Sneak: Difference between revisions

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'''Sneak''' allows a player to become totally invisible, unless he performs an attack. If he has the [[Silent Running]] perk, he can even run while being sneaked, which allows him to infiltrate enemy lines, for example. However, players can see you if you get too close to them, depending on many things (See the ''Modifiers'' section for more information).
'''Sneak''' allows a player to become totally invisible, unless he performs an attack. If he has the [[Silent Running]] perk, he can even run while being sneaked, which allows him to infiltrate enemy lines, for example. However, players can see you if you get too close to them, depending on many things (See the ''Modifiers'' section for more information).


'''Note:''' You can enter [[combat modes|Turn-Based combat]] sneaked, but you can't enter sneak once [[combat modes|Turn-Based combat]] has started.
'''NOTE:''' You can enter [[combat modes|Turn-Based combat]] sneaked, but you can't enter sneak once [[combat modes|Turn-Based combat]] has started.


'''Note:''' If you have 10 PE, you start sneaking effectively in encounters around 150+%.
'''NOTE:''' If you have 10 [[PE]], you start sneaking effectively in encounters around 150+%.


== Modifiers ==
== Modifiers ==
Sneak is subject to many modifiers, its mechanics differ from those of Fallout1/2. These modifiers are constantly checked by the game.
Sneak is subject to many modifiers, its mechanics differ from those of Fallout1/2. These modifiers are constantly checked by the game.


* FoV: When your character is out of the opponents [[Sight#Field of View|field of view]], the sneak is automatically successful.
* FoV: When your [[Character]] is out of the opponents [[Sight#Field of View|field of view]], the sneak is automatically successful.
* Minimum distance: Up to 3 hexes from opponent, your character is always visible, regardless your sneak skill.
* Minimum distance: Up to 3 hexes from opponent, your [[Character]] is always visible, regardless your sneak skill.
 
==== Bonuses ====
==== Bonuses ====
* Having active [[Stealth Boy]] in one of active slots gives +60% to the Sneak skill (will not increase above cap, but can be used to mitigate penalties). Stealth Boy disappears on use and grants a 20 minutes long Sneak bonus. Consuming more resets the timer to 20 minutes
* Having active [[Stealth Boy]] in one of active slots gives +60% to the Sneak skill (will not increase above cap, but can be used to mitigate penalties). Stealth Boy disappears on use and grants a 20 minutes long Sneak bonus. Consuming more resets the timer to 20 minutes
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==== Against an Opponent ====
==== Against an Opponent ====
* Direction - direction of the opponent has big impact, basically, the area around opponent is divided into four parts, and each part modifies your sneak skill value as follows:
* Direction - direction of the opponent has big impact, basically, the area around opponent is divided into four parts, and each part modifies your Sneak skill value as follows:
** Front: -72
** Front: -72
** Front-sides: -36
** Front-sides: -36
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* Attacking.
* Attacking.
* Running (If you haven't taken the [[Silent Running]] perk).
* Running (If you haven't taken the [[Silent Running]] perk).
* Player Characters in combat are always de-sneaked at the end of a [[Turn-Based]] turn.
* Player [[Character]]s in combat are always de-sneaked at the end of a [[Turn-Based]] turn.
* Wearing any [[Power Armor]], as said above ([[Power Armor|PA]], [[Advanced Power Armor|APA]], etc).
* Wearing any [[Power Armor]], as said above ([[Power Armor|PA]], [[Advanced Power Armor|APA]], etc).
* Looting [[Containers]] and bodies by "take all".
* Looting [[Containers]] and bodies by "take all".
* Looting bodies while sneaked has 50% chance of desneaking.
* Looting bodies while sneaked has 50% chance of de-sneaking.
* Picking up items from the ground while sneaked demands successful steal test. The weight is checked.
* Picking up items from the ground while sneaked demands successful steal test. The weight is checked.
* When using Pickup-All hotkey.
* When using Pickup-All hotkey.

Revision as of 03:22, 4 September 2020

Skill
Sneak
Modifies Chance of being detected while sneaking
Initial level 5% + 3 x Agility
Related perks Silent Running
Ghost
Silent Death
Thief
Related traits (none)
Maximum 270

"Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time, unless you take Silent Running perk."

Sneak allows a player to become totally invisible, unless he performs an attack. If he has the Silent Running perk, he can even run while being sneaked, which allows him to infiltrate enemy lines, for example. However, players can see you if you get too close to them, depending on many things (See the Modifiers section for more information).

NOTE: You can enter Turn-Based combat sneaked, but you can't enter sneak once Turn-Based combat has started.

NOTE: If you have 10 PE, you start sneaking effectively in encounters around 150+%.

Modifiers

Sneak is subject to many modifiers, its mechanics differ from those of Fallout1/2. These modifiers are constantly checked by the game.

  • FoV: When your Character is out of the opponents field of view, the sneak is automatically successful.
  • Minimum distance: Up to 3 hexes from opponent, your Character is always visible, regardless your sneak skill.

Bonuses

  • Having active Stealth Boy in one of active slots gives +60% to the Sneak skill (will not increase above cap, but can be used to mitigate penalties). Stealth Boy disappears on use and grants a 20 minutes long Sneak bonus. Consuming more resets the timer to 20 minutes
  • Sneak is capped at 270%, after which penalties are applied.

Penalties

  • Armor:
    • No armor (Bluesuit): -50
    • All leather armors and jackets: 0
    • All metal armors: Sneak is disabled.
    • All Combat armors: Sneak is disabled.
    • Powered armors (PA, APA, etc.): Sneak is disabled.
  • Weapons:
    • -100 for holding any SMG in either slot. This includes the H&K P90c.
    • -100 for two handed rifle in either slot, -150 for heavy weapons in either slot, -72 for carrying activated "timed explosives" in your inventory/slot.

Against an Opponent

  • Direction - direction of the opponent has big impact, basically, the area around opponent is divided into four parts, and each part modifies your Sneak skill value as follows:
    • Front: -72
    • Front-sides: -36
    • Back-sides: -12
    • Back: 0

Actions that Make You Visible Again

The following actions may remove your sneak, and make you visible again to your enemies' eyes.

Formula

The opponent is invisible whenever its distance from the observer increased by final Sneak/6 is larger than observer's FRONT Sight range (regardless of the actual direction).

Skills
Combat Skills Small Guns · Big Guns · Energy Weapons · Close Combat · Throwing
Important Skills First Aid · Doctor · Lockpick · Repair · Science · Outdoorsman
Other Skills Scavenging · Sneak · Steal · Traps · Speech · Gambling · Barter