Crime: Difference between revisions

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* '''Desecrating:''' Moving, picking up, destroying, or reanimating a corpse.
* '''Desecrating:''' Moving, picking up, destroying, or reanimating a corpse.
* '''Pickpocketing:''' Looting an item from a character's inventory using [[sleight of hand]] while [[hiding]]. Can sometimes, but not always, be rectified by returning the stolen items. Being caught in a failed pickpocket and being caught having pickpocketed an item are considered separate crimes.
* '''Pickpocketing:''' Looting an item from a character's inventory using [[sleight of hand]] while [[hiding]]. Can sometimes, but not always, be rectified by returning the stolen items. Being caught in a failed pickpocket and being caught having pickpocketed an item are considered separate crimes.
* '''Assault:''' Committing a harmful act against another character. These can be attacks or spells, with some negative condition-applying spells such as {{SAI|Hypnotic Pattern}} qualifying.
* '''Assault:''' Committing a harmful act against another character. These can be attacks or spells, with some negative condition-applying spells such as {{SAI|Hypnotic Pattern}} qualifying. Creating a harmful [[surface]] underneath a character, such as {{Area|Electrified Water}}, counts as assault.<ref>As of [https://baldursgate3.game/news/patch-6-now-live_108 Patch #6]</ref>
* '''Murder:''' Inflicting the {{Cond|Dead}} condition on another character. Hostility can determine the difference between murder and justified homicide. If the player kills a monster that is hostile to two onlookers, the onlookers won't care; if it's only hostile to one of the onlookers, the other onlooker will consider it murder. Some scripted encounters are never considered murder.
* '''Murder:''' Inflicting the {{Cond|Dead}} condition on another character. Hostility can determine the difference between murder and justified homicide. If the player kills a monster that is hostile to two onlookers, the onlookers won't care; if it's only hostile to one of the onlookers, the other onlooker will consider it murder. Some scripted encounters are never considered murder.


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Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime. The player cannot talk to NPC's while they are investigating a crime.
Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime. The player cannot talk to NPC's while they are investigating a crime.


However, if you interrupt an NPC with {{SAI|Enthrall}} right after they've noticed a crime but before they start an investigation, they will be forcibly interrupted, unable to continue the investigation, they will not call the guards or question any party members, and they will not be suspicious of you, allowing for more criminal opportunities.
However, if you interrupt an NPC with {{SAI|Enthrall}} right after they've noticed a crime (signaled by them shouting "Thief!", "Someone's been in my pockets", etc.) but before they start an investigation, they will be forcibly stopped, unable to continue the investigation, they will not call the guards or question any party members and they will not be suspicious of you, allowing for more criminal opportunities.
 
If you weren't able to prevent NPCs from starting an investigation and they've called the guards or are searching for the complicit party member, another strategy you can adopt is to cast {{SAI|Feign Death}} on said party member since this will prevent NPCs from initiating conversations. The guards generally disperse before the spell runs out, so you'll be free to wander after without arousing suspicion. Note that the severity of the crime might incriminate your other party members, so this strategy is best left for smaller crimes like pickpocketing, or when the criminal party member is on their own. Casting Feign Death on a party member that's already being questioned, on the other hand, does nothing.


=== Questioning ===
=== Questioning ===
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* {{Cond|Fugitive}}
* {{Cond|Fugitive}}
* {{Cond|Enemy of Justice}}
* {{Cond|Enemy of Justice}}
* [[Witness (Condition)|Witness]]
* {{Cond|Witness}}


== Rewards ==
== Rewards ==
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=== Achievements ===
=== Achievements ===
{{Achievement|Escapologist}}{{Inflicts|Fugitive}}
{{Achievement|Escapologist}}
 
== References ==
{{Reflist}}{{Inflicts|Fugitive}}

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