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Crime and punishment

Crime is tracked by faction: the same ledger determines your wanted state, the accumulated fine quoted by guards, and a jail term measured in game days. Paying or accepting jail clears that faction's record, but both paths confiscate anything the game still treats as stolen.

Contents

Recognise the crime status

Check the wanted icon and its name in your status bar before approaching a guard.

Recognise the crime status
In-game statusMeaning
Wanted: Fine or JailA clear record enters this state when crime duration first rises above 0; unless it escalates to Attacked on Sight, guards can demand a fine or jail
Wanted: Attacked on SightEscaping, murder and resisting the guards enter this state; in locations without a jail, offences other than grave robbery also escalate to it. Guards attack on sight

What to do when a guard stops you

The guard dialogue displays the complete fine and crime duration in the current faction's ledger. Fines can accumulate across offences; the jail term uses the current crime duration.

What to do when a guard stops you
ChoiceWhen availableKnown consequences
Pay the fineThe payment option is offered and available funds cover itDeduct the full accumulated fine; reset duration, fine, attack count and wanted state; confiscate stolen goods permanently
Go to jailThe jail path is offered and the current room permits itThe term equals the current crime duration in game days; stolen goods are confiscated and not returned, the rest of your inventory is stored while shackles replace it, and it is returned on release; the crime ledger is reset on entry
EscapeChoose the escape path in the guard dialogueEnter Attacked on Sight and reduce local reputation to 0; the existing fine and duration do not increase

What theft can cost you

Guards detect items still marked as somebody else's property. Counted gold contributes its quantity and other items use base value; this is not a merchant's buying price. The game uses the stolen value produced by this check for the following results.

What theft can cost you
CostCalculation and scope
Wanted/jail duration addedmax(round(stolen value ÷ 100), 1) game days; the accumulated result is capped at 40 days
Fine addedround(2 × stolen value + 100); applies only to this stolen-goods path
Local reputation loss100 + 5 × stolen value, stopping at 0
Example: stolen value 50+1 day, +200 fine, up to −350 local reputation
Example: stolen value 300+3 days, +700 fine, up to −1600 local reputation

Why you cannot use a bed

An active crime record with a faction can block its beds. Paying the full fine or accepting jail immediately clears the record and this restriction; natural decay also clears it when duration reaches zero. The bed may still require a rented room or other conditions afterward. This rule applies to beds, not every form of recovery.

Can fines add up?

Yes. Fine and crime duration are both stored by faction and later offences add to them. Duration is clamped to 0–40 days; the fine has no equivalent cap. An ordinary assault adds 4 days and a 1000 fine, and removes up to 750 local reputation.

Each new offence restarts the decay timer. After that, every complete game day removes 1 crime-duration day; reaching zero also clears the fine, attack count and wanted state. This automatic decay applies only to Grand Magistrate and Rotten Willow Tavern records. Jail has a separate daily sentence countdown: the term falls by 1 and the situational Morale component by 3 each day; on release, stored items are returned and 15 × the original sentence is used as the base local-reputation gain before the normal positive reputation-gain modifier.

Witnesses and pursuit

For how offences are noticed and guards pursue you, see Witnesses and pursuit. Being detected and choosing a punishment are separate parts of the encounter.

Punishment details still to be added

Reliable starting fines and durations have not yet been found for murder, resisting the guards and grave robbery. Crime records for the Oaken Barrel Brewery's faction are also outside the automatic-decay rule; in these cases, use the fine and sentence shown in guard dialogue.

References

Game version 0.9.4.25

  1. 0.9.4.25 faction crime-ledger initialization and state writes
  2. 0.9.4.25 stolen-item detection and total base-value conversion
  3. 0.9.4.25 guard punishment dialogue paths for payment, jail, escape and stolen-item handling
  4. 0.9.4.25 jail storage, daily countdown and release-return path
  5. 0.9.4.25 faction scope for complete-game-day crime decay
  6. 0.9.4.25 crime reputation changes, bounds and assault values
  7. 0.9.4.25 crime-status blocker in bed-state checks
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