Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Dark World
   
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23 Apr, 2018 @ 6:30pm
4 May, 2018 @ 4:13pm
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Dark World

Description
Dark World is a realm like no other. The Dark God reigns supreme after sending the Gods of Light into exile. The sun no longer shines on the world. The eternal night is filled with terror.

Only one city remains in controll of the Good Races. The UnderCity. Hidden beneath the ruins of the fallen city of Arengard, the UnderCity is the last refuge for a people without hope.

Welcome to Dark World! (01-20-2004)

Be sure and read the books you find. They are key to this module. There are no Journal Entries. Everything is done through books.

There are a few rule variations of which you ought to be aware before begining your adventure...

Database
Update your DataBase before you log off. You may do this by using your Emote Wand or by Resting. This will save you location and health status.

Rule Variations for DARK WORLD

*Rest*
Once every 6 hours (12 minutes in real-world time)

*Bleeding*
When you drop below 0 HP you bleed. You will die when your HP reach -10 Any sort of healing while you are bleeding will stop you from dying.

*Death*
When you die you can respawn at the Under City.

*Respawn*
1st and 2nd level Characters respawn where they die without penalty. All others who respawn will loose 12% XP and 12% gold.

*Familiars*
Spellcasters who summon Familiars will loose 1HP plus 1HP per level if they should allow their Familiar to die.

*Summoned Creatures*
As per 3rd edition table top rules.

WARNING
The new characters will be stripped of all gear on entering the module. But rest assured that you will soon get suitable gear as part of the scenario. Players must start at First Level to experience the full module (being very careful) and is best played by one party of friends. (Not a PW as such but could be run as a public server)
All quests assume that the characters are of good alignment.

Original module by Xuubraiel (unfortunately no longer active) and edited by Ondaderthad for use by nwn:EE
Many scripts and elements of this module were taken from the online community.
Final Boss encounter fixed. Some scripts fixed to work with EE. (treasure drops)
Removed the annoying fixed time for Main door to the city opening. (Doors were locked at night and you had to wait needlessly until 7am) and corrected some of the numerous spelling mistakes. :)
Increased gold rewards for collecting items.
Can't remove intro movie playing although it is not showing in the module properties. Please make a comment if you know how to.

Only spell casters (Cleric, Druid, Wizard, Sorcerer) can use the Enchating forge.
The whole module is in darkness (part of the plot) Be sure to purchase torches and/or light equipment before living the city.

Original files : https://neverwintervault.org/project/nwn1/module/dark-world

Popular Discussions View All (1)
0
23 Apr, 2018 @ 6:56pm
SPOILERS
Ondaderthad
20 Comments
Spaghetti Pirate 15 Dec, 2024 @ 10:24am 
Refugee Camp:

From the Crossroads go west, then south, then west again, cross the brigde and search in the southeastern corner of the map.

this module is great but this stuff was not.
hkdonflies 10 Aug, 2023 @ 10:36am 
where is the refugee camp
werelynxo 10 Jan, 2019 @ 8:09am 
Seriously that ending.. you are killing me Xuubraiel/Ondaderthad ;)

Last piece of feedback:
- impossible to get huntress rune as the transition to icelake is only from icelake and not to icelake
- castle tower west there is flying corpse
- in nw castle there is openable door without transition
- there was a typo in ktara conversation
werelynxo 4 Jan, 2019 @ 10:40am 
- rats in desert restless sands upper temple don't leave rat tails
- upper temple has no exit. Portal placed in that area doesn't work
- bones in plain of morr have wrong description
- barrel in Azgard tower is called chest
- no exit from isle of morr crypt area
- lots and lots of repetititve encounters
werelynxo 3 Jan, 2019 @ 1:52pm 
Some additional QA:

- rarely does a skeleton drop skeleton knuckles needed for most crafting recipes
- crafting is complicated and buggy, reagent chests eats items (maybe it empties after successful crafting?) so there is nowhere to leave crafting items at all
- crafting books weigh 6 lbs each, that's too much. It would be better if game would put variables "Knows_CraftDivine_BastardSword" etc. on party members when books are read. The descriptions could tell what items can the book make.
- areas are designed to form a maze, map pins are missing most of the time, there is lots of backtracking
- sjinks in mulgo incarceration in mulgo village have weapons!
- mulgo merchants fight other mulgos and speak "bla bla <unrecognized token>"
- barrel in lower zuln caves have wrong description
- skeleton bones are often locked..
- NPC portraits are often missing
Ondaderthad  [author] 30 Dec, 2018 @ 3:17pm 
thanks for your comment. The original version was already on neverwintervault.
werelynxo 29 Dec, 2018 @ 11:31am 
Played in co-op mode with 1 firend on NWN:EE with the version from workshop (which is updated in regards to original)

- could use more bags of holding (currently only found % weight reduction, bot full)
- lots of backtracking through respawning mobs or costly portal (drops are not worth much)
- could use journal for quests/crafting/item collectors
- there are better stirge models out there ;)
- skeletons fight other skeletons (might be intended)
- not every ghoul drops tears
- summons of both PC and NPCs are unsummonned after few seconds
- Kanika opens only during the day despite readme. It is also bugged and won't make healing kits.
- NPCs attack "statues"
- typos: "protien" - Desert Beetle description; "Jedidiah" - Darina Weaver & "Jebididah" - actual NPC name; "!I"-Sibbed Lashelle

We are still playing and having fun!

I also strongly suggest posting the module on neverwintervault. :)
Zetamax 11 Sep, 2018 @ 12:28am 
attempted a solo playthrough, but any time I try to load a save in doctors cells at the beginning my character takes max health magical damage on spawn in.
ImperialPanda 4 May, 2018 @ 10:54pm 
Welp too late for that. I'll just have to work around it since I'm pretty far along in a solo save
Ondaderthad  [author] 4 May, 2018 @ 4:00pm 
Please Note:
Even if you play this module Solo it is a good idea to run it in a server. This way you can upload a new version and still play your character where you left off.
If you run it using the normal play and save you cannot make changes to the module without starting a new game from scratch.
My modules are tagged persistent world for this reason.