Difference between revisions of "Stealth"

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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>
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.
 
  
Your Base Stealth Score equals
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{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × 15)}}
  
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}
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==Modifiers==
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The following modifiers are applied in order:<ref>{{source ref|0.30.1|player.cc|3067}}</ref>
  
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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===Confusion===
*[[Dragon Form]]: 6
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Confusion's penalty applies before all other modifiers.
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9
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*[[Confused]]: x0.33
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 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]], [[Wisp Form]]: 21
 
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21
 
*[[Tree Form]]: 27
 
*[[Fungus Form]]: 30
 
*All other forms: 15
 
  
Your Stealth Factor is then modified by the following:
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===Flat Modifiers===
*[[Statue Form]]: -3
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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
  
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:
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'''Negative'''
*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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*[[Armour encumbrance|Body armour encumbrance]]: -2 × ([[Encumbrance rating]])<sup>2</sup> / 3
*If you are [[confused]]: Divide by 3
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*When emitting [[Silence]]: -50
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*Artefacts with Stlth-: -50 per Stlth-
  
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 the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:
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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'''
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50
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*[[Backlit]] ([[Corona]], [[halo]], etc.): ×0.40
*[[Randart]]s that enhance stealth: +50 per +
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*In [[shallow water]] (if not [[flying]], [[large]], or [[amphibious]]): ×0.5
*[[Boots of the Assassin]]: +80 (Fixedart)
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*Carrying the [[Orb of Zot]]: ×0.33
*The [[Shadow card]]: +80
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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.
*Playing a [[felid]] : +20
 
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank
 
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank
 
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank
 
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank
 
*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.)
 
  
===Negative Factors===
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The following conditions set stealth to 0:
*Wearing armour: -2 × ([[Encumbrance rating]])<sup>2</sup> / 3
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*[[Berserk]]
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2
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*[[Clumsy]] (Dex=0)
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.
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*[[Ru#Sacrifices|Sacrifice Stealth]]
*[[Good mutations#Hooves|Hooves mutation]]: -10/-15/-20 (based on 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 [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5
 
*Carrying the [[Orb of Zot]]: Divide by 3
 
*When berserking: Stealth = 0
 
*Wearing a [[ring of loudness]]: -50
 
*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.
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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 + 1. 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/zombies, +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.
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.
 
 
 
==Stealth Aptitudes==
 
{{#invoke:Apt|skill_table|Stealth}}
 
  
The average stealth aptitude of all species, excluding coloured draconian, is +1.538. This value is highest among all skills.
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==History==
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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 08:40, 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)