# Difference between revisions of "Thieving"

Thieving

Thieving is used to pickpocket GP and items. Some items obtainable from Thieving are unique to the skill and cannot be found elsewhere. Many of these unique items are Equipment which provide bonuses to Thieving and other non-combat skills. Each Thieving attempt takes a base 3 seconds, and can be reduced as low as 1.8 seconds.

Thieving can be done with Offline Progression, although the player must do so with caution as it is possible to die if the player's success rate against the NPC is below 100%.

## Mechanics

### Stealth and Perception

Simply put, stealth is a measure of how good the player is at stealing, while perception is a measure of how difficult an NPC is to steal from - The player's stealth competes against an NPC's perception. It is usually preferable to maximize stealth as this increases the success rate, chance to double items, and the chance to receive an NPC's unique item. An NPC's perception is fixed and cannot be reduced.

The player's stealth, the NPC's perception, and the resulting success rate, doubling chance and unique item chance can be viewed in game by first selecting an NPC and then hovering over the icon.

Stealth can be maximized as below. Note that two sets of gloves can only be equipped simultaneously once the Passive Slot has been unlocked.

#### Success Rate

The chance of success is $min\left(1, \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\right)$, resulting in a guaranteed success once the player's stealth is the same or greater than the NPC's perception.

For example, a player who has stealth of 200 while pickpocketing the will have a chance of success equal to $min\left(1, \tfrac{100 + 200}{100 + 220}\right) = 0.9375 = 93.75\%$.

Some NPCs have a perception that is greater than the maximum possible stealth, therefore it is not always possible to guarantee each pickpocket attempt will succeed.

#### Item Doubling

The additional chance to double items due to stealth is $min\left(1, \tfrac{\text{Stealth}}{4 \times \text{Perception}}\right)$, double items can therefore be guaranteed from stealth alone if the player's stealth is at least four times the NPC's perception.

For example, a player who has stealth of 330 while pickpocketing the will have a chance to double equal to $min\left(1, \tfrac{330}{4 \times 220}\right) = 0.3750 = 37.50\%$.

This is additive with the chance to double items provided by other Thieving specific and global sources (up to a maximum of 100%), and multiplicative with the 35% chance of quadruple items from the and synergy, for a potential 8x multiplier to items received from Thieving.

The item multiplier applies to all possible item drops, being: NPC common drops, general rare drops, NPC unique drops, and area unique drops.

#### NPC Unique Item Chance

The chance to receive an NPC's unique item upon a successful pickpocket attempt is $\tfrac{100 + \text{Stealth}}{10\,000 \times \text{Perception}}$.

For example, a player who has stealth of 800 while pickpocketing the will have a unique item drop chance equal to $\tfrac{100 + 800}{10\,000 \times 300} = 0.0003 = 0.03\%$.

### Loot

Successfully pickpocketing an NPC will always award the player with GP between the minimum and maximum of that NPC. There is also a 75% chance to receive an item at random from the NPC's common drops, provided the NPC has any possible common drops at all.

In addition, each successful pickpocket attempt will also have a chance to reward the player with the NPC's unique drop (should they have one), the area's unique drop, and all of the following general rare items:

Item Qty Price Chance
1  4,000 1/120 0.8333%
1  32,000 1/20,000 0.0050%
1  15,000 1/15,000 0.0067%

The chance of acquiring area unique drops is $\frac{1}{500}$ or 0.20% per item, while the chance of acquiring an NPC's unique drop is dependent on the player's stealth and the NPC's perception (see: NPC Unique Item Chance).

It is possible to receive common drops along with any (or even all) rare or unique drops from the same action. The chance to double items is only rolled once per action, therefore if the quantity of items received is multiplied the number of rare items received will also be increased. Even if the NPC has no common drops, any rare or unique drops can still be multiplied.

The various ways in which loot can be multiplied are detailed within the Item Doubling section.

GP gained can be increased by the following bonuses. In addition, the 50% Mastery pool checkpoint increases GP gained by 100% and each NPC mastery level increases GP gained by 1% for that NPC only.

Note that any flat bonuses (such as that provided by ) are increased by any percentage bonuses that are active.

Further, the loot and GP gained can be modified in various ways by synergies, see Leprechaun for a list of each synergy.

### Failure

Failed pickpocket attempts will stun the player for 3 seconds and deal damage to them up to the target's Max Hit; damage dealt this way can be reduced by any damage reduction, which is provided by Equipment, Pets, the , Damage Reduction Potions, the Agility obstacle and the prayers and . Damage taken while Thieving is potentially lethal, although this damage can be offset by consuming food manually, or automatically with the Auto Eat upgrade. For specifically, the and synergy can be used to completely negate damage from failed attempts. For those eating manually, can be used as a safety net. Damage dealt by failed thieving attempts does not currently count as an Enemy Attack for the purposes of expending prayer points or potion charges, yet they still provide their respective DR or item protection effects. This is not the case for the newer Yak summoning tablets however, which are expended on every damaging failure, implying this may be a bug or developer oversight. However, while Yak does apply DR while thieving, and consumes a tablet each failure hit, , , and synergies do not apply or expend, as you are not fighting a ranged, melee, or magic enemy.

## Areas

The chance of obtaining each area unique drop following a successful pickpocket is $\frac{1}{500}$ or 0.20%. Each area unique drop is rolled separately, so it is possible to receive multiple area unique drops from a single action. The chance of obtaining area unique drops is tripled when the 95% Thieving Mastery Pool checkpoint is active.

## Mastery Unlocks

### Item Mastery Unlocks

Level Unlock
1 Each level provides +1 Thieving Stealth and +1% GP acquired for this NPC only.
50 -0.2s Thieving Interval for this NPC only.
99 +75 Thieving Stealth for this NPC only.

### Mastery Pool Checkpoints

Pool % Pool XP Bonus
10% 1,150,000 xp +30 Thieving Stealth, +3% increased Thieving XP
25% 2,875,000 xp Decreases Thieving Interval by 0.2s, +3% increased Thieving Mastery XP
50% 5,750,000 xp +100% increased gold from Thieving
95% 10,925,000 xp +100 Thieving Stealth, chance to gain unique area items from Thieving is tripled
Total Mastery Pool XP 11,500,000

## Skillcape

The skillcape can be purchased from the store for  1,000,000 after the player reaches Level 99.

Skillcape Name Effect
Thieving Skillcape -0.5s Thieving Interval, +100% GP From Thieving, and +150 Stealth while Thieving

## Pet

The pet can be unlocked by doing any Thieving action.

Pet Name Effect
Snek +50% GP From Thieving

## Potion

The increases stealth. It can be made with Level 45 using and .

Potion Tier Charges Effect
I 20 +15 Stealth while Thieving
II 30 +30 Stealth while Thieving
III 40 +50 Stealth while Thieving
IV 50 +75 Stealth while Thieving

## Summoning Boosts

This table shows all the Familiars and Synergies that provide a bonus to Thieving.

## Skill Boosts

This table lists most sources of Thieving-specific modifier boosts. For a list of boosts that apply to all skills, see the Skill Boosts page. This list does not contain boosts provided from rewards.