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''[[http://sureai.net/games/nehrim/?lang=en Nehrim: At Fate’s Edge]]'' is a total conversion [[GameMod mod]] for ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. The colossal four-year project by Creator/SureAI (Also creators of two more total conversions for ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', ''Arktwend'' and ''Myar Aranath'', which are prequels) was a remarkable undertaking. The standard ''Oblivion'' mechanics were revamped playing more like a combination of ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''VideoGame/{{Gothic}}'' than its base game (StatGrinding is possible, but skills are mainly raised through experience points that are spent at trainers ala ''VideoGame/{{Gothic}}''. There is no level scaling or respawning dungeons.) and an entirely new world was created, complete with lore and quest lines. The mod features a hand-crafted "continent-sized" map and a core storyline that could last over forty hours. The voice-acting is in German, but there are English subtitles and all the quest text has been translated into English. Additionally, the mod boasts impressive hand-designed dungeons and loot in place of ''Oblivion''[='s=] randomly generated dungeons [[note]]while the same in every game, ''Oblivion''[='s=] dungeons were initially created by Bethesda via random generator[[/note]] and spread sheet generated loot. It has won the [[http://www.moddb.com/mods/nehrim-at-fates-edge/news/nehrim-awarded-best-singleplayer-mod-2010 Best Singleplayer Mod award for 2010]].
to:
''[[http://sureai.net/games/nehrim/?lang=en Nehrim: At Fate’s Fate's Edge]]'' is a total conversion [[GameMod mod]] for ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''. The colossal four-year project by Creator/SureAI (Also creators of two more total conversions for ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', ''Arktwend'' and ''Myar Aranath'', which are prequels) was a remarkable undertaking. The standard ''Oblivion'' mechanics were revamped playing more like a combination of ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''VideoGame/{{Gothic}}'' than its base game (StatGrinding is possible, but skills are mainly raised through experience points that are spent at trainers ala ''VideoGame/{{Gothic}}''. There is no level scaling or respawning dungeons.) and an entirely new world was created, complete with lore and quest lines. The mod features a hand-crafted "continent-sized" map and a core storyline that could last over forty hours. The voice-acting is in German, but there are English subtitles and all the quest text has been translated into English. Additionally, the mod boasts impressive hand-designed dungeons and loot in place of ''Oblivion''[='s=] randomly generated dungeons [[note]]while the same in every game, ''Oblivion''[='s=] dungeons were initially created by Bethesda via random generator[[/note]] and spread sheet generated loot. It has won the [[http://www.moddb.com/mods/nehrim-at-fates-edge/news/nehrim-awarded-best-singleplayer-mod-2010 Best Singleplayer Mod award for 2010]].
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** To make it worse, Kreo will no longer be marked as essential once the quest is over, so you can just [[ShaggyDogStory go and kill him with no consequences whatsoever]].
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** The maze in Daromith Mine. Dark, long, labyrinthic... and it only harbours two enemies (including a boss).
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** The maze in Daromith Mine. Dark, long, labyrinthic...labyrinthine... and it only harbours two enemies (including a boss).
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* EndOfAnAge: [[spoiler:With the defeat of Sarantha]], the world of Vyn finally is no longer [[spoiler:under the control of Fate, and the people will have the possibilty to choose, free from predestination, whether to embrace the freedom they received, or continue in their bloody power struggle]]. Sadly however, [[spoiler: ''VideoGame/{{Enderal}}'' reveales that mankind chose the latter, and the world fell into a state of constant war and bloodshed]].
to:
* EndOfAnAge: [[spoiler:With the defeat of Sarantha]], the world of Vyn finally is no longer [[spoiler:under the control of Fate, and the people will have the possibilty possibility to choose, free from predestination, whether to embrace the freedom they received, or continue in their bloody power struggle]]. Sadly however, [[spoiler: ''VideoGame/{{Enderal}}'' reveales reveals that mankind chose the latter, and the world fell into a state of constant war and bloodshed]].
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** In one of the side quests, you liberate a mine from a bandit gang only to learn [[spoiler:That it has already been magically contaminated by an otherwordly artifact.]] After dealing with the dungeon's boss, you are then sent to chase the messenger carrying [[spoiler:said artifact.]] If you catch and kill him, the final quest entry suggests that [[spoiler:using the Artifact (a large axe) carries the danger of altering the world around it just like the mine.]] This is not so, as for all intents and purposes it's just a unique enchanted axe, and using it carrys no consequences whatsoever. If you fail to catch the messenger, you fail the quest, but likewise nothing else happens. Bringing the artifact back to the mine like the quest suggests is similarly pointless. Nothing happens if you choose to take it back to the mine. Like with Tyr, it's simply a moral choice.
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** In one of the side quests, you liberate a mine from a bandit gang only to learn [[spoiler:That it has already been magically contaminated by an otherwordly otherworldly artifact.]] After dealing with the dungeon's boss, you are then sent to chase the messenger carrying [[spoiler:said artifact.]] If you catch and kill him, the final quest entry suggests that [[spoiler:using the Artifact (a large axe) carries the danger of altering the world around it just like the mine.]] This is not so, as for all intents and purposes it's just a unique enchanted axe, and using it carrys carries no consequences whatsoever. If you fail to catch the messenger, you fail the quest, but likewise nothing else happens. Bringing the artifact back to the mine like the quest suggests is similarly pointless. Nothing happens if you choose to take it back to the mine. Like with Tyr, it's simply a moral choice.
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** Fire Sparks: Rare plants which permantly raise the luck attribute by +1 when consumed.
** Ice Claw: Rare plants which permantly raise your encumberance by +1 when consumed.
** Potion of Encumbrance: Rare potions which permanently raise your encumberance by +10 when consumed.
** Ice Claw: Rare plants which permantly raise your encumberance by +1 when consumed.
** Potion of Encumbrance: Rare potions which permanently raise your encumberance by +10 when consumed.
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** Fire Sparks: Rare plants which permantly permanently raise the luck attribute by +1 when consumed.
** Ice Claw: Rare plants whichpermantly permanently raise your encumberance encumbrance by +1 when consumed.
** Potion of Encumbrance: Rare potions which permanently raise yourencumberance encumbrance by +10 when consumed.
** Ice Claw: Rare plants which
** Potion of Encumbrance: Rare potions which permanently raise your
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** Stormwend is a silent ruined GhostCity devoided of any animal life (hostile or neutral). You eventually must enter a tower, itself deserted, and not well-lit. [[spoiler: The only encounter in said tower are two [=NPCs=] and there are no fight at all.]]
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** Stormwend is a silent ruined GhostCity devoided devoid of any animal life (hostile or neutral). You eventually must enter a tower, itself deserted, and not well-lit. [[spoiler: The only encounter in said tower are two [=NPCs=] and there are no fight at all.]]
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* NoticeThis: Some quest related objects (levers, switchs, scrolls, braziers, etc) glow in a golden light.
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* NoticeThis: Some quest related objects (levers, switchs, switches, scrolls, braziers, etc) glow in a golden light.
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* TakeYourTime: Occasionally adverted. One side quest has you need to get back an ([[OverratedAndUnderleveled alleged]]) ArtifactOfDoom from a mercenary bandit group that's taken it from it's place of (accidental) creation. The man who took the artifact actually walks through the game to his goal normally, causing a gameover if he reaches it, but if you meet him at one of the few points he passes by guards, they'll help you fight him.
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* TakeYourTime: Occasionally adverted. One side quest has you need to get back an ([[OverratedAndUnderleveled alleged]]) ArtifactOfDoom from a mercenary bandit group that's taken it from it's place of (accidental) creation. The man who took the artifact actually walks through the game to his goal normally, causing a gameover game over if he reaches it, but if you meet him at one of the few points he passes by guards, they'll help you fight him.
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* ZombieApocalypse: A quest during the PlayableEpilogue features one of these befalling [[spoiler:Erothin -- or rather an artifical construct of it created specifically to wear down your character.]]
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* ZombieApocalypse: A quest during the PlayableEpilogue features one of these befalling [[spoiler:Erothin -- or rather an artifical artificial construct of it created specifically to wear down your character.]]
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* AnguishedDeclarationOfLove: [[spoiler: Kim to the player character, two times. The first time, they are both trapped in the black after the collpasing of a ceiling, and Kim begins to declare her/his love to the player character... then stops after finding a lever which frees them. Much later, in the end of the main quest, when being killed by Sarantha, Kim's last words to the player character are "I love you".]]
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* AnguishedDeclarationOfLove: [[spoiler: Kim to the player character, two times. The first time, they are both trapped in the black after the collpasing collapsing of a ceiling, and Kim begins to declare her/his love to the player character... then stops after finding a lever which frees them. Much later, in the end of the main quest, when being killed by Sarantha, Kim's last words to the player character are "I love you".]]
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-->'''High Priest Aratornias:''' However, if I may advise you in one way: Do not go to the baracks in Erothin immediately. The road is long and at these times very dangerous. Go get some equipment and develop some of your skills first.
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-->'''High Priest Aratornias:''' However, if I may advise you in one way: Do not go to the baracks barracks in Erothin immediately. The road is long and at these times very dangerous. Go get some equipment and develop some of your skills first.
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* TheBerserker: A player character who chose the Warrior birthsign has the ability to cast (once a day) a spell named "Rage", which greatly increases strenght and agility while reducing intelligence, resistance to magic damages, and resistance to normal weapons.
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* TheBerserker: A player character who chose the Warrior birthsign has the ability to cast (once a day) a spell named "Rage", which greatly increases strenght strength and agility while reducing intelligence, resistance to magic damages, and resistance to normal weapons.
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* ColdBloodedTorture: Frequently used by Kreo and his men on their slaves, to make sure they obey orders. Newly hired slaves suffer a specific torture session nicknamed "Baptism", designed to break their will by inflicting them incredible pain which doesn't cripple them permanently. The player character nearly suffers it when enslaved by Kreo to free Kim, through he/she is saved just before the Baptism actially begins.
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* ColdBloodedTorture: Frequently used by Kreo and his men on their slaves, to make sure they obey orders. Newly hired slaves suffer a specific torture session nicknamed "Baptism", designed to break their will by inflicting them incredible pain which doesn't cripple them permanently. The player character nearly suffers it when enslaved by Kreo to free Kim, through he/she is saved just before the Baptism actially actually begins.
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* CosmeticAward: Some actions (assaulting someone, killing enough enemies, achieving som specific quests, playing the mod for 20 hours, etc) grant achievements, displayed in the "faction" page of the player character's infos.
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* CosmeticAward: Some actions (assaulting someone, killing enough enemies, achieving som some specific quests, playing the mod for 20 hours, etc) grant achievements, displayed in the "faction" page of the player character's infos.info.
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** [[spoiler: Suberted with the Light-Born. You fight and kill four or five of them (depending on how turns your encounter with Tyr), but they aren't true physical gods, merelly very powerful mages who aren't affected by time.]]
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** [[spoiler: Suberted with the Light-Born. You fight and kill four or five of them (depending on how turns your encounter with Tyr), but they aren't true physical gods, merelly merely very powerful mages who aren't affected by time.]]
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** In one of the side quests, you liberate a mine from a bandit gang only to learn [[spoiler:That it has already been magically contaminated by an otherwordly artifact.]] After dealing with the dungeon's boss, you are then sent to chase the messenger carrying [[spoiler:said artifact.]] If you catch and kill him, the final quest entry suggests that [[spoiler:using the Artifact (a large axe) carrys the danger of altering the world around it just like the mine.]] This is not so, as for all intents and purposes it's just a unique enchanted axe, and using it carrys no consequences whatsoever. If you fail to catch the messenger, you fail the quest, but likewise nothing else happens. Bringing the artifact back to the mine like the quest suggests is similarly pointless. Nothing happens if you choose to take it back to the mine. Like with Tyr, it's simply a moral choice.
to:
** In one of the side quests, you liberate a mine from a bandit gang only to learn [[spoiler:That it has already been magically contaminated by an otherwordly artifact.]] After dealing with the dungeon's boss, you are then sent to chase the messenger carrying [[spoiler:said artifact.]] If you catch and kill him, the final quest entry suggests that [[spoiler:using the Artifact (a large axe) carrys carries the danger of altering the world around it just like the mine.]] This is not so, as for all intents and purposes it's just a unique enchanted axe, and using it carrys no consequences whatsoever. If you fail to catch the messenger, you fail the quest, but likewise nothing else happens. Bringing the artifact back to the mine like the quest suggests is similarly pointless. Nothing happens if you choose to take it back to the mine. Like with Tyr, it's simply a moral choice.
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** Potion of Encumbrance: Rare potions which permantly raise your encumberance by +10 when consumed.
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** Potion of Encumbrance: Rare potions which permantly permanently raise your encumberance by +10 when consumed.
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* IDontLikeTheSoundOfThatPlace: The Dark Forest, the Death Pass, Vault of Soul Excoration.
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* IDontLikeTheSoundOfThatPlace: The Dark Forest, the Death Pass, Vault of Soul Excoration.Excoriation.
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* InterfaceSpoiler: Each time the games autosaves, expect you're either heading to a deadtrap (inside a dungeon), a scripted tough hostile encounter, or a boss fight. At least, when navigating in a mase, it shows your heading in the right direction.
to:
* InterfaceSpoiler: Each time the games autosaves, expect you're either heading to a deadtrap (inside a dungeon), a scripted tough hostile encounter, or a boss fight. At least, when navigating in a mase, maze, it shows your heading in the right direction.
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* TheLostWoods: The Dark Forest. Dark even during day, creepy trees, fog, ruins, kobolds, and undeads. And a neutral wandering ghost horseman.
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* TheLostWoods: The Dark Forest. Dark even during day, creepy trees, fog, ruins, kobolds, and undeads.undead. And a neutral wandering ghost horseman.
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* RobbingTheDead: You can explore temples and mausoleum in order to loot things from sarcophagus or coffins scattered in the place. If you carry a shovel, you're also able to dig in the dirt of cemetaries in hope of finding offerings or precious objects buried in the graves.
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* RobbingTheDead: You can explore temples and mausoleum in order to loot things from sarcophagus or coffins scattered in the place. If you carry a shovel, you're also able to dig in the dirt of cemetaries cemeteries in hope of finding offerings or precious objects buried in the graves.
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** A room in the Crypt of Daromith is an obvious reference to Moria in Creator/PeterJackson's ''Film/TheLordOfTheRingsTheFellowshipOfTheRing'' (the place itself is abandoned, its former denzens being this setting's version of dwarves). It's a ruined room with (inanimate) skeletons and weapons, in the center of which lies a stone coffin. Near the coffin is a skeleton holding a book, and a well. To leave the room (which doors automatically closes when you entered), you have to make noise (not by throwing something in the well, but by blowing a horn lying on the coffin). Then, a horde of enemies (lead by a giant one) begin to bash the wooden door until it is broken open. The difference is that the enemies aren't gobelins and a troll (two kind of enemies fairly common in the game), but zombies.
to:
** A room in the Crypt of Daromith is an obvious reference to Moria in Creator/PeterJackson's ''Film/TheLordOfTheRingsTheFellowshipOfTheRing'' (the place itself is abandoned, its former denzens denizens being this setting's version of dwarves). It's a ruined room with (inanimate) skeletons and weapons, in the center of which lies a stone coffin. Near the coffin is a skeleton holding a book, and a well. To leave the room (which doors automatically closes when you entered), you have to make noise (not by throwing something in the well, but by blowing a horn lying on the coffin). Then, a horde of enemies (lead by a giant one) begin to bash the wooden door until it is broken open. The difference is that the enemies aren't gobelins goblins and a troll (two kind of enemies fairly common in the game), but zombies.
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Merged per TRS
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* UnwinnableByMistake: The 100th Magic Symbol, located in the Iron Fire Halls, was mistakenly removed during the game's patching. Either is obtained through console commands, or a separate patch putting the symbol back has to be installed.
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* UnwinnableByMistake: UnintentionallyUnwinnable: The 100th Magic Symbol, located in the Iron Fire Halls, was mistakenly removed during the game's patching. Either is obtained through console commands, or a separate patch putting the symbol back has to be installed.
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* UnwinnableByMistake: The 100th Magic Symbol, located in the Iron Fire Halls, was mistakenly removed during the game's patching. Either is obtained through console commands, or a separate patch putting the symbol back has to be installed.
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* DummiedOut:
** ''Arktwend'' featured the Korinthians, based on ''Franchise/TheElderScrolls'' Redguards, as playable race. They were removed from ''Nehrim'' in favour of the Half-Aeterna, but the game files indicate that they're still used as a race for several [=NPCs=], such as Melvin or several inhabitants of Ostian.
** Several quests that were never implemented can be found in the game files. It could be they were deemed uninteresting or redundant, so they were left unfinished.
** "Layers or judge?" was originally a quest starting when approaching the Aeterna Camp nearby the Arcane Sanctum after [[spoiler:its destruction by Barateon's troops]]: they ransacked the camp while passing by, sparing none of its inhabitants. The quest consisted simply in killing Commander Arnor, who's stationed with his troops in [[spoiler:what's left of the Arcane Sanctum]]. The quest was removed after patch 1.0.7.5 for reasons unknown, and can be activated only through console commands.
** ''Arktwend'' featured the Korinthians, based on ''Franchise/TheElderScrolls'' Redguards, as playable race. They were removed from ''Nehrim'' in favour of the Half-Aeterna, but the game files indicate that they're still used as a race for several [=NPCs=], such as Melvin or several inhabitants of Ostian.
** Several quests that were never implemented can be found in the game files. It could be they were deemed uninteresting or redundant, so they were left unfinished.
** "Layers or judge?" was originally a quest starting when approaching the Aeterna Camp nearby the Arcane Sanctum after [[spoiler:its destruction by Barateon's troops]]: they ransacked the camp while passing by, sparing none of its inhabitants. The quest consisted simply in killing Commander Arnor, who's stationed with his troops in [[spoiler:what's left of the Arcane Sanctum]]. The quest was removed after patch 1.0.7.5 for reasons unknown, and can be activated only through console commands.
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Putting Dummied Out here
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* DummiedOut: ''Arktwend'' featured the Korinthians, based on ''Franchise/TheElderScrolls'' Redguards, as playable race. They were removed from ''Nehrim'' in favour of the Half-Aeterna, but the game files indicate that they're still used as a race for several [=NPCs=], such as Melvin or several inhabitants of Ostian.
to:
* DummiedOut: DummiedOut:
** ''Arktwend'' featured the Korinthians, based on ''Franchise/TheElderScrolls'' Redguards, as playable race. They were removed from ''Nehrim'' in favour of the Half-Aeterna, but the game files indicate that they're still used as a race for several [=NPCs=], such as Melvin or several inhabitants ofOstian.Ostian.
** Several quests that were never implemented can be found in the game files. It could be they were deemed uninteresting or redundant, so they were left unfinished.
** "Layers or judge?" was originally a quest starting when approaching the Aeterna Camp nearby the Arcane Sanctum after [[spoiler:its destruction by Barateon's troops]]: they ransacked the camp while passing by, sparing none of its inhabitants. The quest consisted simply in killing Commander Arnor, who's stationed with his troops in [[spoiler:what's left of the Arcane Sanctum]]. The quest was removed after patch 1.0.7.5 for reasons unknown, and can be activated only through console commands.
** ''Arktwend'' featured the Korinthians, based on ''Franchise/TheElderScrolls'' Redguards, as playable race. They were removed from ''Nehrim'' in favour of the Half-Aeterna, but the game files indicate that they're still used as a race for several [=NPCs=], such as Melvin or several inhabitants of
** Several quests that were never implemented can be found in the game files. It could be they were deemed uninteresting or redundant, so they were left unfinished.
** "Layers or judge?" was originally a quest starting when approaching the Aeterna Camp nearby the Arcane Sanctum after [[spoiler:its destruction by Barateon's troops]]: they ransacked the camp while passing by, sparing none of its inhabitants. The quest consisted simply in killing Commander Arnor, who's stationed with his troops in [[spoiler:what's left of the Arcane Sanctum]]. The quest was removed after patch 1.0.7.5 for reasons unknown, and can be activated only through console commands.
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dewicking our elves are better per trs
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* AnimeHair: The [[HalfHumanHybrid Half]]-[[OurElvesAreBetter Aeterna]] have this going on.
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* AnimeHair: The [[HalfHumanHybrid Half]]-[[OurElvesAreBetter Half]]-[[OurElvesAreDifferent Aeterna]] have this going on.
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* EatsBabies: Supposedly the [[OurElvesAreBetter Aeterna]] [[FantasticRacism do this]].
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* EatsBabies: Supposedly the [[OurElvesAreBetter Aeterna]] [[OurElvesAreDifferent Aeterna]] do this, but it's a lie spread by [[FantasticRacism do this]].racists]].
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* FantasticRacism: If you play as a [[HalfHumanHybrid Half]]-[[OurElvesAreBetter Aeterna]] you'll get a [[SarcasmMode vague]] sense people don't like you.
to:
* FantasticRacism: If you play as a [[HalfHumanHybrid Half]]-[[OurElvesAreBetter Half]]-[[OurElvesAreDifferent Aeterna]] you'll get a [[SarcasmMode vague]] sense people don't like you.
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* TechnicolorEyes: The [[HalfHumanHybrid Half-]][[OurElvesAreBetter Aeterna]] once again.
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* TechnicolorEyes: The [[HalfHumanHybrid Half-]][[OurElvesAreBetter Half-]][[OurElvesAreDifferent Aeterna]] once again.
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In 2016, the sequel ''VideoGame/{{Enderal}}'', a total convertion for ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', was released.
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In 2016, the sequel ''VideoGame/{{Enderal}}'', a total convertion conversion for ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', was released.
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Added Battering Ram
* BatteringRam: Barateon's troops use this to breach the [[spoiler:Arcane Sanctum's]] entrance. [[spoiler:Merzul]] tries to strengthen the door with a magic barrier, but as soon as Barateon (who's a skilled magician himself) arrives, the barrier is dispelled and the troops manage to break in.
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* EvilChancellor: Baratheon, [[spoiler:a former supporter of Narathzul who, after the capture of the latter by the Light-Born, chose to pursue his own goals, taking over the throne of Erothin, waging war against the Northrealm and betraying the Order.]]
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* EvilChancellor: Baratheon, Barateon, [[spoiler:a former supporter of Narathzul who, after the capture of the latter by the Light-Born, chose to pursue his own goals, taking over the throne of Erothin, waging war against the Northrealm and betraying the Order.]]
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[[quoteright:238:https://static.tvtropes.org/pmwiki/pub/images/nehrimboxart2_5608.jpg]]
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* HornyVikings: The berserker armour set includes a helmet with a large pair of horns pointed upward. The mere "berserker" name to the armour set is a reference toward the archetype of the [[RapePillageAndBurn pillaging]] Viking.
to:
* HornyVikings: HornsOfBarbarism: The berserker armour set includes a helmet with a large pair of horns pointed upward. The mere "berserker" name to the armour set is a reference toward the archetype of the [[RapePillageAndBurn pillaging]] Viking.upward.
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correcting typo
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* ChekhovsGunman: Remember this eerie armoured woman you met in the [[EldritchLocation Shadow World]] and who gave you a lecture about balance and fate, somewhere in the first third of main quest's chapter 1? She's [[spoiler: a personnification of fate and the final boss of the main quest]].
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* ChekhovsGunman: Remember this eerie armoured woman you met in the [[EldritchLocation Shadow World]] and who gave you a lecture about balance and fate, somewhere in the first third of main quest's chapter 1? She's [[spoiler: a personnification personification of fate and the final boss of the main quest]].
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--> ''I will grab Fate by the throat, it shall never drag me down.''
-->-- Music/LudwigVanBeethoven
-->-- Music/LudwigVanBeethoven
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-->--
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** A room in the Crypt of Daromith is an obvious reference to [[Film/TheLordOfTheRings Moria in Peter Jackson's movie]] (the place itself is abandoned, its former denzens being this setting's version of dwarves). It's a ruined room with (inanimate) skeletons and weapons, in the center of which lies a stone coffin. Near the coffin is a skeleton holding a book, and a well. To leave the room (which doors automatically closes when you entered), you have to make noise (not by throwing something in the well, but by blowing a horn lying on the coffin). Then, a horde of enemies (lead by a giant one) begin to bash the wooden door until it is broken open. The difference is that the enemies aren't gobelins and a troll (two kind of enemies fairly common in the game), but zombies.
to:
** A room in the Crypt of Daromith is an obvious reference to [[Film/TheLordOfTheRings Moria in Peter Jackson's movie]] Creator/PeterJackson's ''Film/TheLordOfTheRingsTheFellowshipOfTheRing'' (the place itself is abandoned, its former denzens being this setting's version of dwarves). It's a ruined room with (inanimate) skeletons and weapons, in the center of which lies a stone coffin. Near the coffin is a skeleton holding a book, and a well. To leave the room (which doors automatically closes when you entered), you have to make noise (not by throwing something in the well, but by blowing a horn lying on the coffin). Then, a horde of enemies (lead by a giant one) begin to bash the wooden door until it is broken open. The difference is that the enemies aren't gobelins and a troll (two kind of enemies fairly common in the game), but zombies.