You awake out of bed in your house which resides in the city of HeavensGate
Gameplay Length
A lot of side quests along with the main quest... There are a lot of unique puzzle solving in order to advance in the game... Also some hunting zones with endless mobs for those wanting to take the time build gold and to level more to make the game easier to beat..
Number Players
1
Language
English
Level Range
1 to 18+
Races
Any
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Heavy
Classes
Fighter Type -- Easiest (Recommended on first game)
Wizards / Sorcerers / Rogues -- Medium
Clerics, Bards, etc. -- Hard
Takes place in the magical city of HeavensGate...
You wake again after several dreams of discovery and magic.. You decide on this day to visit the local Seer for any information on what it means.. You start a life-changing journey, and eventually become the one Hero to unlock the secrets of an ancient Realm called The Kingdom of Crystals.. You will also re-write the history books about the facts behind the true disappearance of an old race known as the Delvian..
Added a way around the Arena Event for those that are having trouble completing it (especially casters)
Added a few more spoilers in some zones
Corrected spelling errors etc.
Added a few more spoilers
Added some extra hints people were getting stuck on.
Added small fixes to avoid player error.
Added some custom ranged weapons that are a nice upgrade for sale.
Re-scripted the Hunting zones so the creatures spawn more often.
Corrected punctuation in the conversations to be less like chat. (Fine Tuned)
Added some features and prevented more important things from being damaged.
Added some extra stuff in game to provide a few hints in some parts.
Updated the ending to where it is more detailed and more of a celebration.
Had to fix A glitch I created in doing the ending.. Whoever downloaded Update7 please redo and start a game with this one.
Fixed the final Death Gate to be destroyed like it was intended, the new ending caused it to stay visible.
Added in historical references and a few extras.
Wow thanks for the support and making my first mod a finalist. Anything else I can do please let me know. You can always contact me here at getbrad@hotmail.com Brad Bartram
Posted by laisee at on02/21/09
I have now played this mod all the way through with a wizard prior to the recent modifications on the early stages with the rats, and just have to say that this mod gets better with each replay!! my only remaining area of real frustration is the mushroom maze.
Posted by VigaVanBorgin at 2009-04-1121:22:48
Hey there and thanks for trying the mod again... I had changed computers and all the mod tools are no longer so I will have to load in all back in and do some modifying.. I will make the rats easier and adjust that soon... I did beat the game as a warrior, rogue and wizard... but yes it was tough initially until you get going so I will adjust that.. Thanks and I will keep you posted Brad getbrad@hotmail.com
Posted by i92guboj at 2009-04-0216:49:18
Hello, I like the module and tried it long ago. I am giving it another whirl now, but the problem remains the same. I know... challenging and all that stuff, but I really can't understand the point in having a rat that fights like a dragon or a lich against a level 1 character. For a level 1 rogue this module is impossible. I doubt level 2 would be any better, since any critter including rats can kill me on a single touch. I've been walking around for a couple of hours in the city and discovered a few places where I could. But neither of them is suitable for me. Now even the warehouse, nor even the sewers. A single bit from a rat will kill me with 8 hp, a studded leather armor and barskin, which is the highest AC I can wear and afford right now. Ranged is not a solution, and anyway I am not willing to spend half an hour running around the city to kill each rat after migrating them from another -smaller- map. That's neither role-playing nor slashing. Traps do they no harm, alchemist fire/bombs do they very little damage (in fact they harm me much more since by the time I can release them the critter is next to my feet). Oh! And I can't even sneak past them. I don't know what skills these mighty rats have, and hide/move silently are doing me no good either. So, suicide is the only alternative for the poor rogueish character :p Difficulty is one thing, but this is just unbalanced. Just my humble opinion, of course. Otherwise, great work, I really like this, but it's unplayable for me without cheating. I can play it with a tank, but that's besides my point. :)
Posted by krum at on03/30/09
Also, upon raising henchman from the dead, they come back in god-mode--taking no damage from attacks. This happened with the thief and also with Kiko.
Posted by krum at on03/30/09
Good mod. I have a bug issue: no bulkars spawned in Bulkar Pass so I cannot obtain the bulkar skin for the boots nor the bulkar gland for the butter. Can I spawn the bulkar skin and gland?
Posted by laisee at on02/21/09
on second thought, while I agree on the underpowered henchmen, I started playing this as a wizard and with strategy it really isn't all that impossible, though very challenging ;)
Posted by laisee at on02/21/09
I wholeheartedly agree with all toborx has said below both the great and the henchman problem.
Posted by toborx at on03/15/09
I've made a couple of comments on the module and I'm ready for my 'final verdict'. The mod's advantages are many and clear. The mod is free of bugs, and includes a multitude of excellent, creative and fun unique creatures. Fans of 'tricks' face many situations in which they must use their mind. Fans of avoiding tricks have a detailed and well written walkthrough that they can employ. The hunting areas are nice addition. Those who play NWN only for the "roleplaying" conversational aspects should stay away from the mod. Fans of old school action adventure games should put this high on their "to play" list. Conversation options and skill checks are not part of the experience. The Mod has one clear disadvantage that I have already written about: difficulty level. If one plays a warrior and understands how to equip/purchase items for their character for maximum advantage, they will survive. Clerics who take a martial or exotic weapon feat, in addition to druids, also can manage within the recommended levels if built well. Those who play other character classes, or who occasionally find other quality mods too difficult, should start higher than the recommended level. However, quest giving henchman are far too puny presently; it takes a miracle to get them to survive the quests that they give you, and not only is the PC not provided with resurrection equipment, the stores do not sell it. Technically this game balance issue can be overcome by the player (e.g. DebugMode 1, ModCON), but such a move is generally considered cheating.
Posted by toborx at on03/15/09
A bit further into this MOD, I still think it has the potential to be an excellent MOD of a certain genre. However, the problem of the pathetically underpowered henchman just worsens as the game progresses. It is all but a statistically impossibility that the wiz/sorcerer survives his quest unless the PC has powerful turn undead abilities. The same goes for the Dwarf: he has an AC of 22 against enemies that have a +20 to hit bonus (only a 5% chance to miss him on 1st attacks; even fully buffing him with pots leaves him more likely to die than not whenever multiple uber spiders fall on top of you when you are already in combat). The ranger also gets annihilated in the hunting grounds unless you spam pouring cure serious+ down his throat instead of actually hunting. Your unique creatures are too cool to tinker with in my view; instead you should jack up the AC and amounts of quality pots the henchmen have massively.