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Schemes & Assassins - Secret Orders & Societies

Run a secret order and move unseen: erase your name, wear another's face, poison a cup, and let the blame fall on someone else.
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sos-neoforge-1.1.0.jar

File namesos-neoforge-1.1.0.jar
Uploader
BarunnBarunn
Uploaded
Jun 22, 2026
Downloads
322
Size
151.3 KB
Mod Loaders
NeoForge
File ID
8298555
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:schemes-assassins-secret-orders-societies-1579897:8298555"

Learn more about Curse Maven

What's new

Schemes & Assassins - Secret Orders & Societies
1.1.0 - NeoForge 1.21.1

Hooded combat opens up, and disguises hold their nerve under a stare.

HOODED COMBAT (the big one)
- The plain Hood now conceals you EVEN IN FULL ARMOUR by default, so hooded fighters can take the
  field instead of being forced back to invisibility potions and signs. Controlled by the config
  option hoodRequiresNoArmor (now default false; set true for the old assassin-only behaviour).
- Stealing someone's identity is held to a higher standard: the Visage (wearing another player's
  face) STILL breaks the moment you put on a chestplate. New separate config visageRequiresNoArmor
  (default true). So opening up hooded combat does NOT let people pull up to a war in full armour
  wearing a stolen identity.

DISGUISES ARE HARDER TO CRACK
- A disguise now gives away NOTHING until a watcher's stare is well underway. Below the new
  gazeRevealThreshold (default 0.6) a hooded figure stays a featureless black silhouette and a
  Visage stays flawless. Only past that point does the figure begin to resolve. A glance or a
  half-second look no longer leaks anything, so the wearer can act under light scrutiny.
- It also takes LONGER to fully unmask someone: a held, unbroken stare of about 6 seconds, up from
  4 (gazeRevealSeconds). Look away even once and recognition snaps back to a full disguise.
- The Suspicion meter the disguised player sees now turns red exactly at the break threshold, so you
  know the difference between "someone is glancing" and "someone is actually seeing through you".

THE CONCEALED BLADE
- The hidden blade can now be ENCHANTED like an ordinary iron sword. Sharpness, Smite, Bane of
  Arthropods, Knockback, Fire Aspect, Sweeping Edge, Looting, Unbreaking, Mending and the rest now
  apply at an enchanting table or anvil, so your assassin's tool can be a real weapon.
- The same gaze/suspicion system that peels a disguise can now spot the blade: hold a steady stare on
  someone palming a Concealed Blade and, past the break threshold, the hidden weapon resolves into view
  for you. The wielder gets a Suspicion warning when a watcher is close to spotting it, so the blade is
  no longer free permanent invisibility, it has the same "don't get stared down" counterplay as the Hood.
  Spotting a blade only reveals the weapon, never who is holding it: your name is still safe behind a Hood.

WORKS WITH ETHICAL KIDNAPPING (if you run it)
- An assassin can now use the Concealed Blade to KIDNAP instead of kill. With Ethical Kidnapping's
  Non-lethal enchant on the blade (or that mod's global non-lethal mode on), a would-be killing blow
  takes the target down for capture rather than killing them.
- A blade set up for capture (carrying the Non-lethal enchant) will NOT apply the lethal Trifecta poison,
  so you can't accidentally poison-kill the very captive you just took down.

BALANCE
- The Poison Vial was too cheap for how lethal it is. It now costs a Potion of Poison II to craft
  (a regular, splash, or lingering Poison II potion all work), so you have to actually brew the strong
  poison first instead of throwing one together from a spider eye. The vial itself is unchanged.

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