Posted January 29, 2017
The hero who goes where he pleases, takes what he wants, and shoves thin metal rods up his nose. A villainous hero and the heroic villain, who steals to make the world better (at least for himself).
The weakest hero, and simultaneously the most powerful one, for he can get away with murder.
Supposedly.
To be honest the Famous Adventurer can be a little full of crap sometimes, lol.
Confession time! When I was a kid... I didn't like the thief. Mostly because I felt terribly guilty trying to play as him. Though when I got older, I was better able to separate how I felt about things and appreciate the romanticized aspect of being a thief (after all, they're popular folk heroes even as villains.)
Honestly, I have a soft spot for the thief. Give him magic, and he can cast spells almost as well as a wizard (better than a Fighter). The Zap spell is amazing in the fifth game, with a stack of throwing daggers. There are even some methods of dying that only work if you're in a break-in room and have magic (like in the second game - try casting Fetch on a shelf full of pots while you're breaking into the Metalworkers' house. Don't confuse the metalworker with the blacksmith, though.)
My opinion on his performance in the first game depends on if it's EGA or VGA. In the EGA version, there are some good things like a fancier throwing dagger animation, and the ability to pick up the daggers you threw after a battle, since in the VGA version, the daggers disappear after a battle ensues. (A glitch, I think.) In the VGA version, however, stealth is much easier to train (you can simply sneak around - in the EGA version, you can only train sneak by repeatedly typing "sneak" and "walk", or sneaking around forest screens, which is much more dangerous if you actually run into an enemy because of how weak the Thief is initially.)
That being said, he is also a great option for this game because he is the only one that can get back into the town at night when the gate is closed. In fact, the entire game world is practically open to him and no one else, when it's night time. Sadly, you can never fully break into the castle, which is a shame because stealing from the baron would be pretty amazing.
Second game, though, is really where he starts to shine. The world seems to cater to his existence, what with the tightrope walker. Furthermore, Rakeesh is an excellent example of Lawful Good, not Lawful Stupid - his reaction to the Thief-Hero is of concern... for the hero. He advises him against wanton use of his thief sign, but also appreciates that his skills are useful for achieving the greater good, and advises him to be careful in walking that tightrope between light and dark, good and evil. Also, the final encounter is easily one of the most tense ones. And it's also home to a very hilarious reference to the Princess Bride (try throwing Fooler's Earth at Ad Avis instead of daggers.)
The third game is not the best game for the thief. There is no guild, and your only ally as a thief is the rope seller. However, in a sense, I like this because it gives you a chance to sympathize with Harim, and when he finds out you're a thief, he speaks out of concern for you. Though he may have no real opportunity to engage in grand larceny, the thief does still hold onto a unique method of resolving the conflict, and ultimately it his skills that still manage to save the day and defeat an evil demon wizard.
One of the downsides of the second and third games, though, is that there is no point in which you can train the climbing skill. The magic rope isn't very effect for this purpose, and there's no place in Fricana where you can repeatedly climb something to gain skill. (Any place that IS repeatedly climbable does not offer climbing experience.) The VGA remake of the second game helps by making one of the trees at the oasis climbable, which can definitely get you to 200.
(My solution: Get my climbing to 200, even if I have to suck a blue frog, then wish for climbing to get 250, then at QFG3, put all 50 points into Climbing to get it to 300 right from the beginning)
Fourth game is where things shine brightest. Perhaps maybe too bright? Acrobatics becomes a skill, and the Thief has the unique ability to become a whirling buzzsaw of death in the battlefield. It's almost comical, especially since it's so overpowered, too. The break-in scenarios are a little lackluster, I'll admit, but the Thief is the only character that doesn't need to use the Dark One Sign to get in AND out of the monastery. (The wizard can get in, but not out.)
Also, even though it has amazing battle applications, the acrobatics skill allows you to get through the swamp completely risk-free. After all, the hands cannot grab you on dry land, and the nature of the skill enables you to travel only on dry land.
Admittedly, with Climbing becoming a Fighter/Paladin skill, some thief solutions and fighter solutions overlap more than they usually would.
Fifth game is...
.....ehh....
It's my least favorite game to be a thief, and the biggest reason for that is the blasted dancing man puzzle. I hate it. Writing down the positions only really works when it's not the type of trap that automatically starts - and as far as I know, this means you're stuck playing on the easiest difficulty since that determines the level of traps you'll come across to a degree. I also hate wasting paper on this.
Also, there are some curious things, like acrobatics becoming useless except for tightrope walking, training acrobatics by shadow boxing with no weapon equipped, being unable to sneak on the world map (even in QFG3 you could do that) while every random enemy encounter begins with the enemy knowing exactly where you are, and a glitched deed where the game doesn't count you using the poisoned dagger on the Doom Dragon.
But that being said, it's not all bad. You get to break into several places, including a mansion. You finally get the REAL Blackbird, and you get to pull a fast one on Ferrari, too. And if you play your cards right, you can be both King of Silmaria AND King of Thieves (well, Chief, but basically the same thing).
All in all, it's a pretty interesting quest for glory for this particular class. He's pretty heroic for a thief, and pretty klepto for a hero. Is he a naive thief with aspirations of being a hero? Or is he a jaded guy who only pursues heroics in order to make the world safer for himself? While the QFG5 manual says the latter, I'm inclined to go with the former. After all, the best thieves are heroes. (And depending on who you ask, the best heroes are thieves.)
Also, since it was brought up in the last thread, a quick review of Heroine's Quest. (I would do Quest for Infamy but I haven't completed the Path of the Rogue in that game yet.)
In Heroine's Quest, the rogue is actually a really fun take on the archetype. In addition to her skills with sneaking and picking, she also gains a new ability - the ability to manipulate people with her words. Whether it's playing on the local charmer's misogyny to get a free meal, goading a wounded man into "escorting you" to his village (where it's plainly obvious you're trying to spare his ego while allowing you to escort him), or wheedling a merchant's prices far lower than they would normally allow you to take them, the Rogue has a way with words.
Play your cards right, though, and she's the only class to directly earn the favor of a god - even if that god is Loki. By refusing to bloody your hands in direct combat, you can earn Loki's praise - which has the odd effect of changing the ending.
My only real issue is that one break in scenario, where you break into Snorri's house, requires such intense timing that it's so easy to get killed. And if you try waiting until he leaves to grab the item you came to get, the game actually crashes. Not to mention the window for actually breaking into his house is surprisingly small.
All in all, a good classic archetype. And it's a toss up whether it or Paladin counts as my second favorite class.
What do you feel about it?
The weakest hero, and simultaneously the most powerful one, for he can get away with murder.
Supposedly.
To be honest the Famous Adventurer can be a little full of crap sometimes, lol.
Confession time! When I was a kid... I didn't like the thief. Mostly because I felt terribly guilty trying to play as him. Though when I got older, I was better able to separate how I felt about things and appreciate the romanticized aspect of being a thief (after all, they're popular folk heroes even as villains.)
Honestly, I have a soft spot for the thief. Give him magic, and he can cast spells almost as well as a wizard (better than a Fighter). The Zap spell is amazing in the fifth game, with a stack of throwing daggers. There are even some methods of dying that only work if you're in a break-in room and have magic (like in the second game - try casting Fetch on a shelf full of pots while you're breaking into the Metalworkers' house. Don't confuse the metalworker with the blacksmith, though.)
My opinion on his performance in the first game depends on if it's EGA or VGA. In the EGA version, there are some good things like a fancier throwing dagger animation, and the ability to pick up the daggers you threw after a battle, since in the VGA version, the daggers disappear after a battle ensues. (A glitch, I think.) In the VGA version, however, stealth is much easier to train (you can simply sneak around - in the EGA version, you can only train sneak by repeatedly typing "sneak" and "walk", or sneaking around forest screens, which is much more dangerous if you actually run into an enemy because of how weak the Thief is initially.)
That being said, he is also a great option for this game because he is the only one that can get back into the town at night when the gate is closed. In fact, the entire game world is practically open to him and no one else, when it's night time. Sadly, you can never fully break into the castle, which is a shame because stealing from the baron would be pretty amazing.
Second game, though, is really where he starts to shine. The world seems to cater to his existence, what with the tightrope walker. Furthermore, Rakeesh is an excellent example of Lawful Good, not Lawful Stupid - his reaction to the Thief-Hero is of concern... for the hero. He advises him against wanton use of his thief sign, but also appreciates that his skills are useful for achieving the greater good, and advises him to be careful in walking that tightrope between light and dark, good and evil. Also, the final encounter is easily one of the most tense ones. And it's also home to a very hilarious reference to the Princess Bride (try throwing Fooler's Earth at Ad Avis instead of daggers.)
The third game is not the best game for the thief. There is no guild, and your only ally as a thief is the rope seller. However, in a sense, I like this because it gives you a chance to sympathize with Harim, and when he finds out you're a thief, he speaks out of concern for you. Though he may have no real opportunity to engage in grand larceny, the thief does still hold onto a unique method of resolving the conflict, and ultimately it his skills that still manage to save the day and defeat an evil demon wizard.
One of the downsides of the second and third games, though, is that there is no point in which you can train the climbing skill. The magic rope isn't very effect for this purpose, and there's no place in Fricana where you can repeatedly climb something to gain skill. (Any place that IS repeatedly climbable does not offer climbing experience.) The VGA remake of the second game helps by making one of the trees at the oasis climbable, which can definitely get you to 200.
(My solution: Get my climbing to 200, even if I have to suck a blue frog, then wish for climbing to get 250, then at QFG3, put all 50 points into Climbing to get it to 300 right from the beginning)
Fourth game is where things shine brightest. Perhaps maybe too bright? Acrobatics becomes a skill, and the Thief has the unique ability to become a whirling buzzsaw of death in the battlefield. It's almost comical, especially since it's so overpowered, too. The break-in scenarios are a little lackluster, I'll admit, but the Thief is the only character that doesn't need to use the Dark One Sign to get in AND out of the monastery. (The wizard can get in, but not out.)
Also, even though it has amazing battle applications, the acrobatics skill allows you to get through the swamp completely risk-free. After all, the hands cannot grab you on dry land, and the nature of the skill enables you to travel only on dry land.
Admittedly, with Climbing becoming a Fighter/Paladin skill, some thief solutions and fighter solutions overlap more than they usually would.
Fifth game is...
.....ehh....
It's my least favorite game to be a thief, and the biggest reason for that is the blasted dancing man puzzle. I hate it. Writing down the positions only really works when it's not the type of trap that automatically starts - and as far as I know, this means you're stuck playing on the easiest difficulty since that determines the level of traps you'll come across to a degree. I also hate wasting paper on this.
Also, there are some curious things, like acrobatics becoming useless except for tightrope walking, training acrobatics by shadow boxing with no weapon equipped, being unable to sneak on the world map (even in QFG3 you could do that) while every random enemy encounter begins with the enemy knowing exactly where you are, and a glitched deed where the game doesn't count you using the poisoned dagger on the Doom Dragon.
But that being said, it's not all bad. You get to break into several places, including a mansion. You finally get the REAL Blackbird, and you get to pull a fast one on Ferrari, too. And if you play your cards right, you can be both King of Silmaria AND King of Thieves (well, Chief, but basically the same thing).
All in all, it's a pretty interesting quest for glory for this particular class. He's pretty heroic for a thief, and pretty klepto for a hero. Is he a naive thief with aspirations of being a hero? Or is he a jaded guy who only pursues heroics in order to make the world safer for himself? While the QFG5 manual says the latter, I'm inclined to go with the former. After all, the best thieves are heroes. (And depending on who you ask, the best heroes are thieves.)
Also, since it was brought up in the last thread, a quick review of Heroine's Quest. (I would do Quest for Infamy but I haven't completed the Path of the Rogue in that game yet.)
In Heroine's Quest, the rogue is actually a really fun take on the archetype. In addition to her skills with sneaking and picking, she also gains a new ability - the ability to manipulate people with her words. Whether it's playing on the local charmer's misogyny to get a free meal, goading a wounded man into "escorting you" to his village (where it's plainly obvious you're trying to spare his ego while allowing you to escort him), or wheedling a merchant's prices far lower than they would normally allow you to take them, the Rogue has a way with words.
Play your cards right, though, and she's the only class to directly earn the favor of a god - even if that god is Loki. By refusing to bloody your hands in direct combat, you can earn Loki's praise - which has the odd effect of changing the ending.
My only real issue is that one break in scenario, where you break into Snorri's house, requires such intense timing that it's so easy to get killed. And if you try waiting until he leaves to grab the item you came to get, the game actually crashes. Not to mention the window for actually breaking into his house is surprisingly small.
All in all, a good classic archetype. And it's a toss up whether it or Paladin counts as my second favorite class.
What do you feel about it?