Welcome to the Brigands' Den! My name is Old Rat .. heh heh ... I'm managing everything here. Join our numbers and we will help you with tips on robbing some prosperous house, and not just one.

Robber can be any clone of craftsman status or higher, except for: princes, AU owners, clones with military rank, and those who work as a security guard.

To join a gang or a bandit troops, you must have at least 500 criminal authority units.

You will not be able to become a robber (and join the gang or bandit troops) within 24 hours after participating in the battle.

Look at the Tips - we give you the coordinates of several wealthy homeowners.

Every hour you can get new tips if the old ones are no longer valid. Use them to make raids. Hurry up to commit robbery, otherwise someone else may be faster!

You can forcibly update the list of tips an infinite number of times, using Energy Coupons. The best tips are those where the jackpot is the biggest.

The same house can be robbed several times, the number of house robberies per day is calculated in a such way: house level / 10 (but at least once a day). Every home has its own clearing time of the counter of robberies.

The number of daily robberies available to you depends on your criminal authority:

The number of units of criminal authority The number of robberies per day
Up to 150 1
From 150 to 500 2
From 500 to 1500 3
From 1500 to 2500 4
2500 and greater 5

You can check How to increase criminal authority in the "Robber’s Characteristics" chapter below.

[править] Robber’s Characteristics

Name of the characteristic What affects How to increase
Health points Fight duration +20 units per day automatically

1 Health potion - up to 100 units at once

Criminal authority The number of robberies per day + level of the robbed house

By serving in a bandit troops (see below)

Expertise in Military affairs Affects the accuracy of a shot/strike with cold weapons (compared with the enemy)* +1 point for an inaccurate shot/strike with cold weapons

+2 points for accurate shot/strike with cold weapons

+0 points for accurate/inaccurate punch

By serving in a bandit troops (see below)

By visiting the War Temple Complex

Robber's Luck Determines the chance of a robbery without "noise and dust" (without a fight and shots) +1 point for a robbery (no matter successful or not)
Initiative Used to determine the order of shooting +1 point for a robbery (no matter successful or not)

By serving in a bandit troops (see below)

By visiting Thermae

Remember that the value of your own expertise in military affairs (basic expertise) of a clone cannot be higher than 1,000,000 units. But there is a trick - you can temporarily increase the number of EMA more than this value by using jewelry, magical artifacts, and the "intention" characteristics. If you fought with our common enemy, Webman and deserved an award – those awards won’t be able to increase the EMA more than 1 million units.

* Accuracy of a shot/strike is determined by the ratio of the amount of military expertise on both sides. Even if you have much more expertise than your opponent - do not relax, you still have a chance to miss.

[править] Accessories - Magic items that increase characteristics

Look at the Fair - you are able to buy magic items (necklace, bracelet, belt, sash), wearing which you will immediately increase the amount of authority, luck, initiative or military expertise, respectively.

You can wear 1 item of each type of characteristics (4 in total), the maximum duration of their action is 777 days. Item durability is not reduced if it just lies in your bag.

While you are wearing an item, the characteristic will be higher by the value indicated on an item. As soon as you take it off - this bonus will disappear.

Also you can wear up to 8 rings of courage or rings of a great warrior (the maximum durability of 365 days), which add characteristics daily, according to the description of the item.

You can remove an item only after 24 hours from the moment of putting it on.

You can sell unnecessary items at the Fair.

[править] Combat Perks

You can get additional combat perks that can improve certain characteristics in combat, for example: reduce damage to you, or improve the accuracy of your strikes, and maybe even restore your health.

The number of perks you can get depends on whether you have expertise in military affairs (which is not spent on acquiring perks).

Your opponent may also have some perks, do not forget about it.

Also remember that some perks work in all battles, and some - only in fightes between guards and robbers, but do not work in battles with a common enemy (attacks by bandit troops).

For more information, check the Character - Combat Perks help section.

[править] The Raid

In order to go on the heist you need to have the Health indicator more than 10 points. Also check your Energy level, because a hungry clone will not be able to fight (if its Energy level is below 0).

When you attack a house, you will need gold in the amount of 50% of the treasury of the attacked object. If you fail, the guards of the house will take away your gold. If you manage to rob a house, you will take away all the gold accumulated in the house treasury.

Making a raid on the house, you can stumble on the guard. If you see a tip with a fat sum, remember, the owner is well-off, most likely the protection is good, don’t bother if you are not sure!

Be careful with guard dogs - do not go on a robbery without weapons and knowledge, perhaps there are dogs there, and you won’t be able to rob it noiseless...

If the security guard doesn’t have the "Initiative" characteristic at all, and you, on the contrary, have a well-developed characteristic for "Robber’s luck", then your chances of robbing a house without being noticed are very high. So do not forget to develop your characteristics!

[править] Armament

You can take cold and/or firearms with you. Each weapon has two characteristics: durability (the number of strikes or shots that can be made with a weapon) and damage (the minimum and maximum number of health units that the enemy will lose upon impact/shot). Different types of firearms have a different volume of ammunition bag, limiting the number of cartridges that can be used during the battle. Ammunition is initially empty and automatically replenished from the bag/storehouse, i.e. if there are salt cartridges there, then before the fight the character will replenish the ammunition with the necessary number of cartridges.

You can have any number of weapons, but you can wear only one type of firearms and cold weapons at a time.

After full expenditure of the weapon durability, the weapon is considered incapable, it must be replaced with a new one.

The sale of different types of weapons works in the Trade - Arm's Stock Market section.

If you do not even have cold weapons - you will fight with your punches, with an accurate strike, you will make from 5 to 10 points of damage to the enemy. Military expertise for such attacks is not charged.

[править] Protection

You can also wear a single leather thing (jacket, vest or leather cloak), which will reduce the damage done to you by firearms, cold arms or punches.

Each thing has its own strength and degree of protection.

As much as clothing will reduce damage units during attack as much strength units of it will be decreased.

The degree of damage reduction, depending on the type of leather clothing and type of weapon:

Type of protective clothing Punches and cold arms Firearms, salt cartridges Firearms, combat cartridges and cannonballs
Leather Vest (initial durability 3000 units) 1-5% 6-12% 3-7%
Leather Jacket (initial durability 5000 units) 5-10% 15-25% 7-13%
Leather Cloak (initial durability 10000 units) 10-20% 30-50% 10-25%
Samurai Leather Cloak (initial durability 10000 units) 10-40% 30-80% 10-50%
Leather Cloak made of dragon scale (initial durability 15000 units) 80-100% 80-100% 70-100%

You can buy leather clothing at the Fair.

[править] Fight

If neither you nor the guard has any weapons, and you were able to sneak unnoticed, then you still manage to escape from the crime scene, and everyone will have their own money.

If a fight started, then you will lose health points with each attack of the guard. Damage will depend on the weapon’s performance, enemy’s accuracy and protection.

The fight is a series of rounds. In one round, all participants in the battle commit one attack, in turn.

You (as well as a guard) can fight as long as your health indicator is higher than or equal to 10 points, if your health indicator is less than 10 points then you are considered incapacitated and lose a fight.

If you equipped with firearms, it would be used first. A security guard or a robber can use a firearm until one of them is capable and until they have enough of cartridges in the ammunition bag.

If the firearm is missing or the ammunition bag is already empty, you can use a cold arm, but only after the enemy has used up all the cartridges in his ammunition bag. If you don’t have a cold arm either, you will fight by punches.

The simplest robbery is if there is no guard, you will immediately get your money!

[править] Kvass

You can drink this wonderful drink in the Canteen. If you drink a bottle of kvass before a fight, you will receive a bonus depending on what you choose: expertise in military affairs (+10 units) or military initiative (+2 units). You can drink from 1 to 3 bottles of kvass before each battle.

In addition, the properties of kvass can add one more unit of any available expertise to a clone (except for such expertise as "criminal authority", "Robber's Luck" or "luck"). The type of expertise is selected randomly.

Expertise, obtained in such a way, remains forever.

In addition, each consumed bottle of kvass automatically exchanges the existing clone’s Bonus to Expertise in military affairs units for Expertise in military affairs units by a ratio of 1:1 (but not more than 33 units for each bottle).

[править] Basement's Jail

If you are unlucky and you get caught, then you will be imprisoned in the basement of the house (every house with a level of development 3 and greater has a basement jail).

You have to stay in the basement for two days, although you can offer the owner of the house a ransom in gold coins, and perhaps he will let you go. Ransom is reserved upon issue; first from your hiding place, and if there are not enough gold coins, then missing part is taken from the game account.

5% of the size of such a ransom owner of the house transfers to the state budget.

If the ransom offer was rejected by the owner of the house, or you yourself reduced the amount, then the return goes to your hiding place. You can try again; maybe he was not satisfied with the amount of the ransom?...

During your stay in the basement’s jail, sophisticated executions can be carried out over you. The number of executions for each robber is calculated as the value (the treasury of the house at the time of capture) / 0.05, rounded up. Punishments will bring you considerable inconvenience in subsequent battles: each punishment acts on one battle, if several equal punishments are applied to you, the number of such battles increases proportionally. Also, each punishment removes from the thief 10 units of criminal authority.

The gang of the Brigands' Den, having learned about the unsuccessful robbery, helps his comrade by covering him in every possible way, at work at the state enterprises and other kinds of work. Therefore the caught robber does not receive reprimands at the enterprises in which he works.

If you have been punished, then in the next battle it will affects your combat abilities:

  • "Wounds from flogging" - each turn of a fight reduces health by 1 unit.
  • "The dung spirit" - the whole essence of the clone indignant from the moral injury. Attack accuracy reduced by 10%.
  • "Chicken" – you will receive a 10% more damages in the battle.

If you offered a ransom, but the owner of the house decided to refuse you or applied the punishment, then the proposed ransom is fully returned to the robbers’s hiding place.

If your time in the basement has expired, you will be released within a few minutes.

[править] Health units recovery

If you get hurt, you know - health points are automatically restored by 20 units every 24 hours. You can fully restore your health points by using «Health potion» in the Canteen.

You can buy «Health potion» at the Fair or produce it in the Magicians' Tower.

Character NEVER dies; he only loses his health points.

[править] Gangs

[править] Gathering a gang

When your criminal authority has become equal to or greater than 3000, then now you stand high and you can gather your own gang.

For every thousand units of authority, you can hire an additional robber into your gang. If you have 3000 authority, then there can be no more than three robbers in the gang (including you, the leader). The maximum composition of gang is 50 members.

Having put together a gang, you can now make attacks on the treasury of owners of administrative units (AU).

If your criminal authority become less than 3000 units (for example, you removed some jewelry), the gang does not automatically dissolved. But it will not be possible to make an attack on administrative units until the authority increases again to a necessary level.

[править] Gang rules

If your criminal authority is less than 500 units - pass by, nobody will take you to the gang.

If you join a gang, you will strictly follow the orders of the leader and you cannot go to the robbery of houses on your own, as usual.

At any time you can leave the gang, but you can only enter another or go to a house heist on your own after 24 hours. You can also be kicked out of the gang, you will be notified about this by game mail.

Criminal news about the actions of your gang will also come in the form of alerts via game mail.

You should have your own health potions and cartridges for attack, as here is the place for quite authoritative bandits...

[править] Gang attacks

Tips-off on AU, check in a specified section.

For every 1000 units of criminal authority you will receive an additional one tip-off, but no more than 10.

You can forcibly update the list of tips an infinite number of times, using Energy coupons. The best tips are those where the jackpot is the biggest.

Each AU, regardless of type (hamlet, village, town, city), can be attacked no more than three times a day.

The number of attacks of your gang per day is limited by the level of criminal authority of a gang leader:

%band_attack_limit%

During the attack, gang leader should have gold in the amount of 50% gold of the treasury of the attacked object, in case of failure of the operation it will have to pay off...

Depending on the AU type, its treasury can be protected by a different number of guards, and not every gang can attack it:

%settlement_member_limit%

Robbers in the gang, having a health indicator of less than 10 units and did not automatically replenish it before the start of the fight, will not participate in the fight.

Also, the fight will not happen if the gang leader has a health indicator of less than 10 units.

[править] Fight

During the attack on AU, the fight is started between your gang and settlement squad.

The fight takes place according to the general rules of the raid, with some features:

  • Participants of the battle make attacks in decreasing order of the initiative units; not taking into account is it a guard’s side or a robber’s one
  • Shot/strike is directed to a randomly selected opponent
  • If there are several shots in a row (let’s say, from a three-barrel rifle), then each of them is considered single and is made by a randomly selected opponent
  • A battle ends when one of the parties does not have participants with a health of 10 units or higher
  • Replenishment of health by potions is possible only BEFORE the fight starts

[править] Distribution of criminal authority and gold

If a gang wins the fight, then it receives a certain number of criminal authority units for the whole gang:

%settlement_criminal_authority%

Of this total amount, 20% of the authority gets the leader of the gang, and the remaining 80% are divided into the remaining members of the gang (including the leader) according to the level of criminal authority.

In the case of a successful robbery, the gang leader divides the jackpot as follows:

  • 10% - sends to the Common Fund of a criminal community;
  • 20% - takes himself in the form of his share of the lucky jackpot (10% of which he hides in his hiding place);
  • 70% - divides between gang members (including himself) according to the level of criminal authority. Thus, as a General rule, 10% of your share you are hiding in your hiding place.

[править] Bandit troops

[править] Troops Gathering

Having reached the value of the Level of Criminal Authority of 70,000 units and being in the status townsman and higher, you find yourself in a special favor and can gather your own bandit troops in order to make forays to the camp of our common enemy, General Webman. Depending on your status and authority level, you can command detachments of various levels:

  • 1. 70,000 units of Criminal authority, townsman status: a maximum of 125 soldiers, of which no more than 5 ships (except battleships).
  • 2. 80,000 units of Criminal authority, townsman status: a maximum of 250 soldiers, of which no more than 10 ships (except battleships).
  • 3. 90,000 units of Criminal authority, townsman status: a maximum of 400 soldiers, of which no more than 30 ships (except battleships).
  • 4. 100,000 units of Criminal authority, merchant status: a maximum of 800 soldiers, of which no more than 100 ships.
  • 5. 150,000 units of Criminal authority, nobleman status: a maximum of 1500 soldiers, of which no more than 300 ships.
  • 6. 200,000 units of Criminal authority, nobleman status: a maximum of 2000 soldiers, of which no more than 500 ships.

Applications of candidates to join the troops can be approved manually, and you can configure the automatic reception of all comers.

[править] Rules of participation

If your criminal authority is less than 500 units - pass by, in the bandit troops you are not expected. Train your robber’s skills and come back then.

By joining bandit troops, you must obey your commander and you will not be able to raid on your own or to join gangs, nor will you be able to participate in tournaments. At any time you can leave the troops, but you can go to a robbery or join another squad or gang only after 24 hours. You can be kicked out of the troops also; you will be notified about this by internal game mail.

Criminal news about the actions of your troops will also come in the form of alerts via internal mail.

You must have your own health potions, combat cartridges and cannonballs, as here is the place for quite serious bandits... If you use firearms, then the salt charges will not be useful for you here, you have to use combat cartridges. You can make combat cartridges and cannonballs in the Arms production section or buy them in the Trade Guild.

If you are trained in any combat perks, then be attentive: during the battle of the bandit troops with the enemy, these perks do NOT work.

Clones serving in the bandit troops are charged with the following characteristics daily:

  • 2 units of initiative
  • 10 units of criminal authority
  • 5 units of military expertise

Bandits in the composition of the troops, having a health of less than 10 units and did not automatically restore it before the start of the battle, will not participate in the battle. The commander of the bandit troops can unsure you with health potions (if your reserves run out), but this is up to him.

Also, troops cannot attack an enemy detachment if the commander of the troops has a health indicator of less than 10 units.

[править] Bandit's Troops' Attacks

Each of bandit’s troops can make no more than 1 attack per day.

Webman's army can independently attack bandit troops. In this case, it is believed that the bandit troops conducted one attack (they cannot attack more today). If during the day the troops already independently attacked the enemy, the attack of Webman is still possible.

Participating in combat, a clone consumes 1 unit of Energy. If clone does not have enough Energy, then he does not take part in the battle. Also, he will not participate if the Health indicator of a clone is less than 10 units and does not recover automatically.

During hostilities as part of the troops, you get increased accrual of characteristics:

  • military expertise: for an exact hit +6 units, for an inaccurate +2 units.
  • initiative: for participating in a fight +3 units, for winning +6 units.
  • bonus to military expertise: depending on the weapon used (read below in the appropriate chapter).

Protective leather clothing will save you from bullet and shrapnel wounds, but the reduction from damage will be weaker (compared to protection from salt charges).

The degree of damage reduction, depending on the type of leather clothing and type of weapon:

Type of protective clothing Punches and cold arms Firearms, salt cartridges Firearms, combat cartridges and cannonballs
Leather Vest (initial durability 3000 units) 1-5% 6-12% 3-7%
Leather Jacket (initial durability 5000 units) 5-10% 15-25% 7-13%
Leather Cloak (initial durability 10000 units) 10-20% 30-50% 10-25%
Samurai Leather Cloak (initial durability 10000 units) 10-40% 30-80% 10-50%
Leather Cloak made of dragon scale (initial durability 15000 units) 80-100% 80-100% 70-100%

You can buy leather clothing at the Fair.

All weapons during fights wear much faster:

  • each shot of combat cartridge reduces the durability of the weapon by 10 units.
  • each shot of cannonball reduces the durability of the weapon by 10 units.

Bandit troops can be deceived by Webman and attack the moulage of the enemy. Before the army understands the deception, it will make one strike at the enemy dummies. The army will be considered the winner side of this battle; it will be able to collect the used ammunition from the battlefield according to the general rules. Everyone who exactly hit the target will be accrued expertise of military affairs and initiatives according to the general rules. The leader of the bandit troops and his fighters can recognize the enemy’s trick with a probability of 60%.

[править] Splitting up of the loot

It doesn’t matter whether your troops win or lose the battle, all participants in the battle are paid in gold, according to the amount of the enemy’s health knocked out. The cost of one unit of health will be assigned and the fighters will be informed about it. The leader of the bandit troops receives an additional 10% of the total output of his squad of bandits.

In addition, the winning side collects all the ammunition that it used in battle from the battlefield in the form of gold and metal - separately (25% will be deducted). The winner also collects from the battlefield the ammunition spent by the losing side, also 25% will be deducted (both from metal and gold), metal and gold are divided between soldiers of winning side according to "weight", the "weight" is the amount of knocked-out health of the enemy.

[править] "Bonus to Expertise in military affairs" Characteristic

Participating in battles as part of a bandit troops, a clone earns the characteristic "Bonus to expertise in military affairs", for each conducted battle. This characteristic can be exchanged for Expertise in military affairs using the Kvass drink. Each bottle of kvass, drunk by a clone at the Canteen, automatically exchanges 33 units of the Bonus to Expertise in military affairs into 33 units of Expertise in Military affairs.

The basic increase of number of units of this characteristic for a clone depends on the weapon that he used in combat (see table below):

Weapon type Bonus charge
Punches No bonus
Brass knuckles +1
Sharpener +2
Knife +3
Bayonet +4
Saber +5
Gun +6
Fusil +7
Musket +8
Carabine +9
Pistols +10
Yataghan +11
Katana Sword +13
Double-barrelled rifle +12
Triple-rifle +14
Sniper Rifle +15
Automatic Rifle АW 0614 +15
Howitzer +16
Regimental gun +18
Unicorn (elongated howitzer) +20
Brig +24
Corvette +27
Battleship +33
Dragon rider +33

For each battle You will receive Bonus to Expertise in military affairs in the following size:

Bonus = (Basic value) x3

That is, armed with a battleship, you will receive 33x3 = 99 units of the Bonus to Expertise in military affairs.

[править] Bandit’s Reserves

Gold coins obtained from the sale of weapons in a Brigands' Den, I spent not only on the development of the Den, but 10% is deposited in the Common Fund of the Criminal Community, and 30% I give to the treasury of the Land of Clones. Also, 10% of the gain I send to the reserve of the Steel Plant securities.

From each sum you earn as a robber, you need to send 10% to the Common Fund of a Criminal Community - these are the rules of the Brigands' Den. Another 10% of the sum will always be with you, you will be poking them into your hiding place (used as pay off from a basement jail).

The remaining 80% of the sum is yours (immediately get into the game account).

[править] The "Chunk of the Common Fund of the Criminal Community" tournament

Do you want to earn gold, black pearls and improve your military skills in the battles? Then choose a League that is available to you, and register for the tournament. The "Chunk of the Common Fund of the Criminal Community" tournament is held only between bandits every Sunday at 14:00 GMT.

For a detailed description of the rules of participation, see this link.

[править] Raid Summary

You will see fights with shooting in the general summary of the raids. The experience of comrades is a useful thing, do not pass by.

Your fights are located on the next tab.

Also check the criminal summary of the principalities - you will see how the inhabitants protect their houses in the particular principalities. High criminality - it means that the security is weak and you can profit well. If there are few successful robberies, it means that the guards are not sleeping, think whether it is worth the risk.