In the first days of Thera, those that lacked the might to be a
warrior,
but the acuteness of senses to anticipate danger, and the nimbleness to
escape it, turned their talents to a new guildhall - the guild of
rogues.
Made up of a versatile range including spies, scouts, tricksters and thugs,
and skilled in trap evading and looting, they relied on sneak attacks to
compete with the warriors. At its peak, the rogue guildhall was perhaps
the most versatile guild of the early days, but it was doomed to fall.
During the time of The Alliances,
when allegiances over cabals
were drawn and adhered to, these solo artists began to slowly dwindle in numbers,
as they were gradually killed in battle over the items, and adventurers began
to shun their guild and ways, for its danger was too much to handle. The
rogues that remained increasingly became less rogue-like, and more similar
in nature, and their guildhall reformed into the thief guildhall. Preying
upon the hometowns and cities of Thera, thieves steal for gold and fame,
the only characteristic they share with their ancestors class.
Fighting Style
With the ability to move undetected through the shadows, thieves may lurk
around the towns picking off unsuspecting harmed adventurers. Playing
pranks, setting traps, stealing and murder, the majority of thieves are
the delinquents of society, often living a life of crime, and let their
fate be controlled by fortune.
Their nature leads them to be untrusting, and in some cases backstabbing,
even more so within their own guild.
Thieves don't fight well flying, so consider investing trains into movement.
Stay out of inferior combat style
matchups, to avoid getting hobbled.
Be sure to keep clear potions nearby to make up for lack of detects.
Focus on improving HEALTH and DAMROLL,
thieves don't need hitroll for backstabs and weapon type skills, but also lack the health of a fighter - with
no way to cure.
Carry daggers, maces, and exotic weapons, to switch for
weapon type advantage.