Cloak of the Thief
A pitch-black cloak which allows its wearer to excel in the arts of thievery. As a precaution in case of detection, it also bears enchantments allowing the wearer to make a hasty retreat under cover of fog.
“so long suckers! i rev up my motorcylce and create a huge cloud of smoke. when the cloud dissipates im lying completely dead on the pavement” -wint, @dril Twitter. July 26, 2016 |
File:Urand thief.png the +2 cloak of the Thief
+2 cloak
-2 slaying
See invisible
+50 Stealth
May release clouds of fog and smoke when the wearer takes damage
Desirability
With +2 enchantment, see invisibility, and a stealth bonus, but -2 slaying, the cloak of the Thief[1] is an okay cloak before you factor in the clouds. Slow weapons with high base damage (like heavy weapons) can largely ignore the slaying penalty, but quick blade users may prefer a plain cloak, and most weapons lie somewhere in between. The clouds can potentially allow you to ignore all threats that are not within a 2 tile radius of you, making it easier to escape from ranged enemies. However, this is not reliable, and they can just as easily prevent you from blinking away from a dangerous monster that is already in melee. Clouds also make ranged options less viable, so this cloak is better for melee builds that don't mind the -2 slaying penalty.
History
- In 0.32, the cloak will give noise suppression instead of a passive ability to generate clouds on hit. The effect will be equivalent to the Noise Dampening mutation, but won't stack with it. Also, the enchantment will be lowered from +2 to 0, and the Slay penalty replaced by -5 MP.
- Prior to 0.26, the cloak of the Thief generated clouds by evoking it, rather than automatically when the wearer is injured.
- Prior to 0.15, this cloak only penalized damage (-3), not accuracy, and provided a slightly higher stealth bonus.
- Prior to 0.12, this cloak provided small bonuses to EV and dexterity, as well as evocable invisibility and levitation, but lacked the fog effect.
- Prior to 0.10, the -3 damage slaying penalty was much more severe, as slaying bonuses and penalties were multiplied by your skills.
References
- ↑ art-data.txt:811 (0.31.0)