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40d Talk:Thief
Thieves unseen by other hostiles
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit. Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood. So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother. --Eddie 01:27, 7 January 2009 (EST)
- Also, theives cannot be dragged via creature caging, so best off to dump the cage and crush it under your garbage disposal.--CrazyMcfobo 23:37, 28 July 2009 (UTC)
- Not sure what you mean by "cannot be dragged" - I regularly move my caged thieves to my arena pit, dump them and watch the (quick) fun. You just have to (re)build the cage immediately next to the pit, so the thief gets dumped before it can escape.--Albedo 07:30, 30 July 2009 (UTC)
- Thats very odd, as I cannot move thieves more than 10 tiles without them escaping.--CrazyMcfobo 07:54, 30 July 2009 (UTC)
- Not sure what you mean by "cannot be dragged" - I regularly move my caged thieves to my arena pit, dump them and watch the (quick) fun. You just have to (re)build the cage immediately next to the pit, so the thief gets dumped before it can escape.--Albedo 07:30, 30 July 2009 (UTC)
Goes through walls?
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --Myroc 12:16, 15 February 2009 (EST)
- The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards... Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --Squirrelloid 15:26, 15 February 2009 (EST)
- I don't know, i've had my fortress sealed up for quite a while. --Myroc 16:01, 15 February 2009 (EST)
- It could be that you had something, no anything lying around outside. These guys steal your fired bolts, right?--Destor 16:52, 15 February 2009 (EST)
- Except there were no socks or sandals lying outside the walls, only bolts. --Myroc 10:11, 16 February 2009 (EST)
- Oh, I didn't see that part. Whoops. Um, in that case I have no idea how this would happen. I'm rather certain they can't go through walls, as they are no different from a normal creature. Go check the raws, and see if it has anything "funny" in for kobolds.--Destor 10:22, 16 February 2009 (EST)
- Except there were no socks or sandals lying outside the walls, only bolts. --Myroc 10:11, 16 February 2009 (EST)
- It could be that you had something, no anything lying around outside. These guys steal your fired bolts, right?--Destor 16:52, 15 February 2009 (EST)
- I don't know, i've had my fortress sealed up for quite a while. --Myroc 16:01, 15 February 2009 (EST)
"Some thieves can bypass traps"
This phrase seems to imply that it's only a rare breed of thieves that bypass traps, but I've got an entire tunnel of 30+ layers of cage traps, and I've watched kobold thieves run in and out with impunity (though they've never made it through the war dog pit for obvious reasons). Would stonefall / weapon traps work better, or are they just completely immune? — Wisq (talk) 03:59, 31 May 2009 (UTC)
- If I remember correctly, Kobold thieves will always walk right through traps regardless of type. I'm not sure if goblins will or not. Theres something in the raws like trap immune or something along those lines, so those creatures will only trigger traps by falling unconscious on them, if then. --Silver 06:17, 31 May 2009 (UTC)
- If this is just an urban rumour, or a legacy of versions long past, it should be expunged. Would take some research/experimentation (or someone who knows how to read the data files, ahem).--Albedo 05:08, 5 June 2009 (UTC)
- Raws have the flag TRAPAVOID for kobolds, gremlins, and other things too dark to mention. In personal experience, a kobold has slipped in through a previously locked door (now "TAKEN BY INTRUDER") and another past a cage and weapon trap, before being confronted. Version 40d. --Jellyfishgreen 11:14, 5 June 2009 (UTC)
- Hm - Weapon traps still seem to work 40d, if i saw that right. Not 100% sure since they stopped coming for now :( Always a bit hard to tell cos you don't get a message, you just find small items in your weapon trap. Also, once spotted they will trigger any traps. Snatchers are caught by cage traps. --Höhlenschreck 00:57, 6 June 2009 (UTC)
Revamp plan
I plan on revamping this page later today or tomorrow. Things I plan on adding/changing:
-Distinguishing snatchers/thieves
-Defense against thieves
-Why thieves come, what they lead to
-Races/types of thieves
-etc.
Anything else you guys can think of? I also want to add some facts, such as artifacts being able to be stolen, etc. unsigned by User:SirPenguin
- Add your sig? ;D Quick bullet points of thieves here: Defense guide#Threats The phrase "Some thieves can bypass traps as well" is annoyingly vague - any expansion/clarification on that? Threat assessment in combat, re those knives? (I believe a wardog or untrained wrestler can usually take them, but also often with some lower level of injury.) Confirm/refute the ability to bypass doors linked to levers? (this may take testing.) Comment on thieves sneaking in w/ caravans when "door is open". I'd say keep side comment on "animal thieves" as is - about right imo. --Albedo 18:11, 4 June 2009 (UTC)
- I'd say the article should go
- -Types of thieves (races, levels, etc., include animals here)
- -Defense against thieves
- -Maybe why thieves come and what they lead to.
- It seems to me that the Distinguishing snatchers/thieves is redundant with the different types of thieves. Also, the Why thieves come and what they lead to could be explained in the introduction, unless there is a great deal more to this then "Thieves come if you have neighboring civilizations of the appropriate race. More wealth will generally lead to more thieves. If a fortress suffers enough successful thefts, the civilization may send ambushes". But anyways, go for it. The article definitely needs a rewrite. --Mikaka 18:54, 4 June 2009 (UTC)
- After thought - use the "What links here" link (in sidebar at bottom-left) to view those comments, and see if anything triggers any additional topics/points that should be addressed.
Master Thief?
I just noticed in my Announcements that, a few months back, my champions didn't kill a Thief but a 'Master' Thief. Would explain the high stats (Strength, Agility, Toughness) he had. Could someone find if there are any -significant- differences between a Thief and Master Thief? I believe he had a Large Iron Dagger instead of the usual Copper one, but I'm not positive from whence that came. Pariah 22:46, 6 July 2009 (UTC)
li'l lever pullers & cage openers?
...But what is not as well known is that Thieves also have a rather annoying tendency to
pull levers they come across, or let animals out of cages...
This assertion was made in the trap design article - can anyone verify/refute it? I've never seen either activity, but that's hardly definitive.--Albedo 18:39, 13 October 2009 (UTC)
- I think Today mentioned in an episode of dwarf talk that a MISCHIEVOUS tag was responsible for the lever pulling behaviour, and gremlins are the only creature with that tag. There is more info on the Gremlins talk page. 38.100.221.250 00:45, 3 November 2009 (UTC)