Iratus: Lord of the Dead

Iratus: Lord of the Dead

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Chance to escape stuck at 0
I am trying to get my last vampire and as a result need enemies that want to run away. I am fielding a Banshee, a Lost Soul and a Wraith with the Panic Blast Upgrade. Given all those stacking bonuses to enemy escape chance, I was surprised when all enemies had their escape chance set to 0 for the entirety of the battle, despite their sanity continuously dropping and eventually hitting 0 and insane. There was no enemy specialty that would prevent escaping, such as e.g. a Doomsayer. I was fighting 2 Demolitionists, an Elite Guard and an Ataman. I am on normal difficulty.

I know that enemies only plan their escape on the last position, but why would not even the chance to escape increase? I had one of the Demolitionists blow up in the face of my Wraith and Lost Soul and just barely got them out alive (well, al-undead). So my question is: What's up with that?

I was able to get enemies to flee frequently on my tutorial run with a Dark Knight No Tomorrow build (Although most died of heart attack before leaving). Is this a difficulty level thing? Is this a bug?
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Showing 1-7 of 7 comments
MasterBLB Jan 23, 2022 @ 2:01pm 
Screw Banshee, you can get up to 4 Vampires per match with this strategy:
Lost Soul, Lost Soul, Bone Golem, Bone Golem
First use Souls' Stream of Delusion to put some buffs on enemies, then use their ultimate for buff. Golems should not do anything except healing themselves.
Next, use Souls' healing on Golems, and Golems regenerate 20% health, nothing else. After some time, enemies will get bored of not being able to kill your minions, and will attempt to escape - cast Blood Curse on them once you'll see the sign.
Easy, and works also toward unlocking Lich challenge.
Zlorfik [CH/BY] Jan 23, 2022 @ 4:42pm 
So you're telling me that the escape stat is unaffected by sanity and actual debuffs to escaping but solely on the boredom level (i.e. number of turns I assume)?
MasterBLB Jan 24, 2022 @ 8:20am 
It is affected by mentioned debuffs, some insanity effects like Cowardice (but not sanity stat directly), and the most importantly number of passed turns - the more the higher, up to 100%. So if you manage to not kill any foe meanwhile not letting them kill your minions ultimately they are doomed to flee after some time.
Zlorfik [CH/BY] Jan 24, 2022 @ 2:07pm 
Originally posted by MasterBLB:
It is affected by mentioned debuffs, some insanity effects like Cowardice (but not sanity stat directly), and the most importantly number of passed turns - the more the higher, up to 100%. So if you manage to not kill any foe meanwhile not letting them kill your minions ultimately they are doomed to flee after some time.
I get that. But I don't get why it is stuck at 0 even with a combined effect of +75% chance for escaping affecting the enemy after 5 turns. Is there a 0 base chance that is multiplied by my debuffs that only starts increasing much later?
Bumc Jan 24, 2022 @ 8:14pm 
Base chance to escape is 0-10% (from sanity) + 10%* (turn count - N), iirc N~8.
Some artifacts and units (headhunter) affect the escape chance negatively, in which case if chance to escape is negative, you'll still see zero.
Shackles of War completely negate escape chance, which might be your case.
CanuckBear Jan 24, 2022 @ 8:43pm 
Maybe you're using that artifact...enemies cannot escape or become inspired.

Speaking of the Lost Soul, the ability to add 10% chance to escape to enemies is interesting, especially when there are 2 Souls and one Banshee in the team...the last minion would be a Skelly doing endless Smites.
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