Thieving: Difference between revisions

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{{V|0.20}}
{{HasMMG}}
{{V|1.0.4}}
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}


[[File:Thieving (skill).svg|thumb|right|Thieving]]
[[File:Thieving (skill).svg|thumb|right|Thieving]]


'''{{PAGENAME}}''' is used to pickpocket [[GP]] and items. Each Thieving attempt takes a base 3 seconds, reduced as low as 1.8
'''{{PAGENAME}}''' 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]] if the success rate is at 90% or above.
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 ==
== 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 [[#Thieving Target|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.


=== Success Rate ===
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 {{Skill|Thieving|notext=true}} icon.
The chance of success is 100*<math>\frac{stealth}{perception}</math> resulting in a guaranteed success once your stealth equals their perception.


There is no need to stop gaining stealth at this point however, as more stealth can increase the chance of getting your loot doubled, as well as increasing the chance of getting the targets unique item (if applicable)
Stealth can be maximized as below. Note that two sets of gloves can only be equipped simultaneously once the [[Combat Passive Slot|Passive Slot]] has been unlocked.
{| class="wikitable stickyHeader"
|- class="headerRow-0"
!colspan="2"|Source of Stealth!!Stealth!!Alternatives
|-
| {{ItemIcon|Golbin Mask}} || Helmet || style="text-align:right"|20 || {{ItemIcon|Chapeau Noir|notext=true}}
|-
| {{ItemIcon|Thieving Gloves}} || Gloves || style="text-align:right"|75 || {{ItemIcon|Gloves of Silence|notext=true}}
|-
| {{ItemIcon|Sneak-Ers}} || Boots || style="text-align:right"|40 ||
|-
| {{ItemIcon|Thieving Skillcape}} || Cape || style="text-align:right"|150 || {{ItemIcon|Thiever's Cape|notext=true}} {{ItemIcon|Maximum Skillcape|notext=true}} {{ItemIcon|Cape of Completion|notext=true}}
|-
| {{ItemIcon|Gloves of Silence}} || [[Combat Passive Slot|Passive]] || style="text-align:right"|50 ||
|-
! scope="row" colspan="2"|Equipment Total || style="text-align:right"|335 ||
|-
| colspan="2"|10% [[#Mastery Pool Checkpoints|Mastery Pool Checkpoint]] || style="text-align:right"|30 ||
|-
| colspan="2"|95% [[#Mastery Pool Checkpoints|Mastery Pool Checkpoint]] || style="text-align:right"|100 ||
|-
| colspan="2"|[[#Thieving Targets|NPC]] Mastery Level (+1 per level) || style="text-align:right"|99 ||
|-
| colspan="2"|99 [[#Item Mastery Unlocks|NPC Mastery Unlock]] || style="text-align:right"|75 ||
|-
! scope="row" colspan="2"|Mastery Total || style="text-align:right"|304 ||
|-
| colspan="2"|Skill Level (+1 per level) || style="text-align:right"|99 ||
|-
| colspan="2"|{{ItemIcon|Gentle Hands Potion IV}} || style="text-align:right"|75 || {{ItemIcon|Gentle Hands Potion I|notext=true}} {{ItemIcon|Gentle Hands Potion II|notext=true}} {{ItemIcon|Gentle Hands Potion III|notext=true}}
|-
| colspan="2"|{{Skill|Agility|Rooftop Run}} || style="text-align:right"|35 ||
|-
! scope="row" colspan="2"|Other Total || style="text-align:right"|209 ||
|-
! scope="row" colspan="2"|Grand Total || style="text-align:right"|848 ||
|}


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


=== Loot ===
For example, a player who has stealth of 200 while pickpocketing the {{Icon|Bandit Thug|type=thieving}} will have a chance of success equal to <math>min\left(1, \tfrac{100 + 200}{100 + 220}\right) = 0.9375 = 93.75\%</math>.
 
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 <math>min\left(1, \tfrac{\text{Stealth}}{4 \times \text{Perception}}\right)</math>, 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 {{Icon|Bandit Thug|type=thieving}} will have a chance to double equal to <math>min\left(1, \tfrac{330}{4 \times 220}\right) = 0.3750 = 37.50\%</math>.
 
This is additive with the chance to double items provided by other [[#Skill Boosts|Thieving specific]] and [[Double Loot|global]] sources (up to a maximum of 100%), and multiplicative with the 35% chance of quadruple items from the {{ItemIcon|Leprechaun}} and {{ItemIcon|Devil}} [[Summoning#Synergies|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, [[#Thieving Targets|NPC unique drops]], and [[#Areas|area unique drops]].


- ''See also [[Combat#Loot and Rewards]]
==== NPC Unique Item Chance ====
The chance to receive an NPC's unique item upon a successful pickpocket attempt is <math>\tfrac{100 + \text{Stealth}}{10\,000 \times \text{Perception}}</math>.


Successfully pickpocketing a target will always award the player with [[GP]] between the minimum and maximum of the target. There is also a chance to receive loot from most targets as listed on their "common drops"
For example, a player who has stealth of 800 while pickpocketing the {{Icon|Merchant|type=thieving}} will have a unique item drop chance equal to <math>\tfrac{100 + 800}{10\,000 \times 300} = 0.0003 = 0.03\%</math>.


In addition to the rewards for the specific target being pickpocketed, successful attempts also have a chance to reward the player with three rare items, as well as multiple area specific items, and in most cases, an item unique to that npc, in addition to the normal loot:
=== Loot ===
- ''See also [[Combat#Loot and Rewards]]''


{{ItemIcon|Bobby's Pocket}} has a or 0.83% chance of being received on any successful pickpocket. Although the item itself is useless, it can be sold for {{GP|4000}}.
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.


{{ItemIcon|Chapeau Noir}} has a <math>\frac{1}{20,000}</math> or 0.005% chance of being received on any successful pickpocket. When worn, it provides a <math>\frac{1}{10}</math> or 10% chance to double loot acquired from {{Icon|Combat}} or Thieving.
In addition, each successful pickpocket attempt will also have a chance to reward the player with the [[#Thieving Targets|NPC's unique drop]] (should they have one), the [[#Areas|area's unique drop]], and all of the following general rare items:
{{ThievingRareDrops}}


{{ItemIcon|Sneak-Ers}} have a <math>\frac{1}{15.000}</math> or 0.067% chance of being received on any successful pickpocket. it provides 40 stealth and 5% global gp
The chance of acquiring area unique drops is <math>\frac{1}{500}</math> 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|NPC Unique Item Chance]]).


The drop rates of area unique drops vary per area, and the drop rates of NPC uniques vary depending on your stealth compared to their perception.
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.


It is possible to receive loot, alongside any (or even all) rare or unique drop all from the same action. If the quantity of items received is multiplied due to either a potion or equipment effect, the number of rare items received will also be increased, however the chance to multiply items is only rolled if normal loot is also received from the same action.
The various ways in which loot can be multiplied are detailed within the [[#Item Doubling|Item Doubling]] section.


Loot can be multiplied in three ways: Raising stealth can be used to provide as much as a guaranteed chance to double items, at a rate of 25*<math>\frac{stealth}{perception}</math>, meaning that 4x the targets perception is needed to guarantee your loot be doubled solely from stealth. {{Skill|Agility}} can provide +<math>\frac{1}{20}</math> or +5% chance to double items gained through the Rock Climb obstacle, however this is in the same slot as the rooftop run, which is usually preferable for thieving. Equipment items can also provide a separate doubling effect (currently, the items/skills that provide a chance to double loot are the {{ItemIcon|Chapeau Noir}}, Master tier Slayer gear,{{ItemIcon|Aorpheat's Signet Ring}}) and {{ItemIcon|Ring of Wealth}}. All the bonus mentioned stack additively.
GP gained can be increased by the following bonuses. In addition, the 50% [[#Mastery Pool Checkpoints|Mastery pool checkpoint]] increases GP gained by 100% and each NPC mastery level increases GP gained by 1% for that NPC only.


GP gained can be increased by the following bonuses. In addition, the 50% [[#Mastery Pool Checkpoints|Mastery pool checkpoint]] increases GP gained by 100%. Note that any flat bonuses (such as that provided by {{ItemIcon|Gloves of Silence}}) are increased by any percentage bonuses that are active.
Note that any flat bonuses (such as that provided by {{ItemIcon|Gloves of Silence}}) are increased by any percentage bonuses that are active.
{{ModifierTable|GPFromThievingFlat,GPFromThieving,GPGlobal|GP Bonus}}
{{ModifierTable|GPFromThievingFlat,MinThievingGP,GPFromThieving,GPGlobal|GP Bonus}}


Further, the loot and GP gained can be modified in various ways by {{ItemIcon|Leprechaun}} {{Skill|Summoning}} synergies, see [[Leprechaun]] for a list of each synergy.
Further, the loot and GP gained can be modified in various ways by {{ItemIcon|Leprechaun}} {{Skill|Summoning}} synergies, see [[Leprechaun]] for a list of each synergy.


=== Failure ===
=== 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|damage reduction]], which is provided by [[Equipment]], [[Pets]], the {{ItemIcon|Yak|Yak Familiar}}, [[Damage Reduction Potion|Damage Reduction Potions]], the Agility obstacle {{Skill|Agility|Lake Swim}} and the prayers {{PrayerIcon|Safeguard}} and {{PrayerIcon|Stone Skin}}. Damage taken while Thieving is potentially lethal, although this damage can be offset by consuming [[food]] manually, or automatically with the [[Shop#Auto_Eat|Auto Eat]] upgrade. For {{Icon|type=thieving|Chef}} specifically, the {{ItemIcon|Pig}} and {{ItemIcon|Leprechaun}} [[Summoning#Synergies|synergy]] can be used to completely negate damage from failed attempts. For those eating manually, {{PrayerIcon|Protect Item}} 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, {{ItemIcon|Centaur}}, {{ItemIcon|Witch}}, and {{ItemIcon|Minotaur}} synergies do not apply or expend, as you are not fighting a ranged, melee, or magic enemy.


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 provided by [[Equipment]], [[Pets]] and {{PrayerIcon|Stone Skin}}. Damage taken while Thieving is potentially lethal, although this damage can be offset by consuming [[food]] manually, or automatically with the [[Shop#Auto_Eat|Auto Eat]] upgrade. Specifically for {{Icon|type=thieving|Chef}}, the {{ItemIcon|Pig}} and {{ItemIcon|Leprechaun}} [[Summoning#Synergies|synergy]] can be used to completely negate damage from failed attempts.
== Areas ==
The chance of obtaining each area unique drop following a successful pickpocket is <math>\frac{1}{500}</math> 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 Checkpoints|Mastery Pool checkpoint]] is active.
{{ThievingAreaTable}}


== Thieving Targets ==
== Thieving Targets ==
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== Skillcape ==
== Skillcape ==
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
{{SkillcapeInfo}}
{{SkillcapeInfo}}
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==Potion==
==Potion==
The {{ItemIcon|Gentle Hands Potion I|Gentle Hands Potion}} increases stealth. It can be made with {{SkillReq|Herblore|45}} using {{ItemIcon|Lemontyle Herb|qty=1}} and {{ItemIcon|Strawberry Seeds|qty=2}}.  
The {{ItemIcon|Gentle Hands Potion I|Gentle Hands Potion}} increases stealth. It can be made with {{SkillReq|Herblore|45}} using {{ItemIcon|Lemontyle Herb|qty=1}} and {{ItemIcon|Strawberry Seeds|qty=2}}.  
{{PotionTable|Gentle Hands Potion}}
{{PotionTable|Gentle Hands Potion}}
==Summoning Boosts==
==Summoning Boosts==
This table shows all the {{Skill|Summoning}} Familiars and Synergies that provide a bonus to {{PAGENAME}}.
This table shows all the {{Skill|Summoning}} Familiars and Synergies that provide a bonus to {{PAGENAME}}.
{{SkillSummoningBonusTable|{{PAGENAME}}}}
{{SkillSummoningBonusTable|{{PAGENAME}}}}
==Skill Boosts==
==Skill Boosts==
This table lists most sources of {{PAGENAME}}-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 {{Icon|Mastery}} rewards.
This table lists most sources of {{PAGENAME}}-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 {{Icon|Mastery}} rewards.
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedGPFromThievingFlat,increasedChanceToDoubleLootThieving,increasedGPFromThieving,increasedThievingStealth|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedGPFromThievingFlat,MinThievingGP,increasedChanceToDoubleLootThieving,increasedGPFromThieving,increasedThievingStealth|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}
 
{{MenuThieving}}
{{MenuThieving}}
{{Menu}}
{{Menu}}


[[Category:Skills]]
[[Category:Skills]]

Revision as of 13:49, 18 June 2022

This page was last updated for (v1.0.4).
This article is about the Thieving skill. For training the skill, see Thieving/Training.
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 [math]\displaystyle{ min\left(1, \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\right) }[/math], 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 Bandit Thug will have a chance of success equal to [math]\displaystyle{ min\left(1, \tfrac{100 + 200}{100 + 220}\right) = 0.9375 = 93.75\% }[/math].

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 [math]\displaystyle{ min\left(1, \tfrac{\text{Stealth}}{4 \times \text{Perception}}\right) }[/math], 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 Bandit Thug will have a chance to double equal to [math]\displaystyle{ min\left(1, \tfrac{330}{4 \times 220}\right) = 0.3750 = 37.50\% }[/math].

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 Leprechaun and Devil 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 [math]\displaystyle{ \tfrac{100 + \text{Stealth}}{10\,000 \times \text{Perception}} }[/math].

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

Loot

- See also Combat#Loot and Rewards

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
Bobby's Pocket 1 GP 4,000 1/120 0.8333%
Chapeau Noir 1 GP 32,000 1/20,000 0.0050%
Sneak-Ers 1 GP 15,000 1/15,000 0.0067%
Thieving Shorts 1 GP 15,000 1/15,000 0.0067%

All general rares will drop from any NPC, with the exception of the Thieving Shorts, which may only be obtained from NPCs requiring Thieving Level 100 or higher

The chance of acquiring area unique drops is [math]\displaystyle{ \frac{1}{500} }[/math] 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 Gloves of Silence) are increased by any percentage bonuses that are active.

Further, the loot and GP gained can be modified in various ways by Leprechaun Summoning 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 Yak Familiar, Damage Reduction Potions, the Agility obstacle Lake Swim and the prayers Safeguard and Stone Skin. 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 Chef specifically, the Pig and Leprechaun synergy can be used to completely negate damage from failed attempts. For those eating manually, Protect Item 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, Centaur, Witch, and Minotaur 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 [math]\displaystyle{ \frac{1}{500} }[/math] 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.

Thieving Targets

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% 1,700,000 xp +30 Thieving Stealth, +3% Thieving XP
25% 4,250,000 xp Decreases Thieving Interval by 0.2s, +3% Thieving Mastery XP
50% 8,500,000 xp +100% gold from Thieving
95% 16,150,000 xp +100 Thieving Stealth, chance to gain unique area items from Thieving is tripled
Total Mastery Pool XP 17,000,000

Skillcape

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

Skillcape Name Requirements Effect
Thieving Skillcape Thieving Skillcape Thieving Level 99 +100% GP From Thieving
-0.5s Thieving Interval
+150 Stealth while Thieving
Superior Thieving Skillcape Superior Thieving Skillcape Thieving Level 120 +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails
+150% GP From Thieving
-0.8s Thieving Interval
+270 Stealth while Thieving

Pet

The pet can be unlocked by doing any Thieving action.

Pet Name Effect
Snek Snek +50% GP From Thieving

Potion

The Gentle Hands Potion increases stealth. It can be made with Herblore Level 45 using 1 Lemontyle Herb and 2 Strawberry Seeds.

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

Summoning Boosts

This table shows all the Summoning 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 Mastery rewards.