
Thief / Explorer
PvP · Complete character build
Infiltration and trap utility
How It Plays
Scout while hidden, inspect containers, handle locks and identify or remove traps. Heal yourself with Magery when you get hurt. This is a utility build, not a duelling fighter.
Skill Distribution
These values use exactly 720 points from the shared 720-point skill cap.
| Skill | Target | Why it belongs |
|---|---|---|
| Stealing | 100 | Attempts allowed thefts. |
| Snooping | 80 | Inspects containers before taking risks. |
| Hiding | 80 | Conceals the character and enables Stealth. |
| Stealth | 100 | Moves quietly after hiding. |
| Lockpicking | 120 | Opens harder eligible locks. |
| Detect Hidden | 80 | Finds hidden players and helps locate traps. |
| Remove Trap | 80 | Disarms eligible traps after detection; harder traps are less reliable than at 100. |
| Magery | 80 | Casts Heal and Greater Heal on yourself, plus other useful spells. |
Books & Equipment
Lockpicks, trap tools and a Magery spellbook with reagents. Lockpicking 120 requires its Power Scroll; the reduced Snooping, Hiding, Detect Hidden and Remove Trap values trade some reliability for self-healing.
Important Rules · Caps and Progression
Training above 100 still uses points from the same 720. A matching Power Scroll raises an eligible individual skill ceiling; it grants no trained points and adds no room to the shared total.
Trained Strength, Dexterity and Intelligence share a separate 250-point limit. Requirements for books, abilities and equipment still apply when a listed skill reaches its target.
Native Necromancy is unavailable. Arcanism has its own progression and Arcane Spellbook, and its points count toward 720.