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Three of the "Pirate-looking" Pirates, along with the pirate mage, are found in the secret Pirate's Hideout that's accessible from inside the first floor of the Sea's Bounty Tavern in the Docks District. They've got the back of their Pirate Captain in protecting the hideout from unwanted intruders.

The "pirates" are equipped with Chain Mail, swing a Short Sword, and possess twenty Throwing Daggers. The mage carries no weapon and wears no robe.


The three pirates will use their throwing daggers in battle before engaging in melee combat with their short swords.

The mage will instantly cast Mirror Image and Protection From Normal Missiles when the first party member comes into sight. He will then cycle through his progression of spells, always targeting the nearest enemy, and finally switch to fists if his spells are depleted before he is killed.

These pirates are some of the "generic no-name" pirates encountered in the game that carry no gold or treasure. But there is a Pearl Necklace, two Pearls and 1100 GP in the pool that's located inside the hideout.

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Sword Coast Stratagems makes revisions to all the Pirates in this Hideout, as follows:

Pirate Captain article has more details, see the link.

Pirates X3: Each creature has a default SCS Fighter AI for improved tactical decision making and threat recognition behavior. They have 5 pips in dagger weapon proficiency, 2 pips in short sword, and 1 pip in single-weapon style. Being level 10 fighters, they have some decent skills and can hit often with their weaponry. The pirates have random SCS treasure in their inventory.

Pirate (Mage): An Enchanter Kit is assigned. With the Smarter Mages component will have a better and smarter overall arcane spell casting ability. A new set of memorized spells are assigned as well. The mage has a Minor Sequencer with double Sleep spells loaded. Once hostilities begin, after a few moments (1-2 seconds) then the following contingency spells will be auto cast on self: Mirror Image, Minor Globe of Invulnerability, Spell Immunity, Protection From Normal Missiles and Stoneskin. Afterwards expect a Confusion, Domination, Feeblemind and Slow spells, and since the mage is an enchanter, saving throws for the party will have a -2 penalty vs. Enchantment spells. If the mage is able to survive more than a few rounds, he will cast a spell every round at the party members in sight. The Minor Sequencer will be deployed as well. For some unusual reason, the mage has an innate 70% Magic resistance rating.