Thief
Speed, invisibility, theft, and risky survival.
Impact: High
Best for: Players who enjoy stealth, permanent speed, risky escape tools, and morally questionable village interactions.
Thieves are fast and difficult to detect while crouching, but their stealth prevents effective attacks, their health is reduced, and healing becomes weaker when they are critically injured.
Abilities
- Speedy: Permanently receives Speed I.
- Stealthy: Becomes invisible while crouching. Worn armor is also hidden.
- Stealth Attack Restriction: While crouching, the Thief receives an extreme Weakness effect. It remains for approximately 3 seconds after the Thief stops crouching, preventing immediate attacks from invisibility.
- Better Unnoticed: Maximum health is reduced by 20%, leaving the Thief with 8 hearts before other modifiers.
- No Shield: Shields cannot be used.
- Thefty: Killing a villager grants 3 emeralds. Cooldown: 100 seconds.
- Uneasy Alliance: Killing an iron golem is intended to apply Bad Omen and start a raid when the kill occurs in a valid village.
- Weak: Healing received while below 6 health, equal to 3 hearts, is reduced by 50%.
Common Questions
The Weakness effect lasts for approximately 3 seconds after crouching ends. This is an intentional delay that prevents easy invisible ambushes.
The invisibility power is intended to hide the Thief from players and mobs. Some modded creatures, boss mechanics, particles, held items, or external detection systems may still reveal the player.
It has a 100-second cooldown. Villager kills during that cooldown do not grant another set of 3 emeralds.
Below 3 hearts, Weak cuts incoming healing in half. Escape before attempting to recover whenever possible.
No. The origin references the standard No Shield power.
