Thief Abilities This file will describe the abilities and limitations of the thief class. It does not try to give opinions on how they should be run. To get ideas on running a thief, see the file 'thief.co' in Library 6. Hiding in Shadows - This is the primary advantage a thief has. When a thief is hidden, players and critters that are of a lower level will not be able to see the thief, unless they stand next to, or in the square the thief is occupying. A thief hides by using the hide spell, which is given to thieves when they are newly created. A thief must be standing next to an object in order to hide. Objects that can be hidden next to include, walls, ruins, mountains, forest, grassland, stairs, and darkness. Moving away from one of these will break the hide. Note that crossing open space will not break the hide spell, only ending a move away from and object will do that. You can not hide while carrying certain types of weapons. Staves, flails and two handed weapons are too large to hide with while carrying. You can not hide, even if you have these items belted. Some weapons, like swords and maces you can hide with as long as they are on your belt. Once they are drawn, the hide spell is broken. You can hold the following weapons, and remain hidden; daggers, shurikens, and crossbows. Portal - The thief has the ability to portal through walls. This can make it easier to get where you are going. Identify - A thief has the identify spell, which allows them to discover all of the special properties that items have. In addition, a thief can tell the value of most items, simply by looking at them. Darkness - A thief can cast a 3x3 darkness spell which will last for a number of rounds equal to the level of the thief. This darkness is sometimes useful for remaining hidden while in an area with no objects to hide next to. Make Recall Rings - A thief can turn an ordinary gold ring into a recall ring. Attempting to turn any other item into a recall ring will result in an explosion. Find Secret Doors - A thief has a spell which will allow him to locate any secret doors within sight. Any doors found will fly open, when this spell is cast. Closing and Opening Doors - A thief can close and open doors from a distance. Hiding Doors - A thief has the ability to hide a door, making it a one time use secret door. Masking Alignment - A thief will appear lawful to everyone except knights. Stealing - A thief has excellent abilities to steal from other players, or critters. A thief of and equal or higher level, will succeed most of the time in removing items from others sacks without being caught. Picking Locks - A thief has a good chance to pick locks of locked doors, provided he has the proper tools (a lockpick). Climbing - Thieves have an improved ability to climb pits and cliffs. There are few of these that a thief will not be able to climb. Fighting - The thief is a good fighter, and receives the same skill return that Thaumaturges do. Most weapons are usable by thieves, except the lawful ones. The ability to sneak up on victims gives thieves a good chance to surprise opponents. Liabilities - A thief's biggest liability is his neutral alignment. He is not protected by the self defense/karma system, but is still subject to karma if he kills a lawful human. He can not use lawful weapons, which is very limiting, since many of the best weapons in the game are lawfully aligned.