Обзор недорогого автомобильного full hd-видеорегистратора с gps stealth dvr st 270

Monster Awareness

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:

Positive Factors

  • Monster intelligence: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters
  • Hit dice: +1 per HD
  • Sense invisible: +5
  • If the monster is wandering instead of sleeping: +15
  • Demons, the undead, holy beings, golems, and plants: +10

Negative Factors

  • 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

If Monster Awareness is

Stealth Score

The measure of a character’s stealthiness is its Stealth Score. This is determined by taking your character’s Base Stealth Score, and then tacking on several modifiers to determine its final Stealth Score.

Your Base Stealth Score equals

Once you’ve calculated your Base Stealth Score, two adjustments are made for special cases:

  • Non-flying felids under the effects of Blade Hands: -50 (You have to walk on those hands, after all)
  • If you are confused: Divide by 3

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 a high dexterity and high Stealth skill can result in very large Base Stealth Scores before any modifiers get involved:

Positive Factors

  • Boots/barding/ring of stealth: +50
  • Randarts that enhance stealth: +50 per +
  • Boots of the Assassin: +80 (Fixedart)
  • The Shadow card: +80
  • Playing a felid : +20
  • : +50 per rank
  • : +25 per rank
  • (octopodes start at rank 1): +50 per rank
  • : +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.)
  • Thirsty or batform vampire: +50
  • Bloodless vampire: +100

Negative Factors

  • Wearing armour: -2 × (Encumbrance rating)2 / 3
  • Traveling through shallow water (unless flying

    Merfolk, octopodes, nagas, ogres, trolls and grey draconians receive no water penalty.

    ): Divide by 2

  • : -10/-15/-20 (based on rank, centaurs start at rank 3) 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 : Divide by roughly 2.5
  • Carrying the Orb of Zot: Divide by 3
  • When berserking: Stealth = 0
  • Wearing a ring of attention: -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

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:

  • 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»
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