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The '''Breaking and Entering''' system |
The '''Breaking and Entering''' system allows individuals or groups to enter properties to steal items and gain experience. The system entered the Test server in 433 (January 2020) and was released to all 3 instances in 433 (February 2020). |
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==Overview== |
==Overview== |
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* The system takes advantage of the |
* The system takes advantage of the {{com|BURGLE}} verb. It should only work in justice areas that are outdoors. |
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* There is an {{com|AVOID}} {{tt|!CRIME}} setting, which prevents people from leading you into a B&E instance, even if you're in their group. |
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* [[Thief|Thieves]] will want to make use of some [[Khri]]. There are three Khri that give an advantage: |
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:* [[Khri Slight]] has a skill-based chance to protect you from mistakes made due to a mistake while entering.<ref>[[Post:Less_and_less_time_to_burgle_-_09/15/2020_-_18:27]]</ref> |
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:* [[Khri Plunder]] will increase the odds of getting something from a {{tt|SEARCH}}.<ref>Plunder confirmed by [[Javac]] on the official [[discord]] server ([https://discord.com/channels/619301383451181075/619330375562428463/958831597946277899 link)]</ref> |
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:* [[Khri Hasten]] reduces the RT of searching.<ref>Hasten confirmed by [[Javac]] on the official [[discord]] server ([https://discord.com/channels/619301383451181075/619330375562428463/958816378905845900 link)]</ref> |
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* Survival [[Skillsets|skillset placement]] has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown. |
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===Warnings=== |
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* Failure is determined by the player doing something wrong, there is no random "snake eyes" failure. |
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* The fine for being caught can potentially be quite high. |
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:* Fines scale linearly based on circle, and it's less than the 2 plat per circle. Your overall criminal history also plays a part in the calculations of fines. |
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:* People get outrageous fines because they fail to {{com|PLEAD}} {{tt|GUILTY}} (stop trying {{com|PLEAD}} {{tt|INNOCENT}}, it's a bad idea without lots of [[Charisma]]) and have lots of priors that haven't fallen off. |
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* Getting caught in [[Justice#Clan_Justice|Clan Justice]] (e.g. [[Knife Clan]]) will result in your right hand being chopped off. If your hand is already missing you <em>will</em> be caught and the guards will execute you. |
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* Certain other wounds may cause you to be caught. |
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* Stay out of sight. Either dark of night, [[Stealth skill|stealth]] or [[Invisibility|invisibility]] is required to enter via {{tt|burgle}}. You can safely move around unhidden inside. (You won't learn ''additional'' stealth while searching surfaces unless you're hidden or invisible.) |
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* Don't linger. Unless you're a very fast [[Thief]] using all the [[Khri]] advantages, you don't have time to get loot out of every room. |
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* While burgling, watch for "Footsteps nearby make you wonder if you're pushing your luck." which indicates you need to leave ASAP (through the kitchen window) or you will be arrested. |
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* Don't do it too often. There's a message when the cooldown expires. You will automatically fail and be arrested if you {{com|burgle}} while under the cooldown timer. |
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* Watch your inventory count. If you are 10 or fewer items from your [[Inventory (concept)|inventory limit]] you will automatically fail. |
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* Paladins: you will learn [[Thievery skill|Thievery]] via {{com|burgle}}, even if you don't take anything inside the domicile. |
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* Put/send away all [[Vanity pet|vanity pets]] and [[Ranger companion|Ranger companions]] before you burgle. Breaking and entering ''will'' eat them. |
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* You will auto fail if there is a guard in the room when you burgle, or when you exit through the window. |
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* Take care to type {{tt|Burgle Recall}} carefully. A mistyped command will result in your immediate arrest if the cooldown has not expired. |
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===Subscription Levels=== |
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* [[Premium]] subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly. |
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* [[F2P]] Characters don't grant extra rooms, and they don't grant lower cooldown for better survival skillset placement. They also have a very low chance of finding loot, even using Khri. F2P Characters also must be wary of item counts. If you are close to your item limit, the system will automatically throw you in jail with the message "The sheer amount of your gear causes local law enforcement to take notice of your criminal intent." |
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===Getting In and Getting Out=== |
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* You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get. |
* You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get. |
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:* A lockpick or lockpick ring will train [[Locksmithing]] on success. |
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* Survival skillset placement has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown*. |
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:* A heavy rope will train [[Athletics]] on success. |
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:* The item in your right hand will take precedence. If you are wearing a lockpick ring and holding a rope, the rope will be used. |
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:* If both a lockpick ring and rope are worn, and neither is held in the hand, the lockpick ring will be used. |
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* To exit a burglarized domicile, return to the kitchen (where you always enter) and {{com|go}} {{tt|window}}. |
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* Groups need to enter together (otherwise you'd go to separate microsegs). After that, you can split up. |
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===Experience=== |
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* Entry method experience is granted on exit. |
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* You get half experience if you are caught in the home, or exit the home with a guard in the room you started in. |
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* You gain additional experience from {{com|SEARCH}}ing or {{com|RUMMAGE}}ing through each surface in the rooms, [[Thievery]] and [[Stealth]] (if you're hidden/invisible). |
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:* <s>''Note: you will receive this experience for the action; it is not dependent on finding an item to award the EXP.''</s> |
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::* As per GM [[Javac]], "You do not get experience for finding nothing. You can search/rummage again on that container to try and find something." |
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:* ''Note: if you fail to find something on a surface, you can re-search/re-rummage it to try again, with an equal chance to pick something up the 2nd time. However, only 1 item may be picked up per surface, per {{tt|BURGLE}}, so move onto another room if you find an item.'' |
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* Survival primary behaves slightly differently. Each Survival primary increases the entry method experience. Entering with a group of 3 or more survival primes will allow you to learn both athletics and locksmithing entry method skills in the same burgle. |
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* Exiting the home provides [[Stealth]] experience based on skillset placement. Survival primary characters receive 17/34 [[Stealth]] upon exit; all others receive ~8.5/34. |
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==Cooldown Times== |
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{|class="wikitable" style="text-align: center; |
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|- |
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! |
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! F2P<br/>Cooldown || Standard Acct<br/>Cooldown || Premium Acct<br/>Cooldown |
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|- |
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! scope=row | [[Thief|Thieves]] |
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| 60 min || 25 min || 20 min |
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|- |
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! scope=row | Survival Primary |
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| 60 min || 30 min || 25 min |
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|- |
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! scope=row | Survival Secondary |
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| 60 min || 40 min || 35 min |
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|- |
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! scope=row | Survival Tertiary + Commoners |
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| 60 min || 50 min || 45 min |
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|- |
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! scope=row | Paladin |
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| 60 min || 60 min || 55 min |
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|} |
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'''Your entire group uses the best time, and your entire group benefits from a premium character in your group.''' |
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* Having a Premium character in your group, regardless of their skillset placement, reduces the cooldown by five minutes. |
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* As an example, if a Premium [[Bard]] (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown. (Standard Thief = 25 minutes, -5 minutes for a Premium character.) |
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Cooldown is in real life time, logged in and/or out. |
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===Checking Cooldown=== |
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You can use {{tt|BURGLE RECALL}} to determine how long you should wait. There is also a HELP option, so {{tt|HELP VERB BURGLE}} as well as {{tt|BURGLE HELP}} will give you this information. Additionally, you will receive the following message when the cooldown timer is up: |
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: ''A tingling on the back of your neck draws attention to itself by disappearing, making you believe the heat is off from your last break in.'' |
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If you attempt to {{tt|burgle}} before your cooldown timer is up, you will immediately be caught. |
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==Rooms and Loot== |
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* All houses contain a Kitchen and a Bedroom. |
* All houses contain a Kitchen and a Bedroom. |
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* You always enter through the kitchen. The layout is randomly generated when you enter. Each room has a surface you can {{tt|SEARCH}} for a chance at burgling an item. The extra rooms that generate depend on your guild. |
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* Each primary skillset unlocks a different room*. For example, having a Moon Mage and a Barbarian will unlock two additional rooms, the Study and the Armory. |
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* Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room. |
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* Survival primary behaves slightly differently*. Each Survival primary in the group unlocks a random room that isn't unlocked, and increases the entry method experience. Enough Survival primes will allow you to learn both entry method skills. |
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:* [[Free accounts]] do not unlock additional rooms, regardless of their skillset placement. |
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* Entry method experience is granted on exit. You get half experience if you are caught in the home, or exit the home with a guard in the room you started in. |
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:* Paladins can {{com|BURGLE}} at the risk of learning [[thievery]], but will not unlock any additional rooms. |
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* You gain experience from {{com|SEARCH}}ing or {{com|RUMMAG}}ing through each surface in the rooms, Thievery and Stealth (if you're hidden/invisible) |
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:* Example: having a Moon Mage and a Barbarian will unlock two additional rooms, the Sanctum and the Armory. |
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* Thieves will want to make use of some Khri. There are three Khri that give an advantage, but I'll leave it to you to experiment. |
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* Non-F2P Survival primary also behaves slightly differently, with each Survival primary in the group unlocking a random room that isn't already unlocked. |
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* Premium subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly. |
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:* Example: a Thief, Necromancer, or Ranger operating alone will enter a domicile with three rooms (the Kitchen, the Bedroom, and... something else). |
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* There is a new AVOID CRIME setting, which prevents people from leading you into a B&E instance, even if you're in their group. |
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:* Example: having a Moon Mage and a Thief will unlock two additional rooms. The Moon Mage will unlock the Sanctum. The Thief will (randomly) unlock one of the ''remaining'' choices, either the Armory, Library or Work Room. |
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* If you have every room unlocked, and extra non-F2P survival primes who don’t have a room to randomly unlock, they will instead add some time to the microseg. |
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{|class="wikitable" |
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|- |
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! Room || Searchable Surface|| Unlocked by [[Skillsets|Primary Skillset]] || Notes |
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|- |
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| [[Breaking and Entering/Kitchen loot|Kitchen]] || counter || All || '''The exit room.''' Always present, regardless of guild. |
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* [[Breaking and Entering/Kitchen loot|Loot]] focuses on [[Alchemy]] tools, kitchen-themed weapons and armor, kitchen-themed toys and random food & drink items. |
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|- |
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| [[Breaking and Entering/Bedroom loot|Bedroom]] || bed || All || Always present, regardless of guild. |
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* [[Breaking and Entering/Bedroom loot|Loot]] focuses on [[Locksmithing]] trainers, along with verbed clothing, jewelry & toys with Zoluren famous faces & places themes. |
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|- |
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| [[Breaking and Entering/Armory loot|Armory]] || rack || Weapon Primary || Survival Primary guilds can randomly unlock this room. |
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* [[Breaking and Entering/Armory loot|Loot]] focuses on weapons, armor, shields & ammo. |
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|- |
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| [[Breaking and Entering/Library loot|Library]] || bookshelf || Lore Primary || Survival Primary guilds can randomly unlock this room. |
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* [[Breaking and Entering/Library loot|Loot]] focuses on musical instruments, [[Trader jewelry]] items, pre-filled [[compendium]]s, [[scroll stacker]]s, [[companion slate]]s, cambrinth items and verbed toys & props. |
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|- |
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| [[Breaking and Entering/Sanctum loot|Sanctum]] || desk || Magic Primary || Survival Primary guilds can randomly unlock this room. |
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* [[Breaking and Entering/Sanctum loot|Loot]] focuses on [[cambrinth]] & [[gaethzen]] items, {{ilink|i|memory orb}}s, telescopes, cases & divination tools, belt-worn skinning knives and single-use enchanted items (minion identification, backtrace, etc. & [[mail]] system items). |
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|- |
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| [[Breaking and Entering/Work Room loot|Work Room]] || table || [[Commoners]] || Survival Primary guilds can randomly unlock this room. |
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* [[Breaking and Entering/Work Room loot|Loot]] focuses on crafting system tools & consumable products (oil, pins, etc.), [[lockpick ring]]s and crafting-themed containers. |
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|- |
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|} |
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==Example Messages== |
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===Caught due to carrying too many items in clan justice=== |
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<pre> |
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The sheer amount of your gear causes local law enforcement to take notice of your criminal intent. |
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Clan guards arrive, an angry glint in their eyes! After a thorough search, they discover you in your place of concealment and quickly surround you in a circle of brandished weapons. |
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After a moment the leader steps forward grimly, "So, you thought you could get away with stealing from one of ours. Well I don't know where you come from, but around here we don't take that too well." With that, he steps away and signals to the waiting guards. Before you can even blink, you are trussed up and kneeling before a hooded figure in a mask. |
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The figure intones solemnly, "I now pronounce sentence." With that, the figure produces a wicked axe from beneath his cloak as the guards grab your right arm and stretch it outwards. With a mighty swing, the axe cleaves downwards, severing your hand neatly at the wrist. |
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Your heavy rope falls to your feet. |
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</pre> |
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===Caught due to burgling in front of a guard in town justice=== |
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Some warnings: |
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<pre> |
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* Failure is determined by the player doing something wrong, there is no random. The fine for being caught is fairly high. |
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A town guard watches on in bewilderment as you attempt to burgle a home right in front of him, incriminating yourself before the guard moves to summon backup. |
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* Stay out of sight. Either dark of night, or stealth is required. |
|||
"Stop right there!" The shout reverberates through the area as the guard charges towards you. "You're under arrest!" |
|||
* Don't linger. Unless you're a very fast Thief using all the Khri advantages, you don't have time to get loot out of every room. |
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Before you really realize what's going on, your hands are firmly bound behind you and you are marched off. |
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* Don't do it too often. There's a message when the cooldown expires. |
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Arriving at the jail, the guard submits you to a brutal strip search and throws your things into a large sack. From there you are dragged down a dark hallway and into a cell. As the door shuts, you hear the guard growl, "...and there you'll STAY!" |
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The door slams shut, a sound not unlike that of a tomb closing. |
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<nowiki>*</nowiki>F2P Characters don't grant extra rooms, and they don't grant lower cooldown for better survival skillset placement. They also have a very low chance of finding loot, even using Khri. |
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The town crier approaches the wanted board, calling out, "The criminal Gunderoak has been apprehended by a town guard for the crimes of thievery!" |
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</pre> |
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{{RefAl|r=y}} |
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*in testing cunning seems to decrease my fine but this needs more testing |
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Latest revision as of 12:29, 13 July 2025
The Breaking and Entering system allows individuals or groups to enter properties to steal items and gain experience. The system entered the Test server in 433 (January 2020) and was released to all 3 instances in 433 (February 2020).
Overview
- The system takes advantage of the BURGLE verb. It should only work in justice areas that are outdoors.
- There is an AVOID !CRIME setting, which prevents people from leading you into a B&E instance, even if you're in their group.
- Thieves will want to make use of some Khri. There are three Khri that give an advantage:
- Khri Slight has a skill-based chance to protect you from mistakes made due to a mistake while entering.[1]
- Khri Plunder will increase the odds of getting something from a SEARCH.[2]
- Khri Hasten reduces the RT of searching.[3]
- Survival skillset placement has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown.
Warnings
- Failure is determined by the player doing something wrong, there is no random "snake eyes" failure.
- The fine for being caught can potentially be quite high.
- Fines scale linearly based on circle, and it's less than the 2 plat per circle. Your overall criminal history also plays a part in the calculations of fines.
- People get outrageous fines because they fail to PLEAD GUILTY (stop trying PLEAD INNOCENT, it's a bad idea without lots of Charisma) and have lots of priors that haven't fallen off.
- Getting caught in Clan Justice (e.g. Knife Clan) will result in your right hand being chopped off. If your hand is already missing you will be caught and the guards will execute you.
- Certain other wounds may cause you to be caught.
- Stay out of sight. Either dark of night, stealth or invisibility is required to enter via BURGLE. You can safely move around unhidden inside. (You won't learn additional stealth while searching surfaces unless you're hidden or invisible.)
- Don't linger. Unless you're a very fast Thief using all the Khri advantages, you don't have time to get loot out of every room.
- While burgling, watch for "Footsteps nearby make you wonder if you're pushing your luck." which indicates you need to leave ASAP (through the kitchen window) or you will be arrested.
- Don't do it too often. There's a message when the cooldown expires. You will automatically fail and be arrested if you BURGLE while under the cooldown timer.
- Watch your inventory count. If you are 10 or fewer items from your inventory limit you will automatically fail.
- Paladins: you will learn Thievery via BURGLE, even if you don't take anything inside the domicile.
- Put/send away all vanity pets and Ranger companions before you burgle. Breaking and entering will eat them.
- You will auto fail if there is a guard in the room when you burgle, or when you exit through the window.
- Take care to type BURGLE RECALL carefully. A mistyped command will result in your immediate arrest if the cooldown has not expired.
Subscription Levels
- Premium subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly.
- F2P Characters don't grant extra rooms, and they don't grant lower cooldown for better survival skillset placement. They also have a very low chance of finding loot, even using Khri. F2P Characters also must be wary of item counts. If you are close to your item limit, the system will automatically throw you in jail with the message "The sheer amount of your gear causes local law enforcement to take notice of your criminal intent."
Getting In and Getting Out
- You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get.
- A lockpick or lockpick ring will train Locksmithing on success.
- A heavy rope will train Athletics on success.
- The item in your right hand will take precedence. If you are wearing a lockpick ring and holding a rope, the rope will be used.
- If both a lockpick ring and rope are worn, and neither is held in the hand, the lockpick ring will be used.
- To exit a burglarized domicile, return to the kitchen (where you always enter) and GO WINDOW.
- Groups need to enter together (otherwise you'd go to separate microsegs). After that, you can split up.
Experience
- Entry method experience is granted on exit.
- You get half experience if you are caught in the home, or exit the home with a guard in the room you started in.
- You gain additional experience from SEARCHing or RUMMAGEing through each surface in the rooms, Thievery and Stealth (if you're hidden/invisible).
Note: you will receive this experience for the action; it is not dependent on finding an item to award the EXP.
- As per GM Javac, "You do not get experience for finding nothing. You can search/rummage again on that container to try and find something."
- Note: if you fail to find something on a surface, you can re-search/re-rummage it to try again, with an equal chance to pick something up the 2nd time. However, only 1 item may be picked up per surface, per BURGLE, so move onto another room if you find an item.
- Survival primary behaves slightly differently. Each Survival primary increases the entry method experience. Entering with a group of 3 or more survival primes will allow you to learn both athletics and locksmithing entry method skills in the same burgle.
- Exiting the home provides Stealth experience based on skillset placement. Survival primary characters receive 17/34 Stealth upon exit; all others receive ~8.5/34.
Cooldown Times
| F2P Cooldown |
Standard Acct Cooldown |
Premium Acct Cooldown | |
|---|---|---|---|
| Thieves | 60 min | 25 min | 20 min |
| Survival Primary | 60 min | 30 min | 25 min |
| Survival Secondary | 60 min | 40 min | 35 min |
| Survival Tertiary + Commoners | 60 min | 50 min | 45 min |
| Paladin | 60 min | 60 min | 55 min |
Your entire group uses the best time, and your entire group benefits from a premium character in your group.
- Having a Premium character in your group, regardless of their skillset placement, reduces the cooldown by five minutes.
- As an example, if a Premium Bard (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown. (Standard Thief = 25 minutes, -5 minutes for a Premium character.)
Cooldown is in real life time, logged in and/or out.
Checking Cooldown
You can use BURGLE RECALL to determine how long you should wait. There is also a HELP option, so HELP VERB BURGLE as well as BURGLE HELP will give you this information. Additionally, you will receive the following message when the cooldown timer is up:
- A tingling on the back of your neck draws attention to itself by disappearing, making you believe the heat is off from your last break in.
If you attempt to BURGLE before your cooldown timer is up, you will immediately be caught.
Rooms and Loot
- All houses contain a Kitchen and a Bedroom.
- You always enter through the kitchen. The layout is randomly generated when you enter. Each room has a surface you can SEARCH for a chance at burgling an item. The extra rooms that generate depend on your guild.
- Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room.
- Free accounts do not unlock additional rooms, regardless of their skillset placement.
- Paladins can BURGLE at the risk of learning thievery, but will not unlock any additional rooms.
- Example: having a Moon Mage and a Barbarian will unlock two additional rooms, the Sanctum and the Armory.
- Non-F2P Survival primary also behaves slightly differently, with each Survival primary in the group unlocking a random room that isn't already unlocked.
- Example: a Thief, Necromancer, or Ranger operating alone will enter a domicile with three rooms (the Kitchen, the Bedroom, and... something else).
- Example: having a Moon Mage and a Thief will unlock two additional rooms. The Moon Mage will unlock the Sanctum. The Thief will (randomly) unlock one of the remaining choices, either the Armory, Library or Work Room.
- If you have every room unlocked, and extra non-F2P survival primes who don’t have a room to randomly unlock, they will instead add some time to the microseg.
| Room | Searchable Surface | Unlocked by Primary Skillset | Notes |
|---|---|---|---|
| Kitchen | counter | All | The exit room. Always present, regardless of guild. |
| Bedroom | bed | All | Always present, regardless of guild.
|
| Armory | rack | Weapon Primary | Survival Primary guilds can randomly unlock this room.
|
| Library | bookshelf | Lore Primary | Survival Primary guilds can randomly unlock this room.
|
| Sanctum | desk | Magic Primary | Survival Primary guilds can randomly unlock this room.
|
| Work Room | table | Commoners | Survival Primary guilds can randomly unlock this room.
|
Example Messages
Caught due to carrying too many items in clan justice
The sheer amount of your gear causes local law enforcement to take notice of your criminal intent. Clan guards arrive, an angry glint in their eyes! After a thorough search, they discover you in your place of concealment and quickly surround you in a circle of brandished weapons. After a moment the leader steps forward grimly, "So, you thought you could get away with stealing from one of ours. Well I don't know where you come from, but around here we don't take that too well." With that, he steps away and signals to the waiting guards. Before you can even blink, you are trussed up and kneeling before a hooded figure in a mask. The figure intones solemnly, "I now pronounce sentence." With that, the figure produces a wicked axe from beneath his cloak as the guards grab your right arm and stretch it outwards. With a mighty swing, the axe cleaves downwards, severing your hand neatly at the wrist. Your heavy rope falls to your feet.
Caught due to burgling in front of a guard in town justice
A town guard watches on in bewilderment as you attempt to burgle a home right in front of him, incriminating yourself before the guard moves to summon backup. "Stop right there!" The shout reverberates through the area as the guard charges towards you. "You're under arrest!" Before you really realize what's going on, your hands are firmly bound behind you and you are marched off. Arriving at the jail, the guard submits you to a brutal strip search and throws your things into a large sack. From there you are dragged down a dark hallway and into a cell. As the door shuts, you hear the guard growl, "...and there you'll STAY!" The door slams shut, a sound not unlike that of a tomb closing. The town crier approaches the wanted board, calling out, "The criminal Gunderoak has been apprehended by a town guard for the crimes of thievery!"