Class record
Thief
Utility
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Utility
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Be a rabbitfolk or have Rogue mastered and possess the Decipher Magic ability.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points to spend in Appraise, Athletics, Stealth, Deception, Roguecraft, Perception, Insight, Negotiation, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Fitness or Cunning.
- Level 6Ability 3
- Level 7SoulYou gain +1 Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
Pickpockets and scallywags.
Tactical guidance
Playing Thief
The thief is a class that steals things, whether it's small objects, magic or a grand robbery.
Their infiltrate ability lets them sneak into magically guarded places without raising any suspicion.
With Quick Getaway, you are able to escape from pursuers when you use it after Feint or Disengage. If used after feint, you can effectively more for 5 AP in 1 turn which lets you move faster than the enemy. Even against groups, they will never be able to catch up and attack in the same turn without movement abilities of their own.
Fast Hands can also help with escaping, allowing you to open or close doors without using AP on them. It can also just let you draw a weapon or consumable.
Snatch is a situational ability that makes it impossible for enemies to use consumables against you when you are close to them. If you are able to close in on an enemy before they can draw their weapon, you can even steal that.
Spellsteal is another situational ability that lets you steal a buff from the enemy. It removes the buff from the enemy, so even if you can't use it very well it may still be worth using.

