Dark & Shattered Lands
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Thief

A thief of Algoron

Thieves are a marginal class. They do few things better than any other class, but have the widest range of skills available. Thieves are specialists at thievery and covert actions, being capable of entering areas undetected where more powerful adventurers would fear to tread. They are better fighters than clerics, but lack the wide weapon selection of warriors.

All thieves begin with the dagger combat skill, and are learned in steal as well. Any other weapon skills must be purchased, unless the default selection is chosen. This default skill package includes:

Macethe use of maces and other blunt weapons
Swordswordplay and fencing
Backstabthe art of hitting your opponent by surprise
Disarmused to deprive your opponent of his weapon
Dodgethe best way to take a punch is not to be there
Second Attackwith training, the skilled thief can hit twice as fast
Tripa good way to introduce an opponent to the floor
Hidethe art of remaining undetected in a room
Peekused to look into a person's belongings
Pick Locka useful skill for breaking and entering
Sneakwith this skill, a thief can walk into a room undetected
Prime Attribute:DexteritySecondary Attribute:Intelligence
Hit Points per Level:9 - 14Skill Adept:75%
Currently Played:198

Armor

Thieves can wear cloth, leather and studded leather armor, and can use shields. Chain and plate are too noisy and heavy for their line of work.

Armor TypeThiefNotes
ClothYesWearable by every class
LeatherYesToo abrasive for mages and other pure spellcasters
Studded LeatherYesToo heavy for many clerics, bards and stealth reclasses
ChainNo"You wouldn't be able to sneak up on anyone wearing that."
PlateNoOnly warriors and a few warrior-type reclasses can wear plate

Races

These races can become thieves. The experience column is how much experience a thief of that race needs per level compared to normal (100%); higher means slower leveling.

RaceExperience
Human100%
Shalonesti Elf110%
Half Elf110%
Dark Elf110%
Wild Elf110%
Sea Elf110%
Hill Dwarf150%
Mountain Dwarf140%
Dark Dwarf150%
Mul150%
Minotaur150%
Ogre200%
Giant Ogre300%
Half Ogre175%
Yinn160%
Goblin100%
Hobgoblin100%
Bugbear100%
Deep Gnome130%
Tinker Gnome130%
Kender110%
Felar115%
Wemic200%
Limited Races
Ariel100%
Bakali100%
Gully Dwarf100%
Orc100%
Pixie100%
Lagodae100%
Lepori100%

Cannot be thieves: Arboren, Centaurs and Trolls. Remort and special races (Dragons, Angels, Demons, Balanx, Draconians and Giants) have their own classes and cannot choose thief.


Skills & Spells

Free at Creation

Every thief starts with these, at no creation point cost.

LevelSkill
1Dagger
1Dig
1Recall
1Scrolls
1Staves
1Swim
1Wands
5Steal

Thief Default Package (40 creation points)

Taking the default package at creation gives you all of the following:

LevelSkill
1Backstab
1Dodge
1Hide
1Mace
1Peek
1Sword
1Trip
4Sneak
7Pick Lock
12Disarm
12Second Attack

Skills

Skills a thief can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.

LevelSkillCostIn Default
1Axe5
1Backstab5Yes
1Dodge4Yes
1Flail6
1Haggle3
1Hide4Yes
1Mace3Yes
1Peek3Yes
1Polearm6
1Shield Block6
1Spear4
1Staff3
1Sword3Yes
1Trip4Yes
1Whip5
3Dirt Kicking4
4Sneak4Yes
6Lore2
7Pick Lock4Yes
10Envenom4
12Disarm6Yes
12Second Attack5Yes
13Parry6
14Kick6
14Riding7
15Hand to Hand6
15Meditation8
16Fast Healing6
23Blind Fighting4
24Third Attack10
25Enhanced Damage5
37Dual Wield12

Skill Groups

Weaponsmaster (40 cp): Axe, Dagger, Flail, Mace, Polearm, Spear, Staff, Sword, Whip

Spell Groups

Thieves cannot buy spells one at a time; spells come in groups. Each group lists the level at which a thief can cast each spell.

GroupCostSpells (level)
Beguiling6Sleep (11), Charm Person (25), Restore Mind (40), Betray (44), Calm (50)
Combat10Magic Missile (2), Chill Touch (6), Burning Hands (10), Shocking Grasp (14), Color Spray (22), Blizzra (30), Fireball (30), Acid Blast (35), Chain Lightning (39)
Creation8Continual Light (6), Floating Disc (7), Create Rose (10), Create Food (11), Create Water (12), Illumination (12), Create Tree (13), Create Spring (23)
Detection6Detect Magic (5), Detect Invis (6), Detect Poison (9), Locate Object (11), Detect Evil (12), Detect Good (12), Detect Hidden (12), Farsight (16), Identify (18), Know Alignment (20)
Enhancement9Infravision (10), Refresh (12), Giant Strength (22), Light Foot (22), Haste (26)
Illusion7Ventriloquate (2), Invisibility (9), Mass Invis (31), Self Projection (38)
Maladictions9Poison (15), Weaken (16), Blindness (17), Curse (26), Energy Drain (26), Plague (36), Slow (39)
Protective7Armor (10), Protection Evil (17), Protection Good (17), Protection Neutral (17), Fireproof (19), Dispel Magic (30), Proximity Dispel (30), Cancellation (34), Shield (35), Stone Skin (40), Sanctuary (42)
Transportation8Word of Recall (16), Fly (20), Pass Door (25), Teleport (25), Summon (29), Gate (32), Waypoint (38), Portal (45), Nexus (50)
Weather8Faerie Fire (5), Faerie Fog (16), Lightning Bolt (18), Control Weather (28), Call Lightning (31), Tornado (45)

Racial Skills

Only thieves of the listed race receive these.

LevelSkillRace
1TauntKender
10Bugbear BiteBugbear
10FuryOrc
10SpitGoblin, Hobgoblin
15Forepaw SwipeWemic
15GoreMinotaur
19SharpenHill & Mountain Dwarf
20Bunny HopLagodae, Lepori
20Pixie DustPixie
20ScreechAriel
20Viper BiteBakali

Reclassing

A thief may reclass once, starting at level 10 (level 51 gives the most benefit). Clan reclasses require level 51 and are granted by a clan leader. See help reclass in the game for full details.

Thief Reclasses

These are open only to thieves:

Assassin
Trained in the art of assassination and the martial arts.
Race: All except Bugbear, Kender · Any alignment · Any clan except Knighthood · Armor: up to studded leather
Bandit
Professional thieves, better adept in the art of "obtaining".
Race: All except Kender · Any alignment · Any clan · Armor: up to studded leather
Nightshade
Masters of stealth and stealth based attacks.
Race: All except Minotaur, Hill Dwarves, Mountain Dwarves · Any clan except Knighthood · Armor: up to leather, no shields
Pirate
Scourge of the sea, masters of firearms and incendiary devices.
Race: All except Shalonesti Elves, Pixies, Giant Ogres, Mountain & Hill Dwarves, Centaurs, Ariels · Armor: up to leather
Ninja
Trained in martial arts, they are excellent spies and assassins.
Race: All except Arboren · Any alignment · Any clan · Armor: up to leather

Clan & Special Reclasses

These are open to any class, including thieves, if the other requirements are met:

Paladin (Knighthood)
Great Knights of the Gods of Good.
Level 51 · Race: Humans only · Lawful Good only · Knighthood only · Armor: all, including plate
Shadow Knight (Shadow)
Honorable Evil Knights of Necrucifer.
Level 51 · Race: Humans only · Follower of Drakkara only · Shadow only · Armor: all, including plate
Battlerager (Wargar)
Dwarven Berserkers, one of the most deadly classes.
Level 51 · Race: Hill and Mountain Dwarves · Wargar only · Armor: all, including plate
Bladesinger (Shalonesti)
Elves who have learned the art of bladesinging.
Level 51 · Race: Elves of any subrace · Shalonesti only · Armor: up to chain
Eldritch (Shalonesti)
Physically weak, but strong elvish magic.
Level 51 · Race: Elves only · Any alignment · Follower of Zandreya · Shalonesti only · Armor: cloth only
Dragon Slayer (Slayers)
Warrior-like fighter with specialized skills for slaying Dragons.
Level 51 · Race: Any · Slayers only · Armor: all, including plate
Monk (Manatonics)
Manatonics who dedicate their life to their art.
Manatonics only, after a successful quest · Race: All except Giant Ogre, Kender, Goblin, Hobgoblin, Bugbear, Pixie, Gully Dwarf · Any clan · Armor: cloth only

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