Difference between revisions of "Invisibility (ego)"

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{{flavour|When activated, it grants the wearer temporary invisibility, but also drains their max health.}}
  
{{Flavour|When activated it hides its wearer from the sight of others, but also increases their metabolic rate by a large amount.}}
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Wearing equipment with the '''invisibility ego''' grants you the Evoke Invisibility [[ability]], allowing you to turn [[invisible]] at will. It has a chance of failure, based on your [[Evocations]] skill.
  
Wearing equipment with the '''invisibility ego''' grants you the [[Evoke Invisibility]] [[ability]], allowing you to turn [[invisible]] at will. Although it requires a high [[Evocations]] skill to use reliably or for a long duration, there are no penalties for failing to evoke it, so even unskilled characters can make some use of it. However, invisibility's benefits come with significant [[hunger]] and [[magic contamination]] costs, and are less dramatic than one might expect. See the [[Invisible]] article for details.
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Regardless of whether you fail or succeed, your max HP is temporarily [[drain]]ed (~8% max HP). Successfully evoking invisibility will cause minor [[magical contamination]].
 
 
Note that you cannot turn visible once invisible, so beware of [[magical contamination]] when using it. This means you should always rest off all your magical contamination between fights. Also note that taking off the invisibility-granting item will not work either; this will just give extra contamination.
 
  
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==Sources==
 
The invisibility ego can be found on:
 
The invisibility ego can be found on:
*[[Cloak]]s
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*[[Scarves]]
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*The [[unrand]] [[ring of Shadows]]
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*Randomly generated [[artefact]]s
  
 
==Desirability==
 
==Desirability==
Invisibility is a very useful cloak ego, allowing the player a chance to go invisible at 0 evocations, a coin-flip at 5 evocations, instead of using a potion or learning a level 6 spell to do so. Invisibility grants several bonuses, such as decreased enemy [[to-hit]], the ability for enemies to forget about you, and the ability to get level 2 stabs. This ego proves especially useful in [[the Swamp]], [[the Shoals]] and [[the Spider's Nest]], where most enemies cannot [[see invisible]]. Just be sure not to enter water, as you will be detected.
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Being invisible is a strong effect. Against enemies that can't see invisible, it greatly reduces chance of being hit, and allows you to [[stab]]. A scarf of invisibility gives all those benefits without needing to use a rare [[potion of invisibility|potion]].
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However, the drain prevents you from spamming the ability. Plus, the [[Evocations]] skill required to reliably go invisible is high. As the drain happens even if you fail, you generally don't want to try until you have enough skill. By then, most 'tough' enemies will be able to see invisible. This ego can still be useful (many weaker enemies don't have SInv), but you may want a more consistent ego instead.
  
==History==
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Even in the late game, there are many enemies that can't see invisible. Notable examples include [[caustic shrike]]s, [[death cob]]s, [[list of draconians|draconians]], [[tormentor]]s, and [[hellion]]s.
Prior to [[0.21]], removing an invisibility-ego item while invisible did not cost the player extra magical contamination.
 
  
Prior to [[0.20]], this ego would let the player turn visible again once invisible, as a way to reduce contamination.
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Success rate rises with [[Evocations]] skill:
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{{#invoke:Failure rate table|table|Evocations|60|2}}
  
Prior to [[0.16]], this was called the Darkness ego.
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==History==
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{{CBA|0.32|fail rate's dependency on Evocations will be reduced by 1/3. Also, the drain cost will be reduced by 1/3.}}
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*Prior to [[0.28]], turning invisible caused more [[magic contamination]] initially and applied some contamination over time.
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*Prior to [[0.26]], evoking invisibility caused [[comestible|hunger]] instead of [[drain]]ing you.
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*Prior to [[0.25]], invisibility generated on [[cloak]]s instead of scarves.
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*Prior to [[0.21]], removing an invisibility-ego item while invisible did not cost the player extra magical contamination.
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*Prior to [[0.20]], this ego would let the player turn visible again once invisible, as a way to reduce contamination.
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*Prior to [[0.18]], this ego could be found on [[ring]]s.
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*Prior to [[0.16]], this was called the Darkness ego.
  
 
[[Category:Cloaks]]
 
[[Category:Cloaks]]
 
[[Category:Egos]]
 
[[Category:Egos]]

Latest revision as of 17:18, 7 May 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
When activated, it grants the wearer temporary invisibility, but also drains their max health.

Wearing equipment with the invisibility ego grants you the Evoke Invisibility ability, allowing you to turn invisible at will. It has a chance of failure, based on your Evocations skill.

Regardless of whether you fail or succeed, your max HP is temporarily drained (~8% max HP). Successfully evoking invisibility will cause minor magical contamination.

Sources

The invisibility ego can be found on:

Desirability

Being invisible is a strong effect. Against enemies that can't see invisible, it greatly reduces chance of being hit, and allows you to stab. A scarf of invisibility gives all those benefits without needing to use a rare potion.

However, the drain prevents you from spamming the ability. Plus, the Evocations skill required to reliably go invisible is high. As the drain happens even if you fail, you generally don't want to try until you have enough skill. By then, most 'tough' enemies will be able to see invisible. This ego can still be useful (many weaker enemies don't have SInv), but you may want a more consistent ego instead.

Even in the late game, there are many enemies that can't see invisible. Notable examples include caustic shrikes, death cobs, draconians, tormentors, and hellions.

Success rate rises with Evocations skill:

Evocations Failure rate(%)
0 71.47%
1 67.43%
3 58.88%
5 50.00%
7 41.12%
10 28.53%
15 12.31%
20 3.71%
25 0.49%
27 0.11%

History

  • In 0.32, fail rate's dependency on Evocations will be reduced by 1/3. Also, the drain cost will be reduced by 1/3.
  • Prior to 0.28, turning invisible caused more magic contamination initially and applied some contamination over time.
  • Prior to 0.26, evoking invisibility caused hunger instead of draining you.
  • Prior to 0.25, invisibility generated on cloaks instead of scarves.
  • Prior to 0.21, removing an invisibility-ego item while invisible did not cost the player extra magical contamination.
  • Prior to 0.20, this ego would let the player turn visible again once invisible, as a way to reduce contamination.
  • Prior to 0.18, this ego could be found on rings.
  • Prior to 0.16, this was called the Darkness ego.