Breaking and Entering: Difference between revisions
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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 the guards will execute you. |
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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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* 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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===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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* All houses contain a Kitchen and a Bedroom. |
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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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* 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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:* 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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* 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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* To exit a burglarized domicile, return to the kitchen (where you always enter) and {{com|Go}} {{tt|Window}}. |
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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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* Groups need to enter together (otherwise you'd go to separate microsegs). After that, you can split up. |
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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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* 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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* Premium subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly. |
|||
* 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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===Experience=== |
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Some warnings: |
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* Entry method experience is granted on exit. |
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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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* 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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* Stay out of sight. Either dark of night, or stealth is required. |
|||
* 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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* 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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:* <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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* Don't do it too often. There's a message when the cooldown expires. |
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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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<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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{|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 charged with a crime and taken into custody if you attempt to do it in a justice zone. |
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==Rooms and Loot== |
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* All houses contain a Kitchen and a Bedroom. |
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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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:* [[Free accounts]] do not unlock additional rooms, regardless of their skillset placement. |
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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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:* 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. |
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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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:* 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.). |
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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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==Notes== |
==Notes== |
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*in testing cunning seems to decrease my fine but this needs more testing |
*in testing cunning seems to decrease my fine but this needs more testing |
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{{RefAl|r=y}} |
Latest revision as of 09:05, 17 June 2024
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 the guards will execute you.
- 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.
- 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.
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 charged with a crime and taken into custody if you attempt to do it in a justice zone.
Rooms and Loot
- All houses contain a Kitchen and a Bedroom.
- 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.
|
Notes
- in testing cunning seems to decrease my fine but this needs more testing