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Neverwinter Nights Expansion Pack Manual Interior Front Cover
Neverwinter Nights Expansion Pack Manual Interior Front Cover
TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
What’s Included in this Manual . . . . . . . . . . . . 3
The Story So Far . . . . . . . . . . . . . . . . . . . . . . . 3
The Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The ReadMe File . . . . . . . . . . . . . . . . . . . . . . . 4
Setup and Installation. . . . . . . . . . . . . . . . . . . . 4
System Requirements . . . . . . . . . . . . . . . . . . . . 5
Saving and Loading . . . . . . . . . . . . . . . . . . . . . 5
Places and People . . . . . . . . . . . . . . . . . . . . . . . . 6
Cities and Towns . . . . . . . . . . . . . . . . . . . . . . . 6
The Silver Marches . . . . . . . . . . . . . . . . . 6
Hilltop . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Anauroch . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Floating Cities of Netheril . . . . . . . . 7
Characters in the Tale. . . . . . . . . . . . . . . . . . . . 8
Master Drogan. . . . . . . . . . . . . . . . . . . . . 8
Katriana Dorovnia . . . . . . . . . . . . . . . . . . 8
Adventurers . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Dorna Trapspringer . . . . . . . . . . . . . . . . . 9
Xanos Messarmos . . . . . . . . . . . . . . . . . . 9
Deekin Scalesinger. . . . . . . . . . . . . . . . . . 9
Foes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Medusa. . . . . . . . . . . . . . . . . . . . . . . . . . 10
Basilisk . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Gorgon . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Wyrmlings . . . . . . . . . . . . . . . . . . . . . . . 11
Faerie Dragons and Pseudodragons . . . 11
Sphinx . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Formians . . . . . . . . . . . . . . . . . . . . . . . . 12
Stingers . . . . . . . . . . . . . . . . . . . . . . . . . 12
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INTRODUCTION
Player’s Handbook . . . . . . . . . . . . . . . . . . . . . . 13
Prestige Classes . . . . . . . . . . . . . . . . . . . . . . . 13
N everwinter Nights™ continues the epic role-playing game revolution
with the Shadows of Undrentide expansion pack, featuring all-
new prestige classes, monsters, weapons, feats, skills and spells!
Arcane Archer . . . . . . . . . . . . . . . . . . . . 13 Engage in a brand new single-player adventure with more than 20
Assassin . . . . . . . . . . . . . . . . . . . . . . . . . 14 hours of gameplay. Dungeon masters can create richer experiences
Blackguard . . . . . . . . . . . . . . . . . . . . . . . 15 with three new tilesets, plus enhancements that bring even more
Harper Scout . . . . . . . . . . . . . . . . . . . . . 16 depth to the originals. Construct the plot, set projectile traps and
Shadowdancer . . . . . . . . . . . . . . . . . . . . 18 develop non-player character conversations with new Neverwinter
Alignment Shift . . . . . . . . . . . . . . . . . . . . . . . 20 Aurora Toolset Wizards.
New Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 What’s Included in this Manual
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Grenade-like Weapons . . . . . . . . . . . . . . . . . . 39
T his manual calls out enhancements to the rules, and provides
descriptions of the new features, including skills, feats, spells
and weapons. Where necessary, please refer to the original
Neverwinter Nights game manual or the Dungeons & Dragons® Player’s
Toolset Additions . . . . . . . . . . . . . . . . . . . . . . . 40 Handbook, Dungeon Master’s Guide or the Monster Manual, which are
available at book and game stores.
Spells Appendix . . . . . . . . . . . . . . . . . . . . . . . . 42
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 The riddles of wisdom and tales of fierce monsters grow with every
lesson, seemingly embellished by the anticipation of some type of
initiation. What kernel of wisdom will you derive from the next
enigmatic lesson? What daring adventures will you begin with your
next quest?
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Anauroch
Known as The Great Waste, this tremendous desert was the result
of foul magics being leveled upon the lands of the Netheril, who
dwelt above then-grassy plains in floating cities raised by magic.
Now, few make it their home. Among them are the nomadic Bedine
and the Zhentarim, who seek to forge a permanent trade route
through the desert.
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Deekin Scalesinger
Deekin is a rather remarkable member of the Dripping
Fang clan of kobolds. Unlike other kobolds, Deekin
aspires to something “bigger” than mining, marauding
and looting. He aspires to be a skald, a noble northern
bard of legend. His goal is to write a heroic saga that
will rival any of the classics… his chief problem is that
his fellow kobolds are anything but heroic. Deekin has
recently decided that he’ll have to look a little further
afoot if he is going to find a hero befitting his saga.
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FOES Gorgon
Gorgons are bull-like creatures that
T he creatures listed below are found in the wilds and dungeons
around the Forgotten Realms. Note: You can immediately see how
difficult a creature is to defeat by selecting the “Examine” option from
guard their territory fiercely. They are
fond of rocky areas, especially
underground labyrinths. A typical
the radial menu while playing.
gorgon stands over six feet tall at
Medusa the shoulder and measures eight
The medusa is a hateful, repulsive creature that turns feet from snout to tail. Although
living beings into stone with its gaze. It prizes art built like a bull, the gorgon is
objects, fine jewelry, and wealth. A medusa is indis- covered with metallic black scales
tinguishable from a normal human at distances greater and has silver horns. Its eyes burn red, giving the impression of two
than 30 feet. Once the creature is clearly visible, its hot coals set beneath its heavy brow.
true nature is revealed. Its hideous face is crowned Wyrmlings
with a mass of writhing, hissing snakes instead of hair
Wyrmlings are dragons that have just hatched from the
and its eyes glow a deep red. In contrast, its body is
egg. From newborn to about five years old, wyrmlings
perfectly proportioned and exceptionally attractive,
are only about two to five feet long. Wyrmlings have
although scaly and earthen colored.
all the abilities of their older brothers and sisters, but are
Medusas are found in nearly every climate. Some dwell in large cities, far less powerful. Nevertheless,
becoming active in the criminal underworld to gain what they desire. it is a fool who approaches a wyrmling
without caution.
Basilisk
The basilisk is a reptilian monster that petri- Faerie Dragons and Pseudodragons
fies living creatures with a mere gaze. Pseudodragons are tiny, playful
Fighting a basilisk requires either members of the dragon family,
careful preparation or considerable red-brown in color with fine
good fortune. Basilisks are found in scales, short horns and sharp
nearly every climate, and tend to teeth. While capable of
build lairs in sheltered subterranean delivering vicious bites,
areas, such as caves and shallow bur- the pseudodragon’s main
rows. A basilisk usually has a dull brown weapon is its flexible tail, which
body with a yellowish underbelly. A single is about two feet long and barbed.
row of bony spines lines its back, and some speci-
Faerie dragons have emerald-green scales and brightly colored butter-
mens sport a short, curved horn atop the nose. An
fly wings. Some faerie dragons and pseudodragons may seek
adult basilisk grows to about six feet long, not including its tail, which can
humanoid companionship, and often serve as familiars to wizards.
reach an additional five to seven feet.
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• Hit Die: d10 Many Harpers are bards, but by no means all. Ranger, rogue,
• Proficiencies: All simple and martial weapons, all types of armor sorcerer and wizard are common vocations for Harpers, as these
and shields classes tend to have versatility and mobility. All have some skill at
• Skill Points: 2 + Int Modifier manipulating others, a resistance to outside mental influences, acute
abilities of perception, and a talent for solving problems.
Requirements
To qualify as a blackguard, a character must fulfill all of the following Not all Harpers are members of the Harper scout prestige class, and
criteria: rank within the organization does not depend upon a character’s
• Feats: Hide 5 ranks level in this or any other class. However, most of the higher-ranked
• Skills: Cleave Harpers have at least one level in the Harper scout prestige class.
• Alignment: Any evil The highest-ranked Harpers are called the High Harpers, and they
• Base Attack Bonus: +6 are responsible for most of the long-term planning for the organization.
Abilities The High Harpers are voted into their position by a secret ballot
• Smite Good: Beginning at 2nd level, the blackguard adds Charisma among the other High Harpers, with the criteria being experience,
modifier to attack roll vs. good. exceptional service, and discretion in implementing the Harpers’ plans.
• Dark Blessing: Beginning at 2nd level, the blackguard adds • Hit Die: d6
Charisma modifier to saving throws. • Proficiencies: simple weapons, light armor
• Turn Undead: Beginning at 3rd level, the blackguard can make • Skill Points: 4 + Int modifier
undead flee.
• Create Undead: Beginning at 3rd level, the blackguard can summon Requirements
an undead ally. To qualify to become a Harper scout, a character must fulfill all of
• Summon Fiend: Beginning at 5th level, the blackguard can summon the following criteria:
a fiendish ally. • Feats: Alertness, Iron Will
• Sneak Attack: The blackguard gets a damage bonus that increases • Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline
with experience: +1d6 at 4th level; +2d6 at 7th level; and +3d6 at 4 ranks
10th level. • Alignment: Any non-evil
• Spells: At 2nd level, the blackguard gains the ability to cast Bull’s
Strength once per day. At 6th level, the blackguard gains the ability to Abilities
cast Inflict Serious Wounds once per day. At 7th level, the blackguard • Harper Knowledge: Like a bard, a Harper scout has a knack for
gains the ability to cast Contagion once per day. At 8th level, the black- picking up odds and ends of knowledge. This ability works exactly
guard gains the ability to cast Inflict Critical Wounds once per day. like the bardic knowledge ability of the bard class. If a Harper
scout has bard levels, the character’s Harper scout levels and bard
Harper Scout levels stack for bardic knowledge.
Harpers are members of a secret society dedicated to hold- • Favored Enemy: A Harper scout selects a favored enemy just as
ing back evil, preserving knowledge, and maintaining the a ranger does. Upon reaching 4th level as a Harper scout, the
balance between civilization and the wild. Harpers learn bonus against the Harper scout’s first favored enemy increases
arcane spells and many skills to help them in their duties of espi- to +2, and she gains a new favored enemy at +1.
onage, stealth and reporting information.
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• Deneir’s Eye: At 2nd level, the Harper scout gains a +2 holy bonus Shadowdancers often work in troupes, never staying in one place
to saving throws against traps. This is a supernatural ability. too long. Some use their abilities to entertain. Others operate as
• Tymora’s Smile: At 3rd level, once per day, the Harper scout or a thieves, using their abilities to infiltrate past defenses and dupe others.
target receives a +2 saving throw bonus on all saving throws for 5 All shadowdancer troupes maintain an aura of mystery among the
turns. This is a supernatural ability. populace, who never know whether to think well or ill of them.
• Lliira’s Heart: At 4th level, the Harper scout gains a +2 holy
• Hit Dice: d8
bonus to saving throws against mind-affecting spells. This is a
• Proficiencies: simple weapons, light armor
supernatural ability.
• Skill Points: 6 + Int modifier
• Spells: These spells are cast as arcane spells, so they are subject to
arcane spell failure if the Harper scout is wearing armor: At 2nd Requirements
level, the Harper scout gains the ability to cast the spell Sleep once To qualify as a shadowdancer, a character must fulfill all of the fol-
per day. At 3rd level, the Harper scout gains the ability to cast the lowing criteria:
spell Cat’s Grace once per day. At 4th level, the Harper scout gains
the ability to cast Eagle’s Splendor once per day. At 5th level, the • Skills: Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks
Harper scout gains the ability to cast the spell Invisibility once per day. • Feats: Dodge, Mobility
• Craft Harper Item: At 5th level, the Harper scout gains the abili- Abilities
ty to create two types of potions. The Harper scout can create one • Hide in Plain Sight: The shadowdancer is able to use the Hide
potion per day, either a Cat’s Grace potion or Eagle’s Splendor. skill even while being observed.
To create either potion, the Harper scout must spend 60 gold and • Shadow Daze: Once per day, the shadowdancer may inflict an
5 experience points. These potions allow a Harper scout to better illusory daze upon a target. This daze lasts for five rounds.
support her agents and allies. • Summon Shadow: Once per day, the shadowdancer can summon
Shadowdancer a shadow. This shadow is extremely difficult to turn and becomes
more powerful as the shadowdancer gains levels.
Operating in the border between light and darkness, shadow-
• Shadow Evade: Three times per day, the shadowdancer can call
dancers are nimble artists of deception. They are mysterious
upon the shadows in the area to help conceal her. The shadow-
and unknown, never completely trusted but always inducing
dancer gains a concealment bonus, damage reduction and an AC
wonder when met.
bonus that improves with experience.
Rogues, bards and monks make excellent shadowdancers, but
fighters, barbarians, rangers and paladins also find that shadow-
dancer abilities allow them to strike at their opponents with surprise
and skill. Wizard, sorcerer, cleric and druid shadowdancers employ
the defensive capabilities inherent in the prestige class to allow them
to cast their spells from safety and move away quickly. Despite their
link with shadows and trickery, shadowdancers are as often good as
evil. They may use their incredible abilities as they wish.
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Blind Fight
This feat grants the character the ability to fight well if
blinded or against invisible creatures. The character gets to
roll her miss chance percentile to see if her attack actually
hits. As well, invisible creatures get no bonus to hit the character in
melee.
Type of Feat: General
Prerequisite: None
Use: Automatic
Blooded
Character gains a +2 bonus to initiative and a +2 bonus to
Spot checks.
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New Spells Inflict Light Wounds: If the caster succeeds in striking an oppo-
nent with a touch attack, the target suffers 1d8 points of damage,
B elow is a quick summary of the new spells, grouped by class
and level. Full descriptions appear in the game. +1 point per caster level to a maximum of +5. Inflict spells have a
reverse effect when used on undead, causing the targeted undead to
Bard take an amount of healing equal to what the spell normally damages.
0-Level Divine Favor: The caster gains a +1 bonus to attack and weapon dam-
Flare: A burst of hot light is fired from the caster to one target, age rolls for every three caster levels (at least +1, to a maximum of +5).
making it suffer a –1 penalty to attack rolls.
Endure Elements: The target creature gains damage resistance 10/–
1st-Level against all elemental forms of damage. The spell ends after absorb-
Balagarn’s Iron Horn: The caster creates a deep, resonant vibration ing 20 points of damage from any single elemental type.
that shakes all creatures in the area of effect from their feet if they
Shield of Faith: The target gains a +2 deflection bonus to their
fail a strength check(as if the caster had a strength of 20). Every
armor class, with an additional +1 bonus for every six levels of the
creature that falls will be knocked down for one round.
caster (maximum of +5).
Amplify: Decreases the DC of hearing sounds in the caster’s area
Entropic Shield: A magical field appears around the caster, grant-
by 20.
ing the caster a 20 percent miss chance against all ranged attacks.
3rd-Level 2nd-Level
Wounding Whispers: The caster is surrounded with whispers that
Inflict Moderate Wounds: If the caster succeeds in striking an oppo-
injure any creature that hits the caster for 1d6 +1 per level points of
nent with a touch attack, the target suffers 2d8 points of damage, +1
sonic damage.
point per caster level to a maximum of +10. Inflict spells have a
6th-Level reverse effect when used on undead, causing the targeted undead to
Dirge: The caster’s song draws the energies of death and destruc- take an amount of healing equal to what the spell normally damages.
tion. Any enemies in the area of effect suffer 2 points of Strength
3rd-Level
and Dexterity ability score damage each round.
Inflict Serious Wounds: If the caster succeeds in striking an oppo-
Cleric nent with a touch attack, the target suffers 3d8 points of damage, +1
point per caster level to a maximum of +15. Inflict spells have a
0-Level reverse effect when used on undead, causing the targeted undead to
Inflict Minor Wounds: If the caster succeeds in striking an oppo-
take an amount of healing equal to what the spell normally damages.
nent with a touch attack, the target suffers 1 point of damage. Inflict
spells have a reverse effect when used on undead, causing the tar- Continual Flame: This creates a magical flame that burns as bright
geted undead to take an amount of healing equal to what the spell as a torch until dispelled.
normally damages.
4th-Level
1st-Level Inflict Critical Wounds: If the caster succeeds in striking an oppo-
Bane: The caster’s enemies are filled with fear and doubt. They suffer nent with a touch attack, the target suffers 4d8 points of damage, +1
a –1 penalty on their attack rolls and a –1 penalty on saving throws point per caster level to a maximum of +20. Inflict spells have a
against fear. reverse effect when used on undead, causing the targeted undead to
take an amount of healing equal to what the spell normally damages.
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6th-Level Ranger
Drown: The caster creates water in the lungs of a target creature. 1st-Level
Any target failing its saving throw will take 90 percent of its HP in Magic Fang: This spell strengthens the caster’s animal companion,
damage. Golems and other nonliving creatures cannot be drowned. giving it +1 to hit and +1 to damage.
8th-Level Camouflage: The caster’s coloring changes to match the surround-
Sunburst: The caster directs a brilliant explosion that causes 1d6 ings, gaining a +10 competence bonus to any Hide checks.
points of damage per caster level to all undead creatures, to a maxi-
mum of 25d6 (6d6 points of damage to creatures that are not undead). 2nd-Level
Vampires are destroyed instantly if they fail a Reflex saving throw. One With the Land: The caster forges a strong link with nature,
All enemies in the area of effect must also make a successful Reflex gaining a +4 competence bonus to Animal Empathy, Hide, Move
saving throw or be blinded permanently (the blindness can only be Silently and Set Trap skills.
magically removed).
3rd-Level
Bombardment: Rocks fall from the sky, causing 1d8 points of dam- Greater Magic Fang: This spell strengthens the caster’s animal
age per caster level (max 10d8) to all enemies in the area. companion, giving it +1 to hit and +1 to damage for every three
levels of the caster (maximum of +5).
9th-Level
Earthquake: The caster causes a massive earthquake around him- 4th-Level
self, causing 1d6 points of damage per caster level (to a maximum of Mass Camouflage: All allies in the area of effect gain a +10 bonus to
10d6) to all creatures in the area of effect. The caster is not affected their Hide skills.
by the earthquake.
Sorcerer/Wizard Spells
Paladin 0-Level
1st-Level Flare: A burst of hot light is fired from the caster to one target,
Endure Elements: The target creature gains damage resistance 10/– making it suffer a –1 penalty to attack rolls.
against all elemental forms of damage. The spell ends after absorb-
Acid Splash: The caster fires a small orb of acid at the target for
ing 20 points of damage from any single elemental type.
1d3 points of acid damage.
Divine Favor: The caster gains a +1 bonus to attack and weapon
Electric Jolt: The caster does 1d3 points of electrical damage to a
damage rolls for every three caster levels (at least +1, to a maximum
target.
of +5).
1st-Level
2nd-Level Shield: The caster gains a +4 bonus to AC. As well, the caster is
Aura of Glory: The caster channels divine power to gain a +4
immune to the spell Magic Missile for the duration of the shield.
Charisma bonus. All allies near the caster gain a +4 bonus to their
saving throws vs. fear.
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True Strike: Through magical intuition, the caster gains a +20 5th-Level
bonus to attack rolls. Bigby’s Interposing Hand: A giant hand appears over the target,
Expeditious Retreat: The caster becomes 150% faster than their nor- making it difficult for him to attack. He receives a –10 penalty to all
mal movement rate, allowing them to flee from dangerous encounters. attack rolls for the duration of the spell.
This spell has no effect if the caster is already hasted. Firebrand: Masses of flame (one per caster level) appear and ran-
domly target and hit any hostile creature in the area of effect. If there
2nd-Level are more creatures than balls of flame, only the closest targets will be
Tasha’s Hideous Laughter: If the target fails his or her saving
damaged. If there are more balls of flame than creatures, the excess
throw, the target will begin laughing hysterically, and will be unable
balls of flame disappear. Each ball of flame explodes for 1d6 points of
to defend themselves until the spell wears off. A creature whose
damage per caster level (to a maximum of 15d6).
racial type is different from the caster gains a +4 bonus on its saving
throw, because humor doesn’t “translate” well. 6th-Level
Continual Flame: This creates a magical flame that burns like a Bigby’s Forceful Hand: A giant hand appears and attempts to
torch until dispelled. stomp and knock down one target. The hand gains a +14 bonus on
the strength check.
Balagarn’s Iron Horn: The caster creates a deep, resonant vibration
that shakes all creatures in the area of effect from their feet if they Isaac’s Greater Missile Storm: A number of energy missiles (one
fail a strength check (as if the caster had a strength of 20). Every per caster level to a maximum of 20) appear and randomly target
creature that falls will be knocked down for one round. and hit any hostile creature in the area of effect. If there are more
creatures than missiles, only the closest targets will be damaged. If
3rd-Level there are more missiles than creatures, one of the targets will be hit
Gust of Wind: This spell creates a blast of air that knocks down any with multiple missiles. Each missile does 3d6 points of damage.
creatures failing their saving throws. It is also powerful enough to
disperse any area of effect effects (such as cloudkill) that are in the 7th-Level
path of the wind gust. Bigby’s Grasping Hand: A giant hand appears and attacks the target.
If the hand hits and succeeds in a grapple check, the opponent is held
Displacement: The target gains 50% concealment, through the for the duration of the spell.
caster’s ability to emulate the natural abilities of the displacer beast.
Banishment: The caster is able to cause all summoned creatures,
4th-Level familiars, animal companions and Outsiders in the area of effect to
Isaac’s Lesser Missile Storm: A number of energy missiles (one per be destroyed. A number of creatures equal to twice the caster’s level
caster level to a maximum of 10) appear and randomly target and in HD can be banished.
hit any hostile creature in the area of effect. If there are more crea-
tures than missiles, only the closest targets will be damaged. If there 8th-Level
are more missiles than creatures, one of the targets will be hit with Bigby’s Clenched Fist: A giant hand appears and attacks the target,
multiple missiles. Each missile does 1d6 points of damage. once each round for the duration of the spell. Each hit causes
1d8+11 points of damage to the target and if they fail their saving
throw they are stunned for that round as well.
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Sunburst: The caster directs a brilliant explosion that causes 1d6 Weapons
points of damage per caster level to all undead creatures, to a maxi- There are several new weapons with varying qualities that you will
mum of 25d6 (6d6 points of damage to creatures that are not come across during your adventures.
undead). Vampires are destroyed instantly if they fail a Reflex sav-
ing throw. All enemies in the area of effect must also make a suc- Grenade-like Weapons
cessful Reflex saving throw or be blinded permanently (the blind- Acid Flask: Flasks of acid, most often used by alchemists
ness can only be magically removed). and engravers, can be useful weapons for an adventurer,
Greater Sanctuary: The caster becomes ethereal. No other creature particularly when faced with creatures that may be resistant
can detect the caster. Attacking or peforming a hostile action will to other attacks.
dispel Greater Sanctuary. Alchemist’s Fire Flask: These flasks contain a volatile mix-
ture that bursts into flame upon contact with air.
9th-Level
Bigby’s Crushing Hand: A giant hand appears and attacks the
target. If it hits and succeeds in a grapple check, the target is held Caltrops: Caltrops are small pyramid-shaped spikes
fast for the duration of the spell and suffers 2d6+12 points of damage designed so that no matter which way they fall, a sharp
each round. spike is always pointing up. They are often used to slow or
hobble pursuit.
Choking Powder: Choking powder is a mix of irritating
peppers and natural herbs that can temporarily incapacitate
a target.
Holy Water Flask: Flasks of water blessed by a cleric of a
good deity are valuable weapons against the undead.
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SPELLS APPENDIX
Acid Splash Camouflage Firebrand Mass Camouflage
Bigby’s Grasping Hand Endure Elements Inflict Serious Wounds Tasha’s Hideous
Laughter
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Up-to-the-minute technical information about Atari products is gen- major holidays.
erally available 24 hours a day, 7 days a week via the Internet at:
http://www.atarisupport.com Before making your call, we ask that you be at your computer, have
the following information available, and be ready to take notes:
Through this site you’ll have access to our FAQ (Frequently Asked
Questions) documents, our FTP (File Transfer Protocol) area • System Make and Model
where you can download patches if needed, our Hints/Cheat Codes • Processor Type
if they’re available, and an E-Mail area where you can get help and • Operating System, including version number if possible (such as
ask questions if you do not find your answers within the FAQ. Windows® 98; Windows® Me)
• RAM (Memory)
Note: In the event we must send you a Hint Sheet, FAQ document, • Video and sound card data and drivers
patch or update disc via E-mail, we may require verifiable consent • Any screen or error messages you’ve encountered (and where)
from a parent or guardian in order to protect children’s privacy and
safety online. Consent Forms are available at the web site listed above. You may also fax in your Technical Support questions or problems
to (425) 806-0480.
Help Via Telephone/Fax in the United States & Canada
For phone assistance, call Atari Technical Support at (425) 951-7106. Product Return Procedures in the United States & Canada
Our Interactive Voice Response system is generally available 24/7, In the event our technicians at (425) 951-7106 determine that you
providing automated support solutions immediately. need to forward materials directly to us, please include a brief letter
explaining what is enclosed and why. Make sure you include the
Great News! We’ve improved our Automated Systems so that you Return Merchandise Authorization Number (RMA#) supplied to
can get product-specific Troubleshooting help more quickly. All you you by the technician, and your telephone number in case we need to
need to do is enter the product’s Part # when prompted to do so. call you. You will receive the mailing address when the technician
This will take you directly to all of our known issues and solutions gives you the RMA#. Any materials not containing this RMA# will
for this title. The product’s Part # is located in several places (on the be returned to you unprocessed.
CD label, package and/or plastic disc case) and is usually identified
by a number such as 04-12345. When prompted by the Automated Warranty Policy in the United States & Canada
System, enter the last five digits of your product’s Part #. (For If our technicians determine that the product storage medium is found
example, Part # 04-12345 would require that you enter the “12345” to be defective within ninety (90) days of original purchase, (unless
portion of the number for that product.) Note: Some products sim- otherwise provided by applicable law), Atari, Inc. will replace the item
ply feature a five-digit Part # without an “04-” prefix. free of charge, to the original purchaser, if the item is accompanied by
the original dated receipt and packaging. If you do not have the origi-
nal receipt, or if the warranty period has expired, Atari, Inc. will
replace the product storage medium for a nominal fee.
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2. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original LIMITATION OF LIABILITY
and copy of the Software are kept in your possession. IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCI-
DENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHAT-
3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer all of the SOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY,
Software (including all component parts, the media and printed materials and any upgrades) and the recipient reads FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, LOSS OF
and accepts this EULA. PRIVACY, FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELAT-
RESTRICTIONS ED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED
1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompany- REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
ing printed materials. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSE-
QUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFT-
3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works based WARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
on the Software (except to the extent expressly permitted in the Editor and End-User Variation section of this
Agreement or other documentation accompanying the Software) or otherwise commercially exploit the Software. CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and the State of New York, exclusive of its conflicts
4. You may not electronically transmit the Software from one computer, console or other platform to another or over a of law provisions. The exclusive venue for litigation regarding or arising from this EULA is New York County, New
network. York and you agree to submit to the Jurisdiction of the courts of New York County, New York for any such litigation.
5. You may not use any backup or archival copy of the Software for any purpose other than to replace the original copy MISCELLANEOUS
in the event it’s destroyed or becomes defective. If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will be sev-
ered from and in no way affect the validity or enforceability of the remaining provisions of the EULA.
This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
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Druid 32 P
Blood Frenzy 33 NOTES
Bombardment 34 Prestige Classes 13
Drown 34 Arcane Archer 13
Earthquake 34
Flare 32 Assassin 14
Greater Magic Fang 33 Blackguard 15
Inferno 33 Harper Scout 16
Magic Fang 32
Mass Camouflage 33 Shadowdancer 18
One With the Land 33 S
Owl’s Insight 33
Quillfire 33 Saving and Loading 5
Spike Growth 33 Spells Appendix 42
Sunburst 34
Paladin 34 System Requirements 5
Aura of Glory 34 Anauroch 6
Divine Favor 34 Hilltop 6
Endure Elements 34
The Floating Cities of Netheril 7
Ranger 35
Camouflage 35 The Silver Marches 6
Greater Magic Fang 35 T
Magic Fang 35
Mass Camouflage 35 Technical Support 48
One With the Land 35 Toolset Additions 40
Sorcerer/Wizard Spells 35 Aurora Toolset — New Wizards &
Acid Splash 35
Balagarn’s Iron Horn 36 Features 41
Banishment 37 Exporting and Importing 41
Bigby’s Clenched Fist 37 Plot Wizard 41
Bigby’s Crushing Hand 38 Store Setup Wizard 41
Bigby’s Forceful Hand 37 Waypoint Walking 41
Bigby’s Grasping Hand 37 Tilesets 40
Bigby’s Interposing Hand 37 Desert 40
Continual Flame 36 Ruins 40
Displacement 36 Rural Winter 40
Electric Jolt 35
Expeditious Retreat 36 W
Firebrand 37 Weapons 39
Flare 35
Greater Sanctuary 38 Grenade-like Weapons 39
Gust of Wind 36 Acid Flask 39
Isaac’s Greater Missile Storm 37 Alchemist’s Fire Flask 39
Isaac’s Lesser Missile Storm 36 Caltrops 39
Shield 35 Choking Powder 39
Sunburst 38 Holy Water Flask 39
Tasha’s Hideous Laughter 36 Tanglefoot Bag 39
True Strike 36 Thunderstone 39
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NOTES NOTES
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NOTES NOTES
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NOTES NOTES
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NOTES NOTES
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NWNPC_XLManInt 5/13/03 11:31 AM Page 64
DISCOVER SECRETS TO
ENDLESS ADVENTURES…
Inside the Official
Strategy Guide from
BradyGames!
ISBN: 0-7440-0268-0
UPC: 7-52073-00268-8
PRICE: $19.99 US / $28.99 CAN / £14.99 Net UK
NEVERWINTER NIGHTS Shadows of Undrentide © 2003 Atari, Inc. All Rights Reserved. Neverwinter Nights, Forgotten
Realms, the Forgotten Realms logo. Dungeons & Dragons logo, Dungeon Master, D&D, Baldur's Gate, and the Wizards
of the Coast logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by
Atari under license. All Rights Reserved. BioWare, the BioWare Aurora Engine and the BioWare logo are trademarks of
BioWare Corp. All Rights Reserved. Windows and Windows 95/98/2000 are registered trademarks of Microsoft corpo-
ration. All Rights Reserved. All other copyrights and trademarks are property of their respective owners.
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