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Stealth & rogue skills

The full thief / scout package: Hiding & Stealth to be invisible, Stealing & Snooping to lift things, Detect Hidden to find other people doing the same, Lockpicking & Remove Trap for chests, and Poisoning to add bite to 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 — vanilla T2A risk/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
Lockpicking Open locked chests (chest difficulty vs skill) Treasure hunters, thieves None
Remove Trap Disarm chest traps before opening Treasure hunters, dungeoneers None — kept on Lyonspyre despite post-T2A introduction

Hiding

Standalone "vanish" — succeed a skill check (modified by lighting + proximity) and you become invisible. 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

While already hidden, lets you move one tile per skill check. Failed check = revealed. Wearing heavy armor crushes the check (mage-fit armor only or you're going to drop visible immediately).

Heavily-armed enemies in line of sight are passive reveal sources — they don't auto-detect, but they cap how far you can stealth from them. PvM stealth past a sleeping monster is mostly reliable; PvP stealth past a player with even mid 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), succeed a skill check, the item is in your pack. Failing the check flags you as criminal to nearby guards and the victim — same vanilla T2A criminal flag rules. Lifted item difficulty scales with weight and the victim's awareness (PvP victims can react; NPC victims call guards).

Useful at: 100 for any thief; the criminal-flag penalties are too steep to dabble. Sub-GM thieves die a lot.

Lyonspyre changes: None. Risk/reward is intact.

Snooping

Look inside a player's pack without taking anything. No criminal flag on success, but if you fail the check, the target is notified ("Someone tried to peek into your pack."). The standard thief-prep skill — snoop to see what's worth stealing, then steal it.

Useful at: Match to Stealing (100 / 100).

Lyonspyre changes: None.

Detect Hidden

Target self / ground in a radius and roll a skill check. Reveals every hidden player and creature in range. The radius scales:

range = DetectHiddenSkill / 10        // 10 tiles at GM
range += archery_eagle_eye_rank       // LYONSPYRE-INJECTED, +1 per rank, max +5

Failed check at a particular target = no reveal, but the cast itself doesn't fail dramatically — you just don't find anything.

Useful at: 80+ on scouts/archers/anti-thief PvPers. Skippable on pure DPS or pure caster builds where you can't afford the slot.

Lyonspyre changes: The Eagle Eye Archery talent extends Detect Hidden range by +1 tile per rank, up to +5. Archer-rangers therefore become the de-facto party "sweep for thieves" role.

Poisoning

Apply a poison potion (lesser → deadly) from a vial to a bladed weapon (knife, dagger, kryss, war fork). Successful skill check = weapon poisoned, future hits proc poison damage on the target until charges are spent. Failed check = potion is consumed for nothing.

Useful at: 80+ for any fencer who wants to poison. Lesser/regular potions are easy; greater/deadly need GM Poisoning to apply reliably without wasting vials.

Lyonspyre changes: None. Vanilla T2A.

Lockpicking

Use a pick from a tinkering kit on a locked chest. Skill check against the chest's lock difficulty. Successful pick opens the chest (you still need to deal with traps separately).

Useful at: 100 for treasure hunters and high-end thieves. 80+ for casual chest-poppers.

Lyonspyre changes: None.

Remove Trap

Disarm a chest trap (poison gas, explosion, etc.) before opening. Required by serious treasure hunters; without it you eat the trap when you Lockpick. Introduced post-T2A but kept on Lyonspyre because treasure maps need it (Stealth and Remove Trap are explicitly retained while Necromancy / Chivalry / etc. are stripped).

Useful at: 100 for treasure hunters / chest-runners. Otherwise skippable.

Lyonspyre changes: Retained on Lyonspyre as a design choice (vanilla T2A predates it by months).