Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition

Not enough ratings
NWN2 100% Achievement Guide
By Neenea
Dear Gamers,

Six years later, and Steam finally has Neverwinter Nights 2: Enhanced Edition! If some of you used my guide for NWN1, I deeply thank you. It has been an incredible journey and I have been able to meet so many people along the way! I am so thankful for the experience it gave, and wanted to try to give the second game the same love as well. While growing up, I will admit, it did not hold as great a place in my heart as the first game did, but it was still a beautiful adventure and huge influence and I want to make sure that it gets the love it deserves as well.

I'm sure there might be alternate ways to get some achievements, but if you have any troubles or find new ways to unlock them, feel free to comment or share! I will be updating the guide as I go through the game, and flesh out the achievement list with walk-through details as well as screenshots, as I had for the first game.

Thank you and I hope this guide helps you,
Copyright July 15, 2025 Neenea. This item is not authorized for posting on Steam or any other website, in any translation, except under the original owner/creator's account/s. If you are interested in translating, please contact me for any and all permissions. Please give credit if sharing. Thank you!
2
3
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Before We Start...

PLEASE NOTE THIS GUIDE IS A WIP!!! I wanted to make sure that the achievements were there and will be working to update more detailed walkthrough for each of them throughout this week, just as I had for NWN1! Please be patient with me- thank you ♡

BEFORE STARTING!


Neverwinter Knight
Beat the main campaign and expansions on Hardcore Rules or higher

Please note that upon starting a New Game, the game will not ask you what difficulty you want to set your game to, and is set to Normal by default. If you start the game without changing the difficulty to "D&D Hardcore Rules" or "Very Difficult", and do so after have loaded into the game, then you will not be able to earn this achievement! Luckily, it is very easy to change. Before starting "New Game" simply go to "Options" -> "Gameplay" -> "Level of Difficulty" and change it to "D&D Hardcore Rules" or "Very Difficult" before starting!

Now we can begin...
Prologue

The Harvest Cup
Win all events at the West Harbor Harvest Fair

The West Harbor Harvest Fair acts as the games tutorial, so make sure not to skip it! Luckily, the pop-ups should guide you through what you need to do for each of the four quests you will need to win in order to earn the achievement! Save scum if you must, but they shouldn’t be too hard to do.

The Harvest Brawl – Shortly after talking to Georg, you will find Brother Merring in bright red attire waiting for you. (I actually recommend doing this challenge last, even though it is the first one you come across, since you should gain a level for the fight with the Mossfelds.) Brother Merring will have you beat up the training dummies next to him before allowing you to fight. Loot the Training Clubs from the barrel next to him to get started. After beating up one of the dummies enough, he will have you fight the Lannon siblings first. They’re fairly easy even on the harder difficulty, so you should be able to get through just fine. Beat them, and then you will need to fight the Mossfelds. Brother Merring can heal you if needed before starting. If you fail, you can always do a rematch, so you don’t even have to worry about save scumming this at all. Keep in mind that you can also summon a familiar or creature with Amie for some extra aid in this fight!



The Tourney of Talent – You will find Retta Starling (also conveniently wearing bright red) next along the path, right across from Galen the Merchant. Your companion Amie will step up, and all you have to do is follow the pop-up directions to win this. You will need to Summon Creature I, cast Enlarge Person on Bevil, and cast either Ray of Frost or Acid Splash on the Old Barrel.



The Archery Competition – You will find your foster father, Daeghun Farlong, next along the path. Similar to Brother Merring, he will have you prove you can hit a target before you are allowed to compete. Loot the Light Crossbow and 20x bolts from the barrel next to him to get started. After successfully hitting one of the practice targets, you will be allowed to compete. You will have ten bottles and ten shots. This shouldn’t be too hard, and if you miss one or two don’t fret, as long as you have a high enough score you will still win.



The Knaves’ Challenge – Tarmas the Wizard will be right across the path from the Archery Competition, and will be who you need to talk to for this last challenege. He will tell you a riddle indicating the location of three different colored feathers you will need to collect for him. The first feather (white) will be in a locked chest across the path from Brother Merring next to the child. The second feather (blue) will be in a trapped log pile next to the Harvest Brawl fence. The third feather (green) will need to be pick pocketed from the man in all green across the path from Georg. You can collect these feathers in any order, at any time. If you are having difficulty, you can also recruit the child Kipp, standing next to Tarmas, to aid you. Retrieve them and return them to Tarmas to complete this challenge.



Once you have completed all of these, return to Georg and follow him to the stage. A cutscene will commence, your achievement will be earned, and your adventure will now begin!
Main Campaign - Chapter I

All Forgiving
Help someone who doesn’t deserve it

You will be able to earn this achievement almost immediately after starting Chapter 1. Brother Merring will direct you to the bridge to assist Georg; after killing the enemies there but before continuing, you will be able to talk to Ward Mossfeld. Return to Brother Merring in order to receive moss to help his wounds (if you can cast lay on hands you can skip this step), and return to Ward to heal him.



NOTE:
There is a lot to do in Neverwinter before continuing your main story, so I recommend focusing on your companions’ quests before doing so at each opportunity. You will need to make a choice as you cannot get both of the next story achievements in a single playthrough, so I recommend hard save right before choosing to join the City Watch/Thieves so you can go back and rush the one you didn’t care to do. If you are worried about prestieges, keep in mind that you can get the Neverwinter Nine prestiege from either path, but you can only get Shadow Thief via the Thieves path. (Also City Watch Quests are a lot faster to complete than the Thieves ones.)


Fists of Fury
Complete Khelgar Ironfist's quest line

Khelgar, a Shield Dwarf, Neutral-Good Fighter, will be the first true companion you will meet immediately after leaving West Harbor and arriving at the Weeping Willow Inn.



After learning that Khelgar wishes to become a monk, and agreeing to continue to travel together, you will be able to continue his questline in Neverwinter. Going to the Temple of Tyr, Hlam will give Khelgar three trials to complete before he is able to become a monk: Trial of the Maimed, Trial of the Even-handed, and Trial of Justice.

For a detailed walkthrough refer to Khelgar's section in “Companions Quest Lines” chapter of this guide.


The Greatest Thief in Neverwinter
Complete Neeshka's quest line

Neeshka, a Tiefling, Neutral Rogue, will be the second companion you will meet outside of Fort Locke.



After arriving in Neverwinter, her quest line will begin, and you will learn about an old "partner" of hers- a rival trying to claim the title of Neverwinter's Greatest Thief. You will be required to have a run in with some bounty hunters in the Docks and Merchant's Districts, to steal Leldon's Lucky Coin from his hideout, and then in Chapter 2, clear out the Collector's Vault and kill Leldon in a final confrontation!

For a detailed walkthrough refer to Neeshka's section in “Companions Quest Lines” chapter of this guide.


Tree-Worshipper
Complete Elanee's quest line

Elanee, a Wood Elf, Neutral-Good Druid, will be the third companion you will meet automatically as you travel from Fort Locke to Highcliff in a cutscene. You will be attacked by the minions of the gith chasing you, and after having followed you for some time now, will finally show herself in an attempt to come to your aid.


Accept her as a companion, and take her offer for a safer, faster route to Highcliff to begin her quests. Elanee's quest line will require you to find Kaleil in the Maiden's Glade, the Wounded Wolf in Neverwinter, and to investigate Skymirror together.

For a detailed walkthrough refer to Elanee's section in “Companions Quest Lines Pt. 2” chapter of this guide.


The Girl Who Lived
Complete Qara's quest line

Qara, a Human, Chaotic-Neutral Sorcerer, will be the fourth companion you will find during your third task in the City Watch/Thieves Questline. She will be outside of the Sunken Flagon having a, literally, heated spat with two fellow mage students, Glina and Hetha. Save the Sunken Flagon from going up into flames, and agree to Qara joining your party when Duncan insists on it. She will go to the Sunken Flagon, so go and retrieve her, and upon leaving the Flagon a number of times (with a number of fights outside waiting for her), Glina's father Johcris will eventually show up.

There will be a cutscene later that shows Johcris making a deal with a female Hosttower mage to teach Qara some lessons, painfully. Later, in Chapter 2, there will be another cutscene of Johcris and the woman, Sydney Natale, creating a creature that will be sent to kill Qara, which you will need to defeat.

For a detailed walkthrough refer to Qara's section in “Companions Quest Lines Pt. 2” chapter of this guide.


Reconstruction
Complete Grobnar Gnomehands' quest line

Grobnar, a Rock Gnome, Chaotic-Good Bard, should be your fifth companion you will meet on your way to Old Owl Well. A cutscene will automatically introduce him, similarly to Elanee, and you will be able to choose to recruit him at this time. If your party is full, you will need to send someone back to the Sunken Flagon in order to fit him in. (You can then choose to continue to OOW, or return to the Flagon to fix your party composition before continuing.) Grobnar’s quest line requires you to bring a Construct you fight a number of times in Chapter 1 back to life in Chapter 2. You will need to collect 3 items to do so: Vial of Glowstone Water, The Ancient Art of Golemcraft, and the Rune-Inscribed Iron Piece.

For a detailed walkthrough refer to Grobnar's section in “Companions Quest Lines Pt. 2” chapter of this guide.

NOTE:
Since “Law and Order” and “Lawlessness and Disorder” follow more-or-less the same path- just from opposite sides, I will walk-through them both with their differences in their own chapters, however, there will be some overlap, so if you have already done one of them- a lot of info will likely be redundant so just feel free to skim through for the info you need.


Law and Order
Complete the City Watch of Neverwinter quests

When you go to the City Watch building to get your reward from Cormick, he will offer you a position in the City Watch. You will then need to complete the quests: Neverwinter’s Newest Watchman, Enforcing Order in the Docks, Speak with Brelaina→Weapon Smugglers, The Warehouse, Protect the Watch’s Informant.

For a detailed walkthrough refer to the "Law and Order” chapter of this guide.


Lawlessness and Disorder
Complete the Thieves of Neverwinter quests

Even if you decide to choose the life of crime, still go to the City Watch building to get your reward from Cormick first. You will then need to complete the quests: Extortion, Sweep Through the Docks, Destroy the City Watch Post, Smuggling Weapons for Moire, Find the Waterdeep Emissary, Silence Fihelis → Report back to Axle.

For a detailed walkthrough refer to the "Lawlessness and Disorder" chapter of this guide.

NOTE:
When travelling through Ember, make sure to give Marcus Bishop's skinning knife!
Main Campaign - Chapter II

Blacklake Got Talent
Obtain the Golden Lute of Shazar in a honest competition

At the beginning of Chapter 2, the lockdown on Blacklake will be lifted and you can travel there to freely roam around the area. At the Theater on the Lake there will be a man named Cain Lethellon. In order to earn this achievement you have to win the crowd over in a competition with him, not intimidate him into giving you his lute without even doing the duels. There are a few ways to do this, including aid from a number of your companions in the final round, but so long as you succeed in the duels and succeed at least ONE of the following dialogue skill checks, then this should be an easy achievement for you.



Duel 1: 44124754 (Intimidate, Taunt, Perform)

Duel 2: 234451122 (Intimidate, Taunt, Perform)

Duel 3: 2332233175 (Appraise, Perform/Tumble) NOTE: Sleight of Hand is also an option, but it is considered dishonest, so do not use it in order to earn Achievement!

Duel 4: 35345272725 (Taunt, Perform/Dexterity, Diplomacy) NOTE: The aid of a companion will not be considered dishonest, so feel free to use them to boost the crowd’s favor and earn some influence as well!

Once you have finished, the Golden Lute of Shazar will be yours along with the achievement!


Not Guilty
Prove your innocence at the Trial

You will be able to investigate outside of Neverwinter’s walls in an attempt to prove your innocence regarding the massacre at Ember once you become a squire. There are a number of things that you can do to help increase your chances of showing your innocence during your trial. Make sure to take Sand with you when looking for evidence!

In Chapter 1 -

Ember: Before the massacre, there will be a child named Marcus that seems to have some foresight in the dangers to come. He claims that you may have something that will help ensure he survives. Make sure Bishop lets him look at his gear, and to let Marcus take Bishop’s skinning knife. Marcus’ aid will come in later in Chapter 2...



In Chapter 2 -

Companions: Try to make sure to gain influence with both Sand and Shandra, as Sand is the one representing you and Shandra will be manipulated as a witness during the trial.

Skills: A number of Charisma based skills will help if you choose to speak for yourself in addition to Sand’s representation for you. Boosting skills such as Diplomacy, Bluff, Taunt, etc. will aid you a great deal in your successes with this. If you are not playing a high Charisma character, you can boost these stats with a number of magical items, aside from headgear as these, along with your weapons, are removed during the trial. Near the Academy in the Blacklake District is a merchant named Dayne Lynneth, that sells a couple of really good Charisma items in his regular shop, such as the Nymph Cloak +4 and the Amulet of the Master. However, if you are short of funds for these, Deekin (our old friend from NWN1) in the Merchant Quarter has some less strong, and thus cheaper, Nymph Cloaks as well. Something is better than nothing at the least.

Port Llast:
  • Port Llast Garrison (Red) – Speak to Haeromos Dothwintyl can be convinced to allow you to talk to the sole survivor from Ember, Alaine, whom you had met in Chapter 1 and is a friend of Shandra’s. While talking to her, if you succeed in a few checks and have Sand with you, you can cast some doubt in her mind regarding her story. It seems she was able to get close enough to be sure the killer was “you”, but was allowed to escape to share such a detail. There were also dozens of human companions, though none were your close allies that travel with you and remain at the Flagon. This will also allow you to use her as a witness for the trial as well, and hurt Torio's attempt to control the narrative of her story.

  • Nya’s Magical Sundries (Blue) – Talking to Nya will give you a quest to use a Bag of Wyrmsage on the bodies left at Ember in order to ensure they don’t rise as undead. This will serve as a noble act that wouldn’t fit the actions of the killer of Ember, helping sway the court in your favor when you use Nya as a witness at the trial.

  • Alliance Arms Inn (Green) – Inside will be a man named Elgun whom claims to be a survivor and is rapidly spreading gossip that doesn’t help your case- fortunately you can catch him in his lies and quiet his tall tales. Speaking to Haljal (the weapons merchant outside the Garrison), Alaine (the survivor within the Garrison), and Malin (the ranger beside the fire within the Inn) will give you the clues you need to do so. Call him out on his inability to handle a blade, the number of attackers there were, the lack of deer in the woods, and then remind him that the murderers are still out there...and might come looking for him if he continues talking so loudly about their attack. This will achieve silence from the man, and help stop the spread of the slander against you before your trial. Speaking to Malin will indicate that there might be another survivor from Ember hiding out in Duskwood; speaking to Calindra will tell you that a man named Bradbury went missing there as well. Both are tied to the same quest, and though it will not affect your trial, it will aid you later on at your Keep.



Duskwood:
  • Lyssa (Red) – Depending on your party composition there are a number of ways you can get the Alteration Powder she gave to Lorne to use as evidence in your trial to prove your innocence. You can threaten her, bluff against her, or just help retrieve the glowstone she asks for from the caves in the area. It won’t matter too much how you get the powder, so long as you do, but keep in mind you will want a Vial of Glowstone Water from those caverns anyway for your Construct Achievement, so if you don’t have Grobnar with you, it would be a good time to grab him before continuing.

  • Jalla and Mirri (Blue) – You will find these two strange gnomes outside of a cave. Head inside, and fight your way through the wolves until you find a male corpse (If you talked to Calindra in Port Llast, this will be identified as Bradbury who went missing). This will cause Jalla and Mirri to reveal themselves as werewolves and will attack you. Kill them, and make sure to loot the Insect Collection from them for later...

Main Campaign - Chapter II Pt. 2
Ember:

  • Nya’s Duty Quest - There should be 10 Corpses that you will need to use the Bag of Wyrmsage on. Sand will comment on one of them (Green) as you approach it, and note that it appears as though the person died from a poison used not found in Neverwinter, but is a local favorite among Luskan’s Assassin’s Guilds. He will take a sample to use as evidence of your innocence in your trial. Make sure to turn in the quest to Nya once you have finished as she may be used as a witness in your trial.

  • Guyven of the Road (Yellow) – Talking to Guyven you will learn that in his travels the devastation that befell Ember has stolen his love of adventure, and that he no longer has the heart to continue his travels as he had been. Make sure to tell him “You will always have a place at my fire.” to earn favor with him that will aid you later at your Keep...

  • Quartermaster’s Log (Red) – The Quartermaster’s Log will serve as good evidence, showing that Luskan had stopped sending shipments to Ember, as if they knew there would be no need to in the near future...

  • The Well (Blue) - Next to the bucket used to climb down will be a vein of Ore. Not needed for the trial, but good to interact with regardless. You will find Marcus in the waters close to where you climbed down- if you made sure to give him Bishop’s Knife. He will tell you what he witnessed in Ember, a vital testimony to aid in proving your innocence. He will also return the Knife and wait to serve as a witness for you in the trial. Further in the Well, past Marcus, will be a door that leads to some Caverns



The Caverns under Ember:
  • Goblin Camp (Red) - After speaking to the goblin chieftain, Glek, you will learn that one of the attackers of Ember attempted to escape through there, but was killed by the goblins. They burned the body, but still have a ring from his corpse that might be of aid. You can either fight them to take the ring by force, or help them with their spider problem to earn it peacefully. The ring will be identified by Sand as a symbol of the Circle of Blades, a group of assassins native to Luskan, matching that of a ring found on the bodies of one of your attackers the night of your Vigil...

  • Kistrel (Purple) - A non-aggressive spider that you can choose to fight, or attempt to aid. While not necessary for your trial, if you have Elanee with you, and killed Jalla and Mirri in order to obtain their Insect Collection, you can feed them to the spider, Kistrel, and earn their aid later at your Keep...

  • Vein of Ore (Blue) – Not needed for your trial, but good to interact with regardless.

  • Glowstone (White) - If you agreed to aid Lyssa in exchange for the Alteration Powder, this is the Glowstone of which she requested be traded with her for it, which you can quickly do so by taking the hidden entrance (Green) back to Duskwood. If you did not make this deal, you can also keep it for yourself, or simply leave it alone. Note that taking the Glowstone will result in all of the goblins in the cavern becoming aggressive to you, however.

  • Glowstone Water (Yellow) - While not necessary for your trial, if you have Grobnar in your party, approach the Glowstone Water and he will fill a vial from it which will be needed later to repair the Construct you found at the end of Chapter 1.



Once you have turned in your quests and are fully ready for your trial, return to Castle Never in the Blacklake District in Neverwinter. I recommend doing a hard save right before speaking to Sir Nevalle, just in case. Note that there are a number of different ways to be able to earn this achievement, but I tried to include as many of the possibilities as possible to guarantee your success. Between the evidence, your witnesses, and successful charisma-related skill checks- you should earn your achievement while Lord Nasher Alagondar declares your innocence!



The House That You Built
Fully upgrade your Keep

After returning to Crossroad Keep per Sir Nevalle’s command, he will inform you that it- and the land- are yours. It is in desperate need of repair after the War with the King of Shadows, as well as your recent fight to reclaim it. You can speak to Master Veedle near the Keep’s entrance. Lord Nasher will gift you 70,000 gold specifically for repairs that will be able to be used when speaking to Veedle. Once that is spent, the money you make from the Keep, as well as your personal funds, can be used for further upgrades. You will need to complete all possible upgrades in order to earn this achievement.



Upgrades Available upon Keep Acquisition in Chapter 2:

The Keep Interior:
  • Captain’s Suite - 15,000g
  • Library – 15,000g
  • West Wing – 15,000g

The Courtyard:
  • Smithy – 10,000g
  • Merchant’s Shop – 10,000g

Fortifications:
  • Wall Repair – 25,000g
  • Reinforcing the Walls – 50,000g
  • Building Towers – 75,000g

Surrounding Lands:
  • Widening the Merchant Trail – 10,000g
  • Cobbling the Trail – 35,000g
  • Renovating Other Roads – 50,000g
  • Adding Bridges and Towers – 100,000g

Upgrades Available in Chapter 3:

Church (Choice between 1 of the 2):
  • Monk Order – 50,000g
  • Temple of Tyr – 50,000g

Tower (Choice between 1 of the 2):
  • Neverwinter Nine’s Quarters – 50,000g
  • Mage’s Tower – 100,000g (only possible if had Kana recruit Torio to serve Keep)

Tips: You can help your Keep a lot by recruiting people you have met throughout your journeys to come to the Keep to Assist you. The people available to Keep recruitment are:
  • Orlen (West Harbor) – can assist with your farm lands NOTE: Can only recruit him before going through the Song Portal at the Ruins of Arvahn.
  • Calindra (Port Llast at the Inn) – can assist with mining ore you have found
  • Pentin (Old Owl Well) – can assist with mining ore you have found
  • Katriona (Old Owl Well) – can assist with training your troops
  • Jacoby (Fort Locke) – can act as your weaponsmith
  • Edario (Highcliff) – can act as your armoror
  • Deekin (Neverwinter in the Merchant’s Quarter) – can act as your merchant

If any of the above people are not at your Keep yet, or if you are waiting for Veedle to complete work on one of your Keep upgrades, time passes any time you travel from one area to another, such as simply in and out of the Keep entrance right next to Veedle. This can help speed some work up for you. Talking to Kana within your Keep will also be important, because you can adjust your troop’s training, security patrols, and taxes on the farmers and merchants in order to aid in increasing your Keep Funds for your upgrades (though in a pinch you can use your personal funds as well). The time progression via travel also works with Wolf and his friends, so long as you helped them earlier in the game for them to be there.


Upgrades, People, Upgrades
Upgrade Construct to the maximum
Main Campaign - Chapter III

Dressed to the Nines
Become one of the Neverwinter Nine


More Than Companions
Have a close relationship with a companion

Moment of Peace
Take a rest in the final dungeon


Kingslayer
Defeat the King of Shadows


Shadow Over Neverwinter
Join the King of Shadows


The Road Ahead
Complete Neverwinter Nights 2
Companions Quest Lines

Khelgar Ironfist's Quest Line:


You meet Khelgar immediately after leaving West Harbor. Help him beat up the thugs harassing him outside the Weeping Willow Inn, and then you will be guided inside via cutscene where you will learn a bit more about why he wants to travel to Neverwinter.



After learning that Khelgar wishes to become a monk, and choosing to keep him as a companion, you will be able to continue his questline upon reaching Neverwinter. Going to the Temple of Tyr, there will be a man named Hlam who will give Khelgar three trials to complete before he is able to become a monk: Trial of the Maimed, Trial of the Even-handed, and Trial of Justice.



NOTE: You can turn these in as soon as you complete them, or all at once when have all three finished, the only difference it makes is when you get the experience points for turning them in.

Trial of the Maimed: After speaking to Guyven of the Road on your way to Bonegnasher’s Lair, you will be able to travel to the Dwarven Scouts area. You will immediately be greeted by one of the clan Ironfist, Khulmar, though he doesn’t seem happy to see Khelgar. Fight through the bugbears along the Ironfist Approach, until you come to an entrance to enter the Ironfist Clanhold. There will be a Part Chest (Yellow) to the West of where you enter. Make sure to loot the Strange Part from it as you will need it later. Don’t forget to interact with the vein of Ore (Blue) along your way through the Clanhold. You will eventually find a locked gate (Green). Use the Strange Part you grabbed earlier to open it, and then you will have a fight with Grausch (Red). Behind where Grausch was standing is a chest (white), loot it and you will have some dialogue with Khelgar and learn more about his clan and some of their sacred relics. Make sure to give the Gauntlets of Ironfist to Khelgar, and then return to Khulmar when you are ready. Upon speaking to him, he will have earned more respect for Khelgar, and express that he has a home waiting for him when he is ready to return to Clan Ironfist. Returning to Hlam in Neverwinter will complete this quest.



Trial of the Even-handed: You will need to gain enough influence with Khelgar for him to open up and talk to you about some changes in opinions regarding your companions in one-on-one dialogue. So long as you encourage his fighting interests, you should be able to have enough influence with him after completing the Trial of the Maimed. If not, just keep going and you should be close. Once you are able to earn some kind words from him for your companions, you can note his change-of-heart and return to Hlam in Neverwinter to complete this quest.

Trial of Justice: After your trial, regardless of the outcome of it, return to Hlam for Khelgar to complete this quest.


Neeshka's Quest Line:


You will find Neeshka outside of Fort Locke being harassed by some guards. Go to her aid in order to recruit her into your party.



After arriving in Neverwinter, her quest line will begin. There will be two groups of bounty hunters that will approach your group, so long as you didn’t leave Neeshka at the Sunken Flagon. The first group will be in the docks near the City Watch, lead by a man named Bennon. After defeating them, Neeshka will explain that she has some history with a man named Leldon.



The second group of bounty hunters will find you after entering the Merchant Quarter for the first time. Fight the thugs off once more, and you will suggest paying Leldon a visit, to which Neeshka will suggest stealing something precious of his to make him give up entirely. She will suggest a visit with Ophala, an old friend for those who played NWN1, at the Moonstone Mask to learn where Leldon’s hideout is. Make sure to pay it a visit with your tiefling friend.



After going through Leldon’s hideout, you may or may not have a fight with the man himself, depending on whether you were stealthy or not. It doesn’t make too much of a difference. Just make sure to loot Leldon’s Chest behind the iron-barred doors (Don’t forget to interact with the piles of gold/treasure around the chest containing Leldon’s Lucky Coin, they’re not just décor!). If you have a fight with Leldon here, he will use smoke bombs to flee when his health is low enough. If not, after leaving Leldon’s hideout, a cutscene will signal that the score isn’t settled yet, and he will soon get a message to you that he is waiting to settle the score in the park. (If you helped the kids in the Merchant Quarter and the Docks, when you leave the Sunken Flagon, Wolf will be there with his friends to offer you aid. The next time you go to the Sunken Flagon, Wolf should have Leldon's note for Neeshka.) Fight him at the park and when his health is low enough he will use smoke bombs to escape. Neeshka’s quest line will then resume in Chapter 2.



After leaving the Sunken Flagon for the first time in Chapter 2, a woman named Tasha will approach you, seeking a word with Neeshka if she isn’t in your party yet, and immediately getting to the point if she is. Tasha will gloat that Leldon has a plot to rob the Collector’s house as a final grand job before retiring as the greatest thief in Neverwinter. Neeshka will insist on beating Leldon to the job, and paying the Collector a visit first. You will be able to find the Collector’s Mansion in the Blacklake District.



There will be two levels for the Collector’s Mansion. On the first there will be a number of guards you will have to fight through. From here, you will find a key is needed for the second floor (yellow), which you can get from the Collector’s Wife- Vania (Red). There are a couple ways you can convince her to help you (outside of picking her pockets, or outright killing her), but the most humorous is with a high enough Dexterity, you can give her a good enough foot massage to not only give you her key but will also suggest using her as a “hostage” to get the Collector’s cooperation in handing over the Vault to you! It is also important to note the Wash Basin (Blue) containing an empty bottle, and the Vase of Water beside it- as you will need these later.



Unfortunately, it seems that she isn’t as valuable to the Collector, Ninsy, as she had thought- and out of spite will give you a few hints as to how to make it in. She will tell you that Ninsy always stops at the fireplace and bookcase before entering the Vault. See will also give you a small hint to steal some of the vases while you’re at it as well. After she leaves, it’s time to collect everything else you need to get into the Vault!
Companions Quest Lines Pt. 2
The Collector’s Key – You can take the Ocean Painting (Blue) off the wall next to the Collector (Red), and use it to threaten him that you will destroy it if he doesn’t give you his key.

The Code – Going to the Bookcases (Green), one will contain The Big Book of Numerical Nursery Rhymes, and reading it, you can either do the math, or just simply know that the code from it is 513.

The Fireplace Key – Recall the Wash Basin and Vase of Water from the first floor? Return there and loot the empty bottle from the Wash Basin, then put it into the Vase of Water. This will turn it into a Bottle of Water. Loot it from the Vase of Water, and return to the upper floor where the Fireplace (Orange) is. Interacting with it, you can now use the Bottle of Water to douse the fire and retrieve the key that was under the logs.



Finally, you should have everything you need to open the Vault (Yellow). Enter the combination 513, and insert both the Collector’s Key and the Fireplace Key. This will allow you to finally enter the Vault, but you will be interrupted by a cutscene where Leldon will approach your party from behind, resulting in a final confrontation against Neeshka. Kill him, and the achievement will pop.


Elanee's Quest Line:


You will meet Elanee automatically as you travel from Fort Locke to Highcliff in a cutscene. Accept her as a companion, and take her offer for a safer, faster route to Highcliff to begin her quests. She will take you to the Maiden’s Glade, where she will note that something is off with the forest life there. Upon finding a number of dead wolves, you can investigate the area before leaving. You will find a bear that is familiar to Elanee, a druid named Kaleil, who warns her of the corruption of the druid circle. This will begin Elanee’s quest line, and will continue in Neverwinter.



In Neverwinter, there will be a group of bladelings that will attempt to attack you when you get close enough. Kill them, then enter and exit any building/area in order for a Wounded Wolf to spawn exactly where the bladelings were in the alley by the barrels. Speak to it with Elanee in your party and you will learn it is another druid that was attempting to seek out one of the Circle of the Mere. After a bit of conversation, they will direct you to speak to the Elders of the Circle of Swords in Skymirror, not far from Neverwinter. Make sure to have Elanee with you when you decide to travel there, which you can do so almost any time, but I recommend doing it BEFORE going to Old Owl Well!



In the Skymirror area, Elanee will give you some insight into the puzzle regarding the four old worn trees. You will need to cast a specific spell of Elanee’s on each in order to enter Skymirror: Bull’s Strength (Red), Cat’s Grace (Green), Barkskin (Yellow), and Owl’s Wisdom (Blue).

NOTE: If you are not playing a magic user and are unfamiliar with casting, simply open the Spellbook (B) and Quickcast (F) from their quick keys or via the menu option, left click in Quickcast the level 2 spells you wish to remove, and left click in Spellbook the spells you wish to add, and then rest to “save” these changes.

Make sure to interact with each of the trees after casting the appropriate spell on each, then, approach Skymirror (White) and a cutscene will commence, allowing you to finally enter.



After the cutscene finishes, Elanee will warn you that something is wrong and urge an immediate retreat. You will be attacked by Water Elementals and a Shadow Priest and his mercenaries on the way out. Fight, and this part of Elanee’s quest line will finish in Chapter 3 when you are able to travel to her Circle.


Qara's Quest Line:


Qara, a Human, Chaotic-Neutral Sorcerer, will be the fourth companion you will find during your third task in the City Watch/Thieves Questline. She will be outside of the Sunken Flagon having a, literally, heated spat with two fellow mage students, Glina and Hetha. Save the Sunken Flagon from going up into flames, and agree to Qara joining your party when Duncan insists on it. She will go to the Sunken Flagon to wait for you to change your mind.

Enter the Sunken Flagon, and whenever you decide to leave with Qara in your party, you will immediately be greeted by a man named Praven with a group of mages who are less interested in talking and more interested in spilling your party’s blood. Finish them off, and you can talk to Qara about them after if you wish.

The next time you leave the Sunken Flagon (you can return back immediately if want to speed this up) with Qara in your party, another group will be outside waiting to attack, lead by a man named Ashni this time. Once his health is low enough, Gilna’s father, Johcris, will show up to interrupt the fight. There will be a short bit of dialogue before he leaves with a subtle, or not so, threat. Qara insists that he is all talk and to continue on.

There will be a cutscene later that shows Johcris making a deal with a female Hosttower mage to teach Qara some lessons, painfully. Later, in Chapter 2, there will be another cutscene of Johcris and the woman, Sydney Natale, creating a creature that will be sent to kill Qara.


Grobnar Gnomehands' Quest Line:


Grobnar, a Rock Gnome, Chaotic-Good Bard, should be your fifth companion you will meet on your way to Old Owl Well. A cutscene will automatically introduce him, similarly to Elanee, and you will be able to choose to recruit him at this time. If your party is full, you will need to send someone back to the Sunken Flagon in order to fit him in. (You can continue to Old Owl Well, or return to the Flagon to fix your party comp before continuing.) Grobnar’s quest line requires you to bring a Construct you fight a number of times in Chapter 1 back to life in Chapter 2.

You will need three items to reactivate the Construct:
  • Vial of Glowstone Water – You will need Grobnar with you in order to obtain this item. In the caverns below Ember, near the Glowstone guarded by goblins, there will be a small pond. Approaching it, Grobnar will take a sample from it.

  • The Ancient Art of Golemcraft – When going to the Crossroad Keep, beside Aldanon, is a bookcase containing this book. Loot it, and you can give it to Grobnar later if he is not in your party. If you miss it, don’t worry, you can still get the book from the same bookcase later when the Keep is yours as well.

  • Rune-Inscribed Iron Piece – Shortly after obtaining Zhjaeve as a companion, you will be directed to travel to the Ruins of Arvahn. Here, within the Gem Mines, will be the item you need within a Cauldron.

Once you have collected all three items, you can speak to Grobnar (Blue) in the basement of your Keep to reactivate the Construct (Red).

Law and Order
Completing the City Watch of Neverwinter Quests Walkthrough:

To start, head to the City Watch building (Blue) in the Docks to speak to Cormick and accept his offer to join the Watch. He will give you a uniform cloak (which you don’t actually have to wear if have a better one you are using) and your first task- to check up on a merchant by the name of Hagen, whom Moire and her gang have been harassing. Go to Hagen’s shop (Yellow), and you will have a brief dialogue before some thugs enter with threats from their boss, Caleb. Take care of them however you wish, and return to Cormick when you are finished. He will then ask you to arrest Caleb (Red) on their behalf. You can find him in his usual hang out spot in an alley south of the City Watch. You can try to talk to him, though it will eventually lead to a fight. Once you have finished, return back to Cormick and he will inform you that their sweep of the Docks area revealed that the City Watch is losing control, and that he needs your aid in regaining it.



Cormick will have you check on the four City Watch sergeants, ensuring that they are still fighting for the law in Neverwinter. You can handle the sergeants (Blue) however you like, through words or force the outcome will more or less be the same, just some changes in your alignment. You will also be attacked by a number of thugs along the way, so just fight them off as they come. There are also a few other things worth note, that you can resolve however you wish, during your patrol:
  • (White) There will be a number of Thugs attempting to extort money in exchange for “protection” from a gnome merchant named Reylene.
  • (Yellow) There will be a Wagon being escorted by a number of Thugs near the Northern post that you can speak to- or dip your own hand into their ill-gotten wares.
  • (Green) Trent Vendall will be loitering, drinking, outside.
  • (Orange) Some Thugs are attempting to pick their way into someone else’s home.
  • (Red) You will come across your next possible companion, Qara, outside of the Sunken Flagon (avoiding her on this path is impossible since will need to pass in order to talk to the southern-most sergeant). I recommend referring to her Companion Quest Line as soon as you finish the cutscene with her, before continuing your City Watch Quests.
  • (Black) A couple of thugs have just murdered a man with the intent to loot his corpse.



Once you have finished checking in with all four sergeants, the City Watch building will be on fire when you return. Talking to the City Watchman, you will learn that it was an act of retaliation to your patrols from Moire and her gang. You will be directed to meet with Commander Cormick and Captain Brelania at the City Watch building in the Merchant Quarter.



Talking to Brelania, you will learn that Lieutenant Roe died in the fire, and she wants to promote you to take his place, and help resolve the growing problem with the Shadow Thieves. Due to the event of another murder in Blacklake, she will allow only her most trusted in the Watch entry. Your first step in earning her trust and dealing with the Thieves will be to stop their weapons shipment from arriving in their hands and to end their smuggling operation- for good.

After some cutscenes, you will want to return to the Docks and head North to the Back Alley. (If you helped the kids in the Merchant Quarter earlier, you should have an unavoidable cutscene where you can choose to help the boy, Wolf, again- I recommend doing so.) Talk to the Smuggling Contact, and head into the Back Alley whenever you are ready.



There will be a number of thugs (red) that you can fight your way through, and City Watch guards (blue) who you can either attempt to talk to or fight as well. The first group of guards you will see are accepting a bribe from a thug, and will attempt to stop your passing. Continuing on, there will be a larger group of City Watch with a group of thugs that will trigger a cutscene. If you have Neeshka or Qara in your party, either of them can be used to create a diversion that will draw the guards away. While they are distracted, you can take care of the thugs that will still be left there. You can also kill the turncoats if you wish, though the fight will be much easier if you do so separately from the group of thugs. Continuing on you will eventually have a group of thugs with a barricade up that will choose to talk a bit first, though a fight appears to be inevitable here. There will be a couple more groups of thugs as you make your way through the Back Alley until you finally find the Wagon (green) of weapons with a large group of guards and thugs. You can try to talk the turncoats out of their chosen path, but be ready for a fight either way. Once you are ready, interact with the wagon (you can choose to loot it with Neeshka if you wish, or leave the ill-gotten goods alone) and you will instantly be taken to the City Watch where Captain Brelania is waiting for your report.



Brelania will verify that their informant among the Thieves information was accurate, and will direct you next to the Thieves’ Warehouse. You can either go there through their entrance in the Back Alley, or through the safer, and quicker, back-door entrance from the Merchant Quarter. Head there once you feel you are ready, and prepare for a fight.



Feel free to loot whatever you want here, in spite of what was told to you it seem that whatever items you confiscate won’t later be taken from you. There will be a number of groups of thugs (red) in here, so rest and save as often as you need. You will eventually find a man named Barlowe hiding behind a barricade of breakable crates, with the documents (blue) you need to give to Brelania. A cutscene will automatically trigger as soon as you interact with the documents. Once it is finished, and you have cleared out whatever areas of the warehouse you might not have gotten to, head back out to the Merchant Quarter and another cutscene will trigger with Sir Darmon of the Neverwinter Nine arriving to do the job you just finished. After a brief exchange, continue to the City Watch to report in to Captain Brelania.



You will find upon reporting in that while you were clearing out the Smuggler’s Warehouse, the identity of the informant has been exposed- a man by the name of Fihelis. It seems that the Thieves are hunting him down to silence him for good. Your task is to go to his home, and escort him safely to the City Watch.



Upon entering the estate you will find there are a number of thugs stealthing about on both the first and second floors. Fight your way through the until you reach Fihelis in his Office- Moire and her thugs in a discussion with him. She doesn’t seem interested in killing him quite yet, nor is she interested in being arrested when you arrive. Once you have finished fighting her and her thugs, and are ready to leave, talk to Fihelis to escort him back to the City Watch. You will be immediately be teleported back to Captain Brelania where you will earn your “Law and Order” achievement at the start of a cutscene with her.
Lawlessness and Disorder
Completing the Thieves of Neverwinter Quests Walkthrough:

To begin, Seek out Caleb (Red) in order to begin. He will want you to rough up a merchant on the west side of the Docks to teach a lesson about not paying up for his protection money. Go to Hagen’s shop (Yellow) and deal with the situation through words or violence. Regardless, he’ll give you the money, but after returning to Caleb, he will be accompanied with the City Watch to arrest you. Deal with this again however you wish, and Caleb will tell you that he can’t actually help you get into Blacklake, and that you will need to talk to Moire for the help you need. Head to her home (Blue) to speak to her, and she will eventually give you the task of “turning” the four City Watch sergeants to her side of the law.



You can handle the sergeants (Blue) however you like, through words or force the outcome will more or less be the same, just some changes in your alignment. You will also be attacked by some rival gangs’ thugs along the way. However, it is important to note that during this time you will come across your next possible companion, Qara (Red), outside of the Sunken Flagon (avoiding her on this path is impossible since will need to pass in order to talk to the southern-most sergeant). I recommend referring to her Companion Quest Line as soon as you finish the cutscene with her, before continuing your Thieves Quests.



Once you have finished with all four sergeants, turn in to Moire and she will give you your next task: burning down the City Watch building in the Docks- with no survivors. If you don’t have a torch, don’t worry, Moire will give you one. Going around the City Watch building you will see two stacks of crates and a wagon. Equip a torch and interact with them to set them on fire and fight off any guard that attack you. You can also choose to enter the building to help get Cormick out, considering how much you are able to interact with him later, and it won’t hurt your quest with the Thieves, so I would recommend doing so if you so wish.



Once you finish your quest of arson, return to Moire and she will tell you that she too cannot get you into Blacklake, but that a meeting has already been set up with the leader of the Thieves, Axle Devrie, whose home is in the Merchant Quarter along the river bank. Head there and you will have some dialogue to go through where you will be given your next task, escort some weapons smugglers safely, and quietly, through the Back Alley.



After some cutscenes, you will want to return to the Docks and head North to the Back Alley where you will find a group of smugglers waiting for you. (If you helped the kids in the Merchant Quarter earlier, you should have an unavoidable cutscene where you can choose to help the boy, Wolf, again- I recommend doing so.) Talk to the Smuggling Contact, and head into the Back Alley whenever you are ready.



There will be a number of thugs (red) that you can fight your way through, and City Watch guards (blue) who you can either stealth around, or fight as well. The first group of guards you will see don’t seem interested in a peaceful resolution to your presence, so you can either fight them or try to avoid them entirely by stealthing through the alley opposite from them. Continuing on, there will be a larger group of City Watch that will trigger a cutscene. If you have Neeshka or Qara in your party, either of them can be used to create a diversion. While they are distracted, you can either choose to get the jump on them in another fight, or stealth around them. Continuing on you will eventually have a group of thugs that will choose to talk a bit first, though a fight is inevitable here too. Kill them, and their friends that come out of hiding, and you will find the Warehouse Supervisor (green) waiting for you. It seems your job isn’t quite done yet.



Once you are ready, head inside, and the suspicions of there being an informant for the guard hiding among the Thieves will be confirmed when the City Watch raid the warehouse. Feel free to loot whatever you want here, including the pile of gold on the Supervisor’s desk right in front of him, nobody seems to mind. Fight off the guards attempting to confiscate the four different weapons stockpiles (red) and return to Moire and Axle once your task is finally complete.



NOTE: If you haven’t done any of your Companion’s Quests yet, I recommend doing those as far as able to before continuing. You still have a bit to go before your Thieves Quests are complete.

While Moire would rather make finding the identity of the informant her top priority, Axle has a different task for you- to beat the Greycloaks to Old Owl Well and find the missing Waterdeep Emissary. It seems that the Thieves have an agent of their own among the Neverwinter soldiers named Karina that you are to meet there. You will have a brief interruption in your travels to Old Owl Well, a cutscene that will gift you a bard companion, Grobnar, if you so wish to recruit him. Don’t worry, if you want to have him as a companion but not in your travels, simply accept him into your party and return to the Sunken Flagon to swap him back out before you continue on your way.


Once you arrive at Old Owl Well, Karina (Red) will be right there waiting for you- though she threatens that she won’t be if you take too long, it is an empty threat. She will give you some Forged Council Missives, from a friend on the Council, to take to Commander Callum (Blue) so that you might search for the Waterdeep Emissary without issue from the Greycloaks. After speaking to Callum, however, it seems that he already had sent his scout to search for the Emissary, and is more interested in having you stay to help bolster their defenses- just in time for an orc attack. Fight them off, and the scout will return and you will be given new orders- to go to Yaisog Bonegnasher’s orc lair to find out which tribe might have taken the Emissary.

Lawlessness and Disorder Pt. 2
There will be a number of orcs and trolls you will have to fight, so make sure you have acid/fire damage ready to go. Upon leaving Old Owl Well, you will find that the path to Bonegnasher’s Lair is blocked by a rock-slide (Red). There will only be one way to go- north towards a troll cave (Yellow) where you will find a crate of blastglobes needed to clear the path. Make sure to interact with the vein of ore near the crate before leaving and returning to the rock-slide blocking the way to Bonegnasher’s Lair (Green). When you get close enough to it, a cutscene will automatically trigger and you will use the box of unstable blastglobes to clear the path. Fight the orcs along the way, and there will be an upwards path East of the lair entrance where you will find Guyven of the Road (Blue). You can speak to him to learn a bit about the Ironfist Clan with Khelgar, and it will result in a Dwarven Scout location being able to be travelled to for one of Khelgar’s Quests. I recommend taking care of the lair while you are here, but after you can return to Old Owl Well, or take care of Khelgar's Quest right away. In spite of what people in the story say, there isn’t an actual time-urgency in finding the Emissary. The guards at the entrance can be fought or intimated into allowing your entry into the lair. Deal with them how you wish, and continue inside when you are ready.



There will be a great number of orcs (red) that you will need to fight through, or try to avoid. A few key things to note when making your way through the cave are:
  • (Blue) a vein of Ore that you should interact with
  • (Green) Pentin and his miners that you are able to free if wish- I recommend doing so as he will be useful for your Keep later,
  • (Yellow) Yaisog Bonegnasher whom you will be able to talk to in your second fight against him
  • (White) a Man (will elaborate on this shortly)



Make your way through the cave, and when you are able to talk to Yaisog, you will find out that Logram of the Eyegouger tribe is the leader behind the attack to capture the Waterdeep Emissary, and that his lair is somewhere to the southeast. When you speak to the Man, he will claim to be the Waterdeep Emissary; if you allow him to run ahead of you, he will later ambush you on the road and reveal his true identity, otherwise if you are able to catch him in a lie then the man, Olov, will attack you.

Attempting to travel from here, you will be interrupted on the Mountain Pass. Some orcs will attack you, fight them off and some reinforcements will attempt to come to their aid. Instead, they will be attacked by the katalmach you have heard mention about. Help him and his mercenaries to defeat them and you will learn that katalmach is actually named Casavir, a Human, Lawful-Good Paladin that is a potential companion for you to recruit (and romance if you so wish). Once you have him in your party, you could return to Old Owl Well, or continue to the Eyegouger Clan location, but I actually recommend taking care of Khelgar’s Trial of the Maimed first before continuing.


Once you are ready to go to the Eyegouger Clan, make sure you are ready to fight a number of Blade Spiders and Orcs. There are no secrets or riddles here, so just fight your way through until you reach the Eyegouger Lair. This Lair will be separated into three levels. As there will be a great number of orcs throughout, I am not going to note all of their locations again, however there are a few things that will note:

On Level 1-
  • (Green) a group of wolves that you can speak to with Elanne in party to fight beside you, otherwise they will attack when attempt to talk to without her.
  • (Blue) a vein of Ore to interact with
  • (White) a torture chest guarded by humans that contains a journal with notes regarding the missing emissary
  • (Yellow) wounded orcs that will be non-hostile that you can choose to spare or slaughter
  • (Red) the door that will lead you to Level 2



On Level 2-
  • (Blue) the Interrogator mentioned in the journal you found on Level 1 and his guards
  • (Green) Logram Eyegouger with a number of orcs
  • (Red) the door that will lead you to Level 3



On Level 3-
  • (Yellow) a pile of corpses that will trigger a cutscene as soon as approach
  • (Blue) a vein of Ore to interact with
  • (Orange) Wyll’s body that upon approaching will trigger a cutscene followed by a fight with a Shadow Priest and his minions
  • (White) Waterdeep Emissary Issani, whom will head to Old Owl Well after a brief dialogue
  • (Green) a Journal with further notes regarding the necromantic experiments
  • (Red) a rock wall that can be interacted with as a hidden door, with a teleport just behind it that can be used to quickly return to Old Owl Well



Upon returning to Old Owl Well, you can immediately talk to Karina to learn that she has already taken care of the emissary’s escort back to Neverwinter. Return to Axle when you are ready. He will tell you that they were able to find out the identity of the informant that has been leaking their plans to the City Watch, a merchant named Fihelis, whom Axle wants you to silence- for good. Get your mission details from Moire, and then head to his estate near the Park in the Merchant Quarter.



You can deal with the guards outside his estate and within the first floor however quietly, or loudly, you wish. However, once you reach the second floor, stealth will no longer be an option as your presence will be detected regardless. Fight your way through the guards until you reach Fihelis in his Office. You can choose to kill him or let him live, either way return to Axle once you are done.



Returning to Axle at this time will finally earn you your “Lawlessness and Disorder” achievement.
Skill Related Achievements

Self-Cultivation…
Reach level 20 for any character


...Of Epic Proportions
Reach level 30!


Prestigious Too
Choose a Prestige Class

There are 24 prestige classes to choose from, and all of them have their own requirements in order to achieve. Most will require a minimum Base Attack Bonus (BAB), specific levels in skills/feats, and/or other special requirements. Below is a list of all prestige classes and requirements for each:

Arcane Archer
Race: Elf or Half-elf
Arcane: 1st Level
Weapon Focus: Longbow or Shortbow
Feats: Point Blank Shot
BAB: +6

Arcane Scholar of Candlekeep
Arcane 3rd Level
Skills: Spellcraft 8
Feats: Empower Spell, Skill Focus- Concentration, Spellcraft

Arcane Trickster
Alignment: Non-Lawful
Arcane 3rd Level
Skills: Lore 7, Disable Device 7, Tumble 7, Spellcraft 4
Special: Sneak attack

Assassin
Alignment: Evil
Skills: Hide 8, Move Silently 8

Blackguard
Alignment: Evil
Skills: Hide 5
Feats: Cleave, Power Attack
BAB: +6

Divine Champion
Weapon Focus: Any
BAB: +7

Doomguide
Alignment: Lawful
Divine 3rd Level
Skills: Diplomacy 5
Deity: Kelemvor (Not technically required beforehand, as deity will be changed to Kelemvor when choose Doomguide at Level 1 automatically)
Feats: Extra Turning, Great Fortitude

Duelist
Skills: Parry 5, Tumble 5
Feats: Dodge, Mobility, Weapon Finesse
BAB: +6

Dwarven Defender
Alignment: Lawful
Race: Dwarf
Feats: Dodge, Toughness
BAB: +7

Eldritch Knight
Arcane 3rd Level
Weapon Proficiency: Marital

Frenzied Berserker
Alignment: Non-Lawful
Feats: Power Attack, Cleave, Great Cleave
BAB: +6

Harper Agent
Alignment: Non-Evil
Spellcasting Class
Skills: Diplomacy 8, Lore 4, Survival 2
Feats: Alertness, Iron Will

Hellfire Warlock
Spells: Brimstone Blast or Hellrime Blast
Skills: Intimidate 6, Spellcraft 6, Lore 12

Invisible Blade
Skills: Bluff 8
Weapon Focus: Dagger or Kukri
Feats: Feint, Two-Weapon Fighting

Neverwinter Nine
Special: Must Complete Neverwinter Nine questline, if outside of Storm of Zehir.
BAB: +6

Pale Master
Alignment: Non-Good
Arcane 3rd Level

Red Dragon Disciple
Bard or Sorcerer
Skills: Lore 8

Red Wizard of Thay
Alignment: Non-Good
Race: Human
Specialist Wizard
Arcane 3rd Level
Skills: Spellcraft 8
Feats: Spell Penetration, Greater Spell Penetration, and one metamagic or crafting feat (not Scribe Scroll)

Sacred Fist
Divine 1st Level
Skills: Lore 8
Feats: Improved Unarmed Strike, Stunning Fist, Combat Casting
BAB: +4

Shadow Thief of Amn
Skills: Bluff 3, Hide 8, Intimidate 3, Move Silently 3
Feats: Stealthy
Special: Must Complete Shadow Thieves’ Guild questline, if outside of Storm of Zehir.

Shadowdancer
Skills: Move Silently 8, Hide 10, Tumble 5
Feats: Dodge, Mobility

Stormlord
Divine 3rd Level
Skills: Fortitude Save +4
Weapon Focus: Spear, Throwing Axe, Dart, or Shuriken
Feats: Toughness, Great Fortitude

Warpriest
Divine 4th Level
Skills: Diplomacy 8, Spot 5
Feats: Combat Casting
BAB: +5

Weapon Master
Skills: Intimidate 4
Weapon Focus: Any Melee
Feats: Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack
BAB: +5
Mask of the Betrayer


Suppressor
Use Suppress to reduce craving with five spirits nearby


Spirit Bearer
Devour Okku’s spirit


No Face, No Spirit
Devour Akachi’s spirit


Faithful
Side with the Crusade


Faithless
Side with the City of Judgment


All About Me!
Kill Akachi


Akachi Remembers
Make Akachi remember who he was


Wall of the Faithless
Complete Mask of the Betrayer
Storm of Zehir


Honest Work
Reach the directorship in any organization


Silk Crossroads
Establish a trade route from each city


Expert Merchant
Buy a resource for the lowest price and sell it for the highest


Good Company
Get all the merchant company and caravan upgrades at Crossroad Keep


End of the Shadovar?
Complete Storm of Zehir
Mysteries of Westgate


Not Ivory
Complete the Ebon Claws quests


Not Ebony
Complete the Church of Lathander quests


Very Well!
Become a vampire


Rinara's Fortune
Complete Rinara's quest line


The Fate of Mantides
Complete Mantides' quest line


The Tyrran Enclave
Complete Charissa's quest line


Best of the Best
Become a Champion of the Arena


Another Mystery Solved!
Complete Mysteries of Westgate
13 Comments
Feradus 2 Aug @ 9:10pm 
@Daii yeah but mine bugged and unlocked after only 1 of the upgrades so you might not end up needing all of them
Daii 2 Aug @ 7:34am 
o fully upgrade the construct, my main character needs to have high levels in Craft Armor, Craft Weapon, and Alchemy?
Kaldor Silverwand 30 Jul @ 9:31pm 
Do you know how the achievements are being triggered? I looked at the prologue in the toolset to try and determine how the Harvest Cup achievement was being triggered but I didn't see anything in the convos or the module scripts.
Ulfur 29 Jul @ 12:22am 
Having now tested every dialogue option for it, none of them seem to unlock the Faithless achievement. On the bright side you don't need to be evil to devour the Faceless Man, just need to edit the person in the astral plane to have the dialogue as an option.
Neenea  [author] 28 Jul @ 7:57am 
@ Ulfur Thank you for the confirmation! That is odd hopefully it is not bugged for you will keep in mind as go through/investigate :neverwintereye:
Ulfur 28 Jul @ 6:51am 
Other then that it looks like every achievement is working except for Faithless? I've tried every dialogue option to join the city of judgement but the achievement never pops where as Faithful triggers every time
Ulfur 28 Jul @ 6:50am 
@ Neenea I can confirm that you need to be evil of any kind to join the king of shadows. I tested it as all 3 evil types earlier today when I got the achievement myself. As for devouring Akachi I *think* it needs the pre-req of devouring a certain someone in the Astral Plane, and then bringing this up in the last dreamscape before you go fight the Faceless Man.
Neenea  [author] 27 Jul @ 9:03pm 
@ BugBear Unfortunately I do believe that you will need to be of an Evil Alignment in order to join him, though as I am still working through fleshing out the guide, I will double check to confirm this detail as soon as possible!
Feradus 27 Jul @ 9:41am 
@BugBear I think you need to be evil, it worked for me as chaotic evil
Feradus 27 Jul @ 9:40am 
@Neenea No worries take your time, ill see if i can find out on my next run through