Thieves' Guild

WELCOME! To a world of Ancient Legends, Powerful Wizards, Mysterious Magic, Valiant Knights, Glamorous Treasures and Quests, but most of all, a cunning world of Thievery! Let thy mind float back to the days of medieval existence, and fill the role of a member of the most devious organization... The Thieves' Guild!


I. The Night of Transformation
II. The Quest
III. Introduction

Chapter

1 ~ The Main Menu (Treasures in the streets)
2 ~ Towns & Travel (stables & shipyards)
3 ~ Casinos of Plenty
4 ~ Taverns - Eat, Drink & Socialize
5 ~ The Inns - Rest & Recover
6 ~ Temples - the meeting place of the Gods
7 ~ The Thieves' Guild (skill, experience & weaponry)
8 ~ Wizard's Guilds - magic of prominence!
9 ~ Banks - The chance treasury
10 ~ Shoppes - the source of fine apparel
11 ~ Jails - Help a friend, laugh at a foe!
12 ~ The crafty art of Thievery (paying bail, escaping guards)
13 ~ Inventory & Stats (thyself & others)
14 ~ Magic Items
15 ~ Conflicts & Combat (weaponry, tactics & armour)
-* Appendix A - Folk Lore (History, Myth, & Magic)
-* Appendix B - Hints & Tips! (Essential to New Thieves!!)

IV. Credits

I. The Night of Transformation

    You glance at your watch, then glance again--in the glow of the monitor, your eyes sometimes play tricks on you. No mistake--3:29 a.m.
    You sigh, lean back in your chair, stretching. Another night spent in a modem marathon. The area around your workstation reflects the night's activities--leftover wrappers from various kinds of junk food, a few empty cans of Jolt Cola, a stack of disks, and a long list of hastily scribbled phone numbers.
    You scan the BBS list again. Most of these you've already called--Hackers' Haven, Gyrefalcon's Marches, Dark Fortress, Milliways, Random Lunacy--but wait, what's this? Latrocinio BBS... odd, you don't remember having seen this one before. It looks like a local call. Well, just one more, then you'll have to call it a night.
    You dial the number, wait a few seconds, and hear the click and the high-pitched whine of the carrier tone. But instead of connecting, the tone only seems to grow louder--probably just your mind playing tricks on you. You give it a few seconds to connect, but nothing seems to be coming through.
    The tone is quite definitely louder now. It's become almost hypnotic. You decide you'd better drop carrier and try again later, but something seems to be keeping you from using the keyboard. You feel almost paralyzed, pinned to your seat, with the whine of the carrier tone growing ever louder and more painful in your head.
    You gasp and tears form in your eyes. It's impossible to think or even breathe correctly as the noise continues to build, and you begin to lose focus. The room seems to fill with a purplish glow, shot with pink mist, swirling about your head into a vortex that draws you steadily inward... until you suddenly lose consciousness.

II. The Quest

    You wake up slowly; your head is still spinning. Your eyes are blurry, and something must be wrong with your vision, because this certainly doesn't look like your room. As a matter of fact, it vaguely resembles tree branches...
    You sit up suddenly; when your head stops whirling and twisting, you stare in disbelief and shock. You are sitting on dry ground, covered with faded gold leaves, in the middle of a clearing. Tall, golden aspens stretch in every direction, quaking slightly in the breeze; the sky above you is a brilliant shade of blue you haven't seen since childhood. You get an eerie feeling you're not in Kansas any more.
    Bewildered and frightened, you struggle to your feet, trying to make sense of this madness. You are surprised yet again as you stare down at yourself--your clothing has changed as dramatically as your surroundings. You are now dressed a bit like a peasant out of a history book, in a cheap but sturdy work shirt and pants. A faded fabric bandanna lies on the ground beside you. As you stoop to pick it up, you hear a soft noise behind you.
    You spin about and, for the first time, notice yet another object in the clearing--an imposing cabin-like building, rough-hewn from the same aspens that surround you. A sign carved in a runic language is posted over the door, doubtless identifying it--assuming you understood the language. Thick blue-grey smoke issues from the chimney; someone must be at home.
    Your mind is beset with all kinds of questions and, since you are unlikely to get an answer from any other source, you move cautiously toward the building. As you do so, the door opens and a dark, swarthy figure appears. He ambles out into the clearing, completely self-possessed, and studies you from a comfortable distance, with what can only be an amused look.
    "Who are you?" you burst out suddenly. "Where am I? How did I get here? What's going on? Why--"
    "Peace, traveller," he rumbles, still calmly contemplating you. "Thou'rt disturbed and full of questions to be answered, but they must needs be addressed within the Guild." He indicates the building. Finding yourself at something of a disadvantage, you follow the dark stranger inside.
    The hall you enter is huge, open to the rafters high above and wide enough that the corners are shrouded in darkness. A large oak table, stained dark with age, stands in the exact center of the room, illuminated by a single massive white candle. Here you are instructed to take a seat. Shady-looking folk peer at you from doorways--a spectrally thin man with long clever fingers, a waif of a girl armed with a wicked-looking knife, a grey-robed man with a blowgun and a bandolier strung with glistening black darts.
    Your host has seated himself opposite you; his dark eyes are wise and compelling. "Now to thy questions," he rumbles.
    "First of all," you begin, "I'd like to know where I am and how I got here."
    "A simple start. Thou'rt on Rogues' Isle, in the Forest Latrocinio of the mountains, within the Great Hall of the Thieves' Guild." You start up with another question, but he silences you at once. "This is not all, rash youth. There is more--and as every good thief can tell thee, knowledge is the key to wealth." You hear snickering from the doorways.
    "As a rule," the Master Thief continues, "time and space are smooth and unbroken, and life is changeless as the sea. But the sometime order of things may go awry, whether due to some natural mischief or the workings of evil magics, I know not. Suffice to say that one such tear in Nature exists in Latrocinio, within the clearing. Through it many souls have wandered from unknown realms, finding themselves before the Guild.
    "Long ago, it was accorded that we of the Guild would offer a hand of friendship to these lost souls, by allowing them to join the Guild as apprentices to the ancient art of thievery. I know naught of thy world, but here trickery, magic and evil abound, and thou wouldst do well to learn what skill and craft the thieves may teach thee. Hast thou the strength and cunning to become a thief?"
    You hesitate only an instant. The Master Thief's words are powerful, spurring you to action. "I have," you say.
    Suddenly, a dagger and a pouch rest on the table before you; startled, you realize you never saw the Master Thief move. "This dagger is thine, as is the gold; if thou dost work diligently and become more skillful, we shall reward thee in more worthy weapons and armour."
    Trying to act unfazed, you fold your arms matter-of-factly across your chest. "Anything else I need to know?"
    The Master Thief chuckles. "Much, if I am any judge of character. Well, I would rather have thee too impetuous than too withdrawn. Keep these things in mind, then. We are most lenient with new apprentices, but one rule must always be obeyed--keep gold on hand. If thou hast not at least one gold piece on thy person, thou shalt be ejected from the Guild. As far as other help is concerned, the best help of all can be found from thy fellow thieves. Learn all thou canst from their rumours, speak to people thou dost meet, and be sure to tip bartenders." His eyes sparkle for a moment. "Come now, there is another work to be done."
    He leads you through a doorway and into a dark room cluttered with scrolls, bottles and books of all kinds. Five strangers in grey robes surround you, palms out toward you, and begin making dark, guttural chants. The Master Thief explains that this spell will protect you from theft for three days.
    "Protect me?" you exclaim, more than a little annoyed.
    "Thou hast much to learn, apprentice," the Master Thief smiles grimly. "While thou hast tarried here, no less than five thieves have turned thy pockets inside out and found them empty."
    You decide, wisely, to keep silent.
    As you return to the main hall, you turn to the Master Thief again. "There's just one question you haven't answered yet. How do I get back to my own world?"
    "How do--" The Master Thief's eyes turn sad. "Young one, thou dost fail to grasp thy situation. There is no way back."
    "No way back? What do you mean?"
    "The portal through which thou didst enter this world works only in one direction. I fear the only escape from this world is death. Best accept thy lot in life, and try simply to become a skillful thief."
    You stand flabbergasted in the main hall. "No escape? What about my family? What about my friends? What about life in my own world?"
    "All lost to thee, I fear."
    "No! If there is a way in, there has to be a way out. Somewhere, there must exist a portal that leads me back to my own world. Rest assured that if it exists, I will find it!"

    ...And thus your quest begins...

III. Introduction

Welcome to the Thieves' Guild!!! This game is the result of over five years' effort. Rather than release beta & alpha versions during the development process, it was tested on 2 BBSes and play-tested during that time. It is to my knowledge the largest & most complex online game for a BBS to date. All play elements are involved; it is competitive between players but also has an overall goal & non-repetitive design. For Atari ST users an Emulator is available free of charge. By no means required for play, it has the following advantages: instant menu display, visual effects, digitized sound, and most of all, some of the most impressive graphics & animation anywhere! If your sysop does not have a copy online for you to download, you may call the Dark Fortress BBS to get it (updates as well) free of charge.

An IBM version of both Emulator & Online game are currently under way! A "stand alone" version is also available for both ST & IBM users, to play on your own computer as much as you like; a great way to practice and discover secrets. Talk to the Innkeeper for details.

See Section IV ~ Credits for more information. Over 400K in program & data files. Please thank your sysop for supporting shareware and registering this program.

Thieves' Guild is a VERY simple game to get used to. Most can figure out how to play without even reading these instructions, but those who do are at a great advantage.  Hints, tips, & details are explained all throughout the documentation. If you wish, read only those chapters you want to know more about, but I strongly suggest you at least look at Appendix A & B, and the rest of this section. These instructions would be much too long if I described every aspect & feature, so much of it is left for you to discover (besides, that is the funnest part of the game!). Many quests, powerful items, and treasures await your discovery! Good luck as you seek the portal
back to Earth...

As a member of the Thieves' Guild you are given certain requirements; the most important of these is gold. You will NEVER be allowed to spend your last gold piece.  If you ever end up with zero gold on hand (either by gambling or getting robbed), you are deleted and must start over! ALWAYS keep sufficient gold on hand (money in the bank doesn't count, so be careful). When you first begin you are given 3 days of theft  protection.  This will prevent more powerful thieves from making you go broke while you begin.

Each day you are given 24 game hours to play (24 minutes in real time). When you first go in it will be 12 o'clock, then the clock starts ticking. Each minute (real-time) will take off one hour of game time, which means the longest you may play each day is 24 minutes. Chances are, however, that you will never play that long because there are many activities that use time up quickly. For instance, sleeping, traveling & training all use up time quickly. Certain places are only open during specific hours. To find out the current time in the realm, visit the Inn. If you exit the game before your time is up it will be saved for you, should you decide to play again that day. Every day after midnight your time is reset to 24 hours, bank interest is paid, and the events file is reset. The sysop should put the Thieves' Guild Events & Score list somewhere on the BBS for you to view. If someone causes you to go broke you can find out who it was by viewing the events. If you go broke, die, or are deleted for any reason you must wait a day before signing up again (this gives an opportunity for other people to play if the game is full).

Your skill is what determines how well you steal. You also have a score. Whoever has the highest score at any given moment is the Guild Master. The Guild Master collects dues at random from other players (which can be quite an income!). At the end of the month whoever is the Guild Master is added to the "Guild Masters" list which should be available on the BBS to view. Another list called "The Masters of Riddles" should also be on the BBS. This is a list of those who have solved the quest and found the portal back to Earth (not an easy task)! When someone enters the portal, all others are trapped forever and the game is reset. See Section I & II for more information.

Main Menu

Thieves' Guild has been organized to be "simple yet complex." It is completely driven by menus & sub-menus which branch off into well over 350 possible menu options. Everything begins with the main menu. At the top of the menu you are shown the name of the town that you are currently in. Option #0 on the main menu is reserved for a "special" feature found in that town only. When you have less than 6 hours left for the day a message will be shown at the beginning of all menus: "Dusk Approaches." It is best to avoid going to the main menu as much as possible, for it is the equivalent of wandering the streets. It uses up energy and will cause drowsiness, hunger & thirst to approach more quickly. Anytime you type something at a menu prompt which is not on the menu, it is just as if you "said" what you typed. So if you wish to say something out loud (such as a magic word), just type it at the main menu prompt (Note: This also uses up energy).

Random events occur frequently throughout the game. Most of them will occur immediately after the main menu is displayed. It is possible to find objects in the streets, meet other people wandering the streets, and even be attacked. Often messages will be displayed reflecting weather conditions or time. You may notice the wind blowing, a moon in the sky or other objects in the heavens. Each and every time the menu is displayed there is a chance something will occur; sometimes good, sometimes bad. If you are hungry, thirsty, or otherwise afflicted you are notified at the bottom of the main menu.

Be sure to watch for option #0 on the main menu when visiting a new town. Visit all buildings when you first arrive somewhere new; no two towns are identical. Each shoppe or organization in a town has a unique name. When you learn the names in various towns it will help in locating a friend or foe (when a thief steals from a merchant, the shoppe name is shown in the events file).

Towns & Travel

There are 25 towns in all throughout the land, and each is individual and unique. As mentioned above, option #0 on the main menu is reserved for any "special" place available only in that town. Many of these special town features are essential to solving your quest to return home. Though almost every town has a special aspect, only 3 will be described in detail (The Stable, The Thieves' Guild, and Temples), the rest are for you to discover. As you venture forth, and converse with other inhabitants of the land you may gain hints to what is where. It is wise to do price shopping, as no two towns offer identical price ranges. Prices in Shoppes, Taverns, Inns, Wizard's Guilds, and Shipyards all vary greatly. Some towns offer certain goods not found elsewhere, so be sure to explore a great deal when arriving at a town new to you. You have the option of viewing town status at the main menu which includes: a brief town description, population, guards, and alignment. The usefulness of this information is explained throughout this documentation.

Sailing the Seas!

All towns are connected via specific travel routes. When traveling, you are shown a list of all nearby towns. The time necessary for a specific voyage depends on several factors: Distance, Weather, Ship/Horse Quality. Before you can sail, you obviously must first purchase a boat. You may talk to a merchant at the Harbor (that is if the town you are in is by the ocean). There are several different ship types such as rafts, canoes, sail ships, and best of all, galleys. The better the ship, the faster it will take you to your destination. Better ships also have better Hulls, which means they are less likely to sink in adverse conditions (see Chapter 15 ~ Conflicts & Combat for more information). It is always wise to hire some sailors if your vessel is big enough to carry them. Sailors will help you fend off bad weather, sea monsters, whirlpools, pirates, and other possible mishaps. The longer your voyage, the more likely you'll encounter these. After you buy a ship it will always be with you, as it will be moved to new harbors if necessary. For larger vessels, winds are required; watch the current weather conditions. If you notice banners flying in the wind, or dust being stirred in the streets, these are the most opportune times (though weather may change after you've already set off).

Special ship items are rumoured to be available from select individuals.

Land Travel

There are many dark forest roads to guide the way. Walking is one way of getting around, but you may end up using all 24 hours of your day! Travel by land should only be done on horseback!! There is a Stable just south of Arisilon (your starting point) in Jarsoloth. Two types of horses are available, Travel Horses and War Horses. Horses for travel are fine, but only half as fast as a War Horse. Though war horses are more expensive, they are worth it. A war horse is also less likely to be killed by a foe lurking in the shadows, and will help you fight by kicking the enemy. A travel horse should only be purchased if that is all you can afford. War horses may be purchased with up to 24 hit points, for every 2 hit points your horse has it will travel one hour faster. When you buy your horse you may give it a name; it's your new traveling companion! Some have made reference to a horse training organization to the East.

Maps of all towns & travel routes are available. They are EXTREMELY helpful and full of stunning artwork. They are printed on parchment paper, and full of hints! They may be obtained by mail (within a week); talk to the Innkeeper or look at Section IV ~ Credits in this documentation for more information.

Casinos

Feeling lucky? Try your hand at the games! Watch your back, though; the pit boss isn't known to be a subtle loser (not a subtle winner either for that matter)!

Taverns

All adventurers are familiar with the cozy atmosphere of the local taverns. This is a place to relax, socialize, and of course eat & drink! There are, however, even more advantages to these gathering places, some not quite as apparent. Many wise and experienced travelers may share their knowledge with you. If you intend to succeed in your quest, and in overcoming your adversaries, this cannot be overlooked.

Food & Drink Not all food is safe to eat, and unfortunately food poisoning is not uncommon. When selecting from the menu it is wise to purchase the more expensive items toward the end of the menu. The more you pay, the longer your hunger or thirst will be satisfied. Don't forget to tip the bartender! He usually has a new secret to share for every additional 100 gold pieces you give him--a wise man indeed!
Jobs Is your purse losing weight? Jobs are frequently available, but often require decent apparel.
Talking to Patrons Relax & converse with the townfolk!  They often have important information to share with you. Be cautious, however; not all are fond of new faces!
Talking with the Bartender Perhaps on rare occasions the bartender will have some time to speak with you. Just try to get his attention!
Speak to a Guild Member You may speak with any other thief that is currently in town with you...
Say something to everyone Go ahead & yell out loud! All will hear what you have to say!
Give someone some gold Have a friend in need? Sharing can be an asset indeed!
Listening & Telling Guild Rumours Listen & tell rumours to the other thieves of the realm!
STEAL!! Food, wine, and gold lie behind the counter; perhaps when the Bartender is not looking you could relieve him of some!

Inns

The cozy warmth of a fireplace, warm blankets of fur, and rooms to ensure you are not disturbed, are all available for a price. Rooms of various sizes and quality may be used at various rates. The nicer the room is, the better you will sleep. Most Innkeepers will let you sleep for up to 12 hours at a time.

Clocks & timepieces are rare in the land. All Inns have a clock which you may look at to plan your visits. Because most all shoppes and buildings are only available during specific hours, the Inn's clock is very useful. Fortunately Inns are open to visitors 24 hours a day.

If you're low on gold, perhaps the Innkeeper will have a job for you. If not, you can always sneak behind the counter while he's away! The Innkeeper may also let you know how to obtain a map of the lands!

Temples

In the ongoing battle between order & chaos, institutions have been organized. Three prominent Gods are known throughout the lands, each one of a separate alignment: Lawful, Neutral, and Chaotic. Temples for each of the Gods have been erected in 3 different towns. Generally the influence of each temple radiates to the nearby towns. The north-west is known to be Lawful, the south is known to be Neutral, and the north-east is known to be Chaotic.

To join a particular religion you may be baptized or initiated at the temple, for a ceremonial fee. It is best to avoid towns of your opposing alignment, and it's not wise to visit a temple of another religion. You may convert to another religion, but the ceremonial fees are higher.

Here is a description of each God and what they stand for:

SOLNAR, Keeper of the Flame A Lawful, righteous God of light! Join if you seek peace, love and improvement of self. The 1st moon, the silver crescent in the heavens, represents his glory.
CATHRA, Goddess of Light The Neutral Goddess of the morning! Seek her mothering guidance if you seek justice, knowledge, and purity. The 2nd moon, the pale light in the night sky, represents her reign.
BALOR, Lord of the Night The Chaotic ruler of darkness! Melt your soul with his fiery kingdom if you desire vengeance, downfall, and destruction! The 3rd moon, the crimson disc of the night's blackness, echoes his name.

There are two major advantages to joining a religion. One of these is the temple services. Anytime you visit your temple you may praise your God for one hour. You will be instantly healed of all wounds, and your energy will increase. The other, and probably most beneficial aspect of religions, is added Wizard's Guild privileges! You will be offered an additional 7 spells at the Wizard's Guild. These are only offered at Wizard's Guilds in a town of your own religion's alignment!!!

(See Chapter 8 ~ Wizard's Guilds for a description of these spells)

The Thieves' Guild

Hidden deep within the aspen forests, in the northern mountains of Rogue's Isle, lies the gathering place of Thieves. This is where you found yourself when you first arrived in the Realm. Here you will find lessons in the art of Thievery. Training sessions last 5 hours, and will increase your skill up to 5 additional points. This is a superb way for the new thief to progress quickly.

The Thieves' Guild is also a place for you to advance in your experience levels. When you have noticed you've gone up a level (by viewing your stats), you may come for level advancement. If the Master Thief finds you deserving you will be given a new weapon & armour. Your hit points will also be increased. It is wise not to advance too many levels before returning to the Thieves' Guild. Here is a list of each experience level, and the skill points needed to achieve each of them:

Skill Range Experience Level
0-84 Apprentice
85-104 Footpad
105-124 Robber
125-144 Burglar
145-164 Cutpurse
165-184 Sharper
185-204 Pilferer
205-224 Thief
225-264 Master Thief
265-304 10th Level Master Thief
305-344 11th Level Master Thief
345-384 12th Level Master Thief
385-455 13th Level Master Thief
456 & Up 14th Level Master Thief

You will be given a better weapon and better armour with each level advancement! For more information on combat & weaponry, see Chapter 15 ~ Conflict & Combat.

At the Thieves' Guild you may also purchase magical poison darts; these, if they hit, will poison your foe. See Chapter 14 ~ Magic Items for information on how to use them.

Wizard's Guilds

There are many masters of the magical arts throughout the realm, and some make their services available for a fee. Wizard's Guilds are found in almost every town. There you may visit and take advantage of both their healing & destructive forces. There are 7 basic spells that every guild provides, though prices may vary greatly. However, as mentioned in the Religion chapter of this documentation, there are 7 additional spells available only to those belonging to a particular faith.

The spells suit the religion to which you belong; that is, if you belong to the religion of Balor, your 7 additional spells are mostly for destructive purposes, to harm your enemy. Following are the 7 basic spells available in every Wizard's Guild, regardless of your religion:

1. Raise thy skill This enables you to pay a wizard to raise your skill by magical means. This is a quick way to get large amounts of skill points. The price per point gets more expensive depending on your current skill. You may buy 50 skill points max at a time (it is a good idea to wait until you can afford 50 skill at one time since the price goes up the more you buy).
2. Read someone's mind If the thief has no mind protection, this enables you to find out how much gold he has ON HAND only (not how much is in the bank). This is useful to find out how close your enemy is to going broke. You may only cast this spell on someone who is in town with you.
3. Protect thy mind You may hire a wizard to protect your mind from hostile magic such as Cursing, Mind Reading, Balorian sleep spells and Balorian Death Gazes. Mind Protection is purchased by how many days you desire. Once purchased, the only way it may be destroyed is by a Balorian Mind Crush spell. It is wise to keep mind protection if you have a lot of enemies.
4. Curse thy foe If you wish to cause harm upon your enemy, this is an option. After cursing, the victim will IMMEDIATELY lose 10 skill, and be Parched, Starving, and stricken with Severe Fatigue. Anyone without Mind Protection may be cursed. It is sometimes wise to attempt to read someone's mind before you curse them (to make sure they don't have mind protection, since mind reading is much cheaper). The victim must be in town.
5. Send a telepathic message This allows you to send a message to another thief even if he isn't in town with you. Communicating in the Tavern allows you to speak only to those in town with you.
6. Cure ALL of thy ailments The clerics of the guild will cure you of all ailments, such as poison, or any other strange ailment which might befall you. This does NOT restore hit points.
7. Heal An essential spell to keep your character alive. Rather than roaming the streets or tavern in search of a friendly cleric or priest, you may have your hit points restored here. Price is for each hit point to be healed.

Here are the additional 7 spells for each religion. Remember that these spells are available ONLY in a town whose alignment is the same as your current faith. Because temples (where you get baptized into a religion) are only available in the REGISTERED version of Thieves' Guild, these spells will only be possible if your sysop is running a registered version of Thieves' Guild:

Solnarian Spells
[Lawful Alignment]

1. Invisibility Purchased by individual days, this allows you to be more transparent to other thieves. Any time other players view the list of thieves in town, you will NOT be shown on the list. If, however, they select your player letter at the prompt they will see you, and be able to interact with you.
2. Anti-Theft Exactly the same as the 3-day theft protection you receive in the beginning. No one may steal from you while you've got it. Once purchased (on a "by-day" basis), it will stay with you as long as you don't attempt to steal from anyone else.
3. Increase hit points One of Solnarians' best spells! This allows you to buy additional hit points (that is your maximum hit points), rather than depending on your level advances at the Thieves' Guild.
4. Teleport Item Because of the generous nature of Solnarians, this spell allows you to send gold to another thief even if he/she is not in town with you.
5. Enchant Weapon/Armour Increase the power & strength of your current weapon or armour! Be cautioned, though; enchanted wares seem to take on a life of their own!
6. Transport When cast upon another thief, you will exchange locations. A great way to get quickly to a desired town! Also a great way to keep foes from getting to where they want to go!
7. Location Find out in which town a thief currently resides. It is a good idea to cast this before a Transport spell so you know what your destination will be!

 

Catharian Spells
[Neutral Alignment]

1. Global Search This will list ALL thieves and the town they are currently in. A great spell to cast before a transport spell if you have a particular destination in mind!
2. Universal Curse Exactly the same as regular Curse spell, only your foe doesn't have to be in town with you.
3. Universal Mind Read Exactly the same as a regular mind read except they need not be in town.
4. Teleport Item Same as Solnarian Teleport Item spell (see above).
5. Kill Assassin It is possible for your foe to hire a group of assassins to seek your blood. This will destroy them before they destroy you.
6. Transport Same as Solnarian Transport spell (see above).
7. Location Same as Solnarian Location spell (see above).

 

Balorian Spells
[Chaotic Alignment]

1. Sleep Spell This causes a deep sleep to befall your foe. Your enemy will lose several hours of precious time in the realm, and there will be no beneficial effects of the sleep (if they were tired, they will still be just as tired as before the spell). Be cautioned; your foe MUST have a full 24 hours left for that day or the spell will fail! Mind Protection also guards against this spell.
2. Universal Curse Same as Catharian Universal Curse (see above).
3. Universal Mind Read Same as Catharian Universal Mind Read (see above).
4. Balorian Gaze of Death!!! This is the most HORRIBLE, ruthless and cruel thing to do to an enemy!!! Your foe will immediately lose 1/8th score and 1/4th skill! Not only will your foe be Parched, Starving, and stricken with Severe Fatigue, but it will take a long time to restore these! Your foe must be in an evil town, and without mind protection.
5. Kill Assassin Same as Catharian Kill Assassin spell (see above).
6. Mind Crush The ONLY way to destroy someone's mind protection so you can send destructive magic their way! Your foe must be in a town of Evil Alignment at the time or the spell will fail.
7. Location Same as Solnarian Location spell (see above).

Remember, of course, as with the rest of this game there are exceptions. Certain guilds may provide "extra" services that are not found anywhere else in the land. I am not going to reveal the nature or location of them; it's up to you to find them...

Banks

Every town in the realm offers a bank, but not all are created equal... each bank offers different interest rates. Be sure to keep in mind that gold in the bank is not gold you have on hand, so if someone steals your last gold piece from you, you are kicked out of the Thieves' Guild and must start anew (regardless if you have gold in the bank or not)!

All banks are united; if you deposit your gold in one bank, you may withdraw it from a bank in another town. The daily interest rate you are getting paid, however, is the interest rate of the bank where you opened your account. If you visit another town whose bank is paying higher interest rates, it is a good idea to close your account & re-open it there!

The last thing to consider when going to banks is the chance of robbery. Early in the progression of thieves your gold is fairly safe, as it is difficult to rob the bank. When thieves gain in skill, however, your chances of losing gold to fellow thieves is high.  Interest is paid right after midnight, so if you are fortunate enough to be in before midnight, deposit your gold then take it out after midnight!

Here's what you may do at the Banks...

Open an account You may open an account at the bank, but you may only have one account open at a time. If you aren't sure how much interest you are getting paid you can try to open another account and you will be told.
Close an account By closing an account you will withdraw ALL your gold. You then may open another account somewhere else.
Withdraw from account You may take gold out of your account at any time, maximum 30,000 gold per transaction. At least 1 gold piece must remain in the account to keep it active. If you want to take out all the gold you must close your account.
Deposit to account You may put as much gold in your account as you wish. If your account has more than 99,999 gold pieces in it you will not be paid interest. Remember to always keep adequate gold on hand so nobody causes you to go broke!
Apply for a job Banks are known to pay very well!
Steal the Bankbooks! Thinking about robbing the bank? Want to know how much gold your foe has? By stealing the bankbooks you will see the size of everyone's stores!
Rob the Bank! VERY difficult except for the most experienced of thieves!! Penalties begin at 2 days in jail rather than just 1.

Shoppes

Cloaks, hats, tunics, clothing of all colors & qualities are offered here! Certain shoppes are known to sell a rare selection of wares. Dress yourself to fit your personality! It is also wise for thieves to change clothing regularly to prevent detection. Most shoppe merchants are willing to haggle on the prices, but are easily offended.

When you successfully steal from a fellow guild member, all they notice about you is your clothing, so change it often!

It is always possible to avoid the merchant altogether and grab something off the shelf! No telling what you might get away with...

Jails

The jails are usually quite populated with those in the business of thievery! You may visit the jail and peer in the cells. Have a friend behind bars? Pay bail, or, organize an escape! Just be sure you don't become a roommate! Bail generally runs 500 gps/day.

The Art of Thievery

As a member of the Thieves' Guild, the majority of your prosperity and success will come from pilfery. It is wise in the beginning to avoid stealing until your skill has increased considerably. When stealing anywhere (except from other Guild Members), if you fail guards will come after you. When confronted with guards you have several options:  Attack them (you only get this option if your skill is within a specific range), try to escape, pay bail, or go to jail. In most circumstances the penalty for a theft is one day in jail; if the crime is more serious (such as a bank robbery attempt) the penalty is two days. If you go to jail and cannot afford bail, you must either wait until after midnight (so you'll be out) or have a friend get you out. See Chapter 11 ~ Jails for more information. If you try to escape and fail, then you will be penalized with an extra day in the musty cell.

Even if you have less than 100 skill it's not a bad idea to try to steal from the Inn or Tavern when you have less than 3 hours left in the game (since 3 hours aren't much, and you'll be out the next day), but don't try to escape from the guards! For regular theft attempts it's best to wait until you have around 150-200 skill, but it also depends on how many guards are in town. You may view the town status to see the number of guards; the more there are, the more difficult it will be to succeed. Keep records of the towns you visit; find a town with very few guards if you wish to steal from Inns, Banks, Taverns, Shoppes & the like. Success in helping a friend out of jail is also influenced by guards (as well as trying to escape the guards). Escaping guards gets easier with more skill.

There is an exception to this. Stealing from civilians (pick-pocketing) is not at all influenced by guards in town; it isn't even influenced much by your current skill level. When you wish to pick-pocket find a town with a high population, the higher the better!!! Even the least experienced of thieves may participate in this activity (they just might not get as much gold). Be careful, however; if the guards don't come after you, the victim will! Prepare to use your weapon if need be; nobody likes a thief's hand in his purse!

Stealing from other Thieves (Guild Members) is also very different... your success/failure ratio is in no way influenced by guards. It is based on your current skill points, and the skill points of the victim. If your skill is equal to each other then you've got a 50/50 chance of success. If you steal your victim's last gold piece then he/she is kicked out of the guild and must start over!!! When you succeed, you will also steal one of their skill points. If you fail, they get one of your skill points. It is against guild ethics to steal from a player whose skill you triple. You also may not steal from a thief with Theft Protection. If you try to steal from someone and fail, they will see your name in their "Events while Gone;" if you succeed then they will see one item of your clothing. You are only allowed 5 guild member steals per day.

Thievery, by far, will be the greatest source of income.

Inventory and Character Status

You have the option to view your status at any time. By doing so you will be shown all your statistics, such as: Name, Skill, Experience Level, Weapon, Armour, Ship, Horse, Clothing, Religion, Gold, Theft Protection, Mind Protection, Invisibility, etc. Immediately prior to viewing your status you will be asked if you wish to use one of your Magic Items. See Chapter 14 ~ Magic Items for more information on this.

There is another option on the main menu which will allow you to view the status of other players. If another thief is in town with you you may look at them. The information provided is limited. You will see their clothing, horse, weapon/armour, and hit points. If you desire more information, such as how much gold they are carrying, you will have to read their mind. See Chapter 8 ~ Wizard's Guilds for more information on this.

Magic Items

Wands, rings, potions, and many other items have been charged with special energies by wizards. When first entering the realm you are given no magic items whatsoever, but many are found in the realm. When looking through your treasure after killing your foe, look carefully for anything magic. To view your magic items, select option #13 "View thy status" on the main menu. Just before viewing your status you are asked if you wish to use a magic item. You will be shown a list of all the magic items you have. If you wish to use one, just enter the number beside it. In most cases, the first time you use a magic item, you will not know its effect or purpose. Only after using a magic item can you be sure. Sometimes you won't even notice an effect! It is your job to figure out what it's for and how/where you need to use it. BEWARE! Though few, some magic items are dangerous! Some evil magic items are meant only to bring downfall upon the practitioner. Through experimentation and experience, you will learn how to harness the many advantages of these mysterious trinkets. Many magic items are essential to solving your quest!!

Potions are different than most magic items. They must be either used immediately or discarded. Some potions are beneficial while others are very harmful. Each potion has a distinct color. It is a VERY good idea to write down a potion's color & its effect once discovered! This will let you know what to do in the future when you find that potion again.

Magic items are found in a wide variety of locations. Some you'll find in treasure chests, some you may even find just lying in the street! Or perhaps maybe some kind soul may give you one for no apparent reason!

Conflict & Combat

Not all inhabitants of the realm are friendly, and no doubt the time will come to defend yourself! Upon entering the realm you are provided with only a dagger & clothing. Better weapons & armour may be obtained at the Thieves' Guild. For more information, see Chapter 7 ~ The Thieves' Guild.

Your thief has hit points, which are familiar to those who play role playing games. They are your life's essence, and when they are gone, your character dies. You may be healed at the Wizard's Guild, by potions, or by a friendly Cleric/Priest seen wandering the streets or Tavern.

You will be challenged by civilians occasionally if you are pick-pocketing, and even some will challenge you on the streets without cause. Patrons in taverns, wild animals, monsters at sea, dark travel routes--enemies are found all throughout the land. Here we will explain some of the attack strategies. You will notice in the beginning that MANY powerful enemies will challenge you, but then refuse to fight you because you are so weak. If your hit point maximum is too low, then some creatures will turn you down. This is to protect you as you become more powerful. It is dangerous to have low skill and a lot of hit points!! Skill & Hit points are the key to effective self-defense (a nice weapon and armour don't hurt either!). When engaged in combat you are given a list of attack techniques. They are different depending on the weapon you have. Here is an example:

[1] Defensive Strike

[2] Slash! *-*-*-* [3] Stab
[4] Thrust! *-*-*-* [5] Lunge!

[6] Two-Handed Attack!!!
>> [T]ry to Escape! <<

If you choose a higher attack style, such as #6, you will be less likely to hit; however, if you do hit you'll do more damage! It is possible for your foe to knock your weapon out of your hand. If this happens you will have the option of fighting bare-handed or attempt to recover your weapon. Once you've chosen your attack style, you then may choose a target: Head, Chest, Arms, or Legs. If you go for the head, you may do slightly less damage, but there is a chance you will stun your foe, rendering him unable to attack for some time. If you go for the legs, you may knock him down. If you attack the arms, you may knock his weapon out of his hands. The best target to do damage is the Chest, but there is no chance of putting your foe out of commission for some time.

Occasionally, when your foe is close to death, he may beg for mercy or flee the battlefield. If you are close to death, and you know that you are about to receive a fatal blow, you may drop carrier (hang up your modem). Be sure you do it BEFORE you lose your last hit point, however. Thieves' Guild saves all information when carrier is lost, but does not save the fact that you were in a fight (***NOTE: On many BBSes it is considered rude to hang up while online; many sysops discourage it! Be sure you know where your sysop stands on this before hanging up).

If you are traveling while attacked, things are slightly different. If sailing, your foe will not attack you, it will attack your vessel. Your vessel's Hull Points are like your hit points. When the Hull is gone, your vessel is destroyed. When you successfully arrive at your destination your ship is repaired at the Harbor. If traveling by land, your horse will help you attack your foe, but your foe will also occasionally attack your horse!

After a battle you get the reward! You will receive additional score, and if it's been a particularly tough battle, you may also receive skill & hit points.

You may also find a treasure chest, which may contain a lot of junk, or a lot of wares! Gold & magic items are the most beneficial items found after a battle. Watch carefully for a magic item when looking in the chest! Junk such as dishes, rags, & other unimportant objects are discarded.

See Chapter 14 ~ Magic Items for more information on these.


APPENDIX A
HISTORY, FOLKLORE, MYTH

Following is a brief historical account from King Tarsol's archives:

"Many years ago, when the light of Solnar illuminated the realm, a sacred pact maintained law & order. Now known as the "Ancient Ones," these select individuals were masters of the mystical arts.

Through these arcane forces they created a "Magic Circle." This circle served as a sort of shield from outside influences. After several decades of peace & light, a horrible influence befell the realm.

A special child was born. As he moved into childhood his rapid magical progression became evident. The Ancient Ones had high hopes for this child sorcerer. At age 13, the child was visited by an evil entity. The Chaotic God Balor himself manifested before him. Seduced by promises of power & influence, the child succumbed to temptation. He rapidly declined into the black arts, and by adulthood had broken away from society.

As his influence spread, his name, Zolar, was known throughout the land. A Balorian Temple was raised in his name, and his minions began to spread. The tension was building, and the Ancient Ones knew something had to be done. A great battle between Law and Chaos suddenly broke loose. The battle was over almost as quickly as it began. Tremendous losses were on both sides. Zolar ultimately was killed, but things have never been the same. The land split up, & new continents were formed overnight. Even residents of the Fairy World felt the consequences.

In the midst of the confusion a third religion came to light. A temple was constructed for the Neutral Goddess Cathra. Wizards of each alignment joined to create villages of their own, known as Magi Rule towns. It is said that the last of the Ancient Ones hid their residence through magical means, though very few seem to confirm there even exists a Solnarian Magi Rule village.

Some of Zolar's most elite followers even today attempt to raise the void, which was Zolar's ultimate goal. It is believed if this is done, Balor himself will live and rule on the planet. The void has been successfully created in a small portion. Many sailors report seeing some sort of "shadow" while at sea among the stormy clouds.  Perhaps this is part of the void itself."


APPENDIX B
HINTS & TIPS!

IV. Credits

Credits & Acknowledgements

There are far too many people who have contributed to the production of Thieves' Guild over the past 5 years to list them all here. I would, however, like to mention the following names:

Gerald Homeyer (Groo) - In the beginning, when the game was nothing more than a menu outline, his suggestions & enthusiasm set my imagination into motion.

Suzanne Buck (The Pirate King) - Thanks to Suzanne for donating her excellent writing skills. She is responsible for the entire Thieves' Guild intro storyline.

Herb Flower (The Alpha Male) - Not enough can be said for all the work that Herb has put into this project. From the Thieves' Guild Map artwork, to the extensive programming, graphics, and animation of the TG Emulator. His ideas have shaped the course of Thieves' Guild as much as mine. His effort is evident from every aspect.


Thanks also to Robert Fletcher for helping Herb in the initial Emulator development. Mitch Calahan, for his keen eye on bugs <G>. Thanks also to all the many others who have in their own way made TG what it is today.