Thief
What this profession is
Section titled “What this profession is”The thief lives by sleight of hand and a quick exit: lift valuables from packs, monsters, and other players, then melt into the shadows before anyone reacts. It’s the highest-risk, highest-skill rogue path — a successful theft can net a rare artifact, a failed one can flag you criminal and get you killed. A thief carries almost no gear because anything could be lost in a getaway.
Core skills
Section titled “Core skills”- Stealing — the core skill: lift items from NPCs, players, and live monster packs. Your success roll is against the item’s weight (the check is roughly weight×10 ±25 skill), and nothing over 10 stones can be stolen at all (“That is too heavy to steal”). Both hands must be free, and you must be in the Thieves Guild to steal from another player (
Scripts/Skills/Stealing.cs). - Snooping — peek inside another’s backpack before you steal, so you target the valuable item rather than grabbing blind. Snooping rolls your skill (and failing can reveal you); each snoop costs a little karma (−4) (
Scripts/Skills/Snooping.cs). - Hiding — drop out of sight on the spot; your escape button after a lift.
- Stealth — move while hidden so you can reposition and slip away instead of being pinned where you vanished.
- Lockpicking — optional, to crack locked chests and containers you can then loot.
- Detecting Hidden — optional, to spot rival hiders and traps.
The build
Section titled “The build”There is no dedicated thief template in this wiki yet. Build it around Stealing + Snooping + Hiding + Stealth as the four-skill rogue core, then add Lockpicking, Detecting Hidden, and a survival or escape skill such as Magery (for Recall). See 7x GM Templates for fitting all seven under the 700-point cap.
How to play it
Section titled “How to play it”Read Hiding & Stealth — the mechanics of vanishing, moving unseen, and being revealed. The core loop: Hide, approach a target under Stealth, Snoop the pack to find the prize, Steal it, then hide and stealth away before the reveal lands.
Getting caught lifting from an innocent person or their corpse calls CriminalAction,
which lets guards and victims attack you freely — and stealing from a player additionally
requires Thieves Guild membership in the first place (Scripts/Skills/Stealing.cs).
Understand the consequences in Notoriety & PvP before you lift
from a person. Stealing from live monster packs is lower-risk — the code never marks those
thefts as “caught” — and is where the rare drops are. A thief’s whole craft is leaving before
the flag matters.
Gear & tools
Section titled “Gear & tools”- Carry almost nothing of value — anything in your pack can be lost if you die mid-getaway.
- A lockpick for Lockpicking targets — see tools.
- Light armor for mobility; no shield, nothing that slows the escape.
- A spellbook and reagents only if you’ve taken Magery for Recall escapes.
Making a living
Section titled “Making a living”Thieves earn by stealing valuables — gold, gems, reagents, and the occasional high-value item lifted from NPCs and players. The safer and often more lucrative play is stealing from monster packs, where powerful bestiary creatures can yield rare artifacts to a successful lift. Fence the proceeds via Vendors & Banking. Income is spiky — feast or nothing — but a good theft beats hours of farming.
See also
Section titled “See also”- Treasure Hunter — the other rogue path, shares Lockpicking
- Notoriety & PvP — the criminal flag and its consequences
- Hiding & Stealth — the mechanics of vanishing
- Stealing · Snooping · Hiding · Stealth · Lockpicking