Neverwinter key art

2013 · Cryptic Studios

Neverwinter

2013 video game

PC XB1 PS4
74
Metacritic
73
OpenCritic

Neverwinter is a free-to-play massively multiplayer online role-playing game developed by Cryptic Studios for Microsoft Windows in 2013, Xbox One in 2015, and PlayStation 4 in 2016. Based on the fictional Forgotten Realms city of Neverwinter from Dungeons & Dragons, Neverwinter is a standalone game and not part of the previous Neverwinter Nights series.

Gameplay

Players can choose one of eight Dungeons & Dragons character classes and form groups of up to five player characters (PCs). Neverwinter was originally based on a modified version of the Dungeons & Dragons 4th edition rules set. This includes the use of healing powers and action points, the latter of which is implemented through a system referred to as dailies, allowing a player to perform a special ability by accumulating enough action points through combat. A player-created content system codenamed “Foundry” allows players to create their own stories and quests. It’s not an MMO in the sense that there aren’t zones with hundreds-and-hundreds of people. You are not fighting for spawns. There’s a very strong storyline throughout the game. So it’s more of a story-based game closer to things like Dragon Age or Oblivion, which we really try to follow. — Jack Emmert, By October 2011, the gameplay of Neverwinter was re-structured into a free-to-play MMORPG with extra items and other advantages available for purchase for a fee. In August 2014, the Tyranny of Dragons module was used to bridge the narrative gap between the game and the then recently released 5th Edition Dungeons & Dragons. Many of the subsequent modules would have ties to 5th Edition Dungeons & Dragons storylines, such as Elemental Evil, Storm King’s Thunder, Tomb of Annihilation, Ravenloft and Undermountain. By April 2019, all eight classes received varying levels of balance and adjustments and each class was renamed to align with 5th Edition Dungeons & Dragons.

Plot

Characters and setting

The setting of Neverwinter takes place in a time when the eponymous city is plunged into chaos after the disappearance of the last Lord of Neverwinter. In the aftermath of the Spellplague and a Primordial Fire Elemental’s almost destroying Neverwinter, as seen in the novel Gauntlgrym, the remaining citizens form factions and struggle for dominance over the populace as the dead begin to rise and attack “the city they once called home”. The player is investigating the Sect Crown of Neverwinter and trying to figure out what the skeletons and another mysterious group are looking for. The included locations are based on the novels Gauntlgrym, Neverwinter, and Charon’s Claw. Players are also able to create whole new locations that may or may not conform to the lore on which the rest of the game is based. This content is clearly distinguished so as not to confuse users, and they are informed whether they are playing user-generated or official content.

Story

Briefly assuming her pre-lich appearance, the Lich Queen Valindra attacks the soldiers of New Neverwinter, as new grounds are being built outside of the original city, which is being repaired. Valindra’s actions spark the Battle of the Bridge, in which Barrabus the Gray (formerly known as Artemis Entreri) and Drizzt Do’Urden are rumored to be present by gossipers at a pub in the shattered town of Luskan. Each soldier tells his own story of the battle until one soldier reveals that Valindra’s attack was going badly until the blue dragon, Fulminorax, a leader in the country of Thay, helped her escape. The soldier finishes by asking the people where they will be and what they will be doing when the dragon attacks again. After their ship is sunk by a dracolich, adventurers help a nearby militia of Neverwinter against Valindra. While not confronting her directly on the Sleeping Dragon Bridge, the heroes fight a Harbinger, a huge humanoid undead, then go to Protector’s Enclave to tell a Sergeant about what happened. For their valor, the adventurers become the Heroes of the Sleeping Bridge. Learning that the Nashers took advantage of Valindra’s attack, the heroes track them to the Blacklake District. There they fight a chosen of Ghaunadaur and Nasher leader Karzov. With the Nasher Rebellion ended, the Heroes head to the Cloak Tower and defeat Vansi Bloodscar, an orcish commander from the Kingdom of Many-Arrows. Sent to help Dorothea Linkletter, the spellscarred wife of Josef Linkletter, the Heroes learn the wizard Rhazzad has sacrificed all the spellscarred victims he hid from Helm’s Hold. Learning Rhazzad’s masters to be in the Chasm, the heroes defeat the wizard when he turns into a plague-changed monstrosity. Forced to delay going after Rhazzad’s masters, the Heroes are put in contact with the Harpers to fight against Malus and Traven Blackdagger. Learning the Blackdagger brothers to have been turned undead by the Thayan necromancer Kallos Tam, the Heroes defeat the pirates and Valindra’s agent. Learning the Red Wizard of Thay Xivros plans to raise Arleos the Unforgiven, the Heroes are unable to stop the resurrection but do put down the monster when it rises. The heroes also learn that in another part of Neverdeath Graveyard, Valindra defeated the Cult of the Dragon over the dracolich Azharzel. The Spellplague victims then become a priority again as the Prophet of Helm’s Hold has been revealed to be a succubus called Rohini. With the Ashmadai active in Neverwinter, the Heroes raid the fortress, defeat Rohini and slay her green dragon Chartilifax. When the Barrow Lords and the Netherese necromancer Idris raised the dead of Ebon Downs, the Heroes of the Sleeping Bridge were dispatched and defeated the undead. When the Uthgardt barbarians under the Netherese began to hunt down the Forsworn, the Heroes decided to put an end to the Netherese menace. Stopping Netheril’s plans with Xin’Kar, a piece of the Enclave Xinlenal, the Heroes defeated the Uthgardt chieftain and Netherese forces. Joining forces with Company Yargo, the Heroes then took down another Blackdagger Pirate, the undead Bartholomew Blackdagger. Aiding the Icehammer Dwarves, the Heroes proceeded to slay the Frost Giant Hrimnir and destroy the Winterforge. When the Chasm is threatened by the Order of the Blue Fire, the Heroes finally begin to finish off another loose end: Rhazzad’s masters. Heading down the Chasm, the Heroes find A’Drx’l, the Aboleth that was guiding Rhazzad, and slay it. When Drow slavers from House Xorlarrin began appearing and creating a settlement called New Xorlarrin, the Heroes set out to stop them and put an end to their fledgling designs. In doing so, they learned that the Drow Goddess Lolth was trying to take over magic. While the Xorlarrins retreat, the Heroes defeat the Fire Giant Gommoth and red dragon Karrundax. The Xorlarrins retake the abandoned city of Zesraena and fight the Heroes at the Doors of Delzoun in a losing effort. Learning of the Xorlarrin alliance with Illithids, the Heroes fight the Mind Flayers and their Duergar thralls, eventually entering a structure known as the Iron Heart to defeat Yshiggol. With their strength grown, the Heroes of the Sleeping Bridge decide to end the destructive conflict between Neverwinter and Thay by targeting Valindra Shadowmantle directly. Entering Castle Never, the Heroes fight through hordes of undead and Valindra’s most powerful soldiers. Eventually confronting the Lich Queen directly, they defeat her and her dracolich Ahzarzel.

The Storm King/Icewind Dale

Ice begins to reach south, threatening to wipe out all life in the Dalelands and harm the City. Bryn Shandar comes under attack from hundreds of Frost Giants at the front of an apocalyptic blizzard, freezing the city and turning many of the inhabitants to ice. Artus Cimber arrives and claims that the weather and problems are being caused by the Ring of Winter, which was stolen from him, and that if the heroes can help him find it, he’ll be able to reverse the events. The heroes attempt to sneak into Fangbreaker Keep aboard a Frost Giant ship, but are discovered and are forced to flee. Makos stays behind to cover their escape, and is killed by a Frost Giant. Wulfgar and Cattie-brie recover his body and his is cremated upon return to Bryn Shandar, as Celeste tried and failed to resurrect him. Cimbar tracks the Ring further north to Cold Run, and the Keep of the Frost Giant King. Upon a Trial, the group of heroes attack the Frost Giant king. Upon his defeat, he attempts to draw more power from the Ring, which backfires and turns him to ice.

The Jungles of Chult

Neverwinter comes under a death curse. The people of the Sword Coast are dying, although this does not affect any characters not a part of the plot. a mysterious character, later proven to be Makos, proposes that Chult may hold the answer. The player forms a party consisting of various characters in previous adventures including Minsc, Boo, Volo, and Celeste. Arriving in Chult, the group’s ship is destroyed by dragon turtle after Volo refuses its demand for payment to enter its waters. Celeste, Cleric of Selûne, is killed by the Batiri, a kobold-like species that inhabit Chult. Finding her body, Makos has her returned to life by a Chultan witch doctor called Nani Pupu by sacrificing a Batiri. This does not resurrect Celeste, however, and she is returned as an undead version to her horror as undead are considered unnatural by her deity. This deviates slightly from established lore where Selûne had been the goddess of the moon and lycanthropy, but none of the source books through the fifth edition list Selûne as having a particular edict against undead.

The Cloaked Ascendancy

Following completion of the main storyline, Lord Neverember reopens the River District. In the middle of the ceremony, the Nashers, led by three powerful wizards, attack the procession and overrun the rebuilt section of the city, dividing it between themselves with the plan to eventually assault the city proper.

New Sharandar

Sharandar, destroyed by numerous attacks, is refounded in a new location. Despite efforts to hide, the Fomori launch an assault on the new elven homeland.

Barovia

Descent to Avernus

Zariel, Lady of the First Layer of the Nine Hells, captures large swathes of land and drags them into the Hells, intending to use the inhabitants as cannon fodder in the eternal Blood war. The Adventures enter Avernus through the estate of Vallenhas, whose family made a deal with the Demons in order to spare their family. Entering fragments of Zariels memories, they learn Zariel was overpowered in a failed attack on Hell, and was corrupted and turned into an Arch Devil. Entering the Bleeding Citadel, they find Zariel’s divine sword. Using her sword to draw Zariel out of her flying fortress, Zariel is overpowered, and after her defeat, accepts an offer of redemption and resumes her angelic form, and takes command of the Citadel as a temporary beachhead to launch attacks into Avernus.

The Dragonbone Valley

Lich Queen Valindra, having restored herself after her defeat at Neverwinter, attempts to create a Mythal, an incredibly powerful form of ritual magic, that will turn every dragon in Faerun into a dracolich. The adventurer receives a plea from Elminster to come and support the Grand Alliance to stop the Thayans and Valindra. After collecting a handful of artifacts to reach the ritual site, Elminster and the dragon Galanthaxsis interrupt the ritual at the last moment, causing it to detonate and obliterate a chunk of the valley.

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