Yes they can do anything they could off your claim. However doing something you're not supposed to leaves a "scent" even trespassing leaves a "scent". The scents can be used for tracking down the person or their hearth fire.
I don't know much else but it's the start of an answer.
If they have the required skills, anyone can do anything to your property they could otherwise do on unclaimed land. However, they will leave clues (which you could use to track them, or their hearth) depending on their actions. Generally, they are:
"Trespassing", when they enter your property or interact with certain things on it. (this does not come into effect with village claims, except for the interacting part).
"Theft" (summonable, that means you can summon them at their hearth while they're offline using this clue), when they take something from your land, or your unconscious (or dead) body. Theft clues can also be used to track stolen items. Currently, the only stolen items that can be tracked are objects that you lift.
"Vandalism" (summonable), when they destroy or build something on your land. This clue also appears when someone harvests your crops.
Naturally, each of those criminal actions require their respective "black skill". However, none of these actions will leave clues, or require skills, if you have "allow kin" enabled on your claim-stake and the people who commit these actions are on your kin-list. People in your party may also do things on your claim without committing criminal acts, this also applies to village claims, where anyone partied with a village member is free to do as they please on it.
No, you will not lose health by walking on someone's claim (although you did a long time ago). Unless they attack you for doing it, of course. ;)
As for whether or not people can just walk up and kill you. Yes, they can, with the proper skills. There are different clues affiliated with this, as well. Note that these clues will appear whether or not you or your foe are on claimed land.
"Assault", this clue appears when someone initiates combat with another player. This clue is also left when summoning someone else at their hearthfire.
"Battery" (summonable), this clue appears when Person A knocks Person B out. This clue will not appear if Person A knocked Person B out in self defense. Also, if Person B initiated combat with Person A, Person C, who was in Person A's party, could knock Person B out without leaving a Battery clue.
"Murder" (summonable), this clue always appears when someone kills another player, self defense or otherwise.
Assault and battery actions both require the Rage skill, while murdering requires the Murder skill (big surprise). The Ranging skill is required for collecting scents from clues. You may only have one scent from each clue in your inventory or in any container at one time.
The grumpiest tree you ever did see.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
i came back after work and it seems like 8 of my tree planters are gone?(don't know it this is because of decay or just me forgettin em, but considerin how much i keep to the tree planting timetable. . . )
are these clues like things i can find on the ground?
joojoo1975 wrote:are these clues like things i can find on the ground?
If you have the Ranging skill, and have turned the Tracking Toggle on (in the adventure menu), you will see a smoking footprint (clue) on the ground where a crime has been committed. You can then right-click on the clue to harvest it. The number of scents you obtain depends on your exploration and perception, and also the criminal's stealth and intelligence. Those factors are also supposed to determine whether or not you can actually see the clue, although it has been said that this is completely broken.
Note that these clues will disappear eventually. Their duration of existence is dependent on the atrocity of the crime.
joojoo1975 wrote:how often does this happen?
That depends on many different factors, your location, for one. You are more likely to be subjected to crime when you are closer to the RoB. Because you are closer to most people, and in turn, closer to most criminals.
The grumpiest tree you ever did see.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.