Thief
"Attack from the shadows! Essential for dodging and farming currency."
Unlock Requirement
Beating The Sewers
Strengths
- Always goes first
- High Crit and Dodge
- Backstabs deal massive damage
- Basic attacks pick up coins
Weaknesses
- Very short range
- Fragile
- Coin-farming skills pollute combat pool
Recommended Meta Build
Meta Build: Mobility skills are mandatory to position for backstabs and escape. Highly dependent on specific equipment to shine in combat. Excellent for economy runs.
thief Ability Codex
Nail Throw
Attack a unit in a straight line.
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
Assassinate
A melee attack that can only hit from behind. This attack ignores shield and has 50% crit chance.
Assassinate
A melee attack that can only hit from behind. This attack ignores shield and has 100% crit chance. (This spell costs less.)
Boost Backstab
Until end of turn, your backstabs do +75% more damage and ignore shield.
Boost Backstab
Until end of turn, your backstabs do +75% more damage, ignore shield, and inflict Bleed and Poison.
Poison Gas
Inflict Poison 1 on all units adjacent to you.
Poison Gas
Inflict Poison 2 on all units adjacent to you (even diagonally).
Poison Nail
Throw a nail that inflicts Poison and ignores shield.
Poison Nail
Throw 2 nails that inflict Poison and ignore shield.
Weakening Nail
Throw a nail that inflicts Weakness and ignores shield.
Weakening Nail
Throw 2 nails that inflict Weakness and ignore shield.
Sharp Nail
Throw a nail that inflicts Bleed and ignores shield.
Sharp Nail
Throw 2 nails that inflict Bleed and ignore shield.
Double
-
Double
-
Coin Toss
Throw a coin that deals damage. RELOAD: Collect a coin. This spell costs more mana each additional time you use it on the same turn.
Coin Toss
Throw a coin at infinite range with +50% crit chance that ignores shield. RELOAD: Collect a coin. This spell costs more mana each additional time you use it on the same turn.
Move Again
Refresh your movement action.
Move Again
Refresh your movement action. (This spell costs less.)
Rearm
Refresh your basic attack.
Rearm
Refresh your basic attack. (This spell costs less.)
Camouflage
Gain Stealth.
Camouflage
Gain Stealth. Attacking while stealthed has a 100% critical hit chance.
Shadow
Teleport behind a unit. Nothin' personnel, kid.
Shadow
Teleport behind a unit. Your next action has +100% crit chance. Nothin' personnel, kid.
Time Walk
Take an extra turn at the end of the round. (This spell can't be cast on extra turns.)
Time Walk
Take an extra turn at the end of the round. (This spell can't be cast on extra turns. This spell costs less.)
Double Loot
-
Double Loot
-
Distract
Make a unit face away from you.
Distract
Make any unit look away from you. This has a 33% chance to inflict Confusion.
Rebound
A melee attack that rebounds you backwards 10 tiles.
Rebound
A melee attack that rebounds you backwards 10 tiles. Deal damage to any unit you collide with.
Cut Purse
Throw a nail that knocks coins out of units it hits and ignores shield.
Cut Purse
Throw 2 nails that knock coins out of units they hit and ignore shield.
Eagle Eye
Spawn 2-3 coins on random tiles.
Eagle Eye
Spawn 3-7 coins on random tiles.
Pickpocket
Steal 1-3 coins from a unit and give it -1 Damage.
Pickpocket
Steal 3-5 coins from a unit, give it -1 Damage, and apply some extra debuffs at random.
Backflip
Backflip out of the way the next time you're targeted by an enemy.
Backflip
Backflip out of the way the next time you're targeted by an enemy. (This spell costs less.)
Blur
Gain +10% dodge chance. Disable this spell if you have more than 65% dodge chance.
Blur
Gain +15% dodge chance. Disable this spell if you have more than 80% dodge chance.
Greedstep
Teleport to a tile with coins on it.
Greedstep
Teleport to a tile with coins on it, then spawn 1-2 coins on random tiles.
Stalk
Target any enemy. Teleport behind it at the start of your next turn. (Castable once per turn.)
Stalk
Target any enemy. Teleport behind it at the start of your next turn. (Castable once per turn. Costs 0 mana.)
Nail Flurry
Throw 10 1-damage nails that ignore shield.
Nail Flurry
Throw 10 1-damage nails that ignore shield. Throw extra nails equal to your .
Declaw
A melee attack that inflicts -1 Damage and Bleed.
Declaw
A 2-hit melee attack that inflicts -1 Damage and Bleed.
Quick Roll
Roll in a straight line up to three tiles. RELOAD: Backstab a unit.
Quick Roll
Roll in a straight or diagonal line up to five tiles. RELOAD: Backstab a unit.
Slice
A melee attack that has all effects of your basic attack and ignores shield.
Slice
A melee attack that has all effects of your basic attack and ignores shield. (This spell is free the 1st time you use it each turn.)
Pocket Sand
Inflict Blind on all units in a small cone.
Pocket Sand
Inflict Blind 2 on all units in a larger cone.
Nightshade
Inflict Poison 4 on an adjacent unit.
Nightshade
Inflict Poison 4 on an adjacent unit. (This spell costs less.)
Shadow Shift
Teleport exactly 2 tiles away, leaving behind a shadow that mimics your basic attack. (The shadow fades at the end of your turn.)
Shadow Shift
Teleport up to 3 tiles away, leaving behind a shadow that mimics your basic attack. (The shadow fades at the end of your turn.)
Slingshade
Spawn a shadow up to 3 tiles away that mimics your basic attack. (The shadow fades at the end of your turn.)
Slingshade
Spawn a shadow up to 5 tiles away that mimics your basic attack. (The shadow fades at the end of your turn.) (This spell costs less.)
Caltrops
Move up to 3 tiles, spreading glass shards on the tiles you walk through.
Caltrops
Move up to 5 tiles, spreading glass shards on the tiles you walk through.
Pierce Shot
Throw a nail that passes through units and ignores shield.
Pierce Shot
Throw an infinite range nail that passes through units and ignores shield.
Cheat
Gain temporary +5 until your next turn.
Cheat
Gain temporary +10 until your next turn.
Venom Barrage
Throw a nail that inflicts Poison 1 and ignores shield at each enemy in your line of sight.
Venom Barrage
Throw 2 nails that inflict Poison 1 and ignore shield at each enemy in your line of sight.
Loot Corpse
Loot 1-3 coins from a body... and possibly something else? (This might destroy the body)
Loot Corpse
Loot 1-3 coins from a body... and possibly something else? (This might not destroy the body) (Your chance of finding "something else" is significantly increased.)
Sever Artery
A weak melee attack. If this crits, inflict Bleed 5.
Sever Artery
A weak melee attack. If this crits inflict Bleed 5 and you gain All Stats Up.
Fade
Gain Stealth 1.
Fade
Gain Stealth 2.
Sharpen Nail
Gain +1 and +1 Range until the end of the battle.
Sharpen Nail
Gain +1 and +1 Range until the end of the battle. Automatically cast this spell at the end of each round for free.
Sneak Up
Teleport directly behind a random enemy.
Sneak Up
Teleport directly behind a random enemy. (This spell costs less.)
Steal Kidney
A melee attack with increased critical hit chance. If this crits and your trinket slot is empty, gain a kidney, then inflict Bleed 1.
Steal Kidney
A melee attack with increased critical hit chance that inflicts Bleed and Bruise 1. If this crits and your trinket slot is empty, gain a kidney, then inflict Bleed 1.
Steal Luck
A weak melee attack. If this crits, inflict -1 and you gain +1 .
Steal Luck
A weak melee attack that inflicts -1 and you gain +1 .
Over Here, Over There
Swap positions with an ally. Swap back at the end of your turn. (Castable once per turn.)
Over Here, Over There
Swap positions with any unit. Swap back at the end of your turn. If the unit was an enemy, inflict Confusion 1. (Castable once per turn.)
Pierce
Gain +2 Range. Your attacks pass through units and ignore shield for the rest of the turn.
Pierce
Gain +4 Range. Your attacks pass through units and ignore shield for the rest of the turn. (This spell costs less.)
Wind Up
Gain +1 Range for the rest of the turn.
Wind Up
Gain +1 Range.
Triple Nails
Throw 3 nails straight and diagonally in front of you. These nails have the effects of your basic attack and ignore shield.
Triple Nails
Throw 3 nails straight and diagonally in front of you 2 times. These nails have the effects of your basic attack and ignore shield.
Skin Disguise
Destroy an adjacent body. Enemies won't attack you until your next turn. (Castable once per turn.)
Skin Disguise
Destroy a body in range 3. Enemies won't attack you until your next turn. (This spell is free. Castable once per turn.)
Chakram
Throw a projectile that passes through units and then returns to you. This can collect pickups.
Chakram
Throw a projectile that passes through units and then returns to you. At its apex, it deals increased damage and always crits. This can collect pickups.
Jitter
Inflict Confusion 1 on each adjacent unit.
Jitter
Inflict Confusion 1 on each unit within 3 tiles of you.
Steal Time
A melee attack. If this crits, refresh your basic attack and movement actions.
Steal Time
A melee attack with +30% crit chance. If this crits, refresh your basic attack and movement actions.
Outskirts
Teleport to a tile on the edge of the map.
Outskirts
Teleport to a tile on the edge of the map. Gain +2 Damage for the rest of the turn.
Poison Dip
Spend all your mana. For every 5 mana spent, your basic attack inflicts +1 Poison. (Castable once per battle.)
Poison Dip
Spend all your mana. For every 3 mana spent, your basic attack inflicts +1 Poison. (Castable once per battle.)
Lucky Penny
Collect an adjacent pickup and gain +2 instead of its normal effects.
Lucky Penny
Collect a pickup within four tiles of you. Gain +2 instead of its normal effects.
???
Becomes a random Thief starter ability when you lock in your team's collars.
???
Becomes a random Cleric starter ability when you lock in your team's collars.