v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Thief"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m
(cleanup)
Line 3: Line 3:
 
There are two types of intelligent thieves: '''[[kobold]] pilferers''' and '''[[goblin]] baby-snatchers''':
 
There are two types of intelligent thieves: '''[[kobold]] pilferers''' and '''[[goblin]] baby-snatchers''':
  
<!--  INCLUDE (accurate) TEXT OF WARNINGS - "SKULKING FILTH" and "PROTECT THE CHILDREN" or whatever -->
+
:'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your [[trap]]s, only triggering them if they are injured during their escape attempt and happen to fall unconscious. Armed with only a copper dagger, they offer little threat to anyone - an untrained dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any [[combat]] situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too.   
:'''Kobold thieves''' can start appearing quite early (first year) and are generally immune to any traps; they only trigger traps if they are injured during their escape attempt and happen to fall unconscious. Armed with only a copper dagger they offer little threat to anyone, and an untrained dwarf or dog should be able to take them down - but extreme bad luck is always a possibility in any [[combat]] situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too.   
 
  
 
:The announcement for a kobold thief is...
 
:The announcement for a kobold thief is...
::{{Gametext|Thief!  Protect the hoard from skulking filth!<!--
+
::{{Gametext|Thief!  Protect the hoard from skulking filth!|#f00}}
-->|#f00}}
+
:...and the game will zoom to a section of your fortress with a small grey "'''k'''" visible - that's your intruder.
:...and the game will switch to a view including a small grey "'''k'''" - that's your intruder.
 
  
  
Line 15: Line 13:
  
 
:The announcement for a goblin child-snatcher is...
 
:The announcement for a goblin child-snatcher is...
::{{Gametext|Snatcher!  Protect the children!<!--
+
::{{Gametext|Snatcher!  Protect the children!|#f00}}
-->|#f00}}
+
:...and the game will zoom to a section of your fortress with a small grey "'''g'''" (or possibly a flashing '''[[cage|‼]]''') - if you use {{k|v}} or {{k|u}}, these will be listed as "goblin ''thief''" but they're cut from the same stuff and should be terminated with equally extreme prejudice.
:...and the game will switch to a view including a small grey "'''g'''" - if you use {{k|v}} or {{k|u}} these will be listed as "goblin ''thief''" - but they're cut from the same stuff, and should be terminated with equally extreme prejudice.
 
  
Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a [[trigger]] - and closed - will.  They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with [[restraint|guard animals]] is a safe countermeasure though. A successful theft of item or child will be announced once the thief leaves the map.
+
Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a [[trigger]] (and are closed) will.  They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with [[restraint|guard animals]] is a safe countermeasure, though. A successful theft of item or child will be announced once the thief leaves the map.
  
  

Revision as of 03:15, 28 September 2009

In Fortress mode, a thief is a disgusting dishonorable creature that can skulk around the map unseen until it moves adjacent to a dwarf, guard dog or other similar animal, or other helpful creature. When a thief does move adjacent to such, the game pauses with an identifying announcement and moves the game view to include the threat.

There are two types of intelligent thieves: kobold pilferers and goblin baby-snatchers:

Kobold thieves can start appearing quite early (first year) and will sneak right past all of your traps, only triggering them if they are injured during their escape attempt and happen to fall unconscious. Armed with only a copper dagger, they offer little threat to anyone - an untrained dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any combat situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too.
The announcement for a kobold thief is...
Thief! Protect the hoard from skulking filth!
...and the game will zoom to a section of your fortress with a small grey "k" visible - that's your intruder.


Goblin snatchers happily run into any kind of trap. Armed with an iron dagger they should be approached with a little bit more caution, but any average soldier should take them down unharmed. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose. (Needless to say, this creates a very bad thought in the parents of the lost child.)
The announcement for a goblin child-snatcher is...
Snatcher! Protect the children!
...and the game will zoom to a section of your fortress with a small grey "g" (or possibly a flashing ) - if you use v or u, these will be listed as "goblin thief" but they're cut from the same stuff and should be terminated with equally extreme prejudice.

Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a trigger (and are closed) will. They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with guard animals is a safe countermeasure, though. A successful theft of item or child will be announced once the thief leaves the map.


Certain "playful" creatures will also try to steal items from your hoard, if left open to more general traffic. These include raccoons, which tend to be solitary, and groups of rhesus macaques and mandrills (which aren't just playful, but downright dangerous). In addition, bears and gnomes will try to steal your booze if they can get at it. None of these animals has any special ability to avoid standard traps or bypass locked doors.