Draft:Master thief: Difference between revisions
OmegaAdmin (talk | contribs) 连续整理怪物独立草稿:来源、能力、遗骸与策略,并同步符号索引 |
OmegaAdmin (talk | contribs) 补齐杂物与工具独立稿、总览和陷阱机制,修正火把并连接相关入口 |
||
| (One intermediate revision by the same user not shown) | |||
| Line 13: | Line 13: | ||
|xp=200, when death is in sight | |xp=200, when death is in sight | ||
|generation=[[#Generation|Ordinary and special encounters]] | |generation=[[#Generation|Ordinary and special encounters]] | ||
|items=Thieve's pick; 0–4 extra random items | |items=[[Draft:Thieve's pick|Thieve's pick]]; 0–4 extra random items | ||
|immunities=None innate | |immunities=None innate | ||
|remains=Dead master thief; 50% on normal death | |remains=Dead master thief; 50% on normal death | ||
| Line 27: | Line 27: | ||
== Generation == | == Generation == | ||
Master thieves belong to ordinary random-monster pools. Each starts with a neutral +0 '''thieve's pick''' and zero through four random possessions. It has no damaging melee routine; its zero damage setting excludes it from random arena matches. The polymorph routine also excludes it as a randomly chosen new form.<ref>{{Source|lev.c|280|395}}; {{Source|iinit.h|10}}; {{Source|guild1.c|425|435}}; {{Source|effect3.c|939|952}}.</ref> | Master thieves belong to ordinary random-monster pools. Each starts with a neutral +0 '''[[Draft:Thieve's pick|thieve's pick]]''' and zero through four random possessions. It has no damaging melee routine; its zero damage setting excludes it from random arena matches. The polymorph routine also excludes it as a randomly chosen new form.<ref>{{Source|lev.c|280|395}}; {{Source|iinit.h|10}}; {{Source|guild1.c|425|435}}; {{Source|effect3.c|939|952}}.</ref> | ||
== Theft and escape == | == Theft and escape == | ||
The common [[Draft:Theft#Monster theft|theft rules]] give the full inventory-selection, level and Dexterity checks; [[Draft:Theft#Recovery and protection|recovery]] distinguishes drops, teleportation and disappearance. | |||
Like a [[Draft:Sneak-thief|sneak-thief]], it makes harmless melee contact and has three defensive actions. Its adjacent theft special can operate while peaceful. It selects a nonempty carried-inventory slot; equipped objects and theft immunity prevent a successful theft. A level check also protects the player, guaranteed against the ordinary master thief at player level 32 or higher.<ref>{{Source|minit.h|205}}; {{Source|mmelee.c|59|83}}; {{Source|effect1.c|554|567}}; {{Source|mspec.c|638|673}}.</ref> | Like a [[Draft:Sneak-thief|sneak-thief]], it makes harmless melee contact and has three defensive actions. Its adjacent theft special can operate while peaceful. It selects a nonempty carried-inventory slot; equipped objects and theft immunity prevent a successful theft. A level check also protects the player, guaranteed against the ordinary master thief at player level 32 or higher.<ref>{{Source|minit.h|205}}; {{Source|mmelee.c|59|83}}; {{Source|effect1.c|554|567}}; {{Source|mspec.c|638|673}}.</ref> | ||
| Line 37: | Line 39: | ||
== Payment and recognition == | == Payment and recognition == | ||
Payment uses the ordinary [[Draft:Feeding and gifts#Acceptance and value|greedy-recipient response]]. | |||
A still-greedy master thief accepts '''600 Au in one payment''', or one non-cursed item of at least that intrinsic value, to become peaceful and stop being greedy. Smaller gifts are kept without adding toward the threshold; each accepted gift in this response adds one alignment point. Pacification does '''not''' switch off the theft special.<ref>{{Source|command2.c|400|454}}; {{Source|inv.c|38|49}}; {{Source|inv.c|364|429}}; {{Source|aux2.c|522|535}}; {{Source|mspec.c|638|673}}.</ref> | A still-greedy master thief accepts '''600 Au in one payment''', or one non-cursed item of at least that intrinsic value, to become peaceful and stop being greedy. Smaller gifts are kept without adding toward the threshold; each accepted gift in this response adds one alignment point. Pacification does '''not''' switch off the theft special.<ref>{{Source|command2.c|400|454}}; {{Source|inv.c|38|49}}; {{Source|inv.c|364|429}}; {{Source|aux2.c|522|535}}; {{Source|mspec.c|638|673}}.</ref> | ||
Latest revision as of 12:25, 20 September 2026
| @ Master thief | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 harmless contact; 3 defensive actions |
| Special abilities | Steals while adjacent, even if peaceful; guild recognition |
| Base level | 6 |
| HP | 100 |
| Hit | 0 |
| Defense | 20 |
| Action interval | 3 ticks; lower is faster |
| Kill experience | 200, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | Thieve's pick; 0–4 extra random items |
| Immunities | None innate |
| Remains | Dead master thief; 50% on normal death |
| Remains use | Human-corpse food and alignment penalty; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 205[1] |
A master thief is a hostile, greedy character initially displayed as a red @ named human. Its corpse and guild-recognition dialogue reveal the master-thief identity. It is distinct from the variable ordinary humans and from the Shadowlord.[2]
Generation
Master thieves belong to ordinary random-monster pools. Each starts with a neutral +0 thieve's pick and zero through four random possessions. It has no damaging melee routine; its zero damage setting excludes it from random arena matches. The polymorph routine also excludes it as a randomly chosen new form.[3]
Theft and escape
The common theft rules give the full inventory-selection, level and Dexterity checks; recovery distinguishes drops, teleportation and disappearance.
Like a sneak-thief, it makes harmless melee contact and has three defensive actions. Its adjacent theft special can operate while peaceful. It selects a nonempty carried-inventory slot; equipped objects and theft immunity prevent a successful theft. A level check also protects the player, guaranteed against the ordinary master thief at player level 32 or higher.[4]
The grip test is reversed from the usual expectation: it can make you hold on when Dexterity is below the random threshold. High Dexterity is therefore not reliable protection from this routine. If it succeeds, the thief takes the entire selected object or stack, teleports on the same level and changes both its normal and special behavior to retreat. It no longer attempts theft through that replaced special action.[5]
Its stolen items remain recoverable from normal drops or death. The master thief can swim and opens doors while using its initial pursuit movement, making water and ordinary doors poor assumptions for containing it. It has no innate immunity. Sanctuary prevents its special action while you stand there.[6]
Payment and recognition
Payment uses the ordinary greedy-recipient response.
A still-greedy master thief accepts 600 Au in one payment, or one non-cursed item of at least that intrinsic value, to become peaceful and stop being greedy. Smaller gifts are kept without adding toward the threshold; each accepted gift in this response adds one alignment point. Pacification does not switch off the theft special.[7]
A Thieves' Guild member can instead speak to the thief. It identifies itself as a master thief, gives the guild signal and vanishes, without kill experience or ordinary drops. Any already stolen items are not returned by this dialogue.[8]
Remains
Normal death drops carried property and has a 50% chance of leaving a dead master thief. Eating it costs ten alignment points: food becomes 33 if alignment was positive, or increases by eight otherwise, subject to hunger limits. It has no alchemical transformation.[9]
Strategy
Do not assume a red human figure is an ordinary peaceful resident. Protect valuable carried stacks by keeping distance or using guild recognition before a theft; a 600 Au bribe changes attitude without guaranteeing inventory safety. The thief's 100 HP makes recovering property through combat slower than fighting a sneak-thief. After a theft, pursuing it can recover the item, whereas guild dismissal removes that opportunity.
References
- ↑ lev.c in Omega 0.90.4, lines 373–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 8–145; mmelee.c in Omega 0.90.4, lines 227–311; aux2.c in Omega 0.90.4, lines 689–727; time.c in Omega 0.90.4, lines 47–74; item.c in Omega 0.90.4, lines 63–139. Ordinary construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 205; lev.c in Omega 0.90.4, lines 341–347; mtalk.c in Omega 0.90.4, lines 238–253.
- ↑ lev.c in Omega 0.90.4, lines 280–395; iinit.h in Omega 0.90.4, line 10; guild1.c in Omega 0.90.4, lines 425–435; effect3.c in Omega 0.90.4, lines 939–952.
- ↑ minit.h in Omega 0.90.4, line 205; mmelee.c in Omega 0.90.4, lines 59–83; effect1.c in Omega 0.90.4, lines 554–567; mspec.c in Omega 0.90.4, lines 638–673.
- ↑ mspec.c in Omega 0.90.4, lines 638–673; mmove.c in Omega 0.90.4, lines 244–253.
- ↑ mon.c in Omega 0.90.4, lines 97–109; mon.c in Omega 0.90.4, lines 134–203; minit.h in Omega 0.90.4, line 205; util.c in Omega 0.90.4, lines 93–151; mon.c in Omega 0.90.4, lines 402–417.
- ↑ command2.c in Omega 0.90.4, lines 400–454; inv.c in Omega 0.90.4, lines 38–49; inv.c in Omega 0.90.4, lines 364–429; aux2.c in Omega 0.90.4, lines 522–535; mspec.c in Omega 0.90.4, lines 638–673.
- ↑ mtalk.c in Omega 0.90.4, lines 238–253; mmove.c in Omega 0.90.4, lines 228–241.
- ↑ mon.c in Omega 0.90.4, lines 134–203; itemf1.c in Omega 0.90.4, lines 664–688; aux1.c in Omega 0.90.4, lines 716–748; minit.h in Omega 0.90.4, line 205.