Criminal Acts

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Information spread across multiple pages - see also: Scent

Adventure > Toggles > Toggle Criminal Acts

Criminal Acts refer to any action that your character will refuse to do unless "Criminal Acts" is toggled on, and the relevant Skills are learned.

Crimes

When toggled on, and with the appropriate skills learned, the following actions are possible:

  • Trespassing - The act of stepping on another character's claimed land.

It is not trespassing if you tread on the land of someone who has made you a Kin and given you permission to do so. You will not be prompted - if criminal acts are off - to turn them on.

  • Vandalism - The act of destroying, or attempting to destroy, the claimed property of another character.
  • Theft - The act of stealing, or attempting to steal, the claimed property of another character.
  • Assault - Requires Rage - The act of attacking another character in any regards, except if that character is on your Personal Claim or Village Claim.
  • Battery - Requires Rage - The act of knocking another character unconscious, in any circumstance, except if that character is on your Personal Claim or Village Claim.
  • Murder - The act of killing another character.

All of these crimes will damage the player for 1 SHP per crime committed.

Punishment

Each of these crimes, when committed, will leave a Scent which can either be used to track you, your hearthfire, or in the event of Theft, track the item that was stolen. While it is true that normally, the person the crime was committed against will normally be the one to do this, Rangers - players who track scents to punish the perpetrator - will often be the one who track crimes to their source.

Alternatively, Scents of Vandalism, Battery, Theft and Murder can be used to craft Nidbane Fetters, which summon Nidbanes to attack perpetrators of crimes. Nidbanes have stats that scale with the respective crime, with the strongest Nidbanes being driven by Murder. Nidbanes will attempt to kill the criminal used to summon them and take their Hearthling Skull, denying their next character 10% of their ancestor's LP via burial.

For more information on tracking and scents, see Scent.

Notes

  • 'Toggle Criminal Acts' is "all or nothing" - 'OFF' position blocks you even from stepping inside a Private Claim area, while 'ON' position removes all self-imposed limitations.
  • Some actions require TCA to be turned on despite not leaving a Scent. These include 'picking up a Foraged item within a claim' and 'interacting with a claimed quest giver'. Latter in particular can be done even while Visitor status is active, and allows claiming Quest Givers while still leaving access to the public - or at least to anyone who is aware of this particular interaction.

Semantic pitfall

There has been at least one case (likely more) where someone is told to "toggle criminal acts", they insist they have and still are blocked from the action they are trying to do. When pressed further it turns out they only purchased the Crime skills, thinking that's what "toggle criminal acts" meant. By (the relevant) definition, toggle means "on/off switch" and you can't "un-buy" Crime skills.

This kind of error is somewhat understandable in the context that a very large portion of the playerbase is ESL (English as Second Language, ie. not a native speaker.)



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