On Jan 13, 2:22 am, cyrus.pilc....DeleteThis@gmail.com wrote:
> On Jan 12, 7:00 pm, Murg <ScotCarl....DeleteThis@verizon.net> wrote:
> > I was playing a Spriggan assassin and if I stabbed anything it was
> > pretty much an instant-kill. But despite having high stealth most
> > monsters STILL noticed me, and for rooms full of monsters only one
> > needed to notice me and sound the alarm before the entire room was
> > chasing after me. I eventually got killed in a stand-up with with some
> > orc priests on the last level of the orc mines, probably a dumb move
> > on my part. How can I make stabbing work?
>
> There are spells that put monsters to sleep or confuse them. Other
> than that, approaching monsters by routes that put you in their field
> of view for as little time as possible minimizes the chance that they
> will notice you.
(plus +Stealth bonus items mentioned by Martin), plus...
- Make sure to highlight not just sleeping monsters, but also confused/
fleeing/groggy monsters; the highlight for them is called
"may_stab_brand," is (sadly) off by default, and can be set in the
options.
- Monsters can shout, roar, etc. when they leave the sleeping/groggy
("doesn't seem to have noticed you") state of their own accord. They
do *not* do so when you wake them with a ranged attack, including a
non-damaging attack. You can even use Corona! This can be useful when
you sight a minority of shouters (especially a singleton) among a
majority of non-shouters.
- Spellcasting and straight-up combat (maybe not stabbing) have a
tendency to fully wake groggy monsters who see them.
- Paralysis gives a small chance of a stab.
- There's a chance to stab fleeing monsters. To make monsters flee,
use scrolls of fear or Cause Fear, or hurt them a lot; the last does
not work against monsters with human or better intelligence, which are
the ones you'd think they'd be.
- Levitation/flight gives a 10 point stealth bonus (offhand I think
that's around one level of stealth for most races and a bit less for
sprigs, since they get more benefit than normal per level of stealth).
- Elven boots and cloaks give stealth bonuses; sprigs have to stick to
just the cloaks, since their feet are too small for Crawl's boots.
- Stealth-wise, your first turn after crossing a wall via Passwall is
free (i.e. nothing gets an antistealth check on that turn). There's
nothing more satisfying than -- after careful planning and a Passwall
-- suddenly materializing next to the mighty dragon unique Xtahua and
guaranteed-instakilling it! Note that only rock is passable, not
stone, metal, etc., and note that without building up some power on
this spell (or maybe just Earth skill, I forget), you'll be limited to
thickness-1 walls. Getting above a limit of thickness-2 is hard. Or
rather, *safe* limit. If you exceed it, you'll get a "this rock feels
deep" message (unless you massively exceed it, in which case you'll
sense an "overwhelming volume of rock". CANCEL when you see this;
otherwise you risk instadeath.
e.
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