This guide is no longer updated. A new guide will be coming soon.
The stealth coding has been completely overhauled in Update 19. This chapter has received some heavy revision but needs some illustrations to make it most useful. Be patient--the results will be so worth it.
Supreme excellence consists in breaking the enemy's resistance without fighting.
--Sun Tzu
Most of the adventures found in the world of Dungeons & Dragons Online are designed for parties: a group of up to six player characters.
Most parties comprise of players with characters whose primary role is, frankly, to kill monsters and break things. Many players and parties use little to no stealth to complete this--in fact, it seems that the very idea of completing a dungeon without a sizable level of destruction is anathema to almost everyone.
This chapter's goal is to have you think differently about quest completion, through the power of stealth, class skills as a Monk. While this information will serve the solo Monk or small party best, this knowledge may come in handy in dire situations where a party is in a perilous area where they cannot blast, chop or bludgeon their way out to the next objective. In such a situation, you may be able to adjust the party's tactics so they they can survive long enough to maneuver away from their foes without detection to recharge their resources.
Update 19 complete rewrote the game's stealth system. The results may encourage you to give stealth tactics a closer look.
Stealth can be defined under two conditions in DDO: Sneaking and Invisibility.
Sneaking, of course, is a skill granted to most classes. But how well you can sneak depends on:
Let's explore the new stealth system and, frankly, how awesome it is.
A major change in the stealth system is the ability for anyone to jump or tumble while still in stealth!
Simply being able to jump gives far greater options to move about in quests where boxes and other climbable areas could be used to maneuver around mobs and on towards your objective.
The downside is that your movement speed is curtailed (unless you use the Faster Sneaking ability in the Ninja Spy tree), and you get -20 penalties to Jump and Tumble. While adding more than 40 points to Jump was useless in the past, now the idea has some merit if you have a stealthy Monk.
Enemies, like real people, are likely to hear you before you're seen. Thus, if you are moving, you stand a good chance of being detected. By "moving," we mean while on a surface, but not when falling.
The new system gives you a simple indicator that something can hear you.
An enemy that thinks it hears or sees something and is investigating will show a "?" symbol over their head.
If the enemy has definitely heard you, there's a red ear symbol with an exclamation point over their head. Be ready to fight, or escape (see below).
Sometimes an enemy will hear you but (depending on other factors in your favor), they cannot find you. They will move to the location where they heard the sound and search about for you, for a time.
Some changes:
Be warned. If you give an enemy something else to stop to hear, the process begins again.
With the new system, enemies are always actively searching for you. Your goal is never to get too close and for too long for their Spot check to lock in on you.
Invisibility is similar to being hidden in that it effectively gives you immunity from Spot--to a point. However, whether invisible or using stealth, an enemy WILL detect you over time if you stay in their line-of-sight for too long, or are too close.
In the past, you've noticed the little eye symbols hanging over your player, looking a little like this:
With Update 19, the eyes have a different meaning, and now a few eye-symbols appear over the heads of your enemies.
You have a better chance to try to use levers and switches if:
If you are detected, you do have a chance to escape by running away! But as you run away, you'll need to move far, fast and quietly, disappearing long enough for the enemies to get frustrated and give up the search.
One way to escape is to give the enemy something more dangerous to concentrate their attention.
This includes others in the party, or you can use abilities to do this. Ninja Spies have the Diversion ability that, in one move, makes them invisible while leaving a dummy of themselves for enemies to attack.
The key in escape is to break the enemy's line-of-sight of you long enough for them to search for you again. That is, enemies will pursue you around a corner but still have to see you to attack you as they follow. If you go into hiding after rounding the corner, they have to find you once more.
Find a spot, stay quiet and still for a time. The mob will walk off once they give up the search.
You could always leave your hireling(s) behind as well as a distraction.
Rogue/Monks who can make noisemakers could leave one in the opposite path they're going to escape, leading the enemies the other way.
Being invisible makes you, well, invisible. You'll be noticed only if you're practically adjacent to the enemy, or if you make any noise. You effective gain a much higher Hide that only fails if you are too close (about a body length away).
Invisibility has its limits. Unless you are in actual stealth and have a good Move Silently score, moving will all but guarantee that an enemy's Listen check will hear you running. The effect is worthless against enemies with True Seeing or See Invisibility, such as beholders and giants. Nor can you use invisibility once enemies see you. They can generally track you once you're discovered. You have to break the line-of-sight of an enemy that's detected you to use invisibility.
The most common use of Invisibility is the "Scream and Run" technique to get to a quest entrance within a wilderness environment. The trick is not to have so many enemies detect you that a yellow or higher Dungeon Alert causes you to become Harried, which slows you down to become easier prey. Remember that the new system will make the scream-and-run technique less effective since all enemies have greater Spot and Listen skills--unless you are eventually able to escape from their pursuit.
For all its benefits, there are a few enemies where stealth and invisibility just will not work.
Spiders use tremor-sense. No matter your Move Silently score or use of invisibility, they know you are there. (Scorpions, however, don't have this.)
Wraiths and other undead enemies can sense your life force. Some enemies don't need eyes to find you, such as Tharaak hounds and oozes.
Some bosses have their own way of seeing. You can never hide from them. This includes some giants and Drow.
You'd think, then, that a Beholder would be impossible to approach. It's easy. They often do have True Seeing, rendering Invisibility useless. But they can't detect a good sneaking player. One Stunning Fist and he's your volleyball.
Stealth skills aren't just useful now in sneaking to some location. What happens when you are discovered and have quest objectives where escaping might make things harder on you? A good example is found in "A Cabal of One," in Gianthold. The quest rests within a hobgoblin fortress. You must kill several conspirators before you can reach the boss. The hallways are narrow and often packed with enemies.
You shouldn't go "hero" and take on everything in the open, especially if solo and on higher difficulties. Hobgoblin shamans and other spell casters throw debilitating spells, and each conspirator is heavily guarded.
What's a Monk to do?
There are many quests that aren't officially designed for stealth that can yield great benefits. A handful of quests are specifically built with a experience-lucrative stealth option.
While Grandmaster of Flowers is a powerful and highly useful Epic Destiny for Monks, the Shadowdancer Epic Destiny should be seriously considered for stealthy players.