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Six skills make up the thief archetype. They are designed to work together: Hiding enables Stealth, Snooping enables Stealing, and Poisoning adds a persistent damage-over-time threat to any melee weapon.

Hiding

Command: /hide Effect: Attempts to turn you invisible (Invisibility effect). Other players cannot see you. Success rate: Hiding skill value % — at skill 50 you succeed 50 % of the time. Raises when: You successfully hide.

Reveal conditions

Hiding breaks immediately if you:
  • Attack an entity
  • Break a block
  • Use an item
  • Take damage
  • Sprint

Stealth

Triggers: Automatically activates after a successful hide when you start walking. Effect: Lets you move while hidden, up to a distance limit.
stealth_distance = Stealth / 10 blocks   (max 10 blocks at skill 100)
SkillWalk distance while hidden
00 blocks
505 blocks
10010 blocks
Raises when: Moving while in stealth.

Stealth cancellation

Stealth ends (and hiding is revealed) when you:
  • Exceed your distance allowance
  • Sprint
  • Attack
  • Break a block
Stealth does not let you walk indefinitely. Plan your route before hiding. A Stealth of 100 gives you 10 blocks of movement — enough to reposition in most situations.

Detecting Hidden

Command: /detect Effect: Searches for hidden players within range and attempts to reveal them.
detect_range    = Detecting Hidden / 10 blocks   (max 10 blocks)
success_rate    = Detecting Hidden − target_Hiding + 50 %
                  (min 10 %, max 95 %)
Raises when: You attempt detection (success or failure). On success: the target’s Hiding is cancelled and their position is marked with particles. On failure: nothing visible happens. The target is not notified.
Your Detecting Hidden: 70. Target’s Hiding: 60.
success_rate = 70 - 60 + 50 = 60 %
detect_range = 70 / 10 = 7 blocks
You have a 60 % chance to reveal the target if they are within 7 blocks.

Snooping

Command: /snoop → click a player in the targeting window. Effect: On success, opens a read-only view of the target’s inventory. On failure, the target receives a notification.
snooping_success = Snooping − (target_Detecting Hidden / 2) + 20 %
                  (min 5 %, max 95 %)
Raises when: You attempt to snoop (success or failure).

Snooping → Stealing flow

1

Open Snooping

Run /snoop and click the target player. If the check succeeds, their inventory GUI opens.
2

Select an item

Left-click an item in the GUI to trigger a Stealing check. The item does not move until the check resolves.
3

Steal success

The item is copied to your inventory and removed from the target’s. No notification.
4

Steal failure

The target receives a notification (“Someone tried to steal from you!”), the GUI closes, and you receive nothing.

Stealing

Triggered by: Clicking an item in a Snooping GUI (see above).
stealing_success = Stealing
                 − (target_Detecting Hidden / 2)
                 − item_weight_penalty
                 + 10 %
                 (min 5 %, max 90 %)

item_weight_penalty = stack_size × 2 %
Raises when: You attempt to steal an item.
Your Stealing: 60. Target’s Detecting Hidden: 40. Attempting to steal a stack of 10 items.
weight_penalty   = 10 × 2    = 20 %
stealing_success = 60 - 20 - 20 + 10 = 30 %

Crime flag integration

If the notoriety plugin is installed, a successful steal records a crime against the victim:
notoriety?.recordCrime(
    criminal = player.uniqueId,
    crimeType = CrimeType.THEFT,
    victim = target.uniqueId,
    location = player.location,
    detail = "Stealing: ${item.type.name}"
)
If notoriety is not installed, the crime step is silently skipped — the skill still works normally.

Poisoning

Command: /poison Effect: Coats your held weapon with poison. Each successful hit consumes one charge and applies a poison effect to the target.
poison_charges  = Poisoning / 20   (max 5 charges at skill 100)
success_rate    = Poisoning %
Raises when: You apply poison or land a poisoned hit.

Poisoning flow

1

Prepare

Carry at least one Poison Potion in your inventory. Hold the weapon you want to coat in your main hand.
2

Apply

Run /poison. The plugin rolls against your Poisoning skill %.
3

Success

The weapon gains a poison coating with Poisoning / 20 charges (max 5). One potion is consumed. Item lore shows ”☠ Poison (X charges remaining)”.
4

Failure

You receive a “Failed to apply poison” message. No potion is consumed.
5

Use in combat

Each hit that connects spends one charge and applies a 5-second poison to the target. When charges reach 0, the coating disappears.
SkillCharges per application
201
402
603
804
1005
Poison damage strength depends on the tier of potion used (Poison I vs. Poison II), not on your skill level.

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