Difference between revisions of "Stealth"
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**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, and [[troll]]s receive no water penalty. | **[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, and [[troll]]s receive no water penalty. | ||
*[[Good mutations#Hooves|Hooves mutation]]: -(5 + 5 per rank) when not [[flying]] nor wearing boots. | *[[Good mutations#Hooves|Hooves mutation]]: -(5 + 5 per rank) when not [[flying]] nor wearing boots. | ||
− | *When under the effect of [[Silence]]: -50 | + | *When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas) |
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5 | *When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5 | ||
*Carrying the [[Orb of Zot]]: Divide by 3 | *Carrying the [[Orb of Zot]]: Divide by 3 |
Revision as of 19:58, 6 February 2015
This page refers to the Stealth skill. You may have been looking for the Stealth armour ego.
The Stealth skill is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the Dungeon and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by stabbing them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble spriggan dressed in robes will almost always make less noise than a lumbering troll in gold dragon armour. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your line of sight have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.
Contents
Stealth Score
Your character's base Stealth Score equals
(3 × Dexterity) + (Stealth Skill × Stealth Factor)
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's species is:
- Dragon Form: 6
- Trolls, Ogres, Centaurs, Pig Form: 9
- Minotaurs, non-Grey Draconians, Porcupine Form: 12
- Non-Vampires in Bat Form: 17
- Halflings, Kobolds, Spriggans, Nagas, Felids, Octopodes, Grey Draconians: 18
- Spider Form, Wisp Form: 21
- Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless Vampires: 18 / 19 / 20 / 21
- Tree Form: 27
- Fungus Form: 30
- All other forms: 15
This base Stealth Factor is then modified by the following:
- Statue Form: -3
Once all of that has been calculated, your total base Stealth Score is then modified by the following:
- Non-flying Felids under the effects of Blade Hands: -50 (You have to walk on those hands, after all)
Your base Stealth Score is then affected by your mental state:
- Confused: Divide by 3
At this point, other flat modifiers are applied. These look much larger numerically, but bear in mind that modifiers affecting your base Stealth Factor and base Stealth Score may be magnified many times over:
Positive Factors
- Flying or levitating: +10
- Boots/barding of stealth: +50
- Boots of the Assassin: +80 (Fixedart)
- Randarts that enhance stealth: +10 to +79 (randomly determined for each artifact)
- The Shadow card: +80
- Playing a felid: +20
- Nightstalker mutation: +40 per rank
- Thin Skeletal Structure mutation: +25 per rank
- Camouflage mutation: +40 per rank
- Translucent Skin mutation: +20 at rank 2, +40 at rank 3
- Playing a merfolk or octopode while in water: +50
- When under the effect of Umbra: Multiply by roughly 2 (The source affects this. If gained through Yredelemnul or Dithmenos, the exact amount is dependent on piety.)
- Wearing a ring of stealth: +50
Negative Factors
- Wearing armour: -2 × (Encumbrance rating)2 / 3
- Traveling through shallow water: Divide by 2
- Hooves mutation: -(5 + 5 per rank) when not flying nor wearing boots.
- When under the effect of Silence: -50, plus an additional penalty based on the ambient noise of your current branch (louder areas penalize you more when silenced than quiet areas)
- When under the effect of Corona or a divine halo: Divide by roughly 2.5
- Carrying the Orb of Zot: Divide by 3
- When berserking or wielding a lantern of shadows: Stealth = 0
- Wearing a ring of loudness: ?
If your Stealth score is < 0, it is treated as though it were 0.
In-Game Display
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the % or @ buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:
- 0- 9: "Extremely unstealthy"
- 10-29: "Very unstealthy"
- 30-59: "Unstealthy"
- 60-89: "Fairly stealthy"
- 90-119: "Stealthy"
- 120-159: "Quite stealthy"
- 160-219: "Very stealthy"
- 220-299: "Extremely stealthy"
- 300-399: "Extraordinarily stealthy"
- 400-519: "Incredibly stealthy"
- 520+: "Uncannily stealthy"
Monster Awareness
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:
Positive Factors
- Monster intelligence: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters
- Hit dice: +1 per HD
- Sense invisible: +5
- If the monster is wandering instead of sleeping: +15
- Demons, the undead, holy beings, golems, and plants: +10
Negative Factors
- Monsters under the effects of Ensorcelled Hibernation: -10
- If the player is invisible and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75
If Monster Awareness is < 0, it is treated as though it were 0.
Other Uses of the Stealth Skill
The most important additional effect of your Stealth skill is the role it plays in the calculations of stabbing bonuses. See the stabbing page for more information.
A high Stealth skill also contributes to your ability to open doors soundlessly. Each time you open a door, the chance of it making noise is:
1 in (Dexterity + Stealth)
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.
Stealth Aptitudes
From Dungeon Crawl Stone Soup 0.12 in-game documentation:
At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gh | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Sp | Te | Tr | Vp | VS |
2 | 0 | -1 | 3 | 0 | 0 | -1 | 0 | 4 | 3 | 2 | 2 | 8 | 1 | 4 | 2 | -1 | -2 | -1 | 5 | 4 | -2 | 5 | 1 | -5 | 5 | 3 |
Grey draconians get +2.
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |