- Interruption of spell casting will be determined by magery skill of the interrupted and amount of damage done.
- Magic will do one hp damage in an actively guarded town. Non-Direct damage spells such as Para and Poison are not effected.
- You will not be able to gain resist in a guarded town if both the caster and target are within the town line.
- MA now 50% damage on resisted (was 0)
- Can't re-curse, weaken, clumsy, or feeblemind unless it's of a greater potency.
- Added fizz effect for these failures
- Field spells are castable outside of town and targetable inside town http://update.uo.com/design_402.html
- Tele/Hide implemented. This was a common era technique to hide in plain sight.
- No damage on paralyze
- Poison spell: Poison Level increases based on Magery skill
- Direct damage spells now use dice rolls for base damage calculation
- Can steal with items in hands
- Thieves will no longer be perma grey if guardwhacked while stealing
- When a thief dies in town, items he stole within the last two minutes will be automatically placed in their owner's backpack. If the owner is not around to receive them, they will fall to the ground.
- Era accurate tracking system implemented. No more Tracking Arrow.
- Docked Boats are blessed
- Awards for 3rd and 4th place CTF
- Changed body types on as many creatures as possible to show old era graphics instead of ML gfx.
- Tourney start announces number of participants
- Heating stands added to tinkers