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Crime: Difference between revisions

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808 bytes added ,  25 June
→‎Imprisonment: Added list of all jail cells in the game, minor re-writing
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(→‎Imprisonment: Added list of all jail cells in the game, minor re-writing)
 
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== Imprisonment ==
== Imprisonment ==
If a player acquiesces to their crime and gets imprisoned, the guilty character will have their inventory completely stripped and be instantly teleported to a designated jail zone. The apprehended character's inventory is placed, in full, within a nearby [[equipment chest]]. Each of these zones has an escape plan baked in so the character can, with enough ingenuity, escape on their own. For example, the jail cell in the Druid Grove has a back exit through a hidden tunnel.
If a party member acquiesces to their crime and gets imprisoned, they will have their inventory stripped and be instantly teleported to a designated jail zone. They will retain any equipment they're wearing but lose access to their weapons, torches, instruments, and the rest of their inventory. The apprehended character's inventory is placed, in full, within a nearby '''Equipment chest''' while any items they stole (if caught for thievery) will be in an '''Evidence chest'''.  


Fleeing from prison inflicts the temporary {{Cond|Fugitive}} condition on the criminal. If found within a guard's line-of-sight while active, the criminal will be considered escalating their crimes, risking re-arrest or instant combat.
Each of these jail cells has methods of escape baked in so that the character can, with enough ingenuity, escape on their own. For example, the jail cell in the Emerald Grove has a breakable wall and back exit along the side of a cliff.


If you use {{SAI|Disguise Self}} to either commit a crime looking like someone else, or as you're escaping prison to change your appearance, you can walk freely in front of guards and they will not recognize you. This only works once per character and per jail, any subsequent escape from the same jail with the use of this spell will get you recognized and caught immediately. This doesn't seem to work in Act 3's Lower City, as guards will recognize you no matter what.
Fleeing from prison inflicts the temporary {{Cond|Fugitive}} condition on the criminal. If found within a guard's line-of-sight while active, the criminal will be re-arrested or fought.
 
If a party member uses {{SAI|Disguise Self}} to commit a crime while looking like someone else and then dismisses it before escaping, or vice versa, they can walk freely in front of guards without being recognized as an escapee. This only works once per character and per jail, any subsequent escape from the same jail with the use of this spell will result in being recognized and caught immediately. This doesn't seem to work in Act 3's [[Lower City]], as guards will recognize party members no matter what.
 
===List of all Jail cells===
* [[Makeshift Prison]] within the [[Emerald Grove]] (for crimes in the Emerald Grove)
* [[Worg Pens]] in the [[Shattered Sanctum]] (for crimes in the Goblin Camp and Shattered Sanctum)
* [[Last Light Inn - Cellar]] underneath the [[Last Light Inn]] (for crimes in the Last Light Inn)
* [[Moonrise Towers Prison]] under [[Moonrise Towers]] (for crimes in Moonrise Towers)
* [[Wyrm's Rock Prison]] in [[Wyrm's Rock Fortress]] (for crimes in [[Rivington]])
* [[Heapside Prison]] under the [[Basilisk Gate Barracks]] (for crimes in the [[Lower City]])


== Related conditions ==
== Related conditions ==

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