Thief
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The nomenclature of 'Thief' is often misleading. Those who follow this path are not mere pickpockets and burglars. For every bandit and swindler, there is also an assassin, a spy, or the occasional rogue who uses his skills for selfless motives. Despite these varied roles, all Thieves have common abilities. They are extremely effective combatants, possessing devastating attacks as well as excellent evasive maneuvers. Thieves are masters of stealth. When used in tandem with their ability to pry locks, a Thief can enter most any location undetected. The focused combat skills and stealth common to all Thieves makes them some of the most functional and feared characters prowling the Realms.
"The sun's a Thief, and with his great attraction robs the vast sea; the moon's an arrant Thief and her pale fire she snatches from the sun; the sea's a Thief, whose liquid surge resolves the moon into salt tears; the earth's a Thief that feeds and breeds by a composure stolen from general excrement: each thing's a Thief." William Shakespeare, Timon of Athens, Act IV, Scene Three
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The life of a Thief is dependent on dexterity. Whether it be avoiding a foe, circling behind for the perfect backstab or carefully removing a trap, Thieves live by their agility. However, for those rare times when agility is not enough, many Thieves must live on their charm and ability to smooth talk the unwitting. For any Thief unlucky enough to be caught, charisma is an endowment that is sorely needed. Though thieves can lead lives of daring and adventure, it also requires someone who is not wise enough to realize how great the risk to their life and health being a Thief truly is. To say those who become Thieves are deficient in wisdom would be the most polite way to broach the matter.
Information
- Primary statistic: Dexterity
- Secondary statistic: Charisma
- Deficient statistic: Wisdom
- Ideal base stats: 18 dex 16 str 16 luck
- Races allowed: Human, Elf, Dwarf, Halfling, Pixie, Half-Ogre, Half-Orc, Half-Troll, Half-Elf, Gith, Drow, Sea-Elf, Gnome.
- Deities allowed: Adendra, A'enari, Cawyn, Ghordohl, Gre'Vos, Grishnakh, Kalerd, Kardis, Keltas, LaChte, Masefi, Sarane, Shivvan, Sh'Vath, Sil-Galith, Tirebaen, Vl'aresch, Wirawyth, Z'hyal.
- Favored weapons: Piercing, Stabbing, Whipping.
- Least favored weapons: Crushing, Pounding.
Levelling and Typical Bases
Your initial hit point setting at level 1 appears to be solely dependent on your race. This is may be due to the different CON settings on new characters of each race. There does not appear to be any influence for diffferent gender selections.
The level 1 hit point bases observed are:
drow | dwarf | elf | gith | gnome | h-elf | halfling | h-ogre | h-orc | h-troll | human | pixie | sea-elf | |
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Level 1 HP | 21 | 26 | 18 | 24 | 17 | 23 | 17 | 25 | 26 | 27 | 20 | 15 | 18 |
Your gains per level is reliant on having a maximum constitution. If your stat is not maxed you can expect to observe lower than typical hit point gains. The range of hit point gains on a thief with maximum constitution stat is 12 to 17 hit points per level which results in the following graph of typical avatar hit point bases. Theoretically a minimum base is 12*49=588 + level 1 base and the maximum is 17*49=833 + level 1 base. Statistically speaking there is no reason why the game would need to have any code to suppress these bases, the formulas show the odds of achieving a base below 692 or above 771 is less than 0.0001%. For every 10,000 thieves leveled you would expect to see at most 1 such base. Special factors such as the Deck of Many Things or other special quest prizes may alter a characters base post-leveling.
This graph demonstrates the percent probability for each race and final avatar hit point level. When you ask "what is a normal base" you would have to be specific with regards to race and confidence. A strict statistical answer is possible, but for simplicity, looking at the "50% of characters will have this base or higher" line we see values ranging from 725 to 735 depending on race. On the other hand only 10% of half-ogre thieves ever leveled are expected to be observed at or above 750 hit points (only 1.61% are expected to be exactly 750).
We see from these charts that the explanation for why some races produce higher based thieves than others is entirely explained by level 1 offsets. More experimentation is required to see if level 1 con is significant in the non-max level 2 advancement hit point gain, thus favouring higher bases on characters who have higher/max con stat selection in preauth.
It is worth noting that beyond base hit points many players find inherent resistances/affects, deity options, access to equipment pieces like froggy girth or race equipment sets like the drow set, Vast Horizons totem items, racial skills like tinker or prestige dual class options to be more critical in character planning.
Skills
See Also: Category:Thief Skills
Level | Skill | Max | MinPos |
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1 | aggressive style | 80 | fighting (aggressive) |
1 | backstab | 95 | standing |
1 | cook | 95 | resting |
1 | defensive style | 95 | any |
1 | dodge | 95 | fighting (aggressive) |
1 | hide | 85 | standing |
1 | pick lock | 95 | standing |
1 | sneak | 95 | standing |
1 | standard style | 85 | any |
1 | steal | 95 | standing |
1 | bludgeons | 40 | any |
1 | flexible arms | 95 | any |
1 | long blades | 80 | any |
1 | pugilism | 85 | any |
1 | short blades | 95 | any |
1 | talonous arms | 80 | any |
2 | climb | 95 | standing |
2 | dig | 90 | standing |
2 | evasive style | 95 | any |
2 | strike | 95 | fighting (aggressive) |
4 | peek | 95 | standing |
5 | mount | 85 | standing |
5 | search | 85 | standing |
7 | scan | 90 | standing |
9 | jab | 95 | fighting (aggressive) |
10 | disarm | 90 | fighting (aggressive) |
10 | second attack | 90 | fighting (berserk) |
10 | stalk | 95 | standing (pkill only) |
10 | swipe | 85 | fighting |
15 | knee | 70 | fighting (aggressive) |
15 | track | 85 | standing |
16 | detrap | 90 | sitting |
18 | aid | 70 | fighting (aggressive) |
19 | spinkick | 90 | fighting |
20 | gouge | 95 | fighting (berserk) |
21 | leap | 95 | fighting (berserk) |
23 | headbutt | 60 | fighting (berserk) |
25 | circle | 95 | fighting (aggressive) |
25 | vault | 90 | fighting (berserk) |
27 | poison weapon | 85 | standing |
30 | punch | 50 | fighting (aggressive) |
32 | estimate | 95 | resting |
33 | berserk style | 45 | fighting (defensive) |
33 | third attack | 70 | fighting (berserk) |
35 | falcon sight | 80 | standing |
37 | grip | 35 | fighting (berserk) |
40 | dual wield | 85 | fighting (aggressive) |
44 | enhanced damage | 70 | fighting (berserk) |
45 | swap | 85 | resting |
46 | tumble | 95 | fighting (aggressive) |
47 | fourth attack | 30 | fighting (berserk) |