Neverwinter Nights 2 Toolset Steam Average ratng: 4,8/5 8026votes

Oct 31, 2006. Neverwinter Nights 2: Complete includes the original game, and three expansions: Mask of the Betrayer, Storm of Zehir, and Mysteries of Westgate. Create and host your own solo and multiplayer D&D adventures using the improved Neverwinter Nights 2 Toolset. Mud Puddle Visuals Storage there.

Neverwinter Nights 2 Toolset Steam

—, have a tendency to be. Thankfully () game developers would rather they be. One area in which players tend to suffer is finding items on the screen, especially if a game is all in, scaled to realistic proportions,.

So, when they have to make games more intuitive and help a player find, health boosters, ammo, doors, mission objectives,, important NPCs, (big breath) or, they have to get creative to make them easily found. In some cases, Notice This reflects situations where the character is more likely to notice certain objects than the player is, due to heightened senses, specialized training or simply being closer to the action in some game engines, making these uses of the trope somewhat of. Note that usually, good game designers will always have a subtle kind of Notice This going on in their design—it is beneficial to create distinct silhouettes, shapes, color schemes, movement patterns, sounds and so on so that the player can piece together what's going on more easily, especially important in parts that are fast-paced and require quick reaction times to clear. This trope is when the game designers cease to be subtle. Commonly, developers will make these items more noticeable by: • Turning the item a different color from the rest of the scene, like an.

• Turning the character's head toward said object. • Making the. • Making the item. • Making it emit a sound. • Making it huge compared with everything nearby.

• Have a marker show up over it, or the player character if he's near it. • Have the zoom off towards it. • Refocusing the camera onto them when you enter an area. • Have the item hover slightly and spin around. • Showing an 'inventory' of all items in an area on the screen.

• Making the cursor or crosshair change shape, size or color when pointed at the item. • Making a brief sparkle appear over-top the item on occasion. The antithesis of. Is a similar concept used by designers to illustrate a particularly difficult or convoluted route. Frustratingly, Notice This can still be triggered by areas and items. The inverse would be.

Compare with. Is in many ways this trope taken. Happens when this is applied to text. A to (when one's stance is meant to make people notice a thing).

• The games mark interactive parts of the stage and scenery with a blinking point of light. It's small so as to not get in the way, but it's definitely noticeable. • In the sequel, stuff you can destroy is shiny. • has interactable objects glow with an aqua blue aura or sparkle silvery. • You'll know when you can dig up an Arrowhead when Raz is looking at the purple smoke.

• This trope is the only way to find Deep Arrowheads. You can only dig them up when the Dowsing Rod is out and the higher the sound it makes, the easier it is to pull one up. • If your computer is good enough to run it on the highest settings, there's also a distortion effect around the tip of the Dowsing Rod that increases along with the sound.

When it's making things nigh-impossible to see, you're right on top of one. •: • made key items far larger than they would probably realistically be. And have them large and glowing (and in all the games, Lara occasionally looks in the direction of important items). • In, there's a distinctive 'jingle' sound effect when Lara is near a treasure or a relic. The sound only plays the first time she approaches it, though.

In the previous game, Tomb Raider: Legend, Objects that the grapple can be used on shimmer. • In, Manny will look at any object you can interact with. •, which uses the same engine, adds a line of sight to make it easier to determine what Guybrush is looking at, something players often wish they'd had in. •: • Items and item expansions in the make a mechanical humming noise; the hum gets louder as you approach. Also, in and, if you use the, anything you can scan or otherwise interact with is highlighted in either red or blue (if you haven't scanned it; red denotes plot-importance) or green (if you have). ( uses orange and red icons that serve the same purpose and turn semitransparent once scanned.) • In, objects that can be moved or torn away with the Grapple Lasso have a distinctive yellow shimmer to them; once scanned, the also superimposes a semitransparent grapple icon over them. Ledges that Samus will automatically pull herself up onto when she leaps at them similarly shimmer in green.

• The obscure, but good Horror action-adventure game normal settings can be a pixel hunt (especially for the crowbar that's almost the same color as the floor), but it has an option to invoke the trope. •: • In and, will flit to any important area nearby, often turning a different color depending on what sort of item/action is required. For example, if she flits above you and turns green, it means you can summon a scarecrow to use as a hookshot anchor. On a few occasions, though, she indicates nothing at all, usually because whatever was there was. • The Zelda games will also occasionally take control of the camera to pan from you to the item you need to collect, or for a. • Starting with, if the camera is to Link's face, he'll occasionally look at something to the side.

Occasionally, there is an enemy hidden where he's looking. This can range from turning his head, to just simply moving his eyes in that direction. • The in will squawk and spin around to remind you to save if you've recently done something plot-important. • In, things such as pipes, boxes usable as springboards, and ramps are highlighted in bright red, called 'Runner Vision'. It also highlights doors in red that you can go through, and guards you have to pass (instead of avoid).

• It does not, however, change the color of all doors, some of which are red by default and cannot be opened. And on Hard mode and time trials, Runner Vision is disabled. • In, the flashlight will make destructible things glow different colors according to what can destroy them.

• In, a variety of things are used, including hopping in front of something whilst glowing yellow (as opposed to his usual green), an item sparkling (or having a strange haze around it, as in the case of keys), and the camera suddenly changing to a fixed angle (often indicating the need to use the Celestial Brush). • features the Imp familiar suddenly taking interest in two breakable walls/pushable levers. 'What does THIS switch do?!'

The hundreds of other secrets in the castle don't seem to catch his interest. • At least two of the other familiars give reactions to hidden rooms.

The fairy will float near a wall and tell you that there's something funny about it. The sword, on the other hand, skips the small talk and breaks the wall down for you. • In, one of the 'secret' items has giant arrows pointing to it that say SECRET HERE. • Used heavily in: items you can pick up are highlighted with blue sparkles, with red. • In, any item you can pick up but is not visible right away is marked with.

• It requires active purchase and equipping by the player (literal purchase, as it's only available as part of a DLC pack), but features an item called the Oculus of the Lost, which swivels to stare at a collectible (Bound Serpent, Legend, Vista, Plug Jump) that the player missed when they get within a particular (fairly large) range. • Every adventure game ever. The most memorable example being: at the beginning of, you can see Alexander's tiny signet ring in the sand only because it's really sparkly and animated.

• The series is less forgiving, requiring you to (for example) figure out that that mess of pixels is actually a footprint and act accordingly. • requires using the 'LOOK' command a lot to figure out what is usable and what is not. • uses the 'sparkly' method several times (a coin on the street, a locket in a giant bird's nest etc.). It's one of the incredibly few times the game is somewhat forgiving (of course, missing them anyway will ultimately result in you being stuck forever and the game being Unwinnable). • has your cursor (which looks like a magic wand) sparkle when it's hovering over an object the player character can interact with. • Massively averted in one infamous scene in, in which you're standed on a tiny island filled with wreckage. You are supposed to look around behind a piece of wreckage and pick up a bridle.

Though the game only tells you it's there if you look while standing in the right spot, and that bridle is 'necessary' to beat the game, and you cannot return to the island once you leave. In most cases, the player would likely never guess there's even anything there. • In the various LEGO games, any objects that can be collected, destroyed, or otherwise interacted with are appropriately made of LEGO pieces, while the rest of the background is a standard non-LEGO environment. • features a detective mechanic whereby Cole Phelps examines crime scenes for clues.

When you navigate him close enough to items that can be picked up and given a closer look (some of which turn out to be ), the controller vibrates, and a two-note piano chime plays on the soundtrack. This effect can be disabled. It can also be enhanced, as the player has the option of spending earned 'Intuition Points' to highlight the locations of all of the important crime scene clues in the map section of the. • uses Moiety daggers to get the players attention, particularly in two scenarios. • The first one has you arrive at a wooden door sealed with a padlock. There are no keys to be picked up in the game.

However, a dagger is visible on the ground. You click it, and- surprise! You could just crawl under the door! • The second one has a gigantic dagger engrained in a rock in the jungle. This, combined with the fact that your view is centered towards it instead of 90 degrees off the path, leads you to discover a path towards it that nets you another animal eyeball.

• Some games will mark your next or checkpoint with a pillar of light that goes all the way to the sky. Notice This, indeed. • Some objectives (documents to collect, places to plant explosives, weapons in the tutorial levels, etc.) in the games glow golden. • Same in the series.

•: • While playtesting Episode Two, the developers realised that players kept losing their car. To help players notice it they made the car's hazard lights flash when the player leaves the car and eventually resorted to adding a compass that points to the car to the player's HUD. • The commentary for Episode One mentions that play testers were not noticing a scripted scene in the Citadel which took place in the opposite direction the players were supposed to head. In order to draw attention to this, the devs added a small platform with a single soldier who would begin firing at you. The soldier was far enough away that he's essentially harmless, but players would turn around to fire at the soldier and then see the scripted event.

• A more subtle example is the use of coloured lighting: open, outdoor areas are often dark or lit with a cold blue light, while the path to the next area or a saferoom with item pickups will usually have a normal-sized doorway (or clean-edged hole of some kind) with warm orange light, to encourage the player to investigate it. • In the of, red emergency lights are often used to guide the player's path and make them notice doors or hatches. • In perhaps a parody of this, at one point in the game there is a sign on the wall. The sign says, 'NOTICE: Thank you for noticing this notice.

Your noticing has been noted and will be reported to the authorities.' • In, items like ammo and medkits are noticeably shinier than the environment around them. Particularly important items are highlighted in sparkly gold.

The player can turn the shininess off for added difficulty and immersion. • Items in the have a blue halo around them, as well as displaying a pickup prompt when you approach them early in the campaign. In realism mode, these are disabled, but even then the characters will often clue the others in on their finds (), and if you keep your crosshair on the item for a few seconds, they will start pointing at it with their hands. • Left 4 Dead, with its low key setup, often uses lighting cues to direct attention to places you're supposed to go. They use car headlights a lot. This is a great solution because with few other light sources competing, the low-angle headlights are bound to be eye catching.

And as a bonus, abandoned cars with headlights still on fit really well into the atmosphere of the game. • The safe room doors also glow. If you're on your last 'life' (got downed twice, the third one will result in death), items and the safe door are displayed in red, probably trying to tell you to find a med kit and heal up. The game tells you how to do certain commands the first time you encounter them (item pick ups, healing others, etc.) but will stop displaying them once you manage to do these several times on your own. • The Witch glows bright red in the dark — which is definitely a good thing, as shining a flashlight on her.

Well, let's just say it's a bad idea, to the point that most players will turn their lights off if they hear so much as a sob. Valve discussed this in the commentary. Every boss zombie and each survivor is designed to have a very distinct shape and sound so they can be identified quickly. Picking off priority targets first is half the challenge of Left 4 Dead. The Witch was designed be noticed, but not always easy to spot, since you're supposed to shut off your light. Valve wanted to add in a change of pace stealth element with the Witch. • The fundamental reason for the cartoony art style of is to make the classes, teams and weapons as distinctive from each other (and from the background) as possible.

In a realistic game, like say, Counter-Strike, you can't easily distinguish one soldier from the other, because soldiers wear uniforms and uniforms are well. The cartoony style gives TF2 the freedom to do whatever they want to let you know about important events and objects at a glance. It also lets them get away with outrageous humour and politically incorrect characters. • mode features arrows on the pointing to each team's Intelligence, whether it's safe, being captured, or dropped, and if you're holding said Intelligence, the direction of your home base. • A semi-recent update added a glowing team-coloured outline around the Payload Cart and the Intelligence briefcase that also can be seen through any obstacle, so now, no matter where you are on the map, you know exactly where they are.

• All items considered 'map' items instead of player items (that is, things like health and ammo pickups, briefcases, or various holiday-themed items as opposed to items like sticky bombs or the weapons of defeated enemies) are always spinning in place, and none of the items are perfectly radially symmetrical. This is intended to break up the object's outline against the background and encourage players to approach them due to their movement. • Fallen weapons of the same class as yours now have a yellow outline when you hover your cursor over them. This indicates that you can swap your current weapon with the one on the ground, which can sometimes provide a tactical advantage.or just net you a pretty-looking gun for one life. • Teammates now have outlines for the first few seconds after you respawn.

This lets you see where they are in order to move towards the action. Incidentally, this also applies to spies disguised as teammates—this lets you see if you're at risk of getting spawn camped and take the appropriate steps to avoid it. • NetBat in the series, based on real-life, is a means of putting icons on everything. In Battlefield's case, these would be the red diamonds/lozenges on enemies, and green circles on friendlies. Similar systems appear in other realistic FPSes, like and 's Ghost Recon. • According to 's in-game commentary, the developers tried to design a level that required the player to reuse one of the Weighted Storage Cubes. But players kept leaving it behind, not realizing they would need it for later.

So the developers gave it a different texture, had GLaDOS tell the player they needed it, and the was born. • Portal includes many instances of this trope. Another example is the level where the player first acquires the Aperture Science Hand-Held Portal Device.

Chell is forced to wait in front of a closed door next to a window through which the portal gun can be seen (and heard via ), to ensure that it's noticed. The excuse is that GLaDOS needs to acquaint Chell with the possible side-effects of the Aperture Science Material Emancipation Grill. • The developers also said on the commentary about the portal gun that they had to find a way to tell players what portals do without straight out telling them. Queen Of Spades Keygen. They say that they added in a few levels before you acquire the gun, in order for players to grasp the concept of 'go in one, walk out the other', seeing as how many of the test players found themselves believing that the portals sent them to different versions of a room or 'auto warped' you somewhere. In actuality, the portals work on a basis of 'what goes in must come out'. • The commentary also notes how, when playing the 'falling rooms' (where you must use falling to get flung forward), most test players thought that going through a portal while falling would cause you to go back to normal speed. For this reason, they added in the advice that GLaDOS gives.

'Momentum, a function of mass and velocity, is conserved between portals. In layman's terms: speedy thing goes in, speedy thing comes out.' • has a part in the final confrontation in which the player has to fire a portal onto the surface of the Moon, which as just been revealed in the night sky thanks to the roof of the room getting a hole in it. The developers on the commentary noted how players would either not realize that there was a hole in the roof, or if they did, they didn't think of shooting the portal gun.

For this reason, they made the camera automatically turn itself upwards towards the hole to give an indication to players that it was meant to be used for something. They however also faced another problem: due to how players had become used to instantly appearing portals, they still expected the portal to appear instantly, even though due to the speed of light and how far the moon is away from the Earth it would take at least a few seconds before it appears. Many test players ended up thinking that the portal could not be placed as it did not appear instantly.

So the developers ended up locking the player's view once they had successfully made the shot to solve this problem. • Reality Bytes' all-but-unknown shooter had a text window that would announce nearby objects as you walked past, punctuated with an audible 'Wow!' • In, a little-known FPS, any new objects picked up will have a 'You have the [object name]' message.

• Weapons that can be dual-wielded (Revolver, 9MM, Submachine Gun, and the Tactical SMG, for some reason) will display the same message upon a second of those guns being picked up, considering how it's the same gun, only now you can fire two at a time. • will make the next objective glow bright yellow, whether it's the door you need to breach, the turret you need to man, etc. • In the first two games, the powerups were represented with 2D sprite animations that were completely visible, even in pitch darkness. In Descent 3, they were replaced with 3D models that weren't as easy to spot. To compensate, the powerups now had a glowing 'halo' effect on them to make them noticeable. Nearby shield orbs and energy sparkles will also make noise in D3 to make locating them a little easier. • Items in 3: BFE glow with a colour dependant on what they are: armour glows blue, health items red, ammo yellow and weapons green.

The further away the player is, the more noticable the glow. • and rely on several of these techniques to guide players through the setting and allow them to interact with the cluttered environment. • All items that can be picked up have an indicator rising up about three feet from its point of origin, all: health items are red, money is yellow, ammunition is a lightly pulsing gray, and equipment ranges from to.

• All mission-related objects (but not enemies) that can be interacted with either glow green, have a prominent diamond displayed over them on the HUD, or have a unique cyan indicator projecting from them. • Lootable containers have some sort of small, green light prominently displayed on their door or lid, while lootable item piles will emit either a light green glow or strange clouds of green gas.

• Destructible objects (usually some variation of ) always have red health indicators when the crosshair is placed over them, just like enemies, to encourage players to shoot them either preemptively or to use against enemies. • Advance marked spots that triggered events with twinkling stars. • When encounters Meta Knight, there is always a sword that falls from the ceiling that you can touch to receive the Sword ability. As if, you know, a sword falling from the sky isn't unusual enough, there will also always be a giant blinking label reading 'GET IT!' Or 'GRAB THIS!' With an arrow pointing to the sword.

Yeah, designed for a younger audience, but still. • Sparkles in, though sometimes just for show, often indicated an otherwise invisible bonus, switch or transport.

• highlights scrap with a prominent shine that moves in a synchronised wave from left to right. The effect can be jarring: target arrows look like HUD symbols, but this is 'in-world'. Fallen guns are also highlighted this way. • In the Wii, any pathway covered in fireflies (Or their Bloblonian equivalent, fluttery rainbow. ) is very, very likely to have a treasure chest at the end.

• In, some of the CDs are hidden underground and must be uncovered with the Rush Search. If the player is playing as Mega Man and has the CD Finder item, stars will briefly appear to indicate where they are located. • In, using Rush Search may lead to him barking at seemingly nothing, indicating hidden items of great value or secret passages. • In, secret passages were marked with small falling rocks.

These were often. Abe's Exoddus made it much simpler, by having giant piles of bright green Brew bottles next to every secret passage. • puts blue sparkles on any items Sly can interact with.

When playing as other characters, the sparkles change to their personal color - usually the same as the main color of their skin or costume. Justified by Bentley saying this is how Sly perceives his thiefly instincts at work. Other Notice This markers are stated to be part of a HUD on the characters' goggles/masks.

• In, rays of light shine gold on areas hiding coins, and in a rainbow of colors on areas hiding power moons. • In, relevant items or objectives in a mission will both glow and emit a pulsing noise to indicate that it is nearby.

This means that occasionally, when the object is well-hidden enough that the glow isn't visible, players will find themselves in the position of listening for crates of drugs and so on. • Some games have the habit of showing the name of every single usable item on the ground. Players of the series will know how annoying this gets when you kill a particularly generous boss. • The first Diablo didn't do this, and items on the floor were otherwise unremarkable and only highlighted when the mouse hovered over them. Now imagine rings and amulets, which have a 'on-floor' graphic that's a blue ring a couple of pixels across. On a blue floor.

In a dark dungeon. While the unofficial expansion added a spell which highlighted every lost item on the floor, and there was a built-in zoom function in the game, cooperative multiplay could (and often did) degenerate into the equivalent of searching for a dropped contact lens whenever that distinctive 'ding!' • 2: Quest for the Ancients. When you entered an area, the NPC characters worth interacting with were colored differently from the filler characters.

• In the later games, any item, person or monster you can interact with will have an indicator hovering above it. Extremely useful when giving gifts, since the indicator shows who receives it (and none shows if you would drop the gift on the ground) • offers a gameplay implementation of how observant a character is, often highlighting an intractable object (with poly-chromatic floating particles) only if the relevant stats are high enough. In addition, the Auspex power makes the character more observant for a spell. • In VII, when a character with a high enough Perception skill is selected, parts of the scenery containing secrets are highlighted in red. A more subtle clue in the series is 'special' ornamental items (like torches in walls) having capitalized names (due to the sublety, this is often ). • In the DS remake of, Augments appear as golden sparkles on the ground. • Those same sparklies appear to mark items hidden on the ground in the remake, but only if you zoom the camera in really close.

• Also present in the DS titles of 's other flagship series:. Notable in that certain items hidden and marked in this way were originally marked on the NES or SNES by way of signs pointing to them or dogs guarding their spots; these original hints still remain in the DS versions. • uses this by having an icon '!' Appear over the character's head whenever he approaches a treasure or trigger.

This is immensely helpful to the player when the character is 'off in the distance' where perspective makes everything ridiculously small, or when triggers are part of the natural landscape, or when chests blend in with the environment. • It tried to keep things interesting by making a number of those '!' Just pointing out signs or notes. But if you didn't see something tacked on a wall, it's a fair bet there's an item there. • had the '!' Icon and a ding noise as well, which was handy for chests you might've missed because the camera angle was wrong or they were behind a tree.

It also had items lying on the ground glint if you were nearby. • In a particularly ludicrous example from, while in the Valuan sewers, if you investigate a certain patch of wall, Vyse will wonder if there's something about this bit of wall that's different from the rest, before dismissing it as his imagination. The 'nothing' he dismisses?

A patch of wall whose coloration is not unlike that of a patch of wall that has had the picture removed for the first time in a decade. Not long after, Vyse learns what the player has known since they first laid eyes on the wall: there's a secret passage behind it.

•, and all put floating icons over items, NPCs and enemies. • From onwards, ammunition reloads very thoughtfully glint and shimmer. Especially handy in the second half of Jack's recruitment mission, since the emergency lighting has dyed everything red and the crimson disposable heat sinks otherwise don't show up very well.

• lights up all dropped items and lootable areas if you hold down the Tab key. The first game didn't have this at all, which meant lots of pixel-hunting, even for common stuff like looting the bodies after a random encounter. • You can, with the help of the internet, play the first game on the second game's engine. Doing so will let you find things that you were meant to for, like the very valuable (by early game standards) diamond two screens out of Candlekeep. Or the on the third map.

• The games put an exclamation point over the main character's head when he's near an (otherwise invisible) item on the ground. • In, the crosshair changes its shape when aimed at something you can interact with; e.g. A hand-shaped reticle means the item it's pointed at can be picked up. • The color also changes if it would be illegal to interact with it (e.g.

Stealing owned property or breaking into a house). • In an audio version of this trope, when you are near a Nirnroot, you will hear a little tinkling sound, like faint bells. It gets louder the closer you get to it. • tends to avoid this for the most part, but Nirnroot plants still glow and emit a sound a bit like a metal tube that's been struck, except the ringing doesn't die off. • Skyrim also has Word Walls (from which you learn ). Once you get close enough to one that you haven't learned yet, the relevant word begins glowing bright blue and you hear a chorus vocalizing. The rest of your vision also darkens considerably, effectively making the word the only thing you can see.

This is very handy, since the Word Walls otherwise don't look that special, and there are a few similar structures that don't do anything. • has a golden trail of light that and when you get there, highlights them in a big shiny circle. Plus, there's your, who points at treasure chests and spots to dig.

• Unfortunately, the glowing path sometimes takes a while to load, making you think you just left the area you were supposed to find in a previous screen, backtracking, and then finding out the game is just having trouble figuring out what it's really trying to do. • The first also has items you can examine glow blue when you get near them, and people important for sidequests appear as green dots on the mini-map (and glow green when you get near them).

• uses sparkles to indicate slain enemies that still have items on them. The same sparkles were added to many quest item pickups to make them easier to see, aswell as herbs and veins if you are able to gather these. In addition, all characters are able to track most vital NPCs, seeing them indicated on the minimap. In some cases with larger view distances, large red arrows are also used.

• does things similarly, with quest objects having their own (overly obvious) sparkle as well. • This has become fairly standard for MMOs, now. Some shine like and, others shine or glow like Star Wars: The Old Republic or DC Universe Online.

• Pressing the tab key in causes every interactive object onscreen to glow and display its name. This is very handy when you walk into a storage room and want to know which crates might be holding useful items and which crates are just window dressing. Also, the toolset contains a lot of visual effects — sparkles, beams of light, and so on — that can be superimposed over any object you want to be conspicuous in your module. • The Infinity Engine D&D games ( 2, ) did something very similar with the left alt key, highlight dropped loot, door and containers. A loading screen tip recommended keeping one's left pinky over the key while exploring and pressing it whenever nothing else was happening. There were also a handful of secret stashes that were flagged not to light up this way, the only clue to their existence being the mouse cursor changing to the 'loot' icon if you happened to cross the couple-pixel hotspot. • lets you hold down a key to make every item you can interact with glow, sparkle, and display its name.

• has a search key that highlights all interactable objects nearby, including doors, collectible herbs and minerals, and loot. The same key is also used to search for hidden objects when their presence is indicated by the glow of the radar's outline. • In objects you have to pick up or interact with as part of a quest are surrounded by floating sparks. The same sparks appear around the bag some slain foes leave behind, indicating that you can click it to 'loot the corpse'. • In the position of you.

About This Game Neverwinter Nights: Enhanced Edition adds all-new enhanced features to the content of Neverwinter Nights Diamond Edition. Slink through the shadows as a deadly half-elven rogue, wield fearsome magics as a powerful gnomish sorcerer, vanquish your foes as an armor-clad dwarven paladin. Whatever hero you create, incredible adventures await. Discover magic, wonder, and danger at every turn on your own or with friends in these classic Dungeons & Dragons adventures.

Enhanced Features: • Improved Display: Your portrait, combat bar, inventory, and other UI elements adjust in size based on your chosen resolution including 1080p and 4k. • Advanced Graphics Options: Pixel shaders and post-processing effects make for crisper, cleaner visuals.

Enable contrast, vibrance, and depth of field options as preferred. • Community Endorsed: Original developers have teamed with key members of the Neverwinter Nights community to curate important fan-requested improvements to support players, storytellers, and modders. • Backwards Compatibility: Works with save games, modules, and mods from the original Neverwinter Nights. A galaxy of community created content awaits. All the content of Neverwinter Nights Diamond Edition: The original Neverwinter Nights campaign: Find yourself at the center of intrigue, betrayal, and dark magic in Neverwinter Nights.

Journey through dangerous cities, monster filled dungeons and deep into uncharted wilderness in search of the cure for a cursed plague ravaging the city of Neverwinter. Two expansion packs: • Shadows of Undrentide: Another adventure begins in Shadows of Undrentide! Charged by your master to recover four ancient artifacts, travel from the Silver Marches to unravel mysteries of a long-dead magical civilization. • Hordes of the Underdark: Continue the adventure started in Shadows of Undrentide and journey into the ever-more bizarre and hostile depths of Undermountain to challenge a gathering evil. Three premium modules: Discover over 40 hours of new stories, then go on to sample the hundreds of modules created by community members just like you. • Kingmaker • ShadowGuard • Witch’s Wake The Aurora Toolset: Build your own world full of unique monsters, items, traps, encounters, and settings, then share your creation with the rest of the Neverwinter Nights community. (Windows only) Dungeon Master Client: Become the storyteller!

Control monsters, creatures, and characters your players will meet over the course of an adventure. © 2017 Beamdog. © 2017 Hasbro, Inc. All Rights Reserved.

Neverwinter Nights, Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, Neverwinter, Neverwinter Nights, and the dragon ampersand are trademarks of Wizards of the Coast LLC in the U.S.A. And other countries, and are used with permission. Hasbro and its logo are trademarks of Hasbro, Inc. And are used with permission. ©1998 BioWare Corp. All Rights Reserved.

Bioware, the BioWare Aurora Toolset and the BioWare logo are trademarks of Bioware Corp. All other trademarks are the property of their respective owners.