TABLE OF CONTENTS NEVEKWINTEK AND NEARBY REGIONS

NEVERWINTER AND NEARBY REGIONS ...... I NEVEKWINTEK Neverwinter that the five Captains of Luskan (reputed to be pirates) have Neverwinter ...... I Called "The City of Skilled Hands," dispatched the monsters besieging them Neverwinter (pop. I 7 ,OOO) is the largest The Wharves ...... · · ...... · ...... · · · · · · · .. · · · 2 to weaken Neverwinter's defenses and town on the rugged coast north of pave the way for its eventual conquest. Warehouse District ...... · · · ...... · · · · · · ... · · · · ..... · · · 3 Waterdeep. As the headquarters for all Southwall ...... 3 adventurers in the area, it is your base With all these rivalries surrounding of operations in the game. CHARACTERS AND PARTIES ...... 3 Neverwinter, the climate is one of approaching war. Lord Nasher, its leader, The Player Races ...... · · · · · · · · · · · · · · · · · 3 Known for its skilled craftsmen and is a retired adventurer who has devoted Ability Scores ...... · · · .. · · ... · · · .. 4 beautiful indoor gardens, Neverwinter his life to making this beautiful area a derives its name from the Neverwinter Character Classes ...... · ...... · · · · · · · · · · · · · · · · · 6 peaceful place to work and live. His River. This clear blue stream, which runs alliance with Waterdeep provides a coastal Alignment ...... 7 along the northern edge of the city, is bastion against the aggressive raiders warm year-round and doesn't freeze even Combat ...... 8 from Luskan. in the harsh stonns of the violent northern Magic ...... 10 winters. No one knows the explanation of The city is built around Neverwinter this phenomenon, and the river's source Magical Treasures ...... · · .. · I 1 Square, in the center of which is an lies somewhere deep in Neverwinter Creatures of the ...... · I 3 ancient garden as old as the city itself. Woods, which is shrouded in mystery and Lord Nasher's Castle and two of the city's SPELLS ...... •...... 17 feared by all manner of beings. temples are located here. Inns and . Cleric Spells ...... · · · · · · · · · · · · · · · · · I 7 Weapon Shops are found by each mam Protected by the natural barrier of the gate, and other stores are clustered in .the Druid Spells ...... · .. · · .. · · · .. · · · · I 9 Neverwinter River, the town's peaceful northwest and southeast sections of the Mage Spells ...... · 19 image belies its violent past. for centuries town. Training areas for characters who Neverwinter suffered with the rest of the GLOSSARY Of AD&D® COMPUTER GAME TERMS ...... · ...... 23 are ready to advance in level are in the Sword Coast under the waves of attacks northeast and southwest corners of the APPENDICES ...... · · · · ... · · · · .. · · .. · · · · · · · · .. · · · · · · · · · .. · · · · .. · · · · · · · · 25 by ores streaming through the mountains walled city. Range of Ability Scores by Race ...... 25 from the east. In recent times the town had been considered relatively safe except Maximum Level Limits by Race, Class and Prime Requisite ...... 25 Lord Nasher will welcome to his castle for an occasional attack by raiding parties any adventurer who wishes to help in the Annor and Weapons Pennitted by Character Class ...... 25 from the north. defense of the area against its enemies. Strength Table: Ability Adjustments ...... 26 There are tales of great treasures to be During the last few months, however, found in this savage land, and Nasher is Dexterity Table ...... · · · · · · · · · · · · · · · · · · · · · · · · · · · · 26 great dangers have appeared. The areas to more than willing to help his supporters Constitution Table ...... · · · · · · · · · · · · · · · · · · · · · · .... · · · · · · · · · · · · ... · · · 26 the north, east and south of the city have gain their fair share of the booty. fighter, Paladin, Ranger Attacks per Round ...... · 26 been beset by bandits and monsters, until residents have abandoned many outlying Money Conversions ...... · · · · · · · · · · · · · · · · · · .. · · · · · · · · · ... · · · ... · .. · .... · · .. 26 Lord Nasher's castle. Enter here to visit blocks altogether. Lord Nasher and learn of challenges that Spell Parameters List ...... 27 may await you outside Neverwinter's Neverwinter and the nearby towns and Weapon List ...... 29 gates. After completing one of these villages are allied with Waterdeep, the quests, you may return here for your Ann or List ...... · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · •· · ...... •..•...•. 30 largest city in the area, which lies several reward. You can also choose to go trade, Tables of Experience per Level ...... · ...... 30 days ride to the south. The area is desired exploring without any specific goal or by hostile Luskan, which lies .several day~ challenge - Lord Nasher may still reward ride to the north. It is the belief of many m you for especially heroic victories. The square outside Lord Nasher's Castle weapons are used to attack creatures like Warehouse District Adventurers in the area can win rewards is a popular meeting place for groups of werewolves, which often cannot be hit by from Lord Nasher by helping to clear this This area on the northern edge of adventurers as they prepare to depart on normal weapons. district of monsters, thieves, and bandits. Neverwinter was once a bustling center of a quest. trade,but in recent years has become Jeweler. This shop sells expensive jewels, rundown and dangerous. Just within the Inns. At any Inn you may safely rest, which are an easy way to carry around last few months, it seems that there has CHARACTERS restore hit points, memorize spells, large sums of money. Even platinum coins been a sharp upswing in attacks on local AND PARTIES etc. Each Inn charges the same fee for are very heavy and inconvenient to carry, residents. Many of the warehouses have its rooms. Inns are located to the right so using jewels will keep your character's been ransacked by monsters and then To play Neverwinter Nights you must of each of Neverwinter's three main encumbrance down. abandoned by their owners in fear of create a character. The following sections gates, and at the Eastern end of continued looting. These hostile creatures explain what you need to know to create Neverwinter Square. Training Hall. Characters of all classes are believed to have been sent by the successful adventurers. can train here, raising their level(s) and HP. Captains of Luskan in an attempt to Arms & Armor Shops. Your beginning weaken the city's defenses. The Player Races character comes equipped with a weapon Indoor Gardens. Neverwinter is famous appropriate to his class and no armor. for its indoor gardens, where residents can There are six races from which you may The areas of wooden buildings are of the Once you have adventured for a while, stroll through green paths any day of the construct your player character (PC) . same danger level as the eastern portion you'll have earned enough to come to one year. This is a popular meeting place for Each race has different talents and limita­ of the Wharves, but the brick buildings of these shops and buy better swords, groups of adventurers who desire privacy tions. Charts and tables in the appendices around the old Potter's Guild are not long bows, armor, etc. An Arms and as they prepare to depart on a quest. at the back of the Journal summarize the recommended for adventures by single Armor Shop is located to the left of each abilities and class limitations for the first-level characters. Small groups of low of Neverwinter's three main gates. different races. Non-human characters can The Wharves level characters, however, should find combine character classes and may also success there. Temple of Tyr, God of Justice. Healing Along the edge of the Neverwinter River have additional special abilities. services are available here. All temples east of the city, this area has been under Adventurers can win the gratitude of Lord have the same services and charge the attack by monsters in recent times. Dwarves are a cunning race of sturdy Nasher and all his subjects by assisting in same amount. workers and craftsmen. They are espe­ the effort to clear this district of monsters, Lord Nasher seeks adventurers who will cially resistant to magic and poison. thieves, and bandits. Temple of Oghma, God of Knowledge. assist in his effort to clear this district of During combat, Dwarves receive bonuses Healing services are available here. monsters, Thieves, and bandits. when attacking man-sized giant-class Southwall creatures and are adept at dodging the Temple of Helm, the Guardian. Healing The portion of this area to the west of the This area is named for its main feature, attacks of larger giant-class creatures. services are available here. Neverwinter River is still relatively safe, the ancient crumbling wall that once Dwarves can be fighters, thieves, and and therefore is a good place for adventur­ guarded the southern edge of the old city fighter/ thieves. General Items Shops. These shops sell ers to begin the game. Battles there likely of Neverwinter. Once a beautiful residen­ various items such as flasks of oil, mirrors, mean facing only a single ore or bandit. tial area, portions of Southwall now have Elves are a tall, long-lived race. They are and vials of holy water that may be of use The area across the river (there are two been sacked and overrun by monsters. nearly immune to sleep and charm spells against powerful monsters you may bridges) is more dangerous, and that area and are adept at finding hidden objects. encounter as you get farther away from is best visited once players are through Like the brick areas of the Warehouse During combat, Elves receive bonuses Neverwinter. Closer to town such items the initial learning curve and are comfort­ District, Southwall is not suited for play by when attacking with swords and bows. are not necessary to defeat the less able with the game. single low-level characters. Small parties They cannot be raised from the dead. powerful monsters you'll encounter. of low level characters should be able to Elves can be fighters, magic-users, thieves, adventure here, but there are stories of fighter/ magic-users, fighter /thieves, magic­ Silver Shops. These shops sell fine more dangerous creatures that have crept user/thieves, and fighter/ magic-user thieves. jewelry, armor, and weapons. Silver this close to Neverwinter.

2 3 Half-Elves are hybrids with many of the Depending on the character class, one or spell-casters may have a lower maximum attempt being successful. Every time a virtues of both humans and elves. They more of these abilities will be a prime level if their intelligence is less than 18. character is successfully resurrected, he are resistant to sleep and charm spells requisite. A prime requisite is an ability Rangers must have strength, intelligence loses one point of constitution. There is a and are adept at finding hidden objects. especially valuable to a given class and wisdom of 16 or higher to receive a Constitution table on page 26. Half-elves can be fighters, magic-users, (strength for a fighter, wisdom for a cleric, 10% experience point bonus. clerics, thieves, rangers, cleric/ fighters, etc.). Characters receive bonus experience Charisma (CHA) is the measure of how cleric/ rangers, cleric/ magic-users, fighter/ points when their prime requisite scores Wisdom (WIS) is the measure of ability to others react to a character. Charisma is magic-users, fighter/ thieves, magic-user/ are at or above a certain number ( 16 in understand the ways of the world and to sometimes a factor when the character thieves, cleric/ fighter/ magic-users, or most instances). interact with the world. Clerics get the has an encounter with NPCs. The higher fighter /magic-user /thieves. 10% experience bonus if their wisdom is a character's charisma, the more that Non-human characters may receive 16 or higher. Paladins must have strength character can persuade others to do Gnomes are shorter and slimmer than modifiers to the basic ability scores to and wisdom of 16 or higher to get the what he wants. their dwarf cousins. They are especially reflect differences between the races. experience bonus. Rangers must have resistant to magic. During combat, Dwarves, for instance, get a +I constitu­ strength, intelligence and wisdom of 16 or Each character also has three other impor­ Gnomes receive bonuses when attacking tion bonus and may have a maximum greater to receive the bonus. Clerics with a tant values that change as the game goes man-sized giant-class creatures and are constitution of 19 instead of 18. When a wisdom of 14 or higher receive additional on: Experience Points (XP), Level, and adept at dodging the attacks of larger character is generated with the CREATE low level spells. There is a Wisdom Bonus Hitpoints (HP). giant-class creatures. Gnomes can be NEW CHARACTER command, all racial table for clerics on page 31. fighters, thieves, and fighter/thieves. modifiers are calculated automatically. Experience Points (XP) are a measure Dexterity (DEX) is the measure of of what the character has learned on are about half the size of a Strength (STR) is the measure of physical manual dexterity and agility. Thieves his adventures. Characters receive XP human, hence their name. They are power. The higher a character's strength, especially benefit from high dexterity. for actions such as fighting monsters, especially resistant to magic and poison. the more he can carry, the more likely he Thieves receive a 10% experience bonus finding treasures and successfully com­ They can be fighters, thieves, and fighter/ is to hit in melee combat, and the more if their dexterity is I 6 or higher. For every pleting quests. See the Tables of thieves. damage he can do when he does hit. dexterity point from 15 to 18, a character Experience on pages 30-32 for each fighters, rangers, and paladins with an 18 receives a corresponding one point class' XP requirements. Humans are the most common player­ strength also have a percentage value improvement in his armor class. For every race in the Forgotten Realms. They suffer from I to I 00. The maximum percentage dexterity point from 16 to 18, a character Level is a measure of a character's ability no level racial limitations or abilities values vary from race to race. Strength is receives a one point improvement on his in his class. As characters gain XP, they modifiers. Humans do have the disability most important for fighter type characters ability to hit with missile weapons. It is may go up in levels. New characters begin of shorter lifespans than the other races. (fighters, rangers, paladins). If it is 16 or highly recommended that all characters the game at I st level. This may be a problem, especially if higher, fighters receive a bonus of I 0% have a high dexterity. This is considered human characters have been subjected to additional experience points. Paladins must essential for magic-users and thieves. When characters have enough XP they many Haste spells. They can be fighters, have strength and wisdom of 16 or higher There is a Dexterity table on page 26. can go to a hall and receive the training magic-users, clerics, thieves, rangers, to get the experience bonus. Rangers must required to increase in level. Characters paladins, and dual-class characters. have strength, intelligence and wisdom of Constitution (CON) is the measure of may only advance one level at a time. If a 16 or greater to receive the bonus. overall health. Fighters receive one extra character has gained enough XP to go up hit point (HP) per hit die for each point of two or more levels since the last time he Ability Scores Non-human fighters may have a lower constitution above 14. Non-fighters has trained, he goes up one level and lose maximum level if their strength is less than Every character has six randomly generated receive similar benefits except they all XP in excess of one point below the 18. There is a Strength table on page 26. ability scores. These scores fall within a receive a maximum of two extra HP per next level. range determined by the race and class level (no HP benefits for constitutions Intelligence (INT) is the measure of of the character (see the Range of Ability above 16). Constitution also determines EXAMPLE: A 3rd level thief enters a training learning ability. Magic-Users with an Scores by Race table on page 25). For the maximum number of times that a hall with 12,000 XP . He leaves as a fourth intelligence of 16 or higher receive a 10 % humans, that range is from 3 (low) to character can be raised from the dead and level thief with 10,000 XP , only 1 XP below experience point bonus. Non-human 18 (high). the percent chance of a resurrection the needed amount to advance to fifth level. 4 5 Hitpoints (HP) represent the amount of Clerics have spells bestowed on them by once a week at 1st-5th levels, twice a new class for the remainder. A character damage a character can take before he their deity and can fight wearing armor week at 6th- l Oth, and three times a week must have a 17 or 18 in the prime becomes unconscious or dies. Characters and using crushing (no edged or pointed) at 1 1th-l5th level. At 9th level paladins requisite for the class he wishes to change gain HP every time they increase in level. weapons. Clerics must memorize their gain the ability to cast clerical spells. to. Once a character changes classes, he Bonuses for high constitutions are spells just as magic-users. When clerics Paladins must be of lawful good alignment cannot advance in his old class. Dual-class calculated automatically. gain a new spell level, they automatically and have ability scores of at least 9 in characters do not gain HP and cannot use are able to use any of the available spells intelligence and wisdom, at least 12 in the abilities of the old class while their The maximum potential number of HP for the new level. The prime requisite for strength, at least 13 in wisdom, and at new class level is less than or equal to the a character can have is referred to as Hit clerics is wisdom. least 17 in charisma. The prime requisites old class level. Once the character's level Dice (HD). A 4th level fighter, for example, for paladins are strength and wisdom. in his new class is greater than his level in has 4 d 10 hit dice. This means that fighters can fight with any armor or his old class, he gains HP according to his his theoretical hitpoint maximum is weapons, but they cannot cast magic Magic-Users have powerful spells, but new class and may use abilities from both (4 * 10 = 40) plus any constitution bonus. spells. Fighters can have exceptional can use no armor and few weapons. They classes. strength and gain additional HP bonuses can only memorize those spells available NOTE: Dice (d) is the term used to describe the if they have a Constitution of 17+. The in their magical grimoires (personal spell Alignment range for a randomly generated number. Dice prime requisite for fighters is strength. books) or use scrolls. Magic-Users may add Alignment is the philosophy a character are referred to by the range they represent. A new spells to their grimoires whenever they lives by. Alignment can affect how Non­ d6 has a range from 1 through 6, a d10 has a Rangers can fight with any armor or go up in level or find scrolls with spells of Player Characters (NPCs) and some magic range from 1 through 10. weapons. Rangers can have exceptional levels that they can scribe. The prime items in the game react to a character. strength and gain additional HP bonuses requisite for magic-users is intelligence. When a character takes enough damage if they have a Constitution of 17 +. They Lawful Good characters believe in the that his HP reaches 0 (or less), he is do additional damage in combat when Thieves can fight with swords and slings rule of law for the good of all. unconscious. An unconscious character fighting giant-class creatures. At 8th level, and wear leather armor. In combat they leaves combat and wakes near the rangers may begin to cast druid spells; at do additional damage 'back stabbing' Lawful Neutral characters believe the entrance to the current region. When you 9th level, they gain magic-user spells. which is described in the Combat section. rule of law is more important than any view a character, his HP on the screen will Thieves also have special skills for Rangers must be of good alignment and objective good or evil outcome. never be displayed as less than 0. have ability scores of at least 13 in opening locks and removing traps. High­ level thieves may also cast magic-user strength and intelligence and at least 14 Lawful Evil believe in the rule of law as in wisdom and constitution. The prime spells from scrolls. The prime requisite for Character Classes a tool to achieve evil ends. requisites for rangers are strength, thieves is dexterity. A character must belong to at least one intelligence, and wisdom. character class. Non-human characters ·Multi-Class Characters are non-human Neutral Good characters believe that the triumph of good is more important than can have more than one class at the same Paladins can fight with any armor or characters who belong to two or more the rule of either law or chaos. time. Non-human characters with multiple weapons and can cast a few clerical classes at the same time. The characters' classes have more playing options, but spells once they reach 9th level. Paladins experience points are divided among each increase in level more slowly because XP of the classes, even after the characters True Neutral characters believe that there can have exceptional strength and gain must be a balance between good and evil, is divided evenly among all classes. additional HP bonuses if they have a can no longer advance in one or more of and law and chaos. Constitution of 17+. They are more those classes. The characters' HP per level Characters receive HP, spells and abilities are averaged among the classes. The resistant to spells and poison, can turn Neutral Evil characters believe that evil based on their class, level and (sometimes) . undead creatures as if they were a cleric multi-class characters gain all the benefits ability scores. Refer to the tables at the of all classes with regard to weapons ends are more important than the two levels below their current level, and methods used to achieve them. back of the journal to find the hit dice and are always surrounded by the equivalent and equipment. spells (if any) that a character receives. of a Protection from Evil spell. A paladin Chaotic Good characters believe in may heal two HP of damage per his level Dual-Class Characters are human .characters who had one class for the first creating good outcomes unfettered by the once a day. A paladin may Cure Disease rule of law. once a week at 1st-5th levels, twice a part of their lives, and then changed into a 6 7 Chaotic Neutral characters believe that take control of your character during any Damage Multiple Attacks the freedom to act is more important than combat round. When a hit is scored, the attacker does Fighters, paladins, and rangers attack any objective good or evil outcome. damage. Damage is the range of HP loss more than once per combat round when Combat Ability the attacker inflicts when he hits an they get to higher levels. The first bonus is Chaotic Evil believe that chaos is the best Each character's ability in combat is opponent in combat. Damage depends on three attacks every two rounds. Later, environment for practicing evil acts. defined by his AC. THACO, and damage. the attacker's strength and weapon type. they attack twice each round. See the The damage each weapon can do is chart on page 26. Combat AC summarized in the Weapon List on page 29. A character or monster's difficulty to be All of a character's attacks are aimed Combat occurs often during your adven­ hit is represented by his armor class or Some monsters take only partial or no against the first target. If the first target tures. Combat takes place on a tactical AC. The lower the AC. the harder it is to damage from certain weapon types. Giant goes down with the first attack, aim any map. This map is a detailed 3-D view of hit the target. AC is based on the armor slugs, for example, take no damage from remaining attack at another target. the map terrain that your character was in a character is wearing and any dexterity blunt weapons (maces, etc.), while some when combat began. This map is overlaid bonus. Some magic items, such as other monsters only take damage from Movement with an invisible square grid. enchanted armor, help a character's AC. magical weapons. The number of squares a character can move is affected by the weight he's As you move characters, you notice that THACO Saving Throws carrying, his strength, and the kind of everything moves on the grid from square The character's THACO represents his Whenever a character or monster is armor he has readied. A character's to square. Moving diagonally often costs ability to hit enemies in melee or with poisoned or attacked by most magic movement range is displayed on the view more movement points than moving missile fire. THACO stands for "To Hit spells, such as Fireball or Lightning, the screen and when moving during combat. horizontally or vertically. Armor Class O." This is the number a computer checks to see if the Saving character must 'roll' (equal to or greater Throw is made. A successful save means Running Away Initiative than) to do damage to a target with an AC that the target had some innate immunity A character may flee from the battlefield if Each round of combat is divided into 10 of 0. The lower the THACO the better the to the poison, or was not hit full-force by he can move faster than all enemies. A segments. Which segment a character or chance to hit the target. the spell. Generally, a successful save character may not move off the battlefield monster acts in depends on his initiative means that the target was unaffected or if he moves slower than any enemies. A number. This is a randomly-generated NOTE: The generation of a random number is damage that would otherwise be taken character has a 50% chance to move off number for each character and monster. often referred to as a 'rol l'. In determ ining if an is halved. the battlefield if he can move as fast as This random number is generated at the attack is successfu l, the ro ll is a random the fastest enemy monster. beginning of each combat round and is number from 1 thro ugh 20. Back Stabbing modified by dexterity bonuses or penalties A thief back stabs if he attacks a target EXCEPTION: If a monster or character can and random factors (such as surprise) to An attack is successful if the random from exactly opposite the first character reach the edge of the combat map without any arrive at the initiative number. number is greater than or equal to the to attack the target. The thief may not of his opponents being able to see him , he may attacker's THACO minus the target's AC. backstab if he has readied armor heavier then flee successfu lly even though he may be Sometimes a character acts in segment 10 THACO may be modified by range, than leather (exception: elfin chain mail). slower than his opponents. of one round and segment 1 in the next attacking from the rear, magic weapons, A back stab has a better chance of hitting appearing to act twice in a row. This is and magic spells among other things. and does additional damage. A character that moves off the battlefield especially common if you use the DELAY appears in a nearby location, or next to command. When the DELAY command is EXAMPLE: A fighte r with a THACO of 15 Missile Attacks the entrance of that region which is given, that character's action is delayed attacki ng a monster with an AC of 3 wou ld A character may not attack an adjacent closest to Neverwinter. If your character until segment 10. need to roll : (THACO 15) - (AC 3) = 12+ target with a missile weapon (bow, sling, flees he does not receive any XP for etc. ). A character may attack an adjacent monsters killed before retreating. Computer Control But to hit a monster with an AC of -2 he wou ld target with a thrown weapon (ax, club, etc.). Th e computer controls the actions of need to ro ll: monsters and characters set to computer (THACO 15)- (AC-2) = 17+ Bows can attack twice per turn. Thrown control with the AUTO command. You may darts can attack three times per turn. 8 9 Combat Strategies either as a missile weapon or a melee The USE command can cast spells from Clerics Throughout Neverwinter Nights, your weapon. If you want to stop enemy missile clerical scrolls and from wands. Clerical magic requires no spell books. character engages a colorful collection of fire, move someone next to the opponent. All clerical spells of the appropriate level foes. At times, your character may elect Thieves of I Oth or greater level have a are always available to a cleric or high­ to avoid a confrontation, choosing Exploit your opponents' weaknesses by 75% chance of successfully using a level paladin; the character need only conversation or flight instead. More directing attacks against helpless enemy magic-user scroll. memorize them. often, however, he must stand and fight. characters. Gang up on isolated foes. Concentrate your attacks to eliminate one Memorized Spells When a cleric finds a clerical scroll, he To succeed in combat when multiple opponent rather than injure many Any spell-caster with a memorized spell can use the spells directly from the scroll players are involved, skilled players (EXCEPTION: Enemy Spell-Casters) : A foe with can cast it using the CAST command. regardless of level. Paladins can never deploy their characters well, casting one HP remaining attacks as powerfully as Spells are memorized during rest while use clerical scrolls, even if they can cast effective spells before and during combat, an uninjured one. encamped. Memorizing a spell takes 15 the spells. maneuvering their characters into minutes of game time per spell level, plus advantageous positions, and attacking A spell-caster who takes damage cannot a minimum period of preparation. First Tips on Magic Spells using the most powerful weapons. cast a spell that round. If the spell-caster and second level spells take a minimum Both clerics and magic-users can cast had started to cast and was hit, he loses preparation of four hours. Third and fourth spells which assist your character in Deploying your Character that spell from memory. Therefore, try to level spells take a minimum preparation of combat. Preparatory spells just before a (Multi-Player Combat) injure all enemy spell-casters every round six hours. battle can protect and strengthen When a battle begins, your character is even if it is only for one point of damage. characters. During battle, spells damage automatically positioned based on the Conversely, if you want to cast spells, ·EXAMPLE: To memorize (2) 1st level spells, your opponents and help your party. order of entry into combat. Placement of make sure your spell-casters are protected. (1) 2nd level spell and (1) 3rd level spell wou ld a character does not occur until it is that take : (6 hours preparation) + (2 * 15 min) + Spells should be memorize as soon as character's turn. Magic (1 * 30 min) + (1 * 45 min) = 7 hours 45 min . possible after they are used. This is most likely to happen after combat. Encamp, When battle begins, your character may Magic is integral to your success in Spells do not automatically have full effect on have your character memorize spells, and be placed in a bad position. If you wish to Neverwinter Nights. Magic-Users, clerics the ir targets . Each target of a spell may get a select REST to allow him to imprint the be defensive, move characters to anchor and high-level paladins and rangers can saving throw to avoid some or all of the effect spells for later use. your flanks on an obstacle such as a wall. cast spells. If your character is hot a spell­ of the spell. As a character gains levels, his Keep magic-users behind the front line. caster, you should team up with a player saving throws improve. Magical Treasures Setting up behind a doorway that your who has a spell-casting character before enemies have to move through makes attempting the higher-level areas. NOTE: Some monsters have magic resistance As you travel about and encounter the for a very strong defensive position. which gives them a greater chance to be monsters and puzzles that stand between A spell can exist in one of four forms: unaffected by the spell. you and finishing your various quests, you Characters who are seriously injured in a character's memory, in a character's also find magical items to help you on should be moved out of the front lines if grimoire (spell book), in a scroll, or in Magic-Users your way. Here are descriptions of some possible. Be warned, if you move away a wand. When a magic-user trains for a new level items that you may find. Not all of these from an adjacent enemy, he gets a free in a Training Hall, he is allowed to select items may be found in your adventure. attack at your back. Back attacks have Scrolls and Wands a new spell to scribe into his grimoire. You can find out if there is a magic item an improved chance to hit. To cast spells from magic-user scrolls, A magic-user can also scribe spells from in a treasure by doing a Detect Magic spell the character must cast Read Magic from identified scrolls if he is of high enough using the DETECT command. To find out Missile weapons cannot be fired if there is camp or have the scroll identified. level to cast them. A magic-user must cast specifically what an item is, you must take an adjacent opponent. If you want to fire Magic-Users can then cast with the USE the Read Magic spell in order to identify it to an armory or find a shop and have missiles, make sure you keep away from command after the contents of the scroll the spells on the scroll. A spell disappears it identified. the enemy. Thrown weapons, such as are known. after it has been scribed or cast. Only axes, are exceptions as they may be used magic-users (and high level thieves) can Some magic items are, in reality, cursed cast magic-user spells from scrolls. and can do great harm. When a character 10 11 readies a cursed item, a Remove Curse these items contain may vary a great deal. Creatures of the Forgotten Cockatrice spell must be cast before the item can Enchanted armor has the great advantage Realms A repulsive creature that appears as part be dropped. Some magic items, such as of offering improved protection with less cock, part lizard. They have the power to wands or scrolls, may only be used by encumbrance than the same type of The denizens of these regions are many turn flesh to stone. certain classes. Others may not work at mundane armor. To use these items, and varied. Here is a list of monsters you all if certain other magic items are also ready them from the Items menu. may encounter in your adventures. Some Crocodile (Giant) in use. of these creatures are extremely rare, and Large reptilian carnivores - much more Enchanted Weapons you may never cross paths with them at all. dangerous than their smaller cousins. Wands Enchanted weapons come in many sizes, Wands are the traditional objects of shapes, and potencies. Sometimes a Anhkheg Displacer Beast enchantment. Wands generally cast a set weapon adds between one and five to Large burrowing insects with great Creature resembling a six-legged puma, number of a given spell ( 10 Fire Balls or your THACO and damage. Other weapons mandibles. These creatures have been with two ebony tentacles growing from 15 Magic Missiles for instance). Only may have other fantastic magical properties known to spit a powerful acid. behind its shoulders. These beasts have experimentation or paying to have them including extra bonuses against specific the magical ability to displace their image identified can tell you what a wand does. types of creatures. Once a magic weapon Basilisk about three feet from their actual body, The USE command allows a character to has been readied from the Items menu, Reptilian monsters making them an especially tricky opponent. cast spells with a readied wand. the character has it for all combats. whose very gaze can turn to stone any Dracolich Potions Enchanted Adornments fleshy creature. When very powerful evil dragons die, Potions are a common magical treasure. Bracers, necklaces, periapts, and espe­ some become a hideous form of undead Potions may heal wounded characters, cially rings are favorite objects for magical Beholder dragon that can paralyze with their very cause them to become hastened or enchantment. These items may have any Globular creatures, Beholders move with gaze. Their gaze - and breath - makes invisible, or cause any number of other number of magical properties. Some items an innate levitation. Each of their ten eye­ Dracoliches dangerous enemies. effects. The USE command will allow a help your AC, others may fire Magic stalks have a unique magical ability, and character to drink a readied potion. Missiles, or even be cursed. Once one of a single large eye emits a powerful Dragons these items has been readied from the Anti-Magic ray. Their ability to instantly These are some of the most powerful Scrolls Items menu, a character,automatically kill their targets makes beholders one of and dangerous of the monsters a party For either clerics or magic-users, these gains all effects. The exception to this rule the most dangerous creatures in the can encounter. The older and larger the items may have spells that characters is that certain magical necklaces require Forgotten Realms. dragon, the more damage it can do and couldn't otherwise cast. the USE command to work. the harder it is to kill. Bugbear A magic-user may use the SCRIBE Enchanted Clothing Hideous giant-sized goblins who stand Black Dragon command to permanently transfer a scroll Wizards sometimes cast enchantments on over seven feet in height. Bugbears look Black dragons spit into his grimoire if the spell is of a level commonplace items of clothing such as clumsy but are strong, quick fighters. streams of acid that he can memorize. Magic-Users and gauntlets or cloaks. A wide variety of these while attacking with clerics can cast spells directly from scrolls items are known to exist. To use these Centaur claws and fangs. with the USE command. High-level thieves items, ready them from the Items menu. These good creatures may also attempt to cast magic-user spells are half men and Bronze Dragon from scrolls. Scrolls disappear after they Gauntlets of Ogre Strength half horse. They are In addition to vicious claw and fang have been used or scribed. When worn, these gauntlets give a capable fighters and attacks, these good dragons spit a bolt character the tremendous strength and can be valuable allies. of lightning. Enchanted Annor and Shields combat bonuses of an ogre. To wear the Sometimes you may run across armor or gauntlets, ready them. Centipede (Giant) Red Dragon shields that have been created by skilled True giants, often reaching over five feet Red dragons can exhale great spouts of craftsmen and then enchanted with in length. Their poisonous bite is flame or attack with their claws and fangs. protective spells. The power of the magic extremely dangerous. 12 13 White Dragon Cloud Giant Griffon Lizard Men Unique among dragons in their preference These members of th e giant races These are half-lion, half-eagle avian These are savage reptilian humanoids. for cold climates, these evil beasts can consider themselves to be above all carnivores. Their Favorite prey are horses They generally attack in groups and are attack with th eir freezing cold breath in others of the species, except storm giants, and their distant kin (hippogriffs, pegasi, often accompanied by a larger, tougher addition to razor sharp claws and fangs. whom th ey view as equals. and unicorns). Lizard King. Small in size and not as intelligent as their cousins, these dragons are still Fire Giant Hell Hound Manticore quite dangerous. Brutal and ruthless warriors, These other-planar creatures resemble Human head,bat wings these giants resemble huge f wolves, but they can breathe fire and and a lion body make Drider dwarves and have fl aming detect invisible enemies. Manticores one of the oddest creatures in Part dark-, part spider monster. This red or orange hair and coal the Realms. They attack with claws and horror is the subterranean counterpart black skin. Hippogriff volleys of iron spikes thrown from their tail. of the centaur. Magnificent creatures with the forelimbs Frost Giant and head of an eagle and the body and Margoy/e Efreeti These giants have a reputation for hind legs of a horse. Stony monsters which are immune to These large powerful djiin are from crudeness and stupidity. While th e normal weapons and can attack many the elemental plane of fire. They are reputation may be deserved, frost giants Hobgoblin times with their sharp claws and spikes. very arrogant arid will only serve a are crafty and skilled fighters. These are human-sized, intelligent powerful master. relatives of the goblin. Mastodon Hill Giant Large, cold-climate relatives of the Ettin One of the smaller of the giant races, they Hydra elephants found in warmer regions. These foes look like giant two-headed are brutish hulks possessing low intelli­ Immense reptilian monsters with multiple ores. They have great strength and can gence and tremendous strength. heads. All of its heads must be severed Medusa wield two spiked clubs that inflict terrible before a hydra can be slain. Hydras come These are hideous women-creatures with damage in combat. Storm Giant in many sizes, with the number of heads coiling masses of snakes for hair. They This is one of th e most increasing as they grow stronger. can turn a person to stone with their gaze. Frog (Giant) n ob ! ~ and intelligent of th e These are giant carnivorous frogs. They giant races. Th ese giants Kobold Minotaur are fast, dangerous predators which may are dangerous fighters These are small, cowardly humanoids who These creatures are part-man and part-bull be poisonous. when angry, and ca n often delight in killing and torture. warriors. They are highly intelligent and use magic. dangerous opponents. Gargoyle Lich Ferocious predators of a magical nature. Ono/I This is perhaps the single most powerful Mo bat Gargoyles are typically found amid ruins These creatures are hyena-headed type of undead creature. A lich is the These are huge omnivorous bats who like or dwelling in underground caverns. humanoids who stand over seven feet tall. remains of a powerful magic-user who has nothing better than warm-blooded kept his body animated after death humanoids for dinner! Ghoul Goblin through the use of foul magics. Liches can These are evil undead whose touch may These are small humanoids common in use magic as they did while still living, and Mummy paralyze a person in combat. They feed the Realms. have other powers similar to greater These are powerful undead with great on corpses and attack all living creatures undead creatures. strength. The mere sight of one has been on site. Go/em known to paralyze a man in combat. The Magically created automatons of great Lizard (Giant) touch of the mummy causes a strange Giants power. Golems can be constructed of Huge, carnivorous reptiles which can often rotting disease. Giants vary greatly in power, intell igence, flesh , clay, stone or iron. All are dangerous. be found in river valleys. and tastes. Th e following is a list of the types of giants you are likely to encounter: 14 15 Ogre Shambling Mound Troll Curse impairs the THACO of targets by I. Large, ugly, Omnivorous, intelligent These are large, strong, ugly humanoids. The target cannot be adjacent to a party foul tempered vegetable life forms, They know no fear and can regenerate character or NPC. humanoids, ogres Shambling Mounds wounds which have not been caused by fire. generally attack resemble large heaps of Cure Light Wounds heals 1-8 hitpoints with a spiked club. rotting vegetation. They Umber Hulk (up to the target's normal maximum are usually found in These powerful subterranean creatures hitpoints). Otyugh wet, subterranean places. can use their claws to burrow through Th ese scavengers have long tentacles that solid stone in search of prey. Cause Light Wounds inflicts 1-8 hitpoints they use to scoop trash into their cavern­ Skeleton of damage on a target. ous mouths. Th ese are the least of the undead . Th ese Warg animated skeletons are usually controlled These large, vicious wolves show more Detect Magic indicates which equipment Neo-Otyugh by some evil force. intelligence and are twice as dangerous as or treasure is magical. You can view a This is a more powerful form of Otyugh. their normal cousins. character's items or take treasure items. These disgusting scavengers get several Skeleton (Giant) Equipment or treasure preceded by an vicious attacks and have a heavily - Animated skeletons from giants. They hit Wild Boar asterisk (*) is magical. armored body. harder and can take more damage than These creatures are the wild relatives of normal skeletons. the pig. Protection from Evil improves the Armor Phase Spider Class (AC) and saving throws of the target These are giant, poisonous spiders with Slug (Giant) Wolf by 2 against evil alignment attackers. the ability to phase in and out of this These are huge, omnivorous mutations of Packs of wild wolves often roam the ruins dimension. They are "phased in" until they the common garden pest. They attack by and forests of the Realms looking for food. Protection from Good improves the Armor attack and are "phased out" afterwards. biting and can spit a highly corrosive acid. Class (AC) and saving throws of the target Wyvem by 2 against good alignment attackers. Purple Worm Snake (Giant) These creatures are These enormous carnivores burrow These large reptiles slay their prey with distant relatives of Resist Cold halves the damage and through solid ground in search of small deadly venom. Neutralize Poison counters dragons. They attack improves saving throws against cold (man-sized) morsels. snake bite. by biting and using attacks by 3. the poisonous sting Remorhaz Sphinx in their tails. Second-Level Cleric Spells These are sometimes referred to as Polar An extremely rare creature that is part-lion, Worms. They inhabit cold regions and are and has the upper torso of a woman. Zombie Find Traps indicates the presence of traps in the character's path. aggressive predators who have been Rather than fight, sphinxes often converse Magically animated corpses controlled by known to attack even frost giants. with adventurers. an evil force. Zombies always fight back Hold Person may paralyze targets of until destroyed or turned. Scorpion (Giant) Spider (Giant) character types (human, etc.). You may Giant Scorpions can be up to eight feet These giant cousins of the small predator SPELLS aim a Hold Person spell at up to 3 targets. long. Their tail stinger can inject a fatal attack with a poisonous bite. poison to those unlucky enough to be First-Level Cleric Spells Resist Fire halves the damage and improves in the way. Stirge saving throws against fire attacks by 3. These are small, blood-sucking birds. Bless improves the THACO of friendly characters by I . The Bless spell does Silence 15' Radius must be cast on a Tiger not affect characters who are adjacent character or a monster. That character or monster, and all adjacent to him, cannot These are noble beasts who are both strong to monsters when the spell is cast. This and silent. Though their normal prey are is a good spell to cast before going cast their spells for the duration of your spell. animals, they have been known to into combat. 16 become "man eaters." 17 Slow Poison revives a poisoned character Remove Curse removes the effects of a Flame Strike allows the cleric to call down Second-Level Druid Spells for the duration of the spell. Bestow Curse spell and allows the target a column of fire from the heavens doing (For High-Level Rangers) to unready cursed magic items. 6-48 hitpoints of damage. Snake Charm paralyzes as many hitpoints Barkskin causes the target's skin to of snakes as the cleric has hitpoints. Fourth-Level Cleric Spells Slay Living attempts to kill one target. If become tougher and harder to damage. The effect of this spell is a -1 bonus to AC. the target makes his saving throw, then Cause Serious Wounds inflicts 3-17 Spiritual Hammer creates a temporary he suffers 3-1 7 hitpoints of damage. This is a good spell to cast before combat. magic hammer that is automatically hitpoints of damage on a target. readied. It can strike at range and Sixth-Level Cleric Spells Charm Person or Mammal changes the does normal hammer damage. Spiritual Cure Serious Wounds heals 3-1 7 target's allegiance in a combat. It affects Hammers can hit monsters that may only hitpoints (up to the target's normal Harm inflicts terrible damage on any living character types (human, etc.) and other be struck by magic weapons. maximum hitpoints). creature, leaving only 1-4 hitpoints. mammals.

Third-Level Cleric Spells Neutralize Poison revives a poisoned Heal cures all diseases, blindness, Cure Light Wounds heals 1-8 hitpoints (up person. feeblemindedness, and all except 1-4 of to the target's normal maximum hitpoints). Bestow Curse reduces the target's THACO a character's full hitpoints. and saving throws by 4. Poison attempts to poison the target, First-Level Mage Spells causing the target to make a saving throw First-Level Druid Spells Burning Hands causes 1 hitpoint of fire Cause Blindness blinds one target. against poison or die. (For High-Level Rangers) This can only be cured with a Cure damage per level of the caster. There is no Blindness spell. Protection from Evil l O' Radius must be Detect Magic indicates which equipment saving throw. cast on a character or a monster. It or treasure is magical. You can view a Cure Blindness removes the effect of the improves the AC and saving throws of the character's items or take treasure items. Charm Person changes the target's Cause Blindness spell. target and all adjacent friendly characters Equipment or treasure preceded by an allegiance in a combat. It only affects by 2 against evil attackers. asterisk (*) is magical. character types (human, etc.). Cause Disease infects the target with a debilitating ailment that saps strength Sticks to Snakes causes snakes to torment Entangle causes plants in the area of Detect Magic indicates which equipment and hitpoints. the target. The snak~s make movement effect to grow and entwine around the feet or treasure is magical. You can view a and spell-casting impossible for the of any creature in the area. Be careful not character's items or take treasure items. Cure Disease removes the effects of duration of the spell. to catch allies in the spell area. Equipment or treasure preceded by an disease caused by some monsters or asterisk (*) is magical. caused by a Cause Disease spell. Fifth-Level Cleric Spells Faerie Fire rings a targeted creature in magical light. This spell outlines otherwise Enlarge makes the target larger and Dispel Magic removes the effects of spells Cause Critical Wounds inflicts 6-27 hitpoints invisible creatures, and gives a +2 THACO stronger. The higher the caster's level, the that do not have specific counter spells. of damage on a target. bonus to anyone attacking an affected larger and stronger the target gets. If the This is a recuperation spell for any of your creature. caster is 6th level, the target becomes as characters that have been held, slowed, or Cure Critical Wounds heals 6-27 hitpoints of strong as an Ogre. If the caster is I oth made nauseous. damage (up to a character's normal Invisibility to Animals makes the target level, the target becomes as strong as a maximum hitpoints). invisible to non-magical, low or non­ Fire Giant. A target can only be under the Prayer improves the THACO and saving intelligent animals. This spell does not effect of one Enlarge spell at a time. throws of friendly characters by 1 and Dispel Evil improves the target's AC by 7 offer protection against intelligent Unwilling targets get a saving throw against reduces the THACO and saving throw of versus summoned evil creatures for the opponents or magical creatures. this effect. The spell stays in effect for monsters by 1. This is a good spell to duration of the spell, or until the target more than one combat, and should be cast before going into combat. hits a summoned creature. The c:reature cast before combat. must make a saving throw when it is hit or be dispelled.

18 19 friends raises the caster's charisma aim ranged attacks at invisible targets. Otherwise, you may inadvertently destroy Protection from Evil I O' Radius protects 2-8 points. It is often cast just before Invisibility is dispelled when the target party characters. The only safe area on the the target and all characters adjacent to an encounter. attacks or casts a spell. screen at the time you target the spells are the target. The spell improves the AC the squares in each corner of the screen and saving throws of those it protects by Magic Missile does 2-5 hitpoints per Knock is used to open locks. It can be and the squares directly above and below 2 against evil attackers. missile with no saving throw. A mage cast from the door opening menu if these corner squares. Be sure to use the throws I missile for every 2 levels the active character has a memorized CENTER command to determine who is in Protection from Good I O' Radius protects (I at levels 1-2, 2 at levels 3-4, etc.) knock spell. the area of effect. the target and all characters adjacent to This spell will damage any target within the target. The spell improves the AC and its range unless the ta~get is magic Mirror Image creates 1-4 illusionary Haste doubles the target's movement and saving throws of those it protects by 2 resistant or has certain magical protection. duplicates of the mage. A duplicate number of melee attacks per round. Haste against good attackers. Casts instantaneously. disappears when it is attacked. has a short duration and you should wait until a fight is imminent to cast it. Protection from Normal Missiles makes the Protection from Evil improves the AC and Ray of Enfeeblement reduces the Warning: each time a haste spell is cast on target immune to non-magical missiles. saving throws of the target by 2 against target's strength by 25% + 2% per level a character, he ages one year. evil attackers. of the caster. Slow affects one target per level of caster. Hold Person may paralyze targets of The spell halves the target's movement Read Magic allows a mage to ready a scroll Stinking Cloud paralyzes those in its area character types (human, etc.). You may and number of melee attacks per round. and read it. For scrolls, this works as if for 2-5 rounds. If the target saves, it is not aim a Hold Person spell at up to four Slow can be used to negate a Haste they have been identified. A mage may paralyzed, but is nauseous and has its targets (Exit to target fewer). spell. This spell is useful against any scribe the spells from a scroll (if appropri­ AC reduced for two rounds. This spell has high-damage creature. It only affects the ate for his class and level) after it has a very short range and care should be Invisibility I O' Radius makes all targets side opposing the spell-caster. been read. taken to avoid including party members adjacent to the caster invisible. The in the cloud. THACO of melee attacks against invisible Fourth-Level Mage Spells Shield negates enemy Magic Missile spells, targets is reduced by 4. It is impossible to Charm Monster changes the target's improves the mage's saving throw, and Strength raises the target's strength by 1-8 aim ranged attacks at invisible targets. Use allegiance in combat. It works on any may increase his AC. points, depending on the class of the target. this spell to set up a battle line while your enemies seek you out. Characters lose living creature. The spell affects 2-8 I st-Ievel targets, 1-4 2nd-level targets, 1-2 Shocking Grasp does electrical damage invisibility if they do anything but move. Third-Level Mage Spells 3rd-Ievel targets, or one target of 4th-level of 1-8 hitpoints, +I hitpoint per level Some monsters can see invisible creatures. of caster. Blink protects the mage. The mage 'blinks or above. out' after he acts each round. The mage Lightning Bolt does 1-6 hitpoints per level Confusion affects 2-16 targets. Each target Sleep puts 1-16 targets to sleep with no may be physically attacked before he acts of the caster to targets along its path. If must make a saving throw each round or saving throw. Up to sixteen I hit-die each round, but he may not be physically the target makes its saving throw, the stand confused, become enraged, flee in targets are affected. One 4 hit-die target attacked after he acts. damage is halved. A lightning bolt is 4 or 8 terror, or go berserk. Confusion is most is affected. Targets of 5 or more hit-dice squares long in a line away from the effective when used against a large are unaffected. Dispel Magic removes the effects of spells caster. For best results, move the spell­ number of enemies. that do not have specific counter spells caster to send the bolt down a row of Second-Level Mage Spells (such as Cause Blindness or Disease). opponents. It attacks all opponents along Dimension Door allows the mage to the line within its range. Target the first teleport himself to another point on the Detect Invisibility allows the target to spot fireball does 1-6 hitpoints of damage creature in the row (closest to caster). invisible targets. battlefield within his line of sight and the per level of the caster to all targets within Lightning bolts reflect off walls back range of the spell. Mages can use it for its area. If the target makes its saving toward the spell-caster. This permits quick escapes. fighter/mages use the Invisibility makes the target invisible. The throw, the damage is halved. Fireball targets adjacent or close to a wall to be hit "Door" to reach the opposition's rear area. THACO of melee attacks against invisible is a slow-casting spell and the spell's twice by the same bolt. Be careful the targets is reduced by 4. It is impossible to power demands that you target carefully. caster isn't hit by the reflected bolt. 20 21 Fear causes all within its area to flee. intelligence and wisdom and become GLOSSARY OF AD&D® example a d I 0 can be a value from I to unable to cast spells. A Heal spell must COMPUTER GAME TERMS 10, a d6 would be from I to 6. When a die Fire Shield protects the mage so that any be cast on the victim to recover from number is generated it is called a "Roll." creature who hits the mage in melee does the effect. Ability Scores are numbers that describe normal damage, but takes twice that the attributes of the characters. There Encounter is what happens when a party damage in return. The shield may be Hold Monster is similar to Hold Person, are six ability scores: Strength, Intelli­ meets a monster. You are given a menu attuned to heat attacks or cold attacks. except that it affects a wider variety gence, Wisdom, Dexterity, Constitution, of choices of how you want to handle The mage takes half damage (no damage of creatures. and Charisma. the situation. if he makes his saving throw) and has his saving throw against the opposite form of Sixth-Level Mage Spells Adventurer is a term for one of the Enter is the act of giving a command to attack improved by 2. He takes double characters you play in this game. Death Spell kills opponents instantly and the computer. How this is done varies damage from the form of attack the shield depending on the computer. is attuned to. irrevocably. The spell kills a greater Alignment is the basic philosophy of a number of weak opponents than strong. character. See Alignment on page 7. Experience Points (XP) - Every encounter Fumble causes the target to be unable Disintegrate destroys one target. Some a character has yields experience points to move or attack. If the target makes his Armor Class (AC) is a rating of how depending on how successful the encounter saving throw, he is affected by a Slow spell. creatures with an innate magic resistance difficult a target is to damage. The lower may avoid the effects of the spell, while was for your character. A character who the AC number, the more difficult it is to hit. gains enough XP can advance a level. Ice Storm does 3-30 hitpoints to all targets most must make a saving throw to survive. within its area. There is no saving throw. Character is another name for the person Facing - In combat, a character faces a This spell inflicts damage on opponents you play in the game. A party consists of certain direction. An attack from the protected by Minor Globes of Invulnerability. Flesh to Stone causes the target to make a several characters. saving throw or be turned into stone. direction he is not facing has a greater chance of doing damage. A character will Minor Globe of Invulnerability protects Class is a character's occupation. Globe of Invulnerability will protect against always face an opponent if he has only the caster from incoming first, second, For example, mage, fighter and cleric one opponent. or third-level spells. The Globe is very 1st through 4th-level spells. are classes. effective when used in combination with Seventh-Level Mage Spells Grimoire (Spell Book) is the book in Fire Shield. Combat Round is one turn of a battle. which a mage carries his spells. Delayed Blast Fireball is a more powerful All characters and monsters who are able Remove Curse removes the effects of a version of the 3rd-level spell and goes to fight will get to act at least once per Hit Points (HP) is a measure of how Bestow Curse spell and allows the target through a Minor Globe of Invulnerability. combat round. healthy a character is. Damage from to unready cursed magic items. The fireball explosion can be delayed for weapons subtracts hit points from the some period of time if the caster wishes. Combat Segment is one-tenth of a character's total. When he has lost all his Fifth-Level Mage Spells Combat Round. Which combat segment a hit points, he is unconscious or dying and Mass Invisibility is identical to the Invisib­ character or monster acts on in a round is will be removed from combat. Cloud /\ill is similar to the Stinking Cloud determined by his dexterity and a random spell, except that its area of effect is larger ility spell, except that it effects several number. and it kills weaker monsters. Stronger targets at once. This can be a valuable Icon is the small picture of a monster or monsters may be immune to the spell. spell to cast before a known encounter. a character seen during combat. Character Command is a one or two-word option in icons can be altered using the ALTER Power Word Stun will cause one creature a menu. Activating that command allows command in the Encamp menu. Cone of Cold fires a withering cone-shaped you either to view another·menu or have blast of cold. The spell's range and to be stunned, reeling and unable to think your characters perform an action. damage increases with the caster's level. or act effectively. The weaker the target, Initiative is a semi-random determination the longer it will be stunned. of which character in a combat acts first. Dice - In the computer AD&D game, dice Feeblemind causes targets who fail their The characters with higher dexterities have are random numbers. They are referred to a better chance for a higher initiative. saving throws to drop dramatically in by the highest number they can be, for 22 23 APPENDICES

RAJYGE OF ABILITY SCORES HY RACE Level describes the power of a number of Non-Player Character (NPC) is a member ABILITY SCORE OWARF ELF GNOME HALF-ELF HUMAN different items. The power of characters, of a player race who is not controlled by Strength (Male) 8-18(99) 3-18(75) 6-18(50) 3-18(90) 6-17 3-18(00) dungeons, monsters, and spells are all the player. Strength (Female) 8-17 3-16 6-15 3-17 6-14 3-18(50) described with levels. Intelligence 3-18 8-18 7-18 4-18 6-18 3-18 Player Character (PC) is a member of 3-18 3-18 3-18 3-18 3-17 3-18 Character Level is a determination a player race who is controlled by the Wisdom 3-18 of how much experience a character player. Your character is a PC. Dexterity 3-17 7-19 3-18 6-18 8-18 has. Th e higher the level, the more Constitution 12-19 6-18 8-18 6-18 10-19 3-18 experienced and important the character Race is the species a character may be Charisma 3-16 8-18 3-18 3-18 3-18 3-18 is. High-level spell-casters can cast in the game. For example, human, elf and RAC IAL ABILITY SCORE MODIFIERS : MINIMUM/MAXIMUM ABILITY SCORE: high-level spells. dwarf are races. Dwarf Constitution +1 Charisma -1 (xx ) =maximum percentage for an 18 strength Elf Dexterity +1 Constitution -1 (fighters , paladins, and ranger only) Spell Level is the degree of difficulty of a Saving Throw is the chance that a Half ling Dexterity +1 Strength -1 spell. Th e higher the level of a spell, the character or monster is unaffected, or greater the difficulty. Only very experi­ only partially affected, by a spell, poison, MAXIMUM LEVEL LIMITS BY RACE, CLASS AJYD PRIME REQUISITE enced magic-users and clerics can learn or similar attack. As characters gain levels high-level spells. their saving throws are more likely to CLASS ABILITY DWARFt EL Ft GNOMEt HALF-EL Ft HALFLINGt HUMAN protect them from adverse effects. Cleric Any no no no 5 no 10* Magic covers spell-casting, enchanted Fighter STR 16- 7 5 5 6 4 12* items, and any other application of is a magic incantation that can alter Spell STR 17 8 6 5 7 5 12 * the supernatural. the nature of reality. Magic-Users, clerics, STR 18+ 9 7 6 8 no 12* and high-level paladins and rangers can Paladin Any no no no no no 11 * Melee Combat is hand-to-hand combat cast spells after memorizing them. If the Ranger STR 16- no no no 6 no 11 * with weapons such as swords, spears, spell is cast, it is gone from the user's STR 17 no no no 7 no 11 * and fists. mind and must be re-memorized. STR 18+ no no no 8 no 11 * 11 * Missile Combat is ranged combat THACO (To Hit Armor Class 0) is the Magic-User INT 16- no 9 no 6 no with weapons such as bows and arrows, number that a character ,must make or INT 17 no 10 no 7 no 11 * crossbows and quarrels, and slings exceed to hit an opponent with ACO. INT 18 no 11 no 8 no 11 * and slingstones. Thief Any 12* 12* 12 * 12 * 12 * 12 * no : Characters of thi s race cannot be of this cl ass. Monster includes human and other player * : Highest Level Available in Neverw inter Nights. Normal AD&D®game Characters have unlimited leve l advancement in the se classes. races as well as ogres and dragons. In tNOTE: Except for thieves , mo st non-human characters may not ad vance to as high a level as the game provide s for humans. general, if it isn 't part of your party, it's a monster. Monsters are not necessarily hostile; some may be helpful. That's what A RMOR AIYD WEAPOJYS PERMITTED BY CllARACTEH CLASS the PARLAY command on the Encounter CLASS MAX ARMOR SHIELD WEAPONS menu is for. Cleric any any club , flail , hammer, mace, staff, staff sling Fighter an y any any Multi-Class Characters are non-human Paladin any any any characters which may belong to two or any an y three classes at the same time. Such Ranger any dagger, dart, staff multi-class characters split their experi­ Magic-User none none ence among all their classes, even if they Th ief leathe r none club , dagger, dart, sling , one-handed have reached their racial maximum level. swords, short bo w

24 25 STRENQTll TABLE: DEXTERITY TABLE SPELL PARAMETERS LIST 4Tll-LEVEL CLERICAL SPELLS ABILITY ADJUSTMENTS REACTION/ SPELL NAME WHEN RNG AREA DURATION WEIGHT ABILITY MISSILE AC This is a listing of spells available to player ABILITY THACO DAMAGE ALLOWANCE SCORE BONUS BONUS characters as they gain in level. The Cure Serious Wounds Both f 1 SCORE BONUS ADJUSTMENT (IN GOLD PIECES) 3 -3 +4 following are abbreviations used Cause Serious Wounds Cmbt T 3 -3 -1 -350 4 -2 +3 in the list: Neutralize Poi son Both T 4-5 -2 -1 -250 5 -1 +2 Poison Cmbt T Cmbt =Combat only spell 6-7 -1 none -150 6 0 +1 Protection Evil 10' Radius Both T 2 dia 11/lvl dia = diameter 8-9 normal none normal 7 0 0 Sticks to Snakes Cmbt 3 1 2r/lvl t =turns 10-11 normal none normal 8 0 0 Camp= Camp only spell 12-13 normal none +100 9 0 0 5Tll·LEVEL CLERICAL SPELLS rad= radius 14-15 normal none +200 10 0 0 SPELL NAME WHEN RNG AREA DURATION /lvl = per level of caster 16 normal +1 +350 11 0 0 Cure Critical Wounds iloth T 1 Both = Camp or Combat spell 17 +1 +1 +500 12 0 0 Cause Critical Wounds Cmbt T All= All characters in combat 18 +1 +2 +750 13 0 0 Dispel Evil Cmbt T 1r /lvl targets = aim at each target. ' 18/01-50 +1 +3 +1,000 14 0 0 Flame Strike Cmbt 6 T = Touch Range '18/5 1-75 +2 +3 +1 ,250 15 0 -1 Rai se Dead Camp 3 r = combat rounds ' 18/76 -90 +2 +4 +1,500 16 +1 -2 Slay Living Cmbt 3 ' 18/91-99 +2 +5 +2,000 17 +2 -3 1 ST-LEVEL CLERICAL SPELLS '18/00 +3 +6 +3,000 18 +3 -4 6Tll·LEVEL CLERICAL SPELLS 'These bonuses available to Fighter classes only SPELL NAME WHEN RNG AREA DURATION SPELL NAME WHEN RNG AREA DURATION (Fighter, Paladin, Ranger). Bless Both 6 5 dia 6r Harm Cmbt T 1 Curse Cmbt 6 5 dia 6r Heal Both T CONSTITUTION TABLE Cure Light Wounds Both T 1 Cause Light Wounds Cmbt T 1 1 ST-LEVEL DRUIDICAL SPELLS ABILITY HIT POINT RESURRECTION ABILITY HIT POINT RESURRECTION Detect Magic Both 3 SCORE ADJUSTMENT SURVIVAL SCORE ADJUSTMENT SURVIVAL 11 (FOR llIQll-LEVEL RANGERS) Protection from Evil Both T 3r/lvl 3 -2 40% 11 0 80% SPELL NAME WHEN RNG AREA DURATION Protection from Good Both T 3r/lvl 4 -1 45% 12 0 85% Detect Magic Both 4 1 12r Resist Cold Both T 11/lvl Entangle Cmbt 8 4 dia 11 5 -1 50% 13 0 90% 6 -1 55% 14 Faerie Fire Cmbt 8 8 dia 4r/lvl 0 92% 2ND-LEVEL CLERICAL SPELLS 7 0 60% 15 Invisibility to Animals Both T 1 11+ 1r /lvl +1 94% SPELL NAME WHEN RNG AREA DURATION 8 0 65% 16 +2 96% Find Traps Camp 3 1 ~ 9 0 70% 17 2/YD·LEVEL DRUIDICAL SPELLS +2 (+3)' 98% Hold Person Cmbt 6 1-3targets 4r+ 1/lvl 10 0 75% 18 (FOR llIQll-LEVEL RANGERS) +2 (+4)' 100% Resist Fire Both T 1 1t/lvl SPELL NAME WHEN RNG AREA DURATION • Bonus applies only to Fighters; all other classes may be given a maximum hit point bonus adjustment for co nstitution of +2. Silence 15' Radius Cmbt 12 3 dia 2r/lvl Barkskin Both T Creature 4r+ 1r /lvl Slow Poison Both T 1 1 hour/lvl Charm Person/Mammal Cmbt 12 1 FIQllTER, PALADIN, RANGER Snake Charm Cmbt 3 All 5-8r ATTACKS PER HOU/VD MO/VEY CONVERSIONS Spiritual Hammer Cmbt 3 1r/lvl CLASS-LEVEL ATIACKS/ROUND COIN TYPE GOLD EQUIVALENT 3RD-LEVEL CLERICAL SPELLS Fighter 1-6 1/1 Copper 200 cp = 1 gp SPELL NAME WHEN RNG AREA DURATION Paladin 1-6 1/1 Silver 20 sp = 1 gp Cure Blindness Both T 1 Ranger 1-7 1/1 Electrum 2 ep = 1 gp Cause Blindness Cmbt T 1 Fighter 7-12 3/2 Gold 1 gp = 1 gp Cure Disease Camp T Paladin 7-12 3/2 Platinum 1/5 pp= 1 gp Cause Disease Cmbt T Ranger 8-14 3/2 Dispel Magic Both 6 3x3 Fighter 13+ 2/1 Prayer Both 0 All 1r/lvl Paladin 13+ 2/1 Remove Curse Both T 1 Ranger 15+ 2/1 Bestow Curse Cmbt T 11/lvl 26 27 1ST-LEVEL MAGIC-USER SPELLS 4Tll-LEVEL MAGIC-USER SPELLS WEAPON LIST SPELL NAME WHEN RNG AREA DURATION SPELL NAME WHEN RNG AREA DURATION DAMAGE VS . DAMAGE VS. LARGER NUMBER NUMBER Burning Hands Cmbt T 3 squares - Charm Monster Cmbt 6 NAME MAN SIZED THAN MAN SIZED OF HANDS CLASS Charm Person Cmbt 12 1 Confusion Cmbt 12 2-16 2r+1/lvl Axe , Hand 1-6 1-4 1 Detect Magic Both 6 1 2r/lvl Dimension Door Cmbt o Bardiche+ 2-8 3-12 2 Enlarge Both .5/lvl 11/lvl Fear Cmbt o 6x3 cone 1r/lvl Bastard Sword 2-8 2-16 2 Reduce Both .5/lvl Fire Shield (2 Types) Both 0 1 2r+1 /lvl Battleaxe 1-8 1-8 Friends Cmbt 0 All 1r /lvl Fumble Cmbt 1/lvl 1 1r/lvl Bee de Corbin+ 2-8 1-6 2 Magic Missile Cmbt 6+1vl Ice Storm (Dmg only) Cmbt 1/lvl 4 dia Bill-Guisarme+ 2-8 1-10 2 Protection from Evil Both T 2r/lvl Min Globe of Invulnerability Both 0 1 1r /lvl Bo Stick 1-6 1-3 2 Protection from Good Both T 2r/lvl Remove Curse Both T Broad Sword 2-8 2-7 f,th Read Magic Camp 0 2r/lvl Bestow Curse Cmbt T 1r /lvl Club 1-6 1-3 1 f,cl,th Shield Cmbt 0 5r/lvl Composite Long Bow* 1-6 1-6 2 f Shocking Grasp Cmbt T 5Tll-LEVEL MAGIC-USER SPELLS Composite Short Bow' 1-6 1-6 2 Sleep Cmbt 3+1vl 1-16 5r/lvl SPELL NAME WHEN RNG AREA DURATION Dagger 1-4 1-3 f,mu ,th Cloudkill Cmbt 1 3x3 1r /lvl Dart 1-3 1-2 1 f,mu ,th 2/YD·LEVELMAGIC-USER SPELLS Cone of Cold Cmbt o .5Avl cone Fauchard+ 1-6 1-8 2 f AREA DURATION SPELL NAME WHEN RNG Feeblemind Cmbt 1/lvl 1 Fauchard-Fork+ 1-8 1-10 2 f Detect Invisibility Both 1/lvl 1 5r/lvl Hold Monster Cmbt .5/lvl 1-4 targets 1r /lvl Fl ail 2-7 2-8 f,cl Invisibility ·Both T Glaive+ 1-6 1-10 2 f Knock Camp 6 1/lvl 6Tll·LEVEL MAGIC-USER SPELLS Glaive, Guisarme+ 2-8 2-12 2 Mirror Image Both o 1 2r/lvl SPELL NAME WHEN RNG AREA DURATION Guisarme+ 2-8 1-8 2 Ray of Enfeeblement Cmbt T 1+.25/lvl 1r/ lvl Deathspell Cmbt 1 .5 /lvl Instantaneous Guisarme-Voulge+ 2-8 2-8 2 Stinking Cloud Cmbt 3 2x2 1r/lvl Disinteg rate Cmbt .5/lvl Special Permanent Halberd+ 1-10 2-12 2 Strength Both T 1 6r/lvl Globe of Invu lnerabi lity Both 0 1 1r/lvl Lucern Hammer+ 2-8 1-6 2 Fl esh to Stone Cmbt 1/lvl Permane nt Hammer 2-5 1-4 1 f,cl 3HD·LEVEL MAGIC-USER SPELLS Javelin 1-6 1-6 f SPELL NAME WHEN RNG AREA DURATION 7Tll·LEVEL MAGIC-USER SPELLS Jo Stick 1-6 1-4 Bl ink Both 0 1 1r /lvl SPELL NAME WHEN RNG AREA DURATION Light Crossbow# 1-4 1-4 2 Dispel Magic Both 12 3x3 Delayed Blast Fire Ball Cmbt 10+1Avl 2/3r Special Long Bow* 1-6 1-6 2 Fire ball Cmbt 1O+lvl 2/3 rad Mass Invisibility Both 1/lvl Special Special Long Sword 1-8 1-12 f,th Haste Both 6 4x4 3r+ 1/lvl Power Word , Stu n Cmbt .5/lvl 1 Special Mace 2-7 1-6 f,cl Hold Person Cmbt 12 1-4 2r/lvl Morning Star 2-8 2-7 f Invisibil ity 10' Radiu s Both T 2dia Partisan+ 1-6 2-7 2 Lightning Bolt Cmbt 4+1vl 4,8 Pick, Awl+ 1-6 2-12 1 Protection Evil 10' Radius Both T 2 dia 2r/lvl Quarterstaff 1-6 1-6 2 f, cl, mu Protection Good 10· Radius Both T 2 dia 2r/lvl Ranseur+ 2-8 2-8 2 f Protection Nonmal Missile Both T 1 1r/lvl Scimitar 1-8 1-8 1 f,th Slow Cmbt 9+1vl 4x4 3r+1/lvl Short Bow* 1-6 1-6 2 f Short Sword 1-6 1-8 f,th Sling 1-4 1-4 f,th Spear 1-6 1-8 f Trident 2-7 3-12 Two- Handed Sword 1-10 3-18 2 + Polearm f=fighter, cl=cleric, th=thief, mu=magic-user • Must have ready arrows to fire. Two Attacks per round . #Must have ready quarre ls to fire. One Attack per round .

28 29 ARMOR LIST BONUS SPELLS FOR CLERICS WITH n1an WISDOM ABILITY SCORES WEIGHT MAXIMUM CLERIC 'S BONUS SPELLS ARMOR TYPE IN GP. AC MOVEMENT* WISDOM 1 2 3 4 5 None 0 10 9-12 Note that these bonus spells are only available when the Shield 50 9 13 +1 Cleric is entitled to spe lls of the applicable level. Th us an Leather 150 8 12 squares 14 +2 6th-level Cleric with a Wisdom of 18 can memorize the Ring 250 7 9 squares 15 +2 +1 following spe lls: Scale 400 6 6 squares 16 +2 +2 NUMBER OF SPELLS Chain 300 5 9 squares 17 +2 +2 +1 1 2 3 4 5 Banded 350 4 9 squares 18 +2 +2 +1 +1 6th-Level Cleric with 18 Wisdom 5 5 3 - 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. MAGIC·USER HIT NUMBER OF MAGIC-USER SPELLS PER LEVEL #A Shield subtracts 1 AC from any armor it 's used with. LEVEL EXPERIENCE DICE 1 3 4 5 6 7 1 0-2,500 1d4 1 2 2,501-5,000 2d4 2 TABLES OF EXPERIENCE PER LEVEL 3 5,001-10,000 3d4 2 The following charts show the amount of experience a character must earn in 4 10,001-22 ,500 4d4 3 2 order to gain a level in his character class. The charts also list the number of 5 22,501-40,000 5d4 4 2 spells that a character can have memorized at one time. Fighters and thieves 6 40,001-60,000 6d4 4 2 2 can never memorize spells. 7 60,001 -90,000 7d4 4 3 2 8 90,001-135 ,000 8d4 4 3 3 2 Remember that all experience earned by a non-human, multiple-class character 9 135,001-250,000 9d4 4 3 3 2 is divided by the number of classes the character has. The experience is divided 10 250,001-375,000 10d4 4 4 3 2 2 even after the character has reached his maximum level in a particular class. 11* 375,001-750,000 11d4 4 4 4 3 3 A Human dual-class character only earns experience in his second class. The * Maximum level in Neve rw inter Nights. character cannot use the abilities of his first class until his level in his second class exceeds his level in his first class.

HAJYGER NUMBER OF SPELLS PER LEVEL CLERIC HIT DRUIDIC MAGIC-USER LEVEL EXPERIENCE DICE HIT NUMBER OF CLERICAL SPELLS PER LEVEL 2 2 LEVEL EXPERIENCE DICE 1 2 3 4 5 6 1 0-2 ,250 2d8 1 0-1 ,500 1d8 1 2 2,251-4 ,500 3d8 2 1,501-3,000 2d8 2 3 4,501-10 ,000 4d8 3 3,001-6,000 3d8 2 4 10,001-20,000 5d8 4 6,001-13,000 4d8 3 2 5 20 ,001-40,000 6d8 5 13,001-27,000 5d8 3 3 6 40,001-90 ,000 7d8 6 27 ,001-55 ,000 6d8 3 3 2 7 90,001-150,000 8d8 7 55 ,001-110,000 7d8 3 3 2 8 150,001-225 ,000 9d8 8 110,001-225 ,000 8d8 3 3 3 2 9 225 ,001-325 ,000 10d8 9 225 ,001-450,000 9d8 4 4 3 2 10 325 ,001-650,000 11d8 2 650 ,001-975,000 10* 450 ,001-675 ,000 9d8+2 4 4 3 3 2 11* 11d8+2 2 2 • Usable only by clerics of 17 or greater wisdom *Ma ximum level in Neverw inter Nights. * Maxim um level in Neverwinter Nights.

30 31 CREDITS

Beyond Software. Inc. San Rafael, CA PALADIJY HIT NUMBER OF CLERICAL SPELLS PER LEVEL Original Story Design Don L. Daglow LEVEL EXPERIENCE DICE 1 2 3 4 IBM Programming Cathryn Mataga 1 0-2,750 1d10 Graphics David Bunnett 2 2,751-5,500 2d10 Encounter Design Don L. Daglow 3 5,501-12 ,000 3d10 4 12,001-24 ,000 4d10 Quantum Computer Services. Inc. Vienna. VA \ 5 24 ,001-45 ,000 5d10 Project Manager Scott Gries 6 45 ,001-95 ,000 6d10 Host Programming Craig Dykstra 7 95 ,001-175 ,000 7d10 Marketing Marshall Rens 8 175,001 -350 ,000 8d10 Encounter Design Scott Gries 9 350 ,001-700 ,000 9d10 Beta Test Supervisor Mike DeArruda 10 700,001-1 ,050,000 9d10+3 2 Technical Consultants Marc Seriff, Ken Huntsman 11t 1,050,001-1 ,400,000 9d10+6 2 Consultant Randy Dean t Maximum level in Neverw inter Nights. Project Negotiation Kathi McHugh Beta Test Staff Robert Ambrose, Kurt Browning, Paul Chamberlain, Douglas Dick, Matthew Dupre, David Durand, Tll/EF FJGllTEH Michael Fugger, Lynne Hoatson, HIT HIT Arthur Jacobson, Dan Lundy, LEVEL EXPERIENCE DICE LEVEL EXPERIENCE DICE Charles Mahon, Sven Mergel, 1 0-1 ,250 1d6 1 Q-2,000 1d10 Joe Schuh, Charles Serpe, 2 1,251-2 ,500 2d6 2 2,001-4,000 2d10 Jacqueline Sugita, Tonya Hull 3 2,501-5,000 3d6 3 4,001 -8,000 3d10 Non-Staff Beta Testers George Browning, Brian carlisle, 4 5,001-10,000 4d6 4 8,001-18,000 4d10 Susan Esterley, Ron Fitzherbert, 5 10,001-20 ,000 5d6 5 18,001-35 ,000 5d10 Paul Kossick, David Laws, Brian Moore, 6 20,001-42,500 6d6 6 35 ,001-70 ,000 6d10 Andrea Reed, Simon Rich, Debra Rogers, 7 42 ,501 -70,000 7d6 7 70 ,001-125,000 7d10 Mary Ann Schwartz, Chris Varner, 8 70 ,001-110 ,000 8d6 8 125,001 -250,000 8d10 and many, many others. 9 110,001-160 ,000 9d6 9 250 ,001 -500,000 9d10 10 160,001-220 ,000 10d6 10 500 ,001 -750,000 9d10+3 . Inc. Sunnyvale, CA 11 220,001-440 ,000 10d6+2 11 750 ,001 -1, 000,000 9d10+6 Assistance in Neverwinter Nights Testing SSI Contract Development 440 ,001-660 ,000 1,000,001-1 ,250,000 9d10+9 12t 10d6+4 12t and Playtest Groups t Maximum level in Neverwinter Nigh ts. t Maximum level in Neverwinter Nigh ts. Original AD&D® System Programming SSI Special Projects Group IBM Programming Ken Nicholson, Russ Brown Artists Laura Bowen: 3D Monsters Fred Butts: 3D Walls and Sprites, Combat Pictures Mark Johnson: 3D Monsters and Portraits Cyrus Lum: 3D Monsters and Large Graphics Susan Manly: 3D Specials and Large Graphics Mike Provenza: Large Graphics Documentation Rick Wilson Music and Sound Effects John Halbleib

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