Most of this info was scraped from DR Secrets for posterity, along with some updated info from Elanthipedia.
Joining the guild
Find the blind beggar wandering around Crossing.
ASK BEGGAR ABOUT THIEVES
ASK BEGGAR ABOUT JOIN, (2X) and he will say he is thirsty
Steal water from the alchemist shop (requires 0 stealing - make sure you take off all armor and have no encumbrance or wounds)
GIVE WATER TO BEGGAR
Note - purchasing the water, or getting it elsewhere will result with the beggar being cute too. It's funny, has no drawback, but does not get you in the guild.
ASK BEGGAR ABOUT SKILL - To get your first Khri - Khri Focus.
To ask him about circle requirements ASK BEGGAR ABOUT TRAIN
Note: You may not belong to any other guild when you attempt this, if you are the beggar will not give you the message you need when you ask him about thieves.
Does not appear you can join the Guild from Riverhaven anymore
Guild Locations
Guild
Password
Guild Entrance
Crossing
No password needed
Location 1 - The entrance for all guilded Thieves is in The Raven's Court, Silver Walk. (Room 549 in Automapper).
You will see a slitted door with a golden knocker. TAP KNOCKER to enter the guild.
Location 2 - Swithen's Court, where the ruins of the old prison stand. (You MUST already know Passages, you will see a thieves guild sign.) Simply GO RUINS to use it. Then move west, and GO SPACE where you see stones marked with the sign of the Thieves' Guild.
Location 3 (Inactive) - Sand Spit Tavern. From the Barroom, GO AREA, CLIMB LADDER, and GO OTHER BARREL. (If know about Passages, you will see a thieves guild sign carved into the side of an old barrel.) Then move east, and GO SPACE where you see stones marked with the sign of the Thieves' Guild.
Riverhaven
Ask Jackwater about password
(He can be found roaming around near the jail during the morning hours, any other time you will find have to find him inside the jail)
Location 1 - Outside the pawnshop, search, knock on the door and whisper your password
Location 2 - Outside the chicken coop (in the Halfling quarter), search, knock on the door, whisper your password
Location 3 - Teahouse (in the Halfling quarter), look at the teahouse door and you will see a footpath. Go footpath, search, knock grate, whisper your password.
Location 4 - Go down the blind alley (find the gate on Blackmoon Road, a bit northeast of the bard guild) and head all the way south, then go recess to be in the corner slip. Search, knock door, whisper your password.
Location 5 - Outside the Artificer, search, knock on the door, and whisper your password. Then go door and go corner.
Location 6 - Outside the Armor Shop, search, knock on the door, and whisper your password
Shard
Ain Ghazal
Ratha
To get the Shard Password you must first complete a small quest. Go to Pawnshop. Ask Malik about thieves (or if you have already done the quest and you need the password ask malik about password.)
He'll give you a mission to find and bring back to him a shiny apple, an etrana flower or a basket.(Note: Most of these items will require ~50+ ranks of Thievery to pull off)
Apple: stealable from the halfling's apple cart
Etrana Flower: stealable from the window sill of the building south of gem store
Basket: stealable 3 west from the east gate
Take your item back to the pawnshop owner and he'll give you the password.
GO WELL that is one west of East gate, climb ladder, W, OUT, W, SE, GO GAP, then KNOCK DOOR and Whisper "password" and you're in.
No password needed
There is a hidden trap door in the chateau (go gate, w, go path, go door, s, w, s, go through the trap door with familiar markings)
The guild leader (Ivitha) is behind a curtain - from the [Thieves' Guild, Lounge] room go north and pull branch to reveal the door.
No password needed
In the exotic shop with guild rings on the third tier (Chabalu's Exotics), Ask chabalu about cellar.
There is a hidden right outside the justice offices. (go sand-coated pathway, climb tall wall, ne, go crack, climb column, climb side, go wooden platform, climb rock face, climb narrow ledge, go stone ramp) amount of climbing needed is high.
Kingpin Wulras is in a private corner from the Domed Hall. The bin is in the corner also for binning your goodies.
There are several secret passages throughout Muspar'i but the easiest way of getting into the Thief area is to talk to Ershhn who can be found flying on his magic carpet throughout town.
ask ershhn about guild escort
"So, you want me to take you to the guild outpost? Well, XXXX..." Ershhn says, pausing a moment.
"I can accommodate that request... this time. Consider it a favor," Ershhn says, staring at you with his piercing eyes.
"Very well," Ershhn says. He clicks his claws together, and in an instant, two shadowy figures crawl out of the shadows behind a nearby building. With ritual quickness, you are swept off your feet and rolled into a large Musparan silk rug, surrounding you in warmth and darkness. A flicker of panic rushes through you, but it is only fleeting as you feel yourself moving swiftly along in the arms of the mysterious delivery men.
A short time later, you are bruskly rolled onto the floor of a dark passage, the figures having unfurled their parcel upon completion of the errand. They disappear without a word, just a passing breeze.
[Muspar'i, Kings' Hidden Passage] Smears of black soot along the golden sandstone walls thrive due to the constant burning flames of the torches lighting the narrow space. Despite the warm, fiery glow, the steps plunging into the cliff's dark depths still appear to slant at a steep and treacherous angle. The only saving grace for the cramped passage is the absence of the violent, blustering sand churning through the air. Obvious exits: none. Roundtime: 16 sec.
From here you climb sandstone steps and you will be in the Domed Hall
Muspar'i
No password needed
URBAN BONUS
Urban bonus is entirely dependent on where the thief is currently located.
If you are in an Urban or "Town" area (with JUSTICE), you will have a bonus to your skills.
Town areas are considered any location inside a town wall or perimeter; excluding Undershard, Crossing Tunnels and in-town Ranger guilds.
Urban areas are generally anywhere you will find a Justice system, but there are some exceptions.
This can be used by a thief to discern if the location is urban, neutral, or wilderness.
To check your bonus at any time: smirk <your name>
You will get a message like this:
You smirk to yourself, knowing you are at the absolute top of your game. (CONFIDENCE)
You don't think you're in either familiar or unfamiliar surroundings (URBAN BONUS)
The top line is your Thief Confidence level, more on that below.
The bottom line shows your "Urban Bonus".
URBAN BONUS LEVELS:
Your surroundings fit your talents perfectly. - (Urban bonus ACTIVE)
You don't think you're in either familiar or unfamiliar surroundings. (Neutral - NO BONUS - No Negatives )
You don't take any extra comfort in this unfamiliar territory. (Wilderness area - no urban bonus - possibly even a NEGATIVE bonus)
THIEF CONFIDENCE:
Whenever the thief successfully performs a Thiefly task that is of some risk to them (hiding around creatures, backstabbing creatures, successful thievery from shops). This will boost their "Confidence" level. The more confident you are, the better chance of success you have in these thiefly tasks.
If you have a bad or negative confidence level, this will reduce your chances of successfully performing these tasks by hindering your base ranks by 5% and can even negate any Urban Bonus. However if you have both a good confidence level and an urban bonus, these DO stack together, giving the thief a higher edge on difficult tasks.
CONFIDENCE LEVELS (From best to worst)
1. You smirk to yourself, knowing you are at the absolute top of your game. (5/5)
2. You smirk to yourself, the way only a stylish Thief can. (4/5)
3. You smirk to yourself, feeling quite good about how you're doing. (3/5)
4. You smirk to yourself, feeling rather confident about things. (2/5)
5. You smirk to yourself, feeling a little above average. (1/5)
6. You smirk to yourself, but can only muster up average confidence. (0/5)
7. You smirk to yourself, but feel slightly uncomfortable. (-1/5)
8. You smirk to yourself, but have to force it. (-2/5)
9. You smirk to yourself, but cannot shake the thoughts of your recent screw-ups. (-3/5)
10. You smirk to yourself, but you know you aren't fooling anyone. (-4/5)
11. You attempt to smirk to yourself, but don't see how things could get any worse. (-5/5)
Right now only stealth, backstab and thievery will modify a thief's confidence. So if you are stuck with low confidence, get out there and backstab critters!
Starting Khri now also checks confidence. It is possible to not be able to use some Khri with low confidence.
REPUTATION
Not listed using the Smirk verb above, this is your "Reputation" amongst the Thieves guild in your current province. Think of it as your infamy in that province, or how well you are "known".
The more often you get caught breaking the law and going to jail, the worse your reputation gets in that province. You need to allow some time for things to "cool down" in that province before racking up a bunch of fines.
Each province has it's own Reputation levels and they are not shared between provinces. So if you wreck your rep in one province you can move to another one for a while to let things cool down.
Reputation is GAINED by BINNING stolen items in the guild donation bin (#1 method of increasing/maintaining rep). Secondly you also gain some reputation by successfully BACKSTABBING creatures that teach you.
If doing regular stealing runs, you definitely want to bin at least half of the items you steal to keep your rep in check, as you will be getting caught often.
Anytime you are caught breaking the law, your reputation in that province will drop. If you stack up multiple charges in a very short period of time and also stay wanted (don't go to jail and clear the fines) this can severely hurt your rep.
INCREASING YOUR REPUTATION
Activities that boost your Thief Reputation
- FIRST - GO TO JAIL / CLEAR ANY PENDING CHARGES - ACTIVE CHARGES WILL HURT YOUR REP
- BIN STOLEN ITEMS - #1 way to improve rep in a province. Bin all the stolen items you get.
- BACKSTAB CREATURES - Backstabbing Creatures will improve your rep over time
- Performing "Thiefly Tasks" for an NPC associated with the Thief Guild
Your reputation is something you don't even really notice most of the time. As long as it doesn't get too bad - You shouldn't even really notice it.
If you bring too much heat down on the guild this could cause you to be without the aid of the guild at all in that province... if your reputation very very bad.. you could be mugged when trying to enter the Thief Guild or passages, leaving you with severe bleeders on every limb, stunned in some remote part of the NTR.... or at the worst level of Reputation.. instant death when you try to enter the guild or use any passages. This is extremely bad. You won't be able to enter the guild or use any passages and will be instantly killed when trying to do so.
If your reputation has become so bad that you cannot even enter the guild to bin - Pretty much your best bet is to go to jail and clear any current charges, so you are no longer wanted. Then stay out of that province for a FEW DAYS - or at least don't get caught breaking the law in that province for several real life days, to allow your "heat" in that province to reset. It used to take a RL week or longer for heat to fully reset after being at the worst level, clearing any charges and laying low.... however with the recent changes to the stealing system and justice 3.1, it's much less severe now.
Nevertheless, if you find your reputation is bad in a particular province you should:
Immediately surrender to the nearest town guard, go directly to jail, do not pass go... and go pay your fine. Make sure you clear any pending charges in that province so you are no longer wanted.
Lay low in that province for a few days. i.e - don't get caught Stealing and Murdering or end up wanted for anything.
If you can, bin as many stolen items as you can to increase your rep
To check your guild reputation you must ask a certain NPC in the major cities and they will tell you your Reps across all provinces:
Crossing - Find the Old Beggar, ASK BEGGAR ABOUT REP (Requires 100 copper kronars)
Shard - In Shard Guild, ASK SAISHLA ABOUT BONUS (I believe there are 3 different statuses)
Haven - Find the Sailor - ASK Sailor ABOUT REP (Requires 100 copper lirums)
Ratha - Also has a Sailor - ASK Sailor ABOUT REP (Requires 100 copper lirums)
THIEF ABILITIES
As you progress in circles you will gain access to new abilities, here is what they are, what they do and how to get them.
KHRI
Khri is a Thief-only ability based on concentration that leads to heightened awareness and dexterity. The Khri are taught by various guild leaders. "Khri" is both the singular and the plural term. Thieves get their first Khri at 1st circle then get one every 5 circles after that.
There are three "trees" of Khri: Potency, Finesse and Subtlety. Each tree is taught by an individual guild leader. Potency is taught by Kalag in Crossing. Subtlety is taught by Crow in Riverhaven. Finesse is taught by Ivitha in Ain Ghazal.
All khri can be stacked together with no limit to how many can be stacked at once. There is no extra concentration cost for stacking multiple khri at once. The only limitation is your concentration.
Starting multiple khri at once has a skill check.
The difficulty of activating a khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make khri easier to start while a negative confidence level will make it more difficult.
At low magic ranks you will have to kneel to start khri. Generally speaking, you will be able to stand and start tier 1 at 50 ranks in magic, tier 2 at 100 ranks, tier 3 at 150, tier 4 at 250.
Slot progression is unlocking one khri at 1st circle, 5th circle and then 1 slot every 5th circle. You'll have all khri slots by 110th.
KHRI COMBOS
If you have enough concentration and magic skill, you can put up multiple khri at the same time and combine certain khri together to produce a new effect.
You can either use the khri combo name itself (ie - Khri Speed) , or you can put up the specific combination of khri to create the combo and produce the same effect. (ie - khri plunder avoidance flight )
SLIP ABILITIES
SLIP abilities are not mandatory, but are a very useful tool for the Thief. Slip is first learned via other players. Once taught, you will automatically learn more slip abilities as you reach the required circle. You only need to learn it once.
Bards, Thieves, Rangers, and Necromancers are capable of learning SLIP maneuvers to some degree, and any of the four guilds can teach any member of the four guilds who is eligible.
SLIP abilities use a combination of Stealing and Stalking skill, while accumulation of abilities is circle based.
• Use SLIP TEACH (target)
• You need at least 100 teaching skill to instruct someone with slip.
• You don't need any scholarship skill to learn slip.
• You only need to be taught the basics, you will pick up the skills as you qualify for them circle wise.
• There is no circle requirement to be taught basics.
You quietly offer your instruction to <student> in the arts of stealthy movement. You quickly instruct <student> on the advanced arts of stealthy movement. Although he seems confused at first, your instructions sink in with increasing speed as you repeat the basic precepts. Within a short time, you feel <student> is ready to learn the rest as he goes.
<Teacher> quickly instructs you on the advanced arts of stealthy movement. Although the precepts are difficult at first, they solidify into your mind with increasing ease. After a short time, you are convinced you know enough to pick up the rest on your own as you become more experienced. [Type SLIP HELP for instructions on your new abilities.]
Circle 10 - Sleight of Hand with coins.
Circle 15 - Ability to Slip coins to people.
Circle 20 - Ability to Slip personal objects to/from personal containers.
Circle 30 - Ability to Slip personal objects to another person's containers/hands.
Circle 40 - Ability to Slip worn items on and off.
Circle 50 - Ability to Slip into hiding and stalk a target at same time.
Circle 60 - Ability to Slip into hiding and sneak a direction at same time.
Circle 70 - Ability to Slip items from the ground to one's possession.
Type SLIP HELP to see what abilities you know and how to perform them.