Captive Rescue

Freeing players from city cellars, bribes, and a small combat contribution.

Related in Skills: How Skills Work | Animal Taming | Smithing | Farming | Hunting | Seafaring | Captive Rescue

Captive Rescue is Karadiyar's sixth trainable skill. It measures how good you are at slipping captives out of the city cellars, whether by picking locks or paying off the guards.

What it is for

  • Rescue attempts: From the Cellars screen, free players can try to rescue a captive without paying bail. Success depends on your skill and a bit of luck.
  • Bribes: Pay gold to release someone instantly. This also trains Captive Rescue, though more slowly than a successful rescue.
  • Social play: Cellar lists are public within a city. Allies often coordinate who pays bail, who rescues, and who waits out the timer.
  • Ghost Gloves: The Ghost Gloves store item is tied to cellar play. Owners say it helps both shorter sentences and better rescue odds.

Skill titles

Jailhand → Lockpicker → Cellar Runner → Warden's Bane → Lord of the Keys (at the highest tier).

In combat

Captive Rescue adds only a small direct bonus to fighting power from the skill percentage itself. Its real value is freeing friends and enemies alike from captivity, not winning murder duels on its own.

Tips

  • You must be free and in the same city as the captive to rescue or bribe.
  • If you are captive yourself, you can see the list but cannot act on it. Use the captive card for your own bail.
  • A failed rescue attempt can land you in the cellars. Choose targets carefully.
  • Read Captivity and the Cellars for the full jail rules.