Neverwinter Nights: Shadows of Undrentide

Neverwinter Nights: Shadows of Undrentide

released on Jun 21, 2003

Neverwinter Nights: Shadows of Undrentide

released on Jun 21, 2003

An expansion for Neverwinter Nights

Neverwinter Nights: Shadows of Undrentide offers role playing fans even more D&D features than the ground breaking original. Additions include new skills, including Tumble and Appraise; new feats, such as Divine Might, Extra Music and Bullheaded; new weapons, such as Holy Water Flasks and Choking Powder; new prestige classes, like Harper Scout; new monsters from the D&D universe, including Medusa, Cockatrice, Sphinx, and Female Fire Giant; and dozens of new spells. In addition, the expansion pack equips amateur module makers with additional content for the Neverwinter Nights Aurora Toolset, the groundbreaking software included with the full game that allows players to create their own universes, quests and storylines. The toolset will be augmented with all new tile sets for creation of new environments as well as new "Wizards" or automated guides, to help gamers build and play adventures of their own creation.


Also in series

Neverwinter Nights: Witch's Wake
Neverwinter Nights: Witch's Wake
Neverwinter Nights: ShadowGuard
Neverwinter Nights: ShadowGuard
Neverwinter Nights: Kingmaker
Neverwinter Nights: Kingmaker
Neverwinter Nights: Hordes of the Underdark
Neverwinter Nights: Hordes of the Underdark
Neverwinter Nights
Neverwinter Nights

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Reviews View More

The story was better than the main game and it had some cool ideas, but can't remember much^^

Played this when it was released 2003 and enjoyed it then. Still like it.

Replayed after maybe 15 or so years after my rose colored nostalgia glasses fell off. Chapter one starts off strong. It's a fetch quest, but the villains involved are pretty awesome, and there are multiple ways to solve the issues and all feel like they work with the game's plot. However, once the chapter ends, it digresses into moments unrelated to the main plot. You have to take the main plot item somewhere across the desert, but you're interrupted twice, and those moments felt really padded out. They detract from the main story and almost felt like they were specifically designed only to add more to the game's length artificially. Also, the person that designed the Tomb of Kel-Garas in the interlude is a sadist.

Didn't really care for the final villain, or her motivations of why she did her plan. Deekin is still one of my favorite characters, though.