Thieving: Difference between revisions

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=== Success Rate ===
=== Success Rate ===
The base success rate of pickpocketing is 57.5%. This is increased by 0.7% for every level in Thieving the player has above the target's level requirement, and is further increased by <math>\frac{1}{400}</math> or 0.25% per {{Icon|Mastery}} level the player has for the target. This chance is capped at a maximum of 95%.  
The chance of success is 100*(100+stealth)/(100+Perception), resulting in a guranteed success once your stealth equals their perception.


Players can go beyond the 95% success rate cap in two ways:
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 that npc's unique item (if applicable)
* {{ItemIcon|Thieving Gloves}} provide +10% success rate as long as they have charges.
* Reaching 99 Mastery means that any pickpocket attempts on that target will be successful.


Two other things may influence the success rate but however will not go above the 95% soft cap, those are:
* {{ItemIcon|Gloves of Silence}} provides +5% success rate. (Can be acquired through [[Combat]])
*  Mastery pool 25% checkpoint provides +10% success rate. Check [[Thieving#Mastery Unlocks]] for more information.
Although it is possible to see a success rate higher than 100% when using Thieving Gloves, going beyond 100% success rate does not provide any actual benefit.


=== Loot ===
=== Loot ===
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- ''See also [[Combat#Loot and Rewards]]
- ''See also [[Combat#Loot and Rewards]]


Successfully pickpocketing a target will always award the player with [[GP]] up to the Max Coins of the target. There is also a <math>\frac{3}{4}</math> or 75% chance to receive an item from the target's loot table.
Successfully pickpocketing a target will always award the player with [[GP]] between the minimum and maximimum of the target. There is also a chance to recieve loot from most npc's as listed on their "common drops"


In addition to the rewards for the specific target being pickpocketed, successful attempts also have a chance to reward the player with two rare items in addition to the normal loot:
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 in addition to the normal loot:


{{ItemIcon|Bobby's Pocket}} has a <math>\frac{1}{120}</math> or 0.83% chance of being received on any successful pickpocket. Although the item itself is useless, it can be sold for {{GP|4000}}.
{{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}}.


{{ItemIcon|Chapeau Noir}} has a <math>\frac{1}{10,000}</math> or 0.01% 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.
{{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.
{{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


It is possible to receive loot, a {{ItemIcon|Bobby's Pocket}}, and a {{ItemIcon|Chapeau Noir}} 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.
It is possible to receive loot, a {{ItemIcon|Bobby's Pocket}}, and a {{ItemIcon|Chapeau Noir}} 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.


Loot can be multiplied in three ways: [[Gentle Hands Potion|Gentle Hands Potions]] can be used to provide a <math>\frac{1}{20}</math> to <math>\frac{1}{4}</math> or 5-25% chance to double the quantity of items gained on a successful pickpocket. {{Skill|Agility}} can provide +<math>\frac{1}{20}</math> or +5% chance to double items gained through the Rock Climb obstacle course. 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 and {{ItemIcon|Aorpheat's Signet Ring}}). All the bonus mentioned stack additively.
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 95% [[#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.
GP gained can be increased by the following bonuses. In addition, the 95% [[#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.

Revision as of 08:03, 1 October 2021

This page was last updated for (v0.20).
This article is about the Thieving skill. For training the skill, see Thieving/Training.
Thieving

Thieving is used to pickpocket GP and items. Each Thieving attempt takes 3 seconds.

Thieving can be done with Offline Progression if the success rate is at 90% or above.

Mechanics

Success Rate

The chance of success is 100*(100+stealth)/(100+Perception), resulting in a guranteed 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 that npc's unique item (if applicable)


Loot

- See also Combat#Loot and Rewards

Successfully pickpocketing a target will always award the player with GP between the minimum and maximimum of the target. There is also a chance to recieve loot from most npc's as listed on their "common drops"

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 in addition to the normal loot:

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 4,000 GP.

Chapeau Noir has a [math]\displaystyle{ \frac{1}{20,000} }[/math] or 0.005% chance of being received on any successful pickpocket. When worn, it provides a [math]\displaystyle{ \frac{1}{10} }[/math] or 10% chance to double loot acquired from Combat or Thieving. Sneak-Ers have a [math]\displaystyle{ \frac{1}{15.000} }[/math] or 0.067% chance of being received on any successful pickpocket. it provides 40 stealth and 5% global gp

It is possible to receive loot, a Bobby's Pocket, and a Chapeau Noir 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.

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]\displaystyle{ \frac{stealth}{perception} }[/math], meaning that 4x the targets perception is needed to guarantee your loot be doubled solely from stealth. Agility can provide +[math]\displaystyle{ \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 Chapeau Noir, Master tier Slayer gear, Aorpheat's Signet Ring) and Ring of Wealth. All the bonus mentioned stack additively.

GP gained can be increased by the following bonuses. In addition, the 95% Mastery pool checkpoint increases GP gained by 100%. 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 provided by Equipment. Damage taken while Thieving is potentially lethal, although this damage can be offset by consuming food manually, or automatically with the Auto Eat upgrade. Specifically for Chef, the Pig and Leprechaun synergy can be used to completely negate damage from failed attempts.

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.

The bonus per mastery level to successfully pickpocket a Thieving target is +[math]\displaystyle{ \frac{1}{400} }[/math] or +0.25%.

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 1,000,000 GP 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 gives a chance of receiving double loot while pickpocketing. 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.