Whiterun jail where is my stuff




















The cell to the west is of particular interest, as it comes decked out with food and a variety of luxuries not normally associated with jails. This is where the more prominent miscreants are kept, usually after a drunken binge.

A man named Arn is imprisoned in this location, but only during the Thieves Guild quest " Imitation Amnesty. If the Dragonborn is arrested and placed in this prison, the cell will have a loose grate on the floor which may be lockpicked. Going down this grate will lead through an underground passage and eventually open into the guard barracks.

It is possible for the Dragonborn to retrieve their possessions while still in the dungeon by activating the Prisoner Belongings and Evidence chests, which can be seen through a grate in the underground passage. If caught escaping, the guard will battle the Dragonborn and Irileth an essential character often joins the fight.

The guards will not try to arrest the Dragonborn again, but all possessions will still be in the prison. The door can also be lockpicked, but is a harder lock. If guards see the Dragonborn escape through the door, they will attack. Each illegal activity will incur a specific penalty in gold that is added to your bounty.

Animals can also be witnesses to crimes, so you must kill them in order to exonerate yourself. Self-defense against an unprovoked assault is legal and not considered a crime, and in this situation nearby guards will rush to your defense. For example, Dark Brotherhood targets can be legally killed if they are first provoked to attack through dialogue. Striking an allied NPC, or their owned creatures and summons, will result in multiple verbal warnings.

Hitting them more than three times will result in them becoming hostile. If your assault kills the NPC in one hit you will only be charged with murder. Eating a corpse using the Ring of Namira and feeding on someone as a vampire are both considered forms of assault. Remaining undetected while committing a crime will allow you to escape punishment.

If you are detected, you can still wipe out a bounty if you kill all the witnesses to the crime before they are able to report you. In that case, a message will appear telling you your bounty has been removed. Most living creatures can witness crimes, including horses, farm animals, and hostile bandits.

When stealing something from inside a home, knowing the residents' schedules can be valuable. Most NPCs leave the home during the day for work from 8am to 8pm, perhaps visit a local tavern, and then go to sleep around midnight. Elders and children often wander around during the day, but from 8pm to midnight they sit at home and do nothing.

However, certain characters may be active outside of the 8am to 8pm timeslot. Vampire attacks can also throw a wrench into your plans. Generally speaking, the best time for burglary is from midnight to am when everyone is asleep.

Another good time is the middle of the day, when most people are either working or wandering around, but be wary of elders or children who may stay at home.

Most NPC pages contain detailed information on their schedules, which can be helpful in planning a burglary or theft.

If you ask a follower to commit a witnessed crime, you will be held responsible and will receive a bounty. Killing guards without receiving a bounty is possible if it is an undetected one-hit kill or with poison, or if you kill all witnesses. Killing all witnesses will be hard in this case, as more guards will usually arrive quickly. However, the Frenzy spell cast into the midst of a crowd has a chance of killing all the witnesses.

See below for the bounty amounts associated with types of crime. Any bounties you have are listed by hold on the General Stats page, Crime tab, of your journal, above the Total Lifetime Bounty. If no bounty is listed for any holds, then you do not currently have a bounty. If your side gains a hold controlled by the opposing faction during the Civil War quests , any bounty you have in that hold will be immediately cleared.

Dropping a weapon in a town may prompt a guard to warn you against doing so, choosing the dialogue options"Yes,but I don't care" and "I'm not paying your bribe" will cause the notification "10 Crime Gold Added" to appear to the top left of the screen. Crime gold does not seem to have an effect upon any NPC interactions with you, but it does add the amount of crime gold to the hold's bounty. If you steal or murder, rather than receiving a bounty, you may be targeted by Hired Thugs sent by the victim of the theft or a relative of the deceased.

Even if you were not seen, or there were no witnesses, you may still be targeted. They can be a tough fight at low levels, but there is no penalty for killing them. One will carry a note saying who paid them, but this note will have no effect on your future relations with that NPC - you won't even be able to confront them about it. In other words, the game will treat the event as though nothing had ever happened. Stolen items in your inventory will be marked with the word 'Stolen', even if you were able to steal the item without being detected.

As long as this tag is present, the item is considered stolen. Any stolen items in your possession will be confiscated and retained by the guards if you are arrested. All items that are confiscated as a result of your arrest or jail time will be stored in an evidence chest in the jail of the hold. The chest is locked with an expert or master lock and is usually in the same room as the chest with your gear when jailed.

Reclaiming confiscated items will not remove the "stolen" status on them. Furthermore, standard merchants will not buy stolen items. However, joining the Thieves Guild provides access to fences who are willing to buy such merchandise. In addition, unlocking the Speech skill's Fence perk allows stolen goods to be sold to any merchant that you have invested in. The stolen flag can be cleared from some items by selling the item to a fence and then buying it back.

If you have the Merchant perk from the Speech perk tree, reverse-pickpocketing the item onto a merchant and then buying it back also clears the flag.

However, these methods do not work on some items such as the Ancient Nord Amulet , and there are other items such as the Statue of Dibella that appear to have their stolen tags removed by these methods, but the stolen status will return if the item is dropped. Anything completely consumed in crafting will not transfer its stolen flag to the new item; this includes stolen ingredients used in Alchemy to create potions, stolen food and stolen ingredients used in cooking and baking HF , soul gems used in Enchanting , stolen hides and pelts used in tanning , stolen ore and dwarven materials used at smelters, leather, ingots, gems, or other materials used to make or improve weapons , armor , rings , amulets , and building materials HF through Smithing , as well as anything used at a carpenter's workbench HF.

However, improving a stolen weapon or piece of armor through Smithing will not clear its stolen flag, nor will enchanting a stolen item. Stolen items may be used for quests where you are required to provide a particular item to a person; if the quest giver wants a mammoth tusk or nirnroot, a stolen tusk or nirnroot will work just as well as a non-stolen item.

Also, stolen crops may be sold to farmers assuming they are a type of crop that that particular farm grows , stolen ore may be sold to mine owners if it's the right kind of ore and stolen firewood may be sold to mill owners, all for exactly the same amount as they would pay for honestly-obtained merchandise.

Pickpocketing multiple items at once, such as pickpocketing 12 arrows from a guard, will result in only one arrow actually being considered stolen. The entire item stack will say that the arrows are stolen, but dropping your arrow stack will separate the arrows into the large stack of legally acquired arrows including the 11 not-marked-stolen arrows from the guard and the one stolen arrow.

Should you steal multiple items of the same type, each item considered stolen is tracked separately when dropped. Gold can sometimes be marked as stolen, though the cause of this occurrence is unknown. If you are arrested while carrying gold that is marked as stolen, the amount of gold that is considered "stolen" will be confiscated. Gold that is marked as stolen can be used at merchants even ones which are not fences normally, used as bribe money, and used to buy and improve property in holds from the hold's steward.

If you have a bounty, guards from the hold in which the bounty applies will attempt to arrest you. You can ask the guards to ignore a small crime bounty or under , by using persuasion.

However, you will have to ask every guard to overlook the crime to stop them from confronting you. If you run from the guards, they will chase you. If you cancel the dialogue when guards attempt to arrest you, they will attack you without allowing you to pay your fine, no matter how minor.

If this happens, attempt to yield by sheathing your spells or weapons or draw, attack, then sheathe them if they are not already drawn - guards will continue to attack you if you simply stand there unarmed and attempt to talk to them , or leave, allow a few days of in-game time to pass, and return. However, if you have a follower with you, this or even opening the dialogue options may be impossible, as your follower will very likely attack the guard no matter what you do; if you are traveling to a hold where guards are currently hostile to you, you might want to dismiss your follower, or have them wait elsewhere.

When you are arrested by a guard you have several options: If you are a thane , you can so declare, pay the bounty, bribe or persuade the guard, go to jail, or resist arrest. If you choose to pay off your bounty, you will be immediately transported outside the nearest town jail, and all stolen items in your possession will be seized and put into the jail's evidence chest. All your loot will be there. If you side with Madanach, he gives you all your non-quest items at the exit of the ruin.

You will receive all your quest items after Madanach has finished his dialogue with Thonar and started fighting. Your stolen items will be returned. Along the road north out of Riften are three wooden watchtowers manned by Riften guards. Activating the shrine confers the Blessing of Zenithar for a duration of eight hours. Only one blessing effect can be active at one time.



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