Perilous Legends Wiki

Cutpurse

Gold farmer and thief - more gold per kill, better loot rolls, lighter purses, and steal procs that print extra income.

Overview

The Cutpurse is the money class. Its passives pile more gold on every kill, add rare-item rolls, and improve your lockpicking; the forks turn Stealing into a proc that lifts gold and goods straight off monsters, and eventually make your gold weightless so you never have to bank mid-run. If you play for income, this is the class that pays best.

It leans on Stealing, Lockpicking and Stealth. It shares the Assassin's shadow-craft, but where the Assassin turns stealth into a kill, the Cutpurse turns it into a payday.

Passive Bonuses

Always on against monsters, scaling with your Cutpurse level. Maxed at level 14:

Cutpurse passives, per level
BonusPer levelAt level 14
Gold dropped by monsters+3%+42%
Chance on a kill for a bonus rare-item roll+1%+14%
Effective Lockpicking+1+14
Damage taken-1%-14%

Signature Procs

Two procs fire off your own attacks against monsters. The weaker triggers at 0.2% per level (2.8% at 14); the stronger at 0.1% per level (1.4% at 14). PvM only.

Fork Abilities

At levels 2, 4, 6, 8, 10, 12 and 14 you pick one of two, permanent for the build. Each costs Shadow Coins (10 / 20 / 30 / 40 / 50 / 60 / 70).

Cutpurse fork choices
LevelOption AOption B
2Gaffle - 2% per level: use Stealing on a monster to lift 20% of its goldSmuggle - 0.5% per level, once per monster: steal Illicit Goods when stealing from a monster (see below)
4Swindle - 10% off NPC purchase pricesShakedown - 0.5% per level: a killing blow on a humanoid drops a Protection Note (see below)
6Moneybags - -5% gold weight per levelLight Fingers - 50% chance for any steal proc (Gaffle, Smuggle, Shakedown) to yield double
8Born in the Shadows - 10% per level chance to detect stealthed mobs within 15 tilesShadow Walk - [ShadowWalk: run while stealthed for 10s; needs 100 Stealth, off below that or while PvP-flagged; usable again 70s after activation
10Diamond Hands - -5% gold weight per level (stacks with Moneybags: gold weightless at L10 with both)Kingpin - +1% per level multiplicative bonus to your rare-item drop rate
12Treasure Seeker - hidden chests within 10 tiles show themselves to youDangerous - your Hiding counts as Fencing, point for point
14Thug Life - your Stealing counts as Tactics, point for pointPerception - +10% chance for a lock to be worth picking properly

The weightless-gold combo: Moneybags at L6 and Diamond Hands at L10 stack to -100% gold weight, so a full-income Cutpurse can carry a fortune with no weight penalty and never stop to bank. The alternative L6/L10 line (Light Fingers into Kingpin) chases loot and steal value instead.

Dangerous and Thug Life hand you skill that sits on top of your 720, not inside it. Thug Life is the level-14 fork that lends you Tactics; Thuggery is the weaker proc that lifts gold.

Illicit Goods. A Smuggle steal drops a small box of Illicit Goods. Double-click it to fence it for a random reward: a purse of gold, a magic weapon, a piece of magic armor, or an item from the rare, ultra rare or mythic loot pools. The box is not blessed. Battle Trophies from the PvP events cash in the same way.

Protection Notes. A Shakedown kill of a humanoid (people, orcs, ogres, trolls, ettins, lizardmen, ratmen, savages, gargoyles and the like) drops a folded protection note worth a fixed sum of gold, with the amount written on the note. No vendor buys it: stand beside any banker, double-click the note in your pack, and the gold goes straight into your bank balance and the note is used up. Light Fingers can double the drop, and the note has no weight worth mentioning, so a run's worth of notes rides home in your pack.

How It Plays

PvM. This is the farming machine. Between +42% gold, bonus rare rolls, Mark boosting a target's loot table and Thuggery printing extra gold off the side, the same grind pays a Cutpurse noticeably more than anyone else. Gaffle and Smuggle turn your Stealing skill into income mid-fight, Shakedown drops Protection Notes off kills that any banker will cash, and the weightless-gold forks mean you never have to break a run to unload. It is not the biggest hitter, but it is the biggest earner.

PvP. The gold, loot and steal bonuses are all PvM only, so the Cutpurse brings none of its income edge into a player fight - it is a farming class, played for what it takes off monsters, not other players. Nothing on the class helps in a player fight; Shadow Walk and the skill bonuses switch off with the rest.

Coins & Leveling

The Cutpurse spends Shadow Coins. Earn class XP worth 10% of the gold your kills drop (active class only), fill the bar, then pay the Cutpurse Guildmaster the target level times ten in Shadow Coins per level (about 1,050 for the full climb to 14). Fork abilities cost extra coins. Coins drop for everyone off tough monsters, and Prism Coins cover any class coin you are short.

Not Locked In

Your first class is free and instant. Changing later takes a 2-minute channel (hold still, take no damage) plus a cooldown between swaps. Each class keeps its own level and forks, so leaving and returning does not reset your Cutpurse.

One character can also hold multiple skill builds through the Personality system - two slots to start, up to five for gold or Ether Charged Powder, swapped with a 2-minute channel (a fresh slot starts your skills at zero to retrain). A gold-farming build and a combat or caster build can share the same character.

Crafted Class Item

Fine Lockpicks. Superior lockpicks that hold a hundred charges and never snap on a failed pick. They give you the equivalent of twenty extra Lockpicking beyond the normal cap, so a Grandmaster picks as though skilled to 120. Each real attempt spends one charge, success or fail. Your class lockpicking bonuses still apply on top, and a dungeon chest opened with them can still start the Treasure Lock.

How to make it: Tinkering, 100 skill: ten gold ingots, five emeralds, and one Shadow Coin (a Prism Coin can stand in for it). One craft makes one set.