Breaking and Entering
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 new BURGLE verb. It should only work in justice areas that are outdoors.
- 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.
- Thieves will want to make use of some Khri. There are three Khri that give an advantage, but which three are currently undocumented.
- Survival skillset placement has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown.
Warnings
- 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.
- 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.
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.
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.
- To exit a burglarized domicile, GO WINDOW.
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 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.
- Survival primary behaves slightly differently. Each Survival primary increases the entry method experience. Enough Survival primes will allow you to learn both entry method skills.
Cooldown Times
F2P Cooldown |
Standard Cooldown |
Premium Bonus | |
---|---|---|---|
Thieves | 60 min | 25 min | -5 min |
Survival Primary | 60 min | 30 min | -5 min |
Survival Secondary | 60 min | 40 min | -5 min |
Survival Tertiary | 60 min | 50 min | -5 min |
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. (Standard Thief = 25 minutes, -5 minutes for a Premium character.)
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.
Getting caught in Knife Clan will result in your right hand being chopped off.
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
- 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.
- 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
Room | Searchable Surfaces | Unlocked by Guild | Notes |
---|---|---|---|
Kitchen | counter | All | Always present regardless of guild |
Bedroom | bed | All | Always present regardless of guild |
Armory | rack | Barbarian | |
Library | bookshelf | Bard, Empath, Trader | |
Sanctum | desk | Cleric, Moon Mage, Warrior Mage | |
Work Room | table | Barbarian |
- Paladins can BURGLE if they wish, but will not unlock any additional rooms.
- Rangers, Necromancers and Thieves unlock a random room that isn't already unlocked.
Loot
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.
Kitchen
- large basalt bowl painted with amaryllis blossoms - Alchemy tool
- butcher's knife fit with a short ban-minahle hilt - wrist worn
- butcher's knife fit with a short satinwood hilt - wrist worn
- cast-iron skillet painted with dancing amethyst forks - 30 stone LB
- ceramic mixing bowl with ultramarine glazing - Alchemy tool
- lengthy boar-hide cylinder emblazoned with a small marigold
- little midnight-blue lunchbox painted with the portrait of Belirendrick II - belt-worn container
- little turquoise lunchbox painted with the portrait of Viere - belt-worn container
- long mistwood mixing stick topped with a trio of lilac diamond blooms - Alchemy tool
- mesh sieve with a polished cedar handle - Alchemy tool
- mesh sieve with a polished cocobolo handle - Alchemy tool
- mesh sieve with a polished ironwood handle - Alchemy tool
- rustic pestle of unpolished bargate - Alchemy tool
- rusty rencate kitchen pot helm - plate, head/neck/eyes
- sturdy black ironwood broom tied with a wide damask bow
- rustic mortar of unpolished porphyry
Bedroom
- dainty modwir comb carved with azalea blossoms
- small copperwood keepsake box inlaid with shards of iniskim - Locksmithing trainer
- small pine keepsake box inlaid with shards of scarlet spinel - Locksmithing trainer
- soft twill bear with round haon eyes - toy
- thick cream wool blanket embroidered with twining vines - toy
- thick lilac wool blanket embroidered with twining vines - toy
- thick russet wool blanket embroidered with twining vines - toy
Armory
Library
- chestnut silk fan painted with marigold blossoms - toy
- dainty cowbell fit with a polished fishtail oak handle
- 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
- glossy jade thumb ring bearing the bronze crest of Tiger Clan - Trader jewelry
- hand-tooled magenta contract case adorned with a diamond Zoluren ensha - belt-worn, Trader jewelry
- hefty caramel manual bound with shagreen - Tier 1 textbook
- hefty copper manual bound with rat-pelt - Tier 1 textbook
- large portrait of a man framed in flamewood - home decoration
- neatly folded leaflet inked in hunter-green - toy
- petite silverwillow lap harp inlaid with iolite blooms
- polished cambrinth paperweight in the form of Arilana - 108 mana
Sanctum
- gaethzen fire lily blossom with a short rencate stem
- gaethzen statuette of Daffleberry
- memory orb
- slender animite-bladed letter opener with an engraved handle - belt-worn skinning knife
- 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
- simple pewter burin with lazurite spirals
Notes
- in testing cunning seems to decrease my fine but this needs more testing