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Stealth, magic, begging and arrows

Stealth works as it used to, and the less armour you wear, the farther you go; a resisted spell does half its damage, a thief can be robbed too, whoever gives you alms does not give again until the next day, and arrows fly point first.

A character on the racetrack with an arrow in flight towards a hart, point first
An arrow in flight: it now points where it goes.

Things of the rogue's, the mage's and the archer's trades, tried inside the game.

Stealth

Using Stealth did nothing: you were seen at the first step. Now it follows the old rules: to move quietly you must be hidden and have 80 Hiding, and the game tells you how many steps you can take unseen.

The less armour you wear, the better. With none, or in leather, you get your Stealth divided by five in steps: 20 at 100. In a whole suit of studded leather it drops to 8, and it fails more often. In a whole suit of plate, chain, ring or bone you cannot move quietly; with a piece or two you can, with fewer steps.

Begging

Whoever gives you a few coins gives nothing more until the next day: they tell you so, and asking them again is no longer a try and raises nothing. You can still ask someone else.

Magic and stealing

Magic Resistance now shows: a resisted damage spell does half its damage. How often you resist depends on your Magic Resistance, the caster's Magery and the spell's circle: at 100 against 100, seven times in ten on the first circle, a little over half on the fourth and one in three on the eighth. With no Magic Resistance, never.

Protection gives less armour than before: up to 20 at Magery 100.

Someone with high Stealing can now be robbed: their skill makes it harder, not impossible. And if someone fails trying to rob you, you notice.

Arrows

Arrows and crossbow bolts fly point first towards their target, and fireballs face where they go too. Before, they were always drawn the same way, whatever the direction.

Along the way, more of the game's messages in Spanish: hiding and being revealed, gaining or losing fame and karma, resisting a spell, stealing, and walking into or out of a guarded town.