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== Notes == | == Notes == | ||
* If the NPC has "protects from thieves" equipment, is it very very hard to pickpocket them. It even wakes them up. | * If the NPC has "protects from thieves" equipment, is it very very hard to pickpocket them. It even wakes them up. | ||
* For the Player sleight of hand | * For the Player sleight of hand action takes roughtly 13-20 turns. | ||
* NPCs who are able to pickpocket (like Gnomes) do this as an instant action instead. Killing them will drop the stolen item. | * NPCs who are able to pickpocket (like Gnomes) do this as an instant action instead. Killing them will drop the stolen item. | ||
* The default distance in which you can be caught is 4 tiles to the player character (not the tile you interact with). | * The default distance in which you can be caught is 4 tiles to the player character (not the tile you interact with). | ||
* Sleeping NPCs without protection from thieves will not notice stealing. But if they wake up before you are done, they might. | * Sleeping NPCs without protection from thieves will not notice stealing. But if they wake up before you are done, they might. | ||
* Blind, paralyze and similar last less than 20 turns. | * Blind, paralyze and similar last less than 20 turns. | ||
* The Incognito [[Elin:Spellcasting|spell]] will (almost always) reset hostility. | * The Incognito [[Elin:Spellcasting|spell]] will (almost always) reset hostility. There are cases where an ally hits between you casting Incognito and your next turn - which makes the NPC hostile again and ''your'' Incognito does not work. | ||
* Being seen or not does not affect the -1 Karma loss. | * Being seen or not does not affect the -1 Karma loss. | ||
* A rule of thumb is: Have 3x the targets perception in pickpocket for a reasonable success chance. | * A rule of thumb is: Have 3x the targets perception in pickpocket for a reasonable success chance. | ||
* Windows are objects and can be stolen to break line of sight | * Windows are objects and can be stolen to break line of sight | ||
* Doors are object and can be stolen to enclose rooms. Note that | * Doors are object and can be stolen to enclose rooms. Note that NPCs will teleport to a location, if the path is blocked (including if an NPC blocks the way). | ||
* You cannot pickpocket hostiles or pets/livestock/residents. You can pickpocket (for example summoned) allies though. | * You cannot pickpocket hostiles or pets/livestock/residents. You can pickpocket (for example summoned) allies though. | ||
* Pickpocket targets random equipped items | * Pickpocket targets the newest items in their inventory first beginning with the most recent gifted item, then used ranged weapon, then random equipped items, then unused inventory items (such as junk and orens). | ||
* Items for sale by vendors cannot be stolen, as | * Items for sale by vendors cannot be stolen, as those are technically not in their inventory. | ||
* Items with the stolen attribute will not stack with the same items without that attribute. Companions will only accept stolen items by trading, if these are equipment. <sup>verify</sup> | * Stacked items are stolen as whole stacks only. If you stack items until they go over your lift limit, then you softblocked yourself. | ||
* Pickpocketing ignores tile height difference, unlike melee attacking. | |||
* Items with the stolen attribute will not stack with the same items without that attribute. Companions will only accept stolen items by trading, if these are equipment or food. <sup>verify</sup> | |||
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|+ | |+ | ||
!Container | !Container | ||
!Weight | !Weight* | ||
!Loot table | !Loot table | ||
!Walkable | !Walkable | ||
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|4.0 | |4.0 | ||
|Literature | |Literature | ||
|Yes | |||
| | |||
|- | |||
|Wine Cellar | |||
|4.0 | |||
|Liquids | |||
|Yes | |Yes | ||
| | | | ||
| Line 62: | Line 70: | ||
|Treasury | |Treasury | ||
|Yes | |Yes | ||
| | |1st item is aways currency, 3rd item is always junk | ||
|- | |- | ||
|Map Box | |Map Box | ||
| Line 122: | Line 130: | ||
|Treasury | |Treasury | ||
|Yes | |Yes | ||
| | |1st item is aways currency, 3rd item is always junk | ||
|- | |- | ||
|Granite Quiver | |Granite Quiver | ||
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|4.0 | |4.0 | ||
|General Goods | |General Goods | ||
|Yes | |||
| | | | ||
|- | |||
|Card Table | |||
| | | | ||
|Casino | |||
|No | |||
|Found at casino | |||
|} | |} | ||
<nowiki>*:</nowiki> Weight of their default materials. | |||
== Loot Tables == | == Loot Tables == | ||
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| | | | ||
|} | |} | ||
{| class="wikitable" | |||
|+Casino Loot Table | |||
!Item | |||
!Quantity | |||
!Chance | |||
!Notes | |||
|- | |||
|Oren | |||
|1-136* | |||
|High | |||
| | |||
|- | |||
|Casino Chips | |||
|1-3 | |||
|High | |||
| | |||
|} | |||
<nowiki>*:</nowiki> As observed | |||
{| class="wikitable" | {| class="wikitable" | ||
|+NPC Loot Table | |+NPC Loot Table | ||
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