This page holds the numbers behind thievery: how your thieves per acre set your success rate, how much stealth each operation uses, how many thieves to send, and how much a stealing operation yields. Use it to plan an operation before you send your thieves.
In short
- Your success rate depends on the ratio of your thieves per acre (TPA) to your target's TPA.
- Each operation costs stealth: 1% to 3%. You need at least 5% stealth to send thieves out.
- Stealth regenerates 3% every hour. Expose Thieves cuts it to 95% each tick.
- Yield depends on thieves sent, relative size, the table figures and your modifiers.
- Watch towers reduce yield by up to 62.5%.
Thieves Per Acre
The ratio of your TPA to your opponent's TPA will determine the success rate of your conducted thievery ops. Raw TPA is your thieves divided by your land. Modified TPA then applies your bonuses.
Raw TPA
Your thieves divided by your acres.
Raw TPA = Number of Thieves / Acres
Mod TPA
Raw TPA multiplied by each modifier in turn. The table below gives the values for the modifiers with fixed numbers.
| Modifier Type | Active | Otherwise |
|---|---|---|
| Invisibility | 1.1 | 1 |
| Ritual: Havoc | 1.2 | 1 |
| Thievery Science | Check your science page | |
Numbers last updated 27 Sep 2026. Changed? Help keep it current.
Stealth
The amount of stealth you use depends on which thievery operation you use and your relations with the opposing kingdom:
- Sabotage Operations (without relations) - 3%
- Sabotage Operations (Hostile or higher relations) - 2%
- Espionage Operations - 2% (excluding Spy on Throne and Spy on Defense, which are 1%)
You need at least 5% stealth to be able to send your thieves out.
If you log on to find your stealth much lower than you expected, someone has probably cast Expose Thieves on you. The spell reduces your stealth to 95% of what you had each tick, before regen.
Stealth increases by 3% every hour (excluding personality or racial bonuses).
Thieves to Send
The most thieves worth sending is the most your target can lose, divided by what each thief gains.
- Opponents' Resources can be found by using the Spy on Throne thievery op.
- Max % of Total and Gains per Thief are given by the table below.
Thievery Yield
What you steal is the thieves you send, scaled by the relative size of the two provinces, the gains per thief, and your modifiers. Relative size is the smaller networth over the larger, plus the war bonus if you are at war.
Thievery Yield = Thieves Sent * Relative Size * Gains Per Thief * (1 - Resources Lost) * Racial Mod * Personality Mod * Science Mod * Guile
Relative Size = MIN ( Target Networth / Self Networth , Self Networth / Target Networth) + War Bonus
- Gains Per Thief is given by the table below.
- Resources Lost is given by the table below.
- Thievery Yield is reduced by up to 62.5% by watch towers.
Thievery Table
Max % of Total, Gains Per Thief, War Bonus and Resources Lost for each stealing operation, first out of war and then at war.
Out of war
| Maximum Gains | Rob Granaries | Rob Vaults | Rob Towers | Kidnap Peasants | Steal Horses | Night Strike |
|---|---|---|---|---|---|---|
| Max % of Total | 37.5% | 5.20% | 21.3% | 1.85% | 12.75% | 18% |
| Gains Per Thief | 53.55 | 40 | 17.5 | 0.132 | 9.4% | 90% |
| Resources Lost | 10% | 10% | 10% | 20% | 50% | 0 |
Numbers last updated 27 Sep 2026. Changed? Help keep it current.
At war
| Maximum Gains | Rob Granaries | Rob Vaults | Rob Towers | Kidnap Peasants | Steal Horses | Night Strike |
|---|---|---|---|---|---|---|
| Max % of Total | 40% | 13.6% | 28% | 4% | 13.6% | 16% |
| Gains Per Thief | 96 | 64 | 16.8 | 0.285 | 10% | 80% |
| War Bonus | 25% | 25% | 25% | 25% | 25% | 25% |
| Resources Lost | 10% | 10% | 10% | 20% | 50% | 0 |
Numbers last updated 27 Sep 2026. Changed? Help keep it current.
Numbers last updated 27 Sep 2026.
See also
- Thievery: the operations themselves.
- Invisibility, Thieves Dens, Honor and Ritual: sources of the TPA modifiers.
- Science formulas
- Races and Personalities: racial and personality mods.
Races and personalities
- Races: Avians • Dark Elves • Dryads • Dwarves • Elves • Faeries • Halflings • Humans • Orcs • Undead
- Extinct races: Bocans • Gnomes
- Personalities: The Artisan • The Cleric • The General • The Heretic • The Mystic • The Rogue • The Tactician • The Warrior
- Extinct personalities: The Freak • The Paladin • The Raider • The Undead • The Necromancer • The Merchant • The Sage • The Shepherd • The War Hero
The thieves' toolbox
- Espionage operations: Spy on Throne • Spy on Defense • Snatch News • Infiltrate • Survey • Spy on Military • Spy on Sciences
- Stealing operations: Rob the Granaries • Rob the Vaults • Rob the Towers • Kidnapping • Steal Horses • Propaganda
- Mischief operations: Sabotage Wizards • Destabilize Guilds • Arson • Greater Arson • Night Strike • Incite Riots • Bribe Thieves • Bribe Generals • Free Prisoners • Assassinate Wizards