Thieving

Thieving is a skill leveled up through pickpocketing items from mobs. The list of pick-pocketable mobs includes Villagers, Pillagers, Piglins, Evocation Illagers, Piglin Brutes, and Witches.

## Mechanics

To pickpocket a entity, a player needs to be crouching. Players will then need to wait 3 seconds to complete the stealing process. During the 3 seconds, a bar appears on the players HUD, called the Thieving bar.

### Thieving Bar

The Thieving Bar is displayed directly above a players hotbar and allocated Prayers during the pickpocketing process. Each second that passes will modify the bar in 1 of 2 ways.

* Green: The player was within 3 blocks of the entity
* Red: The player was not within 3 blocks of the entity

If at any point the player stepped outside of the 3 block range requirement to pickpocket from entities, they will fail the pickpocket. No damage or cooldowns will be applied to the player in this instance since the entity did not notice them. All three bars being green does not indicate a successful pickpocket, however it is a requirement to successfully pickpocket. If all three bars are green and the player still takes damage and now has a cooldown before stealing again, the entity noticed them during the pickpocket process.

### Failing a Pickpocket

There are two ways to fail a pickpocket. The first was covered in the above section. The second occurs when a player has been detected by the entity. When this happens, the player takes 2 damage and has to wait an extended duration before they can steal from an entity again.

### Cooldown

Whenever a player has finished the Thieving process - whether they successfully stole from an entity or not, a cooldown is applied to them.

Player successfully steals:

* Player is given a 2 second cooldown before they can steal again

Player is noticed and fails to steal:

* Player is given a 4 second cooldown before they can steal again
* Entity is given an 8 second cooldown before a they can be stolen from again

### Successful Pickpocket

When a player has successfully stolen from an entity, they will receive:

* Thieving XP
* A notification to tell them what and how many of an item they stole
* An optional message if the players inventory was full to notify them that the item was dropped on the ground

## Calculations

A players Thieving level plays a major role in their success outcomes and drops. For example, a player with a high level of Thieving has a much higher chance of receiving enchanted gear with high level enchantments compared to a player with a low Thieving level. The following equations are used during the pickpocket process.

**The equation for determining a players chance of successfully stealing from an entity:**

*Math.random() \* 100 < 60 + [ (YOUR THIEVING LEVEL UP TO 99 - THIEVING REQUIREMENT TO STEAL FROM ENTITY) \* 0.66] + (10 : IF THE PLAYER MEETS THE REQUIREMENTS TO EQUIP THE THIEVING SKILLCAPE AND IS WEARING IT) + (5 : IF THE PLAYER IS INVISIBLE)*

**The equation for determining the maximum number of enchantments an item can have:**

*Math.ceil(YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY ) / 5 <= (MAX POSSIBLE ENCHANTMENTS ? 7 : MAX POSSIBLE ENCHANTMENTS) ? Math.ceil(YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY / 5) : Max MAX POSSIBLE ENCHANTMENTS*

**The equation that determines whether additional enchantments are applied to an item:**

*Math.random() \* 100 < (65 - (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY \* 0.5) >= 40 ? 65 - (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY \* 0.5) : 40)*

**The equation that determines the chance of receiving a Tier 1 enchantment (See enchantment tier list):**

*TOTAL VALUE + [200 - (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY)]*

**The equation that determines the chance of receiving a Tier 2 enchantment (see enchantment tier list)**

*TOTAL VALUE + [50 - (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY)]*

**The equation that determines what level of an enchantment a player receives:**

*(MAX ENCHANTMENT LEVEL \* 100) / [x^2 + (YOUR THIEVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY / 10)^3]*

**The equation that determines the chance of receiving the Mending enchantment:**

*Math.random() \* 100 < [YOUR THEIVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY) \* 0.2]^1.1*

**The equation that determines the chance of receiving Curse of Vanishing/Curse of Binding:**

*Math.random() \* 100 < 15 / [YOUR THEIVING LEVEL - THIEVING REQUIREMENT TO STEAL FROM ENTITY) \* 0.2]^1.1*

## Messages

The Thieving skill has several messages that the player can be told. Words are modified based on the items and whether the entity is named.

**The player successfully steals item(s):** "You have stolen (#quantity) (#item) from (the) (#entity)

**The player steals bonus item(s):** "While stealing from (the) (#entity) you also found (#quantity) (#item)"

**The player successfully steals an item and their inventory is full:** "!!! Your inventory is full and (#quantity) (#item) (was/were) dropped on the ground !!!"

**The player is trying to steal from an entity they are already stealing from:** "You are already trying to steal from (this) (#entity)"

**The player is trying to steal from a different entity while in the process of stealing from an entity:** "You are already trying to steal from (a) (#entity)"

**The player is trying to steal from an entity that another player is already stealing from:** "(#player) is already trying to steal from (this) (#entity)

**The player is trying to steal from an entity they do not meet the level requirements for:** "(#thievingLevel) is required to steal from (#entity)"

**The player tries to steal while in creative:** "!!! Thieving cannot be trained in creative mode !!!"

**The player fails to steal from an entity:** "You failed to steal from (the) (#entity)"

**The player went out of range of the entity while stealing:** "!!! Stay close to (the) while stealing !!!"

**The player is currently on cooldown and cannot steal:** "You need to wait (#seconds) before you can steal again."

**The entity is currently on cooldown and cannot be stolen from:** "You need to wait (#seconds) before you can steal from (this) (#entity) again."

**The player is trying to steal from a baby Villager:** "!!! You cannot steal from baby Villagers !!!"

**The player is trying to steal from a baby Piglin:** "!!! You cannot steal from baby Piglins !!!"

## Earning Experience

Thieving Experience is earned by successfully pickpocketing an entity.

### Pickpocketing Bonus

Players can acquire a chance to steal additional items while pickpocketing an entity by wearing any piece of the Rogue equipment or the Thieving skillcape. Wearing additional pieces will increase the chances of stealing additional items.

 2
 3
 4

## Increasing Success Chance

There are two ways a player increase their chances of successfully stealing items from an entity.

* Invisibility - Increases the success chance by 5%
* Wearing the Thieving Skillcape - Increases the success chance by 10%

## Thievable Items

Enchantable items when a player does not have a pickpocketing bonus roll enchantments between 1-15. Enchantable items when a player has a pickpocketing bonus roll enchantments between 15-30.

### All

 Rogue Top
 Rogue Trousers
 Rogue Boots

### Nitwit

 Stick
 String
 Sapling

### Fletcher

 Emerald
 Arrow
 Bow
 Crossbow

### Piglin

When leveling up Thieving, players will be able to gain access to additional entities that can be pickpocketed.

## Changes

* Updated armor items to where you can only steal a single piece of armor
* Leatherworkers no longer have twice the chance to give leather leggings and can now have leather boots stolen from them
 **0.6.2** | * All messages said to a player now omit the entity sending a message
	+ ex: "<Villager> *Villager whispers to you: Your level is too low to steal from this villager!"* now becomes "*Your level is too low to steal from this villager!"*
 **0.6.1** | * The durability of the Rogue set has been updated
	+ Rogue Mask: 55 -> 165
	+ Rogue Top: 80 -> 240
	+ Rogue Trousers: 75 -> 225
	+ Rogue Boots: 65 -> 195
* The amount of thieving XP obtained from later level mobs has been lowered slightly
	+ Fletchers: 560 -> 550
	+ Weaponsmiths: 630 -> 610
	+ Wandering Traders: 780 -> 730
	+ Armorsmiths: 860 -> 790
	+ Clerics: 920 -> 850
	+ Librarians: 1010 -> 910
	+ Piglins: 1100 -> 970
* Players no longer level up in the middle of stealing
* Piglins and Wandering Traders now reward the appropriate amount of XP
* Piglins were making additional noises while being stolen from
* Item Frames can now be stolen from Cartographer Villagers
* Shepherd Villagers can now have items stolen from them
* Various general improvements to the Thieving experience