Breaking and Entering: Difference between revisions
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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 |
* 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 |
* [[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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* 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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:* [[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=== |
===Warnings=== |
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* Failure is determined by the player doing something wrong, there is no random "snake eyes" failure |
* 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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* Stay out of sight. Either dark of night, or stealth is required. |
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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. |
* 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. |
* 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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* Getting caught in [[Justice#Clan_Justice|Clan Justice]] (e.g. [[Knife Clan]]) will result in your right hand being chopped off. |
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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=== |
===Subscription Levels=== |
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* [[Premium]] subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly. |
* [[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 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=== |
===Getting In and Getting Out=== |
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:* A heavy rope will train [[Athletics]] on success. |
:* 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. |
:* 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, {{com|Go}} {{tt|Window}}. |
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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=== |
===Experience=== |
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* Entry method experience is granted on exit. |
* 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. |
* 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 experience from {{com|SEARCH}}ing or {{com|RUMMAGE}}ing through each surface in the rooms, [[Thievery]] and [[Stealth]] (if you're hidden/invisible). |
* 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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:* ''Note: you will receive this experience for the action; it is not dependent on finding an item to award the EXP.'' |
:* <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 BURGLE, so move onto another room if you find an item.'' |
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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. |
* 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== |
==Cooldown Times== |
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|- |
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! |
! |
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! F2P<br/>Cooldown || Standard<br/>Cooldown || Premium<br/> |
! F2P<br/>Cooldown || Standard Acct<br/>Cooldown || Premium Acct<br/>Cooldown |
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|- |
|- |
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| [[Thief|Thieves]] |
! scope=row | [[Thief|Thieves]] |
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| 60 min || 25 min || 20 min |
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|- |
|- |
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| Survival Primary |
! scope=row | Survival Primary |
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| 60 min || 30 min || 25 min |
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|- |
|- |
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| Survival Secondary |
! scope=row | Survival Secondary |
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| 60 min || 40 min || 35 min |
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|- |
|- |
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| Survival Tertiary |
! 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.''' |
'''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.) |
* 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=== |
===Checking Cooldown=== |
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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. |
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== |
==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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* Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room. |
* 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. |
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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. |
* 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 needed'' |
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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" |
{|class="wikitable" |
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|- |
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! Room || Searchable |
! Room || Searchable Surface|| Unlocked by [[Skillsets|Primary Skillset]] || Notes |
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|- |
|- |
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| Kitchen || counter || All || Always present regardless of guild |
| [[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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| Bedroom || bed || All || Always present regardless of guild |
| [[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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| Armory || rack || Barbarian|| |
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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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| Library || bookshelf || Bard, Empath, Trader || |
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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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| Sanctum || desk || Cleric, Moon Mage, Warrior Mage || |
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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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| Work Room || table || Barbarian|| |
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|- |
|- |
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|} |
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* Paladins can BURGLE if they wish, but will not unlock any additional rooms. |
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* Rangers, Necromancers and Thieves unlock a random room that isn't already unlocked. |
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==Loot== |
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''Currently, the list is set up to separate by the Room an item is found in, however the loot table once the system goes live may turn out to be universal to all rooms.'' |
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===Kitchen=== |
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{{columns-list|2| |
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* {{sloot|i|butcher's knife fit with a short acacia hilt}} - ''wrist worn'' |
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* {{sloot|i|butcher's knife fit with a short ban-minahle hilt}} - ''wrist worn'' |
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* {{sloot|i|butcher's knife fit with a short satinwood hilt}} - ''wrist worn'' |
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* {{sloot|w|cast-iron skillet painted with dancing amethyst forks}} - ''30 stone LB, verbs'' |
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* {{sloot|w|cast-iron skillet painted with dancing ultramarine forks}} - ''30 stone LB, verbs'' |
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* {{sloot|w|cast-iron skillet painted with dancing fuschia forks}} - ''30 stone LB, verbs'' |
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* {{sloot|i|ceramic mixing bowl with ultramarine glazing}} - ''[[bowl|Alchemy tool]]'' |
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* {{sloot|i|ceramic mixing bowl with buttery yellow glazing}} - ''[[bowl|Alchemy tool]]'' |
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* {{sloot|i|fluffy persimmon kitchen towel delicately embroidered with kelpbell blossoms}} - ''toy'' |
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* {{sloot|i|fluffy umber kitchen towel delicately embroidered with nasturtium blossoms}} - ''toy'' |
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* {{sloot|i|large basalt bowl painted with amaryllis blossoms}} - ''[[bowl|Alchemy tool]]'' |
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* {{sloot|i|large diamondique bowl painted with lotus blossoms}} - ''[[bowl|Alchemy tool]]'' |
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* {{sloot|i|large pyrite bowl painted with dragonflower blossoms}} - ''[[bowl|Alchemy tool]]'' |
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* {{sloot|i|lengthy boar-hide cylinder emblazoned with a small marigold}} - ''toy, drink creation'' |
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* {{sloot|i|lengthy cougar-hide cylinder emblazoned with a small gardenia}} - ''toy, drink creation'' |
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* {{sloot|i|lengthy deer-hide cylinder emblazoned with a small begonia}} - ''toy, drink creation'' |
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* {{sloot|i|lengthy jackal-hide cylinder emblazoned with a small lotus}} - '''toy, drink creation'' |
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* {{sloot|i|lengthy kidskin cylinder emblazoned with a small torch ginger}} - ''toy, drink creation'' |
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* {{sloot|i|little midnight-blue lunchbox painted with the portrait of Belirendrick II}} - ''belt-worn container'' |
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* {{sloot|i|little turquoise lunchbox painted with the portrait of Viere}} - ''belt-worn container'' |
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* {{sloot|i|long flame maple mixing stick topped with a trio of green diamond blooms}} - ''[[mixing stick|Alchemy tool]]'' |
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* {{sloot|i|long mistwood mixing stick topped with a trio of lilac diamond blooms}} - ''[[mixing stick|Alchemy tool]]'' |
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* {{sloot|i|mesh sieve with a polished cedar handle}} - ''[[sieve|Alchemy tool]]'' |
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* {{sloot|i|mesh sieve with a polished cocobolo handle}} - ''[[sieve|Alchemy tool]]'' |
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* {{sloot|i|mesh sieve with a polished ironwood handle}} - ''[[sieve|Alchemy tool]]'' |
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* {{sloot|i|mesh sieve with a polished teak handle}} - ''[[sieve|Alchemy tool]]'' |
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* {{sloot|i|portable bronze stove with a fluted grate in the shape of a Dwarf}} - ''[[portable stove|Alchemy tool]]'' |
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* {{sloot|i|portable silver stove with a fluted grate in the shape of Belirendrick I}} - ''[[portable stove|Alchemy tool]]'' |
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* {{sloot|i|portable white gold stove with a fluted grate in the shape of an Elf}} - ''[[portable stove|Alchemy tool]]'' |
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* {{sloot|i|rustic mortar of unpolished porphyry}} - ''[[mortar|Alchemy tool]]'' |
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* {{sloot|i|rustic pestle of unpolished bargate}} - ''[[pestle|Alchemy tool]]'' |
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* {{sloot|a|rusty rencate kitchen pot helm}} - ''plate, head/neck/eyes'' |
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* {{sloot|i|small chainsil sphere painted with the crest of House Sorvendig}} - ''toy, food creation'' |
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* {{sloot|i|small dimity sphere painted with the crest of House Guemos}} - ''toy, food creation'' |
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* {{sloot|i|small linen sphere painted with the crest of House Magen}} - ''toy, food creation'' |
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* {{sloot|i|sturdy black ironwood broom tied with a wide damask bow}} - ''toy'' |
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* {{sloot|i|sturdy maple broom tied with a wide gossamer bow}} - ''toy'' |
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* {{sloot|i|sturdy rosewood broom tied with a wide twill bow}} - ''toy'' |
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* {{sloot|i|sturdy wyndwood broom tied with a wide satin bow}} - ''toy'' |
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}} |
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===Bedroom=== |
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{{columns-list|2| |
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* {{sloot|i|blue-green pajamas embroidered with the crest of Stone Clan}} |
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* {{sloot|i|dainty modwir comb carved with azalea blossoms}} |
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* {{sloot|i|fragile sandalwood cube with the image of Viere burned into it}} - ''random gift box'' |
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* {{sloot|i|fragile hickory cube with the image of Loraemor II burned into it}} - ''random gift box'' |
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* {{sloot|i|heart-shaped covellite filigree locket inlaid with seaglass chips}} |
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* {{sloot|i|heart-shaped oravir filigree locket inlaid with druzy quartz chips}} |
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* {{sloot|i|heart-shaped gold filigree locket inlaid with sunstar jasper chips}} |
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* {{sloot|i|heart-shaped gold filigree locket inlaid with wine jasper chips}} |
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* {{sloot|i|plush cornflower bathrobe bearing the crest of House Tirof}} |
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* {{sloot|i|small bamboo keepsake box inlaid with shards of winter opal}} |
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* {{sloot|i|small copperwood keepsake box inlaid with shards of iniskim}} - ''[[Locksmithing]] trainer'' |
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* {{sloot|i|small lunat jewelry box inlaid with shards of dafora pearl}} |
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* {{sloot|i|small mistsilk pillow trimmed with auburn tassels}} |
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* {{sloot|i|small pine keepsake box inlaid with shards of scarlet spinel}} - ''[[Locksmithing]] trainer'' |
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* {{sloot|i|soft burlap bear with round teak eyes}} |
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* {{sloot|i|soft satin bear with round alder eyes}} |
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* {{sloot|i|soft twill bear with round haon eyes}} - ''toy'' |
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* {{sloot|i|thick cream wool blanket embroidered with twining vines}} - ''toy'' |
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* {{sloot|i|thick lilac wool blanket embroidered with twining vines}} - ''toy'' |
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* {{sloot|i|thick russet wool blanket embroidered with twining vines}} - ''toy'' |
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* {{sloot|i|trio of covellite bangles inset with damaryn pearl cabochons}} - ''jewelry'' |
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* {{sloot|i|trio of platinum bangles inset with dafora pearl cabochons}} |
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* {{sloot|i|trio of white gold bangles inset with autumn jasper cabochons}} |
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}} |
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===Armory=== |
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{{columns-list|2| |
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* {{sloot|a|cream leather gloves edged in braided jacquard}} - ''light armor, 20 stone, hands'' |
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* {{sloot|w|etched briquet marked with a simple calodendrum blossom}} - ''10 stone LE, verbs'' |
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* {{sloot|w|gleaming steel scimitar with Elothean silk wrapped around the hilt}} |
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* {{sloot|w|lacquered eggshell cudgel polished to a sheen}} - ''22 stone LB'' |
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* {{sloot|w|miniature toy crossbow composed of haon}} - ''LX'' |
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* {{sloot|w|miniature toy crossbow composed of sanrisi}} - ''LX'' |
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* {{sloot|a|sleek goldenrod brigandine hauberk riveted with nickel studs}} - ''brigandine armor, 500 stone, torso/arms/legs'' |
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* {{sloot|w|slim parry stick fit with hide straps}} |
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}} |
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===Library=== |
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{{columns-list|2| |
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* {{sloot|i|chestnut silk fan painted with marigold blossoms}} - ''toy'' |
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* {{sloot|i|dainty cowbell fit with a polished fishtail oak handle}} |
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* {{sloot|i|dainty cowbell fit with a polished flamewood handle}} |
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* {{sloot|i|dainty cowbell fit with a polished walnut handle}} |
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* {{sloot|i|glossy jade thumb ring bearing the bronze crest of Arthe Dale}} - ''[[Trader jewelry]]'' |
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* {{sloot|i|glossy jade thumb ring bearing the bronze crest of House Linlaig}} - ''[[Trader jewelry]]'' |
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* {{sloot|i|glossy jade thumb ring bearing the bronze crest of Tiger Clan}} - ''[[Trader jewelry]]'' |
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* {{sloot|i|hand-tooled dappled gray contract case adorned with a diamond liana}} |
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* {{sloot|i|hand-tooled magenta contract case adorned with a diamond Zoluren ensha}} - ''belt-worn, [[Trader jewelry]]'' |
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* {{sloot|i|hefty caramel manual bound with shagreen}} - ''Tier 1 [[textbook]]'' |
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* {{sloot|i|hefty copper manual bound with rat-pelt}} - ''Tier 1 [[textbook]]'' |
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* {{sloot|i|large portrait of a man framed in flamewood}} - ''home decoration'' |
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* {{sloot|i|large portrait of a man framed in sana'ati}} |
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* {{sloot|i|neatly folded leaflet inked in hunter-green}} - ''toy'' |
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* {{sloot|i|petite silverwillow lap harp inlaid with iolite blooms}} |
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* {{sloot|i|polished cambrinth paperweight in the form of Arilana}} - ''108 mana'' |
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* {{sloot|i|small scroll secured with chestnut rollers}} |
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}} |
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===Sanctum=== |
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{{columns-list|2| |
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* {{sloot|i|gaethzen fire lily blossom with a short rencate stem}} |
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* {{sloot|i|gaethzen statuette of Daffleberry}} |
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* {{sloot|i|heavy pewter bracer patterned with geometric cambrinth symbols}} |
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* memory orb |
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* {{sloot|i|shimmering gaethzen reading lamp with a triangular zulnatha base}} |
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* {{sloot|i|slender animite-bladed letter opener with an engraved handle}} - ''belt-worn skinning knife'' |
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* {{sloot|i|small breccia amulet with roughly carved edges}} - ''1 use backtrace'' |
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* {{sloot|i|small persimmon telescope fit with an eyepiece of brass}} |
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* {{sloot|i|small porphyry amulet with roughly carved edges}} |
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* {{sloot|i|tapered glass lens framed in balsa}} - ''1 use minion identifier'' |
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}} |
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===Work Room=== |
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{{columns-list|2| |
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* {{sloot|i|rectangular rat-pelt tool case embossed with the image of an orlog}} |
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* {{sloot|i|small rosewood keepsake box inlaid with shards of eldring}} - ''35 use locksmith trainer'' |
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* {{sloot|i|simple pewter burin with lazurite spirals}} |
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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}} |
{{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