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).