Thieving
Thieving is the thirteenth skill. You steal from market stalls, pick pockets, and crack locks.
Steals can fail. Each job shows its success chance right on the card, from 85% on the bread stall down to 40% on a merchant's safe. Your level and the passive tree push those numbers up.
You gain XP whether the steal works or not. Coins and goods only come from a successful steal.
Fourteen jobs
- Eight market stalls: bread, seeds, fish, herbs, timber, ore, silk and gems
- Four pockets: a farmhand, a merchant, a guard and a noble
- Two locks: a strongbox and a merchant's safe
Stalls give goods, not just gold
A stall hands over what it sells. The fish stall gives raw fish, the ore cart gives ore, the gem stall gives gems.
A stall will never give you a tier you have not already earned yourself. Rob the ore cart with Mining 1 and you get copper and tin. Rob it with Mining 70 and runite is on the table.
Twelve stolen goods
Pockets and locks carry things worth real money. The first few are a Cut Purse, a Silver Plate and a Signet Ring. Keep levelling and the better ones start turning up: a Silver Censer out of a shrine, a Smuggler's Ledger off the docks, an Heirloom Locket from a manor, an Officer's Sabre from the barracks, a Banker's Seal from a counting house, and a Shard of a Crown from a palace.
The general store will only pay a small amount compared to the Nightmarket guilds store.
Gear and rewards
- Six tiers of lockpicks, Bronze at level 1 through Eclipse at 80, plus Everflame Lockpicks at 95
- The Thief's Set: hood, jerkin, trousers and boots. They drop while you steal, and the full set gives +20% Thieving XP
- The Thieving Cape at level 99
- A Pocket Magpie, the Thieving familiar
- A 98 point passive tree, same as every other skill
The Nightmarket
The thieves' guild was already in the game, but iit was locked behind Agility. It now requires Thieving. You need Thieving 15 to join.
It buys what you steal. The general store pays a third for hot goods. The Nightmarket pays more than that, and pays more again as you rank up.
Its board only accepts stolen goods. It asks you to sell it what you have stolen, to bring it gold, or to go out and steal a set number of times.
There are six ranks: Runner, Lookout, Dealer, Broker, Shadowbroker, and Master of the Nightmarket. They give gold from every sale, Thieving speed, and Thieving XP.
Changes
Cooking
- Creatures now drop meat, and the meat is what the food is made of. Jerky, roasts and stews were being made out of hides, pelts, scales and tusks.
- Timber Pelts and Snow Leopard Pelts finally do something. Timber tans into Wolfhide Leather, leopard renders into Swiftness III.
Reading the game
- You can now hold SHIFT while hovering to see more.
- Item tooltips group where something comes from.
- Items that are only worth selling now say so. Boss keys now say which boss they open instead of looking like vendor trash.
- Weapons tell you their damage type, and amulets and pendants state how they differ.
- The Monster Log shows each monster's family.
- Chitin Plating is now Spider Carapace, and Chitin Plate is now the Broodplate Cuirass.
Guilds
- Guild shop items say what they are and which rank unlocks them. A locked one used to show only the requirement, so you could not tell what you were saving up for.
- The Bounty Ledger now does what it says. It opens every zone in the Monster Log for reading at any level, so you can study a monster's stats, weaknesses and full drop table before you can fight it. You still need the requirements to actually fight it.
Elsewhere
- Shop rework, and satchel upgrades are purchased from there now.
- Seed vault added in farming tab. Seeds no longer take up space in satchel.
- Added rare (prized) fish. You can find them at a low chance while fishing, and they heal more than the normal version.
- The Settings panel has been reworked to stop repeating things the menu already has.
- All XP rates lowered 10% across the board.
Bug Fixes
- The game no longer pauses while your PC is locked.
- Farming mastery now goes up when you harvest. It never did before, so farming mastery has been stuck at zero for everyone, and the XP bonus it gives was never being applied.
- Alchemy, Cooking and Farming now show mastery on their cards. They always had it, there was just nowhere on those three panels that showed it.
- Guild perks that gave double output, extra yield or extra gold from sales were being worked out and then thrown away. 7 of the 10 guilds had ranks that did nothing at all. They all work now.
- The guild skip button is now something you can actually click. It existed, but it only ever appeared on one type of quest.
- Skip could also hand you back the same quest you just skipped, so you lost your one skip for the day and nothing changed.
- Enchanting materials now show that enchanting uses them. The check was pointed at a name that does not exist, so it had never once worked.
- Alchemy's "ways to make this" list no longer cuts off ingredients, and you can hover each one to see how many you have.
- Food cards say "instant heal" and "heals over 8s" instead of just "instant" and "over 8s".
- The Goblin Warchief now drops goblin ears and teeth like the rest of his cave.
Thank you as always for everyone with their support, reports, and feedback! I have added a few names to the credits to show your support means a lot!
XP gains have also been reduced even more across the board.