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* SkewedPriorities: Turning against the player because you think Qara is a bigger threat to the world than the army of shadow-infused undead currently in the process of destroying it? Not your brightest moment, Sand.
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Renamed per TRS


* UnintentionallyUnwinnable: It is possible to break the wash basin and vase of water in the Collector's Mansion with an [=AoE=] attack, preventing you from completing that side quest. Thankfully, you're only going to see combat in the kitchen if you decide to kill the servants ForTheEvulz.



* UnwinnableByMistake: It is possible to break the wash basin and vase of water in the Collector's Mansion with an [=AoE=] attack, preventing you from completing that side quest. Thankfully, you're only going to see combat in the kitchen if you decide to kill the servants ForTheEvulz.

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* UnfortunateName: The Vale Of Merdelain. [[InMyLanguageThatSoundsLike if you know "merde" is the French word for "shit"]]. It's like if they named a city "Shitopia" or something



** You can walk the streets with a half-demon, a robot, and a ''velociraptor'' in tow, and virtually nobody bats an eye.
*** [[RefugeInAudacity Then again, this is D&D.]]

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** You can walk the streets with a half-demon, a robot, and a ''velociraptor'' in tow, and virtually nobody bats an eye.
***
eye. [[RefugeInAudacity Then again, this is D&D.]]
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* TheOneTrueSequence: Although, unlike the ''VideoGame/KnightsOfTheOldRepublic'' series, the sequence in which the player finds the many shards is strictly defined by the plot. The various enemies are ''always'' after the same shards at the same time. This is usually justified either by you following them or them following you.

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* TheOneTrueSequence: OneTrueSequence: Although, unlike the ''VideoGame/KnightsOfTheOldRepublic'' series, the sequence in which the player finds the many shards is strictly defined by the plot. The various enemies are ''always'' after the same shards at the same time. This is usually justified either by you following them or them following you.
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* WeBuyAnything: Except items worth 0 gold, which you're forced to drop. Also, vendors have a limited amount of cash on hand, and they stop buying when it runs out.

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* WeBuyAnything: Except items worth 0 gold, which you're forced to drop. Also, vendors have a limited amount of cash on hand, and they stop buying when it runs out. There are a few items in act one that need to be held onto to sell for full value since none of the Act 1 merchants have enough money to pay what it's worth.

Removed: 1884

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* SequelDifficultyDrop: Unintentional example. The encounters are overall more difficult than ''VideoGame/NeverwinterNights'', but there are several factors that negate this.
** AI is much, much smarter. It's still overall bad, but you have limited control over some of its decision making process, it doesn't randomly stop moving or randomly run off to the other side of the map, and, if all else fails, you can manually take control of everyone in your party.
** Many of the spell lists and classes were closer to their pen and paper counterparts than in the first game, removing some rather arbitrary restrictions. Druids probably benefited most since they didn't even get access to most of their spells, only counting the ones included in the game in [=NWN=].
** Larger party size meant that you could have a dedicated SkillMonkey, arcane caster and divine caster in the group. This results in a colossal increase in effectiveness of all party members well beyond numbers alone.
** Better leveling curve. In [=NWN=], early leveling was fairly slow, but in [=NWN=] you leveled fairly quickly initially and then it petered off. This is important since a lot of builds are not very effective until level 10 (give or take a couple levels). This meant in [=NWN=], you spent a large amount of game time with characters with under-developed class abilities (especially hybrids) in comparison to [=NWN2=] where you got past those rocky levels fairly quickly.
*** Some of this is the result of the sequel being based on 3.5 D&D rules where the first game was based on 3.0 . The pen and paper game was rebalanced to address similar issues.
** Related to the above, this game lets you burn through the first two levels entirely in the tutorial, starting the game proper at level three. This means you won't die the first time any enemy lands a solid hit as you did in the start of the first game.

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* WhatTheHellHero: One quest involves a feud between a tribe of orcs, and a goblin tribe led by an ogre mage. If you take the OmnicidalNeutral route by killing the orcs, then start a fight with the ogre mage by telling him there'll be more loot for you if you kill him and his goblins, he'll respond "How typical of your kind, you treat us in such a way then wonder why we hate you."

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* WhatTheHellHero: WhatTheHellHero:
** Siding with the city watch and killing your fellow watchmen for accepting bribes from the thieves guild will result in Captain Brelaina chewing you out over your "foul" and "uncompromising" approach to justice.
**
One quest involves a feud between a tribe of orcs, and a goblin tribe led by an ogre mage. If you take the OmnicidalNeutral route by killing the orcs, then start a fight with the ogre mage by telling him there'll be more loot for you if you kill him and his goblins, he'll respond "How typical of your kind, you treat us in such a way then wonder why we hate you."
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* WhatTheHellHero: One quest involves a feud between a tribe of orcs, and a goblin tribe led by an ogre mage. If you take the OmnicidalNeutral route by killing the orcs, then start a fight with the ogre mage by telling him there'll be more loot for you if you kill him and his goblins, he'll respond "How typical of your kind, you treat us in such a way then wonder why we hate you."
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* UnfortunateName: The Vale Of Merdelain. [[InMyLanguageThatSoundsLike if you know "merde" is the French word for "shit"]]. It's like if they named a city "Shitopia" or something
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* TheOneTrueSequence: Although, unlike the ''KnightsOfTheOldRepublic'' series, the sequence in which the player finds the many shards is strictly defined by the plot. The various enemies are ''always'' after the same shards at the same time. This is usually justified either by you following them or them following you.

to:

* TheOneTrueSequence: Although, unlike the ''KnightsOfTheOldRepublic'' ''VideoGame/KnightsOfTheOldRepublic'' series, the sequence in which the player finds the many shards is strictly defined by the plot. The various enemies are ''always'' after the same shards at the same time. This is usually justified either by you following them or them following you.
Is there an issue? Send a MessageReason:
None


* TheOneTrueSequence: Although, unlike the ''KnightsOfTheOldRepublic'' series, the sequence in which the player finds the many shards is strictly defined by the plot. The various enemies are ''always'' after the same shards at the same time.

to:

* TheOneTrueSequence: Although, unlike the ''KnightsOfTheOldRepublic'' series, the sequence in which the player finds the many shards is strictly defined by the plot. The various enemies are ''always'' after the same shards at the same time. This is usually justified either by you following them or them following you.
Is there an issue? Send a MessageReason:
None


* VideoGameDelegationPenalty: Letting Sand speak on your behalf during the trial sequence will always work out worse than speaking for yourself; his InsufferableGenius tendencies will always result in a guilty verdict, and you'll miss the chance to earn the "Master Orator" character trait.

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* VideoGameDelegationPenalty: Letting Sand speak on your behalf during the trial sequence will always work out worse than speaking for yourself; his InsufferableGenius tendencies will almost always result in a guilty verdict, verdict (technically it depends on when you ask him to do it since it freezes your trial score and you start in the red, but handing it over to Sand when you're already winning would be an odd choice), and you'll miss the chance to earn the "Master Orator" character trait.
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** This is subverted in that the Translated Foreign Word isn't translated right away by the people who call you by it. The first attempt to translate it doesn't go so well, though it does count as a CrowningMomentOfFunny for Grobnar Gnomehands:

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** This is subverted in that the Translated Foreign Word isn't translated right away by the people who call you by it. The first attempt to translate it doesn't go so well, though it does count as a CrowningMomentOfFunny SugarWiki/{{Funny Moment|s}} for Grobnar Gnomehands:
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* UnwinnableByMistake: It is possible to break the wash basin and vase of water in the Collector's Mansion with an [=AoE=] attack, preventing you from completing that side quest.

to:

* UnwinnableByMistake: It is possible to break the wash basin and vase of water in the Collector's Mansion with an [=AoE=] attack, preventing you from completing that side quest. Thankfully, you're only going to see combat in the kitchen if you decide to kill the servants ForTheEvulz.

Added: 178

Changed: 2

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* UnwinnableByMistake: It is possible to break the wash basin and vase of water in the Collector's Mansion with an [=AoE=] attack, preventing you from completing that side quest.



* VideoGameDelegationPenalty: Letting Sand speak on your behalf during the trial sequence will always work out worse than speaking for yourself; His InsufferableGenius tendencies will always result in a guilty verdict, and you'll miss the chance to earn the "Master Orator" character trait.

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* VideoGameDelegationPenalty: Letting Sand speak on your behalf during the trial sequence will always work out worse than speaking for yourself; His his InsufferableGenius tendencies will always result in a guilty verdict, and you'll miss the chance to earn the "Master Orator" character trait.

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** Zhaeve counts [[VideoGame/PlanescapeTorment Dakkon]] among the great heroes of the Githzerai in one optional conversation.

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** Zhaeve Zhjaeve counts [[VideoGame/PlanescapeTorment Dakkon]] Dak'kon]] among the great heroes of the Githzerai in one optional conversation.conversation.
* SortingAlgorithmOfEvil: It's a CRPG with levels, so that's a given. But the beginning of the game particular;y stands out; it really makes no sense for the githyanki to send such low-level minions and only a single githyanki spellcaster to West Harbor.
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* VisualPun: The garrison of Fort Locke is prevented by red tape from doing just about anything to help the surrounding lands. One of the NPCs at the fort is a priest of Ilmater, whose symbol is [[https://tagn.files.wordpress.com/2013/03/nwfl_fortlocke.jpg a pair of tied hands]].

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* VisualPun: The garrison of Fort Locke is prevented by red tape from doing just about anything to help the surrounding lands. One of the NPCs [=NPCs=] at the fort is a priest of Ilmater, [[http://forgottenrealms.wikia.com/wiki/Ilmater Ilmater]], whose symbol is [[https://tagn.files.wordpress.com/2013/03/nwfl_fortlocke.jpg a pair of tied hands]].
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that's not the emblem of Fort Locke, but the visual pun still works


* VisualPun: The emblem of Fort Locke, whose garrison is prevented by red tape from doing just about anything to help the surrounding lands, is [[https://tagn.files.wordpress.com/2013/03/nwfl_fortlocke.jpg a pair of tied hands]].

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* VisualPun: The emblem of Fort Locke, whose garrison of Fort Locke is prevented by red tape from doing just about anything to help the surrounding lands, lands. One of the NPCs at the fort is a priest of Ilmater, whose symbol is [[https://tagn.files.wordpress.com/2013/03/nwfl_fortlocke.jpg a pair of tied hands]].
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* VideoGameDelegationPenalty: During the Trial sequence, your character is framed for the massacre of a village, and assigned a wizard named Sand as a defense lawyer. The overall outcome of the trial doesn't affect the story in any major way[[note]]If you lose the trial, Sand demands a trial by combat which overrides the verdict, and if you win the prosecution does the same[[/note]], but speaking on your own behalf gives you a chance to earn the "Master Orator" character trait, while letting Sand speak on your behalf will always result in a guilty verdict (since he's an InsufferableGenius who understands the law but pisses off everyone else in the courtroom).

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* VideoGameDelegationPenalty: During the Trial sequence, Letting Sand speak on your character is framed for the massacre of a village, and assigned a wizard named Sand as a defense lawyer. The overall outcome of behalf during the trial doesn't affect the story sequence will always work out worse than speaking for yourself; His InsufferableGenius tendencies will always result in any major way[[note]]If you lose the trial, Sand demands a trial by combat which overrides the guilty verdict, and if you win you'll miss the prosecution does the same[[/note]], but speaking on your own behalf gives you a chance to earn the "Master Orator" character trait, while letting Sand speak on your behalf will always result in a guilty verdict (since he's an InsufferableGenius who understands the law but pisses off everyone else in the courtroom). trait.
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new trope

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* VideoGameDelegationPenalty: During the Trial sequence, your character is framed for the massacre of a village, and assigned a wizard named Sand as a defense lawyer. The overall outcome of the trial doesn't affect the story in any major way[[note]]If you lose the trial, Sand demands a trial by combat which overrides the verdict, and if you win the prosecution does the same[[/note]], but speaking on your own behalf gives you a chance to earn the "Master Orator" character trait, while letting Sand speak on your behalf will always result in a guilty verdict (since he's an InsufferableGenius who understands the law but pisses off everyone else in the courtroom).

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* ShoutOut: Apparently Tarmas was part of the wagon train in ''[[VideoGame/NeverwinterNights Shadows of Undrentide]]'', because he's met Deekin.

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* ShoutOut: Apparently ShoutOut:
**Apparently
Tarmas was part of the wagon train in ''[[VideoGame/NeverwinterNights Shadows of Undrentide]]'', because he's met Deekin.


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**Zhaeve counts [[VideoGame/PlanescapeTorment Dakkon]] among the great heroes of the Githzerai in one optional conversation.
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** Related to the above, this game lets you burn through the first two levels entirely in the tutorial, starting the game proper at level three. This means you won't die the first time any enemy lands a solid hit as you did in the start of the first game.
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* WorldOfHam: The pattern for Creator/BioWare [=IPs=] seems to be for the characters to be {{Large Ham}}s or {{Deadpan Snarker}}s. Sometimes both at the same time. [=NWN2=] is no exception; the majority of the PC voices seem to channel '''BrianBlessed''', never mind all the {{NPC}}s hamming it up.

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* WorldOfHam: The pattern for Creator/BioWare [=IPs=] seems to be for the characters to be {{Large Ham}}s or {{Deadpan Snarker}}s. Sometimes both at the same time. [=NWN2=] is no exception; the majority of the PC voices seem to channel '''BrianBlessed''', '''Creator/BrianBlessed''', never mind all the {{NPC}}s hamming it up.
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* SoulEating: In the expansion pack ''Mask of the Betrayer'', your character is inflicted with a curse called 'the Spirit-eater', [[ExactlyWhatItSaysOnTheTin which requires them to periodically nourish themselves by devouring spirits.]] Initially it only works on [[ElementalEmbodiment elementals]], [[TheFairFolk fey]] and [[OurGhostsAreDifferent incorporeal undead]], but you can learn how to direct the hunger at souls and corporeal undead.
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* {{Stripperiffic}}: Parodied. Your more human looking female party members can never be stripped below rather bulky clothing and even the tavern dancers wear long full frilly dresses. But you get one female teammate late in the game who is dressed in something resembling the Princess Leia slave outfit, and she's a githzerai, [[FanDisservice meaning she looks like a humanoid salamander.]]

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* {{Stripperiffic}}: Parodied. Your more human looking female party members can never be stripped below rather bulky clothing and even the tavern dancers wear long full frilly dresses. But you get one female teammate late in the game who is dressed in something resembling the Princess Leia slave outfit, and she's a an old githzerai, [[FanDisservice meaning she looks like a an elderly humanoid salamander.]]]]
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* TrailersAlwaysSpoil: The [[https://www.youtube.com/watch?v=c5dq7x6AoUE cinematic trailer]], which doubles as the intro movie, gives away that [[spoiler: the "mysterious tattooed mage" (Ammon Jerro) isn't the real villain. This destroys a RedHerring running through the second act where several characters think the warlock you're fighting with demonic minions is the King of Shadows.]]

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* TrailersAlwaysSpoil: The [[https://www.youtube.com/watch?v=c5dq7x6AoUE cinematic trailer]], which doubles as the intro movie, gives away that [[spoiler: the "mysterious tattooed mage" (Ammon Jerro) isn't the real villain. This destroys a RedHerring running through the second act where several characters think the warlock you're fighting with demonic minions is the King of Shadows. It also makes the origin of the silver shards pretty obvious, since the full sword is prominently shown and explodes at the end.]]
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* WorldOfHam: The pattern for BioWare [=IPs=] seems to be for the characters to be {{Large Ham}}s or {{Deadpan Snarker}}s. Sometimes both at the same time. [=NWN2=] is no exception; the majority of the PC voices seem to channel '''BrianBlessed''', never mind all the {{NPC}}s hamming it up.

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* WorldOfHam: The pattern for BioWare Creator/BioWare [=IPs=] seems to be for the characters to be {{Large Ham}}s or {{Deadpan Snarker}}s. Sometimes both at the same time. [=NWN2=] is no exception; the majority of the PC voices seem to channel '''BrianBlessed''', never mind all the {{NPC}}s hamming it up.
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* VisualPun: The emblem of Fort Locke, whose garrison is prevented by red tape from doing just about anything to help the surrounding lands, is [[https://tagn.files.wordpress.com/2013/03/nwfl_fortlocke.jpg a pair of tied hands]].

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* VisionQuest: Khelgar has one to become a monk. [[spoiler: Which is a possible subversion. While there's nothing stopping the player from going through the motions, Khelgar's stats are suboptimal for a monk. He's one of the best tanks of the game as a fighter but as a monk he loses most of his power. Also, a late-game ancestral Ironfist weapon that he should be able to equip can no longer be done, due to the class change.]]

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* VisionQuest: Khelgar has one to become a monk. [[spoiler: Which is a possible subversion. While there's nothing stopping the player from going through the motions, Khelgar's stats are suboptimal for a monk. He's one of the best tanks of the game as a fighter but as a monk he loses most of his power. Also, a late-game ancestral Ironfist weapon that he should be able to equip can no longer be done, due to the class change. If you pick the right dialogue options when completing his quest, you can convince him that he can remain a fighter and still retain the CharacterDevelopment he's gone through, avoiding this issue.]]
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* SequelDifficultyDrop: Unintentional example. The encounters are overall more difficult than ''NeverwinterNights'', but there are several factors that negate this.

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* SequelDifficultyDrop: Unintentional example. The encounters are overall more difficult than ''NeverwinterNights'', ''VideoGame/NeverwinterNights'', but there are several factors that negate this.

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