- ◆ +1 Thief Skill Level
- ◆ +1 hitroll
- ◆ +1 damroll
- ◆ +1 Dexterity
Thief/Guide
Thieves gameplay is not quite as straightforward as a Mages or Warriors who go into battle and simply throw fireballs or lunge at their enemy. A Thief sometimes needs a little more setup or planning before combat.
Gameplay
While a Warrior is a slab of health points, heavy weapons, and high armor allowing them to win the war of attrition, a Thief is much more suited to a risk/reward style of play. A Thief's abilities generally do extremely high damage with the possibility of even killing enemies in a single hit with the downside being they will be slow to defend themselves afterwards. Though Dodge helps keep a Thief from being smashed to bits they naturally will have less health and armor than a warrior.
What a thief lacks in mettle they more than make up for in guile. Thieves have a mountain of skills that provide utility outside of combat:
- Brewing poisons to apply to their weapons and antidotes to cure them
- Pickpocket, shoplift, and steal which provides extra gold income and all but removes the need to purchase from NPC shops
- Lockpicking to bypass doors that you would otherwise need the key for or may only be bypassed with lockpicking. Note: all classes can pick locks but it takes substantially longer without the skills of a Thief
- Stealth abilities to move through areas entirely unnoticed by aggressive enemies
- Grenades... enough said
- Shadow skills to bind enemies in place, walk through the shadows, and conjure decoys to take hits for them
Combat
A new Thief will start out with three skills already learned: Dodge, Trip, and Bloodletting Stab.
Starting at level 1
- Use Bloodletting Stab at the start of the fight to give the skill's bleed damage the most time to roll
- Note: While it's possible to use Bloodletting Stab multiple times in a row the bleed does not stack and the enemy will quickly catch onto you and start avoiding your subsequent attempts
- Use Trip for extra damage
- Note: Trip is incredibly useful while in a group as your teammates will have extra opportunities to hit the target while it's down. However, Trip is less useful when solo as the enemy will generally stand up before you've recovered from the lag the skill applies to you. With that said at this level you don't have many other options.
- Tip: At low levels thief weapons are generally pointed; these are particularly ineffective against skeleton enemies of which there are many in the lower level areas. Use Trip to deal more consistent damage to these enemies until you can find a blunt weapon
Level 2
New Combat Skill: Dirt Throwing
This skill can temporarily blind your opponent. You should learn this skill now but it has only minor usefulness. Use it if you have nothing else to do in combat.
Level 6
New Combat Skill: Feint
- You can now add Feint into your rotation to deal some extra damage
- Note: that like Bloodletting Stab the enemy will catch on if you try to use this skill too frequently
- Tip: A successful Feint lowers the enemy's morale which will provide extremely useful in a few levels when you learn Flourish
Level 9
New Combat Skill: Backstab
At level 9 Thieves learn arguably their most iconic ability: Backstab. To backstab you must use a weapon which can be used as such (See the section below on Backstab Weapons for more details). The game will also tell you whether or not your weapon can be used with Backstab by using the check thief command which will say <your weapon> is suitable for backstabbing. or no such message if you cannot. You can't backstab enemies you are already fighting so it can only be used to initiate combat.
From now on you should use Backstab to start a fight whenever possible for several reasons:
- Backstab does an incredible amount of damage
- A successful backstab grants you lots of experience, sometimes more than the fight itself
- You have a chance to execute a "Freak" backstab which does many times more damage that usual, frequently kills the target outright, provides you with a ton of experience (sometimes even enough to gain an entire level at lower levels,) and the entire MUD will be notified of your achievement.
As such your rotation looks something like this:
- Open with Backstab
- Use Bloodletting Stab
- Use Trip for bonus damage, particularly against skeletons and spellcasters
- Sparingly use Feint for more bonus damage
Note for Thieves who have Warrior as their second class: At this point you should also be investing in the Warrior class's melee skills Thrust, Lunge, and Stomp (Kick is not necessary to learn.) They are incredibly useful and should be used (for the time being) instead of Trip and Feint to do bonus damage. What's more, you should also learn Cry of Victory and use it after every fight to recover precious health and movement points.
Level 11
New Combat Skill: Flourish
Flourish pairs well with Feint allowing you to do consistent, massive damage during the fight.
Add Flourish into your rotation after Feint. Like most combat abilities using Flourish too often will make enemies more likely to evade it so be careful with spamming it.
Note for Thieves who have Mage as their second class: At point you should learn the Mage spell Burning Hands and use it as often as possible. This will mean needing to keep a hand so you will be leaving the shield or held item slot empty. However, the power of Burning Hands more than makes up for this. You should cast it before you backstab to make it do even more damage. You should cast it as well during combat as your mana allows for. While it is required that you learn Shower of Sparks to learn Burning Hands I don't recommend using Shower of Sparks in combat. What's more you should be using Mana Shield to reduce incoming damage.
Level 13 & 14
At these levels you learn Cloak of Darkness, Poison Handling, and Brew Poison
While useful at later levels you will likely not have the Infravision required to make use of Cloak of Darkness. However, Cloak of Darkness is required to later learn the incredibly powerful Shadow Blades skill so you should either learn this skill now or be sure to save the practices you'll need to learn the tree later.
The Brew Poison and Poison Handling skills make it possible to... well brew poisons and apply it to your weapons. This is only marginally useful at low levels as it takes significant time to gather appropriate ingredients to successfully brew a poison and even once you do poison only lasts a few rounds in combat. Learn this now only if you want to delve into the world of ingredient gathering and tinkering with brewing. These skills can arguably be put off until a much higher level.
Level 16
New Combat Skill: Knife Throwing New Combat Skill: Shadow Bind
Knife Throwing is your bread and butter damage ability for the foreseeable future though you'll have to wait until next level to truly leverage its power. Learn it now, wait until level 17 to use it. More detail on its usage will be in the following section.
Shadow Bind is useful to prevent mobs from fleeing as well as making the enemy less able to dodge. You should learn this skill to continue down the Shadow tree.
Level 17
New Combat Skill: Shadow Blades
Shadow Blades combined with Knife Throwing are now your main source of damage, even eschewing all other skills for the time being. Before combat you should use shadow blades to conjure at least 4 shadow blades to use for knife throwing, preferably 8 if your dexterity allows you to hold that many items. While using Knife Throwing some of the blades will fall to the ground which you can freely pick up during combat; I suggest setting up an alias to quickly pick up the dropped blades. Some of the blades, however, if they hit the target will be stuck in their inventory until they're killed, this is why it's important to conjure a couple sets so you don't have to reconjure during combat.
Your rotation at this point is:
- Open up with backstab if you can take the hits after the initial lag
- Optionally use Bloodletting Stab at the start of combat
- Spam knife throwing with your shadow blades
Most targets at this level will be dead within 3 or 4 uses of Knife Throwing. Some may even die faster if you skip the initial backstab and bloodletting stab and instead just throw another blade.
Note for Thieves with the Spirit Hammer Cleric spell: The hammers spawned by Spirit Hammer have a dieroll based off your Strength. If you have a sufficiently high strength they may be more powerful to throw than the shadow blades. The more useful function of Spirit Hammer if you know it, however, is that you can customize the damage type which allows you to throw magic or elemental hammers at ethereal enemies which your shadow blades would otherwise not be able to damage.
Equipment & Itemization
Thief equipment is easy to spot as it frequently (though not necessarily) has Damroll, Dexterity, and Thief Skill Level all at once. Occasionally a thief item will also increase Hitroll, Charisma, Strength, or Constitution. An example of a Thief item would be the following lowbie neck item:
Backstab Weapons
When using the Backstab skill picking the right weapon is critical. It must be a pointed weapon meaning one of: pierce, stab, sting, gore, or bite. A weapon meant for backstabbing is generally spotted by its stats which will be one of the aforementioned damage types, it will have high Damroll with little or no Hitroll, and usually includes Thief Skill Level. The weapon (perhaps obviously) also cannot have the NO_BACKSTAB flag which means the weapon cannot be used for backstab, though this flag is usually found on Warrior weapons with pointed damage types rather than Thief weapons. Note: a good backstabbing weapon generally also makes for a good Crippling Strike weapon due to both skills ignoring the target's Armor.
One of the most iconic backstabbing weapons is The Lost Spear of the Ancients:
- ◆ +10 damroll
- ◆ +2 Thief Skill Level
- ◆ +1 Dexterity