Difference between revisions of "Invisible"

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m (Player Version: invisibility does not "add to hunger cost". it might have once increased metabolism, but does not appear to still do so (minmay))
m (Monster Version: split the list)
 
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'''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.
 
'''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.
  
 
==Player Version==
 
==Player Version==
An invisible player gets the following bonuses and penalties, assuming your victim cannot see or sense invisible:
+
If a monster does not have see invisible, you get the following bonuses against them:
*Anyone attacking you in melee incurs a 35% reduction to their [[to-hit]] number.
+
 
*Any of your melee victims who have [[shields]] have their blocking roll divided by three.
+
'''Combat'''
*You occasionally make tier-3 [[stabbing]] attacks, and sleeping or unaware monsters suffer a large penalty to detecting you through your [[stealth]].
+
* Attackers have their [[to-hit]] (accuracy) reduced against you, and there's a chance to target the wrong tile entirely.  
*Enemy ranged attacks have their to-hit number halved, and may target the wrong tile entirely.
+
** Melee to-hit is reduced by -35%. Ranged attack to-hit is reduced by -50%.
*Monsters are less likely to use certain spells or abilities against you.
+
* You can make low-tier [[stab]]s. (See the [[Stabbing#Stabbing Odds|Stabbing]] article for details)
*There is a chance opponents who can't see invisible will break off their attack and resume wandering.
+
* Enemy [[SH]] is divided by 3.
*You have a 60% chance of gaining a point of [[magic contamination]] when handle_time() is called.
+
 
*You can only dissipate magic contamination via "violent discharge" or the wrath of [[Sif Muna]].
+
'''Detection'''
*-5 to your melee to-hit number if you yourself cannot [[see invisible]]. Official justification: you can't see your weapon.
+
* Sleeping / wandering monsters are less likely to [[Stealth#Detection|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'''<br>
 +
Generally, monsters that can't see you will act like they are [[confused]], without the chance 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|0.30.1|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|0.30.1|mon-behv.cc|217}}</ref>
 +
** Monsters of [[monster intelligence|human intelligence]] have an extra 8% chance to guess the player's position.
 +
** [[Ashenzari]] penance improves the chance of guessing by 50%.
 +
 
 +
Invisibility has no effect if:
 +
*You are in [[water]] and not [[flying]] above it.<ref>{{source ref|0.30.1|player.cc|7174}}</ref>
 +
*If you are [[backlit]] (inflicted by [[Corona]], hit by [[Sticky Flame]], inside a [[halo]], or if [[magical contamination]] is above 5000).
  
 
===Sources===
 
===Sources===
 
You can become invisible by:  
 
You can become invisible by:  
 
*quaffing a [[potion of invisibility]].
 
*quaffing a [[potion of invisibility]].
*casting the level 6 [[Hexes]] spell [[Invisibility]] on yourself.
+
*using the [[Evoke Invisibility]] ability granted by a [[scarf]] of invisibility or certain [[artefact]]s (attempting to use this ability, succeed or fail, will [[drain]] you).
*using the [[Evoke Invisibility]] ability granted by a [[cloak]] of invisibility or certain [[artifact]]s.
+
*[[Dithmenos]]' [[Shadow Form]] turns you into a shadow, granting intrinsic invisibility.
*zapping yourself with a [[wand of random effects]] (5.5% chance).
 
*[[Dithmenos]]' Shadow Form turns you into a shadow, granting intrinsic invisibility.
 
  
Regardless of source, player invisibility lasts for 14 + 1d([[spell power]]) turns (max: 100 turns)
+
Regardless of source, player invisibility lasts for <code>15 + 1d([[spell power]])</code> turns (max: 100 turns).<ref>{{source ref|0.30.1|potion.cc|500}}</ref>
  
 
==Strategy==
 
==Strategy==
The usefulness of being invisible is surprisingly limited. First off, acquiring it can be somewhat tricky. Potions are very finite, and gaining the skill necessary to cast a level 6 spell can be prohibitive for many builds. Even once it is easily castable, overuse generates magic contamination rapidly, putting you at risk of dangerous [[miscast effect]]s and [[bad mutations]]. Finding items with evocable invisibility is the easiest way to gain unlimited access early on, but this is by no means guaranteed.
+
Almost every character benefits tremendously from being invisible. Many difficult enemies can not see invisible, from most monsters in the [[Spider's Nest]], [[Swamp]], and [[Shoals]], to [[list of draconians|draconians]] and [[death cob]]s in [[Zot]], to [[hellion]]s and [[tormentor]]s in [[extended]]. [[Ghost moth]]s, themselves invisible, are a pertinent threat to all visible casters. [[Stealth]]y [[stab]]bers benefit most - it greatly enhances your effective stealth and your damage output in melee.
  
Also, the list of monsters capable of seeing invisible is unfortunately rather large (see [[Category:See Invisible]]) , making the status effect completely useless against them. However, [[stealth]]y [[stab]]ber characters can benefit from being invisible tremendously; it greatly enhances both your ability to go undetected around susceptible enemies and your damage output in melee with them thanks to the stabbing opportunities it provides. The trick lies in learning which enemies can and cannot see right through it.
+
Despite the benefits, there are a few 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:
 +
**Potions are reliable, but are rare and come in limited quantity.
 +
**[[Invisibility (ego)|Evocable invisibility]] is a renewable source of invisibility. But finding a source isn't guaranteed. And, even with [[Evocations]] training, the [[drain]] is a very significant cost.
 +
**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.
  
Alternatively, consider learning the [[Dazzling Spray]] spell. This level 3 spell damages opponents and renders them [[dazzled]], duplicating many of the advantages of invisibility without some of its limitations, affecting many opponents that possess see invisible.
+
As you progress, and as more monsters gain SInv), invisibility shifts from "a buff that can kill most things outright" to "a defense against common/weak monsters". Being invisible won't help one bit against an [[orb of fire]], but it'll make nearby draconians less likely to hit you.
  
==Comparing==
+
===Tips & Tricks===
*Potions have no chance of failure, but are of limited quantity.
+
*Note that monsters will remember your old position. Therefore, you should move a few tiles after becoming invisible. That way, monsters are much less likely to target the right tile.
*Evocable sources are able to be used with no training, but even with high Evocations will still end up with a noticeable failure rate and short duration.
+
*[[Dazzling Flash]] or a [[wand of light]] (if it has generated) replicate invisibility. These effects [[blind]] opponents; a blind opponent treats you as invisible, even if they have see invisible. However, the former can fail, and the latter has a limited number of uses.
*The spell requires heavy investment in Hexes and a hefty 6 mp per cast, but becomes very reliable and long lasting at high spellpower.
 
  
 
==Monster Version==
 
==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:
 
Invisible monsters are very dangerous to a player who cannot see invisible. If you cannot see invisible, then in melee with invisible monsters:
*Your [[SV|shield]] rolls are divided by three.
+
*Your [[shields|block]] rolls are divided by three.
 
*You suffer a -10 penalty to your [[EV]] against their melee attacks
 
*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.
 
*You suffer a -6 penalty to your melee to-hit number against invisible monsters.
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====Casters of invisibility====
 
====Casters of invisibility====
 
Some spellcasting monsters can make themselves invisible:
 
Some spellcasting monsters can make themselves invisible:
 +
<div style="column-width:400px">
 
*{{monsterlink|Orc wizard}}
 
*{{monsterlink|Orc wizard}}
*{{monsterlink|Ogre mage}}
 
 
*{{LightCyan|I}} [[File:Sky beast.png]] '''[[Sky beast]]''' (by inherent ability, not a spell)
 
*{{LightCyan|I}} [[File:Sky beast.png]] '''[[Sky beast]]''' (by inherent ability, not a spell)
 
*{{Magenta|p}} [[File:Shadow.png]] '''[[Shadow]]''' (by inherent ability, not a spell)
 
*{{Magenta|p}} [[File:Shadow.png]] '''[[Shadow]]''' (by inherent ability, not a spell)
 
<!--Formatted this way to keep the text in the same line-->
 
<!--Formatted this way to keep the text in the same line-->
 +
*{{monsterlink|Ogre mage}}
 
*{{monsterlink|Deep elf knight}}
 
*{{monsterlink|Deep elf knight}}
*{{monsterlink|Lich}}
+
*{{Red|V}} [[File:Vampire (monster).png]] '''[[Vampire (monster)|Vampire]]'''
*{{monsterlink|Ancient lich}}
 
*{{monsterlink|Vampire (monster)}}
 
 
*{{monsterlink|Vampire knight}}
 
*{{monsterlink|Vampire knight}}
 
*{{monsterlink|Vampire mage}}
 
*{{monsterlink|Vampire mage}}
 
*{{monsterlink|Boggart}}
 
*{{monsterlink|Boggart}}
*{{monsterlink|Necromancer (monster)}}
+
*{{White|p}} [[File:Necromancer (monster).png]] '''[[Necromancer (monster)|Necromancer]]'''
*{{monsterlink|Wizard (monster)}}
+
*{{Magenta|p}} [[File:Wizard (monster).png]] '''[[Wizard (monster)|Wizard]]'''
 +
*{{monsterlink|Draconian knight}}
 +
*{{monsterlink|Lich}}
 +
*{{monsterlink|Ancient lich}}
 
*{{monsterlink|Sigmund}}
 
*{{monsterlink|Sigmund}}
 
*{{monsterlink|Blork the orc}}
 
*{{monsterlink|Blork the orc}}
 +
*{{monsterlink|Psyche}}
 +
*{{monsterlink|Erica}}
 +
*{{monsterlink|Maurice}}
 
*{{monsterlink|Erolcha}}
 
*{{monsterlink|Erolcha}}
 +
*{{monsterlink|Kirke}}
 
*{{monsterlink|Ilsuiw}}
 
*{{monsterlink|Ilsuiw}}
*{{monsterlink|Kirke}}
 
*{{monsterlink|Erica}}
 
*{{monsterlink|Maurice}}
 
 
*{{monsterlink|Boris}}
 
*{{monsterlink|Boris}}
 
*{{monsterlink|The Enchantress}}
 
*{{monsterlink|The Enchantress}}
 +
*{{monsterlink|Pandemonium lord}} (7.5% chance)
 +
</div>
 
This effect has a finite duration, but the monster can always recast it after it has run out.
 
This effect has a finite duration, but the monster can always recast it after it has run out.
  
 
====Potion users====
 
====Potion users====
Monsters who know how to use potions may use [[potion of invisibility|potions]] to make themselves invisible. This effect has a finite duration, but the monster may be able to quaff another potion (should they have more than 1) to reapply the effect.
+
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==
 
==Detecting invisible monsters==
 
===See invisible===
 
===See invisible===
 
If you have the [[see invisible]] [[intrinsic]], invisible monsters gain no benefits against you. You can acquire this in the following ways:
 
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]]. [[Spriggan]]s, [[vampire]]s, [[naga]]s, [[felid]]s, and [[palentonga]]s all have this mutation naturally.
 +
*Having rank 3 of the [[Antennae]] mutation. [[Formicid]]s start with this, and [[demonspawn]] may develop it as they grow.
 
*Wearing a [[ring]], [[Armour#headgear|headgear]], or [[artefact]] with the see invisible [[ego]]
 
*Wearing a [[ring]], [[Armour#headgear|headgear]], or [[artefact]] with the see invisible [[ego]]
*Having the [[Acute Vision]] [[mutation]]. [[Spriggan]]s, [[vampire]]s, [[naga]]s, and [[felid]]s all have this mutation naturally.
 
*Having rank 3 of the [[Antennae]] mutation. [[Formicid]]s have this.
 
 
*Having rank 3 of [[Jiyva]]'s [[Eyeballs]] mutation.
 
*Having rank 3 of [[Jiyva]]'s [[Eyeballs]] mutation.
  
 
===Backlighting===
 
===Backlighting===
Under some circumstances, a target may become backlit. This renders its invisibility ineffective, and actually makes it easier to hit than normal. Backlighting occurs whenever:
+
Under some circumstances, a target may become backlit (also known as [[glow]]ing). This renders its invisibility ineffective, and actually makes it easier to hit than normal. Backlighting occurs whenever:
*You hit an invisible target with the [[Corona]] spell (must overcome [[magic resistance]]).
+
*An invisible target is affected by the [[Corona]] status (must overcome [[willpower]]).
*You hit a [[insubstantial|substantial]] invisible target with [[Sticky Flame]], unless it's standing in water (that immediately extinguishes the flames).
+
*An invisible, corporeal target (i.e. one that is not [[insubstantial]]) is covered with [[Sticky Flame]]s, unless it's standing in water (which immediately extinguishes the flames).
*An enemy enters your [[aura#halo|Halo aura]].
+
*An invisible creature enters a [[halo]].
*You invoke Fedhas's [[Fedhas Madash#Given abilities|Sunlight]] ability.
+
*The player suffers from significant amounts of [[magical contamination]] (yellow or worse).
*You suffer from significant amounts of [[magical contamination]] (yellow or worse).
 
  
 
===Invisible monsters revealed as a disturbance===
 
===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 {{White|{}} 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 move without you moving are [[unseen horror]]s. Additionally, all ''[[insubstantial|substantial]]'' invisible monsters, when passing through an opaque cloud (e.g. fog, steam), are temporarily rendered visible in the same way. Thus anything the player can do to create clouds when an invisible creature is near will aid him in fixing that creature's location:
+
All invisible monsters will occasionally leave disturbances while invisible, represented by a white humanoid outline if playing in tiles or by the {{White|{}} 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 horror]]s).
*Reading a [[scroll of fog]] or evoking the [[cloak of the Thief]].
+
 
*Using Ice Magic in and over lava, creating [[steam]] clouds.
+
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:
*Using Fire Magic in and over water, creating steam clouds.
+
*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.
 
*Invoking [[Wu Jian]]'s Heavenly Storm ability.
  
Also, any non-[[fly]]ing invisible monster in [[shallow water]] is always visible as a disturbance.
+
Additionally, any invisible creature, including the player, standing or swimming (e.g. not [[fly]]ing) in liquid ([[shallow water]], [[deep water]], and [[lava]]) is always visible as a disturbance.
 
 
==Submerged monsters==
 
Certain monsters have the ability to render themselves ''effectively'' invisible by [[submerge|submerging]]. However, this is a defensive maneuver only: they are always revealed if they become adjacent to, or if they attempt to attack, the player. None of the conventional methods described above for detecting actually invisible monsters work on submerged monsters:
 
*In deep water: [[swamp worm]]s
 
*In lava: [[lava worm]]s, [[lava snake]]s
 
  
 
==History==
 
==History==
Prior to [[0.16]], the [[sense invisible]] intrinsic existed, which was an upgrade to [[see invisible]].
+
*Prior to [[0.30]], [[chaos]] attacks could give invisibility.
 +
*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)|invisibility ego]] did not drain its user when used.
 +
*Prior to [[0.22]], the [[submerging]] mechanic existed. [[:Category:Submerges|Certain monsters]] had an ability to render themselves ''effectively'' invisible by hiding in [[deep water]], [[lava]], or even [[Trapdoor spider|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]].
  
Prior to [[0.13]], invisible monsters were immune to the effects of [[Olgreb's Toxic Radiance]].
+
==References==
 +
<references />
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Invisible monsters|*]]
 
[[Category:Invisible monsters|*]]
 
[[Category:Status effects]]
 
[[Category:Status effects]]

Latest revision as of 21:22, 14 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

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.

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, and there's a chance to target the wrong tile entirely.
    • Melee to-hit is reduced by -35%. Ranged attack to-hit is reduced by -50%.
  • You can make low-tier stabs. (See the Stabbing article for details)
  • 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 chance 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% chance to guess the player's position.
    • Ashenzari penance improves the chance of guessing by 50%.

Invisibility has no effect if:

Sources

You can become invisible by:

Regardless of source, player invisibility lasts for 15 + 1d(spell power) turns (max: 100 turns).[4]

Strategy

Almost every character benefits tremendously from being invisible. Many difficult enemies can not see invisible, from most monsters in the Spider's Nest, Swamp, and Shoals, to draconians and death cobs in Zot, to hellions and tormentors in extended. 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 a few 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:
    • Potions are reliable, but are rare and come in limited quantity.
    • Evocable invisibility is a renewable source of invisibility. But finding a source isn't guaranteed. And, even with Evocations training, the drain is a very significant cost.
    • 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 you progress, and as more monsters gain SInv), invisibility shifts from "a buff that can kill most things outright" to "a defense against common/weak monsters". Being invisible won't help one bit against an orb of fire, but it'll make nearby draconians less likely to hit you.

Tips & Tricks

  • Note that monsters will remember your old position. Therefore, you should move a few tiles after becoming invisible. That way, monsters are much less likely to target the right tile.
  • Dazzling Flash or a wand of light (if it has generated) replicate invisibility. These effects blind opponents; a blind opponent treats you as invisible, even if they have see invisible. However, the former can fail, and the latter has a limited number of uses.

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:

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:

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:

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

References