For the unit training structure see Theif guild (redirects)http://www.ageofstrategy.net/viewtopic. ... 3cabd6659c
Thief
Cost 2
Hp 8
Att 1 ( self defense)
Arm 0/0 (don't need'em)
Range 1
Speed 3
MR inconvertable
Cannot be benefitted from makeshift upgrades
Ability
- Steal ammunition and weaponry.
Att decreased to 1 ( if cannot change the value to a defined integer in current engine, then -30 giving att to 0)
90% chance to consume unit on action ( if he is a skilled robber, he can escape from guard or can probably get caught)
Last 2 turns, cd (if survived) 1.
- Loot valuables
Get near a money courier, valuables cart , or paying ship (not for condottiero ) and LOOT (a small icon can be provided for an active effect LOOT , and make the thief visible / remove stealth)
get near a merc and PAY for +4 turn leaving
and can get his job done as long as he can.