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 Neverwinter Nights 2 Pickpocket Guide

 
   
 
 
Neverwinter Nights 2 Pickpocket Guide

Game Version: 1.21.1549 + MotB + SoZ
Guide Version: 1.21
By: Jake Zahn
Date: 12/31/2008

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				Table of Contents
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INTRO
LEGAL
HISTORY
CREDITS
  ACT I
  ACT II
  ACT III
MOTB INTRO
  CHAPTER I
  CHAPTER II
  CHAPTER III
SOZ INTRO
  SAMARACH
  SWORDCOAST
ITEM LISTING


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				INTRO
--------------------------------------------------------------------------------


This will be a simple guide detailing what you can Pickpocket and from who, it
is broken down by Chapter and Area, listed in the order you visit. All these
were taken directly from the Module files opened into the Toolset so there
shouldn't be anything missing or any errors. If for some reason you find
something I did miss; please E-Mail me at'Offkorn_69@yahoo.com' with
"NWN2 Guide" in the subject line with whatever the item is and whomever you
steal it from.

If a character is not mentioned, it means they have nothing on them. It would
seem the difficulty for 'Sleight of Hand' checks is always 20, and Critical
Failure is impossible, so you'll never need more then 19 ranks in it (including
any Dex bonuses). There also doesn't seem to be any consequence to failing.

The Item 'Merchant Gold' refers to a Merchant's store of gold used for Buying
Items, you can steal 20-40 GP per 'Sleight of Hand' use from this stockpile.
The Item 'GP' refers to an amount of Gold, I'm not sure where the exact
quantity is located within the Toolset.

Any Items you steal can only be sold to a Thieves' Guild Fence. Dayne Lynneth's
(in Blacklake) Special Stock inventory, the Back-Ally Warehouse Supervisor, the
Weapon/Armor merchants at Port Llast, and Uncus (who moves into your Keep) all
act as fences.


***EXTRA***


For a greatly enchanced Pickpocketing experience, you can use cdaulepp's random
loot generator Mod. It adds randomized loot to all creatures, that just so
happens to be pickpocketable.

Link - http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=133


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				LEGAL
--------------------------------------------------------------------------------


Any websites wishing to post this guide may do so as long as credit is given 
and no content is altered in any way.


--------------------------------------------------------------------------------
				HISTORY
--------------------------------------------------------------------------------


Version 1.0 - 11/15/06
	First version

Version 1.01 - 12/06/06
	Various spelling corrections

Version 1.02 - 12/11/06
	Added Edario Correction

Version 1.03 - 12/19/06
	Added additional fences

Version 1.10 - 11/20/07
	Added a bunch of items I missed
	Added MotB section

Version 1.101 - 11/21/07
	Added another fence location
	Listed correct amount of Gold Rings on the Blacklake merchant
	Added a link for cdaulepp's Mod to the Intro

Version 1.105 - 03/17/08
	Added another fence location

Version 1.2 - 12/29/08
	Updated for Storm of Zehir

Version 1.21 - 12/31/08
	Fixed Temple of the World Serpent Level


--------------------------------------------------------------------------------
				CREDITS
--------------------------------------------------------------------------------


dphagan - Noticing the Studded Leather +1 that can be stolen from Edario.

Tobias Günther - Finding out that the Dwarven Merchants are fences.


--------------------------------------------------------------------------------
				ACT I
--------------------------------------------------------------------------------


West Harbor
	Brother Merring: Cure Light Wounds Potion
	Georg: Short Sword
	Pitney Lannon: Cure Light Wounds Potion
	Tarmas: Merchant GP
	Ward Mossfield: GP
	Wyl Mossfield: Copper Ring
    Starling House
	Rita Starling: Amethyst

Weeping Wilow Inn
	Commoner #1 (Female): Healer's Kit +1
	Jorik: Thieves' Tools +6, Merchant GP

Fort Locke
	Galen: Strong Tangle Trap, Merchant GP
	Galen's Guard #1: Alexandrite, Healer's Kit +1
	Galen's Guard #2: Silver Ring
	Jacoby: Merchant GP
	Neeshka Soldier #1: Kukri +1
	Neeshka Soldier #3: Healer's Kit +3
	Tor Millows: Speed Potion, Merchant GP

Highcliff
	Branson: Merchant GP
	Edario: Studded Leather +1, Merchant GP
	Grishnank: Cure Light Wounds Potion, Cure Light Wounds Potion,
		   Cure Light Wounds Potion

Docks District
	Repko the Weaponsmith: Blade of the Gladiator, Merchant GP
	Reylene: Belt of Agility +1, Liber Occultatum, Merchant GP
	Werth the Armorsmith: Merchant GP
    Sunken Flagon
	Citizen (Black Hair): Gold Ring

Merchant District
	Deekin: Gloves of the Minstrel, Merchant GP
	Pap: Strong Sonic Trap Kit, Merchant GP
    Temple of Tyr
	Judge Oleff: Holy Water, Healer's Kit +10, Merchant GP

Back Alley Warehouse
	Supervisor: Sharpshadow Blade, Thieves' Tools +10, The Quiet Deaths of
		    the Brotherhood of Assassins

Old Owl Well
	Callum: Healer's Kit +10
	Karina: Cure Light Wounds Potion, Minor Spike Trap Kit, Thieves'
		Tools +3
	Simmy: Doss Lute, Merchant GP


--------------------------------------------------------------------------------
				ACT II
--------------------------------------------------------------------------------


Blacklake District
	Book Merchant: GP, GP, GP, Invisibility Sphere Scroll
	Dayne Lynneth: Chime of Opening, Magic Bag, Merchant GP
	Food Merchant: GP, GP, GP
	Misc Merchant: GP, Gold Necklace, 750 Gold Rings, Diamond
	Pepin Pollo: Amulet of Acid Resistance
    Castle Never
	Neverwinter Noble (Male): Bloodstone
    Collector's Mansion
	Vania: Vania's Key, Saintsblood Pearl
    Tavorik's Estate
	Lord Cyran Tavorick (Downstairs): Emerald
	Lord Cyran Tavorick (Upstairs): Ring of Magic Defenses
    Temar's Estate
	Larim: Ring of Regeneration
    Temple of Lathander
	Dawnbringer Natrisse: Deadly Holy Trap Kit, Merchant GP

Port Llast
	Guard (Female, after Vigilante encounter): Copper Ring
	Haljal: Bleederkin, Mechant GP
	Nya: Ring of Hiding, Merchant GP
	Traveler: Cold Iron Dagger, Invisibility Potion
	Vigilante #1 (Female): Distilled Alcohol
	Yask: Thieves' Hood, Merchant GP
    Garrison
	Alaine: GP
	Haeromos: Healer's Kit +10
	Port Llast Guard (Back): Port Llast
	Port Llast Guard (Left): Obsidian
	Port Llast Guard (Right): Bull's Strength Potion

Ember
    Well Caverns (Upper)
	Glek: Trophy Skull

Duskwood
	Lyssa: Lesser Magic Bag

Crossroad Keep
	Master Veedle: Spirits

Illefarn Ruins
    Riverguard Keep (Level 3)
	Blix: The Nomad's Ring
	Ghellu: Bone Ring

Troll Encounter
	Greycloak Sergeant: Cure Serious Wounds Potion


--------------------------------------------------------------------------------
			       ACT III
--------------------------------------------------------------------------------


Castle Never
	Neverwinter Citizen (Female): Aventurine
	Neverwinter Citizen (Male, Grey Hair): Amethyst
	Neverwinter Citizen (Male, Dreadlocks): Bloodstone

Merchant District
	Axle's Doorman: Key
	Bill Logan: Eaglebow, Arrows of the Vampire, Merchant GP
	Deekin: Thieves' Tools +10, Merchant GP
	Neverwinter Citizen (Docker): Aid Potion
	Neverwinter Citizen (Docker): Aid Potion
	Neverwinter Citizen (Docker): Thieves' Tools +3
	Neverwinter Citizen (Watch Crowd #3): GP
	Neverwinter Citizen (Watch Crowd #5): GP
	Neverwinter Citizen (Watch Crowd #7): GP
	Neverwinter Citizen (Watch Crowd #8): GP
	Neverwinter Citizen (Watch Crowd #9): GP
	Priest of Tyr: Healer's Kit +6
	Randolph: Bracers of Dexterity +4, Merchant GP
	Thief #1_1: Thieves' Tools +3
	Thief #1_3: Thieves' Tools +6
	Thief #2_1: Thieves' Tools +6
	Thief #2_2: Thieves' Tools +3
	Thief #3_2: Thieves' Tools +10
	Watchman Supplier: Amethyst

Ironfist Stronghold
	Ironfist Dwarf (Cut #6): Garnet
	Ironfist Dwarf (Training Room): Aventurine
	Revorax: Chain Shirt +5, Merchant GP


--------------------------------------------------------------------------------
				MOTB INTRO
--------------------------------------------------------------------------------


As above, the below listings are taken directly from the Module files. If you
find any errors or oversights, please E-Mail them to me with "NWN2 Guide"
in the Subject line.

I'm not certain who exactly acts as a fence in MotB, as I never bothered with
it. It may be possible to sell to anyone, or perhaps just to merchants who sell
traps and/or poisons.

E-Mail: Offkorn_69@yahoo.com


--------------------------------------------------------------------------------
			       CHAPTER I
--------------------------------------------------------------------------------


Mulsantir
    Sloop Inn
	Shelvedar Nuum: Suite Key

Shadow Mulsantir
    Death God's Vault (Upper)
	Death Knight Leader: Death Knight's Key


--------------------------------------------------------------------------------
			       CHAPTER II
--------------------------------------------------------------------------------


Ashenwood Outskirts
    Dalenka's Dwelling
	Dalenka: Ring of Leeched Abjuration

Caved-In Mine
	Bheur: Jar of Orglash Extract

Sunken Temple
    The Skein
	Mad Axe-Wielding Duegar: Duegar Waraxe

Thayan Academy
    Classrooms
	Master Atabe: Rod of Reversal


--------------------------------------------------------------------------------
			       CHAPTER III
--------------------------------------------------------------------------------


Founder's Sanctum
	Myrkulite (Wizard/Pale Master/Cleric): Scythe +5


--------------------------------------------------------------------------------
				SOZ INTRO
--------------------------------------------------------------------------------


As above, the below listings are taken directly from the Module files. If you
find any errors or oversights, please E-Mail them to me with "NWN2 Guide"
in the Subject line.

Also, as with MotB, I'm not certain who exactly acts as a fence in SoZ. It may
be possible to sell to anyone, or perhaps just to merchants who sell traps
and/or poisons.

E-Mail: Offkorn_69@yahoo.com


--------------------------------------------------------------------------------
			       SAMARACH
--------------------------------------------------------------------------------


Black Market
	Xo'nill: Diamond

Rassatan
	Barkeep: Ale Stein, Gold Ring, Spoon

Shattered Spear Tribe
	Cuamogh: Flawless Gem

Shipwreck
	Saldee: Potion of Cure Light Wounds x3

Taruin
	Barkeep: Ale Stein, Gold Ring, Spoon

Temple of the World Serpent
    2nd Floor
	Yuan-ti Pureblood (Shadowdancer): Potion of Displacement

Torich
	Barkeep: Ale Stein, Amethyst, Obsidian


--------------------------------------------------------------------------------
			       SWORDCOAST
--------------------------------------------------------------------------------


Cabin
	Skullcrusher: Potion of Speed

Port Llast
	Haeromos: Healer's Kit +10
	Luskan Soldier (#1): Heavy Crossbow +1
	Rynn: Healer's Kit +10
	Septimund: Healer's Kit +10

Strange Captive Encounter
	Liam: Fluorspar, Jacinth, Rogue Stone, Star Sapphire


--------------------------------------------------------------------------------
			       ITEM LIST
--------------------------------------------------------------------------------


Amulet of Acid Resistance: Acid Resistance 20/-

Blade of the Gladiator: Longsword +2, +1d6 Acid Damage

Bleederkin: Rapier +2, Wounding [DC=14]

Bone Ring: Immunity to Level/Ability Drain

Bracers of Dexterity +4: Dex +4

Chime of Opening: can cast Knock (3) for 1 Charge, has 50 Charges

Doss Lute: Only useable by Bard, can cast Ghostly Visage (3) 1/Day,
	   Hold Person (3) 1/Day, and Neutralize Poison (5) 1/Day

Duegar Waraxe: Dwarven Waraxe +3

Eaglebow: Shortbow +3, Search & Spot +2

Gloves of the Minstrel: Only useable by Bard, Perform +3

GP: Gold Pieces. The amounts appear to be semi-random.

Jar of Orglash Extract: No clue. Seems to be a Plot Item.

Lesser Magic Bag: Reduces the Weight of the contents by 40%

Liber Occultatum: Thief Armor Recipe Book

Magic Bag: Reduces the Weight of the contents by 60%

Merchant GP: The amount of Gold a Merchant has on hand to buy items with. It
	     varies from Merchant to Merchant but is generally in the 10k-100k
	     range.

Port Llast: Book about Port Llast

Ring of Hiding: Hide +6

Ring of Leeched Abjuration: Strength, Dexterity, and Constitution -3, Immunity
			    to Spells < Level 2, Immunity: Evocation, Spell
			    Resistance 24, can cast Spell Mantle (13) 1/Day
			    and Globe of Invulnerability (11) 1/Day

Ring of Magic Defenses: Spellcraft +2, Spell Resistance 14, and can cast Dispel
			Magic (5) 1/Day

Ring of Regeneration: Regeneration +4

Rod of Reversal: Can cast Dispel Magic (5) for 3 Charges and Greater
		 Dispelling (7) for 5 Charges, has 50 Charges

Saintsblood Pearl: Can cast Cure Light Wounds (2) for 1 Charge, Cure Moderate
		   Wounds (3) for 2 Charges, Cure Serious Wounds (5) for 3
		   Charges, Cure Critical Wounds (7) for 4 Charges, and
		   Restoration (7) for 5 Charges, has 50 Charges

Sharpshadow Blade: Kukri +1, Hide & Move Silently +2

Spirits: Alcohol

The Nomad's Ring: Bonus Spell Slots (Sorcerer) 1-4, Light 20m (Bright, Blue)

The Quiet Deaths of the Brotherhood of Assassins: Posion Recipe Crafting Book

Thieves' Hood: Only usable by Rogue, Immunity to Knockdown & Poison,
	       Concentration +1, Open Locks & Search +2

Trophy Skull: Sell it...I guess.


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