Thief

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Chronicle Thief Illustration

The Thief

Weapon Specializations

Level 1: granted Crossbow
Level 15: granted Dagger Mastery (Dagger Skill 80)
Level 15: granted Throwing Mastery (Dagger Skill 80)
Level 15: granted Unarmed Mastery (Unarmed Skill 80)

Other Skills

Level 10: granted Bargaining
Level 10: granted Parry
Level 10: granted Running

Master Burglar

Base Classes
Rogue

Available Races
Aelfborn, Aracoix, Elves, Humans, Irekei, Nephilim, Shades

Available Disciplines
Archer, Blade Weaver, Bounty Hunter, Huntsman, Prospector, Rat Catcher, Skydancer, Summoner, Sun Dancer, Traveller, Undead Hunter, Wererat, Wyrmslayer

Primary Attributes
Health Bonus: 51
Mana Bonus: 0
Stamina Bonus: 0

Their Lore
Life is never easy for Rogues, whose trade so often flies in the face of local law and custom, and can leave them shunned by all they meet. In time, however, those who can survive long enough to gain a measure of success become Thieves, true professionals and masters of their craft.

Success brings them not only wealth but finally a kind of status. True Thieves no longer live off of the wealth they steal - they take contracts from wealthy patrons to steal, and are paid handsomely for their services.

Thieves stake their reputations (and their lives) on their ability to pass even the most attentive guards without being seen or heard, and are master climbers and locksmiths. Should these skills fail, however, a Thief makes a deadly foe in combat. They frequently learn the use of poison, and can also learn combat techniques that can quickly immobilize or cripple their foes. If pressed, they are also masters of defensive combat, using evasion and speed to escape harm.

Many Thieves are content to live in cities, plying their trade in defiance (or sometimes at the behest) of the local authorities. Merchant guilds or Noble Houses frequently hire Thieves to disrupt a rival's operations, or to humiliate them by taking their most prized possessions.

The Thieves themselves must walk a fine line to remain neutral, and master Thieves are often contracted by their most recent victim to deal revenge to a previous employer. While such a position can be very lucrative, many Thieves tire of the intricacies of local politics, and either band together in Guilds to protect their interest or leave the cities altogether to pursue a life of Quest and Adventure.

Every Thief's ability to bypass physical obstacles, move unseen, and hamper their foes in battle makes them a valuable part of any adventuring company.


Read more Thief Lore

Powers and Abilities

Backstab

Sneak Attack!
You must be using Sneak to activate this power

Granted: Level 10
Focus Skill: None
Stamina Cost: 20
Casting Time: 0.2 Seconds
Recycle Time: 90.0 Seconds
Requirements: You must be sneaking to use this power. Forbids Archery weapon in right hand. Forbids Archery weapon in left hand. Forbids Throwing weapon in right hand.
Requires Roll to hit: No
Target and Range: Self/No Target
Duration: 10 seconds (at power ranks 1-40)
Effects:
Attack Bonus: + 60% to 100% (from power rank 0 to 40) Damage Dealt: + 80 to 400 (from power rank 0 to 40) Players attacks bypass passive defense (target cannot Block, Dodge or Parry). Effect ends if affected attacks (swings his weapon) Effect ends if affected unequips any piece of equipment


Peek

Single-target Taunt
Player-versus-Enviroment Only

Granted: Level 10
Focus Skill: None
Stamina Cost: 15
Casting Time: 0.2 Seconds
Recycle Time: 0.0 Seconds
Requirements: Player must not be moving when he activates this power.
Requires Roll to hit: No
Target and Range: 10 Unit(s) (Monsters or Players)
Duration: N/A Effects:
Player can attempt to take something from another mobile's inventory.


Steal

Granted: Level 20
Focus Skill: None
Stamina Cost: 20
Casting Time: 0.2 Seconds
Recycle Time: 51.0 to 31.0 Seconds (at power ranks 12-40)
Requirements: Player must not be moving when he activates this power.
Mode Required: Non-Combat Mode Only Requires Roll to hit: None
Target and Range: 10 Unit(s) (Monsters or Players)
Effects:
Player can attempt to take something from another mobile's inventory.


Indomitable Will

Personal Root and Snare Break

Granted: Level 20
Focus Skill: None
Stamina Cost: 10
Casting Time: 0.0 Seconds
Recycle Time: 120.0 Seconds
Requirements: None.
Requires Roll to hit: None
Target and Range: Self/No-target
Duration: N/A Effects:
Removes effect with "Snare" dispel tag. Removes effect with "Root" dispel tag.


Stances

All Stances
Granted: Level 15
Casting Time: 0*
Recycle Time: 20 seconds


Defensive Stance

Granted Rank: 40

Delay Between Attacks: + 15%
Damage Penalty: -10%
Defense Bonus: + 25%
Movement Rate: -10%
Stamina Recovery Rate: + 35%

Offensive Stance

Granted Rank: 40

Delay Between Attacks: -25%
Attack Bonus: + 10%
Defense Penalty: -25%

Precise Stance

Granted Rank: 40

Delay Between Attacks: +35%
Damage Penalty:-25%

Weapon Powers

Archery Powers: 40
Axe Powers: 40
Axe Mastery Powers: 40
Great Axe Mastery Powers: 40
Blademaster Mastery Powers: 40
Bladeweaving Mastery Powers: 35
Bow Powers: 40
Crossbow Powers: 40
Dagger Powers: 40
Dagger Mastery Powers: 40
Hammer Powers: 40
Hammer Mastery Powers: 40
Great Hammer Mastery Powers: 40
Pole Arm Powers: 40
Pole Arm Mastery Powers: 40
Spear Powers: 40
Spear Mastery Powers: 40
Staff Powers: 40
Staff Mastery Powers: 40
Sundancer Mastery Powers: 30
Sword Powers: 40
Sword Mastery Powers: 40
Great Sword Mastery Powers: 40
Throwing Powers: 30
Unarmed Powers: 40
Unarmed Mastery Powers: 40