Breaking and Entering: Difference between revisions
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The '''Breaking and Entering''' system will allow individuals or groups to enter properties to steal items and gain experience. The system entered the Test server in 433 (January 2020). |
The '''Breaking and Entering''' system will allow 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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'''note: All the following information is being compiled from forum posts and test server interaction, and is subject to change when the system goes live.''' |
'''note: All the following information is being compiled from forum posts and test server interaction, and is subject to change when the system goes live.''' |
Revision as of 10:48, 15 February 2020
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The Breaking and Entering system will allow 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).
note: All the following information is being compiled from forum posts and test server interaction, and is subject to change when the system goes live.
Overview
- The system takes advantage of the new BURGLE verb. It should only work in justice areas that are outdoors.
- You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get.
- Survival skillset placement has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown*.
- All houses contain a Kitchen and a Bedroom.
- 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.
- 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.
- 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 experience from SEARCHing or RUMMAGing through each surface in the rooms, Thievery and Stealth (if you're hidden/invisible)
- 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.
- 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.
Some warnings:
- Failure is determined by the player doing something wrong, there is no random "snake eyes" failure. The fine for being caught is fairly high.
- Stay out of sight. Either dark of night, or stealth is required.
- 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.
*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.
Cooldown Times
Keep in mind, the cooldown on B&E is artificially low in Test.
- F2P characters always have a cooldown of 60 minutes.
- Survival Tertiary characters have a cooldown of 50 minutes.
- Survival Secondary characters have a cooldown of 40 minutes.
- Survival Primary characters have a cooldown of 30 minutes.
- Thief guild characters have a cooldown of 25 minutes.
- Premium characters cooldown is five minutes shorter.
Your entire group uses the best time, and your entire group benefits from a premium character in your group. 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.
Rooms
- Each primary skillset characters, with the exception of F2P characters, will unlock a different room.
- For 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 needed
Guild | Room Unlocked | Notes |
---|---|---|
All | Kitchen | |
All | Bedroom | |
Barbarians | ? | (likely the same as Ranger & Thief) |
Bards | Library | |
Clerics | Sanctum | |
Empaths | Library | |
Moon Mages | Sanctum | |
Necromancers | Sanctum | |
Paladins | (none) | A lone Paladin can BURGLE, but will only have access to Kitchen & Bedroom |
Rangers | Armory, Library, Sanctum, Work Room | 1 randomly unlocked each BURGLE event |
Thieves | Armory, Library, Sanctum, Work Room | 1 randomly unlocked each BURGLE event |
Traders | Library | |
Warrior Mages | Sanctum |
Loot
TBD; Setting up the list to separate by Room Found In, however the loot table once the system goes live may turn out to be universal to all rooms.
Kitchen
Bedroom
Armory
Library
Sanctum
- small breccia amulet with roughly carved edges (1 use backtrace)
Work Room
- a small rosewood keepsake box inlaid with shards of eldring (35 use locksmith trainer)
Notes
- in testing cunning seems to decrease my fine but this needs more testing