Intrigued by a cryptic call for heroes from a rural priest, you arrive in the hamlet of Riverford on the Delimbiyr River. There, you learn of the cries of a woman, the last of her line from a village high in the Greypeak mountains. As a champion of Tyr, The Maimed God, your mission is clear. You must rescue this woman from a centuries-old curse and restore the light of Tyr to a dying town lost to the ravages of time. But the obstacles are daunting. Cut off from civilization, surrounded by enemies, and opposed by a foe more powerful than you at first imagined, you have only your faith in Tyr to fall back on… and the aid of a mercurial ranger with a shadowy past.
Requirements:
Revisions:
Version 1.01 includes the following changes:
Content Credits:
Attachment | Size |
---|---|
tmgs_music.zip (2618) | 57.48 MB |
tmgs_extras.zip (2928) | 4.09 MB |
tmgs_hak.zip (2594) | 28.59 MB |
tmgs_movies.zip (2573) | 72.29 MB |
tmgs_module1.zip (2735) | 81.11 MB |
tmgs_module2.zip (3477) | 92.5 MB |
tmgs_module3.zip (2934) | 62.12 MB |
tmgs_campaign.zip (2660) | 1.81 MB |
A Fairy Tale |
80% |
Planescape: The Shaper of Dreams |
92.2% |
Legends of Verssavis--Athena's Gambit--Chapter One |
77.5% |
Ravenloft: Dreamscape |
78.8% |
The Cursed Land |
83.3% |
Crimmor |
97% |
Dark Avenger Chapter 1 |
90% |
The Caravan Club |
85% |
From This Comes Strength |
98.9% |
Dark Avenger Chapter 2 |
88.6% |
For the record:
On the old vault this was a Hall of Fame entry with a score of 9.81 based on 157 votes. Here are the download counts:
I think the title to this entry is incorrect. If I remember correctly, Tragedy in Tragidor was a stand alone module, not a campaign. I think the title should be The Maimed God's Saga.
Fixed. Thank you.
I posted these comments on the old vault, and thought I'd port them over here:
My Vote: 10 - A Masterpiece, Genuinely Groundbreaking
Character: lv 6. Male Lawful Good Cleric of Tyr, reached lv 9
I've played a lot of clerics over the years. My character in my original playthrough of BG1/BG2, as well as my character for NWN2's official campaign were both clerics. I like to have a strong healer in my parties, I suppose. The thing is, however, that I've never really felt like a cleric from a roleplaying perspective. I have no idea which god any of my characters would have worshiped, beyond some generally good deity or another. I had no connection to the deity save for the fact that I could cast spells. In truth, I might as well have just been playing an arcane spellcaster who happens to cast healing spells.
The great triumph of this module is that it completely reversed this trend. In the Maimed God's Saga, you get to roleplay a cleric to a degree that frankly has never been done in a video game before. As a cleric of Tyr, you not only take on an aspect of your deity's dogma as your character's primary motivation, but you ultimately get the opportunity to interact with him directly. Regaining spells typically requires one to pray at an altar, rather than simply resting, and these events are used frequently throughout the module to add amazing roleplaying opportunities. Playing this module completely changed how I view gods in Forgotten Realms-style fantasy, and I'm looking forward to taking these ideas into my play by post games.
The story itself begins as a local mystery: a request has come from a tiny, obscure town for help against a long-standing curse that has plagued their ruling family. That curse, however, is gradually revealed to be part of something far greater that stands to threaten the entirety of the Sword Coast, and upset the balance of power among the gods themselves. The pacing is very good, with surprising twists and turns throughout that had me deeply invested in both the story and my character's place in it. This is a roleplaying-intensive module, where even seemingly small decisions can substantially impact the story...and sometimes in very surprising ways. And the companion...I played with the female (my character was male), and I found her to be among the most interesting, well-realized, and evocative companion characters I've encountered in any game.
As Tiberius explains in the readme, there is frequent combat in the module, but you should expect to have the opportunity to rest and regain your spells in between most of the challenging encounters. Once you've settled in, he recommends deciding on a course of action, resting, praying to regain spells, and setting off to accomplish that goal. I generally followed this advice and found combat to be well balanced but challenging throughout the mod. The key to success in combat, I found, was to use the ranger companion as a tank, freeing my cleric to use his spells. I did take a nice stack of healing potions with me into the module and was glad to have them, but they were rarely necessary outside of a few big fights.
If there's a criticism that I had of this module, it's probably that it does too good of a job of depicting its atmosphere. The majority of the module takes place in a small, isolated town subject to a curse. The town is virtually dead, and it's rendered in this module as a place that is dark, virtually deserted, and hopeless. The interiors of occupied buildings are dark, even during the day (it's constantly raining and gloomy), requiring ample use of Light spells or torches (and, for my comfort as a player, gamma correction). All of this is done, no doubt, to paint a foreboding and dark mood...but at times, I found that it bordered on depressing. I found that I had to be in a certain mood to play this module in its early goings, and if I was tired (I often am), stressed (again, I often am), etc, it was often more fun to play something else than to load up the Maimed God's Saga. That's not to say that there aren't exciting moments, or that playing this module was not incredibly gratifying...in truth, perhaps because of what you had to go through, this module left me as satisfied as any that I've ever played. But there were times when I just didn't want to face that dark, depressing town.
But my goodness, I'm glad I continued to come back to it. This module is a triumph of module making. It's story and roleplaying depth are among the best I've ever seen in a module, and it is probably the best class-specific module I've ever played. Thanks for the fantastic experience.
One of the best modules I have ever played.
Finally, there is an adequate story for a cleric. Most stories diminish the character of a cleric by making him too self righteous while lacking any true piety or depth.
In this adventure your cleric will undergo hardships and things that will shake the foundations of his faith. He will descend into an abyss of vile evil and despair where there is wailing and knashing of teeth. People will look to him for hope when he may not be able to summon an ounce of hope even for himself. Just when it seems darkness will over take all that he cares about, that's when the hammer falls, shit gets real, and a holy reckoning comes like a ton of motherfucking bricks.
It's a cool mod. Incidentally, so are the custom paintings Tiberius added which feature the French ecclesiastic Jean-Baptiste Henri-Dominique Lacordaire. It was a nice touch.
Played this one years ago. It's still one of the best mods I've every played, especially the first part.
Pretty great mod. Only negatives for me were the companion (a bit tiringly upbeat/jokey) and some huge info dumps with the "ask me about my ancestors" bit.
Everything else quite good though, enemy density particularly. It was great that you could go to fight the *bad guys at their hideout*, walk in, all that aren't busy come to try to bring you down at once, then you go through now mostly empty rooms until you come upon the priest who was performing some ritual, have your boss fight and dungeon cleared. Rather than 3 floors of 3 enemies to each room, that never think of calling one another for help. The constant ability to use your divine abilities to solve problems was also really neat.
The story and writing were very cool, definitely not played a story like this before. There is one point where the main quest dumps a lot of exposition somewhat awkwardly, but most of the time it's great.
Replayed after several years with a different gender to get the male companion. Took a couple of different options this time and got some alternative plot lines. Very cool.
Play notes: When it says 'low gold, low power' the author is not kidding. No one in town sells any useful supplies. (Makes you wonder what they do for bandages when there isn't a cleric in town.) The starting area at Riverford isn't much better. Basic weapons and ammo are all that are available. There is no crafting except for alchemy and it looks like the author greatly reduced the DC of the few alchemy skills checks so nearly anyone can pass them. If you reuse an existing character, there is a lobby at the beginning and end of the campaign where you drop and retrieve your gear from previous adventures.
Resting is not allowed in most areas. (Pet peeve of mine, this is not justified in several situations.) This greatly limits spell casting options. In fact I put two levels of fighter into this build to maximize melee' capabilities. Because you get only a few buffs, you normally must restrict yourself to longer lasting ones. Because you have so few healing items, you often end up using spontaneous conversion to keep your party alive. This mod requires careful management of limited resources to win.
There are some long cut scenes and dialogs that you don't want to go through twice so make sure to do a unique save after each one.
Finally, you will lose your gear at least once. Focus on a good build, not spiffy gear. Combat was mostly balanced for a straight cleric PC. My build made the cannon fodder fights pretty easy while making a couple boss fighs that really depended on spells for success quite difficult. Your results may vary.
Impressions: The story is really in two acts. Act I centers on the overt plot, a call for help from a remote town and its cursed ruler. Act II deals with a conflict among the deities that will have deadly consequences for the PC and his/her friends. Throughout the campaign, the player is challenged to decide a series of issues involving law vs justice, expediency vs consequences, personal suffering vs the greater good. Kudos to the author for finding consequential ways to build out the plot for each of these scenarios. What you decide will impact what happens next in a variety of ways. This module features a lot of fighting but it has more role playing than 95% of the other material out there. Simply playing your PC as LG vs NG vs LN will affect way the story progresses.
A couple of plot holes are a bit glaring. One issue could obviously have been solved by the simple expedient of putting on a hat. But for the most part the writing was clear, the plot convincing, and the story engaging throughout.
Overall: An outstanding story that makes the PC's moral and theological elements important to the resolution of an interesting plot. Highly recommended for anyone who likes role playing.
A truly beautiful adventure and probably the best (if not the only one?) mod specifically created for a cleric character.
I am not a great fan of the kind of plot twist that happens halfway. To be honest I have always hated when in stories... well I cannot explain it since I cannot find a "spoiler" tag :)
But suffice to say that this game is so good that I can easily overlook this flaw for once.
I agree but here it makes sense. You can't investigate a conspiracy until you discover that there is a conspiracy.
I was most referring to what happens to your character ;)
This is by far my favourite mod. Writings, story, lore everything is amazing. Its more a novel than gaming module almost.
But i must take -1 point for ancestors part, and i see i'm not the only one frustrated with this part of the game :) Another thing i didnt like is the fact everywhere is so dark! I dunno what the maker of this mod was thinking, but making all the interior areas pitch black was wrong call to say the least... But those are the minor issues, nothing game braking or anything.
I deliberated whether to give this a full 10 or not - I didn't really like some over-the-top developments and the general pacing in the 2nd act that much, but then again, it would hardly be fair to have more module result in less stars. The whole story of Navatranaasu is simply perfect.
Just finished playing through this adventure again. Still love it. It just brings out friar in me everytime.
Seriously, if I could this mod 11 or 12 stars, I would. Just finished playthrough as a female, may try it again with a male PC just to take different paths. I'm almost afraid to try another mod from the vault in fear that it won't stand up to this one. However, yes, if combat and imaginative loot (or lots of it) or the ability to buy and sell lots of fun stuff are your thing, you may be disappointed. Be warned.
This worked for me for many reasons: the length (it feels like a full 3-act game you would pay for), dialogue, dialogue choices, overall plot, good pacing, just overall good storytelling, brilliant use of the Forgotten Realms lore, strategic combat over hordes that you can easily grind down, unique application of the "your choices matter" trope a lot of us like, I could go on and on. You even get some designer art and music. And the romance proceeds at a good pace, unlike some romance choices in, say, the later 2 Dragon Age games, where getting your PC into the sack seems more important than the logic of the dialogue choices that got him there.
My only complaint beyond there not being follow-up adventures for your PC and henchie is there are a couple of places that probably should have the "endgame" caution many games give. I made a choice at one point that not only closed out (forever) several plot threads I wanted to continue, but led you into multiple battles that you had to manage very carefully if you wanted to survive. Be advised and pick your spells and such equipment as there is carefully.
I think what I liked best about it was that it was a wonderful execution of the "Hero's Path" idiom. In a world where even games are following the entire literature/entertainment field as if they think darker=better, this one makes you work hard against what is ultimately a pretty monstrous foe but ends with a very life-affirming climax that will make you feel good about yourself and the course of future events in Faerun.
I'm gonna go to the index now and see what else Tiberius209 wrote that I can get my grubby little hands on!
What starts off as a call for help to a town that has been isoloated and igored for years. The suffering there is real not immagined, there are dark forces at work.
You as a cleric actually see and expierence meaniful worship and a relationship with you chosen Diety, something truly not given in many games. You companion can be very important, conversations have a place and build well.
The Change mid way though was heartbreaking the 1st time I played through, I shed tears for my girl.
The Act II Can truly either make or break you alignment, The choices you make do have real effects in game play.
This storyline is wonderful and beauttifully exicuted. Tyr is shown in an interesting way though out.
Please use the chests at the begning and ending "holding room" if you take a premade character into the game. And do not forget that materialism IS NOT A TENNANT of TYR.
Wow! Just. Wow! This mod is amazing. I just finished my LP of it on youtube and I found it to be very engrossing. Not sure how to rate it other than to say it was definitely worth the download. I think I'll break up my comments into three (spoiler-ish) parts, so stop reading after I rant about the MINOR glitch or two I found.
First, just to get it out of the way, the things I didn't like or had diffficulty with was as follows:
a) Long, but great, story (overlooked as it really was quite engrossing while playing, but not as much fun to narrate on my channel).
b) As I commonly use various override mods for spells, I did find ONE time at the very end, a glitch that would cause my game to crash. Once I found the file that crashed it, I was able to finish and was quite satisfied with the ending. Keep in mind that you may have similar issues depending on what spells you have "modded".
c) I didn't really like that I was so used to finding every ounce of treasure to sell from previous games. Not a fault of this mod for sure, but I went in with the wrong expectation that gold was going to be important. Once my character and his teammate were well-equipped, I really shouldn't have been worried about treasure. YMMV
d) Almost like statement c above, I hadn't really realized how much I depend on magic items/gear in the other mods I've played. As such, while you are a magic-wielding cleric of Tyr, it was sometimes hard to pick which spells would best aid you in your various tasks to make up for this much appreciated shortcoming.
Second, what I really liked about the mod. I'm not sure what was "better", the fact you were a hero (no behaving like a "wandering band of murderous hobos" in this mod) or the fact you really felt like a true CLERIC, someone who helps others on behalf of your deity while holding to the tenets of your faith. I must admit, it was refreshing to play a low-treasure, magic-based adventure where I wasn't able to "take a knee" after every battle. It really added to the importance of what spells to pick daily. Sadly, there was always the "necessary" fighting spells needed to ensure you and your partner survived, which did make it harder to choose spells that could have aided you in the story. But I feel the author did a remarkable job encorporating otherwise less-favorable cleric spells to advance the plot of the story. Only real "complaint" then would be not having a better feel for what spells MIGHT be useful outside of combat. I know this mod has been up for a long time, but I think if the modder had seen what was done in The Wizard's Apprentice mods, they might have had more fun encorporating similar "use this spell to solve this puzzle" type of scenarios. Alternatively, since you communed with your deity to relearn spells, perhaps a general nudge in the direction of what spells might come in handy for the upcoming mission or two. Not sure how that would have played out but I always felt spells you prayed for should be more chosen by the deity than the character. They are gods after all, shouldn't they know what spells would best aid you in your trials?
Lastly, as for the over all story (again, MAJOR PLOT POINTS DISCUSSED NOW), I felt the two acts (I feel it was really two very large acts) varied greatly from a slow-burning story/adventure to save a maiden from a terrbile curse that uncovered a deep-rooted plot having major religious implications, to a life-or-death threat, pitting you against the clock to both prove your "innocence" as well as save your faith/religion from the evil forces plaguing it. While there was really no pressure to do anything quickly, I feel the modder did a great job making you want to progress, even if there were times you weren't sure what to do next. Since I rarely like adventures on rails, I think the modder did an excellent job keeping things interesting with minor side quests that weren't necessary for the advancement of the plot, while still making you feel like it was part of your clerical duty to perform these tasks. I would assume this mod could be completed with a hefty amount of effort in a weekend or two, a very nice and lengthy mod for what it did. Kudos for putting in such effort into your work.
Final thoughts: If you are looking for a hack'n'slash, mega-treasure campaign, this is probably not the mod for you. However, if you always wanted a mod that emphasized what heroic clerics actually do, this is the campaign for you. I would rate this mod (compared to other campaigns I've played) at least a 9 out of ten. I'd go higher, but I had so much fun playing The Wizard's Apprentice really that it was hard not to compare the two campaigns: one for Clerics, one for Wizards/Sorcerers.
A masterpiece - great atmospheric story. You just get drawn in immidiately. Love the "Hound of the Baskerville" feeling you get in Navatranaasu. A must play!
My biggest regret about this is not having been able to point out that, if someone is upset and disillusioned by corruption of, pretense at, or lack of justice in the world, they are actually expressing belief in the worthiness of justice. Much as I'm sure he'd have been appalled by the thought... at heart, he had all the makings of a "true" Tyrran.
This campaign is amazing and very much worth playing - and replaying... several times. And then thinking about it. Obsessively. Rewriting some of the conversations in your head, adding dialogue options of your own.
I second the notion that this deserves a vote of eleven or twelve out of ten stars.
Basically everything else has said before, so I just come here, after playing this campaign several years ago, to give it its rightfully deserved 10 stars. Very few community content has this level of effort and detail put into it (I loved best the use of spells in conversation--the first time you feel actually useful as a cleric from a roleplaying perspective), even if you normally don't like clerics, this is a must-play! You can also see how much thinking the author put into this, when reading through his (now closed) blog: http://tiberius209.blogspot.com/?m=1
I especially enjoyed the analyses of dungeons in computer games, the drawn conclusions and the final result, Westmount, in this very adventure!
Thanks for the link, I'll have to check it out.
I had a half-orc NG cleric of Tyr and it was a nice Module, could not get thru the door in library but oh well
Completed with a Neutral Good human male cleric.
A fine campaign that isn’t without its faults (Dark lighting, some pacing problems in the beginning of Act II). However, these are minor issues and I suggest you give the module a shot if you're still on the fence, because the story and gameplay offer a unique experience that other campaigns don’t seem to have.
Verona's writing as well as her interactions with the deck of cards greatly improved my love for her character and this campaign. It’s different from anything I had seen on the vault and felt the author did a fantastic job in writing her character.
Finally, I want to add that the music in this module is superb. The custom soundtrack fits in seamlessly with the story and makes the atmosphere that much better, so props to Tiberius209 and StrangeCat Productions for implementing and creating the soundtrack respectively.
Overall an amazing campaign with a focus on Tyr and his tenets that set it apart from other modules here on the vault.
I have played this campaign around the transition from 2018 to 2019, and I am rating it now because I have just created an account.
I was a little hesitant about whether to start it or not, since playing Cleric is not my thing, but all those praising player reviews were a clear argument! And here I am, producing another praising user review!
It was for me a unique experience; the author has managed to involve me quite deeply into my new role as Cleric, and I have found myself attached to my PC even more strongly than I am to PCs that I create according to my choice for other campaigns. In contrast to other campaigns that I have played through, this one I have almost lived through!
Awesome! Immersive! Intense!
Thank you Tiberius209 for this unique campaign!
A real must-have, not only because the story and companion's character are nicely done, but also because the overall atmosphere is really well implemented (as someone already stated, this campaign has an amazing "Hound of the Baskerville" feeling).
I didn't give it a 10 though, because:
* wearing a helmet should prevent some NPC reactions
* all interior areas are way too dark (even with torches or darkvision, you can't see anything on screen without moving the gamma slider towards the white).
* although they are side quests, it's too bad you can't complete them if you reach certain progress points in the main quest.
It's also worth mentioning that some checks are based on skills that a cleric has no reason to choose, but the skill in question makes sense, so no complaint here.
So, gave this a download and played it through in more or less a single sitting - first sitting the night before was getting to Navantraasu, then the rest of it across the day.
First of all, I must say that it really did a great job of conveying what it meant to be a Cleric of Tyr beyond just dropping a good ol' Hammer of the Gods (in fact I don't think I even used that spell) on some bad guys, but also as a judge, advisor, and investigator. As others said, the official campaigns never reallly give you any moments where you really GET the nature of the divine classes other than some off-hand mention or Kelemvor gratitude or disappointment in MOTB. To be fair, those stories were also open-ended enough to allow for any class, whereas this was dedicated to it.
I also really appreciated the idea behind the low-magic setting, though I do think that it may have perhaps been TOO low-level. I didn't mind not having a magic shop even in a tiny village where I could buy +1 gear of every type, and that fact also helped make a certain stash of weapons for the finale feel like it should matter more than it would in the base game, but I think it ended up overdoing it because there is really no resupply point and even if I used all but one of the available bottles for potions I probably wouldn't have had the gold to make the potions either.
I liked the idea behind "anticipate what you intend to do that day, do it, then return to town to rest and pray for new spells", but I do think that the issue is that you get caught with needing every spell slot to prep for combat because it is utterly unforgiving even with some relatively basic magical gear (I ended up bringing it in via the console because I had gone in with just a small number of potions that didn't last past the first fight at the Mountain Pass), and then you run on basically whatever you can scavenge afterwards with it never being clear if you'll be able to get more gear or not. I may have missed opportunities at Waterdeep, but there were definitely no opportunities in the last leg. And there were also some scenes where if you did not have foresight to equip some more general-use spells (or could not spare the slot), you were SOL such as that one incident of a mob where (as far as I can tell having not cracked the module open to look into the conversations) without Cure Disease you can't really do anything. Which is sad because there should have been more options given, and that part felt like a plotline that was intended to be explored but was never followed through on other than implication after the Mistress is defeated.
Which I guess is my biggest gripe with the story: the whole village investigation? I enjoyed it. Maybe it was a bit too dark and dreary, but it felt right, made use of abilities, and so on. A few moments aside, it was well paced and you had opportunities to prepare. However, once past that it felt like I was on a rocket with no time to actually stop, contemplate, and choose my spell selection for the coming confrontation. And for the end that really hurts because the final boss is no pushover, but the last chance you had to actually select your spells was as far as I can tell a long time ago. IMO, I feel like it would have helped to have at least one 'camp' moment before the last segment to cap things off and give you a chance to plan out the last fight, because I had to outright give myself an extra level just to make it feasible. It would also help if we had a chance to properly equip Tancred for it too, given that he got gear stripped again and this time the pickings are even more limited.
TBH, I feel like there should have been a 'second' round of the village plotline with the Shattered Tusks - I really enjoyed that you could actually treat with those orcs at the start and have it end peacefully as if it was just some Franks and Danes running into each other rather than how orcs are usually just fodder for heroes to kill (that job got filled by gobbos :P ), and it also portrayed them as having a complex culture even if our character did not really catch much of it ("Uh... in Common?" "Well, since you asked..." "Teach me not to ask..."). I feel like it would have added a lot to Vorn's arc if we had some time to stop and get to know him, or some misadventures to prove our worth for what we awnted - maybe something like how Mandalore asks the Jedi Exile to help around camp before giving her passage to Iziz in KOTORII. It'd be a chance to really flesh that arc out, rather than being... well, a rather quick turnaround that I honestly don't quite feel actually caught the message.
Speaking of, both trials really could have benefitted from letting our character do some more direct arguing - one scene at the Bastion in particular I think would have benefitted from being able to make an invocation ourselves rather than our companion automatically doing so. Maybe a simplified version of the Ember trial from the OC, though this time the judgment becomes the same either way.
Anyways, overall this is a good mod that I recommend people check out if they're interested in seeing what kind of story you can do when you design it with a specific class in mind, though it is not for the fainthearted and you really need to understand some underlying aspects of what rolling a Cleric calls for, both in terms of build and in terms of the role of a Cleric in the Forgotten Realms of Fae'run.
(PS: As a note, the default mail armor is kinda eye-watering, mostly due to color scheme. Ended up modding it to be a bit more bearable to look at; still mail, just less excessive purple... honestly, the armor on the final boss did that look a heck of a lot better)
OK I know this mod came out a while back but i sure hope there is a conclusion to it. I normally do not play a cleric but this was a blast and would like to know if it is concluded somewhere.
Fellow Players:
If anyone is still playing this game & is still undecided as to download & play this mod, I highly recommend it.
Here is my full review:
Cons:
1. There is not a full walkthough for every path that you can take. There is a hints document that is included, which does help a bit. There is also an online "Let's Play" from Brother Mutant73, however, (no spoilers), his video only shows the land path not the one for the river. I spent 2 hours researching what to do. After 2 hours wasted, I gave up, went to a prior save, & tried something new. I did eventually, figure it out and discovered that it was obvious. Advice: Don't give up. It is well worth the frustration.
2. I am only putting this on here as a "con" because some players may look at it as such. Personally, even though Cleric is not my favorite class to play, this did not bother me. A) You have to be a Cleric. B) Tyr has to be you deity. C) It is "recommended" that you play as a human. D) It is "recommended" that you chose between the Good, Knowledge, Law, and War domains.
Pros:
1. If I did not know any better, I would swear that this mod was a professional mod that you had to PAY for.
2. Tiberius209 did an exceptional job creating the visual atmosphere of this mod.
3. The storyline is PERFECT. Very gripping & keeps your interest.
4. All of the NPCs are interesting. No one is generic here. They all have things to say, help with or offer quests, and are well written.
5. The main quest and all of the side quests are engaging.
6. Just the perfect amount of role play vs. hack & slash.
7. This has replayability factor. There are multiple paths to take. There are multiple companions depending on whether or not your PC is male/female. And, there is so much content, that if you are not careful, you might overlook something.
I have rated this a 10/10 (although it deserves MUCH higher.)
Just want to second what many others said, skipped it initially becouse of limited scope and forced class and aligment, but so glad I listened to all the previous reviews and played it. Fantastic stuff, roleplaying cleric will never be the same for anybody after playing this. Only one suggestion, I pretty much managed to figure out a certain puzzle by myself but simply couldn't deduct what is correct container without looking at the hint book. Removing a certain thing of the certain container in the room of the certain person and placing it beside container would make the puzzle much better imo.
This is a beautiful, well written mode, great story and wonderful in it's unsual mecahnics...
but...dude...every interior and most exterior area is nearly pitch black. In the interior areas you ALWAYS need a light source...even in areas where it makes no sense...the exterior areas i can give a pass because using a torch in a cave just makes sense...but outside standing next to a lamp post, or next to a fire, torch bracket and so on? Why Man?
Ok now that i have that out of my system..12/10 stars plan on playing again because I have played preminum DLC that was total trash compared to this!
For lighting problems, the fastest solution is typically to go into the game OPTIONS menu > Graphics and adjust the Gamma value. It can make some areas visually washed out so you will probably need to turn it back down to play your next game.
This is probably the best NWN2 module out there. Gorgeous, well written, mystery is quite good and the romance is believable. Loved every second of it.
I am stuck unable to defeat the Mistress. Yes I use hardcore mode, but I also don't like to cheat and am a veteran NWN player, and it is rare that I am unable to defeat a boss and progress. Perhaps I don't have the right spells chosen, and I confess to not playing a cleric ever.
I will load an earlier save and try a different set of spells, but if that fails I will admit defeat, hang my head in shame, and post an honest opinion on the game.
If anybody has any hints on defeating her it would be appreciated !
edit: omg, after a dozen tries we finally defeated the bi***. Yes a different spell selection seemed to help, like greater magic weapon and hammer of the gods.to name a few. Okay, so I am not a spellcaster pro, lol. Onwards we go.
Even on normal difficulty that is a very though fight. Other options are to take a couple of fighter or paladin levels.