Mark

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Mark
A Thief-only ability that assesses your ability to successfully perform a thiefly action; role-play command to trace an X across your chest.
MARK

You see: You trace an X across your chest.
Others see: <Player> uses her index finger to trace an X across her chest.

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.


Mark is a Thief only ability that assesses your ability to successfully perform a thiefly action. The Ranger's Scout Awareness ability is similar but is limited to Hiding and Stalking. Only other Thieves, Traders, Rangers, and Paladins can notice a mark with varied skill checks. It takes Appraisal into account.

General information

  • Effective ranks

Mark uses EFFECTIVE ranks. All boosts and penalties on both the thief and the target are reflected in the mark. For example, if a target marks as diffcult, and then a thief boosts her skills with khri, the target might now mark as easy.

  • Difficulty of getting a "certain" mark

The more skilled a target is compared to the thief, the more difficult it is for the thief to get accurate information. You know a mark is "certain" by the phrase, "You feel highly confident in the accuracy of your judgement."

Mark as a training tool

Mark teaches both Appraisal and Perception. See below for more details.

Shops

The amount taught depends on how hard the item is to steal. Harder items teach more than easier items, and items you have no hope of grabbing still do not suffer an exp penalty compared to items you can steal.

There does not appear to be a timer on teaching. Be aware however there is a timer on how many items in a shop you can mark before getting a charge for hooliganism.

Therefore it is always the best to mark the hardest item in the shop, up until you get the warning message:

You think that sizing up any additional items may cause the shopkeep to take unwanted notice of you.

Difficulty is broken down between grabbing the item and getting caught. At higher levels of stealing and appraisal, thieves can detect how much "heat" or notice they've drawn from their stealing. Messaging is in order of easiest to hardest:

GRABBING THE ITEM:

  1. it would be taking candy from a baby.
  2. it would be stealable even with your eyes closed.
  3. it should be trivial for one of your skills.
  4. it should be an easy target for you.
  5. it should not prove difficult for you.
  6. it should be more likely liftable than not.
  7. it should be about even odds.
  8. it may give you some difficulty to lift.
  9. it may be troublesome to lift.
  10. you don't think well of your chances to lift it.
  11. it may be quite the struggle to nab.
  12. it would likely be futile to bother.
  13. you can already feel the taste of bitter failure.


GETTING AWAY WITH THE THEFT:

  1. nobody will ever miss it.
  2. you could just waltz on out with it.
  3. it should be trivial to avoid attention.
  4. it should be easy to avoid attention.
  5. it should not prove too difficult.
  6. it should be possible.
  7. it's about even odds.
  8. perhaps it's a little risky.
  9. it'll be troublesome to be unnoticed.
  10. it's somewhat of a long shot.
  11. you're pretty sure you'll be caught.
  12. the shopkeep is paying far too much attention to it.
  13. the heavy *THUD* of a judge's gavel echoes through your mind.


SHOPKEEPER ATTENTION

  1. shouldn't really affect you
  2. hinders your chances slightly
  3. has closer eye on you
  4. looks your way suspiciously
  5. looking for an excuse to call the guards
  6. beyond foolish to keep at it

Creatures

  • Timer

The timer for marking creatures is one minute, and it is per creature. Each new creature marked will award exp, however marking the same creature twice will not award exp unless there was one minute between each mark of the creature. The timer was tested by Zihnj using a favor orb to clear out exp after marking a creature, and then repeatedly marking again until exp was awarded.

  • Teaching Range

Mark has a very wide teaching range. Zihnj was able to move his perception and appraisal from clear to dabbling on a caracal at 1200 and 850 ranks, respectively.

Players

SYNTAX: MARK [stealing|stalking|hiding|backstab|all] (player/creature).

Used to gauge your ability to perform a skill of a particular type on the target. The qualifier is optional and adds a roundtime, although the results will be more accurate.

Messaging is in order of easiest to hardest.

HIDE:

  • be lucky to see a baby thief, let alone you.
  • couldn't spot the broad side of a barn.
  • shouldn't catch you.
  • has a low chance of catching you.
  • should not find you terribly often.
  • it should be possible
  • it's about even odds.
  • perhaps it's a little risky.
  • it'll be troublesome to be unnoticed.
  • it's somewhat of a long shot.
  • you're pretty sure you'll be seen.
  • got good eyes, you'll be spotted pretty easily.
  • Well, miracles occasionally happen. Right?

STALK:

  • blind as a bat. Go for it.
  • you could likely tail him forever.
  • shouldn't catch you.
  • has a low chance of catching you.
  • should not prove too difficult to stalk.
  • should be possible to stalk.
  • it's about even odds.
  • perhaps it's a little risky.
  • it'll be troublesome to be unnoticed.
  • it's somewhat of a long shot.
  • you're pretty sure you'll be caught.
  • got pretty good eyes, maybe you shouldn't try it.
  • you can already imagine <player> smirking on noticing your clumsy, graceless steps.

BACKSTAB:

  • be dead before he hits the ground.
  • back is wide open to you.
  • should be quite surprised!
  • has a low chance of stopping your attack
  • should not notice your attack.
  • it should be possible.
  • it's about even odds.
  • perhaps it's a little risky.
  • it'll be troublesome to get at his back.
  • it's somewhat of a long shot.
  • you're pretty sure you'll be noticed.
  • too wary for you to take a shot at him.
  • Perhaps you should just give up and become a paladin.

STEALING:

  • would cower before you, that is if he could ever see you coming.
  • should be blind to your actions.
  • shouldn't catch you.
  • has a low chance of catching you.
  • should not prove too difficult to act against.
  • It should be possible to be stealthy around him.
  • It's about even odds.
  • Perhaps it's a little risky.
  • It'll be troublesome to be unnoticed.
  • It's somewhat of a long shot.
  • You're pretty sure you'll be caught.
  • would likely see any of your clumsy actions.
  • You can already hear your guildmates mocking you for trying.

Wealth and Coins

When you mark a character, you also try to discern how much wealth and how many coins they have on them. They may have a lot of low value coins or a few high value coins or any range in between.

Briefly sizing her up, you think she has some wealth and a fair amount of coins.

WEALTH

  • no wealth
  • a tiny bit of wealth
  • a little wealth
  • some wealth
  • a fair amount of wealth
  • a lot of wealth
  • a great deal of wealth
  • more wealth than you can quickly discern

COINS

  • no coins
  • a few coins
  • some coins
  • a fair amount of coins
  • a lot of coins
  • a great deal of coins
  • too many coins to quickly count


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