The following is the Neverwitner Nights documentation taken from the Neverwinter forum on AOL. Everything here is reproduced exactly. My notes are in italics.


The Datacard

Advanced Dungeons&Dragons
COMPUTER PRODUCT

NEVERWINTER NIGHTS

System Requirements: A minimum of 512K system memory available, or 640K for Tandy graphics mode, is required. RAM resident programs (TSR's) may reduce your available system memory below the minimum required for this game. A color graphics card and monitor are also required. A minimum of a hard disk is required. A hard disk must have a minimum of 1.5 megabyte of available space to install the game.

Starting the Game: To play Neverwinter Nights you must be signed on to America Online.

  1. Enter the Online AD&D area by going to keyword: ADD
  2. Select the "Lord Nasher's Lounge" icon.
  3. Select "Play NWN" icon.
  4. Select "NWN Game Options Menu" from the AD&D menu.
  5. Select "Play Neverwinter Nights" from the Play menu.
  6. Change the pathname to indicate the directory in which you have the AD&D game files. You will only need to do this once, unless the pathname for the files changes.
  7. Select "Load the Game."

The first time you play the game you are prompted to configure the game for your system's hardware (graphics card and sound type).

Graphics Adapter Type: Enter the correct number for your graphics adapter type. VGA users should enter the EGA number, 2.

Sound Type: Enter the correct number for your sound type. For most people this is PC. If you have a Tandy system, enter 2. If you do not want sound in your game, enter 3.

Music: If you select to have sound, you are asked if you want to hear the opening game music. Select 1 for Music On or 2 for Music Off.

System Path: Enter the correct path of your AOL files (usually C:\AOL25)

View Icon: Choose to view your own icon or keep in hidden when you view your own character.

Keyboard: To select a command using the keyboard, either press the highlighted letter in that command while holding down the ALT key, or use the cursor keys to highlight the command and press ENTER/RETURN.

CHAT

The chat window in Neverwinter Nights is separate from the normal game window. It can be moved up and down using F3 and F4 function keys (see "Function Keys" below). If a player sends chat while your window is off-screen, the window drops down as far as needed to view the text. You can chat by typing your message (up to 100 characters) and pressing ENTER. All players whose characters are adjacent to your square (on the 16x16 map grid) will see your chat. To send a private message, or to talk to someone whose character is not adjacent to your square, type the player's screen name followed by a colon,then your chat.

Example of Private Chat:
Red Mage: Hi, Mage!

Only the other player receives the message. To continue talking to the same person privately, you need only start each chat line with a colon. The system sends your text to the last person to whom you sent private chat. The F5 and F6 function keys also aid private chat, as described below.

Screen names appear in green for normal chat and in light grey for private chat.

Moving Around: Your character moves through the game in 3D/area and combat moves. Targeting spells and ranged weapons during combat is similar to moving characters. To move, first select the Move option from the bottom of the screen and then give the appropriate commands.

The following keyboard controls are used for movement and targeting:

ESC: 'takes back' a move. The function does not erase any damage taken during the move. This key will also return your character from "Auto" movement. (Note: This command will not work in certain instances, i.e. Character is frightened)

ALT-M: Toggles the magic spells on/off for characters set to Auto. (For spell-casting characters only.)

CTRL-S: Toggles sound on/off (may be used any time). This command is non-functional if you selected "No Sound" in your configuration.

FUNCTION KEYS

In Neverwinter Nights the function keys are active and have the following actions:

F1: Gives a help message. Press F3 twice to clear the message.

F2: Shows all adventurers in your current region in alphabetical order.

SHIFT-F2: Shows all adventurers online in alphabetical order..

F3: Moves the chat window up 12 lines at a time.

SHIFT-F3: Moves the chat window up 1 line at a time.

F4: Moves the chat window down (covering the graphics window) 12 lines at a time.

SHIFT-F4: Moves the chat window down 1 line at a time.

F5: Toggles forward through the list of players available for Private Chat. To talk, just type your text message after the colon.

F6: Toggles backwards through the list of players available for Private Chat.

F7: Toggles forward through a list of nearby players available for Private Chat. To talk, just type your text message after the colon

F8: Toggles backwards thought a list of nearby players available for Private Chat.

F9: Toggles forward through the 15 colors available for chat.

F10: Toggles backwards through the 15 colors available for chat.

SHIFT F10: Returns chat color to white (default)

HOST COMMANDS

In Neverwinter Nights, there are host command to assist in your gameplay. They are executed by typing "/" or "\" followed by a command to your chat buffer. (It is also possible to use the correct letter shown in caps for the corresponding command)

/List: Lists all characters online. By typing 1 or more letter after the command, a selective list can be brought up. (e.g. /L A will show all character names starting with the letter "A")

/Echo: Will show to screen all Private Chat messages sent.. /Noecho: Will hide all Private Chat messages sent. (default)

/sQuelch: Disable reception of Private Chat messages sent to you. /nosqUelch: Enable reception of Private Chat messages sent to you. (default)

/eXperience : Shows the experience point charts for the specified character class. can be fighter, paladin, ranger, cleric, mage, thief.

/Help: Lists above host commands.

ADVANCED DUNGEONS & DRAGONS, AD&D and FORGOTTEN REALMS are trademarks owned by TSR, Inc., Lake Geneva, WI, USA and used under license from SSI, Inc., Sunnyvale, CA, USA.
Copyright 1991 America Online, Inc. All Rights Reserved
Copyright 1991 Strategic Simulations, Inc. All Rights Reserved
Copyright 1991 TSR, Inc. All Rights Reserved.


NEVERWINTER NIGHTS - ONLINE AD&D - RULE BOOK

INTRODUCTION

Welcome to the official ADVANCED DUNGEONS & DRAGONS (R) computer product, Neverwinter Nights, a FORGOTTEN REALMS (TM) fantasy role-playing epic based on the rules and background created by TSR, Inc. and a story line created by Beyond Software, Inc. especially for this game.

This rule book is designed to explain all your options and guide you through playing the game. If you are not familiar with the ADVANCED DUNGEONS & DRAGONS game system, you will find helpful information about how things work in the Adventurer's Journal.

The Adventurer's Journal contains a variety of information including details about character classes, magic, combat and an introduction to the adventure story.

Using Menus

The concept of the active character is central to the game. Outside of combat the active character's name is highlighted on the display. During combat the active character is highlighted at the start of his combat segment.

During combat the active character is chosen automatically according to a character's initiative and random factors. Other times the active character may be selected by you before choosing any commands.

Example: To look at your character's items, select that character, choose the VIEW command, and then choose the ITEMS command. The computer displays a list of your character's items and their readied status.

All commands are menu-based. Menus are displayed either vertically or horizontally. Vertical menus select the character, item, or spell to be acted upon. If there are more choices than will fit on the screen at one time, use the NEXT and PREV commands to view the additional selections.

Example: When purchasing items, selections are made from a vertical menu list of equipment.

Horizontal menus list what that character can do or what can be done to the character. In the rules, menus are shown with all their options. In some cases, options are not available every time a menu appears.

Example: (Treasure Menu) VIEW TAKE POOL DETECT EXIT

The TAKE option appears only if there is treasure to take. The DETECT option appears only if there is treasure and your character has a Detect Magic spell available.

The rule book lists the general menus only. With many encounters special menus appear that indicate available options.

Beginning to Play

To begin playing the game you must generate a character. You can have one character per screen name. If you already have a character for the screen name you are using, you re-enter the game at your last position. If you do not have a character, you are taken to the character generation menu. This first menu gives you the initial options:

CREATE NEW CHARACTER EXIT TO SYSTEM

CREATE NEW CHARACTER is used to build a character. Detailed information about characters, races, classes and so on is available in the Journal. This command displays the following menus to define the character:

The computer randomly generates the character's ability scores. If you are not happy with the character's scores, you may roll them again.

NOTE: If you are rolling a human character, please note the "Can Dual To" on the generation screen. This option will advise you what class your character will be able to dual to with the statistics of that current roll. If the option is empty, it is not possible to dual to any other class.

EXIT TO SYSTEM ends play. You are returned to the network.

After saving your character, you are given a new menu:

VIEW CHARACTER
RETIRE CHARACTER
BEGIN ADVENTURING
QUIT TO THE SYSTEM

Training Characters

The Training Hall Menu shows your character and lists the commands for modifying your character:

TRAIN CHARACTER
HUMAN CHANGE CLASS
VIEW CHARACTER
RETIRE CHARACTER
BEGIN ADVENTURING
EXIT TO SYSTEM

Non-Player Characters (NPCs)

During the game your character will encounter non-player characters (NPCs). They may talk to your character or attack your character.

Viewing Characters

The VIEW command displays the character summary screen.

Characters have little money at the start of the adventure. Your character can accumulate wealth, in the form of gems, jewelry, and coins, through adventuring. The value of gems and jewelry varies, and can only be determined by having the items appraised. Coins always have the same values. Platinum coins are the most valuable while gold and copper are more common. The relative value of each kind of coin is:

1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) = 100 silver pieces (sp) = 1000 copper pieces (cp)

Encumbrance is the total weight the character is carrying.

Combat Movement is how many squares a character can move during a combat segment. This is based on the character's readied armor, strength, and total encumbrance.

Character Status OKAY status means that the character has positive Hit Points (HP) and can move and fight normally.

VERY WEAK means your character has only 1 HP. He can move and fight normally, but any additional damage taken causes unconsciousness or worse.

UNCONSCIOUS status means that the character has exactly 0 HP. He cannot move or fight, but is in no danger of dying. He will awaken near the entrance to the current region with some hit points returned.

DYING status means that the character has taken more damage than he has HP. He will awaken, partially healed, near the entrance to the current region.

STONED status means that the character has been turned to stone. Characters who have been turned to stone are returned to the nearest temple in the direction of Neverwinter City and healed at the temple there for a price.

View Menu

From the View Menu several options are available to inspect the active character. Not all of these commands are available at all times. You can only VIEW other players when they are in the same location as your character. Only limited information can be found by viewing another character.

ITEMS SPELLS TRADE DROP HEAL CURE EXIT

ADVENTURING

After setting up your party and reading the background information in the Adventurer's Journal, it is time to head for adventure, fame, and glory. During your adventuring your character engages in fierce battles, finds treasures, and sometimes has to stop, recuperate, and memorize spells for future use.

Display Screens and Points of View Neverwinter Nights uses three different points of view: 3-D, area, and combat.

3-D appears in town, underground, and so on. This view appears at the top left of your screen and shows the surrounding area from the character's perspective. Rotate your character's facing and move using the directional controls. The directional controls are described on the Data Card.

Area provides an overhead view of your character's surroundings, replacing the 3-D view. Choose the AREA command from the Adventure Menu. You can move your character while in the Area view. This view is not available in all regions.

In the area display a cursor shows your character's position. The cursor is an arrow that indicates current party facing. You may move around while in the area view.

To the right of the point of view window, in either 3-D or Area, are the map coordinates, current time, facing direction (N, S, W, E), what your character is doing (searching, camping, etc.), and the description of the region (PVP means the region is a player vs. player combat region and you may be attacked by other players, NON PVP means player vs. player combat is forbidden in that area) Please note that certain regions will not show coordinate or facing direction.

Combat view occurs automatically whenever your character engages in battle. The combat screen is a detailed view of the area your character was in when the encounter began.

Adventuring Options The Adventure menu offers the following options:

MOVE AREA CAST VIEW ENCAMP SEARCH LOOK

Encamp

The Encamp Menu includes options like saving the game, resting to heal and memorize spells, and changing items such as your character's combat icon. It includes:

QUIT VIEW MAGIC REST ALTER FIX EXIT

Magic

To get the Magic Menu options, your character must be able to cast spells. Spell-casters can get a list of their memorized spells from the CAST option of the Magic Menu or from the SPELLS option of the View Menu. They can get a list of their spells on scrolls from the SCRIBE option of the Magic Menu. The Magic Menu options include:

CAST MEMORIZE SCRIBE DISPLAY REST EXIT

CIVILIZATION

The town of Neverwinter provides many valuable services and supplies for the adventurer. In the town you will find Arms and Armor Shops, Training Halls, Temples, Shops, Vaults, and Lord Nasher's Palace.

Lord Nasher gives Quests to characters who enter his palace. Successfully completing a Quest and returning a certain object to Lord Nasher gains a character experience or treasure.

The Arms and Armor Shops provide places to buy and sell equipment using the Shop Menu.

When you enter an Arms and Armor Shop or general shop, the following menu options will be available:

BUY VIEW APPRAISE EXIT

The Training Hall is where the characters can advance levels.

The Temples offer healing spells and perform other clerical services. The commands on the Temple Menu are the same as those on the Arms and Armor Shop Menu with the addition of the HEAL command:

HEAL VIEW TAKE APPRAISE EXIT

The shops allow you to purchase miscellaneous items, such as a silver mirror, which may be useful in your travels.

The vaults will allow you to store items, gems and jewels you do not wish to carry on your character. Up to 16 items and thousands of gems and jewels may be stored. Please keep in mind that safe storage is not guaranteed. Users store items at their own risk.

ENCOUNTERS

When a character comes across monsters or NPCs, an encounter occurs. Most of the time, your character immediately enters combat. However, occasionally you are presented with the menu shown below. If your character attacks immediately it may receive a bonus to its initiative in combat. If the monsters surprise your character, the monsters can attack mmediately and get a bonus to their initiative in combat. If the monsters do not attack immediately, your character can react by choosing from an Encounter Menu. Encounter menus vary but they all list options for new situations. A sample Encounter menu may include:

MOVE VIEW AIM USE CAST TURN DONE


NEVERWINTER NIGHTS ADVENTURER'S JOURNAL

AREAS OF THE REALMS

NEVERWINTER

Called "The City of Skilled Hands", Neverwinter (pop. 17,000) is the largest town on the rugged coast north of Waterdeep. As the headquarters for all adventurers in the area, it is your base of operations in the game.

Known for its skilled craftsmen and beautiful indoor gardens, Neverwinter derives its name from the Neverwinter River. This clear blue stream, which runs along the northern edge of the city, is warm year-round and doesn't freeze even in the harsh storms of the violent northern winters. No one knows the explanation of this phenomenon, and the river's source lies some where deep in Neverwinter Woods, which is shrouded in mystery and feared by all manner of beings.

Protected by the natural barrier of the Neverwinter River, the town's peaceful image belies its violent past. For centuries Neverwinter suffered with the rest of the Sword Coast under the waves of attacks by orcs streaming through the mountains from the east. In recent times the town had been considered relatively safe except for an occasional attack by raiding parties from the north.

During the last few months, however, great dangers have appeared. The areas to the north, east and south of the city have been beset by bandits and monsters, until residents have abandoned many outlying blocks altogether.

Neverwinter and the nearby towns and villages are allied with Waterdeep, the largest city in the area, which lies several days ride to the south. The area is desired by hostile Luskan, which lies several days ride to the north. It is the belief of many in Neverwinter that the Five Captains of Luskan (reputed to be pirates) have dispatched the monsters besieging them to weaken Neverwinter's defenses and pave the way for its eventual conquest.

With all these rivalries surrounding Neverwinter, the climate is one of approaching war. Lord Nasher, its leader, is a retired adventurer who has devoted his life to making this beautiful area a peaceful place to work and live. His alliance with Waterdeep provides a coastal bastion against the aggressive raiders from Luskan.

Lord Nasher will welcome to his castle any adventurer who wishes to help in the defense of the area against its enemies. There are tales of greattreasures to be found in this savage land, and Nasher is more than willing to help his supporters gain their fair share of the booty.

The city is built around Neverwinter Square, in the center of which is an ancient garden as old as the city itself. Lord Nasher's Castle and two of the city's temples are located here. Inns and Weapon Shops are found by each main gate, and other stores are clustered in the northwest and southeast sections of the town. Training areas for characters who are ready to advance in level are in the northeast and southwest corners of the walled city.

Lord Nasher's Castle. Enter here to visit Lord Nasher and learn of challenges that may await you outside Neverwinter's gates. After completing one of these quests, you may return here for your reward. You can also choose to go exploring without any specific goal or challenge - Lord Nasher may still reward you for especially heroic victories. The castle itself is a museum which displays many things that the Sword Coast has to offer. The square outside Lord Nasher's Castle is a popular meeting place for groups of adventurers as they prepare to depart on a quest.

Inns. At any Inn you may safely rest, restore hit points, memorize spells, etc. Each Inn charges the same fee for its rooms. Inns are located to the right of each of Neverwinter's three main gates, at the Eastern end of Neverwinter Square and in the North West corner of Neverwinter by the River.

Arms & Armor Shops. Your beginning character comes equipped with a weapon appropriate to his class and no armor. Once you have adventured for a while, you'll have earned enough to come to one of these shops and buy better swords, long bows, armor, etc. An Arms and Armor Shop is located to the left of each of Neverwinter's three main gates.

Temple of Tyr, God of Justice. Healing services are available here. All temples have the same services and charge the same amount.

Temple of Oghma, God of Knowledge. Healing services are available here.

Temple of Helm, the Guardian. Healing services are available here.

General Items Shops. These shops sell various items such as flasks of oil, mirrors, and vials of holy water that may be of use against powerful monsters you may encounter as you get farther away from Neverwinter. Closer to town such items are not necessary to defeat the less powerful monsters you'll encounter.

Silver Shops. These shops sell fine jewelry, armor, and weapons. Silver weapons are used to attack creatures like werewolves, which often cannot be hit by normal weapons.

Jeweler. This shop sells expensive jewels, which are an easy way to carry around large sums of money. Even platinum coins are very heavy and inconvenient to carry, so using jewels this way will keep your character's encumbrance down.

Training Hall. Characters of all classes can train here, raising their level(s) and HP.

Vaults: There are three vault locations in Neverwinter where adventurers may store their extra items, gems and jewelry.

Indoor Gardens. Neverwinter is famous for its indoor gardens, where residents can stroll through green paths any day of the year. This is a popular meeting place for groups of adventurers who desire privacy as they prepare to depart on a quest.

BERUN'S HILL

This local landmark is a bare-topped, conical hill that commands a splendid view of the valley of the river Dessarin to the east. This lookout has often been used in time of trouble to watch for advancing orc or barbarian tribes coming down from the North and east. It is named for the famous ranger Berun, who met his end here at the hands of such a horde. He failed to stop the orcs, but slew over 300 single-handedly before he was overwhelmed.

Bandits watch here for the approach of likely victims. Northern legend has it that a dwarven tomb lies under the hill, rich in golden armor treasures, but none has ever found it, and dwarves know nothing more of it than legend.

Game Notes: At one time a thriving settlement was located near this landmark. Then, one day monsters began to appear. At first the settlers fought for their homes, but it was all in vain. those that weren't killed, left and only ruins remain, guarded by fierce creatures. Rumors say that some dark, malevolent creature commands all the monsters of this area.

Berun is a dangerous place where the player can be attacked by both monsters and evil adventurers. Only highly experienced characters have any chance of surviving. (PvP Region)

CROSSERGATE

Government: Elected Lord Protector of Crossergate

Economy: Small businesses, farming

Militia: The Lord Protector maintains a small guard to keep the peace. This guard is composed of 40 militia warriors led by an appointed Captain. In times of need, citizens are incorporated into the militia.

Population: 890

Located to the South of Vilnask, Crossergate is a small town that serves as a convenient resting place for weary travelers on their way to or back from Triboar. In fact, resting and restocking in Crossergate is a necessity for travelers continuing on to Triboar since the Lost Hills must be crossed to reach Triboar. To serve the needs of the numerous wandering adventurers that pass through the town, Crossergate has many shops and inns including the famed Western Weapon Shoppe and the Crossergate Curious Items Emporium.

Recently, the Lord Protector has reported unusual activity at night where caravans seem to disappear! Fearing some dire plot, the Lord Protector has sought help from the mayor of Neverwinter, Lord Nasher. Lord Nasher in turn has asked the help of various adventurers in solving this mystery.

Game Notes: The Lord Protector of Crossergate has asked Lord Nasher for help in safeguarding Crossergate, and as a result, Lord Nasher's private guard regularly patrols Crossergate preventing attacks on travelers by evil adventurers. Travelers should be warned, however, because monsters often evade these patrols and can attack at any time. Also rumor has it that a mysterious organization has its lair near or in Crossergate. Adventurers should be moderately experienced if they expect to survive here. (Non-PvP Region)

FLOODBLEST

Government: Elected mayor.

Economy: Farming

Militia: None. In times of need, the farmers gather to form a militia of sorts.

Population: 140

Located east of Neverwinter, Floodblest is a small village of farmers. Travelers often stop in Floodblest to rest before continuing onward to either Neverwinter or Nightsedge. The Rankled Boar Inn is a comfortable place to refresh yourself and adventurers can resupply themselves at Sinda's Trading Post. A small temple to Chauntea, the Goddess of Agriculture is also located within this small village. Recently, the village has fallen on hard times.

Many have fallen ill to some mysterious disease. The lord mayor suspects that an evil spell caster has taken up residence somewhere near the village and is the cause of the ill-luck. According to the Mayor, their well went dry at the start of the illness. Explorers have discovered that the well is an entrance to somewhere, but those that ventured too far were never heard from again. The lord mayor has requested aid from Neverwinter.

Games Notes: Patrolled regularly by Lord Nasher's elite guard, travelers need not fear being ambushed by evil adventurers. However, monsters often evade these patrols and so travelers should be on the lookout. Moderately experienced characters will be able to survive, but less experienced may find themselves closer to Neverwinter. (Non-PvP Region)

LONGSADDLE

Government: The town is ruled by a council of elders. Ardanac Harpell (NG 9th level magic-user) is the chief elder, a member of the Lord's Alliance.

Economy: Longsaddle is noted for beef and mutton. Large ranches continue to expand, encroaching further into monster-held frontiers.

Militia: Longriders (ranch-hands) from surrounding estates can be summoned to form a militia of 100 men. Most Longriders fight with spear, bow or lariat.

Population: 130 (1,100 if outlying farms and ranches are included)

This tiny agricultural village is home to the Harpell family that has produced a number of influential mages in the North (including Malchor Harpell who now splits his time between Longsaddle and Waterdeep).

The village Elder, Ardanac Harpell, dwells in the "Ivy Mansion," the Harpell's ancestral home, high on a hill, in the center of Longsaddle.

The village has a daily farmers' market, a way-stable, a stirrup maker and bellcaster, and The Gilded Horseshoe, an inn noted for its hospitality and its defensible wooden palisade.

Local stories say that griffins are bothering Longsaddle, preying upon cattle, horses and longriders who stay too far from local ranches.

Problems: Griffons living nearby have slain the residents of several farmholds.

Game Notes: Longsaddle is also a very dangerous place and only very experienced adventures should attempt to explore this area. (Non-PvP Region)

LUSKAN "The City of Sails"

Government: Five High Captains: Taerl, Baram, Kurth, Suljack, and Rethonor, presumed to be retired pirates.

Economy: Trade and piracy. In peacetime, the city's warships act as "unsanctioned" pirates (the High Captains direct them, but pretend they are independents acting in defiance of Luskan law), trying to make all shippers use only Luskan ships or only Luskan as a port by preying on all other ships, and on all shipping that visits Waterdeep.

Militia: The city has a standing army of 200 spearmen, and a navy of 14 warships (dragonships), armed with 70 archers each. Luskan is involved in an "ego" war with Ruathym. Neither side will admit defeat so clashes continue. Waterdeep has threatened involvement if the two nations refuse to negotiate an end to the conflict.

Population: 16,000 (humans only!)

Luskan is a seafaring merchant city, home to fierce, proud and warlike Northmen. This important northern port city is located at the mouth of the river Mirar, a swift and icy, cold and rocky, unnavigable river.

Although it seeks merchant trade, visitors are few and often made to feel unwelcome. This probably has much to do with the fact that Luskan is a known harbor for northern pirates, if not an outright sponsor of their activities. Inns that serve travelers are rare; [The Cutlass, a notorious dive on the docks (a pirate haven no doubt) and the Seven Sails Inn are the only known lodgings in the city.)

Luskan wages almost constant war against naval powers that it's Captains fell they can defeat; recently they crushed Ruathym. In the past, they have been defeated by Mintarn and Orlumbor (supported by Waterdeep and Amn) and slaughtered on the seas, by the ships of Lantan, who they no longer even speak of. Luskan warriors often raid inland, particularly when sea vigilance makes raiding the coast difficult.

The Zhentarim are said to be attempting an alliance with Luskan (but it as unknown as to their success).

Game Notes: The city of Luskan cannot be reached in Neverwinter Nights.

LUSKAN OUTPOST

Founded by the Pirate-Captains of Luskan, the Luskan Outpost's purpose is to warn Luskan of any threats from the south and east. At first the outpost was composed of only a watch tower, but later a small town gradually formed around the tower. The residents of the outposts are mostly northern men and are hostile to those from the south such as Neverwinter. As with any town, the outpost includes an arms dealer and an inn. Rumors abound about some dark and sinister force living somewhere near the outpost. Those who have gone looking for this malevolent force haven't been heard from since.

Game Notes: Those who run the outpost couldn't care less about the safety of visitors to the outpost. Adventurers should thus be wary of traveling near the outpost as attacks by monsters are very likely. (Non- PvP Region)

NEVERWINTER SEWER WORKS

Population: 1

Located beneath the City of Neverwinter, the Sewer Works are reputed to be the base of operations for the Kraken Society on the mainland. The sewers, maintained by one Vernon T. Omni, have been overrun recently by an infestation of evil and disgusting creatures.

Game Notes: As Lord Nasher's Royal Guard does not patrol the Sewer Works, travelers may be ambushed by Evil adventurers. However, the creatures inhabiting the Sewers are the real danger. Players are advised to not attempt the Sewers alone. Only the most experienced party of adventurers has any hope of survival. (PvP Region)

NEVERWINTER WOODS

This forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. The always-warm Neverwinter River, which flows out of the wood, has its source deep beneath Mount Hotenow, a sleepy volcano in the northern wood. Fire elementals are said to live deep within Hotenow. The steep mountains to the North of Hotenow hide griffon lairs.

These woods have never been logged by men (they are feared and shunned by the locals), and even today are largely unknown. The depths are said to harbor dire creatures. Orc hoards always go around the woods, never through them.

Game Notes: The woods are the most dangerous areas in the realms. Travelers should be wary of evil adventurers who will attack at the slightest cause. The fiercest monsters also roam the woods just waiting for the unwary adventurer. (A character should be highly experienced to travel through the woods.) To those who can face these dangers, great treasures await!! (PvP Region)

NIGHTSEDGE

Government: Elected Lord Mayor

Economy: Small businesses

Militia: The Lord Mayor maintains a small personal guard and a militia. About 40 warriors make-up the militia.

Population: 310

Located on the very edge of the mysterious Neverwinter Woods, Nightsedge is constantly in danger. Recently, the danger has increased dramatically with orcs attacking the small town constantly. The Lord Mayor is more than a little worried since these orcs aren't the TrollmoorOrcs that are usually found in this region but some other kind.

Outnumbered, the Lord Mayor has pleaded with Lord Nasher to send any help. Lord Nasher has responded by asking all adventurers to travel to Nightsedge to help the in the town's defense.

Game Notes: Lord Nasher's elite guards patrol this area at the request of the Mayor of Nightsedge. Consequently, travelers should not fear being ambushed by evil adventurers. However, monsters are another matter. The patrols cannot be everywhere so care should be taken. Characters who plan to aid Nightsedge should be moderately-highly experienced. (Non-PvP Region)

PORT LLAST

Government: First Captain Haeromos Dothwintyl, a retired stonemason. Port Llast is a close ally of Neverwinter.

Economy: Stonework, fine and rough.

Militia: 50 local men, mostly retired stonemasons, a garrison of 50 Neverwinter troops, and a 30-man garrison from the Lord's Alliance.

Population: 700

This sleepy little coastal village between Neverwinter and Luskan is known mainly for its skilled stonecutters. Luskan covets the fine harbor, seeking a more southerly berth for its numerous warships. In olden days, when Luskan (the Illusk) was held by orcs and hostile duergar, this village was a thriving city, the "last port," the northernmost access to the mineral wealth of the North. Then it was 20 times as populous as today. Orc raids destroyed that magnificent city, but shattered remnants of mighty walls still ring the village (though much has been plundered or used to repair local homes). Portions are used as gardens, graveyards or have returned to the forest.

Game Notes: Port Llast is a moderately difficult region where some of the deadliest creatures of the realms may be found. (Non-PvP Region)

RED LARCH

Economy: Trade town

Population: 600

Located about a seven day ride north of Waterdeep, Red Larch stands atop a long, low ridge that serves as the westernmost edge of a region of monster infested hills. The ridge was once crowned by a landmark brilliant red stand of larches, but the trees were felled long ago by the region's first settlers. Red Larch is also known for it savory crumblecakes, the sisters that run the Swinging Sword inn are known to serve especially tasty crumblecakes. The town also had the benefit of the artifact that touched the lives of the townspeople of Westbridge and have also sent to Lord Nasher for assistance in regaining it.

Game Notes: This region is wild and dangerous, you are just as likely to be attacked by monsters from the hills. The townspeople have tried to keep the various monsters from invading the town but they seem to find ways into the town and immediate surrounds anyway. Be very careful in any location in this area. If you wish to help Red Larch in it's search you should be a highly experienced adventurer. (Non-PvP Region)

SOUTHWALL

This area is named for its main feature, the ancient crumbling wall that once guarded the southern edge of the old city of Neverwinter. Once a beautiful residential area, portions of Southwall now have been sacked and overrun by monsters.

Like the brick areas of the Warehouse District, Southwall is not suited for play by single low-level characters. Small parties of low level characters should be able to adventure here, but there are stories of more dangerous creatures that have crept this close to Neverwinter.

Adventurers in the area can win rewards from Lord Nasher by helping to clear this district of monsters, thieves, and bandits. (Non-PvP Region)

THE GALLANT PRINCE

Merchant ships are a common sight near the docks of Port Llast, but the arrival of the Gallant Prince was anything but common. Slowly drifting in from the sea, the Gallant Prince with tattered sails and rotting wood looked more like a ghost ship than a merchant vessel. Those who helped tow the ship to the docks, found no one aboard. Well, no one was found on the decks that is. No one was brave enough to check the whole ship. What had happened to the crew? Frightened by the unknown, the Port Authorities have sent a message to Lord Nasher for aid.

Due to the arrival of the Gallant Prince, Port Llast Harbor is now quite deserted apart from the brigands and monsters that now frequent the area and the entrance to the harbor has been hidden from the townspeople. Most locals never knew or have forgotten the method to lower the bridge between the Piers, help will not be found with the locals if you wish to search the entire area.

Game Notes: Lord Nasher's private guard has no authority on any merchant vessel and so cannot prevent ambushes by evil monsters. (Non-PvP Region) Due to the nature of the mystery surrounding the Gallant Prince, inexperienced adventurers should not attempt to board the ship as even moderately experienced may not survive.

THE ISLANDS OF NEVERWINTER

Population:
Utheraal 90
Fortress of the North Wind Confidential
Kraken Fortress Unknown

Located off the coast from Neverwinter in the Trackless Sea, the Islands are a place of extreme danger. The Kraken Society has its base on the Island of Trisk, and Forts on the Island of Utheraal. Some sanctuary can be found in the village of Utheraal and in the Fortress of the North Wind. None can be had in the Kraken Fortress, or the vast, dangerous catacombs below.

Game Notes: The Islands of Neverwinter pose a hardy challenge to adventurers. An experienced solitary character has hope of survival in some areas, and no hope in others. An experienced party of adventurers is recommended. The lack of any regular patrols has led to attacks by evil characters in the catacombs under the Island of Trisk. The Krakens themselves patrol Utheraal and the Fortress on Trisk but evil characters have been known to attack unsuspecting travelers. (Island of Utheraal - Non-PvP, Fortress of the North Wind - Non-PvP, Island of Trisk (Fortress) - Non-PvP, Catacombs below Trisk - PvP)

THE LOST HILLS

A dangerous area located between Triboar and Crossergate, the Lost Hills has claimed the lives of many adventurers. According to the Sage of Neverwinter, in ages past the Lost Hills was once a pleasant, beautiful land. Adventurers had nothing to fear travelling along the many paths that connected the two towns. Then a mysterious, malignant force appeared and with its appearance came fierce monsters. What was once a safe journey, now became deadly. To make things worse, the paths began to twist and turn as if by magic! Maps became useless, and those travelers strong enough to face the fierce monsters often found themselves lost. This land eventually came to be called the Lost Hills for the many who lose their way along the confusing paths. Only the very courageous or the very foolish now travel through this dangerous land.

Game Notes: Due to the twisting and turning paths, even Lord Nasher's elite guard cannot regularly patrol this area. Travelers who dare to travel through the Lost Hills should thus be wary of attacks by evil adventurers (PVP Region). The inexperienced should not try to brave this area as deadly monsters roam about frequently. Even those of some experience will find the Lost Hills a challenge.

THE WAREHOUSE DISTRICT

This area on the northern edge of Neverwinter was once a bustling center of trade, but in recent years has become run-down and dangerous. Just within the last few months, it seems that there has been a sharp upswing in attacks on local residents. Many of the warehouses have been ransacked by monsters and then abandoned by their owners in fear of continued looting. These hostile creatures are believed to have been sent by the Captains of Luskan in an attempt to weaken the city's defenses.

The areas of wooden buildings are of the same danger level as the eastern portion of the Wharves, but the brick buildings around the old Potter's Guild are not recommended for adventures by single first-level characters. Small groups of low level characters, however, should find success there.

Adventurers can win the gratitude of Lord Nasher and all his subjects by assisting in the effort to clear this district of monsters, thieves, and bandits. (Non-PvP Region)

THE WHARVES

Along the edge of the Neverwinter river east of the city, this area has been victimized by monster attacks in recent times. Lord Nasher seeks adventurers who will assist in the effort to clear this district of monsters, thieves, and bandits.

The portion of this area to the West of the Neverwinter River is still relatively safe, and therefore is a good place for adventurers to begin the game. Battles there likely mean facing only a single orc or bandit. The area across the river (there are two bridges) is more dangerous, and that area is best visited once players are through the initial learning curve and are comfortable with the game. (Non-PvP Region)

TRIBOAR

Government: An elected Lord Protector, commander of the militia. For the last 30 years the post has been held by Faurael Blackhammer.

Economy: Trade, horses, cattle, farming, caravan services, forged iron goods, and wagons

Militia: A standing militia of 50 men swells to 300 in time of need.

Population: 2,500

This small town is strategically located where the Long Road intersects Evermoor Way. Gathered armies have often set forth from Triboar to meet orc hordes. Triboar has two good smithies and Skulner Wainwright, a wagon maker famed throughout the North. Skulner's latest project is the "rolling cog," a massive wagon that can double as a barge. Triboar's name is thought to have come from a traveler's tale of slaying three boars here in a day.

Game Notes: Although Lord Blackhammer's militia regularly patrols the area, they are frequently unable to prevent many of the attacks on unwary travelers by monsters. Travelers should thus be extremely careful when traveling near Triboar. Only experienced adventurers should attempt the journey to Triboar as the monsters encountered along the way are deadly. (Non-PvP Region)

Special Area of Note: Triboar Arena: This arena holds many battle between warriors of the Realms. It is an area where various Guilds and Neverwinter's most notorious characters have fought endless battles. It is also the location of the dreaded "Death Match". (PVP Region)

VILNASK

Government: Town Council

Economy: Mining, Smithing. Farming (very little)

Militia: In times of need, the miners will organize themselves into a militia using their own finely wrought weapons. About 50 warriors can be produced this way.

Population: 560

Fifty winters ago, a great supply of silver, iron, and even some mithral was discovered in a cave south of Neverwinter. Almost overnight a town grew near the site where these precious metals were found. Eventually the town was named after the adventurer who discovered the site. Thus, Vilnask was founded. For the next several winters miners, smiths, and merchants from all the nearby regions came to settle in Vilnask.

Vilnask is now known for the fine metal goods it produces especially metal goods produced by Willo Clovyr. One of the greatest smiths of the Savage Frontier, Willo produces weapons known far and wide for their strength and balance. Similar to other small towns, Vilnask has an inn, jeweler, and an arms shop.

Game Notes: Patrolled by Lord Nasher's private guard, travelers have nothing to fear from evil adventurers. Adventurers should be wary, however, of monsters that evade the patrols. Rumor also has it that there is something of monstrous evil "living" somewhere far below Vilnask. Vilnask is mostly safe for inexperienced adventurers. (Non-PvP Region)

Editor's note: The descriptions of Windycliffs and Westbridge are missing from the big text file distributed in the Neverwinter forum on AOL.

Windycliffs

Government: Elected Mayor

Economy: Farming Center

Militia: Hired guard of 20 archers.

Population: 450

Located south of Triboar, this waystop village stands where the Long Road meets the trail west from an ancient dwarven holy site, the Stone Bridge. The origin of the village's name is obvious. Many of the businesses in Westbridge are owned by an enterprising halfling by the name of Ghaliver Longstocking, including the Inn and armory. The village has found it necessary to call on the aid of Lord Nasher to find a mysterious artifact that was stolen from the town.

Game Notes: You are very likely to be attacked at any time be fearsome monsters, you are requested to be on guard at all times. This is a difficult region to adventure in alone or with a party, you will need to be well armed. (Non-PvP Region)

Windycliffs

Government: An elected mayor.

Economy: Small businesses, mining (very little)

Militia: The Lord Sheriff of Windycliffs who can deputize citizens if needed.

Population: 155

Situated near a small cliff, Windycliffs is named for the fierce winds that constantly batter this small town. Populated mostly by merchants, Windycliffs serves as a convenient stop for travelers on their way to or back from Port Llast. Travelers and adventurers can fulfill all their needs by visiting the town's inn, stores, arms shop, and jewelers. Recently Windycliffs has been plagued by fierce monsters. The Lord Mayor claims that the pirate-tyrant captains of Luskan are responsible and has asked Lord Nasher of Neverwinter for aid in battling the creatures.

Game Notes: Travelers near Windycliffs should have no fear of evil adventurers attacking. Lord Nasher's private guard patrols this area and safeguards all adventurers. However, Lord Nasher's guard can only do so much. Travelers can expect no help against any monsters encountered in this area. Even the inexperienced can survive in Windycliffs. (Non-PvP Region)

ARMOR AND WEAPONS

ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

Class      Max Armor   Shield   Weapons
-----------------------------------------------------------------
Cleric        any       any     club, flail, hammer, mace, staff,
                                staff sling
Fighter       any       any     any
Paladin       any       any     any
Ranger        any       any     any
Magic-User    none      none    dagger, dart, staff
Thief       leather     none    club, dagger, dart, sling,
                                one-handed swords, short bow

ARMOR LIST

             Weight        Maximum
Armor Type   in gp.   AC   Movement*
----------   ------   --   ---------
None            0     10      -
Shield         50      9#     -
Leather       150      8    12 squares
Ring          250      7     9 squares
Scale         400      6     6 squares
Elfin Chain   150      5    12 squares **
Chain         300      5     9 squares
Banded        350      4     9 squares
Plate         450      3     6 squares

* A character carrying many objects, including a large number of coins, can be limited in movement to a minimum of 3 squares per turn.

** Non magical elfin chainmail is very rare and only available via the pearl plan.

# A Shield subtracts 1 AC from any armor it is used with.

Note: Magical versions of the individual armors are lighter and will offer 3 more squares of movement up to 12 square maximum. (e.g. +1 plate will offer a movement of 9 squares)

WEAPONS LIST

                                 Damage vs.
                     Damage vs.  Larger Than  Number
Name                 Man Sized   Man Sized    of Hands  Class
----                 ----------  -----------  --------  -----
Axe, Hand            1-6           1-4        1         f
Bardiche+            2-8           3-12       2         f
Bastard Sword        2-8           2-16       2         f
Battleaxe            1-8           1-8        1         f
Bec de Corbin+       2-8           1-6        2         f
Bill-Guisarme+       2-8           1-10       2         f
Bo Stick             1-6           1-3        2         f
Broad Sword          2-8           2-7        1         f,th
Club                 1-6           1-3        1         f,cl,th
Composite Long Bow*  1-6           1-6        2         f
Composite Short Bow* 1-6           1-6        2         f
Dagger               1-4           1-3        1         f,mu,th
Dart                 1-3           1-2        1         f,mu,th
Fauchard+            1-6           1-8        2         f
Fauchard-Fork+       1-8           1-10       2         f
Flail                2-7           2-8        1         f,cl
Glaive+              1-6           1-10       2         f
Glaive, Guisarme+    2-8           2-12       2         f
Guisarme+            2-8           1-8        2         f
Guisarme-Voulge+     2-8           2-8        2         f
Halberd+             1-10          2-12       2         f
Lucern Hammer+       2-8           1-6        2         f
Hammer               2-5           1-4        1         f,cl
Javelin              1-6           1-6        1         f
Jo Stick             1-6           1-4        1         f
Light Crossbow#      1-4           1-4        2         f
Long Bow*            1-6           1-6        2         f
Long Bow, Fine**     1-6           1-6        2         f
Long Sword           1-8           1-12       1         f,th
Mace                 2-7           1-6        1         f,cl
Morning Star         2-8           2-7        1         f
Partisan+            1-6           2-7        2         f
Pick, Awl+           1-6           2-12       1         f
Quarterstaff         1-6           1-6        2         f,cl,mu
Ranseur+             2-8           2-8        2         f
Scimitar             1-8           1-8        1         f,th
Short Bow*           1-6           1-6        2         f
Short Sword          1-6           1-8        1         f,th
Sling                1-4           1-4        1         f,th
Spear                1-6           1-8        1         f
Trident              2-7           3-12       1         f
Two-Handed Sword     1-10          3-18       2         f
f=fighter, cl=cleric, th=thief, mu=magic-user
+ Polearm
* Must have ready arrows to fire. Two Attacks per round.
# Must have ready quarrels to fire. One Attack per round.
** Must have ready arrows to fire. Fine long bows add strength bonus to the "to hit" and damage of the attack.

CHARACTER INFORMATION

ABILITY SCORES

Every character has six randomly generated ability scores. These scores fall within a range determined by the race and class of the character (see the Range of Ability Scores by Race table). For humans, that range is from 3 (low) to 18 (high).

Depending on the character class, one or more of these abilities will be a prime requisite. A prime requisite is an ability especially valuable to a given class (strength for a fighter, wisdom for a cleric, etc.).

Characters receive bonus experience points when their prime requisite scores are at or above a certain number (16 in most instances).

Non-human characters may receive modifiers to the basic ability scores to reflect differences between the races. Dwarves, for instance, get a +1 constitution bonus and may have a maximum constitution of 19 instead of 18.

When a character is generated with the CREATE NEW CHARACTER command, all racial modifiers are calculated automatically.

Strength (STR) is the measure of physical power. The higher a character's strength, the more he can carry, the more likely he is to hit in melee combat, and the more damage he can do when he does hit. Fighters, rangers, and paladins with an 18 strength also have a percentage value from 1 to 100. The maximum percentage values vary from race to race. Strength is most important for fighter type characters (fighters, rangers, paladins). If it is 16 or higher, fighters receive a bonus of 10% additional experience points. Paladins must have strength and wisdom of 16 or higher to get the experience bonus. Rangers must have strength, intelligence and wisdom of 16 or greater to receive the bonus. Non-human fighters may have a lower maximum level if their strength is less than 18.

Intelligence (INT) is the measure of learning ability. Magic-users with an intelligence of 16 or higher receive a 10% experience point bonus. Non-human spell-casters may have a lower maximum level if their intelligence is less than 18. Rangers must have strength, intelligence and wisdom of 16 or higher to receive a 10% experience point bonus.

Wisdom (WIS) is the measure of ability to understand the ways of the world and to interact with the world. Clerics get the 10% experience bonus if their wisdom is 16 or higher. Paladins must have strength and wisdom of 16 or higher to get the experience bonus. Rangers must have strength, intelligence and wisdom of 16 or greater to receive the bonus. Clerics with a wisdom of 14 or higher receive additional low level spells.

Dexterity (DEX) is the measure of manual dexterity and agility. Thieves especially benefit from high dexterity. Thieves receive a 10% experience bonus if their dexterity is 16 or higher. For every dexterity point from 15 to 18, a character receives a corresponding one point improvement in his armor class. For every dexterity point from 16 to 18, a character receives a one point improvement on his ability to hit with missile weapons. It is highly recommended that all characters have a high dexterity. This is considered essential for magic-users and thieves.

Constitution (CON) is the measure of overall health. Fighters receive one extra hit point (HP) per hit die for each point of constitution above 14. Non-fighters receive similar benefits except they receive a maximum of two extra HP per level (no HP benefits for constitutions above 16).

Charisma (CHA) is the measure of how others react to a character. Charisma is sometimes a factor when the character has an encounter with NPCs. The higher a character's charisma, the more that character can persuade others to do what he wants.

Each character also has three other important values that change as the game goes on: Experience Points (XP), Level, and Hitpoints (HP).

Experience Points (XP) are a measure of what the character has learned on his adventures. Characters receive XP for actions such as fighting monsters, finding treasures and successfully completing quests. See the Advancement Tables for each class' XP requirements.

Level is a measure of a character's ability in his class. As characters gain XP, they may go up in levels. New characters begin the game at 1st level.

When characters have enough XP they can go to a hall and receive the training required to increase in level. Characters may only advance one level at a time. If a character has gained enough XP to go up two or more levels since the last time he has trained, he goes up one level and lose all XP in excess of one point below the next level.

Example: A 3rd level thief enters a training hall with 12,000 XP. He leaves as a fourth level thief with 10,000 XP, only 1 XP below the needed amount to advance to fifth level.

Hitpoints (HP) represent the amount of damage a character can take before he becomes unconscious or dies. Characters gain HP every time they increase in level. Bonuses for high constitutions are calculated automatically.

The maximum potential number of HP a character can have is referred to as Hit Dice (HD). A 4th level fighter, for example, has 4 d10 hit dice. This means that his theoretical hitpoint maximum is (4 * 10 = 40) plus any constitution bonus.

Note: Dice (d) is the term used to describe the range for a randomly generated number. Dice are referred to by the range they represent. A d6 has a range from 1 through 6, a d10 has a range from 1 through 10.

When a character takes enough damage that his HP reaches 0 (or less), he is unconscious. An unconscious character leaves combat and wakes near the entrance to the current region. When you view a character, his HP on the screen will never displayed as less than 0.

ALIGNMENT

Alignment is the philosophy a character lives by. Alignment can affect how NPCs and some magic items in the game react to a character.

Lawful Good characters believe in the rule of law for the good of all.

Lawful Neutral characters believe the rule of law is more important than any objective good or evil outcome.

Lawful Evil believe in the rule of law as a tool to achieve evil ends.

Neutral Good characters believe that the triumph of good is more important than the rule of either law or chaos.

True Neutral characters believe that there must be a balance between good and evil, and law and chaos.

Neutral Evil characters believe that evil ends are more important than the methods used to achieve them.

Chaotic Good characters believe in creating good outcomes unfettered by the rule of law.

Chaotic Neutral characters believe that the freedom to act is more important than any objective good or evil outcome.

Chaotic Evil believe that chaos is the best environment for practicing evil acts.

CHARACTER CLASSES

A character must belong to at least one character class. Non-human characters can have more than one class at the same time. Non- human characters with multiple classes have more playing options, but increase in level more slowly because XP is divided evenly among all classes.

Characters receive HP, spells and abilities based on their class, level and (sometimes) ability scores. Refer to the tables at the back of the journal to find the hit dice and spells (if any) that a character receives.

Clerics have spells bestowed on them by their deity and can fight wearing armor and using crushing (no edged or pointed) weapons. Clerics must memorize their spells just as magic-users. When clerics gain a new spell level, they automatically are able to use any of the available spells for the new level. The prime requisite for clerics is wisdom.

Fighters can fight with any armor or weapons, but they cannot cast magic spells. Fighters can have exceptional strength and gain additional HP bonuses if they have a Constitution of 17+. The prime requisite for fighters is strength.

Rangers can fight with any armor or weapons. Rangers can have exceptional strength and gain additional HP bonuses if they have a Constitution of 17+. They do additional damage in combat when fighting giant-class creatures. At 8th level, rangers may begin to cast druid spells; at 9th level, they gain magic-user spells. Rangers must be of good alignment and have ability scores of at least 13 in strength and intelligence and at least 14 in wisdom and constitution. The prime requisites for rangers are strength, intelligence, wisdom and constitution.

Paladins can fight with any armor or weapons and can cast a few clerical spells once they reach 9th level. Paladins can have exceptional strength and gain additional HP bonuses if they have a Constitution of 17+. They are more resistant to spells and poison, can turn undead creatures as if they were a cleric two levels below their current level, and are always surrounded by the equivalent of a Protection from Evil spell. A paladin may heal two HP of damage per his level once a day. A paladin may Cure Disease once a week at 1st-5th levels, twice a week at 6th-10th,and three times a week at 11th-15th level. At 9th level paladins gain the ability to cast clerical spells. Paladins must be of lawful good alignment and have ability scores of at least 9 in intelligence and wisdom, at least 12 in strength, at least 13 in wisdom, and at least 17 in charisma. The prime requisites for paladins are strength, intelligence, wisdom, constitution and charisma.

Magic-Users have powerful spells, but can use no armor and few weapons. They can only memorize those spells available in their magical grimoires (personal spell books) or use scrolls. Magic-Users may add new spells to their grimoires whenever they go up in level or find scrolls with spells of levels that they can scribe. The prime requisite for magic users is intelligence.

Thieves can fight with swords and slings and wear leather armor. In combat they do additional damage 'back stabbing' which is described in the Combat section. Thieves also have special skills for opening locks and removing traps. High level thieves also have a chance of casting magic-user spells from scrolls. The prime requisite for thieves is dexterity.

Multi-class characters are non-human characters who belong to two or more classes at the same time. The character's experience points are divided among each of the classes, even after the character can no longer advance in one or more of those class es. The character's HP per level are averaged among the classes. The multi-class character gains all the benefits of all classes with regard to weapons and equipment.

Dual-class characters are human characters who had one class for the first part of their lives, and then changed into a new class for the remainder. A character must have a 17 or 18 in the prime requisite for the class he wishes to change to as well as a 15 or higher in the prime requisite for the class he is dualing from. Once a character changes classes, he cannot advance in his old class Dual-class characters do not gain HP and cannot use the abilities of the old class while their new class level is less than or equal to the old class level. Once the character's level in his new class is greater than his level in his old class, he gains HP according to his new class and may use abilities from both classes.

COMBAT: PLAYER VS. PLAYER (PVP)

As an adventurer within the setting of Neverwinter Nights, one must become aware of ones surroundings. Indeed, many beasts lay in wait at nearly every footing, but even more so, one must consider the numerous acquaintances that one meets during travel. As you know, PC (player character) alignments are far ranging and one never knows the true nature of the role player one encounters until it is often too late.

One of the most popular activities within Neverwinter Nights is Player vs. Player Combat, or PvP as it is called. Regions have been designated as PvP regions, as well as regions set aside from such activity. The basic understanding of PvP is that players (spellcasters only at this time) are able to attack and ultimately kill other players. This has spread into the formation of Guilds and sponsored events that include PvP. It has become a part of Neverwinter Nights and continues to reach new bounds.

PvP is not necessarily a personal attack, but should be viewed as a dangerous encounter much like a NPC (Non-Player Character) in which this encounter thinks, moves and is capable of equal, if not stronger (based on the players PvP prowess and class) abilities as yourself. Currently the most favored class for participation in PvP is without doubt, the formidable Cleric/Magic-User of human race. With the maxxing of 10th level Cleric and dualing to Magic-User to reach 11th level, this character class and race is capable of inflicting powerful spells, and very often deadly in nature.

As you enter Neverwinter Nights, remember to observe those that surround you, either in passing or lurking in one's travels.

NOTE: For additional information regarding PvP and Non-PvP Regions, refer to the NWN Help and Information Area.

COMBAT ABILITY - AC - THAC0 - DAMAGE - SAVING THROWS

Each character's ability in combat is defined by his AC, THAC0, and damage.

AC: A character or monster's difficulty to be hit is represented by his armor class or AC. The lower the AC, the harder it is to hit the target. AC is based on the armor a character is wearing and any dexterity bonus. Some magic items, such as enchanted armor, help a character's AC.

THAC0: The character's THAC0 represents his ability to hit enemies in melee or with missile fire. THAC0 stands for "To Hit Armor Class 0." This is the number a character must 'roll' (equal to or greater than) to do damage on a target with an AC of 0. The lower the THAC0 the better the chance to hit the target.

NOTE: The generation of a random number is often referred to as a 'roll'. In determining if an attack is successful, the roll is a random number from 1 through 20.

An attack is successful if the random number is greater than or equal to the attacker's THAC0 minus the target's AC. THAC0 may be modified by range, attacking from the rear, magic weapons, and magic spells among other things.

Example: A fighter with a THAC0 of 15 attacking a monster with an AC of 3 would need to roll:

(THAC0 15) - (AC 3) = 12+

But to hit a monster with an AC of -2 he would need to roll:

(THAC0 15) - (AC -2) = 17+

THAC0 for the different Classes & Levels:
             1    2    3    4    5    6    7    8    9    10    11    12
Fighter     20   19   18   17   16   15   14    13   12   11    10    9
Ranger      20   19   18   17   16   15   14    13   12   11    10    9
Paladin     20   19   18   17   16   15   14    13   12   11    10    9
Cleric      20   20   20   18   18   18   16    16   16   14     -    -
Thief       20   20   20   20   19   19   19    19   16   16    16    16
Magic User  20   20   20   20   20   19   19    19   19   19    16    -

DAMAGE: When a hit is scored, the attacker does damage. Damage is the range of HP loss the attacker inflicts when he hits an opponent in combat. Damage depends on the attacker's strength and weapon type. The damage each weapon can do is summarized in the Weapon List article, which is listed under the Armor and Weapons collection of the Adventurer's Journal.

Some monsters take only partial or no damage from certain weapon types. Giant slugs, for example, take no damage from blunt weapons (maces, etc.), while some other monsters only take damage from magical weapons.

SAVING THROWS: Whenever a character or monster is poisoned or attacked by most magic spells, such as Fireball or Lightning, the computer checks to see if the Saving Throw is made. A successful save means that the target had some innate immunity to the poison, or was not hit full-force by the spell. Generally, a successful save means that the target was unaffected or damage that would otherwise be taken is halved.

COMBAT COMPUTER CONTROL

The computer controls the actions of monsters and characters set to computer control with the AUTO command. You may take control of your character during any combat round by using the ESC key. If you are frightened (i.e. by a banshee), you cannot escape computer control until two rounds are over.

COMBAT INITIATIVE

Each round of combat is divided into 10 segments. Which segment a character or monster acts in depends on his initiative number. This is a randomly-generated number for each character and monster. This random number is generated at the beginning of each combat round and is modified by dexterity bonuses or penalties and random factors (such as surprise) to arrive at the initiative number.

Sometimes a character acts in segment 10 of one round and segment 1 in the next, appearing to act twice in a row. This is especially common if you use the DELAY command. When the DELAY command is given, that character's action is delayed until segment 10.

COMBAT MOVEMENT

The number of squares a character can move is affected by the weight he is carrying, his strength, and the kind of armor he has readied. A character's movement range is displayed on the view screen and when moving during combat.

Running Away: A character may flee from the battlefield if he can move faster than all enemies. A character may not move off the battlefield if he moves slower than any enemies. A character has a 50% chance to move off the battlefield if he can move as fast as the fastest enemy monster.

Exception: If a monster or character can reach the edge of the combat map without any of his opponents being able to see him, he may then flee successfully even though he may be slower than his opponents.

A character that moves off the battlefield appears in a nearby location, or next to the entrance of that region which is closest to Neverwinter. If your character flees he does not receive any XP for monsters killed before retreating.

COMBAT SCREEN

Combat occurs often during your adventures. Combat takes place on a tactical map. This map is a detailed 3-D view of the map terrain that your character was in when combat began. This map is overlaid with an invisible square grid.

As you move characters, you notice that everything moves on the grid from square to square. Moving diagonally often costs more movement points than moving horizontally or vertically.

COMBAT STRATEGIES

Throughout Neverwinter Nights, your character engages a colorful collection of foes. At times, your character may elect to avoid a confrontation, choosing conversation or flight instead. More often, however, he must stand and fight.

To succeed in combat, when multiple players are involved, skilled players deploy their characters well, casting effective spells before and during combat, maneuvering their characters into advantageous positions, and attacking using the most powerful weapons.

Deploying your Character (Multi-player Combat): When a battle begins, your character is automatically positioned based on the order of entry into combat. Placement of a character does not occur until it is that character's turn.

When battle begins, your character may be placed in a bad position. If you wish to be defensive, move characters to anchor your flanks on an obstacle such as a wall. Keep magic-users behind the front line. Setting up behind a doorway that your enemies have to move through makes for a very strong defensive position.

Characters who are seriously injured should be moved out of the front lines if possible. Be warned, however, that if you move away from an adjacent enemy, he gets a free attack at your back. Back attacks have an improved chance to hit.

Missile weapons cannot be fired if there is an adjacent opponent. If you want to fire missiles, make sure you keep away from the enemy. Thrown weapons, such as axes, are exceptions as they may be used either as a missile weapon or a melee weapon. If you want to stop enemy missile fire, move someone next to the opponent.

Exploit your opponents' weaknesses by directing attacks against helpless enemy characters. Gang up on isolated foes. Concentrate your attacks to eliminate one opponent rather than injure many (Exception: enemy spell casters). A foe with one HP remaining attacks as powerfully as an uninjured one.

A spell caster who takes damage cannot cast a spell that round. If the spell caster had started to cast and was hit, he loses that spell from memory. Therefore, try to injure all enemy spell casters every round even if it is only for one point of damage. Conversely, if you want to cast spells, make sure your spell casters are protected.

COMBAT TECHNIQUES

BACK STABBING: A thief back stabs if he attacks a target from exactly opposite the first character to attack the target. The thief may not back stab if he has readied armor heavier than leather (exception: elfin chain mail). A back stab has a better chance of hitting and does additional damage.

MISSILE ATTACKS: A character may not attack an adjacent target with a missile weapon (bow, sling, etc.). A character may attack an adjacent target with a thrown weapon (ax, club, etc.). Bows can attack twice per turn. Thrown darts can attack three times per turn.

MULTIPLE ATTACKS: Fighters, Paladins and Rangers attack more than once per combat round when they get to higher levels. The first bonus is three attacks every two rounds. Later, they attack twice each round. All of a character's attacks are aimed against the first target. If the first target goes down with the first attack, aim any remaining attack at another target.

SWEEP: Melee combat with creatures of less than one eight-sided hit die entitles a Fighter class to attack once for each of his or her experience levels.

DUAL-CLASS HUMANS

In order to Dual Class, your character must be human and must have a 17 or greater in the Prime Requisites of the Class they are changing to. In addition, the character must have a 15 or better all the Prime Requisites of the first Class. In Neverwinter Nights and in all SSI Gold Box Games, the Prime Requisites for Ranger are Strength, Intelligence, Wisdom and Constitution. If you are a Paladin the Prime Requisites are Strength, Intelligence, Wisdom, Constitution and Charisma. These differ from the Neverwinter Documentation. If you are a human Ranger or Paladin and wish to dual class, be sure all your Prime Requisites are 15 or better and the stats for the class you wish to dual to are at least 17.

(Other Prime Requisites by Class: Cleric - Wisdom, Fighter - Strength, Magic User - Intelligence and Thief - Dexterity)

Editor's note: When you generate your character the generator will list for you the classes you can daul to.

RANGE OF ABILITY SCORES BY RACE

Ability Score       Dwarf     Elf     Gnome   Half-Elf  Halfling   Human
------------------------------------------------------------------------
Strength (Male)    8-18(99) 3-18(75) 6-18(50) 3-18(90)    6-17  3-18(00)
Strength (Female)  8-17     3-16     6-15     3-17        6-14  3-18(50)
Intelligence       3-18     8-18     7-18     4-18        6-18     3-18
Wisdom             3-18     3-18     3-18     3-18        3-17     3-18
Dexterity          3-17     7-19     3-18     6-18        8-18     3-18
Constitution      12-19     6-18     8-18     6-18       10-19     3-18
Charisma           3-16     8-18     3-18     3-18        3-18     3-18
RACIAL ABILITY SCORE MODIFIERS: MINIMUM/MAXIMUM ABILITY SCORE: Dwarf Constitution +1 Charisma -1 (xx) = maximum percentage for Elf Dexterity +1 Constitution -1 an 18 strength Halfling Dexterity +1 Strength -1 (fighter, paladin, ranger only)

MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE

 Class     Ability    Dwarf#   Elf#  Gnome#  Half-Elf#  Halfling#  Human
------------------------------------------------------------------------
Cleric      Any        no       no     no        5        no        10*
Fighter     STR 16-     7        5      5        6         4        12*
            STR 17      8        6      5        7         5        12*
            STR 18+     9        7      6        8        no        12*
Paladin     Any        no       no     no       no        no        11*
Ranger      STR 16-    no       no     no        6        no        11*
            STR 17     no       no     no        7        no        11*
            STR 18+    no       no     no        8        no        11*
Magic-User  INT 16-    no        9     no        6        no        11*
            INT 17     no       10     no        7        no        11*
            INT 18     no       11     no        8        no        11*
Thief       Any        12*      12*    12*      12*       12*       12*

   no: Characters of this race cannot be of this class.
   * : Highest Level Available in Neverwinter Nights.
       Normal AD&D game Characters have unlimited level
       advancement in these classes.
   # Note: Except for thieves, most non-human characters
           may not advance to as high a level as the game
           provides for humans.

THE PLAYER RACES

There are six races from which you may construct your player character (PC). Each race has different talents and limitations. Charts and tables in the appendices at the back of the Journal summarize the abilities and class limitations for the different races.

Non-human characters can combine character classes and may also have additional special abilities.

DWARVES

Dwarves are a cunning race of sturdy workers and craftsmen. They are especially resistant to magic and poison. During combat, Dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Dwarves can be fighters, thieves, and fighter/thieves.

ELVES

Elves are a tall, long-lived race. They are nearly immune to sleep and charm spells and are adept at finding hidden objects. During combat, Elves receive bonuses when attacking with swords and bows. They cannot be raised from the dead. Elves can be fighters, magic-users, thieves, fighter/magic-users, fighter/thieves, magic-user/thieves and fighter/magic-user/thieves.

Note: To further game play, no Race is permanently killed in Neverwinter Nights.

GNOMES

Gnomes are shorter and slimmer than their Dwarf cousins. They are especially resistant to magic. During combat, Gnomes receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Gnomes can be fighters, thieves, and fighter/thieves.

HALF-ELVES

Half-Elves are hybrids with many of the virtues of both humans and elves. They are resistant to sleep and charm spells and are adept at finding hidden objects. Half-elves can be fighters, magic-users, clerics, thieves, rangers, cleric/fighters, cleric/rangers, cleric/magic-users, fighter/magic-users, fighter/thieves, magic-user/thieves, cleric/fighter/magic-users, or fighter/magic-user/thieves.

HALFLINGS

Halflings are about half the size of a human, hence their name. They are especially resistant to magic and poison. They can be fighters, thieves, and fighter/thieves.

HUMANS

Humans are the most common player-race in the Forgotten Realms. They suffer no level racial limitations or abilities modifiers. They can be fighters, magic-users, clerics, thieves, rangers, paladins, and dual-class characters.

MAGIC

Magic is integral to your success in Neverwinter Nights. Magic-users, clerics and high-level paladins and rangers can cast spells. If your character is not a spell-caster, you should team up with a player who has a spell casting character before attempting the higher-level areas.

A spell can exist in one of four forms: in a character's memory, in a character's grimoire (spell book), in a scroll, or in a wand.

SCROLLS AND WANDS

To cast spells from magic-user scrolls, the character must cast Read Magic from camp or have the scroll identified. Magic users can then cast with the USE command after the contents of the scroll are known. The USE command can cast spells from clerical scrolls and from wands.

Thieves of 10th or greater level have a 75% chance of successfully using a magic-user scroll.

MEMORIZED SPELLS

Any spell-caster with a memorized spell can cast it using the CAST command. Spells are memorized during rest while encamped. Memorizing a spell takes 15 minutes of game time per spell level, plus a minimum period of preparation. First and second level spells take a minimum preparation of four hours. Third and fourth level spells take a minimum preparation of six hours.

Example: To memorize (2) 1st level spells, (1) 2nd level spell and (1) 3rd level spell would take:

(6 hrs prep) + (2 * 15 min) +
(1 * 30 min) + (1 * 45 min) = 7 hrs 45 min

Spells do not automatically have full effect on their targets. Each target of a spell may get a saving throw to avoid some or all of the effect of the spell. As a character gains levels, his saving throws improve.

Note: Some monsters have magic resistance which gives them a greater chance to be unaffected by the spell.

MAGIC USERS

When a magic-user trains for a new level in a Training Hall, he is allowed to select a new spell to scribe into his grimoire. A magic-user can also scribe spells from identified scrolls if he is of high enough level to cast them. A magic-user must cast the Read Magic spell in order to identify the spells on the scroll. A spell disappears after it has been scribed or cast. Only magic-users (and high level thieves) can cast magic-user spells from scrolls.

CLERICS

Clerical magic requires no spell books. All clerical spells of the appropriate level are always available to a cleric or high-level Paladin, the character need only memorize them. When a cleric finds a clerical scroll, he can use the spells directly from the scroll regardless of level. Paladins can never use clerical scrolls, even if they may cast the spells.

TIPS ON MAGIC SPELLS

Both clerics and magic-users can cast spells which assist your character in combat. Preparatory spells just before a battle can protect and strengthen characters. During battle, spells damage your opponents and help your party.

Spells should be memorized as soon as possible after they are used. This is most likely to happen after combat. Encamp, have your character memorize spells, and select REST to allow him to imprint the spells for later use.

CREATURES OF THE FORGOTTEN REALMS

The denizens of these regions are many and varied. Here is a list of monsters you may encounter in your adventures. Some of these creatures are extremely rare, and you may never cross paths with them at all.

ANHKHEG
Large burrowing insects with great mandibles. These creatures have been known to spit a powerful acid.
BASILISK
Reptilian monsters whose very gaze can turn to stone any fleshy creature.
BEHOLDER
Globular creatures, Beholders move with an innate levitation. Each of its ten eye-stalks has a unique magical ability, and it's single large eye emits a powerful Anti-Magic ray. Their ability to instantly kill their targets make beholders one of the most dangerous creatures in the Forgotten Realms.
BUGBEAR
Hideous giant-sized goblins who stand over seven feet in height. Bugbears look clumsy but are strong, quick fighters.
CENTAUR
These good creatures are half men and half horse. They are capable fighters and can be valuable allies.
CENTIPEDE (GIANT)
True giants, often reaching over 5' in length. Their poisonous bite is extremely dangerous.
COCKATRICE
A repulsive creature that appears as part cock, part lizard. They have the power to turn flesh to stone.
CROCODILE (GIANT)
Large reptilian carnivores - much more dangerous than their smaller cousins.
DISPLACER BEAST
Creature resembling a six-legged puma with two ebony tentacles growing from behind its shoulders. These beasts have the magical ability to displace their image about three feet from their actual body, making them an especially tricky opponent.
DRACOLICH
When very powerful evil dragons die, some become a hideous form of undead dragon which paralyze with their very gaze. Their gaze and breath weapon makes Dracoliches dangerous enemies.
DRAGONS
These are some of the most powerful and dangerous of the monsters a party can encounter. The older and larger the dragon, the more damage it can do and the harder it is to kill.
Black Dragon
Black dragons spit streams of acid while attacking with claws and fangs.
Bronze Dragon
In addition to vicious claw and fang attacks, these good dragons spit a bolt of lightening.
Red Dragon
Red dragons can exhale great spouts of flame or attack with their claws and fangs.
White Dragon
Unique among dragons in their preference for cold climates, these evil beasts can attack with their freezing cold breath in addition to razor sharp claws and fangs. Small in size and not as intelligent as their cousins, these dragons are still quite dangerous.
DRIDER
Part dark-elf, part spider monster. This horror is the subterranean counterpart of the centaur.
EFREETI
These large powerful djiin are from the elemental plane of fire. They are very arrogant and will only serve a powerful master.
ETTIN
These foes look like giant two-headed orcs. They have great strength and can wield two spiked clubs that inflict terrible damage in combat.
FROG (GIANT)
These are giant carnivorous frogs. They are fast, dangerous predators which may be poisonous.
GARGOYLE
Ferocious predators of a magical nature. Gargoyles are typically found amid ruins or dwelling in underground caverns.
GHOUL
These are evil undead whose touch may paralyze a person in combat. They feed on corpses and attack all living creatures on site.
GIANTS
Giants vary greatly in power, intelligence, and tastes. The following is a list of the types of giants you are likely to encounter:
Cloud Giant
These members of the giant races consider themselves to be above all others of the species, except storm giants, whom they view as equals.
Fire Giant
Brutal and ruthless warriors, these giants resemble huge dwarves and have flaming red or orange hair and coal black skin.
Frost Giant
These giants have a reputation for crudeness and stupidity. While the reputation may be deserved, frost giants are crafty and skilled fighters.
Hill Giant
One of the smaller of the giant races, they are brutish hulks possessing low intelligence and tremendous strength.
Storm Giant
This is one of the most noble and intelligent of the giant races. These giants are dangerous fighters when angry, and can often use magic.
GNOLL
These creatures are hyena-headed humanoids who stand over seven feet tall.
GOBLIN
These are small humanoids common in the Realms.
GOLEM
Magically created automatons of great power. Golems can be constructed of flesh, clay, stone, or iron. All are dangerous.
GRIFFON
These are half-lion, half-eagle avian carnivores. Their favorite prey are horses and their distant kin (hippogriffs, pegasi, and unicorns).
HELL HOUND
These other-planar creatures resemble wolves, but they can breathe fire and detect invisible enemies.
HIPPOGRIFF
Magnificent creatures with the forelimbs and head of an eagle and the body and hind legs of a horse.
HOBGOBLIN
These are human-sized, intelligent relatives of the goblin.
HYDRA
Immense reptilian monsters with multiple heads. All of its heads must be severed before a hydra can be slain. Hydras come in many sizes, with the number of heads increasing as they grow stronger.
KOBOLD
These are small, cowardly humanoids who delight in killing and torture.
LICH
This is perhaps the single most powerful type of undead creature. A lich is the remains of a powerful magic user who has kept his body animated after death through the use of foul magics. Liches can use magic as they did while still living, and have other powers similar to greater undead creatures.
LIZARD (GIANT)
Huge, carnivorous reptiles which can often be found in river valleys.
LIZARD MEN
These are savage reptilian humanoids. They generally attack in groups and are often accompanied by a larger, tougher Lizard King.
MANTICORE
Human head, bat wings and a lion body make Manticores one of the oddest creatures in the Realms. They attack with claws and volleys of iron spikes thrown from their tail.
MARGOYLE
Stony monsters which are immune to normal weapons and can attack many times with their sharp claws and spikes.
MASTODON
Large cold climate relatives of the elephants found in warmer regions.
MEDUSA
These are hideous women-creatures with coiling masses of snakes for hair. They can turn a person to stone with their gaze.
MINOTAUR
These creatures are part-man and part-bull warriors. They are highly intelligent and dangerous opponents.
MOBAT
These are huge omnivorous bats who like nothing better than warm-blooded humanoids for dinner!
MUMMY
These are powerful undead with great strength. The mere sight of one has been known to paralyze a man in combat. The touch of the mummy causes a strange, rotting disease.
NEO-OTYUGH
This is a more powerful form of Otyugh. These disgusting scavengers get several vicious attacks and have a heavily armored body.
OGRE
Large, ugly, foul-tempered humanoids, ogres generally attack with a spiked club.
OTYUGH
These scavengers have long tentacles that they use to scoop trash into their cavernous mouths.
PHASE SPIDER
These are giant, poisonous spiders with the ability to phase in and out of this dimension. They are "phased in" until they attack and are "phased out" afterwards.
PURPLE WORM
These enormous carnivores burrow through solid ground in search of small (man-sized) morsels.
REMORHAZ
These are sometimes referred to as Polar Worms. They inhabit cold regions and are aggressive predators who have been known to attack even frost giants.
SCORPION (GIANT)
Giant Scorpions can be up to 8' long. Their tail stinger can inject a fatal poison to those unlucky enough to be in the way.
SHAMBLING MOUND
Omnivorous, intelligent vegetable life forms, Shambling Mounds resemble large heaps of rotting vegetation. They are usually found in wet, subterranean places.
SKELETON
These are the least of the undead. These animated skeletons are usually controlled by some evil force.
SKELETON (GIANT)
Animated skeletons from giants. They hit harder and can take more damage than normal skeletons.
SLUG (GIANT)
These are huge, omnivorous mutations of the common garden pest. They attack by biting and can spit a highly corrosive acid.
SNAKE (GIANT)
These large reptiles slay their prey with deadly venom. Neutralize Poison counters snake bite.
SPHINX
An extremely rare creature that is part-lion, and has the upper torso of a woman. Rather than fight, sphinxes often converse with adventurers.
SPIDER (GIANT)
These giant cousins of the small predator attack with a poisonous bite.
STIRGE
These are small, blood-sucking birds.
TIGER
These are noble beasts who are both strong and silent. Though their normal prey are animals, they have been known to become "man-eaters."
TROLL
These are large, strong, ugly humanoids. They know no fear and can regenerate wounds which have not been caused by fire.
UMBER HULK
These powerful subterranean creatures can use their claws to burrow through solid stone in search of prey.
WARG
These large, vicious wolves show more intelligence and are twice as dangerous as their normal cousins.
WILD BOAR
These creatures are the wild relatives of the pig.
WOLF
Packs of wild wolves often roam the ruins and forests of the Realms looking for food.
WYVERN
These creatures are distant relatives of dragons. They attack by biting and using the poisonous sting in their tails.
ZOMBIE
Magically animated corpses controlled by an evil force. Zombies always fight back until destroyed or turned.

TABLES OF EXPERIENCE PER LEVEL

The following charts show the amount of experience a character must earn in order to gain a level in his character class. The charts also list the number of spells that a character can have memorized at one time. Fighters and thieves can never memorize spells.

Remember that all experience earned by a non-human, multiple-class character is divided by the number of classes the character has. The experience is divided even after the character has reached his maximum level in a particular class. A Human dual-class character only earns experience in his second class. The character cannot use the abilities of his first class until his level in his second class exceeds his level in his first class.

CLERIC

                                       Number of Clerical
                              Hit      Spells per Level
Level    Experience           Dice     1  2  3  4  5  6*
   1             0-    1,500  1d8      1
   2         1,501-    3,000  2d8      2
   3         3,001-    6,000  3d8      2  1
   4         6,001-   13,000  4d8      3  2
   5        13,001-   27,500  5d8      3  3  1
   6        27,501-   55,000  6d8      3  3  2
   7        55,001-  110,000  7d8      3  3  2  1
   8       110,001-  225,000  8d8      3  3  3  2  -  -
   9       225,001-  450,000  9d8      4  4  3  2  1  -
  10^      450,001-  675,000  9d8+2    4  4  3  3  2  -

* Usable only by clerics of 17 or greater wisdom
^ Highest level attainable in NEVERWINTER NIGHTS.

Bonus Spells for Clerics with High Wisdom Ability Scores

Cleric's  Bonus Spells
Wisdom     1    2    3    4   5
9-12       -    -    -    -   -
13        +1    -    -    -   -
14        +2    -    -    -   -
15        +2   +1    -    -   -
16        +2   +2    -    -   -
17        +2   +2   +1    -   -
18        +2   +2   +1   +1   -

Note that these bonus spells are only available when the cleric is entitled to spells of the applicable level. Thus an 8th-level cleric with a Wisdom of 18 can memorize the following spells:

                                      Number of Spells
                                      1   2   3   4   5
     8th-Level Cleric with 18 Wisdom  5   5   3   -   -

FIGHTER

                                   Hit
Level     Experience               Dice
  1               0-    2,000      1d10
  2           2,001-    4,000      2d10
  3           4,001-    8,000      3d10
  4           8,001-   18,000      4d10
  5          18,001-   35,000      5d10
  6          35,001-   70,000      6d10
  7          70,001-  125,000      7d10
  8         125,001-  250,000      8d10
  9         250,001-  500,000      9d10
 10         500,001-  750,000      9d10+3
 11         750,001-1,000,000      9d10+6
 12^      1,000,001-1,250,000      9d10+9

^ Highest level attainable in NEVERWINTER NIGHTS.

Magic User

                                      Number of Magic-User
                             Hit      Spells per Level
Level   Experience           Dice     1  2  3  4  5*  6**  7***
   1           0-    2,500   1d4      1
   2       2,501-    5,000   2d4      2
   3       5,001-   10,000   3d4      2  1
   4      10,001-   22,500   4d4      3  2
   5      22,501-   40,000   5d4      4  2  1
   6      40,001-   60,000   6d4      4  2  2
   7      60,001-   90,000   7d4      4  3  2  1
   8      90,001-  135,000   8d4      4  3  3  2  -  -  -
   9     135,001-  250,000   9d4      4  3  3  2  1  -  -
  10     250,001-  375,000   10d4     4  4  3  2  2  -  -
  11^    375,001-  750,000   11d4     4  4  4  3  3  -  -

*Usable only with 10+ Intelligence
**Usable only with 12+ Intelligence
***Usable only with 14+ Intelligence
^ Highest level attainable in NEVERWINTER NIGHTS.

Paladin

                                        Number of Clerical
                              Hit       Spells per Level
Level   Experience            Dice      1   2   3   4
  1             0-    2,750   1d10      -   -   -   -
  2         2,751-    5,500   2d10      -   -   -   -
  3         5,501-   12,000   3d10      -   -   -   -
  4        12,001-   24,000   4d10      -   -   -   -
  5        24,001-   45,000   5d10      -   -   -   -
  6        45,001-   95,000   6d10      -   -   -   -
  7        95,001-  175,000   7d10      -   -   -   -
  8       175,001-  350,000   8d10      -   -   -   -
  9       350,001-  700,000   9d10      1   -   -   -
 10       700,001-1,050,000   9d10+3    2   -   -   -
 11^    1,050,001-1,400,000   9d10+6    2   1   -   -

^ Highest level attainable in NEVERWINTER NIGHTS.

Ranger

                                        Number of Spells
                                        per Level
                              Hit       Druidic   Magic-User
Level   Experience            Dice      1   2      1   2
  1             0-    2,250   2d8       -   -      -   -
  2         2,251-    4,500   3d8       -   -      -   -
  3         4,501-   10,000   4d8       -   -      -   -
  4        10,001-   20,000   5d8       -   -      -   -
  5        20,001-   40,000   6d8       -   -      -   -
  6        40,001-   90,000   7d8       -   -      -   -
  7        90,001-  150,000   8d8       -   -      -   -
  8       150,001-  225,000   9d8       1   -      -   -
  9       225,001-  325,000   10d8      1   -      1   -
 10       325,001-  650,000   11d8      2   -      1   -
 11^      650,001-  975,000   11d8+2    2   -      2   -

^ Highest level attainable in NEVERWINTER NIGHTS.

THIEF

                                     Hit
Level        Experience              Dice
  1                 0-    1,250      1d6
  2             1,251-    2,500      2d6
  3             2,501-    5,000      3d6
  4             5,001-   10,000      4d6
  5            10,001-   20,000      5d6
  6            20,001-   42,500      6d6
  7            42,501-   70,000      7d6
  8            70,001-  110,000      8d6
  9           110,001-  160,000      9d6
 10           160,001-  220,000      10d6
 11           220,001-  440,000      10d6+2
 12^          440,001-  660,000      10d6+4

^ Highest level attainable in NEVERWINTER NIGHTS.

MAGICAL TREASURES

As you travel about and encounter the monsters and puzzles that stand between you and finishing your various quests, you also find magical items to help you on your way. Here are descriptions of some items that you may find. Not all of these items may be found in your adventure. You can find out if there is a magic item in a treasure by doing a Detect Magic spell using the DETECT command. To find out specifically what an item is, you must take it to an armory or find a shop and have it identified.

Some magic items are, in reality, cursed and can do great harm. When a character readies a cursed item, a Remove Curse spell must be cast before the item can be dropped. Some magic items, such as wands or scrolls, may only be used by certain classes. Others may not work at all if certain other magic items are also in use.

ENCHANTED ADORNMENTS

Bracers, necklaces, periapts, and especially rings are favorite objects for magical enchantment. These items may have any number of magical properties. Some items help your AC, others may fire Magic Missiles, or even be cursed. Once one of these items has been readied from the Items Menu, a character automatically gains all effects. The exception to this rule is that certain magical necklaces require the USE command to work.

Wizards sometimes cast enchantments on commonplace items of clothing such as gauntlets or cloaks. A variety of these items are known to exist. To use these items, ready them from the Items Menu.

ENCHANTED ARMOR AND SHIELDS

Sometimes you may run across armor or shields that have been created by skilled craftsmen and then enchanted with protective spells. The power of the magic on these items may vary a great deal. Enchanted armor has the great advantage of offering improved protection with less encumbrance than the same type of mundane armor. To use these items, ready them from the Items Menu.

ENCHANTED WEAPONS

Enchanted weapons come in many sizes, shapes, and potencies. Normally a weapon adds between one and three to your THAC0 and damage, but sometimes have other fantastic magical properties including extra bonuses against specific types of creatures. Once a magic weapon has been readied from the Items Menu, the character has it for all combats.

POTIONS

Potions are a common magical treasure. Potions may heal wounded characters, cause them to become hastened or invisible, or cause any number of other effects. The USE command will allow a character to drink a readied potion.

SCROLLS

For either Clerics or Magic-Users, these items may have spells that characters couldn't otherwise cast.

A magic-user may use SCRIBE to permanently transfer a scroll into his grimoire if the spell is of a level that he can memorize. Magic- users and clerics can cast spells directly from scrolls with the USE command. High level thieves may also attempt to cast magic-user spells from scrolls. Scrolls disappear after they have been used or scribed.

WANDS

Wands are the traditional objects of enchantment. Wands generally cast a set number of a given spell (10 Fire Balls or 15 Magic Missiles for instance). Only experimentation or paying to have them identified will can what a wand does. The USE command allows a character to cast spells with a readied wand.

MISCELLANEOUS INFORMATION

Fighter, Paladin, Ranger
Attacks Per Round                                Money Conversions
------------------------------             -----------------------------
Class-Level    Attacks/Round                Coin Type    Gold Equivalent

Fighter 1-6        1/1                      Copper        200 cp = 1 gp
Paladin 1-6        1/1                      Silver         20 sp = 1 gp
Ranger  1-7        1/1                      Electrum        2 ep = 1 gp
Fighter 7-12       3/2                      Gold            1 gp = 1 gp
Paladin 7-11       3/2                      Platinum      1/5 pp = 1 gp
Ranger  8-11       3/2

GLOSSARY

ABILITY SCORES
are numbers that describe the attributes of a character. There are six ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
ADVENTURER
is a term for one of the characters you play in this game.
ALIGNMENT
is the basic philosophy of a character.
ARMOR CLASS (AC)
is a rating of how difficult a target is to damage. The lower the AC number the more difficult it is to hit.
CHARACTER
is another name for the person you play in the game. A party consists of several characters.
CLASS
is a character's occupation. For example, mage, fighter, and cleric are classes.
COMBAT ROUND
is one turn of a battle. All characters and monsters who are able to fight will get to act at least once per combat round.
COMBAT SEGMENT
is one-tenth of a Combat Round. Which combat segment a character or monster acts on in a round is determined by his dexterity and a random number.
COMMAND
is a one-word or two-word option in a menu. Activating that command allows you either to view another menu or have your characters perform an action.
DICE
In the computer AD&D game, dice are random numbers. They are referred to by the highest number they can be, for example a d10 can be a value from 1 to 10, a d6 would be a value from 1 to 6. When a die number is generated it is called a "Roll".
DUAL-CLASS CHARACTERS
are human characters that belong to two classes. Dual-class characters start their lives as one class (i.e. Paladin) and then dual to a second class (i.e. Magic User). When the second class' level reaches one above the first class, they regain the abilities of their first class in addition to the second class' abilities. However, they must adhere to certain restrictions. i.e. a Paladin/Magic User cannot wear armor and cast Magic User spells. Please note that certain Prime Requisites are required to be able to dual to and from a class. Please see the article "Dual-Class Humans" in the "Character Information" collection of the Adventurer's Journal.
ENCOUNTER
is what happens when a party meets a monster. You are given a menu of choices of how you want to handle the situation.
ENTER
is the act of giving a command to the computer. How this is done varies depending on the computer.
EXPERIENCE POINTS (XP)
Every encounter a character has yields experience points depending on how successful the encounter was for your character. A character who gains enough XP can advance a level.
FACING
In combat, a character faces a certain direction. An attack from the direction he is not facing has a greater chance of doing damage. A character will always face an opponent if he has only one opponent.
GRIMOIRE (SPELL BOOK)
is the book in which a mage carries his spells.
HIT POINTS (HP)
is a measure of how healthy a character is. Damage from weapons or magic spells subtracts hit points from the character's total. When he has lost all his hit points, he is unconscious or dying and will be removed from combat.
ICON
is the small picture of a monster or a character seen during combat. Character icons can be altered using the Alter command on the Encamp menu.
INITIATIVE
is a semi-random determination of which character in a combat acts first. The characters with higher dexterities have a better chance for a higher initiative.
LEVEL
describes the power of a number of different items. The power of characters, dungeons, monsters, and spells are all described with levels.
CHARACTER LEVEL
is a determination of how much experience a character has. The higher the level, the more experienced and important the character is. High-level spell casters can cast high-level spells.
SPELL LEVEL
is the degree of difficulty of a spell. The higher the level of a spell, the greater the difficulty. Only very experienced magic-users and clerics can learn high-level spells.
MAGIC
covers spell casting, enchanted items, and any other application of the supernatural.
MELEE COMBAT
is hand-to-hand combat with weapons such as swords, spears, and fists.
MISSILE COMBAT
is ranged combat with weapons such as bows and arrows, crossbows and quarrels, and slings and sling stones.
MONSTER
includes human and other player races as well as ogres and dragons. In general, if it isn't part of your party, it's a monster.
MULTI-CLASS CHARACTERS
are non-human characters which belong to two or three classes at the same time. Such multi-class characters split their experience among all their classes, even if they have reached their racial maximum level in one of their classes.
NON-PLAYER CHARACTER (NPC)
is a member of a player race who is not controlled by the player.
PLAYER CHARACTER (PC)
is a member of a player race who is controlled by the player. Your character is a PC.
RACE
is species a character may be in the game. For example, human, elf and dwarf are races.
SAVING THROW
is the chance that a character or monster is unaffected, or only partially affected, by a spell, poison, or similar attack. As characters gain levels their saving throws are more likely to protect them from adverse effects.
SPELL
is a magic incantation that can alter the nature of reality. Magic-users, clerics, and high-level paladins and rangers can cast spells after memorizing them. If the spell is cast, it is gone from the user's mind and must be re-memorized.
THAC0 (TO HIT ARMOR CLASS 0)
is the number that a character must make or exceed to hit an opponent with AC0.

RANGE OF ABILITY SCORES BY RACE

Ability Score       Dwarf     Elf     Gnome   Half-Elf  Halfling   Human
------------------------------------------------------------------------
Strength (Male)    8-18(99) 3-18(75) 6-18(50) 3-18(90)    6-17  3-18(00)
Strength (Female)  8-17     3-16     6-15     3-17        6-14  3-18(50)
Intelligence       3-18     8-18     7-18     4-18        6-18      3-18
Wisdom             3-18     3-18     3-18     3-18        3-17      3-18
Dexterity          3-17     7-19     3-18     6-18        8-18      3-18
Constitution      12-19     6-18     8-18     6-18       10-19      3-18
Charisma           3-16     8-18     3-18     3-18        3-18      3-18


RACIAL ABILITY SCORE MODIFIERS:              MINIMUM/MAXIMUM ABILITY SCORE:

Dwarf     Constitution +1  Charisma -1        (xx) = maximum percentage for
Elf       Dexterity +1     Constitution -1           an 18 strength
Halfling  Dexterity +1     Strength -1        (fighter, paladin, ranger only)

MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE

 Class     Ability    Dwarf#   Elf#  Gnome#  Half-Elf#  Halfling#  Human
------------------------------------------------------------------------
Cleric      Any        no       no     no        5        no        10*
Fighter     STR 16-     7        5      5        6         4        12*
            STR 17      8        6      5        7         5        12*
            STR 18+     9        7      6        8        no        12*
Paladin     Any        no       no     no       no        no        11*
Ranger      STR 16-    no       no     no        6        no        11*
            STR 17     no       no     no        7        no        11*
            STR 18+    no       no     no        8        no        11*
Magic-User  INT 16-    no        9     no        6        no        11*
            INT 17     no       10     no        7        no        11*
            INT 18     no       11     no        8        no        11*
Thief       Any        12*      12*    12*      12*       12*       12*

   no: Characters of this race cannot be of this class.
   * : Highest Level Available in Neverwinter Nights.
       Normal AD&D game Characters have unlimited level
       advancement in these classes.
   # Note: Except for thieves, most non-human characters
           may not advance to as high a level as the game
           provides for humans.


STRENGTH TABLE:                               DEXTERITY TABLE
Ability Adjustments

                             Weight                      Reaction/
                             Allowance        Ability    Missile    AC
Ability  THAC0   Damage      (in Gold         Score      Bonus      Bonus
Score    Bonus   Adjustment   Pieces)         ---------------------------
--------------------------------------          3         -3         +4
3         -3        -1        -350              4         -2         +3
4-5       -2        -1        -250              5         -1         +2
6-7       -1       none       -150              6          0         +1
8-9      normal    none      normal             7          0          0
10-11    normal    none      normal             8          0          0
12-13    normal    none       +100              9          0          0
14-15    normal    none       +200             10          0          0
16       normal     +1        +350             11          0          0
17        +1        +1        +500             12          0          0
18        +1        +2        +750             13          0          0
*18/01-50 +1        +3      +1,000             14          0          0
*18/51-75 +2        +3      +1,250             15          0         -1
*18/76-90 +2        +4      +1,500             16         +1         -2
*18/91-99 +2        +5      +2,000             17         +2         -3
*18/00    +3        +6      +3,000             18         +3         -4
# 19      +3        +7      +4,500             19         +3         -4
# 20      +3        +8      +5,000
# 21      +4        +9      +6,000
# 22      +4        +10     +7,500
@ 23      +5        +11     +9,000

* These bonuses available to fighter classes only (Fighter, Paladin, Ranger).
# These bonuses available to those enlarged by the MU 1st level spell or using Pearl Plan items (Girdles of Giant Strength)
@ These bonuses available to those using a Girdle of Cloud Giant Strength. (Pearl Plan only item)
Note: Elves can get a maximum of 19 dexterity, Dwarves have a maximum of 17 dexterity.

CONSTITUTION TABLE

Ability   Hit Point          Ability    Hit Point
Score     Adjustment         Score      Adjustment
--------------------------------------------------
  3           -2              11            0
  4           -1              12            0
  5           -1              13            0
  6           -1              14            0
  7            0              15           +1
  8            0              16           +2
  9            0              17           +2 (+3)*
 10            0              18           +2 (+4)*
                              19           +2 (+5)*

* Bonus applies only to Fighters; all other classes may be given a maximum hit point bonus adjustment for constitution of +2.

Note: Dwarves and Halflings can have a maximum of 19 constitution with a +5 to hit point adjustment and +1 to all poison saves.

SPELLS

FIRST LEVEL CLERIC SPELLS

BLESS improves the THAC0 of friendly characters by 1. The bless spell does not affect characters who are adjacent to monsters when the spell is cast. This is a good spell to cast before going into combat.

CURSE impairs the THAC0 of targets by 1. The target cannot be adjacent to a party character or NPC.

CURE LIGHT WOUNDS heals 1-8 hitpoints (up to the target's normal maximum hitpoints).

CAUSE LIGHT WOUNDSinflicts 1-8 hitpoints of damage on a target.

DETECT MAGIC indicates which equipment or treasure is magical. You can View a character's items or Take treasure items. Equipment or treasure preceded by an '*' is magical.

PROTECTION FROM EVIL improves the AC and saving throws of the target by 2 against evil alignment attackers.

PROTECTION FROM GOOD improves the AC and saving throws of the target by 2 against good alignment attackers.

RESIST COLD halves the damage and improves saving throws against cold attacks by 3.

SECOND LEVEL CLERIC SPELLS

FIND TRAPS indicates the presence of traps in the character's path.

HOLD PERSON may paralyze targets of character type (human, etc.). You may aim a Hold Person spell at up to 3 targets.

RESIST FIRE halves the damage and improves saving throws against fire attacks by 3.

SILENCE 15' RADIUS must be cast on a character or a monster. That character or monster, and all adjacent to him, cannot cast their spells for the duration of your spell.

SLOW POISON revives a poisoned character for the duration of the spell.

SNAKE CHARM paralyzes as many hitpoints of snakes as the cleric has hitpoints.

SPIRITUAL HAMMER creates a temporary magic hammer that is automatically readied. It can strike at range and does normal hammer damage. Spiritual Hammers can hit monsters that may only be struck by magic weapons.

THIRD LEVEL CLERIC SPELLS

BESTOW CURSE reduces the target's THAC0 and saving throws by 4.

CAUSE BLINDNESS blinds one target. This can only be cured with a Cure Blindness Spell.

CURE BLINDNESS removes the effect of the Cause Blindness spell.

CAUSE DISEASE infects the target with a debilitating ailment that saps strength and hitpoints.

CURE DISEASE removes the effects of disease caused by some monsters or caused by a Cause Disease spell.

DISPEL MAGIC removes the effects of spells that do not have specific counter spells. This is a recuperation spell for any of your character that has been held, slowed, or made nauseous.

PRAYER improves the THAC0 and saving throws of friendly characters by 1 and reduces the THAC0 and saving throw of monsters by 1. This is a good spell to cast before going into combat.

REMOVE CURSE removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items.

FOURTH LEVEL CLERIC SPELLS

CAUSE SERIOUS WOUNDS inflicts 3-17 hitpoints of damage on a target.

CURE SERIOUS WOUNDS heals 3-17 hitpoints (up to the target's normal maximum hitpoints).

NEUTRALIZE POISON revives a poisoned person.

POISON attempts to poison the target, causing the target to make a saving throw against poison or die.

PROTECTION FROM EVIL 10' RADIUS must be cast on a character or a monster. It improves the AC and saving throws of the target and all adjacent friendly characters by 2 against evil attackers.

STICKS TO SNAKES causes snakes to torment the target. The snakes make movement and spell casting impossible for the duration of the spell.

FIFTH LEVEL CLERIC SPELLS

CAUSE CRITICAL WOUNDS inflicts 6-27 hitpoints of damage on a target.

CURE CRITICAL WOUNDS heals 6-27 hitpoints of damage (up to a character's normal maximum hitpoints).

DISPEL EVIL improves the target's AC by 7 versus summoned evil creatures for the duration of the spell, or until the target hits a summoned creature. The creature must make a saving throw when it is hit or be dispelled.

FLAME STRIKE allows the cleric to call down a column of fire from the heavens doing 6-48 hitpoints of damage.

SLAY LIVING attempts to kill one target. If the target makes his saving throw, then he suffers 3-17 hitpoints of damage.

FIRST LEVEL DRUID SPELLS

DETECT MAGIC indicates which equipment or treasure is magical. You can View a character's items or Take treasure items. Equipment or treasure preceded by an '*' is magical.

ENTANGLE causes plants in the area of effect to grow and entwine around the feet of any creature in the area. Be careful not to catch allies in the spell area.

FAERIE FIRE rings a targeted creature in magical light. This spell outlines otherwise invisible creatures, and gives a +2 THAC0 bonus to anyone attacking an affected creature.

INVISIBILITY TO ANIMALS makes the target invisible to non magical, low or non-intelligent animals. This spell does not offer protection against intelligent opponents or magical creatures.

FIRST LEVEL MAGE SPELLS

BURNING HANDS causes 1 hitpoint of fire damage per level of the caster. There is no saving throw.

CHARM PERSON changes the target's allegiance in a combat. It only affects character types (human, etc.).

DETECT MAGIC indicates which equipment or treasure is magical. You can View a character's items or Take treasure items. Equipment or treasure preceded by an '*' is magical.

ENLARGE makes the target larger and stronger. The higher the caster's level, the larger and stronger the target gets. If the caster is 6th level, the target becomes as strong as an Ogre. If the caster is 10th level, the target becomes as strong as a Fire Giant. A target can only be under the effect of 1 enlarge spell at a time. Unwilling targets get a saving throw against this effect. The spell stays in effect for more than 1 combat, and should be cast before combat.

FRIENDS raises the caster's charisma 2-8 points. It is often cast just before an encounter.

MAGIC MISSILE does 2-5 hitpoints per missile with no saving throw. A mage throws 1 missile for every 2 levels (1 at levels 1-2, 2 at levels 3-4, etc.). This spell will damage any target within its range unless the target is magic resistant or has certain magical protection. Casts instantaneously.

PROTECTION FROM EVIL improves the AC and saving throws of the target by 2 against evil attackers.

READ MAGIC allows a mage to ready a scroll and read it. For scrolls, this works as if they have been identified. A mage may scribe the spells from a scroll (if appropriate for his class and level) after it has been read.

SHIELD negates enemy Magic Missile spells, improves the mage's saving throw, and may increase his AC.

SHOCKING GRASP does electrical damage of 1-8 hitpoints, +1 hit point per level of caster.

SLEEP puts 1-16 targets to sleep with no saving throw. Up to sixteen 1 hit-die targets are affected. One 4 hit-die target is affected. Targets of 5 or more hit-dice are unaffected.

SECOND LEVEL MAGE SPELLS

DETECT INVISIBILITY allows the target to spot invisible targets.

INVISIBIITY makes the target invisible. The THAC0 of melee attacks against invisible targets is reduced by 4. It is impossible to aim ranged attacks at invisible targets. Invisibility is dispelled when the target attacks or casts a spell.

KNOCK is used to open locks. It can be cast from the door opening menu if the active character has a memorized knock spell.

MIRROR IMAGE creates 1-4 illusionary duplicates of the mage. A duplicate disappears when it is attacked.

RAY OF ENFEEBLEMENT reduces the target's strength by 25% + 2% per level of the caster.

STINKING CLOUD paralyzes those in its area for 2-5 rounds. If the target saves, it is not paralyzed, but is nauseous and has its AC reduced for 2 rounds. This spell has a very short range and care should be taken to avoid including party members in the cloud.

STRENGTH raises the target's strength by 1-8 points, depending on the class of the target.

THIRD LEVEL MAGE SPELLS

BLINK protects the mage. The mage 'blinks out' after he acts each round. The mage may be physically attacked before he acts each round, but he may not be physically attacked after he acts.

DISPEL MAGIC removes the effects of spells that do not have specific counter spells (such as Cause Blindness or Disease).

FIREBALL does 1-6 hitpoints per level of the caster to all targets within its area. If the target makes its saving throw, the damage is halved. Fireball is a slow-casting spell and the spell's power demands that you target carefully. Otherwise, you may inadvertently destroy party characters. The only safe area on the screen at the time you target the spells are the squares in each corner of the screen and the squares directly above and below these corner squares. Be sure to use the CENTER command to determine who is in the area of effect.

HASTE doubles the target's movement and number of melee attacks per round. Haste has a short duration and you should wait until a fight is imminent to cast it. Warning: each time a haste spell is cast on a character, he ages one year.

HOLD PERSON may paralyze targets of character types (human, etc.). You may aim a hold person spell at up to 4 targets (Exit to target fewer).

INVISIBILITY 10' RADIUS makes all targets adjacent to the caster invisible. The THAC0 of melee attacks against invisible targets is reduced by 4. It is impossible to aim ranged attacks at invisible targets. Use this spell to set up a battle line while your ene mies seek you out. Characters lose invisibility if they do any thing but move. Some monsters can see invisible creatures.

LIGHTNING BOLT does 1-6 hitpoints per level of the caster to targets along its path. If the target makes its saving throw, the damage is halved. A lightning bolt is 4 or 8 squares long in a line away from the caster. For best results, move the spell caster to send the bolt down a row of opponents. It attacks all opponents along the line within its range. Target the first creature in the row (closest to caster). Lightning bolts reflect off walls back to ward the spell caster. This permits targets adjacent or close to a wall to be hit twice by the same bolt. Be careful the caster isn't hit by the reflected bolt.

PROTECTION FROM EVIL 10' RADIUS protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by 2 against evil attackers.

PROTECTION FROM GOOD 10' RADIUS protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by 2 against good attackers.

PROTECTION FROM NORMAL MISSILES makes the target immune to non-magical missiles.

SLOW affects one target per level of caster. The spell halves the target's movement and number of melee attacks per round. Slow can be used to negate a haste spell. This spell is useful against any high-damage creature. It only affects the side opposing the spell caster.

FOURTH LEVEL MAGE SPELLS

CHARM MONSTER changes the target's allegiance in combat. It works on any living creature. The spell affects 2-8 1st level targets, 1-4 2nd- level targets, 1-2 3rd-level targets, or 1 target of 4th-level or above.

CONFUSION affects 2-16 targets. Each target must make a saving throw each round or stand confused, become enraged, flee in terror, or go berserk. Confusion is most effective when used against a large number of enemies.

DIMENSION DOOR allows the mage to teleport himself to another point on the battlefield within his line of sight and the range of the spell. Mages can use it for quick escapes. Fighter/mages use the 'Door' to reach the opposition's rear area.

FEAR causes all within its area to flee.

FIRE SHIELD protects the mage so that any creature who hits the mage in melee does normal damage, but takes twice that damage in return. The shield may be attuned to heat attacks or cold attacks. The mage takes half damage (no damage if he makes his saving throw) and has his saving throw against the opposite form of attack improved by 2. He takes double damage from the form of attack the shield is attuned to.

FUMBLE causes the target to be unable to move or attack. If the target makes his saving throw, he is affected by a slow spell.

ICE STORM does 3-30 hitpoints to all targets within its area. There is no saving throw. This spell inflicts damage on opponents protected by Minor Globes of Invulnerability.

MINOR GLOBE OF INVULNERABILITY protects the caster from incoming first, second, or third-level spells. The Globe is very effective when used in combination with Fire Shield.

REMOVE CURSE removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items.

FIFTH LEVEL MAGE SPELLS

CLOUD KILL is similar to the Stinking Cloud spell, except that its area of effect is larger and it kills weaker monsters. Stronger monsters may be immune to the spell.

CONE OF COLD fires a withering cone shaped blast of cold. The spell's range and damage increases with the caster's level.Editors note: This spell doesn't work properly.

FEEBLEMIND cause targets who fail their saving throws to drop dramatically in intelligence and wisdom and become unable to cast spells. A Heal spell must be cast on the victim to recover from the effect.

HOLD MONSTER is similar to the Hold Person, except that it affects a wider variety of creatures.

SPELL PARAMATERS LIST

This is a listing of spells available to player characters as they gain in levels. The following are abbreviations used in the list:


Cmbt = Combat only spell      dia = diameter     t = turns
Camp = Camp only spell        rad = radius    /lvl = per level of caster
Both = Camp or Combat spell   All = All characters in combat
targets = aim at each target  T = Touch Range  r = combat rounds

1ST-LEVEL CLERICAL SPELLS

Spell Name           When   Rng   Area       Duration
Bless                Both   6      5 dia     6r
Curse                Cmbt   6      5 dia     6r
Cure Light Wounds    Both   T      1         -
Cause Light Wounds   Cmbt   T      1         -
Detect Magic         Both   3      1         1t
Protection from Evil Both   T      1         3r/lvl
Protection from Good Both   T      1         3r/lvl
Resist Cold          Both   T      1         1t/lvl

2ND-LEVEL CLERICAL SPELLS

Spell Name          When    Rng   Area       Duration
Find Traps          Camp    3     1          3t
Hold Person         Cmbt    6    1-3 targets 4r+1r/lvl
Resist Fire         Both    T     1          1t/lvl
Silence 15' Radius  Cmbt    12    3 dia      2r/lvl
Slow Poison         Both    T     1          1 hour/lvl
Snake Charm         Cmbt    3     All        5-8r
Spiritual Hammer    Cmbt    3     1          1r/lvl

3RD-LEVEL CLERICAL SPELLS

Spell Name          When    Rng   Area       Duration
Cure Blindness      Both    T     1          -
Cause Blindness     Cmbt    T     1          -
Cure Disease        Camp    T     1          -
Cause Disease       Cmbt    T     1          -
Dispel Magic        Both    6     3x3        -
Prayer              Both    0     All        1r/lvl
Remove Curse        Both    T     1          -
Bestow Curse        Cmbt    T     1          1t/lvl

4TH-LEVEL CLERICAL SPELLS

Spell Name           When   Rng  Area   Duration
Cure Serious Wounds  Both   T    1      -
Cause Serious Wounds Cmbt   T    1      -
Neutralize Poison    Both   T    1      -
Poison               Cmbt   T    1      -
Protection from Evil
     10' Radius      Both   T    2 dia  1t/lvl
Sticks to Snakes     Cmbt   3    1      2r/lvl

5TH-LEVEL CLERICAL SPELLS

Spell Name               When   Rng  Area    Duration
Cure Critical Wounds     Both   T    1       -
Cause Critical Wounds    Cmbt   T    1       -
Dispel Evil              Cmbt   T    1       1r/lvl
Flame Strike             Cmbt   6    1       -
Raise Dead               Camp   3    1       -
Slay Living              Cmbt   3    1       -

1ST-LEVEL DRUIDICAL SPELLS (for High-Level Rangers)

Spell Name               When   Rng  Area    Duration
Detect Magic             Both   4    1       12r
Entangle                 Cmbt   8    4 dia   1t
Faerie Fire              Cmbt   8    8 dia   4r/lvl
Invisibility to Animals  Both   T    1       1t+1r/lvl

(Below not used in Neverwinter Nights)

2ND-LEVEL DRUIDICAL SPELLS (FOR HIGH-LEVEL RANGERS)

Spell Name               When   Rng   Area        Duration
Barkskin                 Both   T     Creature    4r+1r/lvl
Charm Person/Mammal      Cmbt   12    1           -       

1ST LEVEL MAGIC-USER SPELLS

Spell Name               When   Rng     Area      Duration
Burning Hands            Cmbt   T       3 squares -
Charm Person             Cmbt   12      1         -
Detect Magic             Both   6       1         2r/lvl
Enlarge                  Both   .5/lvl  1         1t/lvl
Reduce                   Both   .5/lvl  1         1t/lvl
Friends                  Cmbt   0       All       1r/lvl
Magic Missile            Cmbt   6+lvl   1         -
Protection from Evil     Both   T       1         2r/lvl
Protection from Good     Both   T       1         2r/lvl
Read Magic               Camp   0       1         2r/lvl
Shield                   Cmbt   0       1         5r/lvl
Shocking Grasp           Cmbt   T       1         -
Sleep                    Cmbt   3+lvl   1-16      5r/lvl

2ND-LEVEL MAGIC-USER SPELLS

Spell Name          When   Rng        Area     Duration
Detect Invisibility Both   1/lvl      1        5r/lvl
Invisibility        Both   T          1        -
Knock               Camp   6          1/lvl    -
Mirror Image        Both   0          1        2r/lvl
Ray of Enfeeblement Cmbt   1+.25/lvl  1        1r/lvl
Stinking Cloud      Cmbt   3          2x2      1r/lvl
Strength            Both   T          1        6t/lvl

3RD-LEVEL MAGIC-USER SPELLS

Spell Name               When   Rng     Area      Duration
Blink                    Both   0       1         1r/lvl
Dispel Magic             Both   12      3x3       -
Fireball                 Cmbt   10+lvl  2 rad     Instantaneous
Haste                    Both   6       4x4       3r+1r/lvl
Hold Person              Cmbt   12      1-4       2r/lvl
Invisibility 10' Radius  Both   T       2 dia     -
Lightning Bolt           Cmbt   4+lvl   4,8       Instantaneous
Protection from Evil
     10' Radius          Both   T       2 dia     2r/lvl
Protection from Good
     10' Radius          Both   T       2 dia     2r/lvl
Protection from Normal
     Missiles            Both   T       1         1t/lvl
Slow                     Cmbt   9+lvl   4x4       3r+1r/lvl

4TH-LEVEL MAGIC-USER SPELLS

Spell Name                    When   Rng     Area      Duration
Charm Monster                 Cmbt   6       1         -
Confusion                     Cmbt   12      2-16      2r+1r/lvl
Dimension Door                Cmbt   0       1         -
Fear                          Cmbt   0       6x3 cone  1r/lvl
Fire Shield (2 Types)         Both   0       1         2r+1r/lvl
Fumble                        Cmbt   1/lvl   1         1r/lvl
Ice Storm (Dmg only)          Cmbt   1/lvl   4 dia     -
Min Globe of Invulnerability  Both   0       1         1r/lvl
Remove Curse                  Both   T       1         -
Bestow Curse                  Cmbt   T       1         1t/lvl

5TH-LEVEL MAGIC-USER SPELLS

Spell Name     When   Rng     Area           Duration
Cloudkill      Cmbt   1       3x3            1r/lvl
Cone of Cold   Cmbt   0       .5/lvl cone    Instantaneous
Feeblemind     Cmbt   1/lvl   1              -
Hold Monster   Cmbt   .5/lvl  1-4 targets    1r/lvl

Copyright 1995 TSR, Inc. All Rights Reserved.
Copyright 1995 America Online, Inc. All Rights Reserved.


HTML version by Joseph Shraibman. Last modified April 6 1997.