“We’ve got another li’l cutpurse here, do we?” – Livna Silyen, Thief Guildmaster of Var Bandor
From pickpocket to backstabber, thieves are city dwelling criminals. Thieves favor the dagger, the sword, and the whip, and wield what suits their personal style. They may be of any alignment and may follow any god or none.
One of the oldest and most storied professions, thievery has a long history within each of the mortal races. As such, its modern incarnation lifts methods from a multiplicity of roots. It blends the ancient acrobatics of the aelin; the deadly strength of the srryn; the uneven trickery of the nefortu; the murderous precision of the shuddeni; the chaotic whims of the ch’taren; and the theatrical panache of humanity into a union that transcends simple larceny.
Thieves favor the dagger, the sword, and the whip, and wield what suits their personal style. For them, it is less the type of weapon as it is having one at all. Thieves are notorious for their sudden, massive attacks, be they from the shadows or from an unprotected flank. Their preternatural quickness provides them attacks of opportunity others never know, capitalizing on the momentary weaknesses of their foes. However, their ability to simply disappear, loot in hand, may be what makes them most unnerving.
While thieves’ guilds have risen throughout the known world, they are as diverse as the races that compose them. Thus, thieves may be of any alignment and may follow any god or none. Virtually all organizations can appreciate the talents of a competent thief, even (or perhaps especially) those that serve the light, or the law. In the end, the most renowned thieves seek both their own inscrutable goals and the contents of someone’s coffers.
Syntax: Automatic
Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.
Primary Attribute: dexterity
See also: PARRY
Level 1: Sword
Syntax: Automatic
One of the most commonly-produced and commonly-trained weapons in Avendar,
swords are simple to learn the basics of, but may take decades to master. The
only weapon with an entire profession dedicated solely to their usage, in the
hands of most others, swords are a particularly average weapon. Typically
slashing or piercing, they range from slender rapiers to massive two-handed
claymores.
Primary Attribute: strength, dexterity
See also: PARRY
Level 1: Whip
Syntax: Automatic
A whip is usually composed of a flexible cord or a chain attached to a handle,
the lash typically dealing slashing damage, though they are often enchanted,
as well. Gladiators and Void templars are the only professions that receive
dedicated training in this weapon, though many others learn the basics of
using this weapon, and they are often used in the off hand. Because of their
flexibility, they are notoriously poor at parrying with, but they are
similarly difficult for opponents to use any defense save dodge or evade
against. The length of this weapon makes it throw off one's parrying if a whip
is offhanded, as well.
Primary Attribute: dexterity
See also: PARRY
Level 1: Hand to Hand
Syntax: Automatic
The art of fisticuffs is taught by several of Avendar's martial guilds.
Students will hit harder while unarmed than those who are untrained. If
someone who is trained in both fighting unarmed and dual wielding has even a
single free hand, he will use that as an off-hand attack. Having claws, both
srryn and kankoran will do more damage with this skill than other races.
However, this basic training only goes so far, and those who fight without a
weapon in hand will find themselves unable to parry.
Primary Attribute: strength, dexterity
See also: PARRY
Level 1: Backstab
Duration : Instantaneous Cost: 8 mana
Range : Single PC or mob
Syntax: Backstab <target>
A thief learns early on that the swiftest way to a person's pocket is usually
through their back. If wielding a weapon that is not blunt, a thief may make a
swift strike at an unsuspecting opponent to initiate combat. Should the target
be at full health, if they are lacking armor to protect major portions of
their body, this attack will deal even more damage than it would otherwise by
exploiting their vulnerability.
Primary Attribute: dexterity
Level 1: Steal
Range : Single PC or mob Cost: 6 mana
Syntax: Steal <object> <target>
This skill attempts to remove either a small amount of coins or one item from
the inventory of its target. If successful, the item or money moves to the
stealing character's inventory and the target receives no echo. Should the
attempt fail, the target will be aware of the attempt.
In order to steal coins from the target, simply specify 'coins' instead of a
specific object in the target's inventory. Items that cannot be dropped or
that are flagged as inventory cannot be stolen.
Primary Attribute: dexterity
See also: PEEK, PLANT
Level 2: Peek
Syntax: Automatic
Peek is an enhancement to the look command. Whenever someone with the skill
looks at a person, an attempt will be made to reveal their inventory and
money.
If one so chooses, one may cease peeking by toggling the autopeek command.
Primary Attribute: intelligence
Level 3: Dirt Kicking
Duration : 0.5 Hours Cost: 5 mana
Range : Single PC or mob
Syntax: Dirt <target>
This skill attempts to temporarily blind a person by kicking dirt in their
eyes. This skill cannot be used on or underwater, or in the air.
Primary Attribute: dexterity
Level 4: Dual Wield
Dual wielding is the ability to use an additional weapon in the character's
offhand. Weapons being dual wielded will suffer a slight penalty in the amount
of damage and have a lesser chance of iterative attacks. Weapon weight must be
considered with this skill, as only weapons lighter then the one being wielded
in the main hand are capable of being dual wielded. Swordmasters are exempt
from this restriction, and can dual wield nearly any two swords they can hold.
Certain unwieldy combinations of weapons will be more awkward to defend
oneself with.
Large-sized races, such as the chaja or alatharya, are able to hold certain
kinds of two-handed weapons with one hand, and dual wield them. The balance of
spears, staves, and polearms are such that this is not possible for these
weapons.
The ambidextrous trait, available upon creation and given to gladiators and
swordmasters automatically, reduces but does not remove the weight
restrictions (though swordmasters have none in either case).
Primary Attribute: dexterity
See also: PARRY, AMBIDEXTROUS
Level 4: Dodge
Syntax: Automatic
Dodge is a melee defense skill focused on the avoidance of blows. It is
particularly difficult to dodge flails and polearms, and easier to dodge
whips. Dodge is the favored defense of rogues, but it is taught in many other
schools as well.
All aelin receive a bonus to this skill.
Primary Attribute: dexterity
Level 5: Pick Lock
Range : Target Door or Container Cost: 3 mana
Syntax: Pick <direction/container>
Rogues may use this skill to break locks they encounter, either on doors or
containers. Some locks, including but not restricted to those warded by runes
of earth, cannot be picked.
Primary Attribute: intelligence, dexterity
See also: RUNE OF EARTH, RELOCK
Level 6: Obscure Evidence
Syntax: Obscure
Rogues may attempt to hide evidence of their kills, such that word does not
get to any interested factions. However, if a member of the same faction is
present to witness the death, there will be no way to conceal the act from the
faction.
Primary Attribute: dexterity
See also: FACTIONS
Level 7: Kick
Duration : Instantaneous Cost: 3 mana
Range : Current Enemy
Syntax: Kick
Many guilds teach this basic martial manuver, allowing them to slightly
augment their damage in combat. Bandits receive further training in making
well-placed kicks.
Primary Attribute: strength, dexterity
See also: KNEE SHATTER
Level 8: Listen
Duration : Level/2 Hours Cost: 3 mana
Range : Single PC/Single Adjacent Room
Syntax: Listen <person/direction>
This skill allows a thief or a watcher to either listen to all conversation in
an adjacent room, or spoken by a player to their groupmates. Due to the focus
that the user must devote to listening, most, but not all, commands will end
this skill.
Primary Attribute: intelligence
Level 8: Detect Theft
Syntax: Automatic
As thieves have many skills with which to relieve others of their possessions
and coins, they are also keenly aware of these sorts of skills being used in
their presence. Whether appreciating another rogue's handiwork, or taking
care to safeguard their own possessions, a thief will often notice attempts
to remove items from a person, including their own, when the owner is
ordinarily not usually not so aware.
Primary Attribute: wisdom
Level 9: Enhanced Damage
Syntax: Automatic
Most of the non-scholarly guilds offer their students training in heightening
the force of their blows. A higher skill will see better results at these
techniques, as will a better weapon.
Primary Attribute: strength
See also: BRUTAL DAMAGE, PROWESS
Level 10: Detect Hidden
Duration : Level/2 Hours Cost: 5 mana
Syntax: Detect Hidden
This skill allows the user to see people who are hidden from view using the
hide skill or its variants. It will also allow them to see more readily into
darkened places.
Primary Attribute: intelligence, dexterity
See also: INFRAVISION, HIDE
Level 10: Second Attack
Syntax: Automatic
Characters with proficiency in this skill will attempt a second attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.
Primary Attribute: dexterity, strength
See also: DUAL WIELD
Level 11: Trip
Syntax: Trip <Target>
The trip command attempts to bring an opponent down by knocking their
feet from under them. Tripping is most successfully Practiced by the
quick and nimble, and fails on opponents who are flying or otherwise
not tied to the ground. Trip can either be used to start a fight, or
in combat, where the argument is optional.
Primary Attribute: dexterity
Level 12: Haggle
Syntax: Automatic
A basic mercantile skill used to get a better price on items from merchants,
haggling is a skill that is widely taught but a talent applied with the most
success by the charismatic.
Primary Attribute: charisma
Level 12: Tumbling
Syntax: Automatic
The acrobatic arts, learned by both bards and thieves, serve to protect them
from harm during feats of entertainment, larceny, and the occasional brawl.
While most defenses evolved directly from combat, this skill is instead an
exercise in pure grace on the battlefield.
Characters who dodge well will blend tumbling into their movements; when it
seems all but assured they would be hit by a blow, they move at the last
minute to avoid it. Characters entangled in a bolo or with shattered legs
will not tumble well, but are more likely to do so if there are particularly
large, immovable objects to duck around. Tumbling also assists the rogue in
avoiding the full force of a bash or shield bash, and characters skilled in
acrobatics are more likely to avoid entangling nets.
Primary Attribute: dexterity
See also: DODGE, BASH, SHIELD BASH, ENTANGLE, BOLO, BONESHATTER
Level 13: Fast Healing
Syntax: Automatic
Fast healing is a skill taught by most guilds, that their students might apply
their knowledge to quicker recovery of bodily injuries, increasing the rate at
which they gain hit points.
Primary Attribute: constitution
See also: hit points
Level 13: Plant
Range : Single PC or mob Cost: 6 mana
Syntax: Plant <object> <target> <optional container>
Plant attempts to surreptitiously give an object to another character. You
cannot plant an object you could not ordinarily give someone (such as items
that cannot be dropped, or if the target can carry no more weight). It is
possible to plant items into containers carried or worn by the target, though
it is harder to plant into worn containers.
Primary Attribute: dexterity
See also: PEEK, STEAL
Level 14: Conceal
Range : Target Inventory Item
Syntax: Conceal <item>
Conceal will apply the hidden status to a given item, much as the hide skill
will do so for a person. It is only possible to conceal an object indoors or
within a city. Certain places and objects of power cannot be hidden from sight
in this manner. Items will remain concealed until retrieved, something occurs
that would also remove ordinarily dropped items, or until someone searches the
room.
Primary Attribute: intelligence
Level 15: Cower
Range : Target Groupmate Cost: 3 mana
Syntax: Cower <target>
If a thief is the subject of attacks in combat, he may use this skill to cower
behind a groupmate, causing the opponent to attack them instead.
Primary Attribute: dexterity
See also: RESCUE
Level 16: Relock
Range : Target Door or Container Cost: 6 mana
Syntax: Relock <direction/container>
This skill is used by thieves to lock doors or containers in the absence of
the correct key. Containers must be closable, and both doors or containers
must be lockable; it is not necessary for an ordinary key to exist. However,
when relocking a door that is not ordinarily locked, the lock may come undone
after a time.
Primary Attributes: intelligence, dexterity
See also: PICK LOCK
Level 17: Throw
Duration : Instantaneous Weapon: See Text
Range : Single PC or mob, up to 1 room away
Syntax: Throw <weapon> <target> <direction>
Fighters, fire templars, thieves, and bards are able to throw weapons at their
foes. Fighters and fire templars are able to throw spears, while the latter
two throw daggers. Daggers are small enough to be thrown midcombat, while
spears may only be thrown to initiate it. Heavier weapons will deal more
damage, but there is a limit to the weight of an item that can be thrown.
It is possible to throw a weapon into an adjacent room, but this cannot be
done if there is anything present that prevents scanning into the room. If a
thrown weapon strikes its target, it will be moved to the target's inventory,
elsewise it will land on the floor there.
Primary Attributes: strength, dexterity
Skills (levels 18-40)
Level 18: Dash
Duration : 0.5 hours Cost: 8 Mana
Reuse Delay : 3 hours
Syntax: Dash
Thieves, for one reason or another, must often execute a swift departure.
Those so skilled, on a moment's notice, may prepare themselves to run with
all their speed to get away: they will incur absolutely no lag when moving
from room to room. However, this pace cannot be maintained indefinitely, and
the thief will be unable to dash again for a short time.
Thieves who are dashing away will not be slowed by vital strikes.
Primary Attributes: Dexterity, Constitution
Level 19: Disarm
Duration : Instantaneous
Range : Current Weapon-Wielding Opponent
Syntax: Disarm
Combat-oriented classes can use this skill to knock a weapon from their foe's
hands. Two-handed weapons are more difficult to disarm, while certain other
weapons such as whips and flails are easier to use to disarm others.
Most weapons will fall to the ground when disarmed, though those that bear the
nodrop or inventory flags remain in the character's inventory. Items with the
noremove and nodisarm flags cannot be disarmed with this skill. Mobiles who
are able to see at the time they are disarmed will immediately pick up their
weapon.
This skill must be used while already in combat, and only against the person
the user is currently fighting.
Primary Attribute: Dexterity
Level 19: Flourish
Syntax: Automatic Requires: Special
With this skill, members of acrobatic classes such as thieves and bards may
use a fluid or fabric item worn in the about body slot to confound foes and
ward off attacks. The longer any individual combat continues and blows are
foiled, the more effective this will be, as the rhythm of the situation aids
movement. At best, it will be slightly more effective than parrying with a
sword. Leaving combat disrupts the flow, and this process must begin anew. In
general, materials that are flexible and will bend easily may be used-- cloth,
leather, lace, water, et cetera, while metals may not be.
Primary Attribute: Charisma, Dexterity
See also: DODGE, PARRY
Level 20: Third Attack
Syntax: Automatic
Characters with proficiency in this skill will attempt a second attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.
Primary Attribute: Dexterity, Strength
See also: DUAL WIELD
Level 20: Waylay
Duration : 1.5 Hours Cost: 8 Mana
Range : Single PC or Mob
Syntax: Waylay <target>
This skill lands a sharp blow to the target's head, attempting to knock them
out. A waylaid character will be awoken if they incur any sort of damage. It
is far more difficult to waylay a person who is able to see the user.
Primary Attribute: Strength
Level 21: Lunge
Duration : Instantaneous Cost: 5 Mana
Range : Single PC or Mob
Syntax: Lunge <target>
Many adventurers are able to make a highly accurate lunge at an enemy, dealing
damage with their main-hand weapon. Being struck by this skill leaves that
target open to attack, and causes them to incur a penalty to their armor class
for a brief period.
Primary Attribute: Strength, Dexterity
See also: ARMOR CLASS
Level 21: Trap
Duration : 6 Hours Cost: 20 Mana
Range : User's Current Room Reuse Delay: 75/Level Hours
Syntax: Trap/Trap Grease
When used without the grease argument, this skill will set a tripwire in the
room, which will deal damage to the next person who walks in.
A grease trap will take effect at the same time. Characters walking over this
grease have a chance to slip and fall in it, potentially smearing the grease
on themselves for up to three hours. A character who is smeared with grease
will have difficulty holding onto weapons, and someone who is afflicted by
fire damage while covered in grease will additionally be set on fire for one
hour.
Characters who are flying will not set off these traps when they walk into a
room.
Primary Attribute: Intelligence
Level 22: Meditation
Syntax: Automatic
A basic technique for focusing one's thoughts, meditation is a skill taught by
all guilds that their students may recover mana more quickly.
Primary Attribute: Intelligence, Wisdom
See also: TRANCE, MANA
Level 23: Bargain
Syntax: Automatic
While most characters rely on their own charm and some basic haggling skills,
thieves so frequently barter with merchants that they have fine-tuned this
ability. Thieves are able to negotiate better deals than the average buyer or
seller.
Primary Attribute: Charisma
Level 24: Retreat
Duration : Instantaneous
Range : User Only
Syntax: Retreat <direction>
With this skill, a watcher or thief may attempt to flee from combat in a
specified direction.
Primary Attribute: Intelligence, Dexterity
Level 25: Slice
Duration : Level/16 Hours Cost: 8 Mana
Range : Single PC or Mob
Syntax: Slice <target>
This skill attempts to hamstring a foe. Slice will deal damage and a dexterity
penalty to the target; successive slices will increase the penalty. While
affected by this skill, the victim will take damage every time he moves and be
lagged. This skill requires the use of a weapon that is not blunt.
Primary Attribute: Dexterity
See also: LAG
Level 26: Sleeve
Weapon: Dagger
Range : Target Inventory Item
Syntax: Sleeve <item>
Sleeve allows a thief to conceal up to two daggers inside their sleeves.
Should engage in combat while unarmed, they will immediately remove a dagger
from their sleeve, wielding it automatically. Sleeved items can only be
conventionally detected by the thief wearing them. Sleeved items grant none of
their bonuses while they occupy this slot.
Primary Attribute: Dexterity
Level 27: Loot
Range : Single PC or Mob Cost: 16 Mana
Syntax: Loot <object> <target>
When presented with an unconscious target, a thief may boldly steal the very
rings, hats, or necklaces from their bodies. This will not initiate combat but
is trickier than simply stealing. It is not possible to loot an item that is
flagged as inventory, nodrop, or noremove.
Primary Attribute: Dexterity
See also: STEAL
Level 29: Opportunism
Syntax: Automatic
When subject to a spell which targets them, thieves may deliver a quick blow
with their weapon. This strike is not sufficient to disrupt the actual
casting.
Thieves wielding daggers will be able to strike with full force, while other
weapons will only deal half damage.
Primary Attributes: Intelligence, Dexterity
Level 30: Circle Stab
Duration : Instantaneous Cost : 8 Mana
Range : Single PC or Mob
Syntax: Circle <target>
If a thief is not currently the target of attacks in a fight, they may circle
around an enemy who is already in combat, dealing a large amount of damage.
This skill is more effective against targets who are not using shields. It is
more difficult to circle around someone who is currently scouting around
themself. This skill may be used with a dual wielded weapon. It is not
possible to use this skill with a blunt weapon.
Primary Attribute: Dexterity
Level 31: Scramble
Syntax: Automatic Cost: 12 Mana
Thieves with this skill who chooses to exercise discretion to leave combat
early (that is, should they flee, retreat, escape, et cetera) will
automatically attempt to hide and sneak once they've done so. The hiding will
only work on terrain that can normally be hidden on, naturally; sneaking is
terrain-independent. Fleeing as the result of another character's action, such
as via withdraw, will not result in this attempt.
The mana cost of both sneak and hide will be charged when succeeding at this
skill in addition to a nominal cost for scramble itself; the addition has
already been included in this file and will be lesser where hide is not
permissible.
Primary Attribute: Intelligence, Dexterity
See also: HIDE, SNEAK
Level 32: Cutpurse
Range : Single PC or Mob Cost: 16 Mana
Syntax: Cutpurse <target> <container>
This skill may be used to slice open a target's container, such as a backpack
or robe. This will cause all of its contents to fall to the ground, destroy
the container, and initiate combat. You cannot cut a container flagged nodrop,
nodestroy or inventory. It is not possible to use this skill repeatedly on the
same target within a short span of time.
Primary Attribute: Dexterity
See also: STEAL
Level 34: Final Strike
Syntax: Automatic
In a fight, if a thief's opponent attempts to flee, the thief may attempt to
take advantage of the victim's back, landing an extra attack against him.
Primary Attribute: Dexterity
Level 36: Defensive Roll
Syntax: Automatic
Cooldown: 3 hours
The focus a thief places on speed hones his reflexes to sometimes mitigate
the strength of a sudden, particularly harsh blow by rolling with it. Thrown
spears, bolts of fire or ice, and rays of light cast from another room, and
the breath of dragonkin are also subject to this reflexive roll.
After such a swift, unplanned movement, a thief may not benefit from this
skill for a time after its use.
Primary Attributes: Dexterity, Constitution
Level 38: Dual Backstab
Syntax: Automatic
This skill allows a thief who is backstabbing someone to make an attempt to
strike with their offhand weapon. This will be less effective than the first
strike but still be significant. They must be dual wielding and not using a
blunt weapon to use this skill.
Primary Attribute: Dexterity
Level 40: Shadow Mastery
Duration : Level/4 Hours Cost: 20 Mana
Syntax: Shadow
With a life spent hiding, comes a mastery of the shadows. Thieves who learn
the art of shadow mastery can completely conceal themselves in cities,
resulting in virtual undetectability. While so hidden, almost all commands are
restricted; most will both lag him and break the effects of shadow mastery.
It is not possible to initiate combat while under shadow mastery; all
attempts will automatically fail. Because it is not possible to act while
affected by this skill, the thief will not time out due to inactivity. This
skill also carries an upkeep cost of 10 mana per half-hour. Even if he would
ordinarily have a positive mana regeneration despite the upkeep cost of the
skill, the thief will see no such gain.
As with hide, it is not possible to enter shadow mastery if one is affected by
ethereal flame, faerie fog, or similar skills, if the room is affected by
ethereal blaze, or while bleeding.
Primary Attribute: Intelligence, Wisdom
See also: LAG, HIDE
Each character in Avendar has an adventuring class. The class determines the character’s abilities. Guilds are established throughout the land to help train characters in their class’s abilities. Click the class name below to view the details about the class’s abilities. The…