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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

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.


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
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.

Thief hit point probability curves for each race.

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.


See Also: Category:Thief Skills

Level Skill Max MinPos
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)
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