Stealing Creation Minigame GuideTable of contents
What is Stealing Creation
- Lobby Layout
- Requirements / Information
- Free Side
- Clan Side
- Resource Tables
- Deposit Table
- Skilling Plots and their Requirements
- Other Useful Skills to Train
- Obstacles and Fog Clouds
- Points Calculation
- Claiming your Reward
- Rewards Available
- Skilling Tools
- Proto Tools
- Volatile Tools
- Combat Gear
What is Stealing Creation?
Stealing Creation is a members (P2P) minigame released on the 11th November 2008. This minigame involves both PvP and skilling and can be classed as dangerous. Although it is classed as a dangerous minigame, no items can be taken into Stealing Creation, therefore, none can be lost! All items are made within the minigame but are dropped on death, so it is advised that you deposit items at your base throughout the game in case this happens.
The main object of Stealing Creation is to collect more clay than the opposing team in 20 minutes, although games are known to be shorter should all clay locations be exhausted. This can be achieved through both skilling and PvP means, both of which are discussed in further detail later on.
It was initially located in the wilderness south of the wilderness volcano, however, when player killing returned to the wilderness, it was moved along with Clan Wars and the Fist of Guthix to the Gamers Grotto. The Gamers Grotto can be accessed in two ways, running east from Falador Lodestone, or using the Games Necklace.
1) Lodestone Access
2) Using the Games Necklace
When arriving at the Gamers Grotto, whether it be by the Games Necklace or Falador Lodestone, you will start south of the Stealing Creations lobby. Once you enter the lobby from the south, you will have the free side pens situated to the west of you, the clan side to the east with the deposit box attached, the portal directly north and the rewards hut to the far north east. Hopefully the images below give you more of an idea of what it looks like!
_________________________________________________________________________________________________________________________Entering the Game
Requirements / Information
There are no level requirements at all to enter the game, however higher skill and combat levels will increase your chances of earning more points in each game. Although there are no level requirements, certain things need to be met.
- It is a member game, the player must be P2P and it can only be played in members worlds (any).
- Items cannot be worn or taken into the game, however cosmetic overrides do not need to be disabled as this is already done when entering the arena. All tools, armour and any other equipment that you will possibly need will all be available to you in the arena.
The free for all side is on the west hand side and is divided into two pens. When joining either of the free for all pens the sides must be balanced in both combat stats and skilling stats, calculated by combining all of the players combat stats, and all skills used within Stealing Creation with the exception of Agility. If a player tries to join a strong imbalanced side you won’t be allowed to join until the other team has similar stat levels. Alternatively, the player can run over to the other side and join that team. As with the clan side, the free side requires a minimum of five players on each team, totalling as ten overall.
When entering one of the pens, a small box will appear in the corner of the player's screen, as shown in the diagram below. This will display the total skill and combat level of each side, as well as whether or not either team requires more players before the game can start. If there are a sufficient number of players ready in the lobby, a timer will appear in the small box, showing the time remaining until game start counting down from 2 minutes in various intervals.
You are able to chat freely in the lobby as well as cast prayers and rest, however emotes are disabled to eliminate the risk of player's missing out on a game.
The east larger pen is for clan game between two friends chats. As with the free for all games each friends chat must have at least 5 people in the east pen. However unlike the free for all pens, where games must be equal to join, a friends chat can have any levels and as many people (minimum 5) as wanted.
Each friends chat must have a leader, this is decided by the highest rank in the friends chat, and the first rank to have entered the lobby area. The leader of this chat is now responsible for starting the game when all players are ready by either challenging the leader of the other team, or accepting the challenge, but more on this later! If the leader wishes to increase the chance of their team's success or improve numbers, they can ally with other friend chats up to three times, great for ally clan events!
At the top of the screen, the player will be able to see how many players are in their friends chat. This is often called out in the lobby so that both friend chats know how many people are in either team, especially if they want a balanced game! You will see various calls such as "fc1 - 7", or even "1/7", "2/8". This would mean that friends chat 1 has 7 players in the lobby and ready to play whilst friend cat 2 has 8.
So the players are ready! It is down to the leaders to challenge one another to start the game. This is done by right clicking the player and selecting challenge, or right clicking the option in the chat box and accepting the challenge. The leader who challenges will be on the red team, whilst the other friends chat will be on the blue team. There is no advantage to being on one team or the other, but SC friend chats tend to use this system to distinguish between anti-pk'ers (shields/swords/ranks) and other players. This is only really relevant for non-combat stealing creations where games generally take up to 10-12 minutes maximum. More information concerning non-combat stealing creation clans can be found on the Runescape Official Forums (RSOF).
The arena is always a square however it differs in size depending on the number of players within the game, the more players, the larger the arena. There is no spectator option, so the only involvement is to play the game itself. Every single game sees a new arena come to play, different resource plots being present, with various obstacles in different places. The dynamic nature of the arena makes every game a new game.
There are two bases in the arena, the red in the northeast and the blue in the southwest. The base is a safe haven for the team of that colour and gives them protection from any attacks from the opposing team as well as a place in which they can deposit and store clay, items, armour or any other item they have made in the arena to ensure they do not lose them upon death or miss out on the points gained when depositing them.
Each base will have resource tables. These are separated into the various different items such as Magic Armour, Clay, the full list shown below in the image. Items will be placed on these tables the moment a player deposits them on the central deposit table. The items are the accessible to any player on that team and can be lost or dropped in the arena, so don't deposit something you think you might need! If a player takes from the various resource tables, it will take away some of their points but if done early enough, these can easily be gained back. For instance, taking a class 4 hatchet because you are unable to make one but can use one will speed up clay production.
If a player left clicks on the deposit table, all of the items in their inventory will be deposited and the appropriate points will be given. Items worn have to be removed and placed in a player's inventory for them to be deposited, but be careful if you click deposit, don't lose something you might need! The only thing that is not automatically deposited are your tools. These need to be used on the deposit table. If you want to deposit a single item, similarly to the tools, you just select the use option on the item and use it with the deposit table.
If a player talks to the Mystic located in each of the two bases, they get a variety of option all shown in the images below. A player can choose to see a graph whereby it outlines the level of clay and what resource plots are left in the arena but not their location. This might be useful when working out which tools to make in the initial stages. As well as this, if you talk to the Mystic and you are missing some health, the Mystic will automatically re fill any missing life points. As well as this, if a player wishes to leave the arena and quit the game, there is an option to do so when talking to the Mystic, however a player will have to wait a certain time and be named a traitor before they can join another game!
Skilling Plots and their Requirements
Whilst there are no level requirements to play Stealing Creation, certain actions within the game require different levels. If you are level 1 in absolutely everything, not to worry! You can still play. There will just be less flexibility with your game play and you will just receive a fewer amount of points than other players.
The Different Skilling Plots Available
Plot Type - Skill - Item Required
Pool - Fishing - Harpoon
Swarm - Hunting - Butterfly Net
Rock - Mining - Pickaxe
Tree - Woodcutting - Hatchet
As well as these plots, all of which require a minimum of level 20 in the skill to collect from, there are fragments across the arena too in every game. These require no levels whatsoever and are simply picked up off the ground and require no tools. The best way to get involved for the new players.... Or the lazy ones!
Fir the main resource/skill plots:
Class 1 (Fragments Only) requires level 1.
Class 2 requires a minimum of level 20 in the corresponding skill.
Class 3 requires a minimum of level 40 in the corresponding skill.
Class 4 requires a minimum of level 60 in the corresponding skill.
Class 5 requires a minimum of level 80 in the corresponding skill.
Although these are not collected in game, the creation of tools through crafting and smithing also requires the same level in terms if it's tier. This is the same for your combat levels to equip said items.
Other Useful Skills to Train
As well as the main plots mentioned above, there is the need for other levels to make the most efficient game possible. So... Without further ado... In a lovely alphabetical order.....
Agility: Across the arena are several obstacles which can make speedier gameplay for the skillets, or useful tools for a combat game. The ins and outs of the various obstacles are explained below however just quickly, rifts require a level of 40 whilst walls require a level of 60. It is possible to play the game quite easily without using agility.
Construction: It is possible that using a hammer and the barrier materials acquired from the Creation Kiln that players can construct barriers around skill plots and the kilns themselves, meaning that only players on their team will be able to access it. The better the tier of clay used to create the barrier, the harder it is for the other team to destroy. Barriers will usually be banned if you play with a non combat friends chat.
Cooking: Feeling hungry? Low on life points? Using clay in the creation kiln gives you the ability to make some food. Depending in the class of clay used depends on how much the food heals you.
Crafting: This is arguably one of the key skills to train for the most efficient game as it allows you to create not only magic and ranged armour (as well as the magic stave) but Harpoons and Butterfly Nets which are essential for fishing and hunting within the game. The higher the class of the tool, the quicker the collection of clay!
Fletching: A higher Fletching level allows you to create better longbows to use as a weapon and increases the number of arrows created per clay. Arrows, alongside runes and scrolls, are one of the most favourable items to create to maximise points due to them being stackable allowing players to focus on collecting rather than running back to the base to deposit.
Herblore: This is something really only used in combat stealing creation as it allows players to create potions, the higher the level, the better the potion!
Prayer: This is really only used in combat games, however if there is a PKer in a skilling game, friends chats often allow players to use prayer to protect themselves! Prayer works the same in the arena as normal and there are altars throughout the arena which players are able to use, which also restores run energy.
Runecrafting: As mentioned above, making runes is a favourable way of training due to the items being stackable. In terms of skilling a higher runecrafting level allows more elemental and/or catalytic runes to be created, thus resulting in more points. In terms of combat, well the more runes the better!
Smithing: This, alongside crafting is really one of the more important levels to have due to it allowing the player to create better theirs of armour and weaponry as well as giving them the ability to create pickaxes and hatchets which are essential for mining and woodcutting.
Summoning: For the skillets, a higher summoning level allows a player to summon a higher level clay familiar which lets them carry more items, much like a pak yak, the higher the tier of the familiar, the more item it holds. Higher summoning levels also allow skillers to create more summoning scrolls per piece of clay, another stackable points collector! For those who like combat, these familiars can aid you in conflict.
Thieving: Thieving allows players to pickpocket one another in game. You can only pickpocket someone who is no more than 20 levels above you and is usually banned in non combat games unless you have the permission of the person you plan to pickpocket from. This tactic is often used if players are unable to create tools due to their smithing or crafting levels but have the levels required to use them.
Obstacles and Fog Clouds
As stated above in the agility section, within the arena there are multiple obstacles you will come across that aren't built by players. Within the arena you will find walls, rifts and fog clouds. The walks and rifts require an agility level mentioned above to pass over, however the fog clouds require no level whatsoever. You can avoid all obstacles and it will not effect your game dramatically at all if you just run around them.
Fog clouds are the mystery of the game. The place where one is lost, the never ending land of.... Anyway... If a player clicks on the space within a fog cloud, their character will move into the fog, their dot will not appear on the minimap and no other player will be able to see them. This is useful if you are being attacked as the moment you enter the fog cloud, any player currently attacking you will stop and will be unable to injure you further giving you time to eat and prepare for the next fight. The only annoying thing about fog clouds is if you click on another space on the map far away and a fog cloud is in your path, your player will stop momentarily almost as though it is lagging and slow them down. This does no damage to the player, just means it takes a little longer to get somewhere.
A player can accumulate points by:
5 points for every 10 damage to another player in combat.
15 points for every clay gathered per class.
15 points for every clay processed per class.
30 points per class for depositing clay.
60 points per class for depositing items.
Players can also lose points by:
30 points per class are lost if a player withdraws clay from the base.
60 points per class are lost if a player withdraws items from the base.
Although withdrawing clay and items does reduce the points a player has, a player will often use this technique to make their game more efficient, such as taking class 5 clay, processing it, then depositing it as an item, or taking a higher class hatchet to improve the efficiency of gathering clay from a tree in the arena, ultimately gaining more points in the long run.
Points a player receives after a game (reward points) are determined by the number of points the player achieves within the game (game points). With these points they can then trade them in to receive rewards such as volatile and proto tools, or combat gear, giving them bonus experience in the chosen skill(s).
Claiming your Reward
Once a game is finished the player will be returned to the lobby on the platform with the portal. Just to the East of the portal the rewards hut can be found, as shown in the lobby layout above. Here the player can exchange points for rewards with the rewards mystic and receive an array of items. Whilst a player does not receive any experience within the game, the tools and armour available offer double experience within Runescape.
There are two types of tools available from the rewards shop, the proto tools and the volatile tools. Both of the tools offer the player double experience for a certain amount of experience and begin with 100% slowly being used until they are completely depleted. They each cost 20 points and can be recharged at the shop for the same price. With the new system, players often just transform the proto or volatile tool into the sacred clay tool, gain the experience from it and then drop it. You do not need to equip the item to gain the experience.
Both the proto and volatile tools can be transformed into:
Butterfly Net - Hunting
Fletching Knife - Fletching
Hammer - Smithing and Construction
Harpoon - Fishing
Hatchet - Woodcutting
Needle - Crafting
Pickaxe - Mining
Although the two types of tools are very similar, there are some differences which will be explained in their own section below.
A player will receive 24,450 experience for every tools they transform in the appropriate skill, and are able to choose which tool they transform it into, whether it is a hatchet or pickaxes etc. a player can revert the item back to the proto tool without losing any of the bonus experience.
Dissimilarly to the proto-tools, volatile tools will randomly transform into any of the sacred clay items listed above, the player not able to choose which tools made. The one bonus of using volatile tools is that it gives the player 29,340 bonus experience, which is more than the proto tool. In saying this, this number is reduced by 10% each time a player reverts it back and transforms it in an attempt to acquire the right tool. It is worth keeping the volatile tools more than the proto tools as once you have the right sacred clay item, you can recharge that particular tool at the rewards hut and receive the maximum amounts of bonus experience possible in the desired skill, the tool not reverting.
There is a wide variety of armour and weaponry available for the player, whether they prefer melee, magic or ranged. All items have an individual cost as follows:
Head - 24 Points
Body - 30 Points
Legs - 28 Points
Weapon - 26 Points
In total, a full set would cost a player 108 points, the full sets for each combat style listed below.
Melee - Helmet, Platebody, Leggings and Scimitar
Magic - Hat, Robe Top, Robe Skirt and Staff
Ranged - Coif, Body, Chaps and Longbow
Unlike the tools, the armour does require a level of 50 defence to wield, as well as a level of 50 in the appropriate skill to wield the weapon, however it isn't necessary for a player to wield it, as they can just transform it once (and only once!) gain the experience and then throw the item away.
One benefit of the armour is that it costs the same amount as the tools to recharge (20 points), so it is more efficient to store them if you have any extra room in your bank for them.
The weapons and armour listed above all give 24,450 bonus experience to the player in the appropriate skills, ranged for the ranger equipment, magic for the magic equipment, and attack strength or defence for the melee set.
The armour and weapons are the only combat equipment rewards that provide combat bonus experience, however there are three shields available in each of the combat types. Whilst these offer no experience, and have a requirement of 65 defence and a cost of 200 points, they do offer high defence against their respective skill, their charge depleting whilst in combat at random. Once fully depleted they offer no protection. Unlike every other reward, the player must equip the shield to use it.
+ Credit to Eddie Cookie for helping with some of the content in this guide +