Infiltrator stealth duration?

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Malygris
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Joined: January 5th, 2015, 8:54 pm

Infiltrator stealth duration?

Post by Malygris » November 3rd, 2018, 10:03 pm

How long is Infiltrator stealth supposed to last at the start of combat? I seem to get 2-3 turns out of it, while the enemy party moves and meditates and talks as though they're aware of me, but don't actually attack. Then, after 2-3 turns, they do, even though my party still indicates being in stealth. Is that normal?

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Hawkeye
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Joined: March 17th, 2012, 4:29 am

Re: Infiltrator stealth duration?

Post by Hawkeye » November 4th, 2018, 3:20 am

I'm pretty sure (someone correct me if I'm wrong) that it's 2 turns.

If you attack first (i.e. "First Strike"), you can meditate for two turns without being attacked.
If you are spotted, you only have one turn to meditate before your party will be attacked.

At least, that's been my experience.
Of course I belive in peace - peace through superior firepower

Rikkles
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Joined: December 4th, 2012, 8:27 am

Re: Infiltrator stealth duration?

Post by Rikkles » November 4th, 2018, 7:50 am

It's 2 full turns.
Which is ridiculously overpowered if you have grand conjurers who rack up spell points for 2 rounds and can hit a mangar mallet as well at 8 arcane barrages. That's easily 120 HP on 6 enemies and another 200 HP distributed across all others, per grand conjurer. In a single round. Not counting extra damage from AOE.

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