![]() Again, this is the same as it was in NWN:DE.ģ) CD-key authentication by Beamdog's master server - this one is a bit more tricky and may at first glance look like intrusive DRM. This applies whether you play on LAN or over the Internet. If you try to join a server on which there's already somebody logged in who uses your CD-key, you'll get a message informing you about it. This safeguard is the same as it was (and still is in NWN:DE on GOG) in the original NWN.Ģ) Unique CD-key per game server - this is pretty self-explanatory, no two players with the same CD-key are permitted to play on the same server at the same time. In other words, if you use a random string of characters as your CD-key, you won't be able to play - but if you use your legal NWN:EE CD-key (or anyone else's, or one generated by a keygen) you'll pass this test and be able to play single-player. The game only checks if your CD-key might be valid. Again, this is done by the game itself, no connection to the Internet is needed. The CD-key you use is checked on game launch to see if it's legit (note: legit, not necessarily legal). ![]() Here they are:ġ) Built-in CD-key validity check - this is done by the game itself. There are three safeguards to ensure you're playing a legit copy of the game, but none of them is any form of intrusive DRM. ![]() I'm very cautious about this matter, too, so I made sure. After Morag's death, the protagonist escapes the Stone as the world inside it implodes.Svmariscal: Is it really a proper LAN play option? as in "no internet connection needed"? I ask because there are many games claiming to allow for LAN play but you still need to authenticate beforehand, so you still need an internet connection. The hero battles Maugrim for the final Word, then uses the Words to enter the Source Stone and battle with Morag. The protagonist confronts Aribeth, and depending on how the meeting is handled, she either surrenders to the main character or they are forced to kill her. The hero discovers that the Words open a portal to a pocket world inside the Source Stone, where Morag and the other Old Ones sealed themselves long ago to avoid extermination during a primordial ice age. The main character retrieves all of the Words of Power except for one held by the cult. They seek a group of magical relics called the Words of Power. These fears are confirmed when she is found meeting with Maugrim and Morag, Queen of the Old Ones. Aribeth goes ahead to Luskan, and the hero follows after speaking once more to Gend.Īfter arriving in Luskan, the protagonist hears rumors that Aribeth is joining with the cultists. The main character retrieves the diaries of dead cultists and letters from a person named Maugrim, which convince Aribeth that the cult's headquarters are in Luskan. The protagonist meets up with Aribeth and Neverwinter's spymaster, Aarin Gend, to begin searching for the cult responsible for the plague and the attack on Neverwinter. Desther is sentenced to burn at the stake, and Fenthick, despite being unaware of Desther's true intentions, is sentenced to hang. ![]() When they catch up to Desther, he surrenders after a short battle. Desther takes the completed cure and escapes the castle, with the hero and Fenthick in pursuit. As they collect the creatures, they are attacked by mysterious assassins from a cult that is behind the spreading of the plague.Īs the cure is being made, Castle Neverwinter is attacked by the minions of Desther, who betrays the heroes. The Waterdhavian creatures are needed to make a cure for the Wailing Death, a plague that is sweeping the city of Neverwinter and forcing a quarantine. With the help of Fenthick Moss, Aribeth's love interest, and Desther, Fenthick's friend, the main character is able to retrieve the creatures. The story begins with the player character, under the guidance of Lady Aribeth, being sent to recover four creatures (dryad, intellect devourer, yuan-ti, and cockatrice), known collectively as the Waterdhavian creatures. ![]()
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