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)