Why heavy armour can fail
You hide successfully, then try to sneak in heavy armour. The Stealth attempt can fail because moving quietly has its own armour and skill checks. Hiding alone did not pass those checks for you.

Rogue · Skill guide
Allows movement while hidden when prerequisites and armour rules are met.
Recommended activities for Stealth at each skill range.
View the training tableMove while already hidden. Hiding hides you first; Stealth lets you take a limited number of quiet steps.
Maximum skill: 100. This skill has no active Power Scroll. It cannot train beyond 100 under the current rules.
Which value counts? Allowed steps and the armour check use effective Stealth. The current expansion requires at least BASE Hiding 30 before Stealth can be used.
If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.
Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.
What the skill affects: Allowed steps and the armour check use effective Stealth. The current expansion requires at least BASE Hiding 30 before Stealth can be used.
You are already hidden and the armour check succeeds. Walking allowance, not a guarantee that nobody can detect you.
| Effective Stealth | Allowed steps |
|---|---|
| 80 | 16 walking steps |
| 90 | 18 walking steps |
| 100 | 20 walking steps |
Armour changes the difficulty and can prevent Stealth entirely. A higher step allowance does not make you immune to detection. Running and other revealing actions follow their own rules.
You hide successfully, then try to sneak in heavy armour. The Stealth attempt can fail because moving quietly has its own armour and skill checks. Hiding alone did not pass those checks for you.
One recommended activity for each skill range, with a short note on what you need.
Before you start: set Stealth to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.
NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.
Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.
Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.
| Your skill | What to repeat | Quick note |
|---|---|---|
| 0.0–50.0 | Thief Guildmaster lesson | Optional NPC lesson; 300 gold when offered and room under your caps. |
| 50.0–60.0 | Walk hidden in plain leather | Meet the Hiding prerequisite, remain hidden and wear equipment that permits a real Stealth check. |
| 60.0–80.0 | Walk hidden in suitable studded armour | Meet the Hiding prerequisite, remain hidden and wear equipment that permits a real Stealth check. |
| 80.0–100.0 | Walk hidden in suitable studded armour | Meet the Hiding prerequisite, remain hidden and wear equipment that permits a real Stealth check. |
Stealth armour rating is its own equipment difficulty, not the paperdoll armour rating. Mage Armor pieces contribute zero.
With the Hiding prerequisite met and effective Stealth at least 25, successful Hiding starts Stealth automatically. Qualifying walking renews the step allowance.
Hiding is required. Movement allowance and failure depend on Stealth, armour and concealment state.
Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.