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+# Plugin Character Stats Streaming - Implementation Plan
+
+> **For Claude:** REQUIRED SUB-SKILL: Use superpowers:executing-plans to implement this plan task-by-task.
+
+**Goal:** Add character stats streaming to the MosswartMassacre Decal plugin, sending level, XP, attributes, vitals, skills, allegiance, luminance, and title data via WebSocket every 10 minutes.
+
+**Architecture:** New `CharacterStats.cs` class handles data collection from Decal APIs and network message caching. PluginCore hooks `EchoFilter.ServerDispatch` for allegiance/luminance/title data, creates a 10-minute timer, and sends an initial update on login. WebSocket.cs gets one new send method.
+
+**Tech Stack:** C# / .NET Framework, Decal Adapter API, Newtonsoft.Json, COM Interop for skill access
+
+**Codebase:** `/home/erik/MosswartMassacre/` (spawn-detection branch)
+
+**Reference:** TreeStats plugin at `/home/erik/treestats/Character.cs` for Decal API patterns
+
+---
+
+### Task 1: Add SendCharacterStatsAsync to WebSocket.cs
+
+**Files:**
+- Modify: `MosswartMassacre/WebSocket.cs:293-297`
+
+**Step 1: Add the send method**
+
+Add after `SendVitalsAsync` (line 297), following the exact same pattern:
+
+```csharp
+public static async Task SendCharacterStatsAsync(object statsData)
+{
+ var json = JsonConvert.SerializeObject(statsData);
+ await SendEncodedAsync(json, CancellationToken.None);
+}
+```
+
+**Step 2: Verify the file compiles**
+
+Open the solution and verify no syntax errors. The method follows the identical pattern as `SendVitalsAsync` at line 293-297.
+
+**Step 3: Commit**
+
+```bash
+cd /home/erik/MosswartMassacre
+git add MosswartMassacre/WebSocket.cs
+git commit -m "feat: add SendCharacterStatsAsync to WebSocket"
+```
+
+---
+
+### Task 2: Create CharacterStats.cs - Data Structures and Network Message Handlers
+
+This is the core data collection class. We split it into two tasks: this one covers the static data structures and network message processing, the next covers the collection and send logic.
+
+**Files:**
+- Create: `MosswartMassacre/CharacterStats.cs`
+- Modify: `MosswartMassacre/MosswartMassacre.csproj:336` (add Compile Include)
+
+**Step 1: Create CharacterStats.cs with data structures and message handlers**
+
+Create `/home/erik/MosswartMassacre/MosswartMassacre/CharacterStats.cs`:
+
+```csharp
+using System;
+using System.Collections.Generic;
+using System.Globalization;
+using System.Runtime.InteropServices;
+using Decal.Adapter;
+using Decal.Adapter.Wrappers;
+using Newtonsoft.Json;
+
+namespace MosswartMassacre
+{
+ public struct AllegianceInfoRecord
+ {
+ public string name;
+ public int rank;
+ public int race;
+ public int gender;
+
+ public AllegianceInfoRecord(string _name, int _rank, int _race, int _gender)
+ {
+ name = _name;
+ rank = _rank;
+ race = _race;
+ gender = _gender;
+ }
+ }
+
+ public static class CharacterStats
+ {
+ // Cached allegiance data (populated from network messages)
+ private static string allegianceName;
+ private static int allegianceSize;
+ private static int followers;
+ private static AllegianceInfoRecord monarch;
+ private static AllegianceInfoRecord patron;
+ private static int allegianceRank;
+
+ // Cached luminance data (populated from network messages)
+ private static long luminanceEarned = -1;
+ private static long luminanceTotal = -1;
+
+ // Cached title data (populated from network messages)
+ private static int currentTitle = -1;
+
+ ///
+ /// Reset all cached data. Call on plugin init.
+ ///
+ internal static void Init()
+ {
+ allegianceName = null;
+ allegianceSize = 0;
+ followers = 0;
+ monarch = new AllegianceInfoRecord();
+ patron = new AllegianceInfoRecord();
+ allegianceRank = 0;
+ luminanceEarned = -1;
+ luminanceTotal = -1;
+ currentTitle = -1;
+ }
+
+ ///
+ /// Process game event 0x0020 - Allegiance info.
+ /// Extracts monarch, patron, rank, followers from the allegiance tree.
+ /// Reference: TreeStats Character.cs:642-745
+ ///
+ internal static void ProcessAllegianceInfoMessage(NetworkMessageEventArgs e)
+ {
+ try
+ {
+ allegianceName = e.Message.Value("allegianceName");
+ allegianceSize = e.Message.Value("allegianceSize");
+ followers = e.Message.Value("followers");
+
+ monarch = new AllegianceInfoRecord();
+ patron = new AllegianceInfoRecord();
+
+ MessageStruct records = e.Message.Struct("records");
+ int currentId = CoreManager.Current.CharacterFilter.Id;
+ var parentMap = new Dictionary();
+ var recordMap = new Dictionary();
+
+ for (int i = 0; i < records.Count; i++)
+ {
+ var record = records.Struct(i);
+ int charId = record.Value("character");
+ int treeParent = record.Value("treeParent");
+
+ parentMap[charId] = treeParent;
+ recordMap[charId] = new AllegianceInfoRecord(
+ record.Value("name"),
+ record.Value("rank"),
+ record.Value("race"),
+ record.Value("gender"));
+
+ // Monarch: treeParent <= 1
+ if (treeParent <= 1)
+ {
+ monarch = recordMap[charId];
+ }
+ }
+
+ // Patron: parent of current character
+ if (parentMap.ContainsKey(currentId) && recordMap.ContainsKey(parentMap[currentId]))
+ {
+ patron = recordMap[parentMap[currentId]];
+ }
+
+ // Our rank from the record
+ if (recordMap.ContainsKey(currentId))
+ {
+ allegianceRank = recordMap[currentId].rank;
+ }
+ }
+ catch (Exception ex)
+ {
+ PluginCore.WriteToChat($"[CharStats] Allegiance processing error: {ex.Message}");
+ }
+ }
+
+ ///
+ /// Process game event 0x0013 - Character property data.
+ /// Extracts luminance from QWORD keys 6 and 7.
+ /// Reference: TreeStats Character.cs:582-640
+ ///
+ internal static void ProcessCharacterPropertyData(NetworkMessageEventArgs e)
+ {
+ try
+ {
+ MessageStruct props = e.Message.Struct("properties");
+ MessageStruct qwords = props.Struct("qwords");
+
+ for (int i = 0; i < qwords.Count; i++)
+ {
+ var tmpStruct = qwords.Struct(i);
+ long key = tmpStruct.Value("key");
+ long value = tmpStruct.Value("value");
+
+ if (key == 6) // AvailableLuminance
+ luminanceEarned = value;
+ else if (key == 7) // MaximumLuminance
+ luminanceTotal = value;
+ }
+ }
+ catch (Exception ex)
+ {
+ PluginCore.WriteToChat($"[CharStats] Property processing error: {ex.Message}");
+ }
+ }
+
+ ///
+ /// Process game event 0x0029 - Titles list.
+ /// Extracts current title ID.
+ /// Reference: TreeStats Character.cs:551-580
+ ///
+ internal static void ProcessTitlesMessage(NetworkMessageEventArgs e)
+ {
+ try
+ {
+ currentTitle = e.Message.Value("current");
+ }
+ catch (Exception ex)
+ {
+ PluginCore.WriteToChat($"[CharStats] Title processing error: {ex.Message}");
+ }
+ }
+
+ ///
+ /// Process game event 0x002b - Set title (when player changes title).
+ ///
+ internal static void ProcessSetTitleMessage(NetworkMessageEventArgs e)
+ {
+ try
+ {
+ currentTitle = e.Message.Value("title");
+ }
+ catch (Exception ex)
+ {
+ PluginCore.WriteToChat($"[CharStats] Set title error: {ex.Message}");
+ }
+ }
+
+ ///
+ /// Collect all character data and send via WebSocket.
+ /// Called on login (after delay) and every 10 minutes.
+ ///
+ internal static void CollectAndSend()
+ {
+ if (!PluginCore.WebSocketEnabled)
+ return;
+
+ try
+ {
+ var cf = CoreManager.Current.CharacterFilter;
+ var culture = new CultureInfo("en-US");
+
+ // --- Attributes ---
+ var attributes = new Dictionary();
+ foreach (var attr in cf.Attributes)
+ {
+ attributes[attr.Name.ToLower()] = new
+ {
+ @base = attr.Base,
+ creation = attr.Creation
+ };
+ }
+
+ // --- Vitals (base values) ---
+ var vitals = new Dictionary();
+ foreach (var vital in cf.Vitals)
+ {
+ vitals[vital.Name.ToLower()] = new
+ {
+ @base = vital.Base
+ };
+ }
+
+ // --- Skills ---
+ var skills = new Dictionary();
+ Decal.Filters.FileService fs = CoreManager.Current.FileService as Decal.Filters.FileService;
+ if (fs != null)
+ {
+ for (int i = 0; i < fs.SkillTable.Length; i++)
+ {
+ Decal.Interop.Filters.SkillInfo skillinfo = null;
+ try
+ {
+ skillinfo = cf.Underlying.get_Skill(
+ (Decal.Interop.Filters.eSkillID)fs.SkillTable[i].Id);
+
+ string name = skillinfo.Name.ToLower().Replace(" ", "_");
+ string training = skillinfo.Training.ToString();
+ // Training enum returns "eTrainSpecialized" etc, strip "eTrain" prefix
+ if (training.Length > 6)
+ training = training.Substring(6);
+
+ skills[name] = new
+ {
+ @base = skillinfo.Base,
+ training = training
+ };
+ }
+ finally
+ {
+ if (skillinfo != null)
+ {
+ Marshal.ReleaseComObject(skillinfo);
+ skillinfo = null;
+ }
+ }
+ }
+ }
+
+ // --- Allegiance ---
+ object allegiance = null;
+ if (allegianceName != null)
+ {
+ allegiance = new
+ {
+ name = allegianceName,
+ monarch = monarch.name != null ? new
+ {
+ name = monarch.name,
+ race = monarch.race,
+ rank = monarch.rank,
+ gender = monarch.gender
+ } : null,
+ patron = patron.name != null ? new
+ {
+ name = patron.name,
+ race = patron.race,
+ rank = patron.rank,
+ gender = patron.gender
+ } : null,
+ rank = allegianceRank,
+ followers = followers
+ };
+ }
+
+ // --- Build payload ---
+ var payload = new
+ {
+ type = "character_stats",
+ timestamp = DateTime.UtcNow.ToString("o"),
+ character_name = cf.Name,
+ level = cf.Level,
+ race = cf.Race,
+ gender = cf.Gender,
+ birth = cf.Birth.ToString(culture),
+ total_xp = cf.TotalXP,
+ unassigned_xp = cf.UnassignedXP,
+ skill_credits = cf.SkillPoints,
+ deaths = cf.Deaths,
+ luminance_earned = luminanceEarned >= 0 ? (long?)luminanceEarned : null,
+ luminance_total = luminanceTotal >= 0 ? (long?)luminanceTotal : null,
+ current_title = currentTitle >= 0 ? (int?)currentTitle : null,
+ attributes = attributes,
+ vitals = vitals,
+ skills = skills,
+ allegiance = allegiance
+ };
+
+ _ = WebSocket.SendCharacterStatsAsync(payload);
+ }
+ catch (Exception ex)
+ {
+ PluginCore.WriteToChat($"[CharStats] Error collecting stats: {ex.Message}");
+ }
+ }
+ }
+}
+```
+
+**Step 2: Add to .csproj**
+
+In `MosswartMassacre/MosswartMassacre.csproj`, find line 336 (``) and add before it:
+
+```xml
+
+```
+
+**Step 3: Verify compilation**
+
+Build the solution. All Decal APIs used here are the same ones already referenced by PluginCore.cs (CharacterFilter, FileService). The only new interop type is `Decal.Interop.Filters.SkillInfo` which comes from the existing Decal.Interop.Filters reference.
+
+**Step 4: Commit**
+
+```bash
+cd /home/erik/MosswartMassacre
+git add MosswartMassacre/CharacterStats.cs MosswartMassacre/MosswartMassacre.csproj
+git commit -m "feat: add CharacterStats data collection and network message handlers"
+```
+
+---
+
+### Task 3: Hook ServerDispatch and Timer in PluginCore.cs
+
+Wire up the network message interception, 10-minute timer, and initial login send.
+
+**Files:**
+- Modify: `MosswartMassacre/PluginCore.cs`
+
+**Step 1: Add the character stats timer field**
+
+At line 66 (after `private static System.Windows.Forms.Timer commandTimer;`), add:
+
+```csharp
+ private static Timer characterStatsTimer;
+```
+
+**Step 2: Hook EchoFilter.ServerDispatch in Startup()**
+
+In `Startup()`, after line 184 (`CoreManager.Current.WorldFilter.ChangeObject += OnInventoryChange;`), add:
+
+```csharp
+ // Subscribe to server messages for allegiance/luminance/title data
+ Core.EchoFilter.ServerDispatch += EchoFilter_ServerDispatch;
+```
+
+**Step 3: Initialize CharacterStats and timer in LoginComplete()**
+
+In `CharacterFilter_LoginComplete()`, after the quest streaming initialization block (after line 404 `WriteToChat("[OK] Quest streaming initialized with full data refresh");`), add:
+
+```csharp
+ // Initialize character stats streaming
+ try
+ {
+ CharacterStats.Init();
+
+ // Start 10-minute character stats timer
+ characterStatsTimer = new Timer(600000); // 10 minutes
+ characterStatsTimer.Elapsed += OnCharacterStatsUpdate;
+ characterStatsTimer.AutoReset = true;
+ characterStatsTimer.Start();
+
+ // Send initial stats after 5-second delay (let CharacterFilter populate)
+ var initialDelay = new Timer(5000);
+ initialDelay.AutoReset = false;
+ initialDelay.Elapsed += (s, args) =>
+ {
+ CharacterStats.CollectAndSend();
+ ((Timer)s).Dispose();
+ };
+ initialDelay.Start();
+
+ WriteToChat("[OK] Character stats streaming initialized (10-min interval)");
+ }
+ catch (Exception ex)
+ {
+ WriteToChat($"[ERROR] Character stats initialization failed: {ex.Message}");
+ }
+```
+
+**Step 4: Add the timer handler and ServerDispatch handler**
+
+After the `SendVitalsUpdate` method (after line 1162), add:
+
+```csharp
+ private static void OnCharacterStatsUpdate(object sender, ElapsedEventArgs e)
+ {
+ try
+ {
+ CharacterStats.CollectAndSend();
+ }
+ catch (Exception ex)
+ {
+ WriteToChat($"[CharStats] Timer error: {ex.Message}");
+ }
+ }
+
+ private void EchoFilter_ServerDispatch(object sender, NetworkMessageEventArgs e)
+ {
+ try
+ {
+ if (e.Message.Type == 0xF7B0) // Game Event
+ {
+ int eventId = (int)e.Message["event"];
+
+ if (eventId == 0x0020) // Allegiance info
+ {
+ CharacterStats.ProcessAllegianceInfoMessage(e);
+ }
+ else if (eventId == 0x0013) // Login Character (properties)
+ {
+ CharacterStats.ProcessCharacterPropertyData(e);
+ }
+ else if (eventId == 0x0029) // Titles list
+ {
+ CharacterStats.ProcessTitlesMessage(e);
+ }
+ else if (eventId == 0x002b) // Set title
+ {
+ CharacterStats.ProcessSetTitleMessage(e);
+ }
+ }
+ }
+ catch (Exception ex)
+ {
+ WriteToChat($"[CharStats] ServerDispatch error: {ex.Message}");
+ }
+ }
+```
+
+**Step 5: Clean up in Shutdown()**
+
+In `Shutdown()`, after the quest streaming timer cleanup (after line 285), add:
+
+```csharp
+ // Stop and dispose character stats timer
+ if (characterStatsTimer != null)
+ {
+ characterStatsTimer.Stop();
+ characterStatsTimer.Elapsed -= OnCharacterStatsUpdate;
+ characterStatsTimer.Dispose();
+ characterStatsTimer = null;
+ }
+```
+
+Also in `Shutdown()`, after unsubscribing from inventory events (after line 253), add:
+
+```csharp
+ // Unsubscribe from server dispatch
+ Core.EchoFilter.ServerDispatch -= EchoFilter_ServerDispatch;
+```
+
+**Step 6: Verify compilation**
+
+Build the solution. All types used are already available: `NetworkMessageEventArgs` from `Decal.Adapter.Wrappers`, `Timer` from `System.Timers`.
+
+**Step 7: Commit**
+
+```bash
+cd /home/erik/MosswartMassacre
+git add MosswartMassacre/PluginCore.cs
+git commit -m "feat: wire up character stats timer, ServerDispatch, and login send"
+```
+
+---
+
+### Task 4: Build, Deploy, and Test End-to-End
+
+**Step 1: Build the plugin**
+
+Build the MosswartMassacre solution in Release mode. Copy the output DLL to the Decal plugin directory.
+
+**Step 2: Test with a running game client**
+
+1. Launch a game client with the plugin loaded
+2. Watch for `[OK] Character stats streaming initialized (10-min interval)` in chat
+3. After ~5 seconds, check MosswartOverlord logs for the initial character_stats message:
+ ```bash
+ docker logs mosswartoverlord-dereth-tracker-1 2>&1 | grep "character_stats\|character stats" | tail -5
+ ```
+4. Open the web interface and click "Char" on the player that sent stats
+5. Verify the character window shows real data (level, attributes, skills, etc.)
+
+**Step 3: Verify allegiance data**
+
+Allegiance info arrives via a separate network message. It may not be available on the first send but should appear on the 10-minute update. To force it sooner, open the allegiance panel in-game (which triggers the 0x0020 message).
+
+**Step 4: Verify luminance data**
+
+Luminance comes from the character property message (0x0013) which fires on login. Check that `luminance_earned` and `luminance_total` appear in the character window.
+
+**Step 5: Wait for 10-minute update**
+
+Leave the client running for 10+ minutes and verify a second stats update appears in logs. Verify the character window updates with any changed data.
+
+---
+
+## Files Summary
+
+| File | Action | Description |
+|------|--------|-------------|
+| `MosswartMassacre/WebSocket.cs` | Modify | Add `SendCharacterStatsAsync()` |
+| `MosswartMassacre/CharacterStats.cs` | Create | Data collection, network message handlers, `CollectAndSend()` |
+| `MosswartMassacre/MosswartMassacre.csproj` | Modify | Add `` |
+| `MosswartMassacre/PluginCore.cs` | Modify | Timer, ServerDispatch hook, login send, shutdown cleanup |