Table of Contents

Dungeon Thieving

Dungeon Thieving (also called Monster Stealing or Creature Stealing) is a high-level use of the Stealing skill. A trained thief can lift a single special item directly off a living creature in a Felucca dungeon, in a Champion Spawn region, or off an Exodus Zealot anywhere.

Eligibility

Thief Requirements

Target Requirements

Location Requirements

At least one of the following must be true:

If none of these conditions hold, the attempt silently fails: no message is sent and the creature is not marked as stolen from, so you can try again elsewhere or on a valid target.

Skill Check and Success Chance

When all eligibility checks pass, the game rolls a percentage chance (1-100) against the sum of two bonuses: one from your Stealing skill and one from the creature's fame.

Skill Component

Stealing Value Bonus
100.0 (exact) +2
100.1 - 110.0 +5
110.1 - 119.9 +8
120.0 +10

Fame Component

The creature's fame is clamped to the range [1, 30000], then converted to a “level” via the formula:

level = (int)(40.0 / 29999.0 * fame - 40.0 / 29999.0)

The resulting level grants:

Computed Level Bonus
>= 40 +5
35 - 39 +3
30 - 34 +2
25 - 29 +1
< 25 +0

The chance is the sum of the skill bonus and the fame bonus. With maximum skill (120.0) and maximum fame (30000), the cap is 15 percent per attempt. A creature with fame below the threshold for any level bonus contributes nothing.

Outcomes

Success

On a successful roll you see: “You successfully steal a special item from the creature!” (cliloc 1094947) and an item appears in your backpack.

If the target is an Exodus Zealot, the item is rolled uniformly from this table:

Exodus Zealot Drop
Exodus Summoning Rite
Exodus Sacrificial Dagger
Robe of Rite
Exodus Summoning Altar

For all other valid creatures, the item is rolled uniformly from this table:

Dungeon Thieving Drop
Seed of Life
Balm of Strength
Balm of Wisdom
Balm of Swiftness
Mana Draught
Balm of Protection
Stone Skin Lotion
Gem of Salvation
Life Shield Lotion

Failure

On a failed roll no message is sent and no item is granted. Either way - success or failure - the creature is permanently marked as stolen from for the rest of its life, so you only get one shot per creature instance. There is no stat loss, no guard call, no criminal flag, and no reveal penalty beyond the standard Stealing reveal that occurs before the roll.

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