Neverwinter Nights 2

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Neverwinter Nights 2 is a role-playing video game created by Obsidian Entertainment and released by Atari Interactive. It is the second game in the Neverwinter Nights series and follows the first game made by BioWare. The game is based on the Dungeons & Dragons fantasy tabletop role-playing game.

Neverwinter Nights 2 is a role-playing video game created by Obsidian Entertainment and released by Atari Interactive. It is the second game in the Neverwinter Nights series and follows the first game made by BioWare. The game is based on the Dungeons & Dragons fantasy tabletop role-playing game.

The game uses a version of the Dungeons & Dragons 3.5 edition rules. Players create characters to represent themselves in the game, using the same rules as the Dungeons & Dragons game. Players can bring other characters to help them and later build a keep, which acts as a base for their adventures. The story takes place in the Forgotten Realms campaign setting, focusing on the city of Neverwinter. The story is not connected to the first Neverwinter Nights game. It follows an orphaned adventurer who investigates mysterious artifacts called "silver shards" and their link to an ancient evil spirit named the King of Shadows.

Development of Neverwinter Nights 2 began in July 2004. The game was designed using the Aurora Engine, the same engine used in the first game. Players could use the game's toolset to create their own adventures. The game's designers were inspired by older role-playing games and decided that players must earn respect through their actions. The game allows players to play with others online in a cooperative way. It was released in October and November 2006. Official multiplayer support ended in December 2012. After this, players in the Neverwinter Nights 2 community created ways to continue playing the game online.

Reviews of Neverwinter Nights 2 were mostly positive. Reviewers liked the improvements from the first game, especially the story and how players manage their group of characters. The game won GameSpot’s Best Story award for 2006. A common complaint was that the game had many technical problems when it first came out. Three official expansions and one adventure pack were released for the game: Mask of the Betrayer in 2007, Storm of Zehir in 2008, and Mysteries of Westgate in 2009.

Gameplay

Neverwinter Nights 2 is played from a top-down view, where the player controls a hero and their group of companions. As a role-playing game based on the Dungeons & Dragons 3.5 edition rules, players create a character by choosing a race and class, then distributing skill points. There are sixteen races and twelve classes available, such as the rogue and wizard, with seventeen additional classes that can be unlocked later. The game uses the d20 system, which involves rolling dice or generating random numbers to decide the success of actions like attacks and saving throws. Players can recruit companions during the story and form a party of up to three members. These companions can be controlled directly by the player or given instructions for combat.

The game takes place in the Forgotten Realms setting, where players explore areas of Faerûn, such as cities, forests, and dungeons, by defeating monsters and completing quests. Characters earn experience points and treasure, which help them level up and gain new abilities like magic spells and feats. Some races, like the drow, require more experience to level up. Characters can access Prestige classes, which are advanced versions of base classes, by meeting specific requirements. For example, the warpriest class becomes available to clerics after reaching a certain level. Players can use items like weapons, armor, potions, and scrolls, and some equipment changes alter a character’s appearance. As the story progresses, the player gains a keep, which starts in poor condition and must be repaired using party funds. Improving the keep allows it to generate income and strengthen defenses. Non-player characters, such as merchants, can be hired to work at the keep, and the player must manage guards and resources.

Before the online feature was removed, players could join others to play the campaign from the beginning of the story. Rules for multiplayer games could be adjusted, such as disabling friendly fire. A BioWare account was needed to play online, and players could search for servers matching their preferred style of play. Players could also share and play custom game modules created using the Electron toolset, which is included with the Windows version of the game.

Story

Neverwinter Nights 2 is set in the city of Neverwinter and the surrounding areas of the Sword Coast region in Faerûn. The game begins in the small village of West Harbor, where a battle took place between an evil force led by a being called the "King of Shadows" and warriors who supported Neverwinter. The player character’s story is connected to this battle, during which their mother was killed. Throughout the game, the player can recruit allies, such as a strong dwarf named Khelgar and a talkative tiefling named Neeshka. The main enemies include the King of Shadows, a cunning Luskan diplomat named Torio, and a warlock named Ammon Jerro.

The game is divided into three acts. The first act starts in West Harbor, where the player character was raised by an elven ranger named Daeghun. After a festival, the village is attacked by a group led by a githyanki, who are searching for an unknown object. Daeghun sends the player to retrieve a mysterious silver shard from a nearby cave, which was left there after the King of Shadows was defeated years earlier. The player then travels to Neverwinter, meeting other adventurers who can join their party. In Neverwinter, Daeghun’s half-brother, Duncan, explains more about the situation. Duncan directs the party to speak with Aldanon, a wise person who reveals the shard’s connection to a dead warlock and his descendant, a farmer named Shandra Jerro. However, the githyanki kidnap Shandra, and the player must rescue her. At the end of Act I, the party defeats the githyanki, saves Shandra, and learns about the origin of the shards.

In Act II, the party discovers that an evil wizard named Black Garius is trying to take control of the King of Shadows’ power. The party interrupts Garius’s plan, and he appears to be killed. As a reward, the player is given a noble title and a stronghold called Crossroads Keep by Neverwinter’s leader, Lord Nasher. After finding Ammon Jerro, the warlock who fought the King of Shadows and Shandra’s grandfather, the player learns that the King of Shadows was once known as the Guardian, a powerful being created by the ancient empire of Illefarn. The Guardian became corrupted after using dark magic called the Shadow Weave and destroyed Illefarn in an attempt to protect it. Ammon initially refuses to help the player but later joins after accidentally killing his descendant, Shandra.

Act III introduces the Shadow Reavers, a group of undead mages who include a resurrected Garius, who wants to bring back the King of Shadows. The player must prepare Crossroads Keep for battle by strengthening its defenses. After retrieving more shards by defeating the Shadow Reavers, the shards are used to create a powerful weapon called the Silver Sword of Gith, which was previously taken by Ammon Jerro during the first battle against the King of Shadows. This sword is the only weapon capable of fighting the King of Shadows’ power. The Shadow Reavers attack Crossroads Keep, but the defenders repel them. After exploring Garius’s new stronghold, the party fights Garius again. When Garius is defeated, the party prepares for a final battle against the King of Shadows. Depending on the player’s choices, they may fight the King of Shadows or join him. A scene after the battle shows the effects of the conflict, ending with a cliffhanger that continues in the expansion pack Mask of the Betrayer.

Development

Neverwinter Nights 2 was first mentioned on April 1, 2004, when an Atari employee listed several games in development, including "NWN2," in response to a comment that caused strong reactions on Atari's forums. The company officially announced the game on August 4, 2004. Obsidian Entertainment developed the game, and BioWare, the company that created the first Neverwinter Nights, provided support and guidance. The two companies worked together in a similar way on Star Wars: Knights of the Old Republic II, a game developed by Obsidian that followed a BioWare game. BioWare joint CEO Ray Muzyka said, "Neverwinter Nights remains one of the most important titles BioWare has ever created. We certainly plan to remain involved in the production and development of Neverwinter Nights 2." Obsidian hired several game designers from Black Isle Studios, which created other Dungeons & Dragons role-playing games, such as Planescape: Torment, the Icewind Dale series, and the Baldur's Gate series. Development began in July 2004, when Obsidian assigned staff members to work on the project. Staff included Darren Monahan, the producer of several Icewind Dale and Baldur's Gate: Dark Alliance games; Marc Holmes, the art director of the first Neverwinter Nights; and Chris Avellone, the lead designer of Planescape: Torment and Knights of the Old Republic II.

BioWare gave Obsidian its Aurora Engine from the first Neverwinter Nights to use in the sequel. One reason for using Aurora instead of creating a new engine was the toolset, which allowed players to make content for the game. A new engine might have made this impossible. BioWare provided technical support for the engine, but Obsidian planned to completely change Aurora, including its code. The designers wanted to improve the visuals of the first game, such as adding better lighting and textures, which required major changes to the engine. The upgraded engine was called Electron. It was designed to use DirectX to make it compatible with the Xbox 360, but Obsidian later stopped plans for a port to the system due to financial reasons. The toolset used to create the game was also updated, including features like a customizable interface, a new dialogue format, and building assistants—similar to the wizards in Microsoft Word and Excel. Like the first game, the toolset was included in the game's release for players to use.

Obsidian used older computer RPGs, such as Fallout and the Ultima series, for inspiration on the storyline and gameplay. Obsidian CEO Feargus Urquhart said, "We've been thinking about a lot of older RPGs, and we have this feeling that something has been lost with recent RPGs." He compared Neverwinter Nights 2 to Baldur's Gate II, saying he wanted to expand the city of Neverwinter in the same way Baldur's Gate II expanded its setting, Athkatla. "We're looking at how to make Neverwinter a really intriguing place to be, and make it a place where you go and come back to and have it really be a center for the game," Urquhart said. The game's story would focus on the city of Neverwinter but would not be connected to the first game. Instead of starting as a powerful character, players would begin as unimportant individuals. Obsidian wanted the game to have realistic consequences for players' actions. The story would center on the player character, who would need to earn the respect of Lord Nasher and the city of Neverwinter.

At the start of the game, the main character would meet an important person and be treated like any other unimportant person. Powerful characters often ignore those who are not important. This approach was meant to create a more cohesive story. Instead of the henchmen system from the first game, Obsidian changed the party format to resemble Knights of the Old Republic II. Like the Neverwinter Nights expansion Hordes of the Underdark, players could recruit multiple party members. Each character could be directly controlled, but party members could also help the player even when not controlled, such as summoning a rogue to open a locked chest. Companions would have distinct personalities and goals, but the player could influence them. Characters could leave the party permanently under certain conditions. Other changes included adding prestige classes and more exotic races, such as planetouched and Elven subraces.

In 2012, GameSpy, the company that provided multiplayer support for the game, was bought by Glu Mobile. After the purchase, Glu Mobile increased fees for online services for games. The new owners then shut down online services for several games, including Neverwinter Nights 2. GameSpy claimed the developers had allowed their contracts to expire and were no longer willing to provide free services after a time.

Release

Neverwinter Nights 2 was prepared for large-scale production on October 17, 2006, and was released on October 31 in the United States, November 3 in Europe, and November 16 in Australia. The Electron toolset was made available early to customers who ordered the game in advance through GameStop or Best Buy, along with special in-game items. In addition to the standard version, Atari released a special edition. The United States and Australia versions of the "Limited Edition" included physical items such as a cloth map of the Sword Coast and in-game benefits like the "Blessed of Waukeen" feat, which gives players an advantage during certain game challenges. The European special edition was divided into two versions: "Lawful Good Limited Edition" and "Chaotic Evil Limited Edition," which refer to the moral alignment system from Dungeons & Dragons. Each box included collectibles from the United States and Australia editions, as well as copies of the original Neverwinter Nights and its expansions, plus a trial code for Dungeons & Dragons Online: Stormreach.

Atari allowed Aspyr Media to create a version of Neverwinter Nights 2 for Apple Macintosh computers. This version was announced shortly before the Windows release. The initial plan was for the Mac version to be released in December 2007, but it was not sent to stores until February 2008. This version included the full game except for the editor toolkit. In March 2008, Atari announced that several of its PC games, including Neverwinter Nights 2 and its first expansion, Mask of the Betrayer, would be available online through Valve’s Steam service. A "Gold Edition" bundle containing Neverwinter Nights 2 and Mask of the Betrayer was released in May 2008. A "Platinum Edition" with the original game and both expansion packs was made available on Steam on December 27, 2010. As of May 2013, Neverwinter Nights 2 was no longer sold through Steam.

A complete version of the game that includes the original and three expansion packs was released on GOG.com on January 24, 2013. The game was added to the GOG Preservation Program on July 14, 2025, to ensure it works on modern computers. An improved version of the game, developed and released by Aspyr, was made available for Nintendo Switch, PlayStation 5, Windows, and Xbox Series X/S on July 15, 2025.

Reception

People generally liked Neverwinter Nights 2. It ranked number 6 on Amazon's list of top video games to pre-order before its release and sold well for several weeks after. It won GameSpot's "Best Story" award in 2006, beating The Elder Scrolls IV: Oblivion, which was chosen by readers. It was also nominated for a Golden Joystick Award for Best PC Game of 2006. Computer Games Magazine gave Neverwinter Nights 2 their 2006 "Best Writing" award, and it was listed as one of the top 10 computer games of the year.

Some reviewers said Neverwinter Nights 2 was better than the original Neverwinter Nights, but it had lower overall ratings. The game used the Dungeons & Dragons 3.5 ruleset, which many said was accurate to the paper version of the game. GameDaily noted that the ruleset allowed for powerful attacks that could harm the entire group. The game's portrayal of the Forgotten Realms setting was praised. The story was considered a strong point and an improvement over the original. GameSpy called the single-player campaign "worthy of its strong background," and Game Informer said the story and characters were much better than the original. One reviewer called it "one of the best written games in history." A reviewer from The Wisconsin State Journal said the early parts of the story might feel slow but became more interesting later, especially with character development. Both this reviewer and Deseret News writer Matt Slagle noted that the game allowed players to use diplomacy instead of combat, which they approved of.

Other reviewers had mixed opinions. PALGN in Australia called the story "predictable and clichéd." Personal Computer World writer Jonathan Parkyn said the dialogue was important but might feel boring to players who prefer action. Reviews of the game's graphics were also mixed. Some praised the visuals as "beautiful," while others noted problems with how the graphics looked and performed, especially on older computers. The Sydney Morning Herald said the 3D graphics made the world feel more immersive. Some praised the audio and voice acting, though one reviewer said some sound effects were reused from the original Neverwinter Nights. Another reviewer criticized the in-game camera as poor and said there were many graphical errors. Slagle also mentioned problems with graphics that stuttered and voiceovers that didn’t match the characters’ movements.

The most common criticism was the game’s many technical problems. Isthmus writer Adam Diamond said the game’s pathfinding (how characters move) was poor, leaving players vulnerable. Some compared the game to Star Wars: Knights of the Old Republic II, another game by Obsidian that had similar issues. Bugs were said to disrupt gameplay and cause frustration. One reviewer said a major bug in the first version of the game prevented them from playing past a certain point. Problems were reported with how non-player characters (NPCs) acted, the camera, and movement. One review noted that the time between starting the game and loading levels was long, making it unclear if the game was crashing or loading. Obsidian fixed many bugs, but later reviews still said glitches remained a serious issue. 1UP.com’s review, written two weeks after the game’s release, said the game had many problems even after updates.

The Mac version of Neverwinter Nights 2 had mixed reviews. Some criticized it for not including an editor tool and for needing powerful hardware.

1UP.com writer Matt Peckham’s initial review caused controversy. An editor removed the review from the website and from the print version of Games for Windows: The Official Magazine, saying it did not do justice to the role-playing game genre. A later review by Jeff Green gave the game a C+ score and was one of the most negative reviews from major outlets. A revised version of Peckham’s review was later published by the Sci Fi Channel, and another version appeared on Penny Arcade.

The level editor and design tools in Neverwinter Nights 2 were widely praised as "insanely powerful and complex" by Deseret News. However, the game did not attract as many modders (players who create new content) as the original Neverwinter Nights. PC Gamer said this was because the tools in Neverwinter Nights 2 were harder to use than the tools in the original game. Notable modding projects included remakes of Baldur’s Gate, Icewind Dale, and RuneScape.

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