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==Strategy== | ==Strategy== | ||
The thief has equal potential at becoming a melee or ranged combatant, or ideally, a mixture of both. As melee fighters they're | The thief has equal potential at becoming a melee or ranged combatant, or ideally, a mixture of both. As melee fighters they're capable with most weapons, leaning towards short swords thanks to a powerful dexterity growth. Starting with dual wield as a skill also makes them the only class capable of wielding two weapons from the beginning. As ranged fighters, they start with crossbows trained, but can branch out into bows or guns, and have the melee power to fend off enemies while reloading. | ||
Pickpocketing is considerably better compared to Elona, and can help a thief's early game. Since the player needs to be seen by an NPC in order to run the risk of being caught, stealing from containers in towns is now much more lucrative early-game. Chests contain platinum, recipes, small medals and other treasures; cupboards and containers can contain simple equipment that can be useful for the early-game thief. Eventually, it's possible to outright steal equipment off enemies, but said enemy needs to be disabled first as any damage received will interrupt the stealing process. | Pickpocketing is considerably better compared to Elona, and can help a thief's early game. Since the player needs to be seen by an NPC in order to run the risk of being caught, stealing from containers in towns is now much more lucrative early-game. Chests contain platinum, recipes, small medals and other treasures; cupboards and containers can contain simple equipment that can be useful for the early-game thief. Eventually, it's possible to outright steal equipment off enemies, but said enemy needs to be disabled first as any damage received will interrupt the stealing process. | ||
It's not impossible for a thief to learn to cast a spell or two thanks to surmountable cast chance penalties from equipment, but potions, rods and scrolls tend to be favoured solutions. Spells can help deal with evasive enemies which dodge a thief's blows. | It's not impossible for a thief to learn to cast a spell or two thanks to surmountable cast chance penalties from equipment, but potions, rods and scrolls tend to be favoured solutions. Spells can help deal with evasive enemies which dodge a thief's blows. | ||
A thief's dungeoneering skills can be helpful early-game. Disarm trap eventually falls off as players gain more means of dealing with traps like flying, but lockpicking remains relevant in order to not have to surrender 10-20% of every locked chest's contents to an informer for opening. | |||
==Suggested Races== | ==Suggested Races== | ||
* | *Yerles | ||
*Hillfolk | |||
*Juere | |||
==Suggested Gods== | ==Suggested Gods== | ||
* | *Mani boosts guns and further strengthens a thief's dungeon-delving skills. | ||
*Lulwy boosts bows, crossbows and evasion, and speed is always useful. | |||
*Opatos can be helpful to thieves who intend to fight hand-to-hand. | |||
==Starting Equipment== | ==Starting Equipment== |
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