Guild of Thieves

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The Guild of Thieves is rumored to be a loosely-organized crime syndicate, with semi-independent Guild chapters in various cities. Rumor has it that some cities make it a point to do little to suppress these guilds, as they in their own way limit and contain what would otherwise by unrestrained and chaotic crime within the cities they inhabit.

Playstyle

Overall

Thieves will be required to develop skills such as stealth and picking pockets in order to advance in the Guild. Very little combat skill is required, as thieves are not expected to be great fighters. Thieves will make much of their income by stealing, either independently or working on behalf of the Guild and taking a cut of the profits. They enjoy unparalleled stealth abilities within urban areas, and they must use this to their advantage for it is likely they'll often find themselevs on the wrong side of the law and facing open hositilities from those they have robbed.

Combat

Thieves are not warriors. Their strengths in combat are being difficult to hit and employing various methods of disabling and debilitating their foes rather than outright offensive abilities. Thieves should not seek open combat or go toe-to-toe with their foes. Thieves should instead set things up so that the odds are in their favor. Setting traps, employing debilitating poisons and ambushing from hiding to take advantage of chinks in an opponent's armor are keys to a combat victory for a thief. If dragged into open combat, a trained thief will have many options to distract or disrupt their foe so that the thief may return to the shadows and set up their next move in safety.

Promotion Points

Promotion points can be earned in the following ways:

  • Successfully completing tasks from the Guildmaster

Overall Pros

  • Excellent stealth, unparalleled in urban environments
  • Unique bonuses and abilities related to theft
  • High income rate with a bit of luck and stealing skills
  • Difficult to hit in combat due to stealth, traps, and evasive special abilities
  • Ability to craft unique poisons and traps
  • Various methods of disabling foes, including traps, poisons, sapping, garrotes, and more
  • Many useful Guild services

Overall Cons

  • No unique offensive advantages in open combat
  • Often in trouble with the law and other players
  • A bad patch of luck could take one from wealthy to destitute
  • Difficult to maintain lawful reputation in towns and therefore limited access to amenities
  • Trouble with heavy armor due to stealth penalties
  • If Guild reputation isn't maintained in the positive, Guild may sell you out or even hunt you

Abilities

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Guild Services

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