Difference between revisions of "Pickpocket"

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{{Ability Infobox
 
{{Ability Infobox
 
| image      = Pickpocket.png
 
| image      = Pickpocket.png
| type        = ability
+
| nature      = beneficial
 
| name        = Pickpocket
 
| name        = Pickpocket
 
| description = You attempt to steal an item from the target's pockets.
 
| description = You attempt to steal an item from the target's pockets.
| time        = 4,00s
+
| time        = 4.00s
 
| cooldown    = 5s
 
| cooldown    = 5s
 
}}
 
}}
 
[[File:NewPickpocketing.jpg|right|300px|thumb|Pickpocketing in version [[0.1.8.0]]]]
 
[[File:NewPickpocketing.jpg|right|300px|thumb|Pickpocketing in version [[0.1.8.0]]]]
  
[[Pickpocket]]ing is the skill and ability to steal from other characters.
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{{for|the skill|Pickpocketing}}
  
 +
'''Pickpocket''' is the ability used to steal from other characters.
  
When you are stealing items from an NPC you are filling up their permanent '''suspicion''' meter. If you fill up this meter to the max you will be detected and combat will ensue. The game will indicate how much stealing a certain item will raise the suspicion meter.
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== Description ==
 +
Using the pickpocket ability attempts to open the NPC's inventory for viewing and stealing items. Succeeding requires a certain amount of pickpocketing skill depending on the target's detection.
 +
 
 +
When you are stealing items from an NPC you are filling up their '''suspicion''' meter. If you fill up this meter to the max you will be detected and combat will ensue. The game will indicate how much stealing a certain item will raise the suspicion meter. Suspicion bar will degrade very slowly over time spent on maps other than the one with the npc in question.
  
 
The rate at which you fill this meter will depend on the ratio between your pickpocketing skill and the victim's detection. Since the detection scales off of character's level and perception, this basically means that you'll have to continue investing points in the pickpocketing skill ''(and ideally dexterity as well)'' in order to be able to steal (or steal more) from progressively higher level NPCs. Also, some items are harder to steal than others ''(e.g. heavy weapons and armors in comparison to smaller stuff like ammo and hypos)''.
 
The rate at which you fill this meter will depend on the ratio between your pickpocketing skill and the victim's detection. Since the detection scales off of character's level and perception, this basically means that you'll have to continue investing points in the pickpocketing skill ''(and ideally dexterity as well)'' in order to be able to steal (or steal more) from progressively higher level NPCs. Also, some items are harder to steal than others ''(e.g. heavy weapons and armors in comparison to smaller stuff like ammo and hypos)''.
  
The way this system is set up it means that, unlike lockpicking and hacking, the outcome is not binary. Depending on your skill-to-detection ration and the difficulty modifier of the item, you may be able to steal zero, one or more items from a given target. So investing more skill into pickpocketing will always be useful. Because there's no dice involved in the calculations, this will also eliminate the need for save scumming.
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{| class="wikitable"
 +
|+ Stealing difficulty
 +
! Category !! Difficulty
 +
|-
 +
| Default || 100%
 +
|-
 +
| Money || 115%
 +
|-
 +
| Ammo || 75%
 +
|-
 +
| Ammo, Heavy || 135%
 +
|-
 +
| Weapon || 140%
 +
|-
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| Weapon, Heavy || 180%
 +
|-
 +
| Armor || 200%
 +
|-
 +
| Armor, Heavy || 300%
 +
|-
 +
| Thrown Weapon || 100%
 +
|-
 +
| Trap || 150%
 +
|-
 +
| Vehicle Part || 1000%
 +
|}
 +
 
 +
The way this system is set up it means that, unlike lockpicking and hacking, the outcome is not binary. Depending on your skill-to-detection ratio and the difficulty modifier of the item, you may be able to steal zero, one or more items from a given target. So investing more skill into pickpocketing will always be useful. Because there's no dice involved in the calculations, this will also eliminate the need for save scumming.
  
 
Pickpocketing does not require [[Stealth Mode|stealth]], unless of course you're trying to steal from a hostile NPC.
 
Pickpocketing does not require [[Stealth Mode|stealth]], unless of course you're trying to steal from a hostile NPC.
  
 
== Affected by ==
 
== Affected by ==
* [[Skills#Pickpocketin|Pickpocketing]] skill
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* [[Pickpocketing]] skill
 
** [[Dexterity]] affects pickpocketing
 
** [[Dexterity]] affects pickpocketing
  
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== History ==
 
== History ==
* [[0.1.8.0]]: Pickpocketing was changed from a chance-based system to the current deterministic system
+
* [[1.0.3]]:  Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection
 +
* [[0.1.14.0]]: NPC suspicion bar now degrades very slowly over time (updated when you re-enter the area)
 +
* [[0.1.8.0]]: Pickpocketing was changed from a chance-based system to deterministic system
  
  
 +
{{Abilities navbox}}
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Abilities]]
 
[[Category:Abilities]]

Latest revision as of 07:07, 15 May 2023

Pickpocket icon

Pickpocket
You attempt to steal an item from the target's pockets.
Invocation time: 4.00s
Cooldown: 5s
Pickpocketing in version 0.1.8.0
For the skill, see Pickpocketing.

Pickpocket is the ability used to steal from other characters.

Description

Using the pickpocket ability attempts to open the NPC's inventory for viewing and stealing items. Succeeding requires a certain amount of pickpocketing skill depending on the target's detection.

When you are stealing items from an NPC you are filling up their suspicion meter. If you fill up this meter to the max you will be detected and combat will ensue. The game will indicate how much stealing a certain item will raise the suspicion meter. Suspicion bar will degrade very slowly over time spent on maps other than the one with the npc in question.

The rate at which you fill this meter will depend on the ratio between your pickpocketing skill and the victim's detection. Since the detection scales off of character's level and perception, this basically means that you'll have to continue investing points in the pickpocketing skill (and ideally dexterity as well) in order to be able to steal (or steal more) from progressively higher level NPCs. Also, some items are harder to steal than others (e.g. heavy weapons and armors in comparison to smaller stuff like ammo and hypos).

Stealing difficulty
Category Difficulty
Default 100%
Money 115%
Ammo 75%
Ammo, Heavy 135%
Weapon 140%
Weapon, Heavy 180%
Armor 200%
Armor, Heavy 300%
Thrown Weapon 100%
Trap 150%
Vehicle Part 1000%

The way this system is set up it means that, unlike lockpicking and hacking, the outcome is not binary. Depending on your skill-to-detection ratio and the difficulty modifier of the item, you may be able to steal zero, one or more items from a given target. So investing more skill into pickpocketing will always be useful. Because there's no dice involved in the calculations, this will also eliminate the need for save scumming.

Pickpocketing does not require stealth, unless of course you're trying to steal from a hostile NPC.

Affected by

  • Ninja Looter feat (reduces pickpocketing time and suspicion when hidden)

History

  • 1.0.3: Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection
  • 0.1.14.0: NPC suspicion bar now degrades very slowly over time (updated when you re-enter the area)
  • 0.1.8.0: Pickpocketing was changed from a chance-based system to deterministic system