Thievery
Lock your things, or steal other people's. Keys lock your doors and chests; lockpicks break into other people's doors, chests, display furniture and graves. You can also pickpocket players, or hold someone up in a consensual timed robbery. Almost everything you do here can leave a clue pointing back at your character.
Updated
Locking your own stuff
Protecting your own doors and containers.
- Doors: hold a key (Iron Key or Gold Key) and sneak + right-click the door to lock it. Sneak + right-click again with the same key to unlock it; a wrong key is rejected. While locked, a door will not open (and cannot be broken) without the matching key.
- Containers: you automatically own any container you place. Sneak + left-click a container you own to cycle its lock state: Private → Guild → Faction → Public → back to Private. Ender chests are excluded from the whole system.
Copying keys
Copying a key costs no crafting bench, just your own inventory.
Drag one item onto another directly in your inventory:
| Pick up (cursor) | Click onto | Result |
|---|---|---|
| Clay Ball | a master key | Key Mold |
| Copper Ingot | a key mold | Copper Key (permanent) |
| Paper | a master key or copper copy | Paper Key (single-use, doors only) |
Lockpicking
Breaking into someone else's stuff.
- Hold a lockpick (the Basic Lockpick or the stronger Strong Lockpick, both made at the Tool Station) and right-click a closed, locked door within 3 blocks: or a lockable container, display furniture (artifact display, pedestal), or entity (armor stand, item frame, glow item frame).
- Doing this requires the "thief" character trait; without it you are told you lack the needed trait(s).
- A minigame starts: a 20-slot bar scrolls alongside your current risk. Right-click the door/container again to strike: land on a success slot (up to 3 wide) and avoid the break slots.
- Doors that are successfully picked enter a 60-minute unlock window during which anyone can open them.
- Containers and furniture do not hand you the contents directly on a success: you get a Steal menu instead. You click slots to probe them; each probe risks breaking your lockpick, and each item you take costs budget points from your loadout.
- Graves work the same way as containers: right-clicking another player's grave opens the Steal menu with a 10-point budget.
Pickpocketing and robbery
Taking directly from another player.
- Pickpocketing:
/pickpocket start, then right-click a target within 4 blocks. A Steal menu of their inventory opens with a 10-point budget. The victim sees a warning subtitle (a rarer "critical" version names your character directly). Moving too far away ends it. - Robbery is opt-in:
/robbery starton a target, who must run/robbery acceptwithin 30 seconds or the request times out. Once accepted, the victim is frozen and cannot move; you get 120 seconds and a 30-point budget. Clicking their coin pouch takes 10 denar per click, shift-click 100.
Commands
| Command | Aliases | What it does | Notes |
|---|---|---|---|
/thievery | — | Lists the player subcommands (loadout, clearclues). | Use the subcommands below to manage your loadout and activities. |
/thievery loadout | — | Choose what you can steal. | Requires the "thief" character trait, else you are told you lack the needed trait(s). |
/thievery clearclues | — | Then right-click to wipe clues from one door or container. | — |
/pickpocket | — | Shows pickpocket usage. | — |
/pickpocket start | — | Then right-click to pickpocket a player within 4 blocks. | Requires the "thief" trait. |
/robbery | — | Shows robbery usage. | — |
/robbery start | — | Then right-click to demand a robbery from a player within 4 blocks. | Requires the "bandit" trait. |
/robbery accept | — | Accepts a robbery demand aimed at you. | No trait or permission needed: any player can accept. |
