Spellthief | ||
Type | Promoted Class | |
---|---|---|
Weapons | Tome | |
Move | 5 | |
Bonus | ||
STR | +2 | |
WIL | +2 | |
CEL | +2 | |
SKI | +2 | |
DEF | -- | |
RES | -- | |
VIT | -- | |
LUC | -- | |
FAI | -- | |
GUI | -- | |
SAN | -- | |
APT | -- | |
Those who are talented with magic are held in high regards among other mages. But those who aren't, instead, learn to steal from them. Such is what a Spellthief is. Rogues who have pushed the concept of 'theft' a step further, and eventually learned that even talent can be stolen if you are cunning enough. This "talent" being magic itself.
Tricky, cunning and always a step ahead of every authority who dare give chase, those well-dressed, spectre-like thieves will always make sure those "talented mages" will never see it coming.
Additional Lore[]
The story of Spellthievery began from simple acts of copying arcane rites and ripping pages straight from Tomes, and slowly evolved into an actual technique, one which only a very little fraction of Rogues have the aptitude to use.
Through that way, they could transfer and engrave the spell directly into other easily accessible objects, such as cards, paper tags, some even daring enough to forcefully carve the spells into their own bodies, in the shape of tattoos.
The least passionate (or kleptomaniac) types of Spellthieves tend to make a living through 'laundering' around their stolen goods, selling those one-use spellcards into the black market for an unfair price.
- Acts of Spellthievery are considered a serious crime in Karaten, and due to the presence of the Mage's Guild all over the world, other cities may consider it as petty thievery due to how mages don't quite 'lose' anything that should be given back, per say, or to simply stay on good terms with their local Mage's Guilds.
- The likely reason Karaten (and perhaps the Church too) sees it this way is due to the possibility of 'spell cards' being able to be given to non-Mages for unrestricted or nefarious uses of Magic, something they normally would not be able to use. As if the leaking of Magic Guns were not enough to contribute to the rise of criminal activity and recklessness.
- Stolen spells do not last forever as they do, and gradually fade as they are used. Using them often will make them fade faster.
- It is possible to make further copies of stolen spells for the really resourceful, though the process is speculated to be extremely taxing, resource-consuming and draining for the Spellthief in question. It is generally easier and less taxing to just steal the spell, than "sew together" a copy of a copy.
Strengths[]
- Spellthieves are the bane of Mages or any other Magic-based opponents, whenever they steal a spell from an enemy, the enemy is disabled of using the stolen spell for the rest of the battle.
- This class alone might be tricky to be used effectively, but it compensates for the overall 'amazing' synergy with all the other classes.
- They can steal the enemy's FP once per round.
- They can steal magic from monsters too.
- They keep their stolen spells! And as of 2.83, unequipping the spells turns them into 'spell card' items that can be used to re-learn the spell. That means while you still can only equip up to 7 spells, you can technically have an unlimited amount of stolen spells.
Drawbacks[]
- They can't hide forever from enemies with AoE skills.
- If they're slower than the opponent, 'Skipping' will ruin their Illusions.
- A good silence can cut their fighting capability in half.
- You might need to farm spells from many enemies before engaging any opponent, as they don't have any offensive magic by themselves.
- They can only at max 7 (6 at max level, 7 when snatch is white souled) stolen spells equipped, so you need to decide which spells are best when.
- They can't shoot magic constantly because, unlike Mages, as all copy spells have a minimum cooldown of 3 rounds. So a perception of when to use spells from when to not might make a big difference in combat.
Unlocking[]
Requires level 20+ Rogue Class.
- Successfully use Steal on an enemy who possesses Spells in their skill pool. (The Rogue's natural skill must be used, item-granted skills do not work).
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