[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/neverwinter_video_game_5791.jpg]]
''[[http://www.playneverwinter.com/ Neverwinter]]'' is an MMORPG developed by Cryptic Studios using the same engine as their previous title ''VideoGame/StarTrekOnline'', and published by Perfect World Entertainment. The game is set in the eponymous city of Neverwinter in the TabletopGame/ForgottenRealms universe. Considered by Creator/{{Atari}} to be the continuation of the ''VideoGame/NeverwinterNights'' series, it is the first game in the series to be based on the ''TabletopGame/DungeonsAndDragons'' [=4th=] Edition ruleset. (The first and second ''NWN'' games used the 3 and 3.5 editions, respectively.)

According to Cryptic COO Jack Emmert, ''Neverwinter'' is less of a traditional MMO and more of a story-driven game, "closer to things like ''Franchise/DragonAge'' or ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''". He was right.

See also ''VideoGame/NeverwinterNights'' and ''VideoGame/NeverwinterNights2'', the single-player games to which ''NW'' is a sequel, and ''Literature/TheNeverwinterSaga'' by Creator/RASalvatore, part of ''Literature/TheLegendOfDrizzt'' series and set in the same time period.

The game was released on XboxOne on March 31st 2015, and will be released on PS4 in September 2015.
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!!''Neverwinter'' provides examples of:
* AfterTheEnd: Set 100 years after the NWN games, and after the Spellplague that drastically changed the Forgotten Realms. Also well after the volcano Mount Hotenow erupted, devastating Neverwinter and killing the last descendants of Lord Nasher Alagondar. By this point the titular city has been completely obliterated and rebuilt yet again.
* AllegedlyFreeGame: As you level up, free players face increasingly strict limitations on weapons, armor, enchanting, and all sorts of stuff, to the point that it literally becomes next to impossible to progress your character without paying ''some'' amount of money.
* ArmorAndMagicDontMix: Control Wizards
* BackStab: A favourite of Rogues, and all classes (and enemies) benefit from a damage bonus when attacking an enemy from two opposite sides. Averted with dragons, who will use a ('''very''') powerful tail sweep if someone tries attacking their back.
* BladeSpam: The Flourish paragon power for both Fighter classes. Stab the enemy once from the front, then FlashStep around them in a ring while stabbing so quickly that only the afterimage is visible.
* {{BFS}}: Great Weapon Fighters, natch. Their swords are so big they wouldn't be out of place in the hands of [[VideoGame/FinalFantasyVII Cloud]] and [[VideoGame/SoulSeries Nightmare]].
* CameraScrew: A few of the control powers have this effect, whether it is intentional or not. Thankfully, very few enemies have these sorts of powers.
* ChestMonster: Mimics, [[TabletopGame/DungeonsAndDragons as per the source material.]] They focus solely on the adventurer who "opened" them, with slowing abilities to make them easier prey.
* ChronicHeroSyndrome: This game encourages it to the limit. Players can randomly help others who are struggling with area monsters and everyone will still receive their own experience and loot. Heroic Encounters are groups of tougher monsters that everyone can leap into to reap the rewards.
* ColorCodedForYourConvenience: The Dragon Cultist-Thayan alliance has this in their elite units, which are clearly referencing the five colors of MagicTheGathering:
** Black soldiers tend to swarm and stall you while one or two of them uses a slow spell which buffs them tremendously.
** Green archers stay back and attempt to trap you so their companions can outflank you
** White swordsmen will use their spinning move to push you around, often towards other groups of enemies.
** Blue knights use their shields to cancel out your attacks, potentially wasting your power when they put it up at the last second
** Red Mages just rush you with spells trying to score a quick kill.
* CombatMedic: Devoted Cleric's role. Oathbound Paladins with an Oath of Devotion also specialize in mass healing.
* ContinuityNod: The developers promise Easter eggs referencing the previous games.
* CriticalResearchFailure: The orcs in the Tower District are described (and describe themselves) as being members of the Many-Arrows Tribe. In the tabletop and novels, there is no "Many-Arrows Tribe"; rather, Many-Arrows is an orc kingdom made up of dozens of different orc tribes. Further, it's named for it's founder, Obould Many-Arrows, who was king of the ''Broken Arrow Tribe''.
* TheDevTeamThinksOfEverything: If you skipped the entire Spellplague quest chain, where you meet Josef and Dorotea Linkletter, you will still encounter them in the Chasm as members of Scar Company. However, they will not recognize you at all, since they never met you.
** Of course, this may or may not be a plot hole, since you first meet Josef Linkletter in the tutorial, though you never tell him your name then, and you're just one of many shipwreck survivors.
* DynamicEntry: The Great Weapon Fighter can do this with one of his encounter powers as well as one of their Daily powers. The Oathbound Paladin also has a lunging attack that tosses all enemies but his target.
* EverythingsBetterWithSpinning: [[BoisterousBruiser Great Weapon Fighter]] has a wide range of spinning attacks.
* FlashStep: The Control Wizard class has a quick short-range teleport that allows them to dodge attacks and maneuver fairly freely in a fight, though the ability isn't really spammable. The Trickster Rogue has the super-speed version of this built into several powers, but executes it so rapidly that it becomes more of a TeleportSpam. The Ranger also uses this as a dodge.
** The Great Weapon and Guardian Fighters do this with the Weapon Master Paragon path powers and the Great Weapon Fighter's Steel Blitz passive, in the form of a damaging afterimage.
* FlunkyBoss: Every boss, from single player instance runs to dungeon delves. Some even summon EliteMooks from their area.
* FrickinLaserBeams: [[AnIcePerson Control Wizards]] can cast a steady [[FreezeRay Ray of Frost]], which slows down and freezes enemies if held down long enough. [[CombatMedic Devoted Clerics]] gain [[DeathRay damaging]] and [[HealingShiv healing]] beams when activating divine power.
* GlassCannon:
** The Trickster Rogue. Very high DPS, and capable of take down dungeon bosses alone if done correctly and the rest of the party is distracting the [[FlunkyBoss adds]], but they also can't take much of a beating without needing healing potions or a cleric quickly. Thankfully, Trickster Rogues come with a [[{{Invisibility}} stealth]] mode to evade enemies.
** Hunter Rangers as well. They can dish out monstrous damage at melee and range, and are very good at keeping enemies from actually getting melee attacks off, but are just as squishy as the rogue while lacking stealth.
* GuideDangIt: There are achievements for completing an adventure zone's dungeon, skirmish, and story missions. The dungeon and story mission can always be dealt with no matter what level you are, but skirmishes become LostForever if you surpass the maximum level.
** The Call to Arms events let players of any level run the Skirmish in question, with extra better rewards to boot.
* HornyVikings: One of the selectable backgrounds allows the player to be a Northland warrior from the Moonshae Isles.
* HuskyRusskie: Karzov, the leader of the Sons of Alagondar (this game takes place in 4e after all) in the Blacklake District has a cheesy Russian accent, is ''huge'' and hits like a freight train.
* InterfaceScrew: Every area in the game has a map. Except the Twisted Fane, at the bottom of the Chasm. It's all black...
* LevelEditor: The Foundry, which debuted in ''Neverwinter'''s sister game ''VideoGame/StarTrekOnline'', allows players to build their own in-game quests.
* LightningBruiser: Great Weapon Fighter. High DPS and quick, easy methods to gain more health. Their drawback, compared to the [[GlassCannon Trickster Rogue]], is that enemies will more likely target them.
* LimitBreak: The [[NonIndicativeName "Dai]][[ContinuityNod lies"]]
* LuckilyMyShieldWillProtectMe: Guardian Fighter's signature move - blocking the most powerful blows, or even magic, with his shield. The Paladin's is slightly less effective, but it also protects and heals all allies in the vicinity.
* RivalsTeamUp: Icewind Dale is a PvP zone where players are split in two factions and often competing for Black Ice veins. This still doesn't prevent them from putting up a truce to deal with bosses or Heroic encounters.
* RoarBeforeBeating: All of the dragon bosses utilize this as an attack. The Guardian Fighter and the Great Weapon Fighter can also invoke this trope with a few of their own attacks.
* ShootTheMedicFirst: Clerics draw a sizeable amount of aggro from enemies by healing other players. As such, in high enemy areas, such as a boss battle, most of the enemies target the cleric after a minute or two of healing if the tank isn't doing a very good job at building threat.
** Paladins can use this to their advantage, since their damage output is usually too low to draw aggro efficiently but they have several healing abilities at their disposal, and have enormous HP and Defense scores.
* ShoutOut:
** To ''VideoGame/DwarfFortress'': One of the dwarves at the Triage Camp in Icespire Peak says "I need alcohol to get through the working day!"
** During a quest in Sharandar forest, a goblin taunts a captured elf by saying "The silly elves [[LordOfTheRings breathed too greedily, and too deep.]]
** Many quest names such as [[LoveAtTheTimesOfCholera Love at the Times of Spellplague]].
* SkippableBoss: During the Elemental Evil quest chain, only the first of the four Prophets (Gar Shatterkeel) has to be beaten to advance the plot. The other three are part of optional quests which become unnecessary to complete once you retrieve their zone's seed.
* SquishyWizard: Control Wizards. Gods help the poor Wizard who attracts a massive following in a dungeon.
* StoneWall: Guardian Fighters. They are the resident tank with a [[LuckilyMyShieldWillProtectMe shield]] which is inexplicably able to completely block even the strongest of attacks with no ill effects. They also have [[PracticalTaunt abilities]] to draw aggro from every enemy in the area.
** Oathbound Paladins are a slightly less resilient but more versatile version of the Guardian, whose resilience comes not from blocking damage but from being [[CombatMedic able to heal]] [[HealingFactor it almost instantly]].
* TakeThat: In the Tower District, you can find a dead orc named "Drall", with an axe in his back and a note beside him from the zone boss Vanci Bloodscar, saying that she doesn't care if [[VideoGame/WorldOfWarcraft Drall left his 'horde' to be with her, she's not interested in his advances and if he tries again, she'll put an axe in his back.]]
* TeleportSpam: Many of the Trickster Rogue's powers have this effect, with the Rogue jumping rapidly between targets or blinking in and out between attacks and leaving afterimages behind. Heck, the Rogue in the intro cinematic even does it (and eats an OffhandBackhand for her trouble at one point).
* WakeUpCallBoss: Chartilifax of the ''Lair of the Mad Dragon'' dungeon. The previous dungeons can easily be done through brute force, whereas Chartilifax reminds the players why teamwork and strategy are necessary.
* WarmUpBoss: The Harbinger at the end of the tutorial.
* ZergRush: The preferred tactic for dealing with Heroic Encounters in the absence of explicit organization. In Icewind Pass there's a near-permanent "zerg" of players who run around the HE route.
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