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CLASS / PLAYSTYLE

Thief

Thieves use Energy for actions and Combo Points for finishers.

Resource · Energy, Combo Points Dexterity · Black
A hooded man in dark leather armor kneels in ordinary boots while working an ornate gate lock.
Original interpretive art · not a canonical character portrait

Specialization paths

These are the paths listed for Thief. Selecting a path does not grant every alternative. Requirements still apply.

Mastermind

gadgets and utility (Intelligence)

Utility and gadget user.

Pickpocket

item and buff theft (Dexterity)

Item and buff thief.

Runner

mobility and objectives (Agility)

Mobility and objective focus.

The class toolkit

Named progression abilities are part of the class pool. Level gates are not extra ability slots. Selected-path, resource, and activation requirements still apply.

LevelAbilityIn practice
2Pickpocket; Second BreathUse a theft opening or recover enough energy to remain in the contest.
4Gouge; Opening GambitDisrupt a target at close range or exploit an unguarded opening.
5Trade of ShadowsDevelop the chosen Mastermind, Pickpocket or Runner technique.
6Vanish; Sweeping CutBreak contact through concealment or attack nearby enemies with a sweeping move.
8Kidney ShotSpend a completed setup on a disabling finisher.
9Shadow DanceFight through a practiced sequence of stealth-linked moves.
10Killing Spree / Perfect HeistChoose an ultimate assault sequence or an ultimate theft operation.

In the story and on the track

Thieves use Energy for actions and Combo Points for finishers. Their kit includes stealth, theft, control effects, and movement. Thieves collect stories about doors left open, buffs left unguarded, and objectives everyone assumed were safe. A Mastermind delights in the preparation, a Pickpocket in the perfectly timed theft, and a Runner in being elsewhere when pursuit begins. Players often become known for one maddening habit that opponents swear they will catch next time. The class rewards attention to what a busy battlefield overlooks, then the nerve to act before anyone notices.

Resource rhythm

Energy pays for actions. Combo Points pay for finishers.

How it fits a build

Class and Spec each occupy one of the four core ability slots. Six stat slots complete the ten-ability layout. Class progression abilities are slot-free and level-gated; selecting a path does not automatically grant every alternative path. Costs, targets, timing, and access requirements still apply.

Keep exploring.

Return to the stories.

The Guide is an optional companion. Follow the fiction at your own pace.