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Editing v0.34:Thief

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{{quality|Exceptional|00:32, 26 January 2011 (UTC)}}{{av}}
 
{{quality|Exceptional|00:32, 26 January 2011 (UTC)}}{{av}}
  
In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until detected. When a thief is detected, the game pauses with an  identifying [[announcement]] and moves the game view to include the threat (This can be modified in init/announcements.txt).  
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In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until detected. When a thief is detected, the game pauses with an  identifying [[announcement]] and moves the game view to include the threat (This can be modifed in init/announcements.txt).  
  
 
''(A full [[military]] response is both complex and slow.  If you are new to version 0.34, and simply want to send your nearest dwarves after a thief, see [[Attack]].)
 
''(A full [[military]] response is both complex and slow.  If you are new to version 0.34, and simply want to send your nearest dwarves after a thief, see [[Attack]].)
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:Unlike kobolds, '''Goblin snatchers''' happily run into any kind of trap. They aren't after your trade goods; they're after your [[child]]ren. They are detected the same way kobolds are, plus cage traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed.  A normal thief will carry a large copper dagger, but a master thief is known to carry an iron one.  If the dwarf who discovers (moves next to) the thief is a military personnel, the thief will usually attack the dwarf once before trying to escape.  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. The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him.  Left in this condition for too long, the child may go insane or die from hunger or thirst.
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:Unlike kobolds, '''Goblin snatchers''' happily run into any kind of trap. They aren't after your trade goods; they're after your [[child]]ren. They are detected the same way kobolds are, plus cage traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed.  A normal thief will carry a large copper dagger, but a master thief is known to carry an iron one.  If the dwarf who discovers (moves next to) the thief is a military personnel, the thief will usually attack the dwarf once before trying to escape.  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{{verify}}). The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him.  Left in this condition for too long, the child may go insane or die from hunger or thirst.
  
 
:The announcement for a goblin child-snatcher is...
 
:The announcement for a goblin child-snatcher is...
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Spotting the thief is half the battle, but catching and killing them is not always easy. A thief can typically outrun an [[armor]]ed recruit, but a highly trained military dwarf will often be able to catch up.  (Thieves can't outrun crossbow bolts, either.)
 
Spotting the thief is half the battle, but catching and killing them is not always easy. A thief can typically outrun an [[armor]]ed recruit, but a highly trained military dwarf will often be able to catch up.  (Thieves can't outrun crossbow bolts, either.)
  
Certain [[Steals items|"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, groups of [[kea]]s (which are harmless but annoying), [[rhesus macaque]]s and [[mandrill]]s (which aren't just playful, but downright dangerous) and finally the most threatening animal thief, the dreaded [[giant kea]].  In addition, [[Steals food|hungry]] and [[Steals drink|thirsty]] critters will try to steal your [[food]] and [[alcohol|booze]] respectively, if they can get to it.  None of these animals has any special ability to avoid standard traps or bypass locked doors.
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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.
  
 
A thief announcement can appear while mass-designating dumping or forbidding. (Seen in .31.12.)
 
A thief announcement can appear while mass-designating dumping or forbidding. (Seen in .31.12.)
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Beware that if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] [[entity token]]) become bold enough to send their military to ambush your dwarves. Thus, it is important to neutralize any thieves early.
 
Beware that if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] [[entity token]]) become bold enough to send their military to ambush your dwarves. Thus, it is important to neutralize any thieves early.
 
[[File:Kobold_Battle.png|thumb|left|350px]]
 
  
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}

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