an unusual gift, living in a land that has been overrun by demons. When the monsters finally come to your home in the forest, you must try to learn how to use this strange ability of yours or die -- an ability which may turn out to be the only hope of salvation for the kingdom and its people.
This is Chapter 1 of the "Sanctum of the Archmage" module series. It is designed for single player only, starting a new, first level character, which should advance to level 8-9 by the end. It is continued in Chapter 2 ("The Miracle Worker, Act I"). Chapters 3 and 4 of the series are also planned for development in the Aurora engine used by Neverwinter Nights.
Romance: The module contains two nascent romance prospects, one male, and one that the player can choose to be either male or female. The romances progess slowly, and will not be fully developed by the end of the first module. The romances will develop further in the second and following chapters. The player can turn each of the romance plots on or off at his discretion.
Updates:
4/13/08: Corrected spelling and grammar errors in dialogue; updated module description.
8/24/08 - Version 3.1 now available for patch 1.69 and CEP 2.1 compatability.
"Fake NWNCQ" Hak. NOTE: You only need to download this if you do not want to play the modules with Chico400's NWNCQ upgrade. External Website Beyond Our Control
Sanctum of the Archmage v3.4a Patch Hak, dated May 23, 2011. This (required) file contains the current hotfixes for Sanctum of the Archmage v3.4. External Website Beyond Our Control
Current version (v3.4) of Sanctum of the Archmage Chapters 1-2, in .7z compressed format. Custom Modules, Haks, Music, Tlk, Documentation and Spoilers. This version is patch 1.69 and CEP 2.2 compatible. External Website Beyond Our Control
I?m pleased to (finally!) announce the release of the updated Neverwinter Nights module for Sanctum of the Archmage, Chapter 1: The Sight, version 4.0! The new files are up and can be downloaded now. See the link at the beginning of the updated module description (above) for information on the new downloads. A word of warning in advance: the download requirements for the updated version of the module are very large ? including, among other packages, both Project Q v1.5 and CEP v2.4. The download links on this Vault page for the previous version (v3.4) will remain online until further notice, and at least until the updated version of Chapter 2 is released in early 2013. Please note that until then, the current version of Chapter 2 (v3.4) is compatible *only* with v3.4 of Chapter 1. You will not be able to continue a play of the new version of Sanctum 1 into version 3.4 of Chapter 2. I?d like to extend special thanks to my Beta testers, who did a thorough and outstanding job of helping me shake out the bugs in the final versions; the principals at Project Q, for their years-long support in helping me to integrate their content into the updated version; and my players, for their always encouraging support and interest. ? Andarian _________________________ Sanctum of the Archmage Writing Projects Website and Blog Academy for Modding Excellence
Posted by taltamir at 16:02:00 Voted10.00
"These modules are designed for players who want to play something that makes extensive (and, I think, effective) use of custom content. If you're not one of them, then you're free not to download and play them." I explicitly stated that my issue was with having to download and install each one separately and manually. I LOVE custom content. I think this needs to all be packed together into a single file. "No it *shouldn't*. The PURPOSE of a "patch hak" is to be able to download *hot fixes* without having to re-download the entire module and re-start it from the beginning" Yes but that is why you have both a "patch v1 to v1.1" as well as a "download a prepatched v1.1" for new players who don't have content to import. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by Andarian at 16:06:37 Voted10.00
Deris: I'm surprised that you'd still be level 3 when you're in the ruins. The XP grant after you become Len's student and before leaving the Valley should have gotten you at least to level 3, and by the time you reach the upper ruins you should be somewhere between level 4 and 6. If you're poisoned and out of fluid from the sac, then forget everything else except getting to Len's Lab and curing the poison. (You'll find a means there of traveling easily back to any part of the ruins you want without having to backtrack.) If you're too weak to defeat the Guardians at the Shrines and can't evade them, let me know and I'll try to give you some suggestions. _________________________ Sanctum of the Archmage Writing Projects Website and Blog Academy for Modding Excellence
Posted by Deris at 2012-08-1815:04:55
Oh that explains why everything is killing my party easily. I'm somehow still at level 3 and everyone's stats are drained even after drinking all the venom. Doesn't seem like I can really do anything anymore.
Posted by TreeDancer at 2012-07-0920:04:20
I actually have a GeForce video card that's up-to-date, but the patch seemed to work anyway. Thanks for taking the time to help, Andarian :) I will be back with a vote when I finish! I went back in the comments to see if anyone had the same problem as me before I posted and didn't see a solution. Glad to know that you had originally posted one, though!
Posted by Andarian at 11:27:57 Voted10.00
OK -- for TreeDancer (and anyone else having trouble with rendering some of the ship models from Stacy's pack, I've posted a "patch hak" on my website using replacement models that hopefully should provide a workaround. Unfortunately I can't post the link here (the Vault is blocking any posts now that contain links, even mine), so I just posted it to my blog. You can find a link to my blog in my .sig here, just below this post; if anyone who needs it can't find it, just post here to let me know. Andarian _________________________ Sanctum of the Archmage Writing Projects Website and Blog Academy for Modding Excellence
Posted by Andarian at 10:37:30 Voted10.00
TreeDancer, Unfortunately, that's a known problem that certain ATI graphics cards and/or drivers seem to have with displaying some NWN custom content. (If you're seeing this problem and you're not using an ATI card, let me know.) I had posted a "patch hak" a few years ago that I linked to in the comments here, but the message where it was posted doesn't seem to be there anymore. (Apparently the Vault solved the problem it was having with spam posts to the pages here by indiscriminately removing any messages that had links in them -- including legitimate ones from the author, like mine -- and not allowing any new ones to be posted that had links.) I'll see if I can turn up that patch hak, or re-create it, but I'll have to post the link to it on my blog rather than here. You can find a link to my blog in the .sig line of my posts, just below. Another thing I'd suggest (especially if you're seeing this with an ATI card) would be to check for an updated driver. The problem started appearing along with an ATI driver update that was released somewhere around the summer or fall of 2009, and if you're using a driver that's dated anything around that time you might be able to solve it by updating your video card driver to something more recent. _________________________ Sanctum of the Archmage Writing Projects Website and Blog Academy for Modding Excellence
Posted by TreeDancer at 2012-07-0519:12:39
I'm having a problem with loading the panel in the Master Control Room. My log information shows: Failed to load Placeable model shp_panel02.mdl Failed to load Placeable model shp_elev01.mdl Failed to load Placeable model shp_panel02.mdl Failed to load Placeable model shp_panel02.mdl Failed to load Placeable model shp_elev01.mdl Failed to load Placeable model shp_gr2.mdl I have Stacy's Placeables downloaded and the patch is in my hak folder. So I'm not quite sure why they aren't showing up. Any help would be appreciated, thanks!
Posted by Andarian at 07:08:22 Voted10.00
Deris (P.S.) - I should emphasize that having as many summons as possible for that battle can be very helpful to keep the guardian distracted. As a sorcerer, you should be able to have a minimum of *two* minions going into that battle: a familiar, and a summon from Len's Wand. As I said if Robin's reached level 8, she'll be able to bring in a Dire Wolf as well, which makes that battle very difficult to lose. _________________________ Sanctum of the Archmage Writing Projects Website and Blog Academy for Modding Excellence
Posted by Andarian at 05:00:55 Voted10.00
Deris: (*SPOILER ALERT*) If you've gotten to the point of having both Robin and Orion in your party, you should be able to defeat either of the malfunctioning guardians in a pitched melee. Here are a few tips if you are having a lot of trouble with them: (1) If your party is still affected by the Soul-Drinker poison, find the cure first and then deal with the guardians. (2) Make sure your party is at full HP and fully buffed (preferably, rest first) before taking them on. Use the Shield power of Len's Wand, and Robin and Orion's "Cast spells to prepare the party for combat" option from their companion dialog to have them buff the party, and don't be stingy with your potions if you need them. Also, if you have any charges left on the Soul-Drinker Fluid Sac, using it on someone who isn't poisoned will boost their physical stats by two points each. (3) If you have summons available (for example, a familiar, or using Len's Wand) make sure to summon them before the fight. If Robin's rested after reaching level 8 and she hasn't cast a level 3 bard spell yet, she'll summon a Dire Wolf as part of her buff sequence. (If you don't know her level, ask her how experience she is.) (4) Take the role of triage specialist in the battle when necessary. Keep your healing kits and the Ring of Healing hot-barred, and when you see Robin and Orion taking a lot of damage, jump in and heal them to keep them in the fight. (5) Make sure Robin and Orion are set from their companion dialog not to cast spells; they're more efficient at melee with that option turned off. (7) This last one can be dangerous, but it's especially useful of you've got some Tumble skill: get yourself on the opposite side of the Guardian from Robin, and then run away from it. It'll turn its back on Robin to take an attack of opportunity on you, which will let her backstab it. *END SPOILER ALERT* I use a combination of these tactics when fighting the guardians, and they let me take them down pretty much every time. You can also check the "Spoiler / Hint" file in the module download for more suggestions if you need them. :) _________________________ Sanctum of the Archmage Writing Projects Website and Blog Academy for Modding Excellence