crawlSS_052_stealth.txt: Stealth and stabbing Based on Crawl Stone Soup 0.5.2 Last change: 2010-01-10 by E. Grasland Stealth ~~~~~~~ Effect ====== Stealth decrease the chance of sleeping or wandering monsters to notice you. Basically, each turn you're in "noticing" range of monster (depending on the noise you make, but usually more or less the vision range of the monster), there's a Awareness/Stealth chance that the monster will notice you. Calculations ============ The Awareness of a monster is equal to 10, modified as follow: + 4*Intelligence // Intelligence is 0 for plants/jellies, 1 for insects, 2 for animals, 3 for humanoids, 4 for some high-intelligence monsters + HD // HD is the number of hit dices of the monster (for reference, 1 for Goblin, 4 for Orc Warrior, 7 for Yaks, 10 for Naga Warrior) + sense invisible // Monster with sense invisibile include notably Giant Bats, Hounds, Giants, Dragons, Vault Guards and some demons + 15 // If the monster is wandering (not sleeping) - 75 // If the player is invisible - 10 // Ensorcelled Hibernation + 10 // Non-"natural" monsters (demons, undeads, holy beings, golems and plants) + 50 // If you are under the effect of the Corona spell or are glowing (halo or magic contamination) Your base Stealth is equal to 3*Dexterity + (Stealth Skill)*Stealth_factor. Stealth_factor represents the natural stealth ability of your specie: 9 for Trolls, Ogres and Centaurs 12 for Draconians and Minotaurs 18 for Halflings, Kobolds, Spriggans and Nagas 18/19/20/21 for Satiated (or more)/(Very) Thirsty/Near Bloodless or Bat Form/Bloodless Vampire 15 for other species The base Stealth is then divided by 2 if you're encumbered or 5 if you're overloaded, and then by 3 if you're confused. The others modifiers are then applied: - Armour mass // Only if you're wearing Heavy Armour (the mass can be found in the armour spoiler) + 20 // If you wear an Elven Cloak or Elven Boots (cumulative) + 50 // If you wear Stealth Boots + 80 // After drawing the Shadow in a deck of cards + 10-79 // If you wear/wield a randart with a stealth property (depending on the strength of the property) + 10 // If flying or levitating / 2 // In water, except for Nagas (no penalty) and Merfolks (+ 50 instead) - 10 // If you have Hooves mutation (intrinsic for Centaurs) - 50 // During Silence spell effect Stealth is set to 0 if you wield a Lamp of Shadows or if you're berserking. You character status (press '%') gives a hint at your Stealth: +--------+-------------------------+ |Stealth |Description | +--------+-------------------------+ | 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 | +--------+-------------------------+ For reference, a typical monster awareness might be around 20-30. Stabbing ~~~~~~~~ Description =========== Stabbing is an attack you have a chance to perform against an enemy not (fully) aware of you that inflicts much more damage. Stabbing an "intelligent" creature incur a penance for followers of The Shining One. Unaware enemies are: - Distracted (wandering) creatures - Fleeing creatures - Confused creatures - Creatures unable to see invisible and attacked while you are invisible - Paralysed creatures - Sleeping creatures - Petrified creatures - Petrifying creatures - Creatures held in a net Stabbing chance =============== Your chance to stab the creature when performing your attack is equal to 0.7*(Stabbing + Dex + 1)%, where Stabbing is your Stabbing skill and Dex your Dexterity. Stabbing always succeed against sleeping or paralysed monsters. If you're invisible and you try to stab a creature unable to see invisible, but that can "sense invisible" (giant bat, most hounds and upper dragons and jellies, notably), the chance is very slightly reduced (by about 1%). Note that you may still miss your attack, even if it was supposed to be a stabbing attack. Hitting a sleeping, paralysed or petrified monster has a very low chance to miss, though (about 10% of your normal failure, further lowered the higher your Stabbing skill). Failing to stab the monster will alert nearby creatures. Stabbing damage =============== Stabbing bonus is applied after every other damage modifier (brand, weapon skill, damage bonus, etc.), and before the monster's AC is deduced. The stabbing bonus depends mainly on the type of weapon you're using (basically, the smaller, the better). * Short blades Short blades, in particular daggers, give the best stabbing bonus: you get a damage bonus and a (big) damage multiplier. The base damage bonus is given by the following table, and is doubled for dagger: +---------+------------------------+ | | Dexterity | |Stabbing +----+----+----+----+----+ |skill | 10 | 15 | 20 | 25 | 30 | +---------+----+----+----+----+----+ | 0 | 1 | 1 | 2 | 2 | 3 | | 1 | 2 | 3 | 4 | 5 | 6 | | 5 | 6 | 9 | 11 | 12 | 14 | | 10 | 10 | 13 | 16 | 18 | 20 | | 15 | 13 | 17 | 20 | 22 | 24 | | 20 | 15 | 20 | 23 | 25 | 28 | | 27 | 19 | 23 | 26 | 30 | 31 | +---------+----+----+----+----+----+ The whole damage (including *all* other modifiers, like weapon and Fighting skills, brand, enchantements...) is then increased by a percentage given on the following table: +-----------+-----------------------------------------------+ | | Stabbing skill | | +-------+-------+-------+-------+-------+-------+ | | 1 | 5 | 10 | 15 | 20 | 27 | +-----------+-------+-------+-------+-------+-------+-------+ |Helpless | 19% | 112% | 266% | 462% | 700% | 1102% | |Hampered | 9% | 51% | 112% | 184% | 266% | 399% | |Distracted | 6% | 32% | 70% | 112% | 159% | 232% | +-----------+-------+-------+-------+-------+-------+-------+ Helpless creatures are paralysed, sleeping, petrified, petrifying and held in a net creatures. "[The monster] fails to defend itself." Hampered creatures are fleeing or confused creatures, or those unable to see you due to your invisibility. "You catch [the monster] completely off-guard!" "You strike [the monster] from behind!" Distracted creatures are wandering creatures. "You strike [the monster] from a blind spot!" "You catch [the monster] momentarily off-guard." * Long blades Long blades only increase the damage by a percentage given on the following table: +-----------+-----------------------------------------------+ | | Stabbing skill | | +-------+-------+-------+-------+-------+-------+ | | 1 | 5 | 10 | 15 | 20 | 27 | +-----------+-------+-------+-------+-------+-------+-------+ |Helpless | 13% | 77% | 175% | 293% | 433% | 663% | |Hampered | 7% | 40% | 88% | 143% | 205% | 303% | |Distracted | 5% | 28% | 59% | 94% | 133% | 193% | +-----------+-------+-------+-------+-------+-------+-------+ * Other weapons All other weapons increase the damage by a percentage given on the following table: +-----------+-----------------------------------------------+ | | Stabbing skill | | +-------+-------+-------+-------+-------+-------+ | | 1 | 5 | 10 | 15 | 20 | 27 | +-----------+-------+-------+-------+-------+-------+-------+ |Helpless | 8% | 41% | 83% | 125% | 166% | 225% | |Hampered | 4% | 20% | 41% | 62% | 83% | 112% | |Distracted | 2% | 13% | 27% | 41% | 55% | 75% | +-----------+-------+-------+-------+-------+-------+-------+ AC reduction ============ In addition to the normal damage bonus Stabbing a creature will reduce its AC (for the stabbing attack only) by 1d(Stabbing) - 1, divided by 2 if the monster was only Hampered and by 3 if it was only distracted; reduced AC is capped at 0 (no negative AC). Remember that petrified monsters only take 33% damage after all modifiers are applied. Acknowledgments ~~~~~~~~~~~~~~~ Thanks to garron for his corrections.