Games PC NEVERWINTER NIGHTS-EXPANSION PACK User Manual

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Neverwinter Nights Expansion Pack
Manual Interior Front Cover
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TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
What’s Included in this Manual . . . . . . . . . . . . 3
The Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The ReadMe File . . . . . . . . . . . . . . . . . . . . . . . 4
Setup and Installation. . . . . . . . . . . . . . . . . . . . 4
System Requirements. . . . . . . . . . . . . . . . . . . . 5
Saving and Loading . . . . . . . . . . . . . . . . . . . . . 5
Places and People . . . . . . . . . . . . . . . . . . . . . . . . 6
Cities and Towns . . . . . . . . . . . . . . . . . . . . . . . 6
The Silver Marches . . . . . . . . . . . . . . . . . 6
Hilltop . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Anauroch . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Floating Cities of Netheril . . . . . . . . 7
Characters in the Tale. . . . . . . . . . . . . . . . . . . . 8
Master Drogan. . . . . . . . . . . . . . . . . . . . . 8
Katriana Dorovnia . . . . . . . . . . . . . . . . . . 8
Adventurers . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Dorna Trapspringer . . . . . . . . . . . . . . . . . 9
Xanos Messarmos . . . . . . . . . . . . . . . . . . 9
Deekin Scalesinger. . . . . . . . . . . . . . . . . . 9
Foes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Medusa. . . . . . . . . . . . . . . . . . . . . . . . . . 10
Basilisk. . . . . . . . . . . . . . . . . . . . . . . . . . 10
Gorgon . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Wyrmlings . . . . . . . . . . . . . . . . . . . . . . . 11
Faerie Dragons and Pseudodragons . . . 11
Sphinx . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Formians . . . . . . . . . . . . . . . . . . . . . . . . 12
Stingers . . . . . . . . . . . . . . . . . . . . . . . . . 12
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INTRODUCTION
N
everwinter Nights™continues the epic role-playing game revolution
with the Shadows of Undrentide expansion pack, featuring all­new prestige classes, monsters, weapons, feats, skills and spells! Engage in a brand new single-player adventure with more than 20 hours of gameplay. Dungeon masters can create richer experiences with three new tilesets, plus enhancements that bring even more depth to the originals. Construct the plot, set projectile traps and develop non-player character conversations with new Neverwinter Aurora Toolset Wizards.
What’s Included in this Manual
T
his manual calls out enhancements to the rules, and provides descriptions of the new features, including skills, feats, spells
and weapons. Where necessary, please refer to the original
Neverwinter Nights game manual or the Dungeons & Dragons®Player’s Handbook, Dungeon Master’s Guide or the Monster Manual, which are
available at book and game stores.
The Story So Far
D
eep within the frozen wilds of the Silver Marches, nestled on
this frontier and far from the reach of the City of Neverwinter, resides the revered Master Drogan. Sharpened by decades of quests and exploits of lore, this dwarven mage imparts his wisdom to those students willing to challenge themselves.
The riddles of wisdom and tales of fierce monsters grow with every lesson, seemingly embellished by the anticipation of some type of initiation. What kernel of wisdom will you derive from the next enigmatic lesson? What daring adventures will you begin with your next quest?
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Player’s Handbook . . . . . . . . . . . . . . . . . . . . . . 13
Prestige Classes . . . . . . . . . . . . . . . . . . . . . . . 13
Arcane Archer . . . . . . . . . . . . . . . . . . . . 13
Assassin . . . . . . . . . . . . . . . . . . . . . . . . . 14
Blackguard. . . . . . . . . . . . . . . . . . . . . . . 15
Harper Scout . . . . . . . . . . . . . . . . . . . . . 16
Shadowdancer . . . . . . . . . . . . . . . . . . . . 18
Alignment Shift . . . . . . . . . . . . . . . . . . . . . . . 20
New Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Grenade-like Weapons . . . . . . . . . . . . . . . . . . 39
Toolset Additions . . . . . . . . . . . . . . . . . . . . . . . 40
Spells Appendix . . . . . . . . . . . . . . . . . . . . . . . . 42
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Atari Web Sites. . . . . . . . . . . . . . . . . . . . . . . . . 47
Technical Support. . . . . . . . . . . . . . . . . . . . . . . 48
End-User License Agreement. . . . . . . . . . . . . . 50
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
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System Requirements
Operating System: Windows®98/Me/2000SP2/XP
Processor: Pentium®II 450 MHz or AMD K6-450
MHz (Pentium®III 800 MHz/Athlon 800 MHz recommended)
Memory: 128 MB RAM (256 MB recommended)
Hard Disk Space: 1.2 GB Free
CD-ROM Drive: 8X Speed
Video: 32 MB TNT2-class OpenGL 1.2-compliant
video card (NVIDIA GeForce 2/ATI Radeon recommended)
Sound: DirectX®-certified sound card*
Multiplayer: Local area network with TCP/IP protocol
or established Internet connection (56 Kbps modem or faster required)
DirectX®: DirectX®version 8.1 or higher
* Indicates device should be compatible with DirectX®version 8.1 or higher
Saving and Loading
Saving and loading while playing Shadows of Undrentide is exactly the same as saving and loading while playing Neverwinter Nights.
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THE GAME
The ReadMe File
The Neverwinter Nights Shadows of Undrentide CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game. We strongly encourage you to take the time to read this file in order to get the benefit of changes made after this manual went to print.
To view this file, double-click on it in the Neverwinter Nights directory found on your hard drive (usually C:\NeverwinterNights\NWN\ docs\SoUReadMe). You can also view the ReadMe file by first clicking on the Start button on your Windows®taskbar, then on Programs, then on Neverwinter Nights, then on the SoUReadMe file.
Setup and Installation
Start Windows®98/Me/2000SP2/XP. Exit all other applications.
Note: You must have Neverwinter Nights installed on your computer in order to install and play Shadows of Undrentide.
Insert the Shadows of Undrentide CD-ROM game disc into your CD-ROM drive.
If AutoPlay is enabled, a title screen should appear. Click on the Install button. If AutoPlay is not enabled, click on the Start button on your Windows®taskbar, then on Run. Type D:\Setup and click on OK. Note: If your CD drive is assigned to a letter other than D, substitute that letter.
Follow the remainder of the on-screen instructions to finish installing Shadows of Undrentide.
After installing the game you will be offered the choice to view the ReadMe and play the game.
Note: As with the original product, you must insert the Neverwinter Nights Play Disc into your CD-ROM drive in order to play the game.
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The Floating Cities of Netheril
The mages of the ancient Netherese Empire worked spells far beyond the reach of the mages of these latter days. Perhaps chief among their creations was the mythallar, the wondrous magical device that enabled the Netherese to raise their fabled floating cities. High above Faerun, the floating cities were mighty citadels safe from virtually all enemies.
The cities were eventually brought low not by any outside force, but by the pride and folly of the Netherese archmage Karsus, who attempted to seize the power of the goddess of magic. He instead managed to shatter the mythallars, sending all the cities of Netheril plummeting to the ground.
The sands of the Anauroch desert swallowed the ruins, and Netheril passed into history, then into legend. Now only the bravest of explorers and adventurers dare to seek the lost cities, for the rewards granted by magical treasures hidden within are easily matched by the dangers of long-lost magic traps and the twisted creatures that lurk in the buried chambers.
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PLACES AND PEOPLE
Cities and Towns
Your journeys will take you through many lands of the Forgotten Realms, from the Sword Coast North to the Savage Frontier. Below are listed some of the more prominent cities and areas in the game.
The Silver Marches
The Marches is a vast region of northern wilderness more commonly called the Savage Frontier. It is home to a small number of large, well-defended cities and many smaller, but no less well-defended, towns and villages. Citizens of more “civilized” lands in the south consider it a wild land of barbarians and monsters. Those who call it home consider it a land of great promise and beauty, but even they do not deny the hazards posed by the harsh climate and countless monsters.
Hilltop
Hilltop is one of the “Free Towns” in the Silver Marches. Recently founded by ex-soldiers from the Zhentarim armies, the towns are looked upon with suspicion by neighbors familiar with Zhent’s expan­sionist history. The inhabitants of the Free Towns maintain that they are happy to be rid of the yoke of Zhentarim control, and wish to make a new life for themselves. In addition to former Zhent soldiers, the Free Towns tend to attract folk who are drawn to the local “live and let live” attitude, and neighbors who don’t ask too many questions.
Anauroch
Known as The Great Waste, this tremendous desert was the result of foul magics being leveled upon the lands of the Netheril, who dwelt above then-grassy plains in floating cities raised by magic. Now, few make it their home. Among them are the nomadic Bedine and the Zhentarim, who seek to forge a permanent trade route through the desert.
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Adventurers
Dorna Trapspringer
When she heard Drogan had established a school for adventurers and was taking on apprentices in Hilltop, Dorna was one of the first to arrive and apply. She traveled nearly 200 miles alone across the wilds of the Silver Marches from her clan home in the moutains, which many would consider proof enough that she needed no instruction in survival. Still, she seems con­vinced that she is destined to face even greater danger, and it’s unlikely that she’s wrong.
Xanos Messarmos
Born to the upper middle class of Chessenta, Xanos found his razor-sharp wit a strong counter to the barbs of his schoolmates in his youth. While no longer young, Xanos still has an acerbic nature, but now it masks his desire to fulfill the role of a true adventurer and gain renown throughout the Realms.
Deekin Scalesinger
Deekin is a rather remarkable member of the Dripping Fang clan of kobolds. Unlike other kobolds, Deekin aspires to something “bigger” than mining, marauding and looting. He aspires to be a skald, a noble northern bard of legend. His goal is to write a heroic saga that will rival any of the classics… his chief problem is that his fellow kobolds are anything but heroic. Deekin has recently decided that he’ll have to look a little further afoot if he is going to find a hero befitting his saga.
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Characters in the Tale
Master Drogan
After a long career as adventurer and explorer, Drogan has retired and set up shop in the village of Hilltop as an instructor. He teaches lessons learned from years of close calls and narrow escapes to a group of young hopefuls who are anxious to start their own lives of adventure. Aside from his stories and lessons of adventure, Drogan speaks little of his past, though he exhibits all the hardened prag­matism typical of the northern Shield Dwarves.
Katriana Dorovnia
One of the few non-Zhents allowed to traverse the Zhentarim’s Black Road freely, Katriana is a halfling who has earned a reputation as a hard-nosed but fair bargainer. She’s always looking for people who can help expand her trading company, either by dealing with it or by keeping it from harm as it travels through dangerous regions.
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Gorgon
Gorgons are bull-like creatures that guard their territory fiercely. They are fond of rocky areas, especially underground labyrinths. A typical gorgon stands over six feet tall at the shoulder and measures eight feet from snout to tail. Although built like a bull, the gorgon is covered with metallic black scales and has silver horns. Its eyes burn red, giving the impression of two hot coals set beneath its heavy brow.
Wyrmlings
Wyrmlings are dragons that have just hatched from the
egg. From newborn to about five years old, wyrmlings
are only about two to five feet long. Wyrmlings have
all the abilities of their older brothers and sisters, but are
far less powerful. Nevertheless,
it is a fool who approaches a wyrmling
without caution.
Faerie Dragons and Pseudodragons
Pseudodragons are tiny, playful members of the dragon family, red-brown in color with fine scales, short horns and sharp teeth. While capable of delivering vicious bites, the pseudodragon’s main weapon is its flexible tail, which is about two feet long and barbed.
Faerie dragons have emerald-green scales and brightly colored butter­fly wings. Some faerie dragons and pseudodragons may seek humanoid companionship, and often serve as familiars to wizards.
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FOES
T
he creatures listed below are found in the wilds and dungeons
around the Forgotten Realms. Note: You can immediately see how difficult a creature is to defeat by selecting the “Examine” option from the radial menu while playing.
Medusa
The medusa is a hateful, repulsive creature that turns living beings into stone with its gaze. It prizes art objects, fine jewelry, and wealth. A medusa is indis­tinguishable from a normal human at distances greater than 30 feet. Once the creature is clearly visible, its true nature is revealed. Its hideous face is crowned with a mass of writhing, hissing snakes instead of hair and its eyes glow a deep red. In contrast, its body is perfectly proportioned and exceptionally attractive, although scaly and earthen colored.
Medusas are found in nearly every climate. Some dwell in large cities, becoming active in the criminal underworld to gain what they desire.
Basilisk
The basilisk is a reptilian monster that petri-
fies living creatures with a mere gaze.
Fighting a basilisk requires either
careful preparation or considerable
good fortune. Basilisks are found in
nearly every climate, and tend to
build lairs in sheltered subterranean
areas, such as caves and shallow bur-
rows. A basilisk usually has a dull brown
body with a yellowish underbelly. A single
row of bony spines lines its back, and some speci-
mens sport a short, curved horn atop the nose. An adult basilisk grows to about six feet long, not including its tail, which can reach an additional five to seven feet.
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PLAYER’S HANDBOOK
T
he Shadows of Undrentide is an adventure featuring all-new skills
and feats with which your characters may grow, as well as five new prestige classes. For this reason, Shadows of Undrentide has been created as a campaign that works best starting with a new, 1st-level character. However, those who prefer to use a pre-existing character may do so.
Note: There are certain places in Shadows of Undrentide where you will not be able to rest as you could in the original game. Some dun­geons or caves are not suitable for a character to lay his or her head down to recuperate, as they are damp, noisy, rocky, or too dangerous.
Note: In hardcore mode, petrification is permanent.
Prestige Classes
Shadows of Undrentide adds a new option for character development called prestige classes. Prestige classes are like regular classes, except that they have requirements that must be met before one can attain the class. These powerful classes grant characters unique new abilities unavailable to the base classes. Some classes may require a certain number of ranks in one or more skills, others may require the ability to cast arcane or divine spells.
Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character’s class, and mastering them will aid you.
Arcane Archer
Master of the elven war bands, the arcane archer is a war-
rior skilled in using magic to supplement his combat prowess. Fighters, rangers, paladins and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sor­cerers may adopt this prestige class to add combat capabilities to their repertoires.
• Hit Dice: d8
• Proficiencies: All simple and martial weapons, light and medium
armor, and shields
• Skill Points: 4 + Int. modifier
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Sphinx
A sphinx is an enigmatic creature with great, feathery wings and the body of a lion. Often very intelligent, they constantly seek out chal­lenges for their staggering intellects. Riddles, puzzles, and other such things delight them to no end.
Formians
Formians are dimensional travelers that come
from a plane devoted to law. Their colonies include: Workers, who make up most of a population; Taskmasters, who drive the Workers; Soldiers, who
fiercely protect the colony and queen; Mymarchs,
who are intelligent enough to have learned to use
magic; and the Queen, who leads the whole colony.
They are ruthlessly expansionist, though not actually evil.
Stingers
Stingers are a warlike race of scorpion-centaurs. They have a complex society that seems incom­prehensible to other races. They are known for divining the future through the vibrations of the earth. Witnesses have also seen them scuttle by in strange, aggressive “races” that have no clear purpose. Both male and female stingers fight in service to their chieftain, and even small tribes will contain a powerful shaman. Stingers live in twisting colonies dug out of the sand or rock.
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• Hit Dice: d6
• Proficiencies: simple weapons, light armor
• Skill Points: 4 + Int. Modifier
Requirements
To qualify as an assassin, a character must fulfill all of the following criteria:
• Alignment: Any evil
• Skills: Hide 8 ranks, Move Silently 8 ranks
Abilities
• Death Attack: This special sneak attack has a chance of paralyz-
ing the opponent. Death Attack damage increases with experience: +1d6 at 1st level; +2d6 at 3rd level; +3d6 at 5th level; +4d6 at 7th level; and +5d6 at 9th level.
• Uncanny Dodge: The assassin is able to avoid and deflect incoming attacks. At 2nd level, the assassin retains his or her dexterity bonus to armor class, even if flat-footed. At 5th level, the assassin gains a +1 to Reflex saving throws. At 10th level, the assassin gains a +2 to Reflex saving throws.
• Spells: At 2nd level, the assassin gains the ability to cast Ghostly Visage once per day. At 5th level, the assassin gains the ability to cast Darkness once per day. At 6th level, the assassin gains the ability to cast Invisibility once per day. At 9th level, the assassin gains the ability to cast Improved Invisibility once per day.
• Poison Resist: The assassin’s expertise with deadly toxins gives the assassin an unnatural resistance to poisons of all types. This ability improves with experience: +1 Fortitude save vs. poison at 2nd level; +2 at 4th level; +3 at 6th level; +4 at 8th level; and +5 at 10th level.
Blackguard
A blackguard epitomizes evil. He is nothing short of a mor­tal fiend, a black knight with the foulest sort of reputation.
A blackguard is an evil villain of the first order, equivalent in power to the righteous paladin, but devoted to the powers of darkness. No one class makes the best blackguard — all that is required is a willingness to serve the forces of darkness.
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Requirements
To qualify as an arcane archer, a character must fulfill all of the following criteria:
• Race: Elf or half-elf
• Base Attack Bonus: +6
• Feats: Weapon Focus Longbow or Weapon Focus Shortbow,
Point Blank Shot
• Spellcasting: Ability to cast arcane spells
Abilities
• Enchant Arrow: The arcane archer is able to shoot arrows with
increased precision and damage. This ability is automatically applied to all arrows fired and increases with experience: +1 at 1st level; +2 at 3rd level; +3 at 5th level; +4 at 7th level; and +5 at 9th level.
• Imbue Arrow: Beginning at 2nd level, the arcane archer is able to shoot a fireball arrow three times a day.
• Seeker Arrow: At 4th level the arcane archer can fire one arrow per day that cannot miss. At 6th level he can fire two Seeker Arrows per day.
• Hail of Arrows: – At 8th level and beyond, the arcane archer is able to fire an arrow at each and every target within range.
• Arrow of Death: This ability, gained at the 10th level, allows the arcane archer to, once per day, fire an arrow that can instantly kill an opponent.
Assassin
The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire,
or agents of vengeance. The assassin’s skill in a variety of dark arts allows him to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates for training as assassins.
Unlike the blackguard, the assassin is not evil due to devotion to an evil power, but rather due to a complete lack of morals or ethics. These ruthless and avaricious killers have but one requirement other than a predisposition for evil and a penchant for stealth. They must kill another intelligent being for no other reason than pay.
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Many Harpers are bards, but by no means all. Ranger, rogue, sorcerer and wizard are common vocations for Harpers, as these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems.
Not all Harpers are members of the Harper scout prestige class, and rank within the organization does not depend upon a character’s level in this or any other class. However, most of the higher-ranked Harpers have at least one level in the Harper scout prestige class.
The highest-ranked Harpers are called the High Harpers, and they are responsible for most of the long-term planning for the organization. The High Harpers are voted into their position by a secret ballot among the other High Harpers, with the criteria being experience, exceptional service, and discretion in implementing the Harpers’ plans.
• Hit Die: d6
• Proficiencies: simple weapons, light armor
• Skill Points: 4 + Int modifier
Requirements
To qualify to become a Harper scout, a character must fulfill all of the following criteria:
• Feats: Alertness, Iron Will
Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4 ranks
• Alignment: Any non-evil
Abilities
• Harper Knowledge: Like a bard, a Harper scout has a knack for
picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper scout has bard levels, the character’s Harper scout levels and bard levels stack for bardic knowledge.
• Favored Enemy: A Harper scout selects a favored enemy just as a ranger does. Upon reaching 4th level as a Harper scout, the bonus against the Harper scout’s first favored enemy increases to +2, and she gains a new favored enemy at +1.
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• Hit Die: d10
• Proficiencies: All simple and martial weapons, all types of armor
and shields
• Skill Points: 2 + Int Modifier
Requirements
To qualify as a blackguard, a character must fulfill all of the following criteria:
• Feats: Hide 5 ranks
• Skills: Cleave
• Alignment: Any evil
• Base Attack Bonus: +6
Abilities
• Smite Good: Beginning at 2nd level, the blackguard adds Charisma
modifier to attack roll vs. good.
• Dark Blessing: Beginning at 2nd level, the blackguard adds Charisma modifier to saving throws.
• Turn Undead: Beginning at 3rd level, the blackguard can make undead flee.
• Create Undead: Beginning at 3rd level, the blackguard can summon an undead ally.
• Summon Fiend: Beginning at 5th level, the blackguard can summon a fiendish ally.
• Sneak Attack: The blackguard gets a damage bonus that increases with experience: +1d6 at 4th level; +2d6 at 7th level; and +3d6 at 10th level.
• Spells: At 2nd level, the blackguard gains the ability to cast Bull’s Strength once per day. At 6th level, the blackguard gains the ability to cast Inflict Serious Wounds once per day. At 7th level, the blackguard gains the ability to cast Contagion once per day. At 8th level, the black­guard gains the ability to cast Inflict Critical Wounds once per day.
Harper Scout
Harpers are members of a secret society dedicated to hold­ing back evil, preserving knowledge, and maintaining the
balance between civilization and the wild. Harpers learn arcane spells and many skills to help them in their duties of espi­onage, stealth and reporting information.
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Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.
• Hit Dice: d8
• Proficiencies: simple weapons, light armor
• Skill Points: 6 + Int modifier
Requirements
To qualify as a shadowdancer, a character must fulfill all of the fol­lowing criteria:
• Skills: Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks
• Feats: Dodge, Mobility
Abilities
• Hide in Plain Sight: The shadowdancer is able to use the Hide
skill even while being observed.
• Shadow Daze: Once per day, the shadowdancer may inflict an illusory daze upon a target. This daze lasts for five rounds.
• Summon Shadow: Once per day, the shadowdancer can summon a shadow. This shadow is extremely difficult to turn and becomes more powerful as the shadowdancer gains levels.
• Shadow Evade: Three times per day, the shadowdancer can call upon the shadows in the area to help conceal her. The shadow­dancer gains a concealment bonus, damage reduction and an AC bonus that improves with experience.
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• Deneir’s Eye: At 2nd level, the Harper scout gains a +2 holy bonus to saving throws against traps. This is a supernatural ability.
• Tymora’s Smile: At 3rd level, once per day, the Harper scout or a target receives a +2 saving throw bonus on all saving throws for 5 turns. This is a supernatural ability.
• Lliira’s Heart: At 4th level, the Harper scout gains a +2 holy bonus to saving throws against mind-affecting spells. This is a supernatural ability.
• Spells: These spells are cast as arcane spells, so they are subject to arcane spell failure if the Harper scout is wearing armor: At 2nd level, the Harper scout gains the ability to cast the spell Sleep once per day. At 3rd level, the Harper scout gains the ability to cast the spell Cat’s Grace once per day. At 4th level, the Harper scout gains the ability to cast Eagle’s Splendor once per day. At 5th level, the Harper scout gains the ability to cast the spell Invisibility once per day.
• Craft Harper Item: At 5th level, the Harper scout gains the abili­ty to create two types of potions. The Harper scout can create one potion per day, either a Cat’s Grace potion or Eagle’s Splendor. To create either potion, the Harper scout must spend 60 gold and 5 experience points. These potions allow a Harper scout to better support her agents and allies.
Shadowdancer
Operating in the border between light and darkness, shadow­dancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing
wonder when met.
Rogues, bards and monks make excellent shadowdancers, but fighters, barbarians, rangers and paladins also find that shadow­dancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish.
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New Skills
Note: To receive a bonus from a skill, you must put at least one point in that skill when you level up your character.
Appraise
The higher the character’s skill, the more money that char­acter can expect to receive when selling goods, and the less that character will have to pay when buying goods.
Ability: Intelligence Classes: All Untrained: No Check: None Use: Automatic in stores
Craft Trap
The character using this skill can combine raw components to form various trap kits. Some traps require the use of new grenade-like weapons (see page 40).
Ability: Intelligence Classes: All Untrained: Yes Check: The DC is determined by the type of trap being created Use: Selected
Here are some of the traps you can create, and the components required to make them:
Fire: Alchemist’s Fire Flask Tangle Trap: Tanglefoot Bag Spike Trap: Caltrops Holy Trap: Holy Water Electrical Trap: Quartz Gas Trap: Choking Powder Frost Trap: Coldstone Negative Trap: Skeleton Knuckles Sonic Trap: Thunderstone Acid Splash Trap: Acid Flask
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Alignment Shift
If your character acts outside of what would be appropriate for his or her alignment, those actions can cause a shift in alignment, from good to evil, lawful to chaotic, and so on. The severity of the shift varies with the deed, and can sometimes have extreme consequences. For example, if a paladin performs an overtly evil or chaotic act, which changes his or her alignment from lawful good, he or she will no longer be a paladin.
Most out-of-character actions only create slight shifts in alignment. A good character can have a bad day and threaten to rough up a shopkeeper with little consequence. If, however, that good character acts on the threat and kills the clerk, a significant alignment shift toward evil would occur.
Good-aligned characters will take a bigger alignment “hit” from performing an evil act than a neutral character. Likewise, for evil­aligned characters who perform good deeds.
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Page 13
New Feats
Arcane Defense
Character gains a +2 bonus to saving throws versus the chosen school of magic.
Type of Feat: General Prerequisite: Spell Focus in the chosen school Use: Automatic
Artist
Character gains a +2 bonus to Perform checks and a +2 bonus to Spot checks.
Type of Feat: General Prerequisite: Perform skill, can only be taken at 1st level Use: Automatic
Blind Fight
This feat grants the character the ability to fight well if blinded or against invisible creatures. The character gets to
roll her miss chance percentile to see if her attack actually hits. As well, invisible creatures get no bonus to hit the character in melee.
Type of Feat: General Prerequisite: None Use: Automatic
Blooded
Character gains a +2 bonus to initiative and a +2 bonus to
Spot checks.
Type of Feat: General Prerequisite: Can only be taken at 1st level Use: Automatic
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Tu mb l e
Characters with high tumbling are able to roll away from attacks during combat, postioning themselves safely at all times.
Ability: Dexterity Classes: All Untrained: No Check: None Special: Any time the character might receive an attack of opportu-
nity for moving past enemies, the character will automatically attempt a Tumble check against a DC of 15. If successful, the attack is avoided. For every five ranks in this skill (not including Dexterity bonus) the character’s AC is also improved by +1. Use: Automatic
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Bullheaded
Character gains a +2 bonus to resist Taunts and a +1 bonus to Will saving throws.
Type of Feat: General Prerequisite: Can only be taken at 1st level Use: Automatic
Circle Kick
If the character succeeds in hitting an opponent with an unarmed attack, that character gets an additional free attack against another, nearby enemy. There is a maximum of one
free attack per round.
Type of Feat: General Prerequisite: Base attack bonus +3, Dexterity 15+, Improved
Unarmed Strike. Use: Automatic
Courteous Magocracy
Character gains a +2 bonus to Lore checks and Spellcraft checks.
Type of Feat: General Prerequisite: Can only be taken at 1st level Use: Automatic
Dirty Fighting
The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the charac-
ter can elect to perform a Dirty Fighting move, which will deal an extra 1d4 points of damage. This mode cannot be used with the Power Attack feat.
Type of Feat: General Prerequisite: Base attack bonus +2. Use: Automatic
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Divine Might
Up to three times per day, the character may add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus.
Type of Feat: General Prerequisite: Turn Undead, Charisma 13+, Strength 13+, Power
Attack Use: Selected
Divine Shield
Up to three times per day, the character may add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus.
Type of Feat: General Prerequisite: Turn Undead, Charisma 13+, Strength 13+, Power
Attack Use: Selected
Expertise
A character with this feat can make defensive attacks, gaining a +5 bonus to AC but receiving a –5 penalty to attack rolls.
Type of Feat: General Prerequisite: Intelligence 13+ Required for: Improved Expertise Use: Combat mode
Extra Music
The character may use bard song four extra times per day.
Type of Feat: General Prerequisite: Bardic Music Use: Automatic
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Improved Expertise
A character with this feat can make defensive attacks, gain­ing a +10 bonus to AC but receiving a –10 penalty to attack rolls.
Type of Feat: General Prerequisite: Intelligence 13+, Expertise Use: Combat mode
Improved Initiative
The character gains a +4 bonus to initiative.
Type of Feat: General Prerequisite: None Use: Automatic
Lingering Song
The effects of the bard’s songs will last an additional five rounds.
Type of Feat: General Prerequisite: Bardic Music Use: Automatic
Luck of Heroes
Character gains a +1 bonus to all saving throws.
Type of Feat: General Prerequisite: Can only be taken at 1st level Use: Automatic
Rapid Reload
The character is able to reload so quickly that he gets the same number of attacks with any crossbow as he would get if he was using a normal bow.
Type of Feat: General Prerequisite: Base attack bonus +2 Use: Automatic
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Extra Stunning Attacks
The character gains 3 extra stunning attacks per day.
Type of Feat: General Prerequisite: Base attack bonus +2, Stunning Fist. Use: Automatic.
Great Cleave
Same as the Cleave feat, except that there is no limit to the
number of additional attacks that the character may make
after killing one opponent.
Type of Feat: General Prerequisite: Strength 13+, Power Attack, Cleave, base attack
bonus +4 or higher Use: Automatic
Greater Spell Focus
A character becomes even more adept with spells of a
particular school of magic. The character gains a +4 bonus
to the spell save DC for all spells of the chosen school.
Type of Feat: General Prerequisite: Spell Focus (of the appropriate school) Use: Automatic. This feat may be selected multiple times, but the
effects do not stack. It applies to a different school of magic in each case. This overlaps (does not stack with) the bonus from Spell Focus.
Greater Spell Penetration
A +4 bonus to caster level checks is granted to the character,
when trying to beat a creature’s spell resistance.
Type of Feat: General Prerequisite: Spell Penetration Use: Automatic. This overlaps (does not stack with) the bonus from
Spell Penetration.
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Spring Attack
Enemies do not get attacks of opportunity against the character when the character is moving around in combat.
Type of Feat: General Prerequisite: Dexterity 13+, Dodge, Mobility, base attack bonus +4
or higher Use: Automatic
Stealthy
Character gains a +2 bonus to Hide and Move Silently checks.
Type of Feat: General Prerequisite: None Use: Automatic
Strong Soul
Character gains a +1 bonus to Fortitude and Will saving throws, as well as +1 bonus to any saving throw versus Death magic.
Type of Feat: General Prerequisite: Can only be taken at 1st level Use: Automatic
Thug
Character gains a +2 bonus on Initiative checks and a +2 bonus on Persuade checks.
Type of Feat: General Prerequisite: Can only be taken at 1st level Use: Automatic
Zen Archery
Wisdom guides the character’s ranged attacks, letting her use her Wisdom modifier instead of her Dexterity when firing ranged weapons.
Type of Feat: General Prerequisite: Base attack Bonus +3, Wisdom 13+ Use: Automatic
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Resist Disease
Charater gains a +4 bonus to Fortitude saving throws to
resist the effects of disease.
Type of Feat: General Prerequisite: None Use: Automatic
Resist Poison
Character gains a +4 bonus to Fortitude saving throws
against poison.
Type of Feat: General Prerequisite: None Use: Automatic
Resistance to Energy
Character gains +5 resistance against the chosen type of
energy (first five points of damage of this type of energy is
ignored).
Type of Feat: General Prerequisite: Base Fortitude save bonus +8 Use: Automatic
Silver Palm
Character gains a +2 bonus to Appraise and Persuade checks.
Type of Feat: General Prerequisite: Can only be taken at 1st level Use: Automatic
Snake Blood
Character gains a +2 bonus to Fortitude saving throws against
poison and a +1 reflex saving throw bonus to all saves.
Type of Feat: General Prerequisite: Can only be taken at 1st level Use: Automatic
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Inflict Light Wounds: If the caster succeeds in striking an oppo­nent with a touch attack, the target suffers 1d8 points of damage, +1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Divine Favor: The caster gains a +1 bonus to attack and weapon dam­age rolls for every three caster levels (at least +1, to a maximum of +5).
Endure Elements: The target creature gains damage resistance 10/– against all elemental forms of damage. The spell ends after absorb­ing 20 points of damage from any single elemental type.
Shield of Faith: The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).
Entropic Shield: A magical field appears around the caster, grant­ing the caster a 20 percent miss chance against all ranged attacks.
2nd-Level
Inflict Moderate Wounds: If the caster succeeds in striking an oppo-
nent with a touch attack, the target suffers 2d8 points of damage, +1 point per caster level to a maximum of +10. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
3rd-Level
Inflict Serious Wounds: If the caster succeeds in striking an oppo-
nent with a touch attack, the target suffers 3d8 points of damage, +1 point per caster level to a maximum of +15. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Continual Flame: This creates a magical flame that burns as bright as a torch until dispelled.
4th-Level
Inflict Critical Wounds: If the caster succeeds in striking an oppo-
nent with a touch attack, the target suffers 4d8 points of damage, +1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
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New Spells
B
elow is a quick summary of the new spells, grouped by class and level. Full descriptions appear in the game.
Bard
0-Level
Flare: A burst of hot light is fired from the caster to one target,
making it suffer a –1 penalty to attack rolls.
1st-Level
Balagarn’s Iron Horn: The caster creates a deep, resonant vibration
that shakes all creatures in the area of effect from their feet if they fail a strength check(as if the caster had a strength of 20). Every creature that falls will be knocked down for one round.
Amplify: Decreases the DC of hearing sounds in the caster’s area by 20.
3rd-Level
Wounding Whispers: The caster is surrounded with whispers that
injure any creature that hits the caster for 1d6 +1 per level points of sonic damage.
6th-Level
Dirge: The caster’s song draws the energies of death and destruc-
tion. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round.
Cleric
0-Level
Inflict Minor Wounds: If the caster succeeds in striking an oppo-
nent with a touch attack, the target suffers 1 point of damage. Inflict spells have a reverse effect when used on undead, causing the tar­geted undead to take an amount of healing equal to what the spell normally damages.
1st-Level
Bane: The caster’s enemies are filled with fear and doubt. They suffer
a –1 penalty on their attack rolls and a –1 penalty on saving throws against fear.
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Camouflage: The caster’s coloring changes to match the surroundings, gaining a +10 competence bonus to any Hide checks.
2nd-Level
One With the Land: The caster forges a strong link with nature,
gaining a +4 competence bonus to Animal Empathy, Hide, Move Silently and Set Trap skills.
Blood Frenzy: The caster enters a rage similar to that of a Barbarian. The caster gains a +2 bonus to Strength and Constitution and a +1 bonus to Will saves, while suffering a –1 penalty to AC.
3rd-Level
Greater Magic Fang: This spell strengthens the caster’s animal
companion, giving it +1 to hit and +1 to damage for every three lev­els of the caster (maximum of +5).
Spike Growth: Covers the terrain with small spikes. Any creature suffers 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim’s legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.
Quillfire: The caster throws poisonous quills at a target, doing 1d8 points of damage (+1 per 2 levels of the caster, to a maximum of +5), plus inflicting Scorpion Venom on the target.
4th-Level
Mass Camouflage: All allies in the area of effect gain a +10 bonus to
their Hide skill.
5th-Level
Owl’s Insight: The target gains an enhancement bonus to Wisdom
equal to half the caster’s level.
Inferno: The caster causes a target to ignite into flame. Each round, the target will suffer 2d6 points of fire damage.
33
5th-Level
Circle of Doom: All enemies within the area of effect are struck
with negative energy that causes 1d8 points of damage, +1 point per caster level. Negative energy spells have a reverse effect on the undead, healing them instead of harming them.
6th-Level
Planar Ally: An Outsider is summoned to assist the caster. The type
of Outsider varies with the caster’s alignment.
Banishment: The caster is able to cause all summoned creatures, familiars, animal companions and Outsiders in the area of effect to be destroyed. A number of creatures equal to twice the caster’s level in HD can be banished.
Greater Sanctuary: The caster becomes ethereal. No other creature can detect the caster. Attacking or performing a hostile action will dispel Greater Santuary.
8th-Level
Earthquake: The caster causes a massive earthquake around him-
self, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. The caster is not affected by the earthquake.
9th-Level
Undeath’s Eternal Foe: All allies in the area of effect will receive
the following bonuses: immunity to negative damage, immunity to level/energy drain, immunity to ability score decreases, immunity to poisons and immunity to diseases.
Druid
0-Level
Flare: A burst of hot light is fired from the caster to one target,
making it suffer a –1 penalty to attack rolls.
1st-Level
Magic Fang: This spell strengthens the caster’s animal companion,
giving it +1 to hit and +1 to damage.
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Ranger
1st-Level
Magic Fang: This spell strengthens the caster’s animal companion,
giving it +1 to hit and +1 to damage.
Camouflage: The caster’s coloring changes to match the surround­ings, gaining a +10 competence bonus to any Hide checks.
2nd-Level
One With the Land: The caster forges a strong link with nature,
gaining a +4 competence bonus to Animal Empathy, Hide, Move Silently and Set Trap skills.
3rd-Level
Greater Magic Fang: This spell strengthens the caster’s animal
companion, giving it +1 to hit and +1 to damage for every three levels of the caster (maximum of +5).
4th-Level
Mass Camouflage: All allies in the area of effect gain a +10 bonus to
their Hide skills.
Sorcerer/Wizard Spells
0-Level
Flare: A burst of hot light is fired from the caster to one target,
making it suffer a –1 penalty to attack rolls.
Acid Splash: The caster fires a small orb of acid at the target for 1d3 points of acid damage.
Electric Jolt: The caster does 1d3 points of electrical damage to a target.
1st-Level
Shield: The caster gains a +4 bonus to AC. As well, the caster is
immune to the spell Magic Missile for the duration of the shield.
35
6th-Level
Drown: The caster creates water in the lungs of a target creature.
Any target failing its saving throw will take 90 percent of its HP in damage. Golems and other nonliving creatures cannot be drowned.
8th-Level
Sunburst: The caster directs a brilliant explosion that causes 1d6
points of damage per caster level to all undead creatures, to a maxi­mum of 25d6 (6d6 points of damage to creatures that are not undead). Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded permanently (the blindness can only be magically removed).
Bombardment: Rocks fall from the sky, causing 1d8 points of dam­age per caster level (max 10d8) to all enemies in the area.
9th-Level
Earthquake: The caster causes a massive earthquake around him-
self, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. The caster is not affected by the earthquake.
Paladin
1st-Level
Endure Elements: The target creature gains damage resistance 10/–
against all elemental forms of damage. The spell ends after absorb­ing 20 points of damage from any single elemental type.
Divine Favor: The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels (at least +1, to a maximum of +5).
2nd-Level
Aura of Glory: The caster channels divine power to gain a +4
Charisma bonus. All allies near the caster gain a +4 bonus to their saving throws vs. fear.
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Page 20
5th-Level
Bigby’s Interposing Hand: A giant hand appears over the target,
making it difficult for him to attack. He receives a –10 penalty to all attack rolls for the duration of the spell.
Firebrand: Masses of flame (one per caster level) appear and ran­domly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (to a maximum of 15d6).
6th-Level
Bigby’s Forceful Hand: A giant hand appears and attempts to
stomp and knock down one target. The hand gains a +14 bonus on the strength check.
Isaac’s Greater Missile Storm: A number of energy missiles (one per caster level to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the targets will be hit with multiple missiles. Each missile does 3d6 points of damage.
7th-Level
Bigby’s Grasping Hand: A giant hand appears and attacks the target.
If the hand hits and succeeds in a grapple check, the opponent is held for the duration of the spell.
Banishment: The caster is able to cause all summoned creatures, familiars, animal companions and Outsiders in the area of effect to be destroyed. A number of creatures equal to twice the caster’s level in HD can be banished.
8th-Level
Bigby’s Clenched Fist: A giant hand appears and attacks the target,
once each round for the duration of the spell. Each hit causes 1d8+11 points of damage to the target and if they fail their saving throw they are stunned for that round as well.
37
True Strike: Through magical intuition, the caster gains a +20 bonus to attack rolls.
Expeditious Retreat: The caster becomes 150% faster than their nor­mal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.
2nd-Level
Tasha’s Hideous Laughter: If the target fails his or her saving
throw, the target will begin laughing hysterically, and will be unable to defend themselves until the spell wears off. A creature whose racial type is different from the caster gains a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Continual Flame: This creates a magical flame that burns like a torch until dispelled.
Balagarn’s Iron Horn: The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a strength check (as if the caster had a strength of 20). Every creature that falls will be knocked down for one round.
3rd-Level
Gust of Wind: This spell creates a blast of air that knocks down any
creatures failing their saving throws. It is also powerful enough to disperse any area of effect effects (such as cloudkill) that are in the path of the wind gust.
Displacement: The target gains 50% concealment, through the caster’s ability to emulate the natural abilities of the displacer beast.
4th-Level
Isaac’s Lesser Missile Storm: A number of energy missiles (one per
caster level to a maximum of 10) appear and randomly target and hit any hostile creature in the area of effect. If there are more crea­tures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the targets will be hit with multiple missiles. Each missile does 1d6 points of damage.
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Page 21
Weapons
There are several new weapons with varying qualities that you will come across during your adventures.
Grenade-like Weapons
Acid Flask: Flasks of acid, most often used by alchemists and engravers, can be useful weapons for an adventurer, particularly when faced with creatures that may be resistant to other attacks.
Alchemist’s Fire Flask: These flasks contain a volatile mix­ture that bursts into flame upon contact with air.
Caltrops: Caltrops are small pyramid-shaped spikes designed so that no matter which way they fall, a sharp spike is always pointing up. They are often used to slow or hobble pursuit.
Choking Powder: Choking powder is a mix of irritating peppers and natural herbs that can temporarily incapacitate a target.
Holy Water Flask: Flasks of water blessed by a cleric of a good deity are valuable weapons against the undead.
Tanglefoot Bag: Tanglefoot bags are packed with stringy, sticky strands that burst from the bag on impact to snare a target.
Thunderstone: Thunderstones are multi-sided rocks coated with an alchemical formula that detonate with a deafening boom on contact with a hard surface.
39
Sunburst: The caster directs a brilliant explosion that causes 1d6 points of damage per caster level to all undead creatures, to a maxi­mum of 25d6 (6d6 points of damage to creatures that are not undead). Vampires are destroyed instantly if they fail a Reflex sav­ing throw. All enemies in the area of effect must also make a suc­cessful Reflex saving throw or be blinded permanently (the blind­ness can only be magically removed).
Greater Sanctuary: The caster becomes ethereal. No other creature can detect the caster. Attacking or peforming a hostile action will dispel Greater Sanctuary.
9th-Level
Bigby’s Crushing Hand: A giant hand appears and attacks the
target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round.
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Page 22
Aurora Toolset — New Wizards & Features
The Toolset also contains new wizards and features:
Plot Wizard: This wizard helps create plots to use in a module or to share among other module creators. Input the cast of characters, the props used and the basic story in a point-by-point format, and the wizard will create all scripts and journal entries automatically. The plot can then be further customized using the toolset to create a truly immersive story.
Store Setup Wizard: This wizard makes setting up stores easy. Input simple data and the wizard does the rest.
Waypoint Walking: Setting up a path for a creature to walk has been streamlined. Simply select the creature and point out where it should walk.
Exporting and Importing: You can export multiple data types at once. You can also now make all the custom data in your module into one ERF file for sharing across modules.
41
Toolset Additions
I
n addition to new single-player adventure, The Shadows of Undrentide contains new content that you can use to create your
own adventures.
Tilesets
Three new tilesets have been added to the game:
Desert: A wind-swept barren waste, suitable for the Anauroch or any other desert land.
Ruins: The decaying ruins of a once­great city, including buildings, streets and plazas.
Rural Winter: A snow-covered ver­sion of the rural tileset for use in the frigid north.
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Page 23
Acid Splash
Amplify
Aura of Glory
Balagarn’s Iron Horn
Bane
Banishment
Bigby’s Clenched Fist
Bigby’s Crushing Hand
Bigby’s Forceful Hand
Bigby’s Grasping Hand
Bigby’s Interposing
Hand
Blood Frenzy
Bombardment
Camouflage
Circle of Doom
Continual Flame
Dirge
Displacement
Divine Favor
Drown
Earthquake
Electric Jolt
Endure Elements
Entropic Shield
Etherealness
Expeditious Retreat
42
Firebrand
Flare
Greater Magic Fang
Gust of Wind
Inferno
Inflict Critical Wounds
Inflict Light Wounds
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Serious Wounds
Isaac’s Greater Missile Storm
Isaac’s Lesser Missile Storm
Magic Fang
Mass Camouflage
One With the Land
Owl’s Insight
Planar Ally
Quillfire
Shield
Shield of Faith
Spike Growth
Sunburst
Tasha’s Hideous Laughter
True Strike
Undeath’s Eternal Foe
Wounding Whispers
43
SPELLS APPENDIX
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Page 24
Web Team / Live Team
Derek French
Associate Producer
Jay Watamaniuk
Community Manager
Dave McGruther
Client Care Specialist
Craig Welburn Andrew Gardner
Programmers
Robin Mayne Duleepa “Dups” Wijayawardhana Jeff Marvin
Web Team
Quality Assurance
Jonathan Epp
Q.A. Lead
Stanley Woo Iain Stevens-Guille Bruce Venne
Quality Assurance
Administration
Richard Iwaniuck Theresa Baxter Jo-Marie Langkow Mark Kluchky Agnes Kokot Goldman Kelly Grainger Leanne Korotash
Administration
Chris Zeschuk Nils Kuhnert Brett Tollefson Craig Miller Julian Karst
System Administration
FloodGate Entertainment
Rick Ernst
Lead Designer
Naomi Novik Nathaniel Blumburg Paul Wrider
Designers
Bhavin Patel
Art Director
Doug Wike Peter Calabria Tyler Lockett
Artists
Gareth Hinds
Portrait Artist
Naomi Novik
Technical Lead
Craig Wike
Q.A. Lead
Paul Neurath
Creative Director
Kemal Amarasingham Simon Amarasingham
Music, SFX & Voice Direction
Additional music courtesy of dSonic
Cinematics courtesy of RustMonkey
Additional Artwork courtesy of Cyberlore Studios
Steven Russell Ron Hayden George Ledoux Ray Childs Sam Donato Jerry Goodwin Scott Dickson Chris King Gary Levitt Kate Lohman Kim Crocker Sheryl Rabinowitz Lisa Young Susan Boyce Tracy Keller Jennifer Alison
Voice Acting
John Weston
Owner / Engineer of Futura Productions audio studio
45
CREDITS
BioWare
Original Core Game Design
Trent Oster Scott Greig Mark Brockington James Ohlen Tobyn Manthorpe Marc Holmes Don Moar Brent Knowles Rob Bartel
Art
Sung Kim
Art Director
Jono Lee Alex Scott Nolan Cunningham Mike Leonard
Artists
David Chan Steven Sim
Audio
Brent Knowles Lead Designer David Gaider Lead Writer Rob Bartel Yaron Jakobs Keith Warner Dan Whiteside
Designers
Andrew Nobbs
Data Entry
Programming
Noel Borstad
Lead Programming
Neil Flynn
Lead Tools Programmer
Ross Gardner Paul Roffel Janice Thoms Andrew Gardner Craig Welburn Mark Brockington Michael Devine Howard Chung Brenon Holmes Jason Knipe Scott Greig Dan Morris Don Yakielashek Rob Boyd
Programming
Sydney Tang Owen Borstad
Tools Programming
Trent Oster
Project Director / Producer
Darcy Pajak Keith Soleski
Assistant Producer
Ray Muzyka Greg Zeschuk
Co-Executive Producers / Joint CEO’s of Bioware
Scott McLaughlan Brad Greig Teresa Cotesta Tom Ohle
Marketing
Todd Grenier
Promotional Art
44
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Page 25
ATARI WEB SITES
To get the most out of your new game, visit us at:
http://www.us.atari.com
To send e-cards to your friends, download wallpapers, or get access to other free stuff, visit our Freebies section at:
www.us.atari.com/freebies
If you would like to chat with other gamers, as well as developers, visit our Community Forum area at:
www.ataricommunity.com
Kids, check with your parent or guardian before visiting any web site.
Chat Messages: Atari does not monitor, control, endorse, or accept responsibility for the content of chat messages. You are strongly encouraged not to give out identity or other personal information through chat message transmissions. Kids, check with your parent or guardian if you are concerned about any chat you receive.
Use of Atari web sites is subject to terms and conditions, which you can access at:
www.us.atari.com/terms_of_service.asp
47
Atari, Inc.
Jean-Philippe Agait
Studio Senior V.P.
Steve Ackrich
Vice President of Product Development
John Hight
Executive Producer
Dorian Richard Todd Hartwig
Producers
Steve Allison
Vice President of Brand Marketing
Mike Webster
Senior Brand Manager
Jean Raymond
Director of Marketing
Steve Martin
Director of Creative Services
Elizabeth Mackney
Director of Editorial & Documentation Services
Kurt Carlson
Documentation Specialist
Paul Collin
Copywriter
Scott Snyder
Voice Director
Atari Q.A.
Michael Gilmartin
Director of Publishing Support
Ken Ford
IT Manager/Western Region
Michael Vetsch
Manager of Technical Support
Michael Craighead
Director of Quality Assurance, North America
Kurt Boutin
Senior Manager, Q.A. Certification Group
Randy Lee Bill Carroll
Q.A. Testing Managers
Beverly Team
Mark Huggins Matt Pantaleoni Lenny Montone
Lead Testers
Tad Pantaleoni Nick Lazzara
Assistant Leads
Greg Amato Scott Bigwood Jay Brown Mike Callahan Brett Casta Paul Duke Dena Fitzgerald Ronald Foskin Robert Gagne Shawn He Tim Higgins Joseph Howard Roy Husson Erik Jeffery Eric Kirchberg Mike Krapovicky Cliff McClure Dani McDowell Chris Parsons Tim Lang Chad Rabinovitz Scott Rollins Tobias Seltsam Joshua Strom Joseph Taylor Tam Vo Stephan Wenninger Jeremiah Williams
Testers
Seattle Team
Elizabeth Campbell
Lead Tester
Caleb Brown Mike Posey Rod Caraballo Jason Halverson Mike McKenney
Testers
Sunnyvale Team
Marshall Clevesy
Lead Tester
Joe Acedillo Tom Andrade Patricia Cody Michael Griffin Barry Kearns Franco Junio Scotte Kramer Kory O’Daniels Carl Vogel Justin Walsh
Testers
Technical Verification
Dave Strang
Compatibility Lab Supervisor
Cuong Vu
Compatibility Lead
Randy Buchholz Jason Cordero Mark Florentino Burke McQuinn Chris McQuinn
Compatibility Analysts
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Page 26
TECHNICAL SUPPORT (U.S. & CANADA)
Help Via the Internet
Up-to-the-minute technical information about Atari products is gen­erally available 24 hours a day, 7 days a week via the Internet at:
http://www.atarisupport.com
Through this site you’ll have access to our FAQ (Frequently Asked Questions) documents, our FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat Codes if they’re available, and an E-Mail area where you can get help and ask questions if you do not find your answers within the FAQ.
Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect children’s privacy and safety online. Consent Forms are available at the web site listed above.
Help Via Telephone/Fax in the United States & Canada
For phone assistance, call Atari Technical Support at (425) 951-7106. Our Interactive Voice Response system is generally available 24/7, providing automated support solutions immediately.
Great News! We’ve improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the product’s Part # when prompted to do so. This will take you directly to all of our known issues and solutions for this title. The product’s Part # is located in several places (on the CD label, package and/or plastic disc case) and is usually identified by a number such as 04-12345. When prompted by the Automated System, enter the last five digits of your product’s Part #. (For example, Part # 04-12345 would require that you enter the “12345” portion of the number for that product.) Note: Some products sim­ply feature a five-digit Part # without an “04-” prefix.
48
Live support is generally available Monday through Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We may be closed on major holidays.
Before making your call, we ask that you be at your computer, have the following information available, and be ready to take notes:
• System Make and Model
• Processor Type
• Operating System, including version number if possible (such as Windows®98; Windows®Me)
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered (and where)
You may also fax in your Technical Support questions or problems to (425) 806-0480.
Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951-7106 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician, and your telephone number in case we need to call you. You will receive the mailing address when the technician gives you the RMA#. Any materials not containing this RMA# will be returned to you unprocessed.
Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari, Inc. will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging. If you do not have the origi­nal receipt, or if the warranty period has expired, Atari, Inc. will replace the product storage medium for a nominal fee.
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Page 27
END-USER LICENSE AGREEMENT
IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the rights and restric­tions described in this End-User License Agreement (“EULA”).
AGREEMENT
This document is an agreement between you and Atari, Inc. and its affiliated companies (“Company”). The enclosed software game disc(s), cartridge or Game Pak (“Software”) and any accompanying printed materials are licensed to you only on the condition that you accept all of the terms contained in this EULA.
By opening this package and installing or otherwise using the Software you agree to be bound by the terms of this EULA. If you do not agree to the terms of this EULA you may not install or use the Software and within 15 days of pur­chase you must call the Tech Support telephone number listed in the manual accompanying the Software (the “Manual”). Select the Automated Phone System’s Main Menu option for Consumer Services and follow the prompts.
You will be given a Return Merchandise Authorization number (RMA #) by the technician. You then have 15 days from the date of this contact to return the Software in its protective covering, the Manual and the original sales invoice to the address supplied to you.
If this is a PC product, when you install the Software you will be asked to review and either accept or not accept the terms of the EULA by clicking the “I Accept” button. By clicking the “I Accept” button you acknowledge that you have read the EULA, understand it and agree to be bound by its terms and conditions.
COPYRIGHT
The Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. All title and copyrights in and to the Software (including but not limited to any images, photographs, animations, video, music, text and “applets” incorporated into the Software) and any printed materials accompanying the Software are owned by the Company or its Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a limited, personal, non-exclusive license to use the Software in the manner described in the user documentation. The Company reserves all rights not expressly granted to you in this EULA.
PERMITTED USES
1. If the Software is configured for loading on a hard drive, you may install and use the Software on a single computer.
2. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and copy of the Software are kept in your possession.
3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer all of the Software (including all component parts, the media and printed materials and any upgrades) and the recipient reads and accepts this EULA.
RESTRICTIONS
1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompany­ing printed materials.
2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software.
3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works based on the Software (except to the extent expressly permitted in the Editor and End-User Variation section of this Agreement or other documentation accompanying the Software) or otherwise commercially exploit the Software.
4. You may not electronically transmit the Software from one computer, console or other platform to another or over a network.
5. You may not use any backup or archival copy of the Software for any purpose other than to replace the original copy in the event it’s destroyed or becomes defective.
50
EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify the Software or to construct new variations (an “Editor”), you may use such Editor to create modifications or enhancements to the Software, including the construction of new levels (collectively the “Variations”), subject to the following restrictions. Your Variations: (i) must only work with the full, registered copy of the Software; (ii) must not contain modifications to any executable file; (iii) must not contain any libelous, defamatory or other illegal material, material that is scandalous or invades the rights of privacy or pub­licity of any third party; (iv) must not contain any trademarks, copyright-protected work or other property of third par­ties; and (v) may not be commercially exploited by you, including but not limited to making such Variations available for sale or as part of a pay-per-play or timesharing service.
TERMINATION
This EULA is effective until terminated. You may terminate this EULA at any time by destroying the Software. This EULA will terminate automatically without notice from the Company if you fail to comply with any provisions of this EULA. All provisions of this EULA as to warranties, limitation of liability, remedies and damages will survive termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on which is recorded is at your sole risk. The Software and media are supplied “AS IS.” Unless otherwise provided by applicable law, the Company warrants to the original purchaser of this product that the Software storage medium will be free from defects in materials and workmanship under normal use for ninety (90) days from the date of purchase. The warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. If the Software fails to conform to this warranty, you may at your sole and exclusive remedy, obtain a replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Software or its operations or functions will meet your requirements, or that the use of the Software will be without interruption or error.
TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE EXPRESS WAR­RANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FIT­NESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WAR­RANTY SET FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REP­RESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDIC­TIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU.
LIMITATION OF LIABILITY IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCI­DENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHAT­SOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, LOSS OF PRIVACY, FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELAT­ED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSE­QUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFT­WARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and the State of New York, exclusive of its conflicts of law provisions. The exclusive venue for litigation regarding or arising from this EULA is New York County, New York and you agree to submit to the Jurisdiction of the courts of New York County, New York for any such litigation.
MISCELLANEOUS
If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will be sev­ered from and in no way affect the validity or enforceability of the remaining provisions of the EULA.
This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
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Page 28
INDEX
A
Adventurers 9
Deekin Scalesinger 9 Dorna Trapspringer 9 Xanos Messarmos 9
Alignment Shift 20
Atari Web Sites 47
C
Characters in the Tale 8
Katriana Dorovnia 8 Master Drogan 8
Cities and Towns 6
Credits 44
E
End-User License Agreement 50
F
Foes 10
Basilisk 10 Faerie Dragons and Pseudodragons 11 Formians 12 Gorgon 11 Medusa 10 Sphinx 12 Stingers 12 Wyrmlings 11
N
New Feats 23
Arcane Defense 23 Artist 23 Blind Fight 23 Blooded 23 Bullheaded 24 Circle Kick 24 Courteous Magocracy 24 Dirty Fighting 24 Divine Might 25 Divine Shield 25 Expertise 25
Extra Music 25 Extra Stunning Attacks 26 Great Cleave 26 Greater Spell Focus 26 Greater Spell Penetration 26 Improved Expertise 27 Improved Initiative 27 Lingering Song 27 Luck of Heroes 27 Rapid Reload 27 Resist Disease 28 Resist Poison 28 Resistance to Energy 28 Silver Palm 28 Snake Blood 28 Spring Attack 29 Stealthy 29 Strong Soul 29 Thug 29 Zen Archery 29
New Skills 21
Appraise 21 Craft Trap 21 Tumble 22
New Spells 30
Bard 30
Balagarn’s Iron Horn 30 Dirge 30 Flare 30 Wounding Whispers 30
Cleric 30
Bane 30 Banishment 32 Circle of Doom 32 Continual Flame 31 Divine Favor 31 Earthquake 32 Endure Elements 31 Entropic Shield 31 Greater Sanctuary 32 Inflict Critical Wounds 31 Inflict Light Wounds 31 Inflict Minor Wounds 30 Inflict Moderate Wounds 31 Inflict Serious Wounds 31 Planar Ally 32 Shield of Faith 31 Undeath’s Eternal Foe 32
53
NEVERWINTER NIGHTS Shadows of Undrentide
© 2003 Atari, Inc. All Rights Reserved. Neverwinter Nights, Forgotten Realms, the Forgotten Realms logo, Dungeons & Dragons logo, Dungeon Master, D&D, Baldur's Gate,
and the Wizards of the Coast logo are trademarks owned by
Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and
are used by Atari under license. All Rights Reserved.
BioWare, the BioWare Aurora Engine and the BioWare logo are
trademarks of BioWare Corp. All Rights Reserved.
FloodGate Entertainment and the FloodGate logo are trademarks of
FloodGate Entertainment, LLC.
This product contains software technology licensed from GameSpy
Industries, Inc. © 1999-2003 GameSpy Industries, Inc.
Windows and DirectX are either registered trademarks or trademarks
of Microsoft Corporation in the United States and/or other countries.
Pentium is a trademark or registered trademark of Intel Corporation
or its subsidiaries in the United States and other countries.
Uses Bink Video. Copyright © 1997-2003 by RAD Game Tools, Inc.
All other copyrights and trademarks are property of their respective owners.
05133
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NOTES
55
Druid 32
Blood Frenzy 33 Bombardment 34 Drown 34 Earthquake 34 Flare 32 Greater Magic Fang 33 Inferno 33 Magic Fang 32 Mass Camouflage 33 One With the Land 33 Owl’s Insight 33 Quillfire 33 Spike Growth 33 Sunburst 34
Paladin 34
Aura of Glory 34 Divine Favor 34 Endure Elements 34
Ranger 35
Camouflage 35 Greater Magic Fang 35 Magic Fang 35 Mass Camouflage 35 One With the Land 35
Sorcerer/Wizard Spells 35
Acid Splash 35 Balagarn’s Iron Horn 36 Banishment 37 Bigby’s Clenched Fist 37 Bigby’s Crushing Hand 38 Bigby’s Forceful Hand 37 Bigby’s Grasping Hand 37 Bigby’s Interposing Hand 37 Continual Flame 36 Displacement 36 Electric Jolt 35 Expeditious Retreat 36 Firebrand 37 Flare 35 Greater Sanctuary 38 Gust of Wind 36 Isaac’s Greater Missile Storm 37 Isaac’s Lesser Missile Storm 36 Shield 35 Sunburst 38 Tasha’s Hideous Laughter 36 True Strike 36
P
Prestige Classes 13
Arcane Archer 13 Assassin 14 Blackguard 15 Harper Scout 16 Shadowdancer 18
S
Saving and Loading 5
Spells Appendix 42
System Requirements 5
Anauroch 6 Hilltop 6 The Floating Cities of Netheril 7 The Silver Marches 6
T
Technical Support 48
Toolset Additions 40
Aurora Toolset — New Wizards & Features 41
Exporting and Importing 41 Plot Wizard 41 Store Setup Wizard 41 Waypoint Walking 41
Tilesets 40
Desert 40 Ruins 40 Rural Winter 40
W
Weapons 39
Grenade-like Weapons 39
Acid Flask 39 Alchemist’s Fire Flask 39 Caltrops 39 Choking Powder 39 Holy Water Flask 39 Tanglefoot Bag 39 Thunderstone 39
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NOTES
57
NOTES
56
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NOTES
59
NOTES
58
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NOTES
61
NOTES
60
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NOTES
63
NOTES
62
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Page 34
Inside the Official Strategy Guide from BradyGames!
• Comprehensive Character Coverage and Development Strategies.
• Step-by-Step Walkthrough for the Entire Game.
• Expert Battle Tactics.
• Complete Bestiary to Defeat Every Monster.
• Special Full-Color Format!
NEVERWINTER NIGHTS Shadows of Undrentide © 2003 Atari, Inc. All Rights Reserved. Neverwinter Nights, Forgotten Realms, the Forgotten Realms logo. Dungeons & Dragons logo, Dungeon Master, D&D, Baldur's Gate, and the Wizards of the Coast logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Atari under license. All Rights Reserved. BioWare, the BioWare Aurora Engine and the BioWare logo are trademarks of BioWare Corp. All Rights Reserved. Windows and Windows 95/98/2000 are registered trademarks of Microsoft corpo­ration. All Rights Reserved. All other copyrights and trademarks are property of their respective owners.
ISBN: 0-7440-0268-0 UPC: 7-52073-00268-8 PRICE: $19.99 US / $28.99 CAN / £14.99 Net UK
DISCOVER SECRETS TO
ENDLESS ADVENTURES…
To purchase BradyGames’ Neverwinter Nights™: Shadows of Undrentide™ Official Strategy Guide,
visit your local electronics, book, or software retailer. Also available online at bradygames.com.
NWNPC_XLManInt 5/13/03 11:31 AM Page 64
Page 35
Neverwinter Nights Expansion Pack
Manual Interior Back Cover
NWNPC_XLManInt 5/13/03 11:31 AM Page 66
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