Cardinal Quest 2 Wiki
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The dots show that this kobold is not alerted.

Stealth - Stat

Description[]

Stealth is the stat that affects if the enemy will detect you. Using a spell on a enemy or just attacking will automatically alert the enemy. Enemies can also alert nearby enemies, even if you have high stealth.

Detection Calculation Details[]

Parameters:[]

  • Effective stealth value S = stealth + modifiers (e.g. spyglass, equips, etc) - 1 for every 2 enemy tiers (tower).
  • Base rate of detection D = 0.78 S + 1 or 0.78 x 1.28 -S This means that if S falls below 0, you will get caught if you are in sight. Also, D can never fall below 0.

Detection:[]

  • You have to be in sight under normal circumstances. E.g. Tranquility/time stop/sleep/etc has not been used.
  • If distance/vision modifier ≥ 10 - S, then D is cut in half. (You are half as likely to get caught if far enough away.)
  • If enemy is injured, then D becomes (1 + D) / 2. (Increases up to 50% asymptotically.)
  • Enemies have a timer called Aware, which describes how much effort it takes to get away. Goes down by 1 per turn while out of sight/invisible, and may be set depending on circumstances. 0 is the maximum allowed Aware to be undetected.
  • Then there's an interative process. Here's where it depends on luck:
    • Generate a random number n [0, 1].
    • If n < D:
      • Add 1 to "Aware" if Aware < 0 (provided S > 0).
      • Otherwise, Aware is set to MaxAware (6, 7, or 8 depending on difficulty level), resulting in detection.
    • Repeat
  • In other words, the game gives the enemy multiple "dice roll" opportunities to become more aware if the first one succeeds.

Escaping:[]

  • Get out of sight.
  • If not in sight and Aware > -1:
    • p is reduced by 0.05 per unit distance.
    • Generate a random number n [0, 1].
    • If either a) the enemy is unhurt, or b) n > p:
      • Reduce Aware by 1.
      • If Aware has become 0, you escape detection.
  • If Invisible stat is active, it always takes 2 turns to fully escape. However, the sneak attack effect will still apply.
  • Calming will also remove detection.

Base Values[]

Base Stealth (All difficulties)
Fighter 0
Thief 1
Wizard 0
Ranger 1
Paladin 1
Pugilist 0
Alchemist 1

Notes[]

Positively impacts[]

  • Stealth stat
  • Being out of sight/invisible
  • Being far away

Negatively impacts[]

  • Enemy tiers in Tower. (Every two tiers lowers Stealth by 1)
  • Enemy injury (all or nothing)
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