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Overview
Crimson Desert has a full crime and wanted system that tracks Kliff's criminal actions across the open world of Pywel. Players are free to engage in a variety of antisocial behaviors, from petty pickpocketing to assaulting townspeople, but every transgression carries consequences that escalate the longer and more aggressively the player acts. The system is designed to allow player agency while making sure that criminal behavior comes at a meaningful cost, affecting everything from NPC interactions to regional economic benefits and faction standing.
Uniquely, the wanted system also has a risk-reward tradeoff: certain gear provides an ATK bonus that scales with the player's notoriety level, meaning players can intentionally raise their wanted status to gain a power spike for tough encounters.
Types of Criminal Actions
The game recognizes several categories of criminal behavior. These were demonstrated in the Features Overview #3: Life in Pywel trailer, which showed Kliff pickpocketing NPCs, stealing vendor goods, and escalating to violence.

Crime | Description | Severity | Contribution Penalty |
|---|---|---|---|
Pickpocketing | Stealing items directly from NPC residents. Triggers a "Crime - Theft" notification on screen. | Low | ~-5 Contribution EXP |
Vendor Theft | Taking items from vendor stalls, such as fruit from a food stand | Low | ~-5 Contribution EXP |
Bullying NPCs | Intimidating or pushing civilians without lethal force | Medium | Moderate penalty |
Assaulting Townspeople | Engaging in open combat with non-hostile NPCs | High | ~-30 Contribution EXP |
Attacking Guards | Fighting law enforcement or military patrols directly | Very High | ~-30 Contribution EXP |
Each criminal action adds to a running bounty value tracked in the UI. The more severe the crime, the larger the bounty increase. Repeated offenses in a short period cause the bounty to rise rapidly.
Interestingly, NPCs can also pickpocket the player, suggesting a two-way interaction where the streets of Pywel's settlements are not entirely safe even for the protagonist.
Bounty Accumulation and Wanted Posters
As the bounty value increases, the system creates a visible Wanted Poster that displays the player character's face along with the current bounty amount. This poster appears on-screen as both a gameplay indicator and a narrative touch, reinforcing that Kliff's criminal behavior is noticed and documented by the communities he moves through.
The bounty operates on a sliding scale rather than a simple toggle between "wanted" and "not wanted." Different thresholds trigger different levels of response from the world. A small bounty from a single act of theft might result in wary NPCs and the occasional patrol keeping an eye on the player. A large bounty accumulated through sustained violence will turn entire settlements hostile.
Guard and Bounty Hunter Response
Once the bounty exceeds certain thresholds, guards and military patrols become actively hostile. They pursue Kliff on sight, engaging in combat to subdue or arrest him. The response scales with the bounty level:
At lower wanted levels, guards may issue warnings or attempt to detain the player
At higher levels, guards attack with lethal intent and call for reinforcements
Players face dozens of enemies simultaneously when wanted, making escape difficult without preparation
Bounty hunters appear and actively pursue the player across the region
Townsfolk, residents, and guards all become aggressive toward the player
Guards are not omniscient. The system appears to use line-of-sight and proximity detection, meaning players can potentially evade pursuit by breaking line of sight and putting distance between themselves and their pursuers. However, returning to the scene of a recent crime while the bounty is still active immediately re-engages the authorities.
Consequences
Imprisonment
If Kliff is defeated or caught by guards while wanted, the result is arrest rather than death. The player is placed in a wooden holding cell. GamingBolt described the jail sequence as "more cosmetic than anything," suggesting it is a brief narrative beat rather than an extended gameplay restriction. After imprisonment, the bounty resets.
Fines
Depending on the severity of committed crimes, players may need to pay fines to resolve their wanted status. Red94 reported that players may need to "fight their way out of the city, pay large fines, or even serve time in prison," indicating that fines are one of several options for dealing with criminal consequences.
Regional Contribution Loss
One of the most significant long-term consequences of criminal activity is the loss of regional faction contribution. Criminal actions reduce Contribution and Contribution EXP for the regional faction (e.g., "Hernandian Contribution"), with penalties ranging from -5 for minor offenses to -30 for serious crimes. This same Contribution currency is earned through the liberation system and positive faction engagement, meaning criminal behavior directly undermines liberation progress.
Losing faction contribution means losing access to location-specific benefits:
Vendor discounts and merchant access in the affected region
Access to certain NPC services and quest lines
Resource nodes tied to that faction's territory
Deeper faction relationships and story branches
A player who has built up favorable standing through quests and liberation can see that progress eroded by a crime spree in the same region.
Notoriety ATK Bonus
In a distinctive risk-reward design, certain gear provides an ATK+ bonus based on the player's Wanted level. Will Powers (Pearl Abyss Director of Marketing) confirmed this mechanic during the Dropped Frames podcast interview: players can "make evil decisions and be rewarded for those playstyles with additional attack level based on your negative notoriety."
The strategic implication is significant: players may want to intentionally raise their notoriety to gain a spike in power before challenging a tough boss. This creates a calculated trade-off between the increased attack power and the consequences of being wanted: hostile guards, bounty hunters, faction contribution loss, and restricted access to settlement services.
The specific gear pieces that provide this notoriety-scaling ATK bonus have not been detailed in pre-launch materials. The exact scaling formula (how much ATK per notoriety level) is also unknown.
Bounty Clearance
The bounty persists until cleared through one of several methods:
Method | Description |
|---|---|
Arrest and Imprisonment | Getting caught by guards results in a brief jail sequence; bounty resets after serving time |
Paying Fines | Depending on crime severity, players can pay monetary fines to clear their status |
Other Methods | Additional bounty clearance options exist but have not been fully detailed in pre-launch materials |
The system is designed to ensure that players cannot simply wait out their wanted status without consequence. The bounty remains active until actively resolved.
Interaction with Other Systems
System | Interaction |
|---|---|
Liberation System | Criminal behavior reduces the same Contribution currency earned through liberation, directly undermining territorial progress |
Faction Standing | Each region has its own faction contribution tracker; crime in one region does not affect standing in others |
Resources obtained through theft may not offset the lost benefits of good regional standing | |
Main Story | Factions do not affect the main story ending, meaning criminal behavior has no narrative consequence beyond side content |
Developer Commentary
Will Powers (Pearl Abyss Director of Marketing) acknowledged that the system allows for an "evil playthrough" where the player commits crimes freely. However, he commented: "Would I recommend a full playthrough in that playstyle? Eh, I don't know." This suggests that while the system supports full criminal agency, the accumulated penalties make a purely villainous approach significantly more challenging than a balanced or lawful playstyle.
Multiple outlets have compared the system to Red Dead Redemption 2's crime and bounty mechanics, though Pearl Abyss has not explicitly made this comparison. The game is "not Grand Theft Auto" in terms of lawless freedom; the wanted system is designed as one component of a broader world that rewards engagement over destruction.
Strategic Considerations
Petty crimes like pickpocketing can provide quick resources but risk compounding bounties if guards notice
Attacking guards dramatically escalates the wanted level, making escape much harder
Regional reputation loss can lock players out of vendor discounts and NPC quest lines
The notoriety ATK bonus creates a legitimate reason to maintain wanted status before tough boss fights
Imprisonment clears the bounty but costs time
Fines offer a monetary alternative to jail for resolving criminal status
Crime in one region does not affect standing in other regions, allowing targeted criminal activity
The system interacts with the liberation system, as both share the faction Contribution currency
Related Articles
Topic | Connection |
|---|---|
Liberation System | Shares the faction Contribution currency with the wanted system |
Combat System | Guards and bounty hunters engage in full combat when pursuing wanted players |
Greymane Camp | Camp management interacts with resources obtained through criminal means |
Settlements discovered through exploration become crime-capable locations | |
Stolen materials can potentially be used in crafting |