Thief

This page is specifically for the thief class in , , and .
For the version in and , refer to Thief (Baldur's Gate).
== Introduction ==
Thieves are rogues who can open locks, steal items, hide in shadows, find and disarm traps. Given their skillset, thieves can't be lawful good. However, you'll run into many situations in game that require these thieving skills, making a thief party member essential for almost every playthrough.
Thieves can't wear any metal helmets, they wear leather, studded leather and hide armor and can only use bucklers as shields to protect themselves. Their array of weapons consists of lightweight weapons such as long swords, short swords, katana, scimitars, wakizashi, ninjatōs, daggers, throwing daggers, clubs, quarterstaves, light crossbows, shortbows, darts and slings. All of the above restrictions can be later overcome by the Use Any Item high level ability, which grant rogues access to almost all items.
All races can become a thief as a profession.
==Ability scores table==
Character Ability Score	Minimum Score	Shadowdancer^^
Strength^^ 	3 	10
Dexterity* 	9 	15
Constitution 	3 	3
Intelligence 	3 	3
Wisdom 	3 	3
Charisma^^ 	3 	12
During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.
*Prime Requisites for Dual-classing.
^^ The Shadowdancer class kit has a different set of minimum ability scores, and has Strength and Charisma as prime requisites for Dual-classing in addition to Dexterity.
==Special abilities==
A thief gains a fixed +25 thieving skill points (numbers vary among kits) upon level up. Starting stats and subsequent play values in various thief skills are further modified by dexterity and race, with the exception of Detect Illusion, which isn't modified by dexterity or any other ability score. At no time may you put more than 250 skill points into a skill. Therefore the only way to raise the base skill higher is by raising dexterity after 250 points have been invested into that skill. Different potions and items may be stacked up to a bonus cap of 30 to each skill. Some thieving skills have no benefit over 100 points.
It's also worth noting that some values presented in in-game descriptions are incorrect. For example, the in-game description for Elves claims they get +5% to Move Silently and +10% to Hide in Shadows, but they actually get +15% to both (per the table below and the SKILLRAC.2DA file).
Race 	Open Locks	Pick Pockets	Move Silently	Hide In Shadows	Stealth	Find Traps	Detect Illusion	Set Traps	Total	Total
Humans 	10 	15 	10 	5 	10 	5 	0nr 	0 	45 	40
Dwarves 	20 	15 	10 	5 	10 	20 	5nr 	10 	85 	65
Elves 	5 	20 	15b 	15 	20 	5 	0nr 	0 	60 	50
Gnomes 	15 	15 	15 	10 	15 	15 	10nr 	5 	85 	60
Half-elves	10 	25 	10b 	10 	15 	5 	0nr 	0 	60 	55
Half-orcs 	10 	15 	10 	5 	– 	5nr 	0nr 	0 	45 	–
Halflings 	15 	20 	20b 	20 	25 	10 	0nr 	0 	85 	70
=== Pick Pockets ===
A thief can steal items from non-hostile characters (including party members and charmed enemies) by using the Thieving skill on them. The chance to steal an item depends on the thief's and the target's Pick Pockets level and the place of that item inside the target's inventory. Stealing from another thief (or any character that has skill points assigned to Pick Pockets) may require a skill level of over 100 to steal; this also applies to many merchants in the later parts of the game. 250 has been observed to have a slight chance of failure on some targets. In the Enhanced Editions, there's also a "critical failure" possible for one attempt out of twenty (1 on a 1d20).
Pick Pockets is raised by 5 points for every point of Dexterity above 16, and lowered by 5 points for every point of Dexterity below 12 (up to -15 at 9 Dexterity, which is the minimum for a thief during character creation). 
Also in the original Baldur's Gate II, both Dexterity modifiers and racial bonuses affect the maximum value of Pick Pockets. A character without a Dexterity modifier or racial bonus may raise their Pick Pockets up to 265 with skill points alone (270 for Elf and 275 for Half-elf). Beyond this point, a Half-elf with 25 Dexterity and magical effects that boost Pick Pockets can reach the cap of 325.
In the Enhanced games, Dexterity modifiers and racial bonuses only affect the starting value of Pick Pockets. The maximum value which can be reached with skill points alone is fixed at 250, regardless of race or Dexterity. The absolute cap is still 325 which can be reached with magical effects that boost Dexterity and Pick Pockets.
Not all items are stealable. Every item entry on a creature has a set of flags as seen in game file inspectors such as Near Infinity. Having either the "Not stealable" or "Undroppable" flag will make the item unstealable. The "Stolen" flag will make the item unsellable to most vendors. Furthermore, the item will also be unstealable if the item file itself does not have the flag "Droppable".
A failed Pick Pockets attempt is treated as an attack against the target, and will cause most neutral characters to become hostile.
* However, not every "fail" is a "fail": the Enhanced Editions handle cases where the thief's skill isn't high enough to steal from any of the available item slots (or if the target has no items) not as a fail and the attempt will not count as detected and thus not yield consequences.
 	Pick Pockets
Helmet 	–
Armor 	–
Shield 	–
Gauntlets 	80
Ring 	60
Amulet 	80
Belt 	80
Boots 	–
Weapon* 	95
Fists 	–
Quiver* 	50
Cloak 	80
Quick item 	50
Personal item 	10
Magically created weapon 	–
*Impossible for the currently equipped weapon, unless it's using a quiver. Then the active quiver is unstealable, but the weapon using it is.	*Impossible for the currently equipped weapon, unless it's using a quiver. Then the active quiver is unstealable, but the weapon using it is.
Each inventory slot is assigned a value which is the required level of Pick Pockets for a thief to steal from that slot. A value of 0 means the slot cannot be stolen from. The original games and the Enhanced games have different sets of values.
In the original Baldur's Gate, the following inventory slots cannot be stolen from: Armor, Belt, Boots, Cloak, Gauntlets, Helmet, Shield and active Weapon (incl. Fists) or Quiver. All other inventory slots can be stolen from even with a very low Pick Pockets level (e.g. 4).
The Enhanced games assign more dynamic values to various inventory slots, which are shown in the table to the right.SLTSTEAL.2da
Finally, although pickpocketing will break Invisibility, it does not break Sanctuary, meaning that Cleric/Thieves can safely pickpocket from charmed enemies in the middle of combat, for example.
===Open Locks===
A thief can pick the locks on doors and containers to open them. The chance to open a door/container depends on the difficulty of the lock and works on a threshold system — if you are more than 8 points below the target lock's difficulty you have no chance of picking it successfully, while if you're strictly above the lock's difficulty, success is guaranteed. Chances are increased by luck.
The highest lock difficulty is 95 in BG1 and Siege of Dragonspear, and 99 in BG2, meaning that it is not necessary to have more than respectively 87 and 91.Difficulty 100 is reserved for warded locks that cannot be picked. In ToB, there is a door in the Saradush Prison with a difficulty of 150. Despite the difficulty being over 100, it can be picked normally if your Open Locks is high enough.
===Find / Disarm Traps===
=== Move Silently / Hide In Shadows ===
These skills allow the thief to effectively become invisible. See the Stealth article for more information. If both are set to 200, it will always succeed.
===Detect Illusion===
Thieves may attempt to dispel non-friendly illusion spells within 15 ft whenever their Find Traps skill is active. Does not receive any modifier from a thief's dexterity score. Does not benefit from scores higher than 100.
Find Traps / Detect Illusion is the modal skill used by players and some enemies. It is unblockable. Other enemy thieves use Detect Illusion (enemy) instead, which can be defended against.
=== Set Traps ===
Allows thief to lay a trap when outside an enemy's line of sight, also required to use traps gained by high level thief abilities. Laid traps are triggered by enemies within a fireball spell range. A maximum of 7 traps can be set in one map area. Thieves can set one trap at level 1, plus one for every 5th level thereafter (per rest). The rank in the skill determines the chance (in %) to succesfully set a trap. Thieves with a Set Snare score lower than 100 have a 25% chance of being hurt by their own trap IF they fail to set it. Does not benefit from scores higher than 100.
===Backstabbing===
The backstab ability allows attacks a thief makes while concealed and behind a target to perform additional damage. The additional damage is substantial enough to often kill targets in a single blow. See the Backstab article for more details.
Backstab multiplier /
Level	Thief	Assassin	Stalker	Shadowdancer
1-4 	x2 	x2 	x2 	-
5-8 	x3 	x3 	x2 	x2
9-12 	x4 	x4 	x3 	x3
13-16	x5 	x5 	x3 	x4
17-20	x5 	x6 	x4 	x4
21+ 	x5 	x7 	x4 	x4
==XP gains for Unlock and Disarm==
Baldur's Gate II introduces XP gains for disarming traps and unlocking doors and containers. This system was carried over into Baldur's Gate I with the Enhanced Editions, though with drastically reduced numbers. Below are listed Unlock and Disarm XP gains for each level.
Multi and Dual Class thieves will use the average level of active classes, rounded up.
 	 	Level 	Level 	Level 	Level 	Level
 	 	1 – 5	6 – 10	11 – 12	13 – 15 	16 – 40
BG:EE Table data is taken from XPBONUS.2DA, but in BG:EE this file inverted labels for DISARM_TRAP and PICK_LOCK. This wiki table gives the correct data.	Unlock	10 	17 	27 	27 Cells with a red background are inaccessible in BG:EE even with SoD because of the level cap.	32
BG:EE Table data is taken from XPBONUS.2DA, but in BG:EE this file inverted labels for DISARM_TRAP and PICK_LOCK. This wiki table gives the correct data.	Disarm	25 	40 	95 	95 	15
BGII 	Unlock	250 	400 	950 	950 	1,550
BGII 	Disarm	1,000 	1,750 	2,750 	2,750 	3,250
==Class kits==
=== Thief ===
To accomplish one's goals, for good or ill, the Thief is a skilled pilferer. Cunning, nimbleness, and stealth are a thief's hallmarks. Whether a thief turns talent against innocent passersby and wealthy merchants or oppressors and monsters is a choice for the Thief to make.
Class features:
* May not wear armor heavier than studded leather
* May not equip shields larger than bucklers
* May only use the following weapons: long sword, short sword, katana, scimitar, dagger, club, quarterstaff, light crossbow, shortbow, dart, sling
* May only become Proficient (one slot) in any weapon class
* May only become Proficient (one slot) in any fighting style
* May distribute 25 points per level (40 at level 1) in thieving abilities: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide In Shadows, Detect Illusion, Set Traps
* May backstab for increased damage: Lv1-4:x2 Lv5-8:x3 Lv9-12:x4 Lv13+:x5
* May use the Set Snare ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Thief's level and can only be triggered by enemies.
**1st level: Deals 2d8+5 missile damage
**11th level: Deals 2d8+5 missile damage and additionally deals 2d6 poison damage per round for the next 3 rounds
**16th level: Deals 3d8+5 missile damage and 4d8+2 fire damage
**21st level: Deals 3d8+5 missile damage and 20 poison damage with no save, slays target if a Save vs. Death with a +4 bonus is failed
* Alignment restricted to any except lawful good
* Hit Die: d6
* Prime Requisites For Dual-Classing: Dexterity
=== Assassin ===
Assassins are killers trained in discreet and efficient murder, relying on anonymity and surprise to perform their tasks.
Advantages:
* -1 bonus to THAC0 and +1 bonus to damage rolls
* Backstab ability reaches x6 (at Lv17) and x7 (at Lv21) multiplier instead of capping at x5
* May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter
Disadvantages:
* May only distribute 15 skill points per level among thieving skills
Gameplay
* Poison Weapon applies poison to any attacks, including AOE attacks such as Arrow of Detonation and Fire Seeds, and magical projectiles like Melf's Minute Meteors. Even though this ability has been severely nerfed in EE, it remains as a valuable option
* Assassin dual-classers arguably have the highest backstab damage potential in game, take the following extreme cases as comparisons:
** Assassin (21) > Cleric: (18 Staff of the Ram & Righteous Magic + 0 proficiency + 1 style + 1 kit + 2 Gauntlets of Weapon Expertise) x 7 = 154 (max)
** Kensai (24) > Thief: (18 Staff of the Ram & Kai + 5 proficiency + 1 style + 8 kit + 2 Gauntlets of Weapon Expertise) x 5 = 170 (max)
** Assassin (21) > Fighter: (15.5 Staff of the Ram average + 5 proficiency + 1 style + 1 kit + 2 Gauntlets of Weapon Expertise) x 7 = 171.5 (average)
** Assassin (21) > Mage: (18 Black Blade of Disaster average + 5 proficiency + 1 kit + 2 Gauntlets of Weapon Expertise) x 7 = 182 (average)
** Keep in mind that what's shown above doesn't include bonus from many spells, strength or critical hits
*Although backstabbing multiplier looks astonishing, in practical use it is very meaningless. Most of the Monsters will be killed in single strikes with backstab multiplier x5 already. If not, they are likely to be immune to backstabs anyway.
===Bounty Hunter===
This is a hunter of men, skilled in tracking quarry and bringing them back alive - whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents. They have honed their trap-making abilities well beyond that of the average Thief.
Advantages:
* +15 bonus to Set Traps
* May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter. Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Bounty Hunter's level and can only be triggered by enemies
:: 1st level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed11th level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed16th level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed21st level: Mazes the target, no save
Disadvantages:
* May only distribute 20 skill points per level among thieving skills
Gameplay
* Bounty Hunter’s special traps can be thrown at enemies as long as they’re not in the thief’s eyesight
*companion Yoshimo is a bounty hunter
===Swashbuckler===
Swashbucklers are part acrobat, part swordman, and part wit: the epitome of charm and grace.
Advantages:
* -1 bonus to Armor Class at 1st level, plus an additional -1 bonus every 5 levels
* -1 bonus to THAC0 and +1 bonus to damage rolls every 5 levels
* May Specialize (two slots, -1 THAC0 bonus, +2 damage rolls bonus, but does not gain extra 1/2 APR) in any melee weapons available to Thieves
* May place 3 slots into Two-Weapon style
* Gains the Whirlwind Attack HLA from the warrior pool in place of Assassination
Disadvantages:
* May not use Backstab ability
Gameplay
* Though they have no backstab multiplier for attacks from behind in stealth, swashbucklers still receive -4 THAC0 bonus for attacking from the invisibility state
* They don't gain additional APR like warriors so it is recommended to use weapons that grant APR bonuses like Belm.
===Shadowdancer (EE only)===
Shadowdancers can harness the power of magic to increase their stealth abilities. Enigmatic and dangerous, these uniquely skilled Thieves are able to blend seamlessly into the shadows in ways that a normal Thief cannot, striking without warning - sometimes with supernatural speed.
Advantages:
* +10 bonus to Hide In Shadows and Move Silently
* Hide In Plain Sight: A Shadowdancer may hide in shadows even while being observed. Can be used together with Slayer Form.
* May cast Shadowstep once per day. Gains one use at level 5 and an additional use every 5 levels thereafter. Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The Shadowdancer cannot attack, cast spells, or use items while in the Shadow Plane and cannot use thief skills except Find Traps/Detect Illusion, Hide In Shadows. Items stolen from chests while shadowstepping will not raise any alarms.
* Slippery Mind: -1 bonus to saving throws
* Shadow Form (High Level Ability): Temporarily transposes some of the user's tissue with shadow-material, making the subject partially incorporeal. For the next 5 rounds, all physical attacks directed against the Shadowdancer only deal 50% of their normal damage. During this time, the Shadowdancer is also under the effects of Improved Invisibility and cannot be directly targeted by spells
* Shadow Maze (High Level Ability): Opens a temporary gateway to a small pocket within the Plane of Shadow. All enemies within 10 feet of the Shadowdancer must make a Save vs. Spell at a +4 penalty or become trapped inside a shadowy labyrinth as per the Maze spell
* Shadow Twin (High Level Ability): Creates an almost exact duplicate of the Shadowdancer for 2 turns. The duplicate is created at 60% of the level at which the Shadowdancer is currently on. It has all the abilities that the Shadowdancer would have at that level. It also has 60% of the Hit Points of the Shadowdancer. The duplicate is fully under the control of the Shadowdancer
Disadvantages:
* Alignment restricted to any non-lawful
* Backstab multiplier is one less than an unkitted Thief, cannot backstab until level 5: Lv1-4:x1 Lv5-8:x2 Lv9-12:x3 Lv13+:x4
* May only distribute 20 skill points per level (30 at level 1) among thieving skills
* May not use Set Snare ability, may not use Set Spike Trap, Set Exploding Trap, Set Time Trap HLAs
* Has three Prime Requisites for Dual-Classing: Strength, Dexterity (already has a min. requirement of 15) and Charisma
Gameplay
* You may have only one clone of Shadow Twin, but the clone can duplicate itself, so does clone’s clone, provided the shadowdancer has picked this HLA enough times. The subsequent clones are getting weaker and may not use weapon or items like the first “official” clone, but they are still able to activate the shadowdancer's special abilities, HLAs
* Since the Staff of the Magi grants invisibility when equipped, a Shadowdancer can backstab and then swap to the staff while waiting for Hide in Shadows to cool down. This offers a (less efficient) alternative to Mislead for performing multiple backstabs.
* Shadowdancers can easily avoid single-target spells by using Hide in Plain Sight just when an enemy is trying to cast a spell on them.
==High-level class abilities==
Thieves start to get HLA at level 24 and each level after, single class thieves will have 17 in total at level 40
* Alchemy
* Assassination (Except Swashbuckler)
* Avoid Death
* Evasion
* Greater Evasion, requires evasion already selected.
* Scribe Scrolls, use any item is a requirement.
* Set Spike Trap (Except Shadowdancer)
* Set Exploding Trap (Except Shadowdancer)
* Set Time Trap (Except Shadowdancer)
* Use Any Item
* Whirlwind, (Swashbuckler only)
* Shadow Form (Shadowdancer only)
* Shadow Maze (Shadowdancer only)
* Shadow Twin (Shadowdancer only)
==Table for experience, hit dice and weapon proficiency==
Level	LevelCap	XPRequired	Hit Dice	WeaponProficiency	THAC0 	Saving throwsD/W/P/B/S	BackstabBonus	No. of HLA	
1 	 	0 	1d6 	20 	13/14/12/16/15	x2TAB 	 	 	
2 	 	1,250 	2d6 	 	20 	13/14/12/16/15 	 	 	
3 	 	2,500 	3d6 	 	19 	13/14/12/16/15 	 	 	
4 	 	5,000 	4d6 	19 	13/14/12/16/15	 	 	 	
5 	 	10,000 	5d6 	 	1817Sw 	12/12/11/15/13 	x2Sx3TAB 	 	
6 	 	20,000 	6d6 	 	
1817Sw 	12/12/11/15/13 	 	 	
7 	 	40,000 	7d6 	 	1716Sw 	12/12/11/15/13 	 	 	
8 	 	70,000 	8d6 	1716Sw 	12/12/11/15/13	 	 	 	
9 	 	110,000 	9d6 	 	1615Sw 	11/10/10/14/11 	x3Sx4TAB 	 	
10 	 	160,000 	10d6 	 	1614Sw 	11/10/10/14/11 	 	 	
11 	 	220,000 	10d6+2 	 	1513Sw 	11/10/10/14/11 	 	 	
12 	 	440,000 	10d6+4 	1513Sw 	11/10/10/14/11	 	 	 	
13 	 	660,000 	10d6+6 	 	1412Sw 	10/8/9/13/9 	x4Sx5TAB 	 	
14 	 	880,000 	10d6+8 	 	1412Sw 	10/8/9/13/9 	 	 	
15 	 	1,100,000 	10d6+10 	 	1310Sw 	10/8/9/13/9 	 	 	
16 	 	1,320,000 	10d6+12 	1310Sw 	10/8/9/13/9 	 	 	 	
17 	 	1,540,000 	10d6+14 	 	129Sw 	9/6/8/12/7 	x6A 	 	
18 	 	1,760,000 	10d6+16 	 	129Sw 	9/6/8/12/7 	 	 	
19 	 	1,980,000 	10d6+18 	 	118Sw 	9/6/8/12/7 	 	 	
20 	 	2,200,000 	10d6+20 	117Sw 	9/6/8/12/7 	 	 	 	
21 	 	2,420,000 	10d6+22 	 	106Sw 	8/4/7/11/5 	x7A 	 	
22 	 	2,640,000 	10d6+24 	 	106Sw 	8/4/7/11/5 	 	 	
23 	 	2,860,000 	10d6+26 	 	106Sw 	8/4/7/11/5 	 	 	
24 	 	3,080,000 	10d6+28 	106Sw 	8/4/7/11/5 	 	1 	 	
25 	 	3,300,000 	10d6+30 	 	105Sw 	8/4/7/11/5 	 	2 	
26 	 	3,520,000 	10d6+32 	 	105Sw 	8/4/7/11/5 	 	3 	
27 	 	3,740,000 	10d6+34 	 	105Sw 	8/4/7/11/5 	 	4 	
28 	 	3,960,000 	10d6+36 	105Sw 	8/4/7/11/5 	 	5 	 	
29 	 	4,180,000 	10d6+38 	 	105Sw 	8/4/7/11/5 	 	6 	
30 	 	4,400,000 	10d6+40 	 	104Sw 	8/4/7/11/5 	 	7 	
31 	 	4,620,000 	10d6+42 	 	104Sw 	8/4/7/11/5 	 	8 	
32 	 	4,840,000 	10d6+44 	104Sw 	8/4/7/11/5 	 	9 	 	
33 	 	5,060,000 	10d6+46 	 	104Sw 	8/4/7/11/5 	 	10 	
34 	 	5,280,000 	10d6+48 	 	104Sw 	8/4/7/11/5 	 	11 	
35 	 	5,500,000 	10d6+50 	 	103Sw 	8/4/7/11/5 	 	12 	
36 	 	5,720,000 	10d6+52 	103Sw 	8/4/7/11/5 	 	13 	 	
37 	 	5,940,000 	10d6+54 	 	103Sw 	8/4/7/11/5 	 	14 	
38 	 	6,160,000 	10d6+56 	 	103Sw 	8/4/7/11/5 	 	15 	
39 	 	6,380,000 	10d6+58 	 	103Sw 	8/4/7/11/5 	 	16 	
40 	 	8,000,000 	10d6+60 	102Sw 	8/4/7/11/5 	 	17 	 	
Total	 	 	 	12 	 	 	 	17 	
T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.	T Indicates the base Thief kit.A Indicates the Assassin kit.B Indicates the Bounty Hunter kit.S Indicates the Shadowdancer kit.
Sw Indicates the Swashbuckler kit.
== Stronghold ==
In Shadows of Amn campaign, thieves gain Thieves' Guild Stronghold after the side quest Find Proof of Mae'Var's Treachery.
== Armor ==
The following armor can be worn by thieves without disabling their stealth abilities.
Item 	Type 	AC	Can Cast?
Aeger's Hide 	Leather 	3 	
Armor of Deep Night 	Leather 	3 	
Armor of Missile Attraction	Leather 	5 	
Armor of the Viper 	Leather 	2 	
Aslyferund Elven Chain 	Chain Mail	0 	Y
Bladesinger Chain 	Chain Mail	1 	Y
Drow Adamantine Chain 	Chain Mail	0 	Y
Drow Elven Chain 	Chain Mail	2 	Y
Elven Chain +1 	Chain Mail	4 	Y
Elven Chain Mail 	Chain Mail	5 	Y
Grandmaster's Armor 	Leather 	1 	
Hide Armor 	Leather 	6 	
Human Flesh 	Leather 	7 	Y
Human Flesh +5 	Leather 	3 	
Karajah's Life and Death 	Leather 	5 	
Leather Armor 	Leather 	8 	
Leather Armor +1 	Leather 	7 	
Leather Armor +2 	Leather 	6 	
Leather Armor +3 	Leather 	5 	
Orc Leather 	Leather 	4 	
Protector of the Second 	Leather 	6 	
Shadow Armor 	Leather 	4 	
Shadow Dragon Scale 	Leather 	1 	
Skin of the Ghoul 	Leather 	4 	
Studded Leather Armor 	Leather 	7 	
Studded Leather Armor +1 	Leather 	6 	
Studded Leather Armor +2 	Leather 	5 	
Studded Leather of Thorns 	Leather 	1 	
Sylvan Chain 	Chain Mail	3 	Y
The Night's Gift 	Leather 	3 	
The Night's Embrace 	Leather 	5 	
White Dragon Scale 	Chain Mail	-2	
Dark Elven Chain 	Chain Mail	4 	Y
==Class exclusive items==
*Shadow Armor 
*Mercykiller Ring 
*Ring of Lock Picks 
*Thieves' Hood 
==Class Group exclusive items==
*Amulet of the Master Harper
*Gloves of Pick Pocketing
*Potion of Master Thievery
*Potion of Frost Giant Strength from Alchemy HLA
==Recommended items==
*Ring of Danger Sense
*Potion of Perception
*Potion of Power
*Nimblefinger Gloves 
*Belt of the Cunning Rogue 
*Worn Whispers
== Gameplay ==
Except for swashbucklers, thieves are relatively poor melee characters:
* they have a poor THAC0 progression;
* due to their weapon proficiency caps, they're unable to receive the additional THAC0, damage or APR bonuses offered by higher proficiency levels;
* they can't easily increase their attacks per round;
* they don't have many hit points;
* their armor restrictions can result in a poor armor class value.
Here are some general ways to mitigate these shortcomings:
* Consider playing an Elf. Elves have a max Dex of 19, which not only gives them higher thieving ability scores, but it improves their ranged THAC0 and armor class. Elves also have a +1 to-hit racial bonus when using short swords and long swords.
* Halfings also have a max Dex of 19. They don't have the additional melee bonuses, but they do have access to "shorty" STs.
* See the THAC0 article for general ideas on improving that attribute
* See the Stealth article for a list of armors that will improve AC but with a (small) penalty to Thieving Abilities.
==Notes==
*According to the Advanced Dungeons & Dragons 2nd Edition ruleset sourcebook Player's Option: Skills & Powers, half-orcs would have a Find Traps skill five points higher than humans, which is equal for both in the Baldur's Gate series. Also would all races have a base value of ten points in Detect Illusion opposed to zero in the series, to which half-elves receive a bonus and half-orcs a penalty of five each – while dwarves and gnomes have the correct modifications to this in Baldur's Gate, those former two races miss them.A "bugfix" for this can be installed with the unofficial mod Rogue Rebalancing.
==Bugs==
* The Move Silently skill uses wrong values for elves, half-elves and halflings in the original Baldur's Gate II: all three races have it set five points too high. This is fixed in the Enhanced Editions.
==Mod content==
The Rogue Rebalancing Mod Link on this fandom Wiki is worth a view if you want to explore new thief and bard content. Available for the basic and EE games.
With the Spell Revisions mod's Non-Detection spell active on a creature, even the rogue's Detect Illusion skill is blocked. The Non-Detection spell must be removed with a Breach or a Dispel Magic effect first - in order to allow the skill to function.
==Sources==
* Special thanks to kjeron, for the explanation of mechanics on stealing!
==References==
== Gameplay (community) ==
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Category:Bugs