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.
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
Street Twins
COMMON
10Base damage
2 Speed checks
+1 damage per level
Feint: 60% damage.
Thief: damaging hit grants Prepared.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Thief: one missed check + HP hit grants Prepared.
Rooftop Bow
COMMON
10Base damage
4 Awareness checks
+1 damage per level
Draw Out: 60% damage.
Thief: damaging hit grants Prepared.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Patched Jack
COMMON
+1 Armor
0 Resistance
Street Neckerchief
COMMON
0 Armor
0 Resistance
+1 Talent
Softstep Shoes
COMMON
0 Armor
0 Resistance
+1 Speed
Bent Copper
COMMON
+1 Talent
Windowfangs
COMMON
15Base damage
2 Speed checks
+1 damage per level
Pierce: 75% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Thief: one missed check + HP hit grants Prepared.
Alley Recurve
COMMON
14Base damage
4 Awareness checks
+1 damage per level
Thread the Needle: 75% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Burglar's Jack
COMMON
+2 Armor
+1 Resistance
Burglar's Hood
COMMON
+1 Armor
0 Resistance
+1 Talent
Burglar's Boots
COMMON
0 Armor
+1 Resistance
+1 Speed
Brass Pick
COMMON
+2 Talent
Guild Twin Daggers
UNCOMMON
20Base damage
2 Speed checks
+1 damage per level
Pierce: 75% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Thief: one missed check + HP hit grants Prepared.
Guild Shortbow
UNCOMMON
18Base damage
4 Awareness checks
+1 damage per level
Thread the Needle: 75% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Guild Leather
UNCOMMON
+3 Armor
+1 Resistance
Guild Hood
UNCOMMON
+1 Armor
+1 Resistance
+1 Awareness
Guild Treads
UNCOMMON
+1 Armor
+1 Resistance
+1 Speed
Guild Token
UNCOMMON
+2 Awareness
+1 Talent
Velvet Fangs
UNCOMMON
25Base damage
3 Speed checks
+1 damage per level
Pierce: 75% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Thief: one missed check + HP hit grants Prepared.
Gloamwood Bow
UNCOMMON
23Base damage
4 Awareness checks
+1 damage per level
Thread the Needle: 75% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Masterwork Jack
UNCOMMON
+4 Armor
+2 Resistance
+1 Vitality
Masterwork Cowl
UNCOMMON
+2 Armor
+1 Resistance
+2 Talent
Masterwork Treads
UNCOMMON
+1 Armor
+2 Resistance
+2 Speed
Silver Rook
UNCOMMON
+1 Speed
+2 Awareness
Locksmith's Picks
RARE
28Base damage
3 Speed checks
+1 damage per level
Feint: 80% damage.
Thief: damaging hit grants Prepared.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Thief: one missed check + HP hit grants Prepared.
Latchspring
RARE
29Base damage
4 Awareness checks
+1 damage per level
Draw Out: 80% damage.
Thief: damaging hit grants Prepared.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Locksmith's Coat
RARE
+4 Armor
+4 Resistance
+2 Vitality
Locksmith's Hood
RARE
+1 Armor
+3 Resistance
+3 Talent
Locksmith's Steps
RARE
+1 Armor
+2 Resistance
+2 Speed
+1 Talent
Master Keyring
RARE
+3 Talent
+1 Maximum Focus
Nightglass Twins
RARE
30Base damage
3 Speed checks
+1 damage per level
Feint: 60% damage.
Thief: damaging hit grants Prepared.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Thief: one missed check + HP hit grants Prepared.
Blackthorn
RARE
32Base damage
4 Awareness checks
+1 damage per level
Draw Out: 60% damage.
Thief: damaging hit grants Prepared.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Nightblade Jack
RARE
+5 Armor
+2 Resistance
+1 Speed
Nightblade Cowl
RARE
+2 Armor
+1 Resistance
+2 Speed
Nightblade Steps
RARE
+2 Armor
+1 Resistance
+3 Speed
Snuffed Wick
RARE
+2 Speed
+2 Talent
Trailbreakers
RARE
29Base damage
3 Speed checks
+1 damage per level
Pierce: 85% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Thief: one missed check + HP hit grants Prepared.
Farstep
RARE
30Base damage
4 Awareness checks
+1 damage per level
Thread the Needle: 85% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Wayfarer's Coat
RARE
+4 Armor
+3 Resistance
+2 Awareness
Wayfarer's Hood
RARE
+1 Armor
+2 Resistance
+3 Awareness
Wayfarer's Treads
RARE
+1 Armor
+2 Resistance
+2 Speed
+1 Awareness
Trail Compass
RARE
+3 Awareness
+1 Speed
The Skeleton Key
ARTIFACT
27Base damage
3 Speed checks
+1 damage per level
Pierce: 75% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Thief: one missed check + HP hit grants Prepared.
Last Light: +75% replaces Sneak Attack bonus vs full HP.
Once per combat; qualifying attempt spends it.
The Unlost Road
ARTIFACT
29Base damage
4 Awareness checks
+1 damage per level
Thread the Needle: 75% damage.
Perfect result ignores Armor.
Special attacks cannot Sneak Attack.
Thief: +20% perfect basic damage vs Open or while Prepared.
Once per turn; qualifying attempt spends it.
Loose and Leave: damaging Sneak Attack grants +8 Evasion.
Until next turn; cannot stack.
No items match. Try another search, tier, or slot.
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.