Breaking and Entering
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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.
Warning: The fines levied for getting caught breaking and entering are high and can exceed 1000 plat. It is highly recommended that you try this system out in the Test Instance before you try it in the live game.
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.
- A lockpick or lockpick ring will train Locksmithing on success
- A heavy rope will train Athletics on success
- 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 RUMMAGEing 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.
- To exit a burglarized domicile, GO WINDOW.
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
- 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.
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.
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.
Rooms
- Each primary skillset characters, with the exception of Paladins and 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
- dainty cowbell fit with a polished flamewood handle
- glossy jade thumb ring bearing the bronze crest of Arthe Dale - Trader jewelry
- glossy jade thumb ring bearing the bronze crest of House Linlaig - Trader jewelry
- large portrait of a man framed in flamewood - home decoration
- neatly folded leaflet inked in hunter-green - toy
Sanctum
- small breccia amulet with roughly carved edges (1 use backtrace)
Work Room
- 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