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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
9 -15 -10 -10 -20
10 -10 -5 -10 -15
11 -5 0 -5 -10
12 0 0 0 -5
13-15 0 0 0 0
16 0 +5 0 0
17 +5 +10 0 +5
18 +10 +15 +5 +10
19 +15 +20 +10 +15
20 +20 +25 +15 +18
21 +25 +30 +20 +20
22 +30 +35 +25 +23
23 +35 +40 +30 +25
24 +40 +45 +35 +30
25 +45 +50 +40 +35

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
Base number +15 +10 +5 +15 45
Dwarf 0 +10 +15 0 25
Elf +5 -5 0 +10 10
Gnome 0 +5 +10 +5 20
Half-elf +10 0 0 +5 15
Halfling +5 +5 +5 +15 30
Human 0 0 0 0 0
Every race will get the base number. Halflings have the best overall thieving ability bonus, with dwarves second.


Enhanced EditionsEdit

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.[1]

Item locationPick Pocket difficulty
General Inventory or Gold10
Quick Item Slot or Quiver (not equipped)50
Ring60
Amulet, Belt, Cloak or Gauntlets80
Quick Weapon Slot (not equipped)95


BugsEdit

  • According to manuals, the chance of success for opening locks is modified by adding a d10 roll. However, as implemented, the added modifier seems never to exceed 9. Therefore, a lock with difficulty 100 can be opened with a skill of 92, but not 91.

NotesEdit

  • Since there are no locks or traps with difficulty over 100 in any of the unmodded games, there is no benefit to raising Open Locks or Detect Traps over 100. A value of 92 minimum of each allows the player to open all locks as well detect all traps, although it may require multiple attempts. Detect Illusions and Set Traps also don't benefit from a value over 100.

ReferencesEdit