The following is the Neverwitner Nights documentation taken from the Neverwinter forum on AOL. Everything here is reproduced exactly. My notes are in italics.
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.
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.
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.
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)
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
/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.
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.
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.
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:
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.
After saving your character, you are given a new menu:
VIEW CHARACTER
RETIRE CHARACTER
BEGIN ADVENTURING
QUIT TO THE SYSTEM
The Training Hall Menu shows your character and lists the commands for modifying your character:
TRAIN CHARACTERTRAIN CHARACTER increases a character's level when he has gained enough experience points (XP). If your character has gained enough XP to advance more than one level, he advances one level, then loses all XP in excess of one point below that required for advancement to the next level. See the section on Experience Points in the Journal for an example.
Advancing in levels takes no game time. When magic-users advance, they may add a spell to their grimoire (spell book). See the Maximum Level Limits by Race, Class, and Prime Requisite chart in the Journal for level limits. Training costs 500 GP per level of the character prior to training.
During the game your character will encounter non-player characters (NPCs). They may talk to your character or attack your character.
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.
ITEMS SPELLS TRADE DROP HEAL CURE EXIT
ITEMS will show all the equipment the character is carrying. Items preceded by a YES are ready for use. Not all commands in the Items Menu are always available.
The following commands may be available when ITEMS is selected:
READY USE TRADE DROP HALVE JOIN SELL ID EXIT
If you are viewing someone else's character, the following menu items may be available:
FOLLOW UNFOLLOW EXIT
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
SEARCH toggles searching on and off. A character moving with SEARCH on is more likely to have a random encounter than a character moving with SEARCH off because he is checking for secret doors, traps, etc. instead of moving stealthily. When a character has SEARCH on, SEARCH is displayed on the screen to the right of the point of view window.
NOTE: The SEARCH command will give you the ability to SNEAK by a battle that you are facing. If there is a battle ahead of your character, choosing the SEARCH command will give you a SNEAK option. The SNEAK option will take you 1 square past the combat to any of the accessible squares beyond. Sometimes your character will take damage from the ensuing battle but never enough to kill the character.
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
REST allows characters to memorize spells and to heal naturally. Characters catch their normal sleep without having to encamp. When spells are being memorized, the initial rest time is established by the time necessary to memorize any spells selected from the MEMORIZE command in the Magic Menu. For every 24 uninterrupted hours of rest in camp, a wounded character regains one HP. Rest can be interrupted by encounters. If possible find safe places to take long rests, such as an inn or places that you are told are safe during the game, as these places will return your hit points at a much faster rate.
REST DAYS HOURS MINUTES ADD SUBTRACT EXIT
ALTER is used to change the characters in your character and the parameters of the game. The Alter Menu includes:
RETIRE ICON SURNAME EXIT
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
MEMORIZE displays the Memorize Menu, the character's grimoire of spells or clerical spell list, and how many spells of each level the spell-caster may memorize. Once you have selected the spells you want your character to memorize, choose the REST command to actually memorize the spells. Remember that a spell-caster can have the same spell memorized multiple times.
MEMORIZE NEXT PREV EXIT
Remember: A character's spells are not memorized until he has rested the necessary time.
A SPELL is defined by who can cast it (cleric, magic-user, paladin, or ranger), when it can be cast, its range, duration, area of effect, and, of course, its actual effect. The Spell Parameters List summarizes all the available spells. When using spells from the Encamp Menu or the Adventure Menu (such as Find Traps), remember that one round equals one minute of game time (one normal move) and one turn equals ten minutes of game time (ten normal moves). For more information about magic and the effects of spells look under "Spells" on page 8 of this manual.
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.
MOVE VIEW AIM USE CAST TURN DONE
AIM allows weapons or spells to be targeted. When aiming a ranged weapon, the range to the target is displayed above the menu bar on some systems. If a character moves adjacent to an enemy, and has no more movement remaining, theAIM command can be used to attack with a melee weapon (sword, mace, etc.). The AIM command can also be used to survey the condition of your party and enemies. As you move the aim cursor over a character or monster, information about him is displayed on the right of your screen. The AIM menu will appear as follows:
NEXT PREV MANUAL TARGET CENTER EXIT
DONE brings up the following menu:
GUARD DELAY PASS ALTER EXIT
ALTER brings up the following menu:
AUTO QUIT EXIT
AUTO turns control of the character over to the computer. Press the ESC key to regain control of your character. Under computer control, a fighting character with a readied missile weapon tends to hang back and attack from a distance. If the character has no readied missile weapon, he readies a melee weapon and charges. Single class magic-users fire missile weapons and cast spells if magic is turned on (see your Data Card for details). They never rush into close combat, even if all of their missile attacks are expended.
Characters remain under computer control for all subsequent combats until manual control is again selected. When a spell- caster character is on AUTO, you may toggle his spell casting on and off.
Treasure Menu
VIEW TAKE DETECT EXIT
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.
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)
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)
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)
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)
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.
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)
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)
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)
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)
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)
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)
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)
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.
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)
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.
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)
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)
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)
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.
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)
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)
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
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 ff=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 3-18RACIAL 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)
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.
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 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 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 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 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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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 - -
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.
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.
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.
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.
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.
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.
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.
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 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 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.
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 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.
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
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)
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.
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.
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.
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 SPELLSBESTOW 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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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
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
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
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 -
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)
Spell Name When Rng Area Duration Barkskin Both T Creature 4r+1r/lvl Charm Person/Mammal Cmbt 12 1 -
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
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
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
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
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
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