Rare drop table. Chaos Elemental. Revenant cyclops. Revenant dark beast. Revenant demon. Revenant dragon. Revenant goblin. Revenant hellhound. Revenant hobgoblin. Revenant icefiend. Revenant knight. Revenant pyrefiend. Revenant vampyre. Revenant werewolf. Reduction Junk chance None. Cover parts. Simple parts.
Padded parts. Variable components. Brawling gloves. Corrupt dragon equipment. Helm Square shield Chainbody Plateskirt Platelegs. Ancient Warriors' equipment. Each successful theft from bakery stalls will randomly yield bread , cake , a chocolate slice , or a chocolate bar. After an item has been stolen from the stall, the player must wait for the shop stall's stock to replenish before they can steal from the stall again. The best bakery stall location for training is at the Catherby south of the bank.
There is a spot behind the stall that can hide players from the lone guard. Same can be said for Taverley marketplace although it is further from a bank.
East Ardougne also has bakery stalls, but the high density of guards means that the player will suffer more frequent interruptions and thus lower experience rates. With at least level 15 Thieving players should start training by opening doors in the practice chest area of the Thieves' Guild.
To access this area of the Thieves' Guild the player must have completed the Buyers and Cellars quest. The practice chest area is located south-east of the main training room within the guild; it is composed of 6 jail cells containing practice chests.
Players should train their Thieving by opening the jail cell doors within this area. Once a door has been opened it will remain open for around 5. With level 15 Thieving players will only be able to open the 3 doors on the northern side of the corridor.
At level 35 Thieving players will also be able to open the 3 doors on the southern side of the corridor. A lockpick is required in order to open the doors on the southern side of the corridor.
Between levels 15 and 35 Thieving players can gain approximately 61, experience an hour using this method. With level Thieving players can gain around 82, experience an hour, opening all the doors in the practice chest area.
Edit: With all 6 doors unlocked 35 Theiving one can open all doors and hop worlds in 30 seconds. This assumes all doors are opened on the first attempt, giving a theoretical maximum of , experience per hour. The longest it should take to open all doors and hop worlds is 60 seconds, giving 88, experience per hour.
On average one should earn , experience per hour making Theives' Guild doors better experience than both Coshing volunteers and pickpocketing gullible tourists. This method is also far less click intensive than both other methods. It is recommended to continue opening Theives' Guild doors until level 62 theiving. At level 41 Thieving players can begin thieving from coshing volunteers to gain between 89, experience an hour and , experience an hour at maximum ehp, with around level 65 Thieving.
To thieve from coshing volunteers the player must have completed the Buyers and Cellars quest in order to gain access to the Thieves' Guild. Completion of the From Tiny Acorns and Lost Her Marbles capers and partial completion of The Feud quest up until the point where the player is taught about blackjacking techniques is also required in order to expand the guild so that it contains Dodgy Derek's Dirty Deals , from which the player can purchase a rubber blackjack.
Alternatively, one can attempt to cosh a volunteer with a normal wooden blackjack, and they will give the player a rubber one for free. To steal from coshing volunteers a rubber blackjack must be equipped. To begin coshing, use the "lure" right-click option on any coshing volunteer to distract his attention.
Once a volunteer has been lured they will follow the player for a short period of time, so it is recommended that the player firstly lures the volunteer to a spot where the NPC cannot move away, such as behind the door of the room containing Dodgy Derek , in order to make it easier to steal from the volunteer.
After luring the volunteer the player should use the right-click "knock out" option. If the player succeeds in knocking the coshing volunteer unconscious then they can use the right-click "loot" option up to 3 times to gain Thieving experience before the volunteer regains consciousness. Players will also receive hanky points which can be exchanged for Thieving experience once per week.
If the player fails to knock-out the coshing volunteer then they will be dealt 1 damage and be stunned for several seconds, during which they will be unable to interact with the coshing volunteer. Players can hold down their space bar while thieving from coshing volunteers; this will skip the dialogue that takes place between the player and coshing volunteer and speed up training. Only the first dialogue said by the player needs to be skipped before the volunteer can be coshed; even if the volunteer's "oh no" dialogue is on-screen, they can be coshed.
Using Freedom decreases the amount of time the player is stunned for. At 30 Thieving, players can pickpocket the gullible tourist. This can provide up to 80, experience per hour, and offers a somewhat less click-intensive form of training than coshing volunteers. She can be found in the Port district of Menaphos , near to the Seasinger ship.
The gullible tourist is one of several NPCs that may be found in this location; you may need to hop worlds to find one where the tourist is present. As this method requires access to Menaphos, it also requires completion of The Jack of Spades quest.
At level 62 Thieving, and with the Thieves' Guild capers completed, players can begin safecracking. First, players should speak to the safe-cracking trainer in the Thieves' Guild if they haven't already to receive a stethoscope and a small loot bag , and then begin looting from chests in Misthalin.
The best route is to loot the safes upstairs in Varrock Palace requires a lockpick or hair clip and 65 Thieving , the one in Edgeville , and the two in Lumbridge. This can provide up to , experience an hour. Ensure that you click on the safe when it flashes blue for quicker experience. If you have a wicked hood, you can quickly reach 2 safes in the wizard tower. Including these you can gain up to , experience an hour. When your loot bag is full, turn it in to Chief Thief Robin at the Thieves' Guild for even more experience.
At level 76 Thieving, players should continue to crack safes, moving to Asgarnia. The most efficient safes to loot are the two in the Black Knights' Fortress assuming the player owns the Skull of Remembrance , then the two in Burthorpe , and finally the two in Port Sarim. Depending on how attentive you choose to be, you may find that only the first four safes are enough for a 5-minute rotation.
If the Skull of Remembrance is not an option, you should fill out your rotation with some of the four safes in Falador. At level 83 Thieving, players should continue to crack safes , moving to Kandarin.
The best route is to start by casting the Ardougne teleport spell and then loot the safes upstairs in the two buildings in Ardougne Market , then loot the two safes in Ardougne Castle , teleport to the Yanille lodestone and loot the two safes within the wall and in the pub, then teleport to Camelot and loot the two safes on the ground floor of the castle.
At level 90 Thieving, players should begin to incorporate hidden safes into their route, most notably the safes in Rogues' Castle in the Wilderness. Do not bring any items that you would not want to lose.
Hidden safes can be found at Rogues' Castle , Zanaris , and Zemouregal's fort. Rogues' Castle has 3 safes on the 1st floor east side requiring 90 thieving. Zanaris has 2 safes in the eastern market area requiring 90 and 94 Thieving. Zemouregal's fort has 4 safes, requiring level 90, 92, 94, and 96 Thieving. At level 92, you can hit all safes on this route if you use the abyssal lurker familiar with the abyssal stealth scroll. Note that the 4 safes in Zemouregal's fort have a cooldown time of 10 minutes, as opposed to the regular 5 minutes of other safes.
Despite the additional time, a full trip takes around 10 minutes anyway. Utilizing the Fairy Ring network, completion of Ritual of the Mahjarrat for Glacor Cave access, completion of Dishonour among Thieves so you can access the secure door in the main hall, and completion of the Wilderness Hard Tasks so that you can choose your Wilderness Obelisk teleport destination is highly recommended to reduce trip time.
The recommended route is to start with the 2 safes in Zanaris market. From there head north out of the cave, and west to Zemouregal's Fort. After cracking the safes in Zemouregal's Fort, teleport to the Wilderness lodestone and head south to the obelisk.
Falsely accused in a string of thefts, Magnus takes justice into his own hands, but his investigation leads to something unexpected. The going gets tough at Battle League training camp when the Awesome Brawlers compete against each other for one title, and a lot of bragging rights. The Bakugan Battle qualifying rounds yield mixed results for the Awesome Brawlers, and one member of the group faces a fight outside the tournament.
Chinese Champion Brawler Zhao's kung fu techniques make for a tough challenge at the tournament. A popularity contest ups the stakes for two contenders. In the Battle League quarterfinals, four Awesome Brawlers face off and the mysterious Bakugan rocker, Revenger, comes out swinging. The tournament's semifinals become a battle of the BFFs, putting focus, will, skill — and loyalties — to a grueling test.
Two Bakugan fighters compete for the championship title in the league's final battle. Things get real when a villain storms the winner's celebration. An evil shape-shifting alien brings a new threat to Los Volmos and worse yet, he's not alone. A pair of defeated brawlers returns for vengeance. A tempting new offer gives Lia's dream of becoming a film director a boost. The claws come out when Lightning confronts a feline mastermind. Out to end all Bakugan brawling, a wealthy activist targets the Awesome gang.
Magnus witnesses a dirty deal as he investigates illegal devices. Shun sets up a risky sting operation. Snagged by a crafty dog catcher, Lightning must team up with an old rival to escape. A phantom thief's identity is exposed. Dan and the other Awesome Brawlers are disturbed to discover it's someone they thought they knew. When the mysterious Haavik appears at the practice field, Dan must think on his feet to protect himself and his friends from a serious threat.
Hoping to get help with Haavik, the Awesome Brawlers go to Benton, not knowing they've been followed. An accusation from Sophie makes problems for Shun. Wynton's pranking backfires, big time. A game of Bakugan soccer takes a turn when Pepe, his rowdy teammates and their unusual coach decide to join in. On a hunt for the rare Tumpee, Shun and Lightning run into the nefarious McQ, who's not about to let them free without a fight.
The Awesome Brawlers head to Tokyo for the Bakugan Battle League, but that doesn't stop rogue enemies from showing up while the crew explores the city. Familiar friends and foes fight the Brawlers in the first round of the battle royale, where only half of the contestants will advance.
Mechanoids crash the second round of the Bakugan Battle League and try to prevent the Brawlers from beating the clock and completing the stage.
Ajit boards a cargo ship filled with eliminated competitors and Bakugan for a rescue mission and tries to stop whoever is sabotaging the Battle League. Facing fierce competition, the remaining Brawlers must work together to make the final round of the Bakugan Battle League — but unwelcome guests await. When the Bakugan Battle League gets hijacked as a way to bring chaos to Tokyo, the Brawlers must stop an army of unruly Bakugan to foil the evil plot. With the help of a sleep expert, Dan tries to put his "sleep brawling" to rest.
Things get way out of hand when Ajit lands a new babysitting job. China Riot searches for a partner for the new Bakugan tournament in Los Volmos. Lia joins Ajit at the museum to gather intel. Wynton and Lightning get help from new allies. After getting lost in a maze, Ajit recalls how he's been able to partner with golden Bakugan. Storm attacks with cyclone-generating Hydranoid x Aquos. Dan and Shun find McQ, who is searching for a specific Bakugan.
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