Stealth & rogue skills¶
The full thief and scout kit. Hiding and Stealth keep you invisible, Stealing and Snooping lift things, Detect Hidden flushes out everyone else doing the same, and Poisoning puts real bite behind a backstab.
Summary¶
| Skill | What it does | Useful at | Lyonspyre changes |
|---|---|---|---|
| Hiding | Become invisible (one-time, breaks on most actions) | All rogue/scout builds, 80-100 standard | None |
| Stealth | Walk while hidden (one step per successful check) | Pair with Hiding, 80-100 | None |
| Stealing | Lift items from containers / players' packs | Thieves only, 100 | None - full risk, full reward |
| Snooping | Look inside a player's pack without lifting | Pair with Stealing, 80+ | None |
| Detect Hidden | Reveal hidden players/creatures in a radius | Scouts, archers, anti-thief PvPers | +1 reveal tile per Archery "Eagle Eye" rank (max +5) |
| Poisoning | Apply poison from a vial to a weapon | Fencers/dexxers, 80+ | None |
Hiding¶
A standalone vanish. Pass a skill check - lighting and proximity move the odds - and you drop out of sight. It breaks on:
- Any combat action (swing, cast offensive spell)
- Speech
- Any movement (unless you also have Stealth)
- Being directly Detect-Hidden'd by someone in range
Useful at: 80-100 for any rogue. 50 is enough to vanish in dim light but spotty against alert mobs.
Lyonspyre changes: None.
Stealth¶
Already hidden, Stealth lets you move one tile per skill check. Fail the check and you're revealed. Heavy armor wrecks your odds - wear mage-fit weight or you'll pop visible on the first step.
Heavily-armed enemies in line of sight reveal you passively. They won't auto-detect, but they cap how close you can creep. Slipping past a sleeping monster is mostly reliable; slipping past a player with even middling Detect Hidden gets you found.
Useful at: Match it to Hiding. 100 / 100 is the classic GM thief.
Lyonspyre changes: None.
Stealing¶
Target an item in someone's pack (or on an NPC), pass the check, and it's in your pack. Fail and you're flagged criminal to nearby guards and the victim. Item difficulty scales with weight and the victim's awareness - PvP targets can react, NPCs call the guards down on you.
Useful at: 100 for any thief. The criminal-flag penalties are too steep to dabble in; sub-GM thieves die a lot.
Lyonspyre changes: None. The risk and the reward both stay sharp.
Snooping¶
Peek inside a player's pack without taking anything. Success raises no criminal flag, but a failed check tips the target off ("Someone tried to peek into your pack."). This is the standard prep move - snoop to see what's worth stealing, then steal it.
Useful at: Match to Stealing (100 / 100).
Lyonspyre changes: None.
Detect Hidden¶
Target yourself or the ground and roll a check. Every hidden player and creature in range is revealed. The radius scales:
range = DetectHiddenSkill / 10 // 10 tiles at GM
range += archery_eagle_eye_rank // LYONSPYRE-INJECTED, +1 per rank, max +5
Fail against a given target and you just don't find it - the cast itself doesn't blow up, you simply come up empty.
Useful at: 80+ on scouts, archers, and anti-thief PvPers. Skip it on pure DPS or pure caster builds where you can't spare the slot.
Lyonspyre changes: The Eagle Eye Archery talent extends Detect Hidden range by +1 tile per rank, up to +5. That makes archer-rangers the natural "sweep for thieves" role in a party.
Poisoning¶
Apply a poison potion (lesser → deadly) from a vial to a bladed weapon - knife, dagger, kryss, war fork. Pass the check and the weapon is poisoned; future hits proc poison damage until the charges run out. Fail and the potion is gone for nothing.
Useful at: 80+ for any fencer who wants to poison. Lesser and regular potions go on easily; greater and deadly need GM Poisoning to apply reliably without burning vials.
Lyonspyre changes: None.