Neverwinter Nights 2: Storm of Zehir is an expansion pack for the role-playing video gameNeverwinter Nights 2, developed by Obsidian Entertainment and published by Atari. It was released in late 2008 in North America, Europe, and Australia. Like previous entries in the Neverwinter Nights series, Storm of Zehir is based on the paper and pencilfantasyrole-playing gameDungeons & Dragons, and uses the game's 3.5 edition ruleset.
General discussion
From United Kingdom
Hi Anyone know how to get my serial keys so i can play multiplayer.
I load up the application and it provides me a link to /account/games but there are no serial keys in there. Help would be greatly appreciated
reaver894
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From United Kingdom
my account, and then serials when you look at the game
mrkgnao
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From United States
Hotshothollis: Hi Anyone know how to get my serial keys so i can play multiplayer. Account/Library => Neverwinter Nights 2 Complete => More => Serial Keys
I load up the application and it provides me a link to /account/games but there are no serial keys in there. Help would be greatly appreciated
hafizadam
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From Malaysia
Neverwinter Nights 2 Cd-key
Go to your Library.
Look up NWN2 and click on it. You will see list of download links, navigate to More button. Your Serial Key is there.
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Grargar
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From Greece
Hotshothollis: Hi Anyone know how to get my serial keys so i can play multiplayer. When you say application, do you mean the Galaxy client? The serials aren't viewable there for the moment. You should instead access your account through your browser and follow the advice that the other users have offered.
I load up the application and it provides me a link to /account/games but there are no serial keys in there. Help would be greatly appreciated
Post edited August 30, 2015 by Grargar
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This is my favourite topic
General discussionNWN2: How to play multiplayer and change your cd-key(22 posts)(22 posts)
(22 posts)
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SmakTalk
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From United States
Here is the way to do it (its not obvious at all!)On GOG.com (GOG Galaxy wont work to find the serial keys) go to GOG.com, click on ACCOUNT. Then click on LIBRARY. Now click the arrow below Neverwinter Nights 2 Complete - select DOWNLOADS In Downloads, click on the MORE arrow button then select SERIAL KEYS. Copy and Paste the serial keys into the Multiplayer Keys window. When you paste then, check the END of each CD-KEY for spaces and remove any empty spaces at the beginning or end - spaces will cause your BUTTONS TO BE DISABLED because it sees them as invalid serial keys (this is stupid in my opinion). If all the cd-keys are valid, the buttons will be enabled. If any spaces are in ANY of the cd-keys or any of the cd-keys are invalid in any way the buttons will not be enabled.
FrickusRuckus: Fixed problem.
1) NWN 2 keys do not have hyphens in the ini file. NWN 1 does have hyphens. 2) change the permissions on the ini file found in program(X86)AtariDnDNWNCNeverwinter Nights II directory and edit, save that file with the new key.
pjthefey
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From Thailand
Rhiyo: You will need to change your cd-key if you are playing multiplayer either on LAN or the internet. I'm having this problem also, however this solution doesn't work because we are only provided with one CD Key.. If we enter it three times, we'll get an unauthorized CD key error when connecting to a server.
Your multiplayer CD-Keys are stored in your owned games list, click on Neverwinter Nights 2, and they are listed under 'My serial number:' To manually change your CD-Key, go to where your Neverwinter Nights 2 was installed and open 'nwncdkey.ini' it will looking something like this (Obviously I have changed the keys to 0's): [CDKEY] Key1=00000-00000-00000-00000-00000-00000-00000 //This is your base Neverwinter Nights 2 cd-key Key2=00000-00000-00000-00000-00000-00000-00000 //Mask of the Betrayer key Key3=00000-00000-00000-00000-00000-00000-00000 //Storm of Zehir key Replace the keys here with the corresponding keys in your GOG owned games list. I've yet to install the GOG version as I am waiting for the Mysteries of Westgate DLC to be fixed first, but I hear there is a program that you can enter your keys in to change them for you instead, this would probably in your install folder or under start menu under something like
Starscream66
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From Canada
Rhiyo: You will need to change your cd-key if you are playing multiplayer either on LAN or the internet. pjthefey: I'm having this problem also, however this solution doesn't work because we are only provided with one CD Key.. If we enter it three times, we'll get an unauthorized CD key error when connecting to a server. Yes exactly. I checked my account for the cd keys expecting to find 3 keys. There was only one. So enter it in all three slots and then i get the your cd key is unauthorized message. I started a ticket with gog but who knows how long til they reply. I request a new cd key but has anybody here had good experience with this?
Your multiplayer CD-Keys are stored in your owned games list, click on Neverwinter Nights 2, and they are listed under 'My serial number:' To manually change your CD-Key, go to where your Neverwinter Nights 2 was installed and open 'nwncdkey.ini' it will looking something like this (Obviously I have changed the keys to 0's): [CDKEY] Key1=00000-00000-00000-00000-00000-00000-00000 //This is your base Neverwinter Nights 2 cd-key Key2=00000-00000-00000-00000-00000-00000-00000 //Mask of the Betrayer key Key3=00000-00000-00000-00000-00000-00000-00000 //Storm of Zehir key Replace the keys here with the corresponding keys in your GOG owned games list. I've yet to install the GOG version as I am waiting for the Mysteries of Westgate DLC to be fixed first, but I hear there is a program that you can enter your keys in to change them for you instead, this would probably in your install folder or under start menu under something like
Hickory
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From United Kingdom
Starscream66: Yes exactly. I checked my account for the cd keys expecting to find 3 keys. There was only one. So enter it in all three slots and then i get the your cd key is unauthorized message. I started a ticket with gog but who knows how long til they reply. I request a new cd key but has anybody here had good experience with this?
GOG is aware of the issue, which is a database issue. Be patient on your ticket: it is the weekend, and there is only a skeleton staff, so don't expect a reply until next week.
Starscream66
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From Canada
Starscream66: Yes exactly. I checked my account for the cd keys expecting to find 3 keys. There was only one. So enter it in all three slots and then i get the your cd key is unauthorized message. I started a ticket with gog but who knows how long til they reply. I request a new cd key but has anybody here had good experience with this?
Hickory: GOG is aware of the issue, which is a database issue. Be patient on your ticket: it is the weekend, and there is only a skeleton staff, so don't expect a reply until next week. oK, thanks for the reply. Im sitting here freaking out all night trying to get this going. Would have been nice to play with my friend back home over the weekend but i guess next weekend hopefully. Have a great weekend and Happy Gaming!
philvuchetich
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From United States
Is there any way to purchase 2 copies on the same GOG account, or do I need to get a second GOG account in order to purchase a second copy for LAN play?
Gydion
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From United States
philvuchetich: Is there any way to purchase 2 copies on the same GOG account, or do I need to get a second GOG account in order to purchase a second copy for LAN play?
Only a single license can be redeemed per account. I.E. you do need a second account.
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Neverwinter Nights seriesNeverwinter Nights 2: Storm of Zehir
Storm of Zehir was inspired by older video games like the Baldur's Gate and Icewind Dale franchises. The storyline foreshadows the events of the fourth edition of Dungeons & Dragons and follows the adventures of a group of merchants in the Samarach and Sword Coast areas of the Forgotten Realmscampaign setting.
Storm of Zehir received mixed reviews from critics. Reviewers were pleased with new features introduced in the game, like more options for party customization and an overland map, but were not impressed with the game's storyline and technical achievements.
Gameplay[edit]
Storm of Zehir is an expansion of Neverwinter Nights 2 and continues the formula of a role-playing video game played from an overhead third-person perspective. Players first create a character along the lines of the Dungeons & Dragons3.5 rules by selecting a variety of traits, such as a race, class, and feats.[1] New character creation options include the yuan-ti pureblood and gray orc races, the swashbuckler class, and the hellfire warlock and doomguide of Kelemvorprestige classes.[2] The rest of the player's party can also be created, unlike Neverwinter Nights 2,[3] but pre-made characters are available if the player is not interested in complete customization.[4] The party can then explore several regions on the Forgotten Realms continent of Faerûn.[5] The game provides an overland map that is used to move between different areas like towns and dungeons.[6] While on the map, characters can use various skills to identify treasure, monsters, and other points of interest,[7] such as side quests and secret locations.[8] The party can rest while on the map, but doing so puts them at risk of random encounters in the form of wandering monsters.[9]
Storm of Zehir's character creation menu. A list of feats is shown.
In combat, players have access to a variety of abilities and magic spells, based on the makeup of the party.[3]Storm of Zehir uses the dice-basedd20 System of Dungeons & Dragons and each action requires a random number generated by a die roll.[1] The player can control a character individually by selecting specific actions to be taken against enemies, or allow the game's artificial intelligence to fight by using a pre-selected set of behaviors for each character.[6] Defeating monsters and completing quests bestows experience points on the party, which are used to gain levels and become more powerful.[10]
The player character can engage in other activities outside of combat, such as completing quests and interacting with non-player characters. While in conversation with other characters, the player character can influence them by using several skills, such as 'Intimidate' or 'Diplomacy'.[7] The entire party can assist in this process if they have the appropriate skills. Characters can create weapons, armor, and other goods with raw materials through a system of skill-based crafting.[8]Storm of Zehir also includes a regional economy whereby players can establish trading outposts in various towns and create caravan routes between them, providing merchandise to consumers along each route. The caravans can be personally observed and managed by the player, such as providing security if attacked by bandits.[9]
Plot[edit]
The plot events and characters are described, below, using in-universe tone.
Setting[edit]
Like other games in the Neverwinter Nights series, Storm of Zehir takes place in the Forgotten Realms campaign setting, on the continent of Faerûn on the planet Abeir-Toril. It is set mostly in the Samarach and Sword Coast regions,[1] with visits to locations featured in previous games such as Crossroad Keep and the city of Neverwinter.[11] Since the Shadow War depicted in Neverwinter Nights 2 and the subsequent disappearance of the game's protagonist, the KnightâCaptain, Neverwinter and the surrounding area have been declining economically.[12] Several merchant companies have been attempting to establish a foothold in the region, with limited success.[2]
Story[edit]
Storm of Zehir's story begins with the player character escorting a ship called the Vigilant,[13] sailing from the Sword Coast to Samarach.[6]Halfling captain Lastri Kassireh quickly advises the party to go below decks in anticipation of an impending storm.[14] The violent storm, coupled with a possible act of sabotage,[13] culminates in the Vigilant becoming shipwrecked on the shores of the xenophobic nation of Samarach.[14] The captain is missing, but the party quickly sets to work organizing the survivors, such as finding defensible positions nearby and salvaging equipment from the wreckage.[15] Before long, a tribe of goblins discovers the group, and their leader issues a challenge in an unknown language. One of the other passengers of the Vigilant, the bardVolothamp 'Volo' Geddarm, claims to speak the goblin tongue but inadvertently insults the goblins and instigates a battle.[13] After the goblins are defeated, a group of humans approaches and arrests the party on suspicion of treachery, escorting them to the Open Palm market in the nearby city of Samargol.[14] There, a local merchant named Sa'Sani intervenes on the party's behalf,[12] revealing herself to be the recipient of the goods traveling aboard the waylaid Vigilant. She subsequently recruits the party to investigate the ship's demise and the whereabouts of Captain Kassireh.[14]
After rescuing the captain from goblins, investigating the wreckage of the Vigilant, and recovering some of Sa'Sani's goods, the merchant offers the characters employment in her trading corporation.[12] The party undertakes various missions throughout Samarach for her, establishing trade routes through the jungles of Chult and protecting caravans along them.[16] As the group continues to expand their trading operation, they eventually discover a large plot involving followers of the new yuan-tigod, Zehir.[17] They learn that the yuan-ti, evil serpentine humanoids, have been infiltrating human settlements from their temples in the jungles of Chult and posing as merchants. After Sa'Sani commits an act of murder at Crossroad Keep, the party learns that she is a yuan-ti priestess of Sseth who has adopted this guise. The characters are given the option of aiding Sa'Sani against a powerful yuan-ti House Se'Sehen that shifted its attention to the new god, Zehir. In order to stop the House Se'Sehen's plot to conquer Sword Coast, the party has to infiltrate the House's stronghold, the Temple of the World Serpent, and assassinate N'Safa, the high priest, and a powerful being called the 'Herald of Zehir', which is a gift from the god himself. Afterwards, the party has the opportunity to slay Sa'Sani as well.
Development[edit]Neverwinter Nights 2 Serial Keys
Development of Storm of Zehir began during the end of development of Neverwinter Nights 2's first expansion, Mask of the Betrayer,[18] and was initially referred to as 'NX2' by its designers.[19] The game was formally announced by Atari in June 2008. It would be developed by Obsidian Entertainment, creators of Neverwinter Nights 2 and Mask of the Betrayer, and was given a release date of the fourth quarter of 2008.[5] Despite being released after the fourth edition of Dungeons & Dragons, Storm of Zehir would continue to use the 3.5 edition rules.[20] The design team for Storm of Zehir was smaller than that of Mask of the Betrayer and was given a shorter development period.[21]
⢠Worldwide Adoption Dolby Digital Plus is part of broadcast standards worldwide, including DVBâ¢/ETSI, DECE, ATSC, and DLNA®. And 7.1 channels can be delivered at data rates as low as 384 kbps. Dolby digital download for pc. ⢠Ideal Companion for Video Codecs Advanced compression algorithms allow delivery of discrete 5.1-channel surround sound at 192 kbps, half the data rate typically used.
Like Neverwinter Nights 2,[22] Obsidian was inspired by older role-playing video games for Storm of Zehir, such as Fallout and the Baldur's Gate series.[23] Assistant producer Rob McGinnis said '[The game] plays more like a classic CRPG'.[24] The game was intended to be 'more authentic' to pencil and paperDungeons & Dragons by offering players a light-hearted approach to adventuring and a focus on exploration.[24][25] The designers included a party system they felt was more teamwork-oriented, such as the ability to custom-make the entire party and allowing party members to collaborate on social interactions.[25] The game's programmers were instructed to include the ability to change party members whenever the player wished.[26]
The tone and flavor of Storm of Zehir is quite a bit different from that of Neverwinter Nights 2 and Mask of the Betrayer. First, the game will be more of a light-hearted adventure than a dark, forbidding tale.
âKevin Saunders, Obsidian Entertainment[18]
Storm of Zehir's storyline occurs concurrently with Mask of the Betrayer, which was set in the Rashemen region of Faerûn. The story was shaped by lead designer Tony Evans and written by Obsidian designer Annie Carlson.[27] The team leads decided to create an adventure that they considered more in line with the roots of Dungeons & Dragons by departing from the more serious, epic stories presented in Neverwinter Nights 2 and Mask of the Betrayer.[28] Evans said 'This direction for the title can be seen throughout - finding random (and not random) goodies while searching the overland map, the addition of the Swashbuckler class, the variety of personalities in the cohorts ..'[24] The game's music was composed with this in mind; Evans wanted themes that would portray the feel of a 'light-hearted adventure'. Audio director Alexander Brandon collaborated with composers of games like the Heroes of Might and Magic series and Primal, as well as 'rookie composers' from Rogue Dao Studios. Brandon had the option of using a live orchestra, but decided against it to include more music in the game.[29]
Obsidian implemented an overland map feature to allow players the opportunity to explore the areas of the game in great detail. Designer Nathaniel Chapman said 'Furthermore, it provided an opportunity to increase the effectiveness of various skills that, frankly, were underutilized in previous Neverwinter Nights titles'.[4] Obsidian created the map with a design philosophy centered on 'interstitial space'. Chapman explains:
It's essentially the term for the space that exists between the things you are mainly concerned with in your study. So, if you're interested in looking at cells in the body, the goo that surrounds the cells is referred to as interstitial space. If you're designing a building, the space between each floor is interstitial space. That, in a way, is the space that Overland Maps in games like Fallout, Baldur's Gate, Final Fantasy, Darklands, and, of course, Storm of Zehir are conveying - those monster-filled roads, boundless plains and spooky forests you travel through on your way to meet interesting people (and possibly kill and loot them).
Storm of Zehir's overland map. The player's party is visible in the center of the screen, outside of Samargol.
The map's first prototype was inspired by the map seen in the Indiana Jones films. It behaved similarly to normal gameplay, and Obsidian decided to revamp it to create a 'more dynamic and reactive interstitial space'. Characters would be able to avoid monsters by having a high enough Survival skill and could find hidden items and locations with high Search skills. Groups of adventuring NPCs could be observed and interacted with by players, including helping them fight aggressive monsters. Trade caravans created within the game's economic subplot are visible and the player can actively protect their own investments. The overland map feature was created with the modding community in mind, and players using the Neverwinter Nights 2toolset can modify the map's options on an individual basis.[30]
Storm of Zehir was ready for mass production on November 1, 2008 and was released on November 18, 2008 in North America, November 21 in Europe, and December 11 in Australia.[31][32] It was also made available for download on digital distribution service Direct2Drive.[33]
Reception[edit]Neverwinter Nights 2 Serial Key Storm Of Zehir
Storm of Zehir received mixed reviews.[35][34] Critics were generally pleased with the departure from previous games in the series in terms of open-ended gameplay and its similarities to 'old school' role-playing video games,[6][8] but they criticized the game's story and frequency of random encounters.[3][7] It was a runner-up in the RPG category for IGN's Best of E3 Awards at the Electronic Entertainment Expo video game convention in 2008.[38]
Reviewers were in favor of Storm of Zehir's focus on exploration and the ability to postpone or ignore the game's main storyline,[8][39] and they compared the gameplay to older role-playing video games such as Icewind Dale II and Fallout.[3][39] GameZone's reviewer said 'This is a game that harkens back to the good old days of adventure D&D video-gaming',[1] and IGN said 'this feels like an homage to the old school D&D games of the past'.[9] The ability to handcraft an entire party instead of just the main character was welcomed, with GameSpot's reviewer noting 'Rather than playing as a solo hero chosen for some great destiny, you roll up a party of four average joes just like you did way back when in D&D classics like the Baldur's Gate and Icewind Dale franchises,' (Baldur's Gate did not actually contain the ability to create the entire party in single player mode; however, in multiplayer, this was possible) [6] and IGN saying 'There's a strange kind of nerd joy when it comes to creating a D&D party'.[3] Reviewers also appreciated the 'Party Conversation System',[26] which allows typically underutilized social skills to be used by the entire party during conversation.[6][39]GameSpy said 'It's a terrific convention in which the game responds not to one but to every member of an adventuring party. [Characters] have the option to interject some special comment into a conversation that might open up otherwise unavailable avenues'.[7] Reviewers were grateful that the time-based, 'spirit-eating' gameplay mechanic of Mask of the Betrayer was not included.[37]
Reviewers generally praised Storm of Zehir's use of the Dungeons & Dragons 3.5 edition rules[3][39][40] with the exception of GameSpy, who expressed skepticism of the ruleset in a preview of the game.[41] The game's handling of character death was not well received,[40][42] despite being more faithful to the pencil and paper version than previous Dungeons & Dragons video games.[7] Unlike Neverwinter Nights 2 and Mask of the Betrayer where defeated characters would be automatically revived after a battle,[41]Storm of Zehir requires a powerful spell or a 'Coin of Waukeen' to resurrect dead allies.[42] Reviewers considered this requirement unforgiving;[1][40] GameSpy said 'This merely forces the player to troop back to town through a zillion meaningless random encounters. This may be 'realistic' (whatever that means in a world where players fight against newborn gods and sentient snakes), but it's simply not fun. Baldur's Gate had this all worked out over a decade ago. Why do we need to re-invent the wheel?'[42]
Critics gave the game's technical achievements a lukewarm reception. Several reviewers described the Electron engine as aging;[6][42] IGN Australia said 'The two year-old engine is surprisingly sluggish for something that looks dated. The simplistic Overhead Map adds nothing to the visual attractiveness, but this isn't a bad-looking game'.[39] GameZone referred to the graphics as 'serviceable',[1] and IGN said 'The world map is a bit ugly, but otherwise Storm of Zehir looks slightly better than its predecessors'.[9] Critics widely panned the voice acting,[6][8][9] but praised the music.[6][37][39]
Storm of Zehir may have a lackluster story, and that's OK, because it gives you the means--the freedom--to make your own story. And isn't that why we like RPGs in the first place?
âJason Wilson, 1UP.com[8]
The focal point of criticism was Storm of Zehir's story. Critics considered its focus on trade and economics shallow compared to the epic adventures presented in Neverwinter Nights 2 and Mask of the Betrayer.[7][8][43] GameSpy referred to the storyline as a 'boringly generic adventure',[7] and GameSpot said 'The quests reflect this mundane storyline. You run a lot of lame errands to kill specific monsters and recover lost or stolen merchandise, and you clean out a bunch of formulaic dungeons, caves, graveyards, and the like'.[6] Other complaints included the presence of random encounters on the overland map, which were considered excessive,[14][36][42] as well as long load times.[1][3][36]
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Neverwinter_Nights_2:_Storm_of_Zehir&oldid=891531901'
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