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Thieving in 1.9

What changed in Thieving in 1.9, and how each new thing works.

On this page: More XP · Late pockets and lockboxes · Safecracking · The Heist · Contracts · Uses for thieving loot · See also

More XP

  • The guild's marks pay more. The Ringleader now pays 856 xp a pick, The Phantom 2,406.
  • Pockets in the world pay more too, in step with the guild.

Late pockets and lockboxes

MapThievingPocketLockbox
Cinderville100Ashbound Masonyes
Glasswater Wastes106Drowned Castellanyes
Thornspire Crown112Needlewing Matronyes
Starfall Rift118Nullbound Knightyes

A late lockbox can hold gems and gem dust.

Safecracking

  • Open a lockbox and a needle sweeps a dial. Stop it on each of the 3 pins.
  • Each pin you hit adds 4% to your chance. Hit all 3 and the box opens for sure, with one more roll of its goods and 1.5X the xp.
  • Do nothing and the box still opens on the old chance.

The Heist

  • A 90-second run through The Thieves' Guild, at Thieving 30. It costs one Stolen signet, once an hour.
  • Guards walk set paths. If one sees you, the run ends, and you keep what you carry.
  • Crack the safes on the way. Get out by the door for 50% more xp. The best scores go on a weekly board.

Contracts

  • A board in the guild, at Thieving 30. Each day it names 3 marks on 3 maps.
  • Pick all 3 for the xp of 5 picks of each, and a Lockpick. A new set costs one Black-market ledger.

Uses for thieving loot

See also

Thieving and the Thieving skill page.

More in Skills

Alchemy: sand into potions · Tools: the grade ladder · Fighting · Fishing · Cooking · Smithing