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Thief

Original Thief promotional illustration
Original promotional illustration. Item cards below show the published equipment artwork.

Published 1.0.0 · By JarlBrak

A Speed-based paired-dagger specialist with tactical openings, bows, seven equipment tiers, and three artifact weapons.

Requirements & availability

Framework >=1.0.4 <2.0.0. Published platforms: windows, macos, linux. Dependencies: none.

  • Requires FTK Mod Framework 1.0.4 or later within 1.x.
  • Published for Windows, macOS and Linux on the listed game build. Gameplay verified on macOS only; Windows and Linux gameplay remain unverified.
  • Single-player release. Multiplayer, save/resume, and hot-reload lifecycle remain unverified.
  • Balance, higher-tier and female outfit fit, and final mouse usability remain under review.
Exact download identity

Package ftkmf.thief · 3.4 MiB

SHA-256: adadb168f38466837b8ef573385159981de8435724dd3a95137b64063c57c82e

Support & feedback

Thief is a fast specialist with Speed-based paired daggers and Awareness-based bows. Sneak Attack rewards openings and preparation; Slip Away spends a turn and reports when it has been used. Version 1.0.0 tunes the ordinary Sneak Attack bonus to 20%.

Thief 1.0.0 includes 45 equipment pieces across seven tiers, including Skeleton Key, Candle’s End, and Unlost Road. Balance, higher-tier and female outfit fit, and final mouse usability remain under review.

The library banner is a promotional illustration, not a gameplay capture. Start a new single-player adventure for testing, and keep its exact mod set if you intend to return to the save. Save/resume and hot-reload lifecycle are not yet verified for this package.

Sneak Attack rewards a perfect basic Strike or Shoot with a precision weapon. Against an Open enemy, or while Prepared, it adds 20% of current maximum weapon damage before native modifiers and armor. An enemy is Open before its first scheduled turn, or after a different ally damages it directly and before its next turn. Your own damage does not create your own opening. The qualifying attempt spends your once-per-turn opportunity, even with partial rolls; partial results get ordinary damage.

Prepared lets your next eligible basic attack treat any target as Open. It is consumed on the attempt, never stacks, and expires at the end of your next turn, on weapon change, incapacity, or leaving combat.

Twin Feint is the paired-dagger safety net: a basic Strike with exactly one failed check that deals HP damage grants Prepared, once per own turn. Two blades are one damage event. Bows do not receive this passive.

Slip Away spends your full turn, once per combat, to grant Prepared and halve the next damaging direct enemy attack before your next turn. It costs no Focus and requires no roll. It does not stop damage over time or attached conditions, and its reduction does not multiply with Paladin Guard.

The class also starts with Sneak, Ambush, and Trap Disarm skills.

Street Twins use Speed checks. Bows use Awareness. You begin with Street Twins, Patched Jack, Street Neckerchief, Softstep Shoes, and Lockpicks; the bow and charm are equipment options to find later.

Strength
54
Vitality
50
Intelligence
46
Awareness
72
Talent
74
Speed
78
Focus
3
Starting gold
3

Feint and Draw Out trade damage for preparation: a hit that causes HP loss grants Prepared to a Thief. Pierce and Thread the Needle trade damage for armor penetration on perfect rolls. Each weapon has its basic attack and one special action. Special actions cannot Sneak Attack. The weapon cards below show exact damage coefficients and conditions.

An opening worth taking. If your current weapon damage is 20 and you land a perfect basic attack on an Open target, the damage basis becomes 24 before criticals, armor, and other native modifiers. A partial result does not get that bonus. This is an arithmetic example, not a captured combat result.

Prepare a different target. A damaging Feint can prepare your next turn even if the next enemy is not Open. Slip Away can prepare without harming anyone, useful for Candle’s End, which requires a full-health target. Neither choice supplies an extra attack.

Street and Burglar lead into Guild and Masterwork equipment. Locksmith favors preparation, Nightblade favors sustained damage, and Wayfarer offers stronger penetration. Three artifacts add Focus recovery, an opening burst, or temporary Evasion. Their key effects are listed on the cards.

All 45 pieces from published 1.0.0. Original package artwork and studio renders; weapon damage is the published base value.

45 items

Regular equipment can appear in drops, town markets, Night Markets, and dungeon merchants according to its listed loot band. Artifacts exclude town markets. A loot band is eligibility, not a guaranteed spawn or an equip requirement. No Lore Store unlock is declared.