Thieves' Attributes

Each time a player advances levels, some of their attributes will automatically raise, these are listed in the chart below.  Other ways to raise these are through magical equipment, spells, or rigorous training. The 'd' means die roll, a 5d10 would be 5-50. Saving Throws are on a 1-99 percent scale, with the first number being the base stat, or what your class starts at level 1 with.  The second number is the points per level that saving throw raises.  Remember to include constitutionbonuses when calculating your attributes. Refer to the Races' Attribute Chart to view your starting attributes based on race. Click on the name of the attribute to view more information on them. View your class's attributes compared to other classes.

Thieves will tend to be better off in their attributes then other classes.  They gain a good amount of health and movement, and have a slightly better THACO then average. However, since they do not learn spells, they gain no mana and their saving throws versus magical attacks are not as strong as their spellcasting counterparts, although not as low as the fighter classes.
 

 Health
 Mana
Mana Bonus
 Movement
 THACO
 Save vs. Paralysis
 Save vs. Fire
 Save vs. Poison
 Save vs. Breath Weapon
 Save vs. Spells
7d13
0
--
1d3
3
5 (+1)
5 (+1)
5 (+1)
5 (+1)
5 (+1)

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