Crime: Difference between revisions

Line 8: Line 8:


== Pickpocketing ==
== Pickpocketing ==
Many [[Non-player Character|NPCs]] can be pickpocketed for [[Crime]] experience and various loot, with each attempt taking {{Ticks|5}} each. On failure, the player is stunned for several [[ticks]] and takes damage, which scales with their [[Hitpoints]]. Level—lower Hitpoints result in less damage, while higher levels bring it closer to the maximum listed below. For this reason, players often train Crime before [[combat]] to conserve [[food]], as lower Hitpoints reduce the overall damage taken from failed attempts. Players who keep their Hitpoints at 13 or lower will take 1 damage per failed attempt. At Hitpoints 14, players will take 2 damage per failed attempt given that the npc is able to do so.
Many [[Non-player Character|NPCs]] can be pickpocketed for [[Crime]] experience and various loot, with each attempt taking {{Ticks|5}} each. On failure, the player is stunned for several [[ticks]] and takes damage, which scales with their [[Hitpoints]] level—lower Hitpoints result in less damage, while higher levels bring it closer to the maximum listed below. For this reason, players often train Crime before [[combat]] to conserve [[food]], as lower Hitpoints reduce the overall damage taken from failed attempts. Players who keep their Hitpoints level at 13 or lower will take 1 damage per failed attempt. At Hitpoints level 14, players will take 2 damage per failed attempt given that the npc is able to do so.


The '''Probability''' field represents the internal value pulled directly from the game files. However, the exact relationship between this value and your actual success rate is currently unknown.
The '''Probability''' field represents the internal value pulled directly from the game files. However, the exact relationship between this value and your actual success rate is currently unknown.