There are hidden actions in every war, which are made by thieves and
assassins. Many times they play a main role in warfare, success can greatly depend on them.
Thieves are not as trustworthy as your soldiers, who are ready to give
their lives for their country. Your thieves can be arrested and you can
never be sure that they do not betray you.
You can give many kinds of orders to your thieves (see: thievery
actions below). There are actions that are easy for them, some are quite
difficult, but all of them are tiring. When your thieves' strength gets
below 50%, they refuse to obey your orders, because they need rest.
(Half-elf thieves can be used until 3% for actions that give you information
or some sort of loot.)
Every thievery action has a negative effect on civilian mood (See: Mood Help
Who can be attacked by thieves?
Thieves need magical assistance to get into the enemy's land,
because only mages can open a portal. (See: Wizardry help
). You can rob
- Are in the same group as you
- You open portal on them
- Are not under protection
- Are not in vacation mode
- Are not your allies
- Have no non-aggression pact with you
The open portal does not have to be directly between you and your target.
You have an open portal through which you can send your thieves, when:
- You opened the portal on your target
- Your target opened the portal on you
- One of your allies opened the portal on the target
- Your target opened the portal on one of your allies
- One of the target's allies opened the portal on you
When one of your allies opens a portal on XY's ally, and no other
portals are open, you CANNOT
attack XY with your thieves!
Success of the Actions
Your thieves always try to do their missions successfully, but
sometimes they fail. Their success depends on:
- Your numbers of thieves compared to the enemy's number of thieves
- The military mood
- Strength of thieves
- Scientific development in thievery (see: Science help)
- Active spells (see: Wizardry help)
Your thieves do their best to steal as many goods as they can.
Success does not only depend on their courage, other circumstances also count.
These circumstances are:
- Distance between your and your enemy's country. The further your thieves
have to go, the less loot they get.
- What race your country is, and what race the enemy is.
- Enter the id of the country you wish to attack.
- This shows the strength of your thieves, and the military mood. These
two are a major factor in the success of the action.
- Number of thieves you have. If you have opened a portal on someone,
their names and ids are also listed here. Click on one of the names to
select them as a target. The id will also be saved for use on the war and
- This is where you select what actions your thieves should take.
After you give your orders, your thieves leave the country to do their
mission. They go through the open portal and face your enemy's underworld.
They do their best to carry out your wish. After their mission, they
immediately come back home, regardless of the outcome.
If the thievery action was successful, all your thieves come back
home with their loot. Your enemy can only realize that they were robbed or
Sometimes your target prepares for thievery actions and your thieves
fail and some of them get arrested. It is possible that your arrested thieves
will betray you, but you have an opportunity to help your thieves if you use
the "Deception spell" (see: wizardry
): under the effects of this spell, your thieves may lie to the enemy.
Thieves are trained for special missions, no soldiers or mages
have skills to do their job. They learned to move invisibly, creep into
buildings and survive dangerous situations; which they face in their every
mission. Let's look at what missions they can do:
||Your thieves make a report on how many and what kinds of buildings your enemy
||Your thieves make a report on who your enemy's allies are.
||Your thieves murder as many mages in your opponent's country as they can.
|Steal from Stores
||Your thieves creep into stores and steal a part of your opponent's
corns, raw materials, weapons and gems.
||Your thieves steal as much gold as they can from your opponent.
|Steal from Temples
||Your thieves creep into temples and steal runes.
||Your thieves kidnap your opponent's people, but only half of them can
survive such a journey back to your country.
||Thieves set your opponent's houses on fire (only houses).
||Your thieves murder as many soldiers in your opponent's country as they can.
||Your thieves creep into libraries and steal as many scrolls as they can.
They can only steal that type of scrolls which you already have.
||Your thieves spy out what troops your opponent has sent out.
|Find out intention of attacking troops
||This action gives you information about the intention
of the troops attacking you and your allies. This action can only be used by
Successful actions tire your thieves by 4%, but failure tires them by 7%.
(Your race may modify this.)
Your place in the score table influences the success of your thievery actions as
Modifying formula: difference between ranks of your country and the
opponent's country * 20 / number of the players in the group.
If the result is less than 1, then you must count with 1. Your opponent's
defense strength must be multiplied by this number.
Effectiveness of your thieves depends on the value difference between you
and your opponent. Every 100 points of difference means 1% less effectiveness.
(Over 10.000 points difference, your thieves' effectiveness is zero.)
Some actions (assassinate mages, kidnap people, arson,
assassinate soldiers, poison thieves, fireball, and earthquake) result in an
automatic protection. This means the more these kinds of
attacks a country gets over a period of time, the less effective these attacks will be.
When calculating the strength of your thieves and mages, the average of their strength and military mood
For example, if your thieves' strength is 50% and your military mood is 80%, then
you should count with 65%. If somebody brings your thieves' strength down to 0%, but
your military mood 80%, your thieves defense strength is 40%. If both the
thieves' strength and military mood are 0%, the defense strength is