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The Neverwinter Nights series
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Neverwinter Nights was the first RPG by BioWare to be made completely in 3D, and their first game based on the third edition of Dungeons & Dragons. There are several things that NWN is known for. One of them is the official campaign, which takes place in the Forgotten Realms universe or more precisely the Sword Coast, in and around the titular city of Neverwinter.

When Neverwinter is struck by an unknown plague called the Wailing Death, four Waterdhavian creatures are brought to the Neverwinter Academy in the hopes of extracting components for a cure. Unfortunately, the Academy is suddenly attacked by unknown forces and the creatures are scattered across the city. Lady Aribeth, a paladin of Tyr who has been placed in charge of investigating the source of the plague, enlists the player character to retrieve the cure components and save a city in chaos.

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Unlike Baldur's Gate, Planescape: Torment and Icewind Dale, Neverwinter Nights is a more multiplayer-oriented RPG with more emphasis on online co-op (due to a lack of a traditional party system) and a persistent setting as when players die, the game continues with the player(s) being sent to a temple in the hub town/area with an EXP and monetary loss as punishment unlike story-driven RPGs where the player is simply forced to reload a save.

While the game received mostly positive reviews, the campaign was occasionally criticized as being repetitive and lacking in memorable characters, as well as being a departure from the rich, detailed worlds of the Baldur's Gate series. The area where NWN really found its niche was third-party content: the Aurora Toolset, an unorthodox example of a development kit included in the basic game installation, allowed users to easily create their own modules and campaigns. This gave rise to a vast modding community with ambitious projects.

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Two expansion packs Shadows of Undrentide and Hordes of the Underdark stepped away from the original campaign and focused on character development, roleplaying, and the intricate storylines for which BioWare is renowned. These proved to be more popular with fans.

BioWare additionally released a number of "premium modules" as paid DLC. Short self-contained adventures, many of which were created by community members hired by BioWare, the premium modules became deeper and more complex as designers familiarized themselves with the engine and new tools were developed. The first three, Witch's Wake, Shadowguard and Kingmaker, were compiled into the third expansion, Kingmaker. Three more were made: Pirates of the Sword Coast, Infinite Dungeons and Wyvern Crown of Cormyr. While the modules themselves were well received, they required a constant connection to the Internet as DRM; the modules in Kingmaker do not have this feature. When the premium module initiative ended, several projects were left hanging, though Darkness Over Daggerford and Crimson Tides of Tethyr were released for free later. BioWare stopped selling the premium modules in 2009.

The Aurora graphics engine, which debuted with NWN, proved to be successful and enduring, and various heavily modified descendants of the engine were used throughout the 2000s, most notably the Odyssey engine in the Knights of the Old Republic series and the Electron engine in Neverwinter Nights 2. The main engine with modified graphics was also used in The Witcher, though CD Projekt RED has stated they were less than fond of the engine, claiming it responsible for many of the technical flaws present, leading to them developing their own engine from scratch for the sequel.

The full game, including the premium modules, is available at GOG Dot Com. For the original AOL MMORPG from 1991 that shared the same name, it now has its own page.

In 2017, developer Beamdog announced Neverwinter Nights: Enhanced Edition, which was subsequently released on March 27, 2018.


The original game provides examples of:

  • Abandoned Mine: One is used by a kidnapped as a hideout in Chapter 2.
  • Achilles' Heel: Invoked in Chapter 3. The Creator Ruins are defended by golems that are completely invulnerable to all types of damage. When you use a time sink to travel back in time to the era of their construction, you must ask the slaves building the golems to give them a vulnerability. The slaves agree, but can only give the golems one specific weakness, any other deficiencies and their masters will notice. Thus when you travel back to the present, the golems are invulnerable to all types of damage except the type you asked them be weak to.
  • After-Combat Recovery: If you so choose. You can rest anytime as long as you are far away enough from enemies, so it's possible to fight some monsters, then run to a safe distance, rest, and continue onwards.
  • And the Adventure Continues: During a brief conversation after the final battle with Haedraline (who can see through time), she spells out that your legend will continue to grow greater, Morag isn't the worst evil you'll face in your lifetime, and as you grow stronger so will your enemies. However, with her powers weakening already, she lacks the vision to give you specifics.
  • Artificial Stupidity: The game was notorious for the Henchmen's bad AI. Tanks not attacking, spellcasters using the wrong spells, rogues not flanking and the list goes on. It reaches Epic Fail proportions when vampire priests attempt to cast healing magic on themselves when injured.
  • Automaton Horse: Modding options for horses were added in a late patch. None of the campaigns intentionally feature them, but a paladin PC can summon his special mount.
  • Bad-Guy Bar: The Seedy Tavern, located in the thief and pirate-infested Docks District. There are only three ways to get in: wear a Bloodsailor Uniform, present 5 Smuggler's Coins, or steal a key from a locked house and break in through the back. None of these are legally acquired.
  • Bat Out of Hell: There are a lot of evil creatures bearing bat wings (and occasionally some regular bats appearing as low level hostile animals), though the default bat found in the level editor is just a very weak critter which is totally neutral to the player unless being deliberately attacked.
  • Bigger on the Inside: Even more so than Baldur's Gate. Every buildings you enter has larger interiors than outside.
  • Bonus Boss: Klauth, an ancient Red Dragon you encounter in Chapter 3. The game hands you a way to weaken him down to Badly Wounded on-arrival, and he's still considered one of the most difficult bosses; fighting him without weakening him first has you pitted against the toughest enemy in the entire campaign.
  • Boring Yet Practical:
    • Items with Regeneration. Regeneration restores HP every round, equal to the power of the Regeneration enchantment - most items have Regeneration +1 and only restore 1 HP a round. The reason it's so good is that once you clear a room of enemies you're naturally going to loot the room and continue in the dungeon, and over that time you will slowly recover HP. It probably won't heal enough to make the difference in fights, but it'll save you a fortune in healing items by healing you over time between fights.
    • Knock and Find Traps. Level 2 and 3 spells that unlock all locked doors and containers around you, and disarm all traps around you, respectively. You'll cast them a lot right up to the final dungeon.
  • Chainmail Bikini: If you have opposite-gendered henchmen in the expansions, you can move the same suit of armor between your inventories and watch its icon change to reflect the gender of the person currently holding it — female armor is usually more revealing, and occasionally includes Absolute Cleavage.
  • Chekhov's Gun: Aribeth's ring, which you need to hold onto for the entire game to turn her back to good in the end of the first game. Unless you have a female PC, in which case you can never get the ring and can therefore turn her through dialogue alone.
  • Color-Coded Elements: Fire, electricity, cold, acid, sonic, magic, divine, negative energy, positive energy (white colored).
  • Color-Coded for Your Convenience: Character’s health status goes like this: Green = uninjured, Yellow = barely injured, Orange = injured, Red = near dead.
    • Challenge Rating is also color coded: White = effortless, Green = easy, Blue = moderate, Yellow = challenging, Orange = very difficult, Red = overpowering, Purple = impossible.
    • Characters are color coded when you hover over them with the mouse pointer: White = PC, Green = friendly, Blue = neutral, Red = hostile.
  • Color-Coded Stones: The game has gemstones which all follow the stock-standard colors mentioned in the description.
  • Comic-Book Fantasy Casting: Many non-player character images were traced from photos of various real-world celebrities, which got the creators in legal trouble when it turned out that some of the original images hadn't been properly licensed.
  • The Computer Is a Cheating Bastard: Whenever a Giant throws a boulder at you, it will always land on you. Even if you try to dodge it, the boulder will change trajectory in mid-flight, home on to you and crush you.
  • Concealed Customization: While there's still plenty of helmet designs to pick and choose from, it still covers your even-more-customized head completely.
  • Continuity Nod: One weapon refers to the Cult of the Unseeing Eye in Amn and the player character meets a relative of Jan Jansen, both in the Baldur's Gate games.
  • Contractual Boss Immunity: Many dungeon bosses have extreme resistance to magic, just to keep from being an Anti-Climax Boss whenever a sorcerer casts Charm Person on them. However, the waves of reptilian Abusive Precursors in the final dungeon of the original campaign seem to be resistant to every freaking spell except some spells that were added in later expansion packs.
  • Cute Clumsy Girl: Linu from the original campaign, if her dialogue is to be believed.
  • Day-Old Legend: Averted here, where a weapon or piece of armor made by in-game will have the flavor text describe it being made by the specific blacksmith, in the current year and for the current campaign but in the same style as the "ancient" equipment so it feels like the player is crafting their legend for future adventurers as they play the game.
    • Played straight in the Expansion Pack Hordes of The Underdark. The game take place only a few months later and you find the über version of those same items, only they have new backstories.
  • Deceptive Disciple: Desther gives off the appearance of helping to combat the plague, but is secretly the one who's spreading it around.
  • Designated Villain: A rare in-universe example. Seemingly subverted by Fenthick, as it is clearly established that he was not at fault in his unwitting involvement in Desther's plot, and the government only had him executed because it was the only way to quell the riots after the Plague. Then the sequel comes along, and his spirit makes a cameo in an area specifically stated to be populated by the souls of Faerun's worst traitors...
  • Disc-One Final Dungeon: Helm's Hold, a stronghold full of undead that acts as the final dungeon of Chapter 1.
  • Disc-One Nuke:
    • The henchman items. Provided you know where to go, most of the items needed to complete their quests can be found easy immediately after you leave the Temple of Tyr when you start the game proper, and once you hit level four or five, you can talk to them repeatedly to finish their quest, turn in the item they need, and get a magic item. Particular mention to Boddyknock's Lantanese Ring (Regeneration, +1 Charisma), Daelan's Amulet of the Red Tiger (Immune to Fear, +1 Strength), and Grimnaw's Amulet of the Long Death (+10 Spell Resistance, +1 Constitution); these are all very useful effects to have in the early game and beyond.
    • The blacksmith in the City Core in Chapter 1 can forge you some custom gear with a magical weapon and appropriate corresponding reagent, like holy water, adamantite, ironwood, etc. If you know which quests reward those reagents, and get a little lucky finding a magical weapon to go with it, you can pick up such a custom smithed weapon before you get the first cure reagent. The custom weapons have varying effects, but most have a chance to inflict some sort of debuff on hit or deal some sort of magical damage on hit, as well as retaining their +1 bonus to hit. You'll find yourself holding onto them for most of the chapter once you get them, and probably for a long time in Chapter 2.
  • Does This Remind You of Anything?: In Chapter 3 during the war, a sidequest has you investigating why the Uthgardt Elk Tribe has allied with Luskan when historically they have been enemies. When you speak to the chieftan of the tribe, he reveals that the Neverwinter commander at Fort Ilkard, Damas, infected the tribe with the Wailing Death... by giving them plague-infected blankets. Just to hammer home the Anvilicious parallels, when you confront Damas with his crime, he spouts off a racist rant about how Neverwinter has the strength to take the lands of the Uthgardt, therefore they should and they are right to do so.
  • Evil Laugh: A lot of villains have a lot of very cruel, lengthy laughs. Including one a player voice-set does upon death.
  • Experience Penalty:
    • A Multiclassed character receives a 20% exp penalty if the levels of their individual classes are apart by more than one (for instance, a 3rd-level Wizard/5th-level Rogue).
    • When travelling with companions, experience gains percentages are reduced depending on how many characters are in the party. (This is balanced out by the fact that the game will spawn more enemies, and therefore a higher base exp, for larger parties.
  • Expy: Aribeth share a lot of traits with the previous year's Baldur’s Gate: Dark Alliance's Eldrith. Both are female captain of the guard of their respective cities. Both were Paladins. Both felt betrayed by the city the protected and turned evil, and became blackguards, leading an assault against their respective city, dying in the process.
  • Face–Heel Turn: Aribeth joins Maugrim's cult after the rage she had for Neverwinter for the unjust execution of Fenthick finally takes over her.
  • Fake Faith Healer: When the city of Neverwinter is hit by the Wailing Death plague, several cultists working for the Big Bad infiltrate the city disguised as priests. They hide amongst the priests and healers that are trying to provide legitimate help, and offer "blessings" which they claim will protect people from the plague, but are actually helping to spread it.
  • Fairy Sexy: In-Universe, Dryads, nymphs, sprites, and general fey beings you encounter are always described as hypnotiziling beautifull.
  • Familiar: Wizards and sorcerers can choose a familiar as a permanent summonable companion.
  • Fishing for Mooks: Works great—Hide or Move Silently works against every enemy separately, and mooks who noticed PC pursue on their own, leaving their pals idle. Thus sneaking closer until detected and then luring the pursuers so far away that others will not hear attack and death sounds makes slaughtering them much easier, up to long No-Damage Run.
  • Foreshadowing
    • The Yuan-ti you hunt in Chapter 1 basically directly tells you that the ancient Lizard Folk are rising and are to blame for the plague, but her speech patterns make it easy to dismiss her words as power-mad ramblings. A sidedungeon in Chapter 2 makes it even more clear, with a book directly naming the Big Bad long before anyone else has or before you even see her and know who she is.
    • In Chapter 2, Aribeth tells you the story of how she became a Paladin, and her life story really begins with her pursuing a tribe of orcs out of vengeance for wiping out her village. The player can lampshade that that kind of murderous, vengeful rampage doesn't sound like Aribeth. Come the end of the chapter, when she performs a Face–Heel Turn out of vengeance and grief for Fenthick's execution, it contextualizes both her distant and her recent past in a new light.
    • While there are several Plot Coupons you can collect in Chapter 2 to proceed, one such Coupon involves you receiving a vision from the Spirit of the Neverwinter Wood, showing you just what the cultists were looking for around Port Llast, but in the context of the vision your character doesn't know what it is they're seeing. Chapter 3 will directly explain what it was and how it relates to the story.
  • Fractional Winning Condition:
    • Chapter 2 of the base campaign needs you to retrieve two pieces of evidence to point to where the cultists are based, but three such pieces of evidence exist in the chapter.
    • Chapter 2 of Hordes of the Underdark ends after you complete four out of five main quests presented at the start, though it is possible to complete all of them, since the final stage triggers when you speak to the seer and you don't have to return to him before you have beaten everything. Which quests you completed affects what characters appear during the ending battle.
  • Friendly Fireproof: Optional.
  • Game Mod: Pretty much the whole point- the game was marketed as a tool for creating and running your own adventures, with the toolset and DM mode major selling points.
    • After a while of doing your own mod creation, playing through the original (lackluster) campaign reveals that it's essentially a 40 hour promotional tool for the toolset itself. Weird gimmicks like the trial where NPCs raise torches to show their vote are essentially just "See what kinds of marvelous things you can do with this toolset?"
  • Gargle Blaster: Scurrd. Not to mention the Dark Elven Tek'eela. Yes, it's a lame pun.
  • Girls with Moustaches: In the The unmodded game, one of the player characters's female Dwarf faces has two medium braids of beard descending from her shin. The Community Expansion Pack mod compilation adds several female Dwarve faces sporting facial hair, which are shorter and lighter than their male counterpart.
  • Grey and Gray Morality: The Charwood subquest, full stop. All that is clear is that at some point, the village children were gathered up and killed en masse so Karlet Jhareg could transform himself into a baelnorn. Beyond that each of the involved parties has their own version of events told from their perspective, and their memories are spotty due to the magic that has trapped the castle in limbo. To a degree, all of the culprits bear at least some blame for the crime, but who to finger for the blame above the others is up to you. You then have to decide if you shall keep them all trapped in limbo as prisoners, or if you shall release them rest peacefully but in doing so you will also free Belial the Devil to return to the Hells; there's no way to punish him without condemning the rest of the village.
  • Half-Human Hybrid: Every Half-Elf and Half-Orc, of course; beyond the obvious though, Shadows of the Undrentide's J'Nah is a Half-Sun Elf, Half-Demon, and Hordes of the Underdark's Valen is a Tiefling, a human with Devil heritage.
  • Hard-Coded Hostility: Can be either played straight or averted, due to the advanced faction building system available to module builders. A faction can be made hostile, indifferent or friendly toward any and all other factions, including the "player" faction, independently as required.
  • Heroic Albino: Celestial-blooded characters in the disputably-canon Neverwinter Nights games and the definitely non-canon fan modules almost always show up with white or silver hair, very pale skin, and golden eyes.
  • "I Know You Are in There Somewhere" Fight: The PC can pull this on Aribeth.
  • In Name Only: The game's version of Obould differs rather from Forgotten Realms canon, and the change is not to his benefit. In the canon Obould is an orc king who is wise and intelligent even for human standards, who envisions a future where orcs break away from being Always Chaotic Evil and become a proper civilization at peace with the other races — and his vision is eventually realized. In this game, he's basically just a big orc who is slightly more articulate than other orcs, and has none of the power or magic attributed to Obould elsewhere.
  • Infant Immortality: Horribly averted. Especially in the Charwood.
  • Linear Warriors, Quadratic Wizards: Zigzagged
    • At lower-to-mid levels this is mostly played straight. When you rest any spells you've used up are recharged, and you can rest anywhere as long as there are no enemies around, even on the third floor of an ancient ruin. The result is that after only a few levels, Wizards becomes much more powerful than Fighters, with area-of-effect magic to take out enemies and powerful status spells to cripple boss-type foes and protect the Wizard, and they only need to stop for a few seconds of real time to sleep and recharge their spells. Their utility Spells Knock and Find Traps are also amazingly useful, virtually elliminating the need for a Rogue skillset by automatically unlocking all locked containers and doors, and detecting and disarming all traps, in a large radius around the Wizard. Finally, there are numerous side quests and extras like crafting magical items that only spellcasting classes can access; by comparison there are no quests exclusive to melee classes.
    • At the very late levels though, it starts to get inverted. There's limit to how many spells of each level the Wizard can store, and most spells have a hard cap on how strong they can become (the signature Fireball for instance maxes out at 10d6). Enemies will continue to scale with the Wizard's level, though, and thus the Wizard will need to devote more and more spells to fighting even trash mobs, and then stop to rest more often to recharge their spells. On the other hand, melee classes can keep raising their Strength higher and higher and get increasingly powerful weapons with bonuses to hit and damage along with other special benefits, and they get Feats like Great Cleave, Improved Power Attack, Devestating Critical, and more, that let them tear through enemies like paper. Their inability to cast spells is eventually nullified too — the campaign (and especially the expansions) provide increasingly steady access to magical items that let you cast spells for free, any time you need to cast a spell to advance a quest the game usually hands you a wand or ring for it, and you can just buy and stockpile wands from stores.
  • Load-Bearing Boss: Morag, although her lair IS a pocket dimension held up by her vast magic, being used as a glorified bomb shelter.
  • Load-Bearing Hero: The various modules based on this system love this trope.
  • Loading Screen: With gameplay tips to look at, even!
  • Locked Door: The lock on this door is too complex to pick, and is warded against simple spells. You will have to find the proper key.
  • Lotus-Eater Machine: A rather obvious one, which soon leads to a Battle in the Center of the Mind.
  • Love Makes You Evil Aribeth pulls a Face–Heel Turn because her lover Fenthick is accused of helping to spread the plague and gets hung for it.
  • Ludicrous Gibs:
    • The spell Destruction destroys most targets with a cloud of blood and imploding gibs, even if it's an object, such as a door or crate. This spell can also be applied (up to level 40) to gloves (punch the enemy/object for gibs), weapons (hit the enemy/object for gibs), and armor (get hit to gib the enemy).
    • The epic-level feat Devastating Critical does the same to anyone hit by said criticals, and keep in mind that NWN rules radically increase the critical hit rate over 3rd Edition rules they're based on (you may get a critical per 1-2 swings). Doing enough damage to destroy an object will smash it into flinders. This gets truly ridiculous when you have say, a halfling barbarian, wielding a dagger, destroying what appears to be an iron-bound chest...
    • It's even easier to get these if you turn the "gore" setting in the options to maximum. Play a cleric or paladin against undead, use your Turn Undead ability, and Hilarity Ensues.
  • Magic Missile Storm: Isaac's Lesser Missile Storm and Greater Missile Storm were homebrewed by BioWare for this game and are essentially an upgraded version of Magic Missile that strikes multiple targets. For a not-quite-magic-missile effect, there's also Flame Arrow.
  • Masculine Girl, Feminine Boy: Fenthick and Aribeth, the "Scales and Sword of Tyr" respectively. Both have cleric levels, but armor-clad Aribeth is the one who engages in melee combat while Fenthick relies on his crossbow.
  • Mood Whiplash: At the beginning of the vanilla campaign, when meeting Aribeth for the first time, the music sounds like an angelic choir. Then immediately the assassins arrive and the battle music starts. Only for the former music to start again once the enemies are dead.
  • My Species Doth Protest Too Much: Haedraline. And Daelan. And Deekin, and arguably Xanos and Dorna, from the first expansion. Bioware likes these. Grimgnaw doesn't have any angst, but is about as far from the stock representation of fantasy dwarves as you can get.
  • No Celebrities Were Harmed: The very first version of the game had several portraits of prominent NPCs based on real-life celebrities and models. Due to likeness rights they had to change them and a patch quietly swapped the portraits out for new ones. Here's a showing of the originals and their replacements.
  • No-Harm Requirement: There's a quest where the quest giver asks you to steal several pieces of art from various nobles in the city. She wants the current owners left scared but alive, so she'll dock your pay if you opt to kill any of them.
  • No Hero Discount: The merchants who you're trying to save will still charge you. Some will charge you a lot.
  • Noodle Implements: The reagents to create a cure for the Wailing Death are the heart of a yuan-ti, the hair of a dryad, the feathers of a cockatrice, and the brain of an intellect devourer. Why these four things create the cure is never explained; when the cure is crafted, assorted NPCs just seem to pray, and the reagents combine to create the cure through divine intervention.
  • Non-Combat EXP: In addition to Quest EXP, Neverwinter Nights and its sequels include a few instances of XP beyond combat. Some conversations have bonus XP nestled in them for "roleplaying" options, there are times where avoiding the combat encounter will grant as much or more XP than fighting through it (if you're over-leveled for the fight).
    • One notable Original Campaign quest involves visiting a brothel. You gain experience points, for, um, sweet-talking a staff representative. If you're a halfling male, you get another opportunity to avenge a staff member's stalker.
  • Not Even Bothering with the Accent: Tomi's backstory is heavily Arabian, with a grand vizier named Sabbalan Vihayed, but his accent is a sort of mutant form of Cockney. This is never explained in any way.
  • Obviously Evil: Desther's status as The Mole was kinda obvious from the start. Amusingly, though, said character doesn't count as evil for the purposes of things such as Smite Evil.
  • Pardon My Klingon: "Tekasi! Oh, excuse my Elven!"
  • Platonic Prostitution: It's a T-rated game, so Madam Ophelia's women (and men, and Halfling) get to take a break (if that's what you want, anway - you still get the option to rock the establishment). This is given a Hand Wave in-game that what Ophelia is doing is technically not fully legal, so it's a case of plausible deniability. You pay only for the right to enter a private room with a bed to see one of her workers for a short time. What you do during that time is between the two of you and none of Ophelia's business. No one said anything about brothels or courtesans.
  • Please Wake Up: One of the repeating sounds in the city, along with screaming and messages of doom.
  • Plot Coupon: Heaps of them. In the original campaign and the beginnings of the expansions, most of the Chapters boil down to you being set down in a town with the vague direction to pick a compass point, look for a Plot Coupon somewhere in that direction, and bring it back to whoever's in charge.
  • Precursors: The Yuan-ti Ancients in the original game.
  • Protagonist Without a Past: The player character is given no backstory prior to coming to Neverwinter except a generic racial motivation of why you are there. This is in contrast with the sequel (and almost all other Bioware games), in which the protagonist's past is notably significant to the plot.
  • Purely Aesthetic Gender: Mostly played straight. Male or female has no effect on character building and only minor effects on gameplay. One is a minor sidequest concerning a female courtesan which can only be acquired if you're a male. Female characters with high Charisma are catcalled or flirted at by some NPCs. One effect is a bit more important, in that male characters can take Aribeth as a romance option and use The Power of Love to convince her to make a Heel–Face Turn at the end of the game. Female characters can pass a difficult Persuade check to the same end, so being a female does not stop you from doing this, it's just much harder than if you play as a male.
  • Randomly Generated Loot: The game itself doesn't feature it, but it's possible to add in a scripted module. It is actually done in the "Home Town" multiplayer module (running on the Viking Northeast AU server) to imitate the way the Diablo game generates its loot.
  • Real Time with Pause: Can be turned off during multiplayer by the DM.
  • "Save the World" Climax:
    • The original campaign begins with the effort to find a cure for the plague ravaging Neverwinter. It ends with Neverwinter fighting a full-scale war, and you trying to prevent the entire Sword Coast from falling back under the dominion of a 30,000-year-old sarrukh queen.
    • Hordes of the Underdark begins with drow raids on Waterdeep, and ends with a goddamn archdevil trying to take over Faerun.
  • Shout-Out:
    • A gnome quest-giver in the original campaign is a member of the turnip-loving Jansen clan.
    • A sidequest in Chapter 2 has the player exploring a dungeon full of enemies and puzzles. The final challenge is a riddle taken straight from The Hobbit: "a box with neither hinges, key, nor lid, yet inside a golden treasure hid." The answer is the same as well: an egg.
  • Statistically Speaking: High Intelligence and Wisdom scores can affect what dialogue options are available, sometimes requiring a certain level to have an option available. Charisma influences your Persaude skill, but otherwise doesn't directly affect dialogue.
  • Temporal Paradox: Discussed and averted in Chapter 3, where you can use a time sink to temporarily travel back in time. The person who gives you the means to do this warns against taking items from the past back to the present and also warns you to try not to leave anything in the past. Not that doing either of these things impacts anything.
  • The Dragon: Maugrim to Morag in the original campaign.
  • The End Is Nigh: This phrase will be permanently engrained in your skull if you run around the Neverwinter City Core with the sound running for too long. On that note, the city seems to have more doomsayers than plague victims.
  • The Pirates Who Don't Do Anything: Aribeth in the original campaign, who despite being a heroic paladin until halfway through, never actually does anything, well, heroic. While she was promoted from a field-work position to a management position, it's still...well. Jarring.
  • That Poor Cat: When passing near a building in Port Llast, you'll hear a unseen cat screeching. Repeatedly.
  • Title Drop
  • Top-Heavy Guy: The Half-Orc characters (male and female) are all built with a very large chest on top of legs which proportionally seem to be a lot thinner. The trope is somewhat downplayed because their arms aren't so muscular compared to the chest.
  • Two-Part Trilogy: The two expansions are written with the assumption that the protagonist is the same character in both, and that they are not the same person who was the hero in the base campaign (since base game and Shadows take place at the same time). You can, however, import your high level character from the OC, making combat in Shadows ridiculously easy.
  • Unidentified Items: The series has the identify spell. You can also make a Lore check or pay a fee to a shopkeeper to identify magic items acquired as dungeon loot.
  • Unwitting Pawn: Poor Fenthick...
  • Video Game Caring Potential: You can often refuse rewards for quests, and if the questgiver is impoverished or in need, you may have the option to give them some of your own money to help them out. When rescuing someone from a dungeon, you often have the option to offer to escort them to safety, though they typically don't take you up on it. When an enemy surrenders when weak and asks you to let them go, you can agree. Doing these things usually results in an alignment shift to Good. You also frequently have general dialogue options to be patient, compassionate, and understanding, such as asking someone about their wellbeing before delving into plot-relevant topics.
    • Video Game Cruelty Potential: You can threaten people into giving you more money when you finish their quests, and if the quest was retrieving something for them, said threat may involve telling them you'll keep the item. When rescuing someone from a dungeon, you may have the option to refuse to free them, or to kill them once they're freed. When an enemy stops to surrender and asks for mercy, you can refuse and kill them, and may be able to kill them after agreeing to a reward for letting them go. Such actions usually invoke an alignment shift to Evil. You can also deliver bad news to people in harsh, uncaring words, and just generally be a Jerkass.
  • Violation of Common Sense: In the first game you're encouraged to stab yourself in the heart in one place. Sure, the game drops some heavy hints that it will take you to the spirit world, but you're still stabbing yourself in the goddamn heart!
    • This gets particularly bad if you take a close look at the altar. There's a skeleton on it, almost certainly belonging to that crazy dwarf you encounter in there.
  • Warp Whistle: The Stone of Recall in the original campaign, which made hit-and-run tactics possible for any character. Later campaigns gave you limited uses of their respective whistles.
  • We Cannot Go On Without You: The monsters continue to fight your henchmen, though.
  • What the Hell, Player?: Try taking off all your armor and talking to the NPCs in public areas.
    • NPCs also get annoyed if you walk around with your weapon drawn.
  • With This Herring: Despite working for the Lord of Neverwinter to save the city from destruction, and risking your life against all sorts of horrible creatures to do it, you're given little to aid you in your quest except for some Vendor Trash equipment at the Academy in the Forced Tutorial. This despite the fact that the shops around town have lots of high-quality gear that would surely be of help to you, and even Aribeth herself has stuff on-hand she'll be happy to sell you instead of letting you have it.
  • You Have Outlived Your Usefulness: Once the Wailing Death has run its course, Desther is promptly abandoned by Maugrim.

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