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


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                               HISTORY
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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


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

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


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                               ACT I
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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


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                               ACT II
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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


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                              ACT III
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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


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                               MOTB INTRO
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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: [email protected]


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                              CHAPTER I
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Mulsantir
   Sloop Inn
       Shelvedar Nuum: Suite Key

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


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                              CHAPTER II
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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


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


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                               SOZ INTRO
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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: [email protected]


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                              SAMARACH
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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


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                              SWORDCOAST
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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


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                              ITEM LIST
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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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