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Neverwinter Nights 2: Tropes M to R
Tropes 0-F | Tropes G-L | Tropes M-R | Tropes S-Z | Mask of the Betrayer | Storm of Zehir | Mysteries of Westgate

Neverwinter Nights 2 provides examples of the following tropes:

  • Manipulative Bitch: Torio Claven during the trial in Chapter 2. She will make you want to strangle her, ressurrect her and then burn her at a stake.
  • Meaningful Name: Ammon Jerro is a fiend binder who kills Shandra in a fit of anger. Amon is a Goetic Demon (wolf with a serphant's tail or man with a Raven's head) sometimes linked to wrath.)
  • Mle Trois: In one mission, you have a red dragon and a tribe of fire giants that you need to get rid of. How it usually works is that you make a deal with one to help you fight the other. Being Chaotic Evil, whichever one you ally with will betray you after the other is defeated. You can, however, choose to fight them both at once, resulting in this trope.
  • Mistaken for Murderer: In Act II, the Luskan ambassador to Neverwinter accuses you of slaughtering an entire village at Black Garius' behest.
  • Modular Epilogue: At the end of the game, the player is shown what happens to various locations and people who were influenced by the PC's decisions. For the ending itself, though, there are only two options.
  • Mr. Exposition
  • Mugging the Monster
  • Multiple Endings:
    • Played straight in the OC and Mask, with one of Obsidian's signature Where Are They Now Epilogues.
    • In Storm of Zehir, you can make a Bluff or Intimidate check on the author to change elements of the ending and get any variation you want.
  • Mugging the Monster: Khelgar's backstory features him picking a fight with a group of traveling Sun Soul monks during a particularly lively Bar Brawl. Anybody who's read the lore of the setting knows why this is an incredibly bad idea. Long-story short, they beat the ever-loving crap out of him. In an amusing twist he thanks them for the thrashing and asks the surprised monks how you go about becoming one.
  • Mythology Gag:
    • Volo's Guides are notorious in canon for being an awful mix of brilliant investigations and silly hearsay. Elminster notably hunted down and destroyed every copy of Volo's Guide to All Things Magical, partly because it exposed a number of wizardly trade secrets, and partly because the first edition contained a lot of recipes on how to kill oneself in new and exciting ways. In the Opening Narration to Storm of Zehir, Volo mentions that Elminster judged his most recent book, Volo's Complete Guide to the Behavior of Nymphs, to be "too naughty for print." (A little hypocritical, honestly, considering the guy will sleep with anything that has two X chromosomes and isn't related to him.)
    • One of the lies the Knight-Captain can tell Daerred's party sends them to a Waterdeep inn called the Yawning Portal—which contains an entrance to the notorious dungeon of Undermountain.
  • Named Weapons: And armors, and rings, and magic staves, and so forth.
  • Nature Hero: Elanee.
  • Nerf: Unlike in Neverwinter Nights, knockdowns no longer cause damage and now have a cooldown between uses.
  • New Game+: Officially exporting characters lets you take them to a new module on the rare chance you find ones with end level and start levels that match up; unofficially it allows you to repeat the campaign at level 20.
  • Never Found the Body: Zhjaeve is the only party member that isn't confirmed to have lived or died during the collapse of the Vale.
  • Non-Lethal K.O.: Only in the first game and Mask of the Betrayer. Storm of Zehir plays it closer to the pen-and-paper rules: if a character reaches -10 HP, they're dead and have to be resurrected with a spell.
  • Non Standard Skill Learning: In Mask of the Betrayer, increasing your Relationship Values with party members unlocked bonus feats (mainly skill and ability boosts applied to both you and the party member). Meanwhile the Storm of Zehir expansion has a list of Teamwork Feats which require two steps to unlock: meet requirements outlined in the game manual, then accept and complete a corresponding sidequest from the Adventurers' Guild at Crossroad Keep. All three games also give history feats for completing story requirements, and in SoZ some of them grant bonuses.
  • Obvious Beta: Obsidian has a well-deserved reputation for this. Despite not looking much better visually than KOTOR, NWN2 is somewhat of a hardware hog, and it suffered from memory leak issues and a lack of polish. Then both expansions managed to break the previous campaign on release.
  • Oh My Gods!: Used heavily. To name just a couple of examples, during the Battle of West Harbor one of the militiamen blurts out "Cyric's blood!" and Khelgar's "swear" emote is "By Tyr's right buttock!"
  • Only Idiots May Pass
  • Optional Party Member:
    • The Construct in the original campaign.
    • Mask of the Betrayer has a golem you can reactivate in the starting dungeon. It craps out when you escape. Much later, if on the Fugue Plane you choose to defend against the Crusade instead of leading it, Kaelyn leaves the party and Kelemvor gives you Araman to replace her.
    • All the cohorts in Storm of Zehir are optional.
  • Our Dragons Are Different: In addition to a few bog-standard chromatic dragons, the OC has Nolaloth, a great wyrm of indeterminate race that was hired by Illefarn to challenge the King of Shadows. He severely injured the King but was struck down. Illefarn bound his soul to his heart, which they transmuted to crystal.
  • Pardon My Klingon: Zhjaeve uses "illithid" as a curse.
  • Parental Abandonment: Your biological father's a question mark, and your mother is dead.
  • Pausable Realtime
  • Plot Tumor: Starting with the Ember Trial, a lot seems to happen to sidetrack the player from the Jerro Estate.
  • Point-and-Click Map: You don't get random encounters while traveling, but some scripted events will yank you from your travel.
  • Point of No Return: Act transitions.
  • Poor Communication Kills:
    • Both Zhjaeve and Ammon Jerro are guilty of this.
    • Those two are also guilty of it due to poor game mechanics, as they refuse to teach anyone how to use the Kryptonite Factor during the final battles, even if the storyline makes it clear the PC should be just as capable as either of them.
  • Precursors: The Illefarn empire.
  • Prestige Class: With both expansions, there are 23 in all. It's possible to add even more with mods.
  • Purely Aesthetic Gender: This being D&D...
  • Pure Magic Being: The King of Shadows is a creature of pure Shadow Weave magic.
  • Pyro Maniac: Qara has touches of this — though this was made more explicit in some of the content that was Dummied Out.
  • Ragtag Band of Misfits: Yeah, in the early game you've got a harborman, a dwarf who wants to be a monk, a tiefling, an elf druid. The game even lampshades this.
  • Railroading
  • Rainbow Pimp Gear: More prominent than its predecessor and sadly, you can't dye your equipment in this game.
  • Randomly Generated Loot: While not standard, this is possible when creating a module through using its scripting language. It is actually done in the "Diablo - The Dark Wanderer" multiplayer module (running on the Viking Northeast server) to imitate the way the Diablo game generates its loot.
  • Recurring Traveller: Guyven of the Road.
  • Relationship Values
  • Resting Recovery: Done differently in each campaign.
    • The OC uses the system from Neverwinter Nights and Baldur's Gate: resting takes six seconds, fully heals you and replenishes your spells, and only requires you to be far enough away from any enemies. The only thing it can't do is remove diseases (not every time, anyway) and curses.
    • Mask of the Betrayer quite thoroughly upends the system. Resting now causes eight hours to pass on the In-Universe Game Clock, which, after Mulsantir, raises your level of spirit hunger and brings you closer to a Non-Standard Game Over.
    • Storm of Zehir also causes eight hours to pass, you can't rest in dungeons at all, and if you make camp in the wilds you may be at risk of getting caught flat-footed for a Random Encounter (in other words, the enemy gets a surprise round). There are items and teamwork feats to reduce the risk of the latter.
  • Reverse Mole:
    • Torio.
    • Also potentially the Knight Captain. This troper had him as a bard/Harper/Shadow Thief/Neverwinter Nine at the end, with choices publicly opposing Neverwinter, while privately undermining all its enemies. Due to a badly-written ending, however, this actually backfires. Despite the Shadow Thieves being cell-structured and having only two people in town who know enough members to lead them, at least one of whom dies canonically if the player joins the Thieves, killing both somehow causes the Shadow Thieves to be stronger and better organized.
  • Rocks Fall, Everyone Dies: The ending. The REAL ENDING. No we don't know why either, but if you play the expansions it turns out you live.
    • While you can alter the dialogue in the Mask of the Betrayer expansion a bit, many of your companions can actually survive, with only Bishop, Qara, and Grobnar 100% confirmed to be dead, with Elanee and Casavir strongly implied to be dead but with room for ambiguity. Bishop and Qara usually die before the ending occurs, though it is possible for them to survive until the ending. Elanee and Casavir were not well liked and killing them off was probably done just to justify them no longer appearing and making way for the new love interests. A somewhat obscure conversation in Storm of Zehir indicates that Casavir actually survived, having merely been seriously wounded, but was captured by Luskan troops.
      • Zhjaeve is the odd woman out. It's never confirmed whether she lived or died.
  • Rolling Pin of Doom: A couple of different clubs are rolling pins.
  • Romance Sidequest
  • Rules Are For Humans: Lorne has the Deathless Frenzy ability from the Dungeons & Dragons version of his "Frenzied Berserker" class. Players can also become Frenzied Berserkers, but never get Deathless Frenzy.

Tropes G - LVideoGame/Neverwinter Nights 2 Tropes S - Z

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