The thief types really got shortchanged in design here. Sure they got a whole questline of random errands, but you could pretty much go axe-murdering through it without consequence and they'll just say, "You got our stuff, wonderful! Well, keep up the good work!" No one stops and says, "That's some nasty, unprofessional shit you're doing. If you keep it up, you're going to fuck things up for all of us." Usually the thief type is the first one I play in an RPG, because it gets you access to hidden plot details and allows you to pick your battles, sometimes enables you to make informed decisions about who really does or doesn't need to die. In this game you get the most plot by confronting people in dialog, and spying doesn't really get you anything you couldn't get with dirty brute force. It's just as well that I didn't try, because the list of skills you need to be a MASTER thief is so big that it doesn't leave much room for flexibility in character permutations. And that list is bloated with useless skills. Backstab -- wtf is that? You know how to use your weapon, you know how to move undetected, wtf do you need a special school to figure out how to hit someone where it hurts? Spot traps and disarm traps -- why are these separate skills? Surely if you know what to keep an eye out for, then you know how they're triggered and where they're targeted, and if you have a working familiarity with where and how traps are set, then surely the results are going to catch your eye when you come across them. Thieves in Arcanum just aren't cool, just aren't fun, and I can't imagine they were designed by anyone who enjoys playing them.