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Stealing Creation/Rewards

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Steel full helm old
Due to an update, this article may be out of date.
Reason: 23/11 patch notes
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RewardsEdit

Stealing Creation scores

The team & personal scores.

Stealing Creation won

The personal Individual scores.

Point SystemEdit

Doing various activities in the minigame will either earn or deduct from a player's personal score.

  • Gathering sacred clay earns the player 15 points per class
  • Processing sacred clay earns the player 15 points per class
  • Depositing sacred clay earns the player 30 points per class
  • Depositing clay items earns the player 60 points per class
  • Withdrawing sacred clay from the team's base deducts 30 points per class
  • Withdrawing clay items from the team's base deducts 60 points per class
  • The player earns 5 points for every 10 life points of damage dealt to an opponent
  • Runes and Summoning Scrolls have no class associated with them. This is compensated for by higher level clay creating more of the item. For example: class 1 clay turns into one Summoning Scroll, but class 3 clay turns into three. Individual runes are worth 4 points each (created in batches of at least 15).

ExperienceEdit

Only combat experience is gained through the stealing creation minigame if you kill an opponent. Experience is not gained by other means. However, double experience tools, armour and weapons can all be acquired from the Rewards Mystic after a game.

Reward ShopEdit

There is a Rewards Shop in the hut east from the portal the players appear from when the game is over. Rewards are received in exchange for points gathered from playing the minigame. To exchange points, players may talk to the Rewards mystic and he will show them the variety of different rewards.

The score you gain while playing Stealing Creation is converted into Reward Points according to the following scheme:

Stealing Creation Points Reward Points
0 - 19,999 1 per 1,000 Stealing Creation Points
20,000 - 21,999 20
22,000 - 25,999 21
26,000 - 33,999 22
34,000 - 49,999 23
50,000 - 81,999 24
82,000 - 145,999 25
146,000+ 26

Reward EquipmentEdit

Stealing creation rewards interface

Stealing Creation Reward Shop

Type Bonus EXP Possible skills
Volatile tool 29,340 Crafting-icon Crafting, Construction-icon Construction, Fishing-icon Fishing, Fletching-icon FletchingHunter-icon Hunter, Mining-icon Mining, Smithing-icon Smithing, Woodcutting-icon Woodcutting
Proto-tool 24,450
Armour and weapons 24,450 Attack-icon Attack, Defence-icon Defence, Magic-icon Magic, Ranged-icon Ranged, Strength-icon Strength
Shields 0 None
Tool Skills
Volatile tool* Proto-tool**
Butterfly net Butterfly net Hunter-icon Hunter
Fletching knife Fletching knife Fletching-icon Fletching
Hammer Hammer Construction-icon Construction, Smithing-icon Smithing
Harpoon Harpoon Fishing-icon Fishing
Hatchet Hatchet Woodcutting-icon Woodcutting
Needle Needle Crafting-icon Crafting
Pickaxe Pickaxe Mining-icon Mining

Notes:

* Transforms randomly into one of the possible Volatile tools.
** Can be transformed by the player in any of the possible proto tools.

Volatile ToolEdit

Tools start at 100% charge. They only stack in the bank once depleted.

The Volatile tool costs 20 reward points.

When a player operates the Volatile tool, it will randomly transform into one of the following:

The tool provides 29,340 bonus experience in the tool's skill (a butterfly net would provide bonus experience in hunter, or a hatchet provides bonus experience in woodcutting), causing the player to earn double experience in that skill until all stored bonus experience is used up. All the tools can still be used for normal actions, but it is not necessary to carry the discharged tools around to benefit from it.

Reverting the tool will cause it losing 10% of its potential bonus experience (resulting in 26,406 experience after one revert, 23,472 experience after two reverts, and so on). Fortunately the tool does not revert when charge is used up. After the initial expense of reverting the tool until the player receives a tool they want, recharging volatile tools is more point-efficient than buying proto-tools.

Proto-toolEdit

Tools start at 100% charge. They only stack in the bank once depleted.

Once your tool is depleted, you can go back to the Rewards Mystic and recharge it for 20 points

The Proto-tool costs 20 reward points.

The player will gain 24,450 bonus experience by transforming the tool, causing the player to earn double experience in that skill until all stored bonus experience is used up. All the tools can still be used for normal actions, but it is not necessary to carry the discharged tools around to benefit from it.

This item is almost exactly like the Volatile Tool, except for a few differences. Players get to choose what type of tool they want it to transform into. It also lasts for 24,450 bonus experience instead of 29,340, and does not use up charge when reverted.

When a player operates the proto-tool, one of the following may be chosen to transform it into:

If a player transforms it before they use the bonus experience, they do not lose any potential bonus experience.

Sacred Clay Armour and WeaponsEdit

The choice of Sacred Clay Armour and Weapons include:

  • Helmet, Coif and Hat
  • Plate body, Body and Robe Top
  • Leggings, Chaps and Robe Skirt
  • Scimitar, Longbow, Staff

Any full armour set with the weapon may be purchased for 108 points.

The costs of each piece of equipment separately is as follows:

Body armour: 30 Points. Leg armour: 28 Points. Head armour: 24 Points. Weapon: 26 Points. Recharging any of these items costs 20 points per piece.

Sacred Clay Armour requires 50 Defence to wield - no matter the form that it is morphed into. When you morph it into another style, the bonus experience will automatically be applied. You can only transform the armour once before having to recharge it. When the bonus experience bonus is given the armour can no longer be transformed. 

The armour gives 24,450 bonus experience in the selected skill, causing the player to earn double experience in that skill until all stored bonus experience is used up. Melee armour offers attack, strength, or defence bonus experience. Mage armour offers magic bonus experience, and range armour offers ranged bonus experience.

All the armour can still be used for normal actions, but it is not necessary to carry the discharged armour around to benefit from it.

Melee set

  • Level 50 Defence is required to equip the armour.
  • Level 50 Attack is required for the scimitar.
  • Armour has same stat bonuses as Runite armour.

Mage set

  • Level 50 Defence and Magic is required to equip the armour.
  • Level 50 Magic is required to equip the armour and staff.
  • Armour has same stat bonuses as Mystic Robes.

Range set

  • Level 50 Defence and Range is required to equip the armour.
  • Level 50 Range is required to equip the armour and bow.
  • Armour has same stat bonuses as Blue dragonhide armour, Coif.

Despite the higher cost of buying the weapon and armour (compared to the tools), each piece only costs 20 points to recharge to full capacity.

Sacred clay shields

There are three types of sacred clay shields to match the three armour sets; the mage, the melee and the ranged shields. All are strong against their respective combat class. All three require level 65 defence to equip and cost 200 points.

The shields can morph any number of times at no cost. Charges are only lost as damage is dealt to the wielder. This loss of charge is random and at chance. Depleted, the shield provides zero defensive bonuses.

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