Difference between revisions of "Invisible"
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If a monster does not have see invisible, you get the following bonuses against them: | If a monster does not have see invisible, you get the following bonuses against them: | ||
+ | '''Combat''' | ||
* Attackers have their [[to-hit]] (accuracy) reduced against you. | * Attackers have their [[to-hit]] (accuracy) reduced against you. | ||
** Melee to-hit is reduced by -35%. | ** Melee to-hit is reduced by -35%. | ||
− | ** Ranged attack to-hit is reduced by -50%, and there | + | ** Ranged attack to-hit is reduced by -50%, and there's a chance to target the wrong tile entirely. |
* You can make low-tier [[stab]]s. | * You can make low-tier [[stab]]s. | ||
+ | * Enemy [[SH]] is divided by 3. | ||
+ | |||
+ | '''Detection''' | ||
+ | * Sleeping / wandering monsters are less likely to [[Stealth#Detection|notice you]]. | ||
* Monsters are less likely to use certain spells or abilities against you. | * Monsters are less likely to use certain spells or abilities against you. | ||
− | |||
* Monsters don't know your exact position. See below for details. | * Monsters don't know your exact position. See below for details. | ||
− | + | '''Guessing your Position'''<br> | |
− | + | Generally, monsters that can't see you will act like they are [[confused]] (without the 33% of always moving correctly). However, they have a chance of guessing your position: | |
− | |||
− | |||
− | |||
* Seeking monsters will randomly target a nearby tile when the player is within two tiles.<ref>{{source ref|0.28.0|mon-behv.cc|38}}</ref> | * Seeking monsters will randomly target a nearby tile when the player is within two tiles.<ref>{{source ref|0.28.0|mon-behv.cc|38}}</ref> | ||
* Monsters have a 33% chance to guess the player's tile if the player is right next to them.<ref>{{source ref|0.28.0|mon-behv.cc|217}}</ref> | * Monsters have a 33% chance to guess the player's tile if the player is right next to them.<ref>{{source ref|0.28.0|mon-behv.cc|217}}</ref> |
Revision as of 01:36, 7 July 2023
Invisible is a status effect which renders the target unseen except through see invisible. It functions differently depending on whether it affects a player or a monster.
Contents
Player Version
If a monster does not have see invisible, you get the following bonuses against them:
Combat
- Attackers have their to-hit (accuracy) reduced against you.
- Melee to-hit is reduced by -35%.
- Ranged attack to-hit is reduced by -50%, and there's a chance to target the wrong tile entirely.
- You can make low-tier stabs.
- Enemy SH is divided by 3.
Detection
- Sleeping / wandering monsters are less likely to notice you.
- Monsters are less likely to use certain spells or abilities against you.
- Monsters don't know your exact position. See below for details.
Guessing your Position
Generally, monsters that can't see you will act like they are confused (without the 33% of always moving correctly). However, they have a chance of guessing your position:
- Seeking monsters will randomly target a nearby tile when the player is within two tiles.[1]
- Monsters have a 33% chance to guess the player's tile if the player is right next to them.[2]
- Monsters of human intelligence have an extra 8% change to guess the player's position.
- Ashenzari penance improves the chance of guessing by 50%.
Sources
You can become invisible by:
- quaffing a potion of invisibility.
- using the Evoke Invisibility ability granted by a scarf of invisibility or certain artefacts (attempting to use this ability, succeed or fail, will drain you).
- Dithmenos' Shadow Form turns you into a shadow, granting intrinsic invisibility.
Regardless of source, player invisibility lasts for 15 + 1d(spell power)
turns (max: 100 turns).[3]
Strategy
Almost every character benefits tremendously from being invisible. Many difficult enemies can not see invisible, from most monsters in the Spider's Nest, the Swamp, or the Shoals, to draconians and death cobs in Zot. Ghost moths, themselves invisible, are a pertinent threat to all visible casters. Stealthy stabbers benefit most - it greatly enhances your effective stealth and your damage output in melee.
Despite the benefits, there are still significant downsides to invisibility:
- The list of monsters capable of seeing invisible is unfortunately rather large (see Category:See invisible), making the status effect completely useless against them. By the time you get a reliable means of invisibility, more and more monsters won't care.
- Every method of turning invisible has its own quirks:
- Having an item with evocable invisibility is the most convenient way to gain unlimited access early on, but finding such equipment is by no means guaranteed. Additionally, over-reliance on this ability, especially without significant training in Evocations, will leave you with greatly reduced HP.
- Potions are reliable, but are rare and come in limited quantity.
- Shadow Form requires significant Invocations training to be reliable, carries a significant MP and piety cost, drains you when activated, further drains you when you take damage, all the while reducing your damage output and spellpower.
As an alternative, consider learning the Dazzling Flash spell. This level 3 spell blinds opponents, duplicating many of the advantages of invisibility without some of its limitations and affecting many opponents that possess see invisible.
Monster Version
Invisible monsters are very dangerous to a player who cannot see invisible. If you cannot see invisible, then in melee with invisible monsters:
- Your block rolls are divided by three.
- You suffer a -10 penalty to your EV against their melee attacks
- You suffer a -6 penalty to your melee to-hit number against invisible monsters.
On top of that, invisible monsters cannot be seen either within your line of sight or on the map, and if you actually manage to guess which tile they're in and attack them, you receive significantly less information than normal (the monster is referred to as "something" rather than by its actual name).
Sources
Permanently invisible
These monsters are permanently, inherently invisible:
Casters of invisibility
Some spellcasting monsters can make themselves invisible:
- o Orc wizard (66% chance)
- I Sky beast (by inherent ability, not a spell)
- p Shadow (by inherent ability, not a spell)
- O Ogre mage (33% chance)
- e Deep elf knight (50% chance)
- V Vampire
- V Vampire knight
- V Vampire mage
- g Boggart
- p Necromancer
- p Wizard (33% chance)
- q Draconian knight
- L Lich (40% chance)
- L Ancient lich (40% chance)
- @ Sigmund
- o Blork the orc
- @ Psyche
- x Erica
- f Maurice
- O Erolcha (33% chance)
- @ Kirke
- m Ilsuiw
- L Boris
- i The Enchantress
- & Pandemonium lord (7.5% chance)
This effect has a finite duration, but the monster can always recast it after it has run out.
Potion users
Monsters who know how to use potions may use potions of invisibility to make themselves invisible. This effect has a finite duration, but the monster may be able to reapply the effect by quaffing another potion (if it has one).
Detecting invisible monsters
See invisible
If you have the see invisible intrinsic, invisible monsters gain no benefits against you. You can acquire this in the following ways:
- Having the Acute Vision mutation. Spriggans, vampires, nagas, felids, and palentongas all have this mutation naturally.
- Having rank 3 of the Antennae mutation. Formicids start with this, and demonspawn may develop it as they grow.
- Wearing a ring, headgear, or artefact with the see invisible ego
- Having rank 3 of Jiyva's Eyeballs mutation.
Backlighting
Under some circumstances, a target may become backlit (also known as glowing). This renders its invisibility ineffective, and actually makes it easier to hit than normal. Backlighting occurs whenever:
- An invisible target is affected by the Corona status (must overcome willpower).
- An invisible, corporeal target (i.e. one that is not insubstantial) is covered with Sticky Flames, unless it's standing in water (which immediately extinguishes the flames).
- An invisible creature enters a halo.
- The player suffers from significant amounts of magical contamination (yellow or worse).
Invisible monsters revealed as a disturbance
All invisible monsters will occasionally leave disturbances while invisible, represented by a white humanoid outline if playing in tiles or by the { glyph if playing in console. If you attack a square and the monster does not move from that square, the monster will be revealed as a disturbance until it moves (the only invisible monsters likely to shift position without you moving first are unseen horrors).
All corporeal invisible monsters create disturbances when passing through an opaque cloud (e.g. fog, steam), revealing their position (but not any further information). Do note that this only applies to monsters -- invisible players are not revealed in clouds. Anything the player can do to create clouds when an invisible creature is near will aid him in determining that creature's location:
- Reading a scroll of fog or bleeding smoke (granted to followers of Dithmenos or characters wearing the cloak of the Thief).
- Using Fire Magic in and over water, creating steam clouds.
- Using Ice Magic in and over lava, creating steam clouds.
- Invoking Wu Jian's Heavenly Storm ability.
Additionally, any invisible creature, including the player, standing or swimming (e.g. not flying) in liquid (shallow water, deep water, and lava) is always visible as a disturbance.
History
- Prior to 0.28, Invisibility was a spell available to players, which was one of the main ways of getting this status. The status would also give magic contamination over time, and many more late-game monsters had access to SInv.
- Prior to 0.27, the wand of random effects could turn you or monsters invisible. Replaced with a piece from Xom's chessboard, which only targets monsters.
- Prior to 0.26, the invisibility ego did not drain its user when used.
- Prior to 0.22, the submerging mechanic existed. Certain monsters had an ability to render themselves effectively invisible by hiding in deep water, lava, or even under the floor.
- Prior to 0.20, invisibility increased the player's hunger rate by 5.
- Prior to 0.18, invisibility reduced the combat accuracy by 5 for the player and monsters if they couldn't see invisible themselves.
- Prior to 0.16, the sense invisible intrinsic existed, which was an upgrade to see invisible.
- Prior to 0.13, invisible monsters were immune to the effects of Olgreb's Toxic Radiance.
References
- ↑ mon-behv.cc:38 (0.28.0)
- ↑ mon-behv.cc:217 (0.28.0)
- ↑ potion.cc:441 (0.28.0)