Stealthy units can move without being seen on the strategic map. This allows them to try to infiltrate hostile territories. Patrolling units and the inherent patrol effect from province defense can however discover them. This happens after movement in the Turn Order Sequence, so a hidden commander cannot be caught by patrols in a province they are leaving, but could be caught by patrols in the province they are moving to. If they are caught by patrollers in the province they are moving into, a battle ensues immediately.
This means, in practice, that stealthy units moving around in friendly territory, in battle zones, or on top of sieged forts are safe.
Almost all nations will have some access to stealth through scouts – either national ones (such as Bangar Log's Markata Scouts) or generic independent ones (Scout) – to hang out in enemy provinces and reveal what is happening there. Some nations have stealthy commanders (such as EA Ulm's Warrior Chiefs and Shamans) and stealthy troops for them to lead (such as Steel Maidens).
Notably, almost all "elves" (Vanir, Tuatha, etc. – see the roster of EA Vanheim for examples) are inherently stealthy, and have Glamour. (The main exception is the Morvarc'h Knights of Ys. Sometimes nearly everything fielded by these nations has stealth, leading to the potential for very nasty surprise attacks. This is colloquially referred to as "being elfed".
Stealthy commanders can also be summoned, notably with the early rituals Black Servant and Bind Shadow Imp.
The Hotkey for moving stealthy commanders without sneaking is ctrl + click on a province.
Destealth strength
Sum of patrolling units' Patrol Strength
- min(unrest, 100)/2
+ max(0, province defense - 14)
Stealth strength
Leader's Stealth value
- amount of units with Stealth < 50
- (amount of units with Stealth >= 50)/2
Sneaking units are discovered if:
Destealth + 2d25 > Stealth + 2d25
Both of these rolls are open-ended.
Stealth Side | Patrol Values | |||
---|---|---|---|---|
Units | Stealth Value | Min Catch | 50/50 Catch | Catch Almost All |
Shademail Haubergeon | 20 | 1 | 20 | 66 |
Most Scouts | 50 | 4 | 50 | 96 |
Elves and most assassins/seducers | 65 | 19 | 65 | 111 |
High stealth assassin e.g. Dimvaetti | 80 | 34 | 80 | 126 |
Condor (lol) | 140 | 94 (!) | 140 | 186 (lmao) |
Catching Stealthy Parties | ||||
Bakemono Chief leading 40 Bakemono-Sho | 40 - 40 = 0 | 1 | 1 | 46 |
Centaur Hierophant leading 10 White Centaurs | 40 - 10 = 30 | 1 | 30 | 76 |
Vanjarl leading 10 Van | 65 - 51) = 60 | 14 | 60 | 106 |
A stealthy commander has a number of interesting uses:
There are only two items that grant stealth to commanders that don't have it already: Shademail Haubergeon and Amulet of the Doppleganger (a unique artifact). Shademails are exceptionally useful because they can be transferred. They be used to sneak commanders in and out of besieged forts, hide key mages in battles, or even keep thugs safe from magic-phase counterattacks. As an example, you can give Shademail Haubergeon to a Scout, then use a heavy thug with combat armor (such as Armor of Knights) into a province. If the scout sneaks into the province as well, next turn they can swap armor (with both becoming stealthy) and sneak out, dodging magic-phase counterthugs (such as kitted Vanjarls).
Several other items enhance the stealth score of commanders that already have it. These are only useful in niche cases, since many of the benefits of stealth don't require you to dodge patrols.
Commanders set on stealthy orders (hide or sneak) are unaffected by:
Commanders set on stealthy orders are still affected by: