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''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''
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''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.
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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 contribute as well:
  
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.
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==Stealth Score==
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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.
  
==Stealth Score==
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Your base stealth score equals:<ref>{{source ref|0.30.1|player.cc|3063}}</ref>
Your character's base Stealth Score equals  
 
  
{{crawlquote|(3 × [[Dexterity]]) + (Stealth Skill × Stealth Factor)}}
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{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × 15)}}
  
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:
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==Modifiers==
*[[Dragon Form]]: 6
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The following modifiers are applied in order:<ref>{{source ref|0.30.1|player.cc|3067}}</ref>
*[[Troll]]s, [[Ogre]]s, [[Centaur]]s, [[Kirke|Pig Form]]: 9
 
*[[Minotaur]]s, non-Grey [[Draconian]]s: 12
 
*Non-[[Vampire]]s in [[Bat Form]]: 17
 
*[[Halfling]]s, [[Kobold]]s, [[Spriggan]]s, [[Naga]]s, [[Felid]]s, [[Octopode]]s, Grey [[Draconian]]s: 18
 
*[[Spider Form]]: 21
 
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[Vampire]]s: 18 / 19 / 20 / 21
 
*All other forms: 15
 
  
This base Stealth Factor is then modified by the following:
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===Confusion===
*[[Statue Form]]: -3
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Confusion's penalty applies before all other modifiers.
*[[Necromutation|Lich Form]]: +1
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*[[Confused]]: x0.33
  
Once all of that has been calculated, your total base Stealth Score is then modified by the following:
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===Flat Modifiers===
*Non-[[fly]]ing [[Felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)
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'''Positive'''
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*Armour of [[ego|stealth]]: +50 per item
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*Artefacts with Stlth+: +50 per Stlth+
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*[[Mutations]]:
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**[[Nightstalker]] mutation: +50 per rank
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**[[Camouflage]] mutation: +50 per rank
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**[[Thin Skeletal Structure]] mutation: +50 per rank
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**[[Translucent Skin]] mutation: +50, regardless of rank
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*Bloodless [[Vampire]]: +100
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**[[Bat Form]] Vampire: +50
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*[[Merfolk]] / [[Octopode]] on [[water]] (even if [[flying]]): +50
  
Your base Stealth Score is then affected by your encumbrance and mental state:
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'''Negative'''
*[[Encumbered]]: Divide by 2
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*[[Armour encumbrance|Body armour encumbrance]]: -2 × ([[Encumbrance rating]])<sup>2</sup> / 3
*[[Overloaded]]: Divide by 5
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*When emitting [[Silence]]: -50
*[[Confused]]: Divide by 3
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*Artefacts with Stlth-: -50 per Stlth-
  
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:
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===Multipliers===
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'''Positive'''
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*[[Umbra]]: depends on the source; the highest stealth source is used. This only applies when the player is the source of umbra.
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**[[Ring of Shadows]]: ×1.5
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**[[Dithmenos]]: Varies based on piety. Equal to ×<code>(piety + 200)/200</code>, or ×1 at minimum, ×2 at maximum.  
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*[[Shadow Form]]: ×2
  
===Positive Factors===
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'''Negative'''
*[[Fly]]ing or levitating: +10
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*[[Backlit]] ([[Corona]], [[halo]], etc.): ×0.40
*Elven [[cloak]] and/or [[boots]]: +20 each
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*In [[shallow water]] (if not [[flying]], [[large]], or [[amphibious]]): ×0.5
*Boots/barding of stealth: +50
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*Carrying the [[Orb of Zot]]: ×0.33
*[[Boots of the Assassin]]: +80 (Fixedart)
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*[[Qazlal]] (if 1* or higher): ×<code>(200 - piety) / 170</code>, capped at 160 piety. At 6* or higher, this is roughly a x0.24 multiplier.
*[[Randart]]s that enhance stealth: +10 to +79 (randomly determined for each artifact)
 
*The [[Shadow card]]: +80
 
*Playing a [[felid]]: +20
 
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +40 per rank
 
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank
 
*[[Good mutations#Camouflage|Camouflage mutation]]: +40 per rank
 
*[[Jiyva mutations#Translucent Skin|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 [[Profane servitor|Umbra]]: Multiply by roughly 2
 
  
===Negative Factors===
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The following conditions set stealth to 0:
*Wearing armour: -6 × (Evasion Penalty)^2
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*[[Berserk]]
*Traveling through [[shallow water]]: Divide by 2
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*[[Clumsy]] (Dex=0)
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, and [[troll]]s receive no water penalty.
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*[[Ru#Sacrifices|Sacrifice Stealth]]
*[[Good mutations#Hooves|Hooves mutation]]: -(5 + 5 per rank)
 
*When under the effect of [[Silence]]: -50
 
*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
 
*When berserking or wielding a [[lantern of shadows]]: Stealth = 0
 
  
If your Stealth score is < 0, it is treated as though it were 0.
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If your stealth score is below 0, it is treated as though it were 0.
  
 
===In-Game Display===
 
===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:
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Although you cannot display your exact stealth score, you can get an idea of it in the '''%''' screen. Every '+' is 50 stealth, every '*' is 100 stealth, '#' is 150 stealth, and '!' is 200 stealth.
*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==
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==Detection==
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score. Monster Awareness is equal to 10, modified as follows:
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Every monster has their own Monster Awareness score. Each monster has a base awareness of 10, modified as follows:<ref>{{source ref|0.30.1|shout.cc|287}}</ref>
  
===Positive Factors===
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'''Positive Factors'''
*[[Monster intelligence]]: +0 for plants/jellies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters
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*[[Monster intelligence]]: +0 for mindless, +8 for animal intelligence, +12 for human intelligence
 
*[[Hit dice]]: +1 per HD
 
*[[Hit dice]]: +1 per HD
*[[Sense invisible]]: +5
 
 
*If the monster is wandering instead of sleeping: +15
 
*If the monster is wandering instead of sleeping: +15
*Demons, the undead, holy beings, golems, and plants: +10
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*Any monster that is not [[natural]] holiness: +10
  
===Negative Factors===
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'''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
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*If the player is [[invisible]] and the monster can't see invisible: -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==
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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.
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]] + [[Traps]])/2)}}
 
 
 
Therefore, characters with skill in both Stealth and Traps & Doors are much less likely to alert enemies while opening doors than those only skilled in Stealth, but Stealth is by far the more important skill for maintaining secrecy in general.
 
 
 
==Stealth Aptitudes==
 
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:
 
  
{{#invoke:Apt|skill_table|Stealth}}
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==History==
Grey [[draconian]]s get +2.
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*Prior to [[0.27]], [[hooves]] had a minor stealth penalty when not swimming or flying, and [[Translucent Skin]] offered less stealth. Also, [[Felid]]s gained 20 stealth when not swimming/flying, but lost 50 stealth if in [[Blade Hands]] when not swimming/flying.
  
{{Skills}}
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==References==
[[Category:Skills]]
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<references/>

Latest revision as of 09:40, 18 January 2024

Version 0.30: 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 contribute as well:

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:[1]

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

Modifiers

The following modifiers are applied in order:[2]

Confusion

Confusion's penalty applies before all other modifiers.

Flat Modifiers

Positive

Negative

Multipliers

Positive

  • Umbra: depends on the source; the highest stealth source is used. This only applies when the player is the source of umbra.
    • Ring of Shadows: ×1.5
    • Dithmenos: Varies based on piety. Equal to ×(piety + 200)/200, or ×1 at minimum, ×2 at maximum.
  • Shadow Form: ×2

Negative

The following conditions set stealth to 0:

If your stealth score is below 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 in the % screen. Every '+' is 50 stealth, every '*' is 100 stealth, '#' is 150 stealth, and '!' is 200 stealth.

Detection

Every monster has their own Monster Awareness score. Each monster has a base awareness of 10, modified as follows:[3]

Positive Factors

  • Monster intelligence: +0 for mindless, +8 for animal intelligence, +12 for human intelligence
  • Hit dice: +1 per HD
  • If the monster is wandering instead of sleeping: +15
  • Any monster that is not natural holiness: +10

Negative Factors

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

  • Prior to 0.27, hooves had a minor stealth penalty when not swimming or flying, and Translucent Skin offered less stealth. Also, Felids gained 20 stealth when not swimming/flying, but lost 50 stealth if in Blade Hands when not swimming/flying.

References

  1. player.cc:3063 (0.30.1)
  2. player.cc:3067 (0.30.1)
  3. shout.cc:287 (0.30.1)