Stealth: Difference between revisions

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(Consolidate articles about the stealth system.)
(→‎Ambush and Sniping: Mention waylay)
 
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<section begin=race table />
{| {{prettytable|float:right;}}
{| {{prettytable|float:right;}}
|-bgcolor=lightblue
!Race !!Stalking and Hiding Bonus
!Race !!Stalking and Hiding Bonus
|-
|-
|[[Human]] ||moderate bonus in town
|[[Human]] ||+10 while in town
|-
|-
|[[Giantman]] ||moderate penalty everywhere
|[[Giantman]] ||-10 everywhere
|-
|-
|[[Half-elf]] ||slight bonus everywhere
|[[Half-elf]] ||+5 everywhere
|-
|-
|[[Sylvankind]] ||large bonus in forests
|[[Sylvankind]] ||+30 in forests
|-
|-
|[[Dwarf]] ||large bonus in mountain caves<br>moderate bonus outdoors in the mountains
|[[Dwarf]] ||+15 in mountain caves<br>+10 outdoors in the mountains
|-
|-
|[[Halfling]] ||moderate bonus everywhere
|[[Halfling]] ||+10 everywhere
|-
|-
|[[Forest Gnome]] ||large bonus in forests
|[[Forest Gnome]] ||+30 in forests
|-
|-
|[[Burghal Gnome]] ||moderate bonus in town
|[[Burghal Gnome]] ||+10 in town
|}<section end=race table />
|}
{{Otheruses4|the stalking and hiding system|the [[Rogue Guild]] ability|Rogue Gambits#Stealth{{!}}Rogue Gambits}}
To enter stealth, use the [[HIDE]] verb. To track a specific target while being hidden, use the [[STALK]] verb. To move to another room while remaining hidden, use the [[SNEAK]] verb. To leave stealth, use the [[UNHIDE]] verb.
To enter stealth, use the {{boldmono|[[#HIDE (verb)|HIDE]]}} verb. To track a specific target while being hidden, use the {{boldmono|[[STALK]]}} verb. To move to another room while remaining hidden, use the {{boldmono|[[SNEAK]]}} verb. To leave stealth, use the {{boldmono|[[UNHIDE]]}} verb.


To sneak automatically when hidden, {{boldmono|[[Movement|MOVEMENT]] AUTOSNEAK ON|OFF}}.
Hidden characters and creatures are not shown in the room when using [[LOOK]] and cannot be targeted with single-target attacks.

Hidden characters and creatures are not shown in the room when using {{boldmono|[[LOOK]]}} and cannot be targeted with single-target attacks.


[[Stalking and Hiding]] is the main governing skill for the stealth system.
[[Stalking and Hiding]] is the main governing skill for the stealth system.


== Success factors ==
== HIDE (verb) ==
{{boldmono|HIDE}} will put a [[character]] into stealth status, during which he/she will not be visible in the room when others {{boldmono|[[LOOK]]}}. All characters may hide, but only those skilled in [[Stalking and Hiding]] will be truly effective at it. [[Roundtime]] from hiding can be reduced by training in Stalking and Hiding with one second reductions at 60 and 120 ranks. [[Celerity (506)]] will also help to reduce roundtime.


Once hidden, characters may {{boldmono|[[STALK (verb)|STALK]]}} others and {{boldmono|[[SNEAK (verb)|SNEAK]]}}. To become visible again, one should {{boldmono|[[UNHIDE]]}}. To sneak automatically when hidden, {{boldmono|[[Movement|MOVEMENT]] AUTOSNEAK ON|OFF}}.
Success in hiding and remaining hidden is determined by hidden rolls. Stalking and Hiding [[skill bonus]] adds directly to the roll result. For example, a character with 50 [[rank|skill rank]]s gains a bonus of 150 to each roll. There are also potentially large bonuses based on the hider's [[profession]] and [[race]]. For example, at level 100, a [[rogue]] with 100 skill ranks can hide much better than a [[warrior]] with 200 skill ranks. Rogues and [[ranger]]s are the only professions for whom hiding is typically useful in combat.

'''Unskilled character:
<pre{{log2}}>
>hide
Roundtime: 10 sec.
You see XXXX turn her head in your direction as you hide.
You attempt to blend with the surroundings, but don't feel very confident about your success.
</pre>

:Third person:
<pre{{log2}}>
You notice XXXX slip into a hiding place.
</pre>

== Success Factors ==

Success in hiding and remaining hidden is determined by hidden rolls. Stalking and Hiding [[skill bonus]] adds directly to the roll result. For example, a character with 50 [[rank|skill rank]]s gains a bonus of 150 to each roll.

=== Profession ===

[[Rogue]]s receive a very large bonus to hiding which settles at +level+3 from level 20 onwards, leading to a +103 bonus at level 100.

[[Ranger]]s and [[bard]]s receive +1 bonus per level, capped at +20.

Rogues and rangers are the only professions for whom hiding is typically useful in combat due to the enormous hide bonus and bevy of stealth spells, respectively.

=== Stats ===


[[Discipline]] is involved for both hiding and staying hidden. [[Agility]] is also factored into staying hidden, but not the initial hide attempt.
[[Discipline]] is involved for both hiding and staying hidden. [[Agility]] is also factored into staying hidden, but not the initial hide attempt.

=== Spells ===


The ranger spell [[Camouflage (608)]] always puts the caster into stealth, but remaining hidden relies on skill training.
The ranger spell [[Camouflage (608)]] always puts the caster into stealth, but remaining hidden relies on skill training.


=== Combat Maneuvers ===
It is normally not possible to enter stealth while in [[roundtime]], but rogues with training in the [[Vanish]] combat maneuver may do so at a stamina cost.


It is normally not possible to enter stealth while in [[roundtime]], but rogues able to [[Vanish]] may do so at a stamina cost.
Characters or creatures can attempt to [[SEARCH]] for someone who is hidden. There is a bonus based on the searcher's [[Perception]]. For player characters, searching incurs some minor [[roundtime]] and does not reveal the hider even on a success unless the searcher uses the [[POINT]] verb afterwards; for creatures, a ''successful'' search incurs no roundtime, reveals instantly, and they can attack immediately after revealing a hidden character. Generally, wild animals and the undead have very high perception and are much more difficult to stay hidden from.


== Ambush and sniping ==
== Ambush and Sniping ==


[[Melee]] combatants can use the [[ATTACK]] or [[AMBUSH]] commands from stealth, receiving a [[stance]] pushdown and [[critical weighting]] if trained in the [[Ambush]] skill. (Mechanics are identical but the AMBUSH verb additionally allows the player to specify a body location to aim at.) Ambushing reveals the attacker, so to reuse this ability it is necessary to hide again afterwards. The [[Silent Strike]] combat maneuver available to rogues allows them to attack while remaining hidden, and with additional training they may also use the [[Cutthroat]] and [[Subdue]] maneuvers in such a manner.
[[Melee]] combatants can use the {{boldmono|[[ATTACK]]}}, {{boldmono|[[AMBUSH]]}}, and {{boldmono|[[WAYLAY]]}} commands from stealth. Using {{boldmono|ATTACK}} is the same as {{boldmono|AMBUSH}} in this context. If trained in the [[Ambush]] skill, the defender's [[stance]] will be lowered for the attack and the attacker receives either [[critical weighting]] (for {{boldmono|AMBUSH}}) or [[damage weighting]] (for {{boldmono|WAYLAY}}). Attacking from stealth in this manner adds one second of [[roundtime]] to the attack. For example, a [[short sword]] normally has a 3 second base and minimum roundtimes, so ambushing or waylaying with a short sword has 4 second base and minimum roundtimes. Ambushing reveals the attacker, so to reuse this ability it is necessary to {{boldmono|[[HIDE]]}} again afterwards. The [[Silent Strike]] combat maneuver available to rogues allows them to attack while remaining hidden, and with additional training they may also use the [[Cutthroat]] and [[Subdue]] maneuvers in such a manner.


It is estimated that a fully trained level 100 rogue receives around 50 points of critical weighting when ambushing.
It is estimated that a fully trained level 100 rogue receives around 50 points of critical weighting when ambushing.
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Two-handed [[polearms]] cannot be used to ambush from hiding.
Two-handed [[polearms]] cannot be used to ambush from hiding.


When using [[ranged weapons]], using the [[FIRE]] verb from stealth (also known as ''sniping'') will make an automatic hiding check. If successful, the attacker will stay hidden after the attack. Ranged attacks receive no additional critical weighting.
When using [[ranged weapons]], using the {{boldmono|[[FIRE]]}} verb from stealth (also known as ''sniping'') will make an automatic hiding check. If successful, the attacker will stay hidden after the attack. Ranged attacks receive no additional critical weighting.

Using any [[unarmed combat system|unarmed]] attack from hiding gives an Ambush skill based chance to increase the positioning tier immediately to "good" or "excellent".

== Removing Stealth ==


Characters or creatures can attempt to {{boldmono|[[SEARCH]]}} for someone who is hidden. There is a bonus based on the searcher's [[Perception]]. For player characters, searching incurs some minor [[roundtime]] and does not reveal the hider even on a success unless the searcher uses the {{boldmono|[[POINT]]}} verb afterwards; for creatures, a ''successful'' search incurs no roundtime, reveals instantly, and they can attack immediately after revealing a hidden character. Generally, wild animals and the undead have very high perception and are much more difficult to stay hidden from.
== Removing stealth ==


The following abilities can remove stealth instantly from anyone in the room:
The following abilities can remove stealth instantly from anyone in the room:
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Many area spells such as [[Elemental Wave (410)]] can also reveal hidden characters or creatures.
Many area spells such as [[Elemental Wave (410)]] can also reveal hidden characters or creatures.


[[Category:Basic Mechanics]]
[[Category: Combat Mechanics]]

Latest revision as of 18:45, 13 February 2023

Race Stalking and Hiding Bonus
Human +10 while in town
Giantman -10 everywhere
Half-elf +5 everywhere
Sylvankind +30 in forests
Dwarf +15 in mountain caves
+10 outdoors in the mountains
Halfling +10 everywhere
Forest Gnome +30 in forests
Burghal Gnome +10 in town
This article is about the stalking and hiding system. For the Rogue Guild ability, see Rogue Gambits.

To enter stealth, use the HIDE verb. To track a specific target while being hidden, use the STALK verb. To move to another room while remaining hidden, use the SNEAK verb. To leave stealth, use the UNHIDE verb.

To sneak automatically when hidden, MOVEMENT AUTOSNEAK ON.

Hidden characters and creatures are not shown in the room when using LOOK and cannot be targeted with single-target attacks.

Stalking and Hiding is the main governing skill for the stealth system.

HIDE (verb)

HIDE will put a character into stealth status, during which he/she will not be visible in the room when others LOOK. All characters may hide, but only those skilled in Stalking and Hiding will be truly effective at it. Roundtime from hiding can be reduced by training in Stalking and Hiding with one second reductions at 60 and 120 ranks. Celerity (506) will also help to reduce roundtime.

Once hidden, characters may STALK others and SNEAK. To become visible again, one should UNHIDE. To sneak automatically when hidden, MOVEMENT AUTOSNEAK ON.

Unskilled character:

>hide
Roundtime: 10 sec.
You see XXXX turn her head in your direction as you hide.
You attempt to blend with the surroundings, but don't feel very confident about your success.
Third person:
You notice XXXX slip into a hiding place.

Success Factors

Success in hiding and remaining hidden is determined by hidden rolls. Stalking and Hiding skill bonus adds directly to the roll result. For example, a character with 50 skill ranks gains a bonus of 150 to each roll.

Profession

Rogues receive a very large bonus to hiding which settles at +level+3 from level 20 onwards, leading to a +103 bonus at level 100.

Rangers and bards receive +1 bonus per level, capped at +20.

Rogues and rangers are the only professions for whom hiding is typically useful in combat due to the enormous hide bonus and bevy of stealth spells, respectively.

Stats

Discipline is involved for both hiding and staying hidden. Agility is also factored into staying hidden, but not the initial hide attempt.

Spells

The ranger spell Camouflage (608) always puts the caster into stealth, but remaining hidden relies on skill training.

Combat Maneuvers

It is normally not possible to enter stealth while in roundtime, but rogues able to Vanish may do so at a stamina cost.

Ambush and Sniping

Melee combatants can use the ATTACK, AMBUSH, and WAYLAY commands from stealth. Using ATTACK is the same as AMBUSH in this context. If trained in the Ambush skill, the defender's stance will be lowered for the attack and the attacker receives either critical weighting (for AMBUSH) or damage weighting (for WAYLAY). Attacking from stealth in this manner adds one second of roundtime to the attack. For example, a short sword normally has a 3 second base and minimum roundtimes, so ambushing or waylaying with a short sword has 4 second base and minimum roundtimes. Ambushing reveals the attacker, so to reuse this ability it is necessary to HIDE again afterwards. The Silent Strike combat maneuver available to rogues allows them to attack while remaining hidden, and with additional training they may also use the Cutthroat and Subdue maneuvers in such a manner.

It is estimated that a fully trained level 100 rogue receives around 50 points of critical weighting when ambushing.

Two-handed polearms cannot be used to ambush from hiding.

When using ranged weapons, using the FIRE verb from stealth (also known as sniping) will make an automatic hiding check. If successful, the attacker will stay hidden after the attack. Ranged attacks receive no additional critical weighting.

Using any unarmed attack from hiding gives an Ambush skill based chance to increase the positioning tier immediately to "good" or "excellent".

Removing Stealth

Characters or creatures can attempt to SEARCH for someone who is hidden. There is a bonus based on the searcher's Perception. For player characters, searching incurs some minor roundtime and does not reveal the hider even on a success unless the searcher uses the POINT verb afterwards; for creatures, a successful search incurs no roundtime, reveals instantly, and they can attack immediately after revealing a hidden character. Generally, wild animals and the undead have very high perception and are much more difficult to stay hidden from.

The following abilities can remove stealth instantly from anyone in the room:

Many area spells such as Elemental Wave (410) can also reveal hidden characters or creatures.