Way of a Bandit#

The thieves’ world is ruled by the Old Rat. Criminal activity allows one to develop thieving skills and increases the effectiveness of training in megalithic structures.
The influence of a crime boss#
Clones with a criminal authority receive increased stat bonuses when visiting the thermal baths and the Great Warrior Complex.
Table: The influence of a crime boss on the development of a clone’s characteristics when visiting megalithic structures
| The authority size | Accrual of military initiative in Thermaes | Accrual of military skills in the great warrior complex |
|---|---|---|
| 200 - 499 | 4 | 100 |
| 500 - 1,499 | 6 | 150 |
| 1,500 - 2,999 | 8 | 200 |
| 3,000 - 6,999 | 10 | 250 |
| 7000 - 11 999 | 12 | 300 |
| 12,000 - 19,999 | 14 | 350 |
| 20,000 - 29,999 | 16 | 400 |
| 30,000 - 49,999 | 18 | 450 |
| 50,000 - 69,999 | 20 | 500 |
| 70,000 and above | 22 | 550 |
Conditions of access to criminal activity#
- The minimum crime boss to join a gang or bandit army is 500 units.
- Princes, mayors, military personnel and security guards may not participate in criminal activities.
- Clones working in gold mines in settlements cannot engage in robbery.
Weapons and their use#
Criminal activities involve the use of bladed weapons, firearms, and heavy weapons, as well as naval vessels. Attacks require appropriate ammunition and ammunition.
Table. Weapons of the criminal world
| Weapon type | Minimum status | Use in property raids | Use in raids on settlements | Use in the bandit army |
|---|---|---|---|---|
| Cold | Craftsman | Yes | Yes | Yes |
| Firearms | Craftsman | Yes, salt cartridges are required | Yes, salt cartridges are required | Yes, live ammunition is required |
| Artillery | Peasant | No | No | Yes, cannonballs are required |
| Battle fleet | Bourgeois | No | No | Yes, cannonballs are required |
Rules for the use of weapons#
- You can have an unlimited number of weapons in your inventory and storage.
- Only one melee weapon and one firearm can be equipped at a time.
- Artillery and warships are considered firearms.
- Firearms are used first when ammunition is available.
- In the absence of a melee weapon, the clone delivers punches with damage from 5 to 10 units without accruing military knowledge.
- In raids on real estate and settlements, only cold weapons and firearms are used.
- All types of weapons are used in attacks by bandit troops.
If necessary, I can further provide sections on raids, cartridges, and the bandit army in the same form.
You can find detailed information about robberies in this section.
Lone thief#
A clone can get onto a criminal path by committing robberies alone.
Thieves gang#
Clones participating in robberies can form gangs and rob not only houses, but also large settlements.
Bandit army#
To participate in great battles against invaders, you can create an entire bandit army.
Summary of raids#
Battles involving robber clones can be seen in special statistics.