Burgle command: Difference between revisions
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:* Commoner unlock the Work Room |
:* Commoner unlock the Work Room |
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:* Survival Primary will randomly unlock any of the ''remaining'' rooms (Sanctum, Library, Work Room, Armory). |
:* Survival Primary will randomly unlock any of the ''remaining'' rooms (Sanctum, Library, Work Room, Armory). |
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:* If you have every room unlocked, extra survival (non-F2P) primes who don’t have a room to randomly unlock will instead add some time to the microseg. |
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==Notes== |
==Notes== |
Revision as of 18:58, 23 March 2020
The Burgle command is used to break into an NPC's home in a justice area via the Breaking and Entering system. This command requires the user to hold an appropriate climbing rope or lockpick or wear a lockpick ring. Burglary should only be attempted at night or while hiding or invisible.
Syntax
- BURGLE HELP:
- The BURGLE command is used to break into an NPC's home in a justice area.
- BURGLE RECALL is used to determine how long your remaining cooldown is.
- BURGLE RECALL:
- Waiting on cooldown:
- You take a moment to think, you believe...
- You should wait at least 1 roisaen for the heat to die down.
- Cooldown expired:
- You take a moment to think, you believe...
- The heat has died down from your last caper.
- Cooldown expiration messaging: 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.
- BURGLE (while holding climbing rope): You scale up the side of a wall, quickly slipping inside.
- BURGLE (while holding a lockpick in your right hand or wearing a lockpick ring): You make short work of the lock on the window and slip inside.
- BURGLE (without an appropriate tool for entry): And how were you planning to get in?
- BURGLE: You don't see any likely marks in the area. (You are outside JUSTICE and unable to BURGLE.)
Rooms
- 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 (besides the kitchen) that generate depend on your guild.
- 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.
- Room info:
- Kitchen is always present.
- Bedroom is always present.
- Armor Primary (Paladins) don't unlock anything.
- Magic Primary unlock the Sanctum.
- Lore Primary unlock the Library.
- Weapon Primary unlock the Armory.
- Commoner unlock the Work Room
- Survival Primary will randomly unlock any of the remaining rooms (Sanctum, Library, Work Room, Armory).
- If you have every room unlocked, extra survival (non-F2P) primes who don’t have a room to randomly unlock will instead add some time to the microseg.
Notes
- Take care to type BURGLE RECALL carefully. A misstyped command will result in your immediate arrest if the cooldown has not expired.
- Cooldown is in real life time.
- Put/send away all vanity pets and Ranger companions before you burgle. Breaking and entering will eat them.
- Holding an appropriate rope in your right hand will override a worn lockpick ring for entry method.
- Your rope can be uncoiled or coiled, but there is no reason beyond roleplaying consideration to ever uncoil a rope.