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Welcome to DR Secrets Revived!

As someone sad that DR Secrets no longer exists and knows certain things don't make it to Elanthipedia, I decided to do something about it. The following information is pasted from the original DR Secrets website archived on Waybackmachine. If any of it is incorrect, please send me an email below. If there's anything you'd like to add to this page, send me that as well and I'll see what I can do. This is basically only about the Thieves Guild for now.



Joining the Guild

Crossing

Note: You may not belong to any other guild when you attempt this, if you are the beggar will not give you the message you need when you ask him about thieves. Also, To ask him about circle requirements ASK BEGGAR ABOUT TRAIN

Additional Note: The beggar does not teach any of those neat abilities listed below except passages. With the Crossing guild being alive again, he may not even teach that.


Guild Locations

GuildPasswordEntrance
Crossing No password.
Amfitro in Viper's Nest will still give one if you ask, but it serves no purpose.
Crossing guild is in the Sand Spit inn, in the area behind the bar (Go Area - Climb Ladder - Go other barrel (marked with a thief sign).
Riverhaven Jack roams the area around the jail in the morning time, ask him about password. If it's not morning you'll have to get locked up to talk to him
  • Location 1 - Outside the pawnshop, search, knock on the door and whisper your password
  • Location 2 - Outside the chicken coop (up in the halfling quarter), search, knock on the door, whisper your password
  • Location 3 - Teahouse (also in the halfling quarter), look at the teahouse door and you will see a footpath. Go footpath, search, knock grate, whisper your password.
  • Location 4 - Go down the blind alley (find the gate on Blackmoon Road) and head all the way south, then go recess to be in the corner slip. Search, knock door, whisper your password.
  • Location 5 - Outside the Artificer
  • Location 6 - Outside the Armor Shop
Shard Ask pawnshop owner about thief guild (if you need the password, ask aelik about password). He'll give you a mission to find and bring back to him a shiny apple, an etrana flower or a basket.
  • Apple: stealable from the halfling's apple cart
  • Etrana Flower: stealable from the window sill of the building south of gem store
  • Basket: stealable 3 west from the east gate

Take your item back to the pawnshop owner and he'll give you the password.

Go well that is one west of East gate, climb ladder, w out w se go gap then knock door and your in.
Shard Keyblank shop No password Ask music shop owner about thieves, then offer to buy something for more than you have and you'll get thrown into the shop.
Ratha No password required In the exotic shop with guild rings on the third tier, Ask shop owner about cellar
Ain Ghazal No password required There is a hidden trap door in the chateau (go gate, w, go path, go door, look for the trap door with familiar markings)

Bonuses

Bonuses play a huge role in many thiefly tasks. From disarming, lockpicking, lockpick carving, stealing and hiding. A thief bonus is tallied from your wanted level, length of time since you committed a crime (or landed in jail), your dedication to the guild (deposits into the charity box), and most importantly the amount of time you have been in or out of town.

Town areas are considered any location inside a town wall or perimeter. Excluding Undershard, Crossing Tunnels and in-town Ranger guilds.

Each providence can have a different bonus level. However, to obtain the highest thief bonus you must not be wanted in any providence or caught committing a crime for at least 5 in game days. (1 1/4 RL days)

To check your guild reputation:


Abilities Table

Circle Ability Description Location
2nd circle Ambush Sight Blinds and disorients your target. Requires dirt in your hand. Crossing Guild
3rd circle Signs Talk to other thieves using Sign Language (Folks with high perception will notice you waggling your fingers about, but unless they know what that means, they have no idea (most folk know now a days.)) Haven Guild (Ask either Swan or Crow about magic. (or sign not sure which).
4th circle Passages Secret thief only passages around various towns. Crossing Guild or Blind Beggar in Crossing.
6th circle (disputed, perhaps 6th?) Mark Check to see how hard a target is to steal from and how much money they have, based off your appraisal skill Crossing Guild
8th circle Contacts Pay contacts in town to find people in town for you, or tell them where you are. Crossing Guild
10th circle Titles Impersonate another guild's titles. Can only choose one guild to impersonate. Crossing Guild
10th circle Shop Access to thief shop in Crossing none
12th circle Fix Lockpicks Fix lockpicks, based on your mech skill Crossing Guild
13th Circle Glance <box> Determines what trap, as to avoid fines in town for the room effect traps. - it' based on the boxes

difficulty compared to your disarm, locks, perception skills, as well as how well your bonus is. It becomes much easier to do once the thief knows khri 1 and 2.

 ???
17th circle Sleight of Hand Coin Tricks
Slip <person> COIN <ear/nose/mouth/wound> <easy/hard>
Crossing Guild
20th circle Sleight of Hand Slip <person> <amount> <type>
Lets you give coins to people without them knowing
Crossing Guild
24th Circle(?) Contact Message Sends a brief message to someone using Contacts. Crossing Guild
25th circle Ambush Stun Brawling ambush move that knocks opponent out cold if done correct Ratha Guild
26th circle Sleight of Hand Slip <right/left/item> (into <container>)
Slips a small item into your container without being noticed. Slight RT involved. Extremely useful :) If no container is specified, defaults to Stow's container.
Crossing Guild
30th circle Poison Learn to make poison and pour it on weapons Shard Guild
30th Circle Ambush Screen Blinds nearby enemies and will reveal hidden foes. Can be done from hiding or out. Ratha Guild
32nd circle Sleight of Hand Slip <item> from <container>
Slips a small item from your container without being noticed. Slight RT involved. Extremely useful :) With more strength you can slip bigger items.
Crossing Guild
34th circle Contact Fix Contact fix
Uses Contacts to have an item repaired.
Crossing Guild
34th circle Contact Guild Contact guild
Sends a Contact to find which bolt hole Swan and Crow are presently located
Haven Guild (Swan)
38th circle Sleight of Hand Slip <person> <right/left/item> <pack/hand>
Slips an item into either the target's hand or a container
Crossing Guild
40th circle Sniping Firing a bow from hiding Crossing Guild
40th circle Poison Resistance Learn to purge poisons from your system Shard Guild
41rd circle Ambush Slash Stuns opponent and destroys a leg when done correctly Ratha Guild
46th Circle
50th Circle
54th Circle
58th Circle
62nd Circle
Voice Throw Different directions. THROW VOICE OUT {message}
Objects you see lying around. THROW VOICE {item} {message}
Items in/on/behind/under item on the ground. THROW VOICE {item} in/on/behind/under {item} {message}
Items on critters. THROW VOICE {item} on {critter} {message}
At critters. THROW VOICE {critter} {message}

(these circles are wrong. not sure what it's based on but you can be at least 53rd and have all but the last one.)

The thief types <throw voice learn BARD>; Then the bard types <throw voice teach THIEF> Bards need over 30 charisma to teach this skill.
50th Circle Ambush Clout Knocks opponent out cold without injury. Does not require a weapon. Must have all other ambush abilities and must be 50th. Ain Ghazal Guild
90th Circle Unknown ability ??? ???

Khri

Potency - "Tricks to focus your mind," Varsyth shrugs, "Some claim they're like magic, since nobody but a trained Thief can manage them, but they just don't want to admit we've got the true hold on enlightenment." Varsyth winks. Varsyth pauses, "I can describe or teach you any khri from the Potency tree. Those would be Focus, Sight, Prowess, Calm, Steady, Serenity, and Eliminate."

Name Cost Requirements Guildleader Description Messaging when starting khri Bonuses
Focus 9 Automatic Varsyth clicks his claws against his desk. "There is not much to say about the Focus meditation, <Thief>. It will improve your body and will. It is an aid to almost any situation, but like most things that accomplish multiple ends, it does not excel in any." Varsyth adds, "If you don't already know it, you may learn this one for free. The guild has decided it is best that we teach everyone the basics." With deep breaths, you recall your training and focus your mind into the most universal of meditations, improving your overall performance. +Strength, Reflex, Agility, Discipline
Sight 22 Varsyth smiles before saying, "One of my favorite meditations, <Thief>. With enough concentration it is possible to see in even the darkest environments, as well as enhancing your vision everywhere else." Darkness is no bar to a trained Thief. With careful focus, you adjust your eyes to see in shadow as they do in light. Bonus: Perception, See in the dark
Prowess Varsyth nods and says, "Concentrating on your prowess will allow you to be more of a force to be reckoned with in battle, but understand that it does not help you avoid the enemy's blows, merely strike your own." Remembering the mantra of mind over matter, you let your dedicated focus seep into your muscles, feeling a sense of heightened strength as well a deeper instinctive understanding of your weaponry. Bonus: Melee Combat, Weapon, +Strength
Calm 20 30th circle Varsyth lectures, "A calm mind is the key to victory in many situations. While brawn or speed can get you out of trouble, discipline helps you avoid getting into it in the first place. This meditation also aids against things that would disturb your composure. You must have advanced to the thirtieth circle before I will teach it to you." Placing all of your worries and concerns aside, you mentally wall them off where they no longer bother you. Soon, your inward calm seems unshakeable. Bonus: Mental Defense; +Discipline
Steady 24 Prowess Varsyth says, "The Steady meditation will allow for smoother throws and shots at targets, and will help you solidify your balance should it have degraded. Simple, and effective. You must understand the Prowess khri before you can comprehend this one." Willing your body to meet the heightened functionality of your mind, you feel your motions steady considerably. Bonus: Ranged Combat; Faster Balance Recovery
Serenity 50 Calm, 50th circle Varsyth says, "A powerful but less stable version of the Calm meditation. This specialized ability will protect you from a single attempt at attacking your mind. However, the strain makes it difficult to use often. You must know the Calm khri and have progressed to the fiftieth circle before I will teach it to you." With but a moment's focus, every worry or care becomes trivial, and you surround yourself with unshakable serenity. Mental defense against one attack
Eliminate 95 Prowess, 70th circle Varsyth looks you over appraisingly before saying, "The Eliminate meditation is not for the faint of heart. This specialized ability will put you in a state of perfection with which to strike at your enemy, but such focus comes at the cost of your defensive abilities. This power is very brief, and can not be used often. You must know the Prowess khri and have progressed to the seventieth circle before I will teach it to you." Honing your mind and body to a single purpose, you prepare to execute the perfect strike. Bonus: One Attack, Weapon in Your Right Hand; Penalty: Defenses


Subtlety - Tricks to focus your mind," Crow signs, "Some claim they're like magic, since nobody but a trained Thief can manage them. But our 'magic' will always be with us." Crow pauses, "I can describe or teach you any khri from the Subtlety tree. Those would be Darken, Dampen, Strike, Silence, Shadowstep, Sensing, Subsume, and Vanish.

Name Cost Requirements Guildleader Description Messaging when starting khri Bonuses
Darken 18 Automatic Crow pauses before signing, "This meditation helps you get into the shadows with ease. Or at least better than you were before. It doesn't help you move around any better in them, though." Crow adds, "If you don't already know it, you may learn this one for free. We've decided it is best that we teach everyone the basics." Focusing your mind, you look around yourself to find the subtle differences lurking in the shadows nearby. After several deep breaths, your senses have attuned themselves to finding the best hiding spots. Bonus: Hiding
Dampen 18 Crow signs, "The partner to Darken, this will help you move more silently once you've already gotten to your hiding place. Not much more to say about it." Focusing your mind, you attempt to attune your senses to the paths between shadows. You quickly feel more comfortable with your ability to navigate terrain unseen. Bonus: Stalking
Strike 20 Crow smiles crookedly before signing, "Once you've been in this business for a while, you learn to go for the jugular when you've got the opportunity. This will help you better understand when is the right time and right place to strike." You calm your body and mind, recalling your training on how to seek the vital part of any opponent. Wrapping yourself in this cool composure, your eyes quickly become drawn to exposed weaknesses around you. Bonus: Backstab and Ambushing
Silence 26 Crow nods and signs, "Sometimes you just don't want to be seen. While this won't make it impossible, it'll make it so that others' eyes will just glide right over you if they aren't looking hard. It has the end effect of making you invisible, although you really aren't." Crow adds, "If something disrupts Silence, you'll be able to get it started again with enough time." You allow all thoughts and desires to cease, silencing themselves. As your mind wills itself into nothingness, so too does your presence. Invisibility
Shadowstep 27 Dampen, 50th circle Crow smirks and signs, "A new addition to our arsenal, this will let you move more quickly against your foes, but only while hiding and not too close already. Quite powerful, if employed correctly. You'll need to be fiftieth circle, and know Dampen. Letting your thoughts fall into the depths of the self, you discover inner affinity for the shadows, until you are as one of them. Start at pole range when advancing from hidden
Sensing 17 Dampen Crow signs, "A new twist on an old favorite. Instead of needing to pick where you want to use this ability when you start, simply activate it, and then FOCUS in the direction you'd like to watch. Do this as often as you like until you can't keep your mind on it any more. You can also FOCUS STOP, if you need to. You'll need to know Dampen." [To use this khri, KHRI START SENSING, then FOCUS (direction). Acceptable directions are n, ne, e, se, s, sw, w, nw, out, up, down. You may FOCUS STOP to stop spying.] You calm yourself with a deep breath, your senses heightening to the point where you could easily discern what's happening in a nearby area. Spy in other directions
Subsume 50 Silence, 30th circle Crow signs, "An advanced form of Silence. It doesn't last very long, but it can get you out of sight immediately. If your brain's up to it, it'll reactivate quickly once it drops, but most people can't handle that. For emergencies only. You'll need to be thirtieth circle, and know Silence." Mentally drawing upon the power of the void, you subsume your consciousness into purest nothingness, letting your body fade from view along with it. Instant, no RT invisibility, quick reform
Vanish 115 Subsume, 70th Crow smiles crookedly before signing, "One of my latest inventions. Once you've got down how to make people overlook you, you can even get away from any and all engagements you might be in quick as the blink of an eye. Still doesn't last long, but you can reform the meditation almost immediately if it's broken. You'll need to be seventieth circle, and know Subsume." Tapping into the well of mental power within, you focus on a world without your presence in it. Through determined concentration, you achieve a limited subversion of reality, becoming unseen and removed from danger. Instant, no RT invisibility that clears all your engagements.


Finesse - Ivitha gets a serious look on her face, "Our most powerful tools by far, <Thief>. Never forget or underestimate the power total discipline and control over one's very self gives you." Ivitha pauses, "I can describe or teach you any khri from the Finesse tree. Those are Hasten, Avoidance, Safe, Plunder, Guile, Flight, Liberation, and Elusion."

Name Cost Requirements Guildleader Description Messaging when starting khri Bonuses
Hasten 18 Automatic Ivitha nods and says, "Being agile is a facet of any thief, whether one chooses to do it through the body, or through mind. This meditation, of course, is the latter." Ivitha adds, "You may learn this khri at no cost. I wish all Thieves to be instructed in the basics." Centering your mind, you allow your practiced discipline to spread throughout your body, making thought and motion one. +Agility
Avoidance 20 Ivitha smiles and says, "While combat is often a brutal thing, never forget finesse is everpresent, and always important. With just one elegant movement, you can avoid the strongest warrior's strike. This will help you in making that evasive movement." Taking a deep breath, you focus on making your mind and body one, your mental discipline trained on quickly noticing, analyzing, and evading approaching threats. Bonus: Evasion
Safe 26 Ivitha cleans one of her nails with a slim file before saying, "One thing that irritates people about us is our knack for getting into things they don't want us to. It's often a dangerous job, especially when they try to place traps. But whether traps or locks get in your way, this will help you gain safe entry." With but a quick thought, your hands steady and your mind gears itself to the purpose of getting into what others want you out of. Bonus: Disarming, Lockpicks
Plunder 20 Ivitha says with a smirk, "Thievery isn't always subtle, but it's ever about style. Once you get into the groove, your hands will start to twitch with anticipation about that mark you're going to fleece. Focusing your mind properly will allow you to enter that groove whenever you wish." Your hand twitches slightly in anticipation as you focus your mind towards relieving others of their hard earned possessions. Bonus: Stealing
Guile 9 Ivitha says, "Sometimes things don't go as planned, or both stealth and force are out. In those cases, it can help quite a bit to keep your wits about you, and to remember to say things other people want to hear. While it won't make ladies swoon or men chase, or come up with a plan all on its own, this meditation certainly helps." Focusing your mind on your wiles by clearing it of outside distractions, you quickly feel swift of both thought and tongue. Bonus: Escaping; Charisma, Inteligence
Flight 17 Ivitha sighs before saying, "When all else fails, sometimes it's time to cut your losses and run. There's a way to focus the mind so that every avenue of escape is clearly visible, augmenting the chance you'll be able to get to it. Hopefully it will serve you as well as it has me." Knowing that a dose of paranoia is healthy for any aspiring Thief, your mind fixates on every possible avenue of escape available to you. Bonus: Escaping
Liberation 70 Ivitha smiles and says, "I came up with this khri myself. In times of desperate need, if you keep in mind what it truly means to be a Thief, you can quickly find escape from any webs that bind you, or forces holding you immobile. Don't rely on it too often though, it's meant for emergencies." Your dedicated training lends you grace in both mind and body, allowing you to easily escape binding situations. Instant immoblization escape
Elusion 28 60th Circle Ivitha nods before saying, "I don't like to be in a situation where I need to use this one myself, but I teach it to all of my subordinates as soon as I can. By focusing your will on staying alive at all costs, you can become more gifted at every method of defense. Nothing supplants proper training, however." Purging yourself of all distractions and extraneous thoughts, you allow your mind and body to become one, becoming preternaturally aware of threats around you and the best ways to defend yourself. Bonus: Evasion, Shield, Parry


Combos

Name Cost Khri Needed to Activate Messaging when starting khri Bonuses
Secure 105 Used to activate: safe, sight, hasten Focusing intently, you mentally weave together three mantras, allowing the power contained within to slowly spread out from your core. The combined power of your mental focus seeps further throughout your body, granting you a comforting feeling of security in your dealings with objects others don't want you to get into. Bonus: Disarming, Lockpicking; +Agility, Chance of dodging a blown trap
Speed 165 Used to activate: prowess, flight, elusion, avoidance With intense focus, you take hold of four of the khri mantras you have learned, imbuing yourself with them simultaneously. With the effort of concentration, you feel them fill and bolster you. Your mind focused in all the proper patterns, you feel your body adjust to the new speed, further augmenting your reactions. Bonus: Defense, +Strength
Spar 170 Used to activate: focus, prowess, steady, strike With intense focus, you take hold of four of the khri mantras you have learned, imbuing yourself with them simultaneously. With the effort of concentration, you feel them fill and bolster you. Building further upon the mental foundations you have in place, your will spreads throughout your arms, furthering your accuracy with all weaponry. Bonus: Weapons and Combat; +Strength, Agility, Discipline, Reflex
Skulk 157 Used to activate: darken, dampen, shadowstep, plunder With intense focus, you take hold of four of the khri mantras you have learned, imbuing yourself with them simultaneously. With the effort of concentration, you feel them fill and bolster you. Your mental focus solidifies, and you feel completely attuned to the shadows around you, even your movement difficult to notice. Bonus: Hiding, Stalking; No RT stalking in urban/neutral areas
Prescience 70 Used to activate: sight, calm, sensing Focusing intently, you mentally weave together three mantras, allowing the power contained within to slowly spread out from your core. Your strong focus further enhances your perceptive faculties, granting you additional prescience about your surroundings. Bonus: Perception and escaping; + Discipline; Spot Effect
Cunning 45 Used to activate: focus, alm, guile Focusing intently, you mentally weave together three mantras, allowing the power contained within to slowly spread out from your core. Your dedicated focus further increases your mental acuity, granting you greater cunning. Bonus: Mental Defense; +Strength, Reflex, Agility, Charisma, Discipline, Intelligence,

Thief Passages

Thief Passages

Crossing
To: From:
Town-green northeast - go gap South of Cobbler - go grate
Viper's nest tavern in the cellar - go door, go gap Thieve's guild haven - go space, nw
North a room from locksmith - go ruin The Strand, south of preemie area - go grill
North of old Drelstead prison - go ruin Sand spit inn cellar - go other barrel
Riverbank, under old warehouse where Thief Entrance used to be, along the bank behind a shack. Couple of rooms south of the STR ferry landing from the Crossing. (Be careful to move fast on this one, as part of it is underwater and you can drown.)
Shard
To: From:
West of the east gate - go well
NE of the bank - ?
In the abandoned warehouse which is I believe is on the southern road of shard) - ?
in under shard (not sure where) - ?
one or two rooms e of the north gate - ?
outside the north gate, one room west - ?


Lockpick Carving

It's hard to say exactly when you will be able to carve picks. There are several factors that go into it. Here's some tips to help you.


Poison Making

Speech from Saishla when asking about the ability for a second time

Saishla laughs softly to herself as she motions you over, "Back again, I see. Well, I suppose I may have been a bit too subtle with my instructions before. Try this."

"First off," she continues, "You need to prepare all your ingredients. This includes drying any which may benefit from it in a wayerd pyramid, also crushing any solid ones in a mortar."

"Next, you should make your snake oil out of the muljin sap and oil. This is very straightforward, although I should mention that holy oils are, shall we say, hostile to the process. This step does not require heat."

"Next, you must extract the poison. This is done by soaking one part of your poisonous ingredient in four parts of grain alcohol in a tincture jar, making a tincture."

"The next step is to mix the poisonous tincture with the snake oil. As I mentioned, this requires fairly high heat. You should heat the mixture over one piece of charcoal for about three minutes of constant heat to boil off the alcohol of the tincture. Keep the stove open, watching the charcoal to assure that it is still burning. Keep an eye on the snake oil and poison extract as well; while heating them is necessary to transfer the attributes optimally, too much heat will start to break down both the oil's consistency and the potency of the poison itself."

"The final step is the application. If you have followed the steps properly, then you should be able to apply your oil on any weapons or ammunition, provided that it is not already poisoned or blessed. The poison will lose its potency within a couple of hours after being poured, and one good hit will clean the blade of venom. I hope this clarification helps."

With a smile and a wink she turns away.


This is the speech before poison was changed.

Saishla smiles at you, revealing rows of glittering white teeth. After an uncomfortable moment, she gestures you towards her desk and begins to speak,"Poisons, venoms, toxins surround us, our lord Ushnish has not been ungenerous in his gifts. Yet the use of these gifts, and their proper preparation, this is the trick. Anyone can take some water and some poisonous herbs and boil themselves up some tea, but then of course, they must convince some poor idiot to drink it. No, what I will teach you is the art of making venoms which can be used on blades, bolts and darts. Poisons which do not require that the victim be oblivious. Be warned however, the arts of the assassin are not for the coward or the incautious. Poisons by their very nature are volatile and destructive."

"The first step is to procure some type of natural poison. These are found in many places: as herbs, from venomous animals, the choice is yours. Once you have the material, you must extract the venom from it by steeping it in hot water with a catalyst present. The hotter the water, the more of the venom you can extract. But be warned, too much heat, and the potion may boil over and spill on you or even release toxic fumes."

"Once that is done, and you have extracted the venom in a usable form, then you are ready to prepare the base for your weapon venom. There are many oils which will work, but the most common is a mixture of mineral oil and muljin sap called snake oil by some ancient wit. In truth, any oil will work provided it be thick enough. Then you must heat the ingredients, cautiously as before, until they are past even boiling. Then stir in your catalyst to create your poisonous oil. From, there, you simply pour the oil carefully on the blade, and the weapon is ready for use."

With a nod, she quietly turns away from you.

Old speech when asking after initially gaining the ability

Saishla laughs softly to herself as she motions you over, "Back again, I see. Well, I suppose I may have been a bit too subtle with my instructions before. Try this."

"First off," she continues, "You need to prepare all your ingredients. This includes crushing any solid ones in a mortar, and also drying any which might benefit from it in a wayerd pyramid."

"Next, you should make your snake oil out of the sap and oil. This is very straightforward, although I should mention that holy oils are, shall we say, hostile to the process. This step does not require heat."

"The next step is to extract the poison. As I mentioned, this requires fairly high heat. You should heat the water over one piece of charcoal for about 3 minutes of constant heat. Keep the stove open and keep an eye on the charcoal to assure that it is still burning. Then do the same with the snake oil and poison extract, but keep the heat on even longer, 5 minutes or so."

"The final step is the pouring. If you have followed the steps properly, then you should be able to pour your oil on any weapons or ammunition, provided that it is not already poisoned or blessed. The poison will lose its potency within a couple of hours after being poured, and one good hit will clean the blade of venom. I hope this clarification helps."

With a smile and a wink she turns away.


Ambush

Here is a list of the current ambushes that I have (it's probably not all of them)


You must be hidden or invisible and engaged to a target in combat to perform an ambush. Ambush is a stealth contest based on attacker's hiding skill vs. defender's perception skill. Ambush will add a hit bonus to your attack based on the success of the stealth contest.

Note: It is no longer necessary to use the ambush verb for most common attacks. Simply initiate the attack as you normally would and the combat system will automatically setup the ambush attempt.

Syntax: AMBUSH - Ambush your current target defaulting to the 'ATTACK' verb.

Guild Options:

AMBUSH SIGHT: Done from hiding, you can toss dirt in your opponents eyes and blind them. This helps with stealthy attacks. AMBUSH STUN: Done from hiding, will attempt to give the opponent a nasty crack on the head that has the potential to knock them completely unconscious. Requires special equipment or a blunt instrument.
AMBUSH SLASH: Done from hiding, will attempt to cut the back of the opponent's ankles in order to drop them to the ground in pain. Requires a sharp instrument and possibly a great deal of strength.
AMBUSH SIGHT (Crossing): Does not need to be done in hiding, blinds and disorients your target, assuming you hit. If you're stealthy, you will vanish after the strike.
AMBUSH SCREEN (Ratha): A technique to surround oneself with dirt, blinding and disorienting nearby foes, as well as revealing any who may be trying to lurk near you. If you're stealthy, you will vanish after the attack. Can be done in and out of hiding.
AMBUSH CLOUT (Ain Ghazal): Knocks your opponent out. Will not give messaging about who you are if you pass the skill check. Must have both Ambush Slash and Ambush Stun to get this ability.


Training Thief Skills

These are general ideas of how to train skills to level more quickly.

Stealing

You should not consider stealing from shops until you have at least 30-40 ranks in stealing and some ranks in agility.

Lets first consider stealing in DR to stealing in real life...


Crossing Example

How to push the envelope a little higher

I would also like to mention how to train Hiding and Stalking at the same time.
Stealing an item resets the hiding and stalking timer. So it is very important to hide at least once/twice and sneak once/twice to gain the maximum EXP. Stalking is very impressive as you move past 150. You start getting decreased round times from 3 to 2 to 1 seconds. Eventually you can eliminate the RT all together within town. Once you past 250-300 or so in stealing your getting pretty good. You should consider stealing even after the shop owner catches you. This may be life or death for you, but stealing while in the open after you caught is the greatest way to get to mind lock. I also recommend stealing across multiple cities. Starting in Crossing moving to Leth during the 7 min cool down, then to Shard etc...

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