Thief

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Note -- This page refers to the Thief Guild, for a list of disambiguities, see Thief (Disambiguation).


Thief Guild
Thief

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Primary Skillset: Survival
Secondary Skillsets: Weapon, Lore
Tertiary Skillsets: Armor, Magic
Special Abilities: Khri, Backstab, Sign, Passages, Voice Throw, Slip, Contacts, Lockpick Carving, Poison Resistance
Mana Type: None
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage

Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage

Beyond skulking in shadows and relieving the careless of their burden of coin, Thieves' superior stealth, hyper-aware senses, and familiarity with locks and traps make them valuable additions to any adventuring party.

A life in the shadows is like no other -- never above the law, but always one step in front of it.

Official Information

Information courtesy of Dragonrealms Website.

Guild Hall Locations

That is a secret -- think of gaining entry to the guild as your first test.

Zoluren
The young snake Varsyth has brought order to the guild.
Therengia
Crow and Swan watch over their den.
Ilithi
The guild hall here is managed by Saishla.
Qi'Reshalia
The criminal element of Qi'Reshalia is overseen by Dwillig.
Forfedhdar
The elven mistress Ivitha holds this province in an iron grip.

Skillsets and Common Races

A Thief's primary skillset is Survival. Weapon and Lore are secondary skillsets, with Magic and Armor as tertiaries.

According to the DragonRealms website, Thieves tend to be:

Elven 26%
Human 20%
Halfling 15%
Prydaen 11%
S'Kra Mur 10%

Guild Abilities

Most of these are considered in-game secrets.

Skill Bonusing System

Urban Bonus

This is dependent on where the thief is currently located. Thieves are most comfortable in places populated by the masses and/or with structures artificially created. SMIRK can be used by a thief to discern if the location is very urban, urban, neutral, or wilderness. This portion of the thief's bonus will directly raise the effective ranks a thief will use when doing contested actions. In the wilderness the thief is working with no urban bonus so can in essence only be using base ranks.

Reputation

This is a reflection of how the guild currently views the member. Bringing heat down upon the guild by being caught breaking the law of the province will lower the reputation of the member causing the thief to be without the aid of the guild as a whole. A thief with a reputation at the lowest point will be punished when entering the guild by Death. Standing in the guild can be raised with donations of stolen goods into the appropriate bins and by not being wanted by the law of the province.

Confidence

This is the feeling a thief has for her own skills. When a thief performs a skill successfully that is of some risk to her, she will gain confidence in her skills overall. The thief can SMIRK to tell how confident in her skills she currently is. If a thief botches a skill check that should be easy for her, confidence level will lower. A low confidence will not hinder a thief's base ranks but can negate the urban bonus of where the thief is located. The bonuses to skills from high confidence and a good urban spot will stack, giving the thief a good edge on difficult tasks.

  • Not yet completely initiated, right now only hiding and backstab will modify a thief's confidence. Will be changed when fully implemented.

Backstab

Backstabbing is the act of surprising an opponent from hiding and inserting a narrow blade into an important organ. This attack, when successful, causes far more damage and death than a simple ambush or weapon attack. Backstabbing can only be performed using Light Edged or Medium Edged weapons that weigh 30 stones or less and must be performed from hiding at melee distance. Backstabbing utlizes and teaches the Backstab skill, a weapon skill, and the Hiding skill versus an opponents Perception skill and limited defenses. Only bipeds can be backstabbed, including these Creatures.

Sign Language

A secret language using slight hand gestures to communicate betwen Thieves. This ability is taught by the silent guildleader, Crow. At least one hand must be empty to perform sign. Each sign creates a random chance that someone in the room will notice the signing, though they won't be able to interpret it.


Passages

Thief-only shortcuts and hideouts found throughout several Elanthian cities. In The Crossing there are many passages spread around town. In Shard there is a large interconnected passage system. In Riverhaven there is only a single one-room passage. In Throne City a passage there allows access to the rooftop of the Imperial Museum of History.


Contacts

The guild has contacts in each major city and some smaller cities that can do a variety of small tasks. For each 20 circles a Thief has they will gain the use of 1 additional contact, up to a maximum of 5, which can be doing work simultaneously.

USAGE: CONTACT <PERSON> [FIND|TELL] ([Message] When used with TELL.)

CONTACT GUILD while in Riverhaven for a hint to guild location.
CONTACT FIX while holding the item in your RIGHT hand.
CONTACT <PERSON> DELIVER while holding the item in your RIGHT hand.
CONTACT <PERSON> DISTANT [<CITY NAME>|ALL] [FIND|TELL] <message>
Valid cities are:
Crossings, Leth, Riverhaven, Langenfirth
Theren, Shard, Ratha, Aesry, Taisgath
Mer'Kresh, Throne City, Muspar'i, Hibarnhvidar
ALL will search every city, but at a substantial cost
CONTACT <PERSON> THUG [OPTION]
Valid options are:
THEFT (default) - Sends your thugs after a non-Thief who steals.
ITEM - Sends your thugs to collect Ambika items from non-Thieves.
GRAVEROB - Sends your thugs after any Thief grave robber.


Lockpick Carving

Lockpick repair and Lockpick Carving are Thief-only abilities that can be attempted beginning at 12th Circle. Lockpick carving involves creating a lockpick by carving a keyblank with a knife. The greater the Lockpicking skill and agility, the better quality of lockpick. Read more in the Lockpick Carving article.


Khri

Khri is a Thief-only ability based on intense concentration that leads to heightened awareness and dexterity. The Khri are taught by various guild leaders. "Khri" is both the singular and the plural term.


Ambush Moves

  • AMBUSH STUN: Done from hiding, will attempt to give the opponent a nasty crack on the head that has the potential to knock them completely unconscious. Requires special equipment or a blunt instrument.
  • AMBUSH SLASH: Done from hiding, will attempt to cut the back of the opponent's ankles in order to drop them to the ground in pain. Requires a sharp instrument and possibly a great deal of strength.
  • AMBUSH SIGHT: Done from hiding, blinds and disorients your target, assuming you hit. If you're stealthy, you will vanish after the strike.
  • AMBUSH SCREEN: A technique to surround oneself with dirt, blinding and disorienting nearby foes, as well as revealing any who may be trying to lurk near you. If you're stealthy, you will vanish after the attack. Can be done in and out of hiding.
  • AMBUSH CLOUT: Done from hiding without a weapon, this attack will put a target to sleep temporarily.


Slip

SLIP <person> COIN <ear|nose|mouth|wound> <easy/hard> [Sleight of hand magic]
SLIP <person> <amount> (<type> <name> OPTIONAL) [Silent giving of coins]
SLIP <right|left|item> [Silent stowing of an item]
SLIP <item> [defaults to item being held] [Silent getting of an item]
SLIP <person> <right|left|item> <pack|hand> [Silent giving of items]


Voice Throw

Some Voice Throw abilities are learned from a guild leaders, others are taught by Bard player characters who also possess the Voice Throw abilities but with slightly different uses.

  • Different directions. THROW VOICE OUT <message>.
  • Objects you see lying around. THROW VOICE <item> <message>.
  • Items in/on/behind/under item on the ground. THROW VOICE <item> in/on/behind/under <item> <message>.
  • Items on critters. THROW VOICE <item> on <critter> <message>.
  • At critters. THROW VOICE <critter> <message>.


Important Skills

Survival Skill

Hard Requirement

Skills which can be used to satisfy the Thief's eight guild required Survival Skills. Also know as Soft Requirements.

Weapon Skills

Thieves need two weapons to advance in the guild, a third will be required at higher circles. Most thieves would suggest one to be a Medium Edged or Light Edged weapon for use in backstabbing. Later on in a Thief's career they will want to train the Brawling skill and be trained in the use of a Bow skill.

Armor Skills

Shield will be required up to a minimum of 10 ranks. A thief can get by with training in only a single armor type. Leather Armor or Cloth Armor are good choices for a stealthy thief.

Lore Skills

Mechanical Lore is required as well as three other lore skills. Percussion is suggested for later in ones career.


Guild History

Kalag Ka'Hurst founded the Zoluren Thieves Guild around the start of the Elanthian Calendar, just as the Dragon Priest war was ending. All guild leaders following have taken the name "Kalag" as their own, until the most recent leader, Varsyth, who has stated he will not follow in that tradition.

Kalag's tale and therefore the founding of the guild is described in two books residing within the Zoluren Thieves Guild library:

The memoirs tell of how Kalag first came to River Crossing, fleeing his hometown which had been beset by famine. Kalag came across an old man being attacked in the streets and helped fight with the old man. After the encounter Kalag learned the man was a well-known locksmith named Lyanothe, who then offered to teach Kalag many skills in return for Kalag's work as a runner and businss partner.

One day their hideout was discovered and Kalag proposed they move to the sewers, for its easy access to anywhere in the city and its superior defensibility from foes. Kalag and Lyanothe became well known and opened their home to locksmithing students. This band of students began cross-training each other in skills that collectively made them qualified thieves. Kalag proposed they form a Thieves Guild and bring in other members from around the town that were engaged in criminal enterprises.

Kalag planned to have the guild recognized by the city council, but then the Dragon Priest army came to town. The Thieves Guild united against the army and their cunning helped defeat the Dragon Priests. Their actions and some support from the shrewd Trader guildleader earned them official acknowledgement by the city. And thus the Zoluren Thieves Guild was formed.

Thief Council

The governing body of all Thieves Guilds in the Five Provinces. Little is known.


Major Thief Events

  • Inquisitor Anamir's discovery of the Zoluren and Therengia Thief guild halls.
  • Ishtvan's attempt to take over the position of Kalag and the deal made to train his men in the crossing's sewers.
  • Crossing Guard Zukir's destruction of the Zoluren Thief guild and Kalag the Black's subsequent death.

Thief Merchants

  • Ambika
  • The gnome tinkerer (Freiden?) who sells imitation magical devices


Miscellaneous Information