Lone thief#

At the start, only the lone thief career is available. You can raid the homes of wealthy citizens and develop your thieving skills to later join a gang or bandit army.
The Lone Thief’s Path is available on the House Leads page (Business → The Robber’s Path → Lead → House Leads).
Tips#
The “Leads” section displays the coordinates of houses available for robbery. New leads appear every hour if the old ones are no longer relevant. The list can be refreshed an unlimited number of times using stamina coupons.
Basic rules for working with interference:
- The best leads pay out more, but have stronger security.
- The same house can be robbed several times a day depending on its level of development.
- You cannot rob houses that belong to your account.
Table: Thief’s Crime Level and Daily Robbery Limit
| Criminal authority, units. | Robberies per day |
|---|---|
| up to 150 | 1 |
| from 150 to 500 | 2 |
| from 500 to 1500 | 3 |
| from 1500 to 2500 | 4 |
| 2500 and above | 5 |
House raid#
Before the raid, it is necessary to check the condition of the clone.
Mandatory conditions:
- Health is not less than 10 units.
- Stamina is not lower than 0.
- Availability of 50% of the planned theft amount in the gaming account.
Raid rules:
- In case of defeat, the security takes away the prepared sum.
- If successful, you receive gold from the house treasury.
- The higher the reward, the stronger the security.
- High “Thieves’ Luck” and low “Military Initiative” of the guards increase the chance of a silent robbery.
- Level 50 houses may be guarded by dragons and carry the highest risk.
Accrual of characteristics:
- +1 thief’s luck for each raid.
- +1 crime boss for each level of a successfully robbed house.
The battle#
If a fight begins, it is fought in a round-robin system.
Basic rules of combat:
- Participants attack in turns, with the clone with the highest military initiative going first.
- For an accurate strike you get 2 units of military knowledge, for an inaccurate strike - 1.
- Knowledge is awarded only if you have a weapon.
- Firearms are used first as long as there are ammo and durability above 0.
- After the ammunition runs out, the fight continues with cold weapons or fists.
- The battle continues until one side’s health drops below 10.
Cellars#
Information about basements is available on the “Basements” page (“Infrastructure Construction” → “Real Estate” → “Basements”).
If the thief is caught, he is placed in the basement of the house (house level 3 and above) for 48 hours or until ransom is paid.
Basement rules:
- You cannot perform actions or remove weapons.
- Redemption in gold coins is possible.
- The minimum step for changing the buyback is 0.0005 gold.
- If the owner of the house refuses, the amount is returned to the secret place.
Punishments in the basement:
- The combat effects “Wounds of Whipping”, “Dung Spirit”, “Chicken” are applied.
- Each punishment is valid for one fight.
- Each punishment reduces crime authority by 10.
The number of possible punishments is calculated using the formula:
\( N = 20K \)| Variable | Explanation |
|---|---|
| \( K \) | The size of the house’s treasury at the time the thief was caught |
If the execution is less than 0.05 gold, punishments are not possible.
Extraction and royalties#
Distribution of loot after a successful robbery:
- 10% goes to the Old Rat fund.
- 10% is always set aside in a stash for future ransoms.
- 80% is immediately transferred to the clone’s gaming account.