Recon

Your thieves search the land of the target and return with the target's build structure.

  • Reveals Incoming Acres and Under Construction
  • 30% fail rate

Sneak

Your thieves search the land of the target and return with information about the target's total military and military still in training.

  • Reveals Military Training
  • 30% fail rate

Intercept

Your thieves find out how close to their homeland the enemy's attacking force is.

  • Reveals Military Returning
  • 30% fail rate

Bribe Accountant

Your thieves use bribery to learn how much resources a tribe owns.

  • Reveals Tribe Goods
  • 30% fail rate

Truth's Eye

Your thieves observer the enemy's tribe to establish by which magical effects it is currently affected, as well as the target's mana reserves.

  • Reveals Effecting Spells
  • Reveals amount of remaining mana points of the target as well as the maximum guild capacity.
  • 30% fail rate

Diplomacy

You send a diplomat to the target tribe in order to learn how close to war you are with that tribe's alliance.

  • Reveals Hostility
  • 30% fail rate

Infiltrate

Send your thieves to infiltrate all facets of the enemy compound.

  • Reveals market credits
  • 40% fail rate
  • Available at 2,000 acres

Weather's Light

To improve their reputation and foster goodwill, your thieves work by the weather's light in order to help the farmers get the harvest done in time.

  • 13.33 kgs per thief sent (on average)
  • Thieves required: 1 TPA
  • 25% fail rate

Poison Water

  • Destroys up to 2% farms
  • Kills up to 1% citizens (minimum 75)
  • Thieves required: 0.25 TPA
  • 15% fail rate
  • Damage reduced outside of war

Arsenic Infusion

Infuse the enemy military's food and water with poison.

  • Destroys up to 2% food
  • Kills 0.2% of targets offensive specialists
  • Kills 0.2% of targets mystic units
  • Kills 0.1% of targets priest units
  • Kills 0.1% of targets elites
  • Thieves required: 0.4 TPA
  • 25% fail rate

Templu Amblo

Eager to satisfy their lust for gold, your thieves set out on an archeological voyage to find great treasures.

  • 20 cr per thief sent (on average)
  • Thieves required: 1 TPA
  • 25% fail rate

Arson

Send your thieves to burn down the homes of your enemy's population.

  • Destroys up to 1% homes
  • Thieves required: 0.8 TPA
  • 25% fail rate
  • Available at 1,500 acres
  • Damage reduced outside of war

Thieves Trap

To protect their base of operations your thieves build deadly traps to, as they put it astutely, neutralize the enemy.

  • Blocks 15% of enemy operations
  • Lasts 6-10 months
  • Thieves required: 1 TPA
  • 15% fail rate
  • Available at 600 acres

Land Claim

Your thieves set out to explore and secure uncharted lands.

  • 2.75 acres per operation sent (on average)
  • Thieves required: 1 TPA
  • 25% fail rate

Wildfire

Start a few fires, and watch as your enemies yards are consumed in flames

  • Destroys up to 2% yards
  • Destroys 0-10% wood
  • Thieves required: 0.8 TPA
  • 10% fail rate
  • Available at 1,500 acres

Intrigue

Your thieves will attempt to destroy your enemies academies through political manipulation and propaganda

  • Destroys up to 1% academies
  • Thieves required: 0.8 TPA
  • 20% fail rate
  • Available at 2,000 acres
  • Damage reduced outside of war

Thieves Rebellion

Help set in motion a pagan uprising to destroy your enemies churches

  • Destroys up to 2% churches
  • Destroys up to 2% temples
  • Thieves required: 0.8 TPA
  • 25% fail rate
  • Available at 2,000 acres
  • Damage reduced outside of war

Engineered Explosives

Your thieves will plant some explosives inside an enemy's mines and loot gold from the wreckage.

  • Destroys up to 1% mines
  • Destroys up to 1% guilds
  • 4000 crowns gained per building destroyed
  • Thieves required: 0.8 TPA
  • 10% fail rate
  • Available at 1,500 acres

Hwighton Raid

Destroys opponent's mage power.

  • Destroys 4% of opponent's maximum mana
  • Thieves required: 0.8 TPA
  • 30% fail rate
  • Available at 1,500 acres

Napanometry

By devoting time to the art of Napanometry, more mundanely known as the gathering of information on foreign scientific breakthroughs, your thieves help your scholars produce more research.

  • 1 research point per 40 thieves sent (on average)
  • Thieves required: 1 TPA
  • 25% fail rate

Ambush

Send your thieves on a devious counter-attack against any enemy who dared attack you and claim your land as their own.

  • Claims 10% of the incoming land of the enemy
  • 0.5% of the returning military units killed
  • Thieves required: 5 TPA
  • 0% fail rate

Mine Walls

Send your thieves to destroy walls of your enemy.

  • Destroys up to 1% walls
  • Thieves required: 0.8 TPA
  • 30% fail rate

Cut Supply

Sabotage the enemy's weaponries, and disrupt their supply lines selling the goods for profit.

  • Destroys up to 1% weaponries
  • Thieves required: 0.8 TPA
  • 30% fail rate

Survey

Your thieves journey to the enemy tribe and survey the area for any traps.

  • Thieves Trap duration is reduced by 1 month
  • Thieves required: 0.7 TPA
  • 50% fail rate
  • Available at 600 acres
  • Available to Brittonian, Hobbit, Mori Hai, Owl, Spirit and Wood Elf