Gameplay length will vary depending on how much exploration and how much fighting of random monsters the player chooses to do.
Number Players
1
Language
English
Level Range
1-15
Races
Any (see readme)
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Medium
Classes
Any (see readme)
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
15
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Alignments
Any (good assumed)
Gameplay Hours
20
Description
This is a remake of the 1985 classic game by W.D. Wood. The island of Gelnor has been besieged and is now plagued by the oppressive Black Knights. A true hero is needed to break the curse and free the land from this tyranny.
Features:
- 15 outdoor areas
- 10 small towns
- 10 large dungeons
- A few epic bosses (combat optional)
- Over a dozen unique artifacts of power
- A banking system
- Random encounters
- Hundreds of scripts
- Many unique, interesting events which were originally described in text have been re-created as graphic events.
Be sure to read the Phantasie readme file for special notes.
Updates:
3.05
-Several small updates to increase difficulty in dungeons and give more variety of items for sale in shops. Added a few more aesthetic details.
3.0
-Major aesthetic overhaul of towns and wilderness areas. Towns differ much more from each other and have much more detail. Most wilderness areas have been scaled down in size.
-A day/night cycle has been added. Many shops are closed at night.
-Four new cutscenes have been added including a �real� ending.
-An intro animated trailer and credits movies have been added.
-Several new unique weapons and a few new monsters have been added.
-3 henchman interjections have been added.
-Audible PC chat enabled on secret door detection (on sound sets which support it).
2.0
-Added much more flexibility in the rest system through use of a "wander monster on rest" script by WynterArwynRose
-Fixed a merchant bug that didn't take the gold for a certain job.
-Fixed a dungeon check bypass bug (shouldn't be able to bypass the check now)
-Fixed yet another possible faction bug
1.5
-Fixed possible faction bug with a certain "Mean Old Man"
-Added a few hints on quest items to help player avoid frustration
1.1
- Fixed Frerem Henchman bug
- Added more hints in conversation
- Added additional landscaping in some maps.
- Increased probability of random encounters.
- No more bypassing fighting of programmed encounters to get a certain powerful weapon.
Areas are too huge and bland. The way you got to get XPs by slaughtering random encounters reminds me of some MMO's "grinding". Though I really like the idea of some critters stumbling upon on you, while you rest.
So basically my second level rogue with minotaur henchmen got slaughtered 2 times subsequently in dwarven dungeon. I didn't want to reload 3rd time, it was too boring overall.
Since you seem to still stalk around, maybe you will fix it someday. I'll hold my vote. Unless you want that 7.25 (having 10 votes allows the average score to be seen when searching the modules). Your call. _________________________ Thanks Rolo:)
Glad you liked it Eric. I've moved on, back to making 3D pics so haven't been here in awhile. It was a lot of fun to dial everything in though and put in all those details. _________________________ Defeat the Black Knights! Play Phantasie
Posted by ericdoman at 2010-02-21 13:35:09 Voted 9.00 on 02/21/10
Spotted this module in overlooked modules and was quite shocked to see the lack of downloads and votes etc. Well worth playing.
Played it over a year ago and wished to increse vote.
Based on my terrible memory played through as a bard/ftr/aa starting at 1st lvl bard and finishing as a 3/4/10 b/ftr/aa respectively again Gulnar was vital. If I had checked out "View stats" I would not have chosen another AA.
Map sizes were a little large and some areas were a little tedious due to backtracking and due to me not using map pins correctly. Glad to see the short sword had been replaced although I chose the long bow but could not use it. My UMD was not high enough only for a rgr so chose longsword and gave it to Gulnar.
Made him normal ftr first then after wpn spec long sword, Gladiator fighter so imp 2 wpn fighting at the end. Although I am sure he didn't use his off hand attacks on many ocassions.
I do like the idea of wandering monsters when resting.
Gained 2 more levels than my first attempt so there have been changes. Missed out on a few things methinks so wait another year and play througha s a rg/ftr combo or clr.
Hi Kurt, just got your message, I haven't played NWN in a while, but since you brought my attention back to this mod, I will give it a go, as I have had a hankering to play lately.
Draugr, glad you like it so far.
1. No. Like the original, if you are less than 5th level, you are screwed. I tried to keep the same spirit of the death/resurrection system.
2. Many of the monsters are respawning (depending on the area) and have random treasure appropriate for the area you are in. I did not design it for multiplayer but you are welcome to try it.
I don't plan on making sequals. This one took many months. It's time to move on with life. Explore as much as you can with this one. There is much to see and do. _________________________ Defeat the Black Knights! Play Phantasie
Posted by Draugr at 2009-06-16 23:44:27 Voted 10.00 on 06/16/09
A few questions.
1. If you die and are sent back as the damned (I think that was what it was called) is there any way for you to return to your human and gain back the lost levels?
2. Are the treasures and monsters respawning? I'm just asking because this might make a cool multiplayer module where players can just explore the world and possibly solve the main quest. First player to do so becomes the hero of the land.
Finally, any thoughts on making Phantasie II and III?
Again... GREAT work!
Posted by Draugr at 2009-06-16 23:41:50 Voted 10.00 on 06/16/09
I just finished the wilderness outside of Pelnor and the Dwarven Dungeon. This is a GREAT module!!!! I thought originally it was Phantasie III, but I see it is Phantasie I v3.0. This is one of the best modules I've played in years. Glad I came back to the vault to see what new mods werer released. :)
Posted by Draugr at 2009-06-16 09:35:41 Voted 10.00 on 06/16/09
Phantasie?????? Are you kidding me? I am a VERY BIG fan of that trilogy! I've scoured the net for years hoping for a fan made remake. I've even tried here hoping for a Phantasie mod. Now, I'm ecstatic to see that Phantasie is finally reborn. I'm off to play this now. :)
BTW, does anyone know if there are Phantasie 1 & 2 mods available?
Cool, glad you liked it! Yeah this has been a labor of love. I was certainly ready for a break. Hope more people play it. _________________________ Defeat the Black Knights! Play Phantasie
Posted by laisee at 2009-05-01 04:18:37 Voted 9.75 on 05/01/09
Kurt, the revisions are truly excellent and just what was needed!! I had a fabulous time playing this a 2nd time (this time a monk) and will replay again. My only regret is that I played a rogue the first time, as I am very curious now about the rogue quest you added!!! May just have to repeat or multi-class . I have revised my vote upward based on the revisions, and do hope more people find this wonderful mod!!
Posted by laisee at 2009-04-11 19:04:40 Voted 9.75 on 05/01/09
I can't wait to try out the new version Kurt! Thanks so much for doing this.
Okay most of the files have been updated, all but the closing credits because the file is 43Mb. Will upload later. _________________________ Defeat the Black Knights! Play Phantasie
The description has been updated but not the files yet as the zip file is 73Mb. I will update it as soon as I get ftp access. _________________________ Defeat the Black Knights! Play Phantasie
Posted by laisee at 2009-03-25 07:59:40 Voted 9.75 on 05/01/09
That's Great Krickerd, e-mail me when you have got it done, can't wait to replay it!!
**UPDATE** I'm doing a MAJOR aesthetic overhaul. Towns have much more detail, including a night cycle. Time advances on rest. Many wilderness areas have been scaled down and have several road signs to guide the player. Overall I have added a lot more creativity and much more attention to detail. Stay tuned. _________________________ Defeat the Black Knights! Play Phantasie
Steve, have you downloaded the walkthru? It tells you what you need to know. BTW, doing a major overhaul on towns and town transitions - adding detail, and adding script complexity to behavior of NPC's (for fun). Adding a day/night cycle with time passage during sleep. _________________________ Defeat the Black Knights! Play Phantasie
Posted by Steve_Savicki at 2009-02-17 17:52:07 Voted 9.50 on 02/17/09
Still some faction issues, over sized areas and some unrealism, but thanks for the memories.
I know you are trying to be faithful to the original, but please scale down the areas.
Thanks. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2009-02-16 18:44:42 Voted 9.50 on 02/17/09
Okay, I only found 2 rings in the Desonabia temple (G & H.) Where is the 3rd ring over there? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2009-02-16 07:53:13 Voted 9.50 on 02/17/09
How do I get the rune of water from Wood's Castle?
I just got the note about the 9 rings.
Do I have to come back and do something else before completing Wood's Castle? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
A bit late on this reply but that's a yes to laisee's questions. There are a few parts of the Temple of the Gelnor Priests that have neutral characters and others that have hostiles. This follows the same pattern of the original. BTW thanks for the evaluation and the vote. I may change up a few things on the rest restrictions etc. _________________________ Defeat the Black Knights! Play Phantasie
Posted by laisee at 2009-02-02 06:29:40 Voted 9.75 on 05/01/09
Overall a great mod well worth playing and I may even play a 2nd or 3rd time. I highly recommend that players have a bit of patience in the early parts which can be slow, the play gets a lot more fun when you have leveled up to about 7 or 8.
The story is really great, the gold balance is excellent, the power items are wonderful, the use of tilesets are gorgeous (cliffs, swamps you name it. The pools were a cool addition, and one really grows nicely as a character here with good xp balance as well.
Major complaint is the vastness of not only the 1st Pelnor area but of all of the areas (there is tons of walking through empty space in this mod both indoors and outdoors and even hasted items - of which there are too few - don't quite balance this out - btw I would recommend adding boots of speed to what is available from merchants). Another minor complaint is on the balance of what is available from merchants and the need to teleport back and forth from town to town to outfit your character properly in the latter parts - just a bit uneven.
I played a pure rogue and got up to about lvl 15 as I thoroughly explored everywhere. I also noticed throughout the mod that kurt has put in stuff for all classes to use.
quick recommendations for improvements:
1. add boots of speed about 1/3rd of way through
2. add secret door discovery dialogue 3. add journal entry specifying the need/requirements to go back to the magic merchant in Pelnor on getting all 9 rings and 4 runes.
4. do a rough and basic walk through giving preferred order of completing areas (wasted much time going to places that are for "later", and missed one essential area completely - Bleeb Dungeon) - failing that.. add more specific pins to all map transitions, to inns and towns as well.
5. Lord's Wood Castle, seems that not only I was stuck on the squares!! Specify a starting point somewhere?
6. more major - reduce map/area size - even the final fortress of black knights had way too much walking around in it.
Thanks krikerd for all the fine work you have done in making this great mod. In spite of the size of the areas, I really did enjoy it. A truly great first effort!
Posted by laisee at 2009-01-29 10:33:51 Voted 9.75 on 05/01/09
Am just lvl 5 rogue right now with the fighter henchman. from comments answered my question about the earth rune. Yes it is slow in the beginning. Quick question, why are priests all of the sudden hostile in the priest quarters of the Kelnar Temple, but the temple high priest and the dudes in the main hall are not?? Is it supposed to be that way. Also found hostile mercenaries there, and found it strange to have hostile dwarven mercenaires locked up in the temple jail. Is cool, but am wondering if things should be this way.
Tried this with a cleric, but gave up early in the first (orc) dungeon. The areas are just humongously large and mostly empty, with severe resting restrictions this is completely unenjoyayable with anything but a pure melee class. Should be mentioned in the description. Didn't see any real problems and the general build quality seems solid. Liked having the cat along in the first mission.
Just wasn't for me, which was a surprise. No vote as I didn't see nearly enough of this.
Okay it's back. Couldn't update the file yesterday, had to use the ftp server. Thanks to Maximus for fixing it. _________________________ Defeat the Black Knights! Play Phantasie
OK, what happened to the download? Must have been the snow we got last night in New England. ;) _________________________ Endorsed by the Great Wazoo of Acron.
Posted by UdoGod at 2008-12-06 18:21:14 Voted 9.00 on 12/06/08
I think I know what might have happened. Did you attack the "Mean old man" in Lord Wood's Castle? I had his faction set to "Neutral" which may have screwed things up. I'm fixing it now. Just when I think all factions are perfect... _________________________ Defeat the Black Knights! Play Phantasie
Posted by Steve_Savicki at 2008-12-05 11:36:17 Voted 9.50 on 02/17/09
Well, now it seems everyone is hostile so it looks like I will have to start over.
I wish you'd update the faction issues. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Oooo... attacking commoners is bad. There should have been no reason for that to happen - the faction is standard commoner which is neutral toward the PC and defenders. I wouldn't suggest using a gate spell in town - that should be obvious. That is the only summoned I can think of that would be hostile toward neutral characters.
Pelnor is in the NE corner of Gelnor. You should start out traveling due West, exploring each wilderness area fully including each dungeon of that respective area. Think of each wilderness section as a square with a dungeon in it which must be explored. Look for info scrolls to tell you about the next dungeon. Once you are done with Woodville, you should be at least 8th level. Then you can break out and explore most any wilderness area. When in doubt, look for info in those scrolls to tell you where to go next. If you've downloaded 1.1, the commoners will also give you a few hints, as will beggars - for a small fee. _________________________ Defeat the Black Knights! Play Phantasie
Posted by Steve_Savicki at 2008-12-01 12:07:22 Voted 9.50 on 02/17/09
My summoned I believe attacked a commoner.
Is there a way to fix that bug?
Also, where are we supposed to go? Any specific pattern that we travel? _________________________ Steve's Characters - please don't forget to vote on them if you play them.