Difference between revisions of "Stealth (Gameplay)"

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(Stealth information, pulled straight from the source (code).)
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'''This article has not been updated and may contain old or bad information.'''
 
  
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|ToME Version: || 1.5.10
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This is an in depth article on how [[Stealth_(talent)]] and [[Stealth_(category)]] works.
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This is an in depth article on how {{t|Stealth}} and {{c|Stealth}} works.
  
 
=What does stealth do=
 
=What does stealth do=
  
TODO: Explanation what it does for the player.
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Entering stealth makes it difficult for other creatures to see you. Stealth does not end if a creature spots you. Instead, the creature "briefly catches sight of you" and will get your exact location at that moment. After that, the creature will slowly lose track of you over several turns, assuming you remain unspotted. Enemies will attempt to attack you based on their guess of where you are. Their guess is randomly chosen based on your last spotted location, but it is weighted toward your current, unseen location. Even if you teleport away, they will have some idea of which direction you went.
 
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=States=
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* Unstealthed
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* Stealthed
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* Stealthed but Detected (by some)
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=How Detection works=
 
=How Detection works=
  
* TODO: In depth explanation of how things detect you
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Creatures have a chance to spot you on each of their actions. How likely they are to spot you depends on the difference between your stealth power and their "see stealth" score. Stealth power is largely determined your {{t|Stealth}} talent level and Cunning. See stealth is {{cs|(Level/2 + Cunning/4 + Item bonuses)|0|0|50|50}}, plus any bonuses from {{t|Keen senses}} or {{t|Heightened senses}}.
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<!-- The actual spot check is based on the old to-hit formula. Eugh. -->
  
 
=Armor's influence=
 
=Armor's influence=
[[Survival (category)|Heightened Senses]]
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Characters can not normally stealth in heavy or massive armor. However, only armor on your "body" influences your armor.  This means one point in {{t|Armour Training}} is great as it enables metal helms, boots and gloves.
Only armor on your "body" influences your armor.  This means one point in [[Armour Training(talent)]] is great as it enables metal helms, boots and gloves if you happen to go past it.
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=Breaking Stealth=
 
=Breaking Stealth=
  
Here is a list of things that will break stealth (many of them defensive):
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Stealth may be ended by cancelling Stealth sustain. Otherwise, stealth ends if you make any melee, ranged, or unarmed attack, or use almost any non-instant talent or ability. The non-instant abilities that can be used without breaking stealth are:
* Activating shields
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* {{t|Apply Poison}}
* Attacking
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* {{t|Dart Launcher}}
* Using offensive talents
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* {{t|Disarm Trap}}
* Laying traps (unless you have trap launcher level 5 effective level (4 points invested if at 1.3 mastery))
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* {{t|Lacerating Strikes}}
* Using totems/wands/etc
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* {{t|Marked for Death}}
 
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* {{t|Smokescreen}}
=Things that does not break stealth=
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* {{t|Track}}
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* {{c|Trapping}}
  
Here is a list of things that does not break stealth (some of them counter-intuitive):
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Traps are a special case. They have a percentage chance of cancelling stealth when used depending on talent level and Cunning, capping at 100%.
* Opening doors
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[[Category:Spoilers]]
 
[[Category:Spoilers]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 10:26, 25 May 2018

ToME Version: 1.5.10


This is an in depth article on how Stealth and Stealth works.

What does stealth do

Entering stealth makes it difficult for other creatures to see you. Stealth does not end if a creature spots you. Instead, the creature "briefly catches sight of you" and will get your exact location at that moment. After that, the creature will slowly lose track of you over several turns, assuming you remain unspotted. Enemies will attempt to attack you based on their guess of where you are. Their guess is randomly chosen based on your last spotted location, but it is weighted toward your current, unseen location. Even if you teleport away, they will have some idea of which direction you went.

How Detection works

Creatures have a chance to spot you on each of their actions. How likely they are to spot you depends on the difference between your stealth power and their "see stealth" score. Stealth power is largely determined your Stealth talent level and Cunning. See stealth is 0–50cS as (Level/2 + Cunning/4 + Item bonuses) varies from 0–50, plus any bonuses from Keen senses or Heightened senses.

Armor's influence

Characters can not normally stealth in heavy or massive armor. However, only armor on your "body" influences your armor. This means one point in Armour Training is great as it enables metal helms, boots and gloves.

Breaking Stealth

Stealth may be ended by cancelling Stealth sustain. Otherwise, stealth ends if you make any melee, ranged, or unarmed attack, or use almost any non-instant talent or ability. The non-instant abilities that can be used without breaking stealth are:

Traps are a special case. They have a percentage chance of cancelling stealth when used depending on talent level and Cunning, capping at 100%.