Difference between revisions of "Stealth"

From CrawlWiki
Jump to: navigation, search
(Stealth Score: No stealth factor anymore)
m (History)
(10 intermediate revisions by 3 users not shown)
Line 1: Line 1:
 
{{version019}}
 
{{version019}}
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''
+
''This page refers to stealth stat, as well as the general mechanic. For the skill, see [[Stealth (skill)]]. For the Stealth armour ego, see the [[ego|list of egos]].''
  
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 [[robe]]s 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.
+
The '''Stealth''' stat determines how likely you are to be detected. While the [[Stealth (skill)|Stealth skill]] may be the most direct way to influence this stat, many other factors are equally as or more important.
 
 
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.
 
  
 
==Stealth Score==
 
==Stealth Score==
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score, and then tacking on several modifiers to determine its final Stealth Score.
+
The measure of a character's stealthiness is its stealth score. A character innately has a base stealth score, which is then modified by various external factors.
  
Your Base Stealth Score equals  
+
Your base stealth score equals:
  
 
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × 15)}}
 
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × 15)}}
  
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:
+
Once you've calculated your base stealth score, an adjustment is made for a special case:
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)
 
 
*If you are [[confused]]: Divide by 3
 
*If you are [[confused]]: Divide by 3
  
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but a high [[dexterity]] and high Stealth skill can result in very large Base Stealth Scores before any modifiers get involved:
+
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but a high [[dexterity]] and high Stealth skill can result in a very large stealth before any modifiers get involved:
  
 
===Positive Factors===
 
===Positive Factors===
 
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50
 
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50
 
*[[Randart]]s that enhance stealth: +50 per +
 
*[[Randart]]s that enhance stealth: +50 per +
*[[Boots of the Assassin]]: +80 (Fixedart)  
+
*[[Boots of the Assassin]]: +80 (unrand)  
 
*The [[Shadow card]]: +80
 
*The [[Shadow card]]: +80
*Playing a [[felid]] : +20
+
*[[Nightstalker]] mutation: +50 per rank
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank
+
*[[Thin Skeletal Structure]] mutation: +25 per rank
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank
+
*[[Camouflage]] mutation ([[octopode]]s start at rank 1): +50 per rank
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank
+
*[[Translucent Skin]] mutation: +15 per rank
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank
 
 
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50
 
*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.)
+
*When under the effect of an [[Umbra]]: Multiply by roughly 2 (If from [[Dithmenos]], the exact amount is dependent on piety.)
*Thirsty or batform [[vampire]]: +50
+
*[[Bat Form]] [[vampire]]: +50
 
*Bloodless [[vampire]]: +100
 
*Bloodless [[vampire]]: +100
 +
*[[Felid]] paws: +20 if walking.
  
 
===Negative Factors===
 
===Negative Factors===
 
*Wearing armour: -2 × ([[Encumbrance rating]])<sup>2</sup> / 3
 
*Wearing armour: -2 × ([[Encumbrance rating]])<sup>2</sup> / 3
 
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2
 
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.
+
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s, and grey [[draconian]]s receive no water penalty.
*[[Good mutations#Hooves|Hooves mutation]]: -10/-15/-20 (based on rank) when not [[flying]] nor wearing boots.
+
*[[Hooves]]: -10/-15/-20 for rank 1/2/3, if on the ground.
 
*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 [[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
+
*[[Felid]] under [[Blade Hands]]: -50.
 +
*When under the effect of [[Corona]] or a [[Halo]]: Divide by roughly 2.5
 
*Carrying the [[Orb of Zot]]: Divide by 3
 
*Carrying the [[Orb of Zot]]: Divide by 3
*When berserking: Stealth = 0
+
*When [[berserk]]: Stealth = 0
*Wearing a [[ring of loudness]]: -50
 
 
*Randarts that reduce stealth: -50 per -
 
*Randarts that reduce stealth: -50 per -
 
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.
 
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.
Line 63: Line 60:
 
*520+: "Uncannily stealthy"
 
*520+: "Uncannily stealthy"
  
==Monster Awareness==
+
==Detection==
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:
+
Every monster has their own Monster Awareness score. Each monster has a base awareness of 10, modified as follows:
  
 
===Positive Factors===
 
===Positive Factors===
Line 75: Line 72:
 
===Negative Factors===
 
===Negative Factors===
 
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10
 
*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 the player is [[invisible]] and the monster can't see invisible (or if the monster 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.
 
If Monster Awareness is < 0, it is treated as though it were 0.
  
==Other Uses of the Stealth Skill==
+
Each time you move or perform an action, all monsters in your [[line of sight]] have a <code>(Awareness + 1) / (Your Stealth)</code> chance of spotting you. How fast or slow this action is does not matter; a [[Naga]] and [[Spriggan]] with the same Stealth score have the same chance per move to be detected. 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.
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 [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:
 
 
 
{{crawlquote|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.
 
 
 
{{skill aptitudes}}
 
  
{{Skills}}
+
==History==
[[Category:Skills]]
+
* In [[0.27]], [[hooves]] as well as [[felid]] paws and [[Blade Hands|Blade Paws]] no longer impact stealth while walking (i.e. while ''not'' [[water|swimming]] or [[flying]]).

Revision as of 22:50, 24 July 2022

Version 0.19: This article may not be up to date for the latest stable release of Crawl.

This page refers to stealth stat, as well as the general mechanic. For the skill, see Stealth (skill). For the Stealth armour ego, see the list of egos.

The Stealth stat determines how likely you are to be detected. While the Stealth skill may be the most direct way to influence this stat, many other factors are equally as or more important.

Stealth Score

The measure of a character's stealthiness is its stealth score. A character innately has a base stealth score, which is then modified by various external factors.

Your base stealth score equals:

(3 × Dexterity) + (Stealth skill × 15)

Once you've calculated your base stealth score, an adjustment is made for a special case:

Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but a high dexterity and high Stealth skill can result in a very large stealth before any modifiers get involved:

Positive Factors

Negative Factors

  • Wearing armour: -2 × (Encumbrance rating)2 / 3
  • Traveling through shallow water (unless flying): Divide by 2
  • Hooves: -10/-15/-20 for rank 1/2/3, if on the ground.
  • 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)
  • Felid under Blade Hands: -50.
  • When under the effect of Corona or a Halo: Divide by roughly 2.5
  • Carrying the Orb of Zot: Divide by 3
  • When berserk: Stealth = 0
  • Randarts that reduce stealth: -50 per -
  • Worshipping Qazlal: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.

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"

Detection

Every monster has their own Monster Awareness score. Each monster has a base awareness of 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 if the monster 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.

Each time you move or perform an action, all monsters in your line of sight have a (Awareness + 1) / (Your Stealth) chance of spotting you. How fast or slow this action is does not matter; a Naga and Spriggan with the same Stealth score have the same chance per move to be detected. 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.

History