From Wikipedia, the free encyclopedia
Jump to navigationJump to search
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages)
This article needs additional citations for verification. (January 2009)
This article possibly contains original research. (April 2014)
Thief series logo.png
Logo used in Thief: Deadly Shadows
Developer(s) Looking Glass Studios (1998-2000)
Ion Storm (2004)
Eidos Montréal (2014-present)
Publisher(s) Eidos Interactive (1998-2004)
Square Enix (2014-present)
Platform(s) Microsoft Windows, PlayStation 3, PlayStation 4, Xbox, Xbox 360, Xbox One
First release Thief: The Dark Project
November 30, 1998
Latest release Thief
February 25, 2014
Thief is a series of stealth video games in which the player takes the role of Garrett, a master thief in a fantasy steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed.
The series consists of Thief: The Dark Project (1998), Thief II: The Metal Age (2000), Thief: Deadly Shadows (2004) and Thief (2014). An expanded version of Thief: The Dark Project, titled Thief Gold, was released in 1999 and features three extra maps and several bug fixes. Looking Glass Studios developed both The Dark Project and The Metal Age. After the studio had gone out of business in 2000, many former employees moved to Ion Storm and began developing the third part of the series, Deadly Shadows. Eidos Montréal was subsequently given the reins for Thief. The Thief series has been highly acclaimed by both gamers and critics, with praise aimed at the innovative gameplay, atmosphere, sound design, the refreshingly dark and mature tone and direction, distinctiveness from other video games at the time of its release, voice acting and storylines, with the series now being considered as a pioneer of the modern-day stealth game genre, serving as a major influence to numerous other video games in the stealth genre.
2.1 Thief: The Dark Project (1998)
2.2 Thief II: The Metal Age (2000)
2.3 Thief: Deadly Shadows (2004)
2.4 Thief (2014)
3 Game editing
4.3 Other characters
5 The world of Thief
7 See also
9 External links
Set mainly in a first-person perspective within a 3D environment, the main gameplay tactic of the Thief series is to avoid fights, stealthily traverse the environment to complete specific objectives and instead sneak around the enemies or discreetly subdue them, without raising too much noise or suspicion. The Thief games are sometimes described as either a "first-person sneaker", "sneak-em-up" or a "first-person looter" to emphasize this difference. Classification of the game has been slow coming, as three-dimensional stealth games, such as Tom Clancy's Splinter Cell and Assassin's Creed, only became more common years after the first Thief. Another innovation employed extensively by Thief is the careful use of sound effects as an integral part of gameplay. Sound cues not only tell the player of other characters in the vicinity, but also indicate how much noise Garrett makes when moving about an area. Too much noise can alert nearby guards, who will grow suspicious and come looking for intruders. There are a variety of tactics to avoid being heard, however, such as walking gently, steering clear of noisy pavement, or using moss arrows to create a carpet that muffles the sound of footsteps. In a similar vein, using light and dark became one of the most important strategies. A gauge at the bottom of the screen (called the 'Light Gem') indicates how visible the protagonist is. Entering deeper shadows or ducking makes the character less likely to be noticed. Walking about increases the risk of being spotted, and having a sword or bow drawn makes him very conspicuous in the game. The astute player is constantly keeping an eye on areas of light or shadow, guard patrol routes, and the type of terrain they are walking on, in case a hiding place is needed in a hurry. A light source, such as a torch or gas lamp, can be doused with a Water Arrow, creating an area of darkness in which the player may hide. Electrically powered lights, in all games, may simply be shut off by using a nearby switch or button; however, if no light switch is available, the electrical light will not turn off by simply shooting a Water Arrow at it. In Thief: Deadly Shadows, the player can simply 'pinch out' a lit candle by pressing the use button on it. A guard or any civilian may notice if a light source has been put out, likewise if something valuable has been stolen.
Another large component of game play in Thief, along with the stealth, is exploration. In most missions, especially in the first two Thief games, players can freely explore the game environment without much hindrance. Players are also free to experiment with how they approach the AI, as one may choose to take out all the AI-controlled guards, either by utilising a player-equipped blackjack, which incapacitates enemies, without killing them, a sword, which is used in direct combat and can kill enemies, or broadhead arrows, which can also discreetly kill enemies from a long range, along with other special arrows, such as water arrows, rope arrows and moss arrows, or one may choose to avoid any confrontation with the AI. "Ghosting" is a play style by which one tries to leave no trace behind them as they explore and complete the objectives in each mission.
Aggregate review scores
As of February 24, 2014.
Thief: The Dark Project (PC) 92
Thief II: The Metal Age (PC) 87
Thief: Deadly Shadows (PC) 854 82
Thief (PC) 706 697 67
Thief: The Dark Project (1998)
Main article: Thief: The Dark Project
Released by Looking Glass Studios in 1998 and powered by their own in-house developed Dark Engine, Thief: The Dark Project was considered by many to be a revolutionary game. The foremost defense of this position is that it was arguably the first morally ambiguous video game to receive a major release (as one might expect from its title). Cast in the role of the thief, Garrett, the player can forgo all morality or choose to exercise restraint in multiple situations. This represented a departure from popular video games of the time, which tended to rely upon a Manichean conception of conflict along with "black and white" settings and objectives. Another groundbreaking facet of the game was that although it utilized a first-person perspective, it was not an action-oriented shooter like almost all other first-person games. Instead, the emphasis was on stealth: The character is unusually agile, but is not a particularly skilled fighter, and much of the gameplay involves using shadows to avoid enemies. However, for those who desire action, there are weapons available that allow direct confrontation. A skilled player can often break cover and go head-to-head with the enemies. An even more skilled player can stay in cover and never let the enemies know that he was there. The game's original gameplay quickly developed a cult following. A re-release of Thief: The Dark Project entitled Thief Gold fixed various bugs and added three new levels (mostly derived from, but not identical to, content that was planned for the original game but cut for budget or time constraints) which contributed significantly to the existing plot. The package also contains bonus content such as the DromEd Dark Engine editor, a behind-the-scenes "making of" video, and a desktop theme designed for Windows 98. Looking Glass was working on a similar re-release of Thief II: The Metal Age, provisionally entitled Thief II Gold, at the time they went out of business in 2000.
Thief II: The Metal Age (2000)
Main article: Thief II: The Metal Age
Looking Glass Studios released the sequel to Thief in 2000. Utilizing the same Dark Engine that powered the original Thief, Thief II had an almost identical look and feel, with at some points differences in architecture and technology caused by the events of the first game, and only minor graphic and programming improvements, such as colored lighting. The basic gameplay was also fundamentally similar to the original Thief, but many new elements had been added, including technological gadgets such as a remote eye camera. Other changes include an increase in the number of AI behaviors. Responding to criticism of the original Thief that more time was spent on combat than actually living up to the title of the game, the missions in Thief II were designed much more around typical thief-like behavior, and much of the game is spent robbing the rich denizens of the City rather than battling monsters. In fact, the player encounters almost none of the monsters from the original Thief except for burrick (dinosaur-like creatures) heads mounted as trophies in some of the mansions, and a few zombies, undead and ghostly apparitions. The designers stated that, unlike the original Thief, where levels were developed to suit the plot, in Thief II levels were designed first and making the plot work with them was somewhat of a retrofit. A re-release of Thief II: The Metal Age entitled Thief II Gold was a game in development by Looking Glass Studios before the company closed down in 2000. It is believed to have been an expansion to Thief II similar to Thief Gold.
Thief: Deadly Shadows (2004)
Main article: Thief: Deadly Shadows
A major departure from the first two games in the series, Thief: Deadly Shadows was developed by Ion Storm rather than Looking Glass Studios (albeit with many of the same people). The game was powered by the Unreal-based Deus Ex: Invisible War engine. Unlike the original two games, the third Thief was developed simultaneously for Windows and the Xbox. Because of all these factors, Thief: Deadly Shadows was different (and vastly updated) from the first two games in the series in both appearance and gameplay. One of the game's major new features was the ability to explore the City. While previous games sent Garrett straight from mission to mission, Thief: Deadly Shadows allows him to walk the City streets between missions, where he can steal from passersby, spy on the townspeople's daily lives, and search for sidequests in addition to major story missions. Unlike sandbox games such as Grand Theft Auto III, the city is not one large continuous map, but rather several small neighborhood maps connected by load zones (similar to Postal 2). The game also introduced an ability to switch between first- and third-person views, and to flatten against walls. In addition, the lighting engine was updated to accommodate moving shadows and light sources, which dynamically affected where the player could hide, an innovation originally precluded by the more technically limited Dark Engine. Smaller improvements were made to AI behavior, allowing for guards who noted when items went missing from their field of view or when doors were left open, along with an overhauled sound-propagation mechanic.
Main article: Thief (2014 video game)
Thief is the fourth game in the Thief series, developed by Eidos Montréal and published by Square Enix. Since early 2008, several rumors had been circulating regarding a fourth Thief game, which was allegedly under development. Eidos Montréal's General Manager Stéphane D'Astous commented in an interview for Deus Ex: Human Revolution that confirmation of the company's second "AAA title", which its website states "begins with the letter 'T'", would occur "over the next year" or so. The game was unveiled on May 11, 2009, originally titled as Thief 4.
With the release of DromEd, a map editor for the first two games, an active community of fans began providing a wealth of home-grown missions for the first two games, known as Fan Missions. Thousands of fan missions for these games have been created, some equally or more complex than the original game missions. These fan missions can be played by other fans using a loader. T3Ed, a map editor for the third game Deadly Shadows, was released in February 2005 after a letter-writing campaign by fans. This allows fans to design their level with all the interactive objects seen in original missions, as well as place stealable loot and lighting, factors which drastically affect gameplay. Human NPCs and creatures from all the various factions can be added into missions, and their behaviors (such as patrol routes) configured. Missions may be packaged and distributed to other players, who need a loader to play them.
The following are recurring characters. Information on non-recurring characters may be found in Thief: The Dark Project, Thief II and Thief: Deadly Shadows.
Main article: Garrett (character)
Viktoria (voiced by Terri Brosius) is a wood nymph in the series. She was a primary antagonist during the events of The Dark Project, being the one to remove Garrett's eye. However, she and her followers become allies for Garrett's war on the Mechanists during Metal Age. Initially there is little trust on Garrett's part, but over time she is able to gain Garrett's respect, loyalty and, uncharacteristically of the cynical thief, care. The two gradually grow closer over the course of working together, even to the point of Garrett being willing to defend her directly by rushing to her aid upon her ill-fated assault on Soulforge, and being noticeably upset when he is unable to save her. It seems that this degree of respect and general sentiment on Garrett's part is only seen in his relationships with Viktoria and the Keeper Artemus.
The character was well received. In 2000, Viktoria was included in GameSpot's list of the ten best female characters according to readers' choice, with the staff commenting: "Viktoria didn't make our TenSpot, which was a shame. We editors apologize to those of you who lamented our oversight." It was also accompanied by a poll asking who should play Viktoria in the movie adaptation of the Thief games (Catherine Zeta-Jones, Elizabeth Hurley, Salma Hayek or Jennifer Lopez). In 2007, Tom's Games included this "bad girl with charisma and style" on the list of the 50 greatest female characters in video game history, noting how "evolves from a deceptive villain in the first game to a more benevolent companion to Garrett in the sequel, which ends her heroic, sacrificial death" and applauding her "hypnotic voice" provided by Brosius. Tom's Games stated she should be played in the live-action adaptation by "Naomi Watts, who's got the sexy voice, beauty and charisma for the part." In 2013, Gameranx ranked her as the third-sexiest female game villain in history.
Keeper Artemus – The Keeper and mentor who took Young Garrett in and taught him in Thief: The Dark Project. Artemus is the main point of contact between Garrett and the Keepers throughout the series and attempts to enlist his help with the various Keeper prophecies, much to Garrett's reluctance. He holds genuine affection for Garrett, in spite of Garrett's rejection of the Keeper ways, and carries a strong independent and rebellious streak of his own. Artemus also appears to be the only Keeper whose stealth skills rival Garrett's and occasionally manages to sneak up on him. Artemus is believed to have been killed towards the end of Thief: Deadly Shadows.
Keeper Orland – A member of the Keeper organization with a strong dislike of Garrett. Orland eventually becomes the leader of the Keepers in Thief: Deadly Shadows. His leadership quickly proves officious, bureaucratic, and secretive, and Garrett quickly learns to dislike him. He first appeared in Thief II: The Metal Age, albeit voiced by a different actor.
Interpreter Caduca – An old woman in the Keeper organization in charge of reading and interpreting the Glyph Prophecies. Prophecies are central to the Keepers' work, so Caduca plays a very important role in the organization, and even the Keeper leader listens to her advice. In reality, Caduca is relatively young. Prolonged exposure to the Glyphs causes accelerated aging, an effect which limits the amount of knowledge and power any single Keeper can obtain from studying the Glyphs. caduca is the Spanish feminine word for "decrepit, obsolete" or the Portuguese word for "old, obsolete". She is murdered by The Hag in Thief: Deadly Shadows.
Translator Gamall – Caduca's assistant, an eerie pale and emotionless girl who translates Caduca's interpretations into English. As the Translator, Gamall will succeed Caduca as interpreter when Caduca is no longer able to fulfill her duties. Gamall turns out to be a guise of The Hag.
"Benny" – A recurring drunkard guard whose mood swings and amusing ramblings endeared him to many fans of the series. The name is informal, but comes from a specific drunken guard in the Sheriff's mansion during the Metal Age. The character's voice is used for a number of different guards throughout the series. In Thief: Deadly Shadows he is at one point called "Sinclair". Several "episodes" of a series of conversations called "Benny's Ailment" can also be listened to in Deadly Shadows.
Basso the Boxman – An acquaintance of Garrett's whom he rescued from a Hammerite prison, although this uncharacteristic act of kindness was merely performed because Garrett had his eye on Basso's sister, who he hoped would be "grateful". Garrett also helps to rescue Basso's betrothed Jeneviere from indentured servitude in the first mission of Thief II: The Metal Age.
The world of Thief
The universe of Thief is a dark fantasy setting and is centered mostly on a dense, sprawling metropolitan complex known only as "The City", which has some resemblance to 18th/19th century London, but with an altogether more Medieval culture, reflected in the style of dress and semi-feudal social structure, a lack of firearms but widespread use of magic. It is a steampunk metropolis constantly being fought over by a corrupt aristocracy, an order of religious fanatics and a horde of vengeful woodland beings, all under the eye of a secret organization. The world is highly superstitious and does have a noticeable problem with the supernatural and the undead are very common. Technology is unnatural varied in a way that they have access to electricity and use it for light and industry but nothing else. Thief takes place hundreds of years after the original games, possibly with a heavier emphasis on the identity of "The City". Garrett works with the underground economy of the City, making a lucrative living for himself. Occasionally Garrett would leave the confines of the City and rob mansions, prisons, or graveyards.
In 2016, Straight Up Films announced that they have acquired the film rights to Thief with plans to develop a movie, Adam Mason and Simon Boyes will write the screenplay, Straight Up Films’ President of Production Sandra Condito will serve as executive producer along with Khalid Jones of Source Rock and Square Enix while Straight Up principals Marisa Polvino and Kate Cohen will produce alongside Roy Lee and Adrian Askarieh.
In 2015, Adrian Askarieh, producer of the Hitman films, stated that he hoped to oversee a shared universe of Square Enix films with Just Cause, Hitman, Tomb Raider, Deus Ex, and Thief, but admitted that he does not have the rights to Tomb Raider. In May 2017, the Game Central reporters at Metro UK suggested that the shared universe was unlikely, pointing out that no progress had been made on any Just Cause, Deus Ex nor Thief films.
List of Square Enix franchises
The Dark Mod
As a rogue you gain the following class features.
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per rogue level after 1st
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools
Table: The rogue
Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Roguish Archetype features
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus–not necessarily an indication of your chosen profession, but a description of your preferred techniques.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Thief (character class)
From Wikipedia, the free encyclopedia
(Redirected from Rogue (character class))
Jump to navigationJump to search
This article possibly contains original research. Please improve it by verifying the claims made and adding inline citations. Statements consisting only of original research should be removed. (April 2018) (Learn how and when to remove this template message)
Thief, taken from the Battle for Wesnoth computer game.
The Thief, Burglar, Scoundrel, or Rogue is a character class in many role-playing games, including Dungeons & Dragons, Final Fantasy, World of Warcraft and many MMORPGs. Thieves are usually stealthy and dexterous characters able to disarm traps, pick locks, spy on foes, and perform backstabs from hiding.
Thieves are usually nimble melee or ranged combatants, and tend to be focused on dodging attacks rather than withstanding damage. They often attack by dual-wielding daggers or with other small one-handed and/or concealable weapons, relying on speed and rapid strikes rather than sheer damage output. Thieves usually work in small groups or guilds. Thieves usually have a stealth ability, allowing them to disappear from sight, often this is combined with attacking an unaware or flanked opponent to inflict high damage. Although thieves may be of any moral alignment (Good, Neutral, or Evil), they are usually either required or pressured by game design to maintain a Chaotic or at least non-Lawful (i.e., Chaotic or Neutral) ethical alignment, with game design pressures including the diminution or loss of their class-specific abilities should their actions render them Lawful or on the Lawful side of a certain point within the Neutral range.
Thieves are usually restricted to the lighter armors, leather and the like. While thieves typically cannot practice magic, they might use scrolls or magic items in some games; if neither options are available, then technical gadgets are used. In most fantasy settings, smaller and more agile fantasy races (like elves, gnomes and hobbits) are particularly suited for the thief class.
1 Dungeons & Dragons
2 Fire Emblem
3 Ragnarok Online
5 Guild Wars 2
6 See also
8 Further reading
Dungeons & Dragons
Main article: Rogue (Dungeons & Dragons)
Although the thief as an archetype in role-playing games achieved popularity through Dungeons & Dragons, “Thief” in the Dungeons & Dragons game was renamed to “Rogue” in the game's Third Edition, to broaden the class to any highly skilled character, with "Thief" as a subclass option in the current edition. Rogues in all editions are capable of doing lots of damage with “sneak attacks”, especially from behind their enemies.
In the Fire Emblem games, the thief is the main class able to unlock doors and chests. Their weapon of choice is usually a sword, but in Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn, they use knives. In addition to opening doors and chests, they may also steal items from enemy units or lower drawbridges, depending on the game.
Thieves were not able to steal items until Fire Emblem: Genealogy of the Holy War, and were only limited to stealing all of the target's gold on hand by striking them. In Fire Emblem: Thracia 776, thieves were able to steal any item from the enemy, as long as their Speed was greater and their Build was higher than the Weight of the item stolen. Similarly, in Path of Radiance, thieves may steal weapons and items in the same manner as Thracia 776, but only items that are unequipped. Thieves were limited to only being able to steal normal items in the GBA Fire Emblem series.
Thieves may promote to Thief Fighters, Assassins, Tricksters or Rogues, depending on the game, or not promote at all. They are generally offensively weaker than most other classes, but their high speed and skill helps them evade attacks with ease.
In the Ragnarok Online MMORPG, the Thief is one of the basic character classes available to the player.
In combat, Thieves rely primarily on their agility - they have moderate hit points and their attacks don't deal a lot of damage; however, thanks to their speed & agility, they are able to dodge most enemy attacks and deliver a lot of blows at the same time. While they are able to use some ranged weapons, this is rather rare; a typical Thief will be seen utilising some sort of dagger in combat, as one of the skills available only to this class greatly increases their efficiency with them.
Other abilities of the Thief include stealing items from non-player enemies, becoming invisible for a certain time (although they cannot move while in such a state), throwing rocks and/or sand at enemies, performing a basic poison attack and curing themselves (or other players) of poison. The weapons a thief may equip are bow, one-handed sword, or dagger.
A Thief who has acquired enough experience can become either an Assassin or a Rogue.
In MapleStory, thieves are one of five choices of characters. Like bowmen, they have ranged weapons, a requirement of luck and dexterity, an accuracy increasing skill, and a good balance of HP and MP. Like pirates, they have the option of a ranged weapon or melee weapon, as well as a moderate amount of HP and MP. Like the warrior they can both be equipped with daggers. And like the Magician, they rely greatly on MP, which is consumed quickly.
Rather than stealing, thieves are more based on Ninjas since very few of their attacks are theft related. They are however able to do great amounts of damage rivaling and even surpassing that of Bowmen. This does not go so much for the Bandit choice who must go close up to enemies to attack. Assassins can be a powerful class, as long as they are able to be funded with the right equipment.
Guild Wars 2
A master of stealth and surprise, the Thief in Guild Wars 2 is deadly in single combat—particularly when catching enemies off guard. Thieves compensate for their medium armor and low health by being quick and evasive. They can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons.
Final Fantasy character classes
Assassin (character class)
Bard (character class)
Dungeons & Dragons Player's Handbook Core Rulebook v3.5 (PDF) (3.5 ed.). Renton, WA: Wizards of the Coast. July 2003.
Dungeons & Dragons Player's Handbook (5th ed.). Wizards of the Coast. 19 August 2014.
You like Cults and you want to help us continue the adventure independently? Please note that we are a small team of 3 people, therefore it is very simple to support us to maintain the activity and create future developments. Here are 4 solutions accessible to all:
ADVERTISING: Disable your AdBlock banner blocker and click on our banner ads.
DONATE: If you want, you can make a donation via PayPal here.
WORD OF MOUTH: Invite your friends to come, discover the platform and the magnificent 3D files shared by the community!