Guards

Helmet (Cost 60)

This gives you better protection against the thieves' blackjack. Without a helmet, a single blow to the back of the head will knock you out. Wearing a helmet means you can take 3 normal hits, or 1 heavy hit.

Flare (Cost 50)

Use the flare to light up an area to spot a troublesome hiding thief. If a torch has been put out, simply touch a burning flare against the sconce to relight it. Note, you cannot use your weapons while holding a flare. You can throw the flare to free your hands and pick it up again if necessary. The flare burns for 16 seconds.

Mine (Cost 50)

An explosive device that detonates when touched. Put these around the target areas on the map to stop the thieves from reaching their objectives. You and your teamates can set these off too, so be careful not to tread on them. Note, the AI guards do not set these off. The thieves can use their lockpicks to disable mines. You can carry a maximum of 2 mines.

Health Potion (cost 50)

The guard starts with 125 health points. When injured, drinking a health potion will restore 25 points.

Speed Potion (cost 100)

Drinking this will make you run twice as fast for 10 seconds, good for chasing thieves or to rush to guard the exit if the thieves have completed their objectives.

Caltrops (30 for a set of 3)

A four spiked trap that hurts and paralyses a thief that treads on it. Again, place these around key places, e.g. target items or the exit point. Guards can safely walk on these due to their thick metal boots, making these an ideal trap to place on well travelled corridors linking important places. The thieves can use their moss arrows to neutralise caltrops. You can carry a maximum of 6 caltrops.

Whistler Trap (Cost 120)

This golden machine will light up and make a shrill whistle whenever a Thief gets near. The thieves can disable whistlers with a water arrow. You can carry a maximum of 3 Whistlers.

Thieves

Flare (Cost 50)

This will burn and light up an area for 16 seconds. Can be used to explore the dark and dingy corners. Note, you cannot use your weapons while holding a flare. You can throw the flare to free your hands and pick it up again if necessary.

Flashbomb (Cost 100)

The flashbomb is thrown at the ground in front of an enemy, it will detonate with a bright flash that will temporarily blind anyone who looks at it or is nearby. Thieves are less affected than guards. Try to aim the flashbomb in front of the target, as it will blind them for longer. Useful if guards are bunching up in an area, as it will blind them all. Health Potion (cost 50)

The thief starts with 100 health points. When injured, drinking a health potion will restore 25 points.

Catfall Potion (Cost 30)

After drinking this, for a few second the thief can land safely and quietly on any surface. Can be used to make daring leaps off buildings.

Invisibility Potion (Cost 100)

This potion will grant you 10 seconds of invisibility. Note, clever guards can still track your footstep noises. You can carry a maximum of 2 of these.

Breathing Potion (Cost 50)

When underwater and running out of air, drinking this will restore your lungs full of oxygen, allowing you to swim further underwater.

Speed Potion (Cost 100>

Drinking this will make you run twice as fast for 10 seconds. This is useful for escaping when caught red handed, making a dash for an important item, or reaching the exit before the guards stop you. Lockpicks (Cost 100)

You can use these to unlock locked doors. Not all locks can be picked. You can also use the lockpicking tools to disable mines.