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--> https://baldursgate.fandom.com/wiki/Strength#Bashing
This is what potions, dexterity bonuses, bashing (and strength bonuses), and Knock are for.
Just brainstorming, here are some things:
Bashing with a strength of 19 is equivalent to a lockpicking skill of 50, and each point above that add 5 more, capping this method at 80 if you reach 25 strength.
Potions of Master Thievery grant you a 40 point bonus to lockpicking, they last for 6 game hours (that's half an hour of real time), and they stack. You can clear out entire towns of loot with a rogue that has a pitiful 15-20 lockpicking skill just by using these cheap potions efficiently.
Potions of Perception grant you a 20 point bonus, useful if you don't actually need 40 points or you don't want to stretch out your resources a little. They also help you with finding traps, which means even fewer total points required to be an efficient rogue. Stacks with Potions of Master Thievery, I am not sure if multiple potions of perception stack with themselves.
Every point of dexterity you can buff yourself up with (over 15) grants you five points of lockpicking ability. Even a minimum dexterity rogue can use a potion of Agility to temporarily reach 18 dexterity, gaining 15 points of lockpicking skill for 3 game hours (15 minutes). Potions of Mind Focusing give you +3 dexterity allowing you to go even further if you already have 18 or higher dexterity, for 12 game hours (a full hour of +15 lockpicking and probably +15 to other basic rogue skills, depending on what your starting dexterity is, they all have different thresholds for bonuses from dexterity). If you happen to be a Cleric Thief you can use Draw Upon Holy Might to boost your Dexterity for a short time too.
And Knock just obliterates any lock that can be lockpicked, probably the best option if there is only one lock left in an area that you couldn't pick, or if you're just not willing to spend money on potions (I don't personally understand, almost any small amount of loot is more valuable than the potions).
It's probably a waste but a potion of Power grants you +20 to thieving skills for 4 turns. Speaking of "it exists but probably isn't a good idea" the Luck spell gives you +5 to thieving skills, but Knock is so much more useful in terms of taking up a spell slot.
Don't be afraid to get creative either, a low dex rogue can temporarily equip the Guantlets of Dexterity instead of drinking Potions of Agility, and probably a handful of other stuff I just couldn't think of or don't even know about.
You don't need to know the level of a lock if you assume a 90+ lock will usually be present, and you prepare for that.
You will never need a Find Traps skill over 100 in BG EE, or 102 in BG2 EE.
A Find Traps skill of 103, 130, or more is a waste of skill points.
"Locks and traps do not exceed 100 by any meaningful degree in BG 1 or 2." It could be a few traps in either game can only be found but cannot be disarmed, and then a skill value higher than 130 won't suffice.
I didn't address you directly, but quoted you. Major difference.
In BG EE traps have a difficulty level for detection that is separate from the difficulty level for disarming them, both use the same skill, Detect Traps. Trap detection difficulty is usually lower than trap disarming difficulty; sometimes you can find a trap that you are not able to disarm. Trap detection difficulty in BG1 EE only reaches 91, while disarm difficulty can be as high as 99. This means that in in BG1 EE you can reliably find traps with a skill of 92, but you can only reliably disarm traps with a Find traps skill of 100, any more points in find traps is a waste of skill points, and other resources. In BG2 EE detection difficulty goes up to 99, while disarm difficulty can be 101. In BG2 EE you may prefer to have a Find Traps skill of 102 just for perfection's sake, anything more is a waste of skill points.
Keep in mind that there are special traps that CANNOT BE DISARMED with a Find Traps skill of any level. These are complex or highly enchanted traps that can only be disarmed by special methods, like solving a puzzle, pulling a lever, or possessing a key item. This is why saying that "some traps can't be disarmed with a trap skill of 130+" is misleading and disinformation; these special traps have a detection difficulty in the normal range so that the player can find and avoid them, while they have an "impossible" disarm difficulty because they are only meant to be disarmed by special conditions.
Locks work in the same manner. BG1 EE lock difficulty only goes up to 95; an Open Locks skill of 96 guarantees success, and more points than that is a waste. BG2 EE lock difficulty only reaches 99; an Open Locks skill of 100 guarantees success. This is assuming that the lock is not a complex or highly enchanted lock that CANNOT BE UNLOCKED with an Open Locks skill of any level; these locks require you to solve a puzzle, find a key, or do something special to unlock them. Knock is not able to unlock these types of locks either; though I am unsure if there are certain exceptions.
This is what is meant by a "meaningful degree", you can easily aim for the minimum chance to unlock the most difficult locks if you are willing to click furiously for a little while, and even invest minimal points in disarm traps if you don't mind the risk of triggering the trap, in order to save some points for other skills. More to the point, you can use various methods, mentioned previously, to temporarily improve your skills, or bypass them entirely, and save even more skill points for a more interesting and flexible Rogue build.
Kindly avoid flaming. None of my posts in this topic were wrong or misleading.
An Open Locks skill of 96 is the most you will ever need in BG EE.
A Find Traps skill of 100 is the most you will ever need in BG EE.
An Open Locks skill of 100 is the most you will ever need in BG2 EE.
A Find Traps skill of 102 is the most you will ever need in BG2 EE.
Any trap or lock that cannot be disarmed or unlocked with this level of skill cannot be disarmed or unlocked by the Find Traps or Open Locks skills. These special Traps and Locks can only be unlocked by solving the puzzle or finding the key associated with the Trap or Lock.
This information is accurate to the best of my knowledge and sourced from :
https://baldursgate.fandom.com/wiki/Thief