v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Thief
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until it moves adjacent to a [[dwarf]], guard [[dog]] or other similar [[animal]], or other helpful creature. When a thief does move adjacent to such, the game pauses with an identifying [[announcement]] and moves the game view to include the threat. | In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until it moves adjacent to a [[dwarf]], guard [[dog]] or other similar [[animal]], or other helpful creature. When a thief does move adjacent to such, the game pauses with an identifying [[announcement]] and moves the game view to include the threat. | ||
There are two types of intelligent thieves: '''[[kobold]] pilferers''' and '''[[goblin]] baby-snatchers''': | There are two types of intelligent thieves: '''[[kobold]] pilferers''' and '''[[goblin]] baby-snatchers''': | ||
− | :'''Kobold thieves''' can start appearing quite early (first year) and | + | <!-- INCLUDE (accurate) TEXT OF WARNINGS - "SKULKING FILTH" and "PROTECT THE CHILDREN" or whatever --> |
+ | :'''Kobold thieves''' can start appearing quite early (first year) and are generally immune to any traps; they only trigger traps if they are injured during their escape attempt and happen to fall unconscious. Armed with only a copper dagger they offer little threat to anyone, and an untrained dwarf or dog should be able to take them down - but extreme bad luck is always a possibility in any [[combat]] situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too. | ||
:The announcement for a kobold thief is... | :The announcement for a kobold thief is... | ||
− | ::{{Gametext|Thief! Protect the hoard from skulking filth!| | + | ::{{Gametext|Thief! Protect the hoard from skulking filth!<!-- |
− | :...and the game will | + | -->|#f00}} |
+ | :...and the game will switch to a view including a small grey "'''k'''" - that's your intruder. | ||
− | :'''Goblin snatchers''' happily run into any kind of trap. Armed with an iron dagger they should be approached with a little bit more caution, but any average soldier should take them down unharmed. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose. (Needless to say, this creates a very [[thought|bad thought]] in the parents of the lost child.) | + | |
+ | :'''Goblin snatchers''' happily run into any kind of trap. Armed with an iron dagger they should be approached with a little bit more caution, but any average soldier should take them down unharmed. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose. (Needless to say, this creates a very [[thought|bad thought]] in the parents of the lost child.) | ||
:The announcement for a goblin child-snatcher is... | :The announcement for a goblin child-snatcher is... | ||
− | ::{{Gametext|Snatcher! Protect the children!| | + | ::{{Gametext|Snatcher! Protect the children!<!-- |
− | :...and the game will | + | -->|#f00}} |
− | + | :...and the game will switch to a view including a small grey "'''g'''" - if you use {{k|v}} or {{k|u}} these will be listed as "goblin ''thief''" - but they're cut from the same stuff, and should be terminated with equally extreme prejudice. | |
− | |||
− | Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a [[trigger]] | + | Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a [[trigger]] - and closed - will. They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with [[restraint|guard animals]] is a safe countermeasure though. A successful theft of item or child will be announced once the thief leaves the map. |
− | |||
Certain "playful" [[creatures]] will also try to steal items from your hoard, if left open to more general traffic. These include [[raccoon]]s, which tend to be solitary, and groups of [[rhesus macaque]]s and [[mandrill]]s (which aren't just playful, but downright dangerous). In addition, [[black bear|bear]]s and [[gnome]]s will try to steal your [[alcohol|booze]] if they can get at it. None of these animals has any special ability to avoid standard traps or bypass locked doors. | Certain "playful" [[creatures]] will also try to steal items from your hoard, if left open to more general traffic. These include [[raccoon]]s, which tend to be solitary, and groups of [[rhesus macaque]]s and [[mandrill]]s (which aren't just playful, but downright dangerous). In addition, [[black bear|bear]]s and [[gnome]]s will try to steal your [[alcohol|booze]] if they can get at it. None of these animals has any special ability to avoid standard traps or bypass locked doors. | ||
− | + | [[Category:Fortress mode]] | |
− | + | [[Category:Professions]] |