This article is about a 2002 game developed by Bioware. For the 1991 multiplayer game, see Neverwinter Nights (1991 game).
Neverwinter Nights is a computer role-playing game developed by the Canadian company BioWare and originally released for Windows by Infogrames (now Atari) in 2002. Initially, the publisher of the game was supposed to be Interplay Entertainment, but the financial difficulties of the company led to a change of publisher. In 2003, versions for Mac OS X and Linux were released - the client for Linux, developed by BioWare itself, was free, but required the purchase of a version of the game for Windows.
The game takes place in the fantasy world of Forgotten Realms, common to the tabletop role-playing game Dungeons & Dragons and a number of computer games based on it, in particular, in the city of Neverwinter and its environs. The mechanics of Neverwinter Nights are based on the third edition of Dungeons & Dragons. The plot of the main game is built around a mysterious epidemic that has engulfed Neverwinter; the protagonist - a graduate of the "Academy of Heroes" - is trying to find a cure for the disease and its true cause. The Base Edition includes a campaign available for both single-player and multiplayer modes, and BioWare Aurora Neverwinter Nights Toolset (Windows only), a powerful tool for creating modules on the game's resources.
The game received high reviews from critics, who especially noted the extensive and interesting storyline, as well as loyalty to the principles of the board game. In 2003-2004, three expansions were released for the game: Shadows of Undrentide, Hordes of the Underdark and Kingmaker. In 2006, the sequel game Neverwinter Nights 2, developed by Obsidian Entertainment, was released.
Prologue
The game begins in the Academy of Heroes of the city of Neverwinter, where the hero is trained. During the final exams, the Academy is attacked by some mysterious cultists and their goblin henchmen, during which many students and instructors are killed. The protagonist cuts his way out of the building, after which he learns that during the attack 4 creatures were missing, which can help create a unique cure for the plague that swept the city. As the best student, the protagonist is asked to help find these creatures.
First chapter
After passing the prologue, Chapter 1 begins, the main task of which is to collect four components from escaped creatures. You will have to look for them in different parts of the city, gripped by epidemic and despair. Bandits are looting the streets, dead people have risen from their graves, prisoners have escaped from prison, and in all this chaos it is necessary to get to those objects that will save all these people. After the hero brings all 4 items to the paladin of the light god Tyre, Lady Aribet, the ritual of creating a medicine begins. But the traitor Dester, posing as cleric Helm, kidnaps him, fleeing to his fortress. The hero goes after him in order to punish the scoundrel and return the medicine. He copes with the task and saves the city from the plague, but lady Aribet's lover, Dester's closest friend, Fentik Moss is sent to be executed by hanging on charges of aiding a traitor.
Chapter Two
In the second chapter, the ruler of the city, Lord Nasher Alagonder, begins to investigate the activities of a strange cult, which first caused the plague, and then in every way prevented it from stopping. The hero will have to find the headquarters of the cultists in the vicinity of the pirate city of Luscan. After gathering some evidence showing that the cultists were operating from Luscan, he went to the city itself. In the context of the struggle of two insane pirate captains, he must get a key that opens the way to the tower of magicians, in which evil lurks. Lady Aribet increasingly falls into depression due to the death of her lover. At the end of the second chapter, the hero learns that behind the actions of the cult is a powerful snake-like creature named Morag. To make matters worse, Morag managed to win over Lady Aribet, who was angry with the people of Neverwinter.
Chapter Three
In the third chapter, the hero must go in search of powerful artifacts - the Words of Power, which are also hunted by cult agents. The hero will meet with powerful dragons and go back in time to get magic items. In the end, after many difficult trials, the hero managed to get three Words of Power. Immediately he learns that the armies of Luscan, led by Lady Aribet and cult leader Maugrim, are already besieging Neverwinter. The hero immediately goes there to save the city.
Chapter Four
From his ally, the lizard Hadralin, the hero learns that the Words of Power are not three, but four, that one of them was received by Maugrim, and that only by gathering all four together can morag be defeated. The hero fights his way through the captured areas of the city to the headquarters of Maugrim. Before meeting him, he will have a battle with Lady Aribet, which can end either in her death or turning to the light. After killing Maugrim and obtaining the fourth Word, the hero plunges into the spring stone (magical space outside of time) where Morag is located and kills her. After defeating Morag, Hedralin saves the hero by opening a portal to safety. The destruction of the Words of Power signifies her death, and after living such a long life, Hedralin accepts her with humility. Having lost a leader, Luscan's armies flee and the rescued Neverwinter honors his heroes.
Characters
Main article: Characters of Neverwinter Nights
Aribet Tilmarand
Nasher Alagondar is the ruler of the city of Neverwinter. In the past, Nasher was an adventurer and found considerable fame along the way. He was the leader of the team of heroes "Northern Four", whose exploits were legendary. Lord Nasher rules the city wisely and justly, sparing no effort and means to protect it, under his leadership Neverwinter prospers. In the sequel, he continues to rule the city, trying to return it to its former glory.
Fentik Moss is a servant of Tyre, one of Lord Nasher's confidants. Fentik was Lady Aribet's lover and a close friend of Dester. Together with Aribet, he was engaged in the search for Wotherde creatures and the manufacture of medicine for the Howling Death. After Dester's betrayal, Fentik was suspected of complicity, and the embittered people of Neverwinter demanded his death. Despite the fact that Fentik's innocence was obvious and Aribet did everything to save him, Lord Nasher sentenced Fentik to death. His death greatly influenced the further development of events, because it prompted Lady Aribet to commit treason. Appears in a cameo in Neverwinter Nights 2.
Dester is a fanatical minister of worship and an associate of Maugrim. On his orders, he captured the fortress of Helm. Under the guise of the guardian knight Helm spread the plague in the city of Neverwinter. He was behind the attack on the Academy, the disappearance of the Waterdeep creatures, the attack on the castle of Nevers. He tried to escape with the medicine in the fortress of Helm, but was captured by the protagonist. Dester eventually realized that Maugrim had abandoned him, simply using him for his own purposes. He was burned at the stake.
Maughrim is the head of a cult that worships the ancient Queen Morag. Seduced by promises of immortality and power, Maugrim helped the Queen of the Ancients do evil. Morag was imprisoned in a spring stone and gained strength from the suffering and death of people. On her orders, Maugrim, through Dester, organized a plague in Neverwinter, then sent cult agents around the neighborhood around the village of Beorunna's Well to search for the Words of Power. Maughrim, together with Aribet, led Luscan's armies to Neverwinter. The hero managed to get into a building in the captured part of the city, where Maugrim was hiding. Maugrim's mind became clouded, and his body, exhausted by dark rituals, began to rot alive. The hero fights him and kills him. Mowgrim reappears in Neverwinter Nights: Hordes of the Underdark. After his death, the mad priest found himself in Kania, the Eighth Underworld, and joined the Order of the Long Death, an organization of villains about to seize power over Hell. Thus, the hero had to kill Maugrim a second time.
Aarin Gend is the chief of spies of the city of Neverwinter, one of Lord Nasher's closest associates. Helps the hero track down the cultists. After the betrayal, Aribet took her place as Lord Nasher's right-hand man. He also helped the hero in the search for the Words of Power. He was responsible for the defense of the city. If the protagonist is a woman, a romantic relationship with him is possible.
Morag is the queen of an endangered race of reptiles known as the Ancients. This civilization experienced its heyday thousands of years ago, when Feyrun was not a frosty tundra, but a continuous tropical forest. Morag seized power as a result of a series of bloody plots. Her reign was full of military triumphs and tyranny. Morag put her spirit into the spring stone to achieve immortality and one day be reborn in all her power. In this she was helped by Maugrim and the cult that deified her. However, the hero prevented Maugrim from collecting all four Words of Power, with which he was going to free Morag. Penetrating into the stone-source, the hero dealt with Morag and her henchmen. The queen of human lizards disappeared forever along with the source stone.
Hedralin is the leader of the slaves of the Words of Power.
Satellites
Only one satellite can be carried with you at a time. If the satellite dies, it will be reborn in the temple, where it can be taken back into the squad.
You cannot control the satellite. Also, you can not change the equipment of the satellite. The player can only specify the type of weapon - close or ranged combat.
However, in June, with the approval of Bioware, a modification of Pausanias was written - a small patch that, after its installation, allowed not only to equip the satellite with armor and weapons, but also to control its behavior in battle.
Regardless of the time spent together, during each episode, the companions tell the hero a part of their story and give the task to find a certain object, the characteristics of which increase as the plot develops. Some items can be found only after receiving the task.
Boddinok Glinkle
The sorcerer comes from the island of Lantán. His father was an agronomist, as a result of which Boddinok is very well versed in plants and herbs. Lanthanum is mainly known for its scientists and inventors, and a sorcerer among the natives of the island is rarely found. Boddinok was trained in magic by a sorcerer named Proffiro, and showed great success.
Boddinok is calm, balanced, he has the mindset of a scientist - he seeks to explore and study everything, while at the same time acting very carefully and soberly assessing his strength.
Boddinok arrived at Neverwinter in the hope of understanding the nature of the plague, studying the methods of distribution, and possibly finding a cure for it. After saving the city, Boddinok returned to his homeland.
Race: gnome
Class: Sorcerer (14)
Worldview: law-abiding neutral
Short circuit (protection class): 24
ZD (hits): 121
Strength: 10, Agility: 12, Constitution: 23, Intelligence: 12, Wisdom: 8, Charisma: 21
Appearance: 1-4 campaign chapters
In the first episode, Boddinok asks to find a recipe for a special bread that does not dry out or deteriorate. The recipe sheet is in a bakery in the Beggars' Quarter.
In the second episode, Boddinok talks about accidentally setting a fire in his father's garden. To make amends, he looks for very rare "prismatic flowers" that can be found in the ruins of the creators under the caves of trolls. The seeds lie on the first level of the ruins on the right near the entrance in the box.
In the third episode, Boddinok reports that his relatives are very interested in dragons. One scale will be enough for them to study dragons, but only if there are no traces of magic on it. In the mountains you can find a cave in which lies a dragon who died in battle with giants.
For completing tasks, Boddinok gives the player a ring, which gives a bonus to charm and regeneration.