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The thief is a special creature which has the stealth and backstab ability. They have an extremely fast overworld map speed, and high carrying capacity. Their stealth ability can be revealed by other thieves and dark elves when attacking other dungeons and by rangers or rogues when attacking elf encampments.

Stats gained per levelEditar

  • 80 Health
  • 4 Damage
  • 25 Carry

Spawn InfoEditar

This is the chance of the creature spawning in a room when defending against an attack. The values are relative to each other.

Raiding Editar

Thieves will attack creatures if sent alone or in a group and will use their special ability for extra damage. They also target ranged and support units over melee making them more useful in a group, as they those units generally have low health points and can turn the raid against you.


Spying Editar

Thieves can perform a special spy attack on another players dungeon. They will avoid attacking creatures or raiding resources and will aim for the vault and return to the exist. They will attempt to disarm all traps blocking their way, the higher the thieves level the more likely they will disarm high level traps. If detected they will try to run out of the dungeon and avoid combat.

If the spy mission is successful you are provided with the layout of that dungeon, and the other player will be unaware that you have spied on them. The "defending" player has no knowledge that a spy has been sent to their dungeon at anytime, unless the mission fails by the thief being detected inside their dungeon.


Stealth detection Editar

Quote from ProfessorOwl : "The higher the level of thief, the harder he is to detect. A level comparision is made against any creature that has a chance to detect him. If the thief is much higher level, the chances of detection go down. The same holds true with disarming traps.

Creatures or heroes capable of Stealth Detection have a 2% chance of detecting a stealthed thief, regardless of level. However, creatures without Stealth Detection are unable to detect stealthed thieves (unless stealth is broken by an alarm trap).

Leveling Editar

To level past 10 you will need to place a Dark Nook in your Tavern

Stage Health Attack Defense Damage Speed Healing Rate Carry Pillage Range Traveling Per Square Upkeep Training Cost
Initial 400 100 40 20 1 600 125 0 1 0:06:00 9 Gold,
6 Food
400 Gold, 1 Reinforced Leather, 100 Iron, 100 Food
At Level 10 1120 100 40 56 10 600 350 0 close combat 0:06:00 27 Gold, 18 Food 600 Gold, 2 Reinforced Leather, 150 Iron, 125 Food
At Level 20 1920 100 40 96 10 600 600 0 close combat 0:06:00 45 Gold, 30 Food 800 Gold, 3 Reinforced Leather, 200 Iron, 150 Food
At Level 30 2720 100 40 136 10 600 850 0 close combat 0:06:00 63 Gold, 42 Food 1000 Gold, 4 Reinforced Leather, 300 Iron, 175 Food, 100 Primordial Water
At Level 40 3520 100 40 176 10 600 1100 0 close combat 0:06:00 81 Gold, 54 Food 1200 Gold, 6 Reinforced Leather, 400 Iron, 200 Primordial Water, 200 Food
At Level 50 4320 100 40 216 10 600 1350 0 close combat 0:06:00 99 Gold, 66 Food 1500 Gold, 8 Reinforced Leather, 1 True Silver Ingot, 300 Primordial Water, 250 Food
At Level 60 5120 100 40 256 10 600 1600 0 close combat 0:06:00 117 Gold, 78 Food 1500 Gold, 8 Reinforced Leather, 1 True Silver Ingot, 300 Primordial Water, 250 Food
At Level 70 5920 100 40 296 10 600 1850 0 close combat 0:06:00 135 Gold, 90 Food 1500 Gold, 8 Reinforced Leather, 1 True Silver Ingot, 300 Primordial Water, 250 Food
At Level 80 6720 100 40 336 10 600 2100 0 close combat 0:06:00 153 Gold, 102 Food 1800 Gold, 10 Reinforced Leather, 2 True Silver Ingot, 400 Primordial Water, 300 Food
At Level 90 7520 100 40 376 10 600 2350 0 close combat 0:06:00 171 Gold, 114 Food 1800 Gold, 10 Reinforced Leather, 2 True Silver Ingot, 400 Primordial Water, 300 Food
At Level 100 8320 100 40 416 10 600 2600 0 close combat 0:06:00 189 Gold, 126 Food 2300 Gold, 12 Reinforced Leather, 3 True Silver Ingot, 500 Primordial Water, 50 Quicksilver, 300 Food
At Level 150 12320 100 40 616 10 600 3850 0 close combat 0:06:00 2800 Gold, 15 Reinforced Leather, 4 True Silver Ingot, 600 Primordial Water, 100 Quicksilver, 400 Food
At Level 200 16320 100 40 816 10 600 5100 0 close combat 0:06:00 3300 Gold, 18 Reinforced Leather, 6 True Silver Ingot, 800 Primordial Water, 150 Quicksilver, 2 Whirling Gizmos, 450 Food

Damage Type and Resistances Editar

Damage Type: Poison

Physical Magical Fire Cold Electrical Poison Disease

0

0

25%

0

0

50%

0

ReferencesEditar

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