Stealth

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Revision as of 14:53, 21 March 2016 by ZHOUY1 (talk | contribs) (Consolidate articles about the stealth system.)
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Race Stalking and Hiding Bonus
Human moderate bonus in town
Giantman moderate penalty everywhere
Half-elf slight bonus everywhere
Sylvankind large bonus in forests
Dwarf large bonus in mountain caves
moderate bonus outdoors in the mountains
Halfling moderate bonus everywhere
Forest Gnome large bonus in forests
Burghal Gnome moderate bonus in town

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.

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.

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. 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 rangers are the only professions for whom hiding is typically useful in combat.

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

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

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.

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

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.

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.

Removing stealth

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.