- This article contains information from the game manual of Baldur's Gate and Tales of the Sword Coast. This article deals with the four thieving skills in the game.
Table I, Dexterity and thieving abilitiesEdit
|Dexterity||Pick pockets||Open locks||Detect traps||Stealth|
This table shows the relation between dexterity and thieving skills. For more information on dexterity, see Dexterity.
These numbers are added or subtracted from the base points and racial modifiers. The resulting number is a chance in percentage.Abilities/spells such as Draw Upon Holy Might or potions that boost dexterity up to 25 will give a bigger boost to thieving skills the lower base dexterity is, since points cannot be placed into a thieving skill to exceed 250.
Table II, thieving abilites, racial bonus and the base.Edit
|Pick pockets||Open locks||Detect traps||Stealth||Total|
Regardless of the success or failure of the check, if the Thief's skill is not high enough to steal from any of the available item slots (or if the target has no items), the attempt fails safe without thief being detected. A breakdown of the skill needed to steal items from various item slots is provided below. If the Thief has a high enough skill to steal from more than one slot, the item is chosen randomly from all available slots.
|Item location||Pick Pocket difficulty|
|General Inventory or Gold||10|
|Quick Item Slot or Quiver (not equipped)||50|
|Amulet, Belt, Cloak or Gauntlets||80|
|Quick Weapon Slot (not equipped)||95|
- Even though manuals describe that a success change for opening locks is modified by a d10 doll, it seems that the actual goes to a max of 9, so you won't open a lock having 9 less points than required.
- Since there are no locks or traps over 100 in any of the unmodded games, having open locks or detect traps over 100 give no benefits. A value of 92 minimum of both allows to open on locks as well detect all traps, although may require more tries to be successful. Detect illusions and set traps also don't gain benefits from having over 100.