Here is an updated document that details the equipment available in thievery and its various uses.
It reflects changes already made, and possible changes that are still to be made within pro mod. The writing style may be too tongue in cheek for some, so be warned.
Due to the costing system being unfinished, I have left all prices out of the list.
THIEVES :
Blackjack
When combined with the element of surprise, the blackjack allows for a one hit take down. A quick blow to the back of an unhelmeted guard will knock him out cold. The charged hit technique provides a wider attack angle, as well as the power to remove a helmet. (removing a helmet does NOT disable a guard).
Efficient blackjacking goes hand in hand with stealth. While a thief is visible to them, guards are less susceptible to attacks from the side. Though the blackjack is now optional, few thieves will forgo the means to keep guards honest.
Sword
The weapon of choice for thieves who prefer a more permanent solution to the guarding menace. A single click performs a slash, while a charged hit does an overheard attack that deals more damage. The sword can be used to block uncharged attacks from guards, and has been known to even block the errant bolt! AI guards can be taken down with a charged hit followed by a quick slash, provided that they are unalert. Due to the weight and overt nature of the weapon, thieves are not only slowed, but also made visible with a drawn sword. Caution is recommended to thieves who choose to purchase this item, as many a sword thief has been thwarted by the burlier guarding class.
Broadhead Arrows
When fired at full draw, this deadly arrow is capable of eliminating unalert AI guards with a single shot to the back. A human will take two fully drawn shots in the back to eliminate. Apart from its more obvious uses, clever thieves can use this arrow to momentarily distract guards. Being an offensive arrow type, nocking this arrow will make a sound that can alert human and AI guards alike.
Water Arrows
Empowered with a water crystal, this utility arrow is primarily useful for extinguishing torches; giving yourself more shadow to hide in. By shooting a nearby surface, a thief can also put out firebolt flames as well as flares. Water arrows can also be used to disable whistler traps or wash away tell-tale blood splats.
Water crystals are known to form around damp locales, and can be used to replenish a dwindling stock of water arrows. As they are non damaging in nature, drawing back on a water arrow is completely silent.
Vine Arrows
By shooting a a vine arrow into a wooden surface, this specialised arrow allows thieves to scale previously inaccessible heights and create new pathways through a map. Although silent to fire, The thunk of the vine splitting wood, as well as the strain of the rope under tension are both audible to alert guards. Vines can also be used to block doorways, by shooting an overhanging beam, provided it's out of reach to guards. Once embedded in wood, a vine arrow can be retrieved and reused by thieves, or destroyed by guards.
Moss Arrows
The arrow of choice for thieves with a green thumb, This silent arrow deploys a patch of moss onto a surface. Moss serves two purposes; not only removing caltrops, but dampening all movement sounds in the vicinity. Guards are able to destroy moss with judicious use of fire, while thieves can enlarge a fledgling patch with tender treatment from water arrows.
Decoy Arrows
The versatile decoy arrow provides thieves with a tool to divert the attention of guards elsewhere, providing thieves with an unobserved escape, or perhaps even entry. The decoy now has two modes of operation. When fired into an area of light, it will permeate the noise of thief footfalls , confusing and alerting guards. When fired into a patch of darkness, a silhouetted thief will appear, luring guards with the prospect of a clumsily hidden thief.
Crack Arrows
The second offensive arrow type and thus audible, these arrows are treated with a hallucinogenic compound that completely disorients both human and AI guards for 15 seconds. Contact with any surface creates a toxic cloud that remains in play for 35 seconds, allowing for the use of area denial strategies.
Flashbomb
When thrown accurately, the flashbomb can be used to completely blind human guards for a maximum of 8 seconds, with a lesser fade effect for 5 seconds. AI are even more severely effected, remaining completely neutralised for 15 seconds. Care is to be taken when deploying a flash, as thieves are not immune to its effects.
Health Potion
A red elixir with rejuvenatory qualities. This draught will slowly heal a thief over time, with one potion healing approximately a quarter of maximum health. Due to its unfortunate taste, this potion can only be taken with an excessive amount of gagging.
Catfall Potion
Upon consumption of this delicious green potion, all actions taken by a thief become completely silent, with the sole exception of splashing in water. Although it doesn't grant nine lives, this potion can be also used to make impossible leaps of faith, as it negates fall damage.
Invisibility Potion
The invisibility potion contains the very essence of shadow. Silent to drink, it grants thieves ten seconds of complete invisibility. Any action of an offensive nature, such as swinging a weapon, or firing an arrow will immediately cancel the effects of this potion. Damage received will also cause a thief to flash visible momentarily.
Breathing Potion
Although it appears to consist of nothing but water, this potion momentarily creates an artificial atmosphere in the lungs of the imbiber. The effects of this are twofold: Drowning thieves will be granted respite, and Thieves also become immune to lingering crack clouds for a short duration.
Speed Potion
The nauseating sweetness of this potion may prevent silent quaffing, but this yellow brew is eminently useful in providing a surge of speed for a fleeing thief. Movement speed will be boosted greatly for a few seconds, while gradually returning to normal for the remainder of the potion's effect. Note that utilising various weapons will still cause appropriate speed reduction.
Lockpicks
These are the tools of the trade for any self respecting thief. Lockpicks can be used to open locked doors or to disarm any mine traps found laying about. Care is advised when using these in the presence of guards, as picking a locked door produces noise, with mines being even louder still.
Scouting Orb
When deployed, a scouting orb provides thieves with an extra corporeal eye from which they can scout remote locations for traps and enemy movements. Care must be taken while operating an orb, with thieves becoming completely immobilised for the duration of a viewing.
Telescope
While seemingly only a viewing tube with slight magnification, this item is the only thing that stands between success and utter failure. The secret to utilising this spy glass is known only to a select few. What IS common knowledge however, is that the greatest thief of each generation will always carry one on important missions.
Ration
Commonly found in the form of a wedge of cheese. Rations, whether purchased or purloined, have the ability to heal hungry thieves a modest amount.
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