Difference between revisions of "Invisibility (ego)"

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{{Flavour|When activated it hides its wearer from the sight of others.}}
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{{flavour|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 requires a decently high [[Evocations]] skill to use reliably or for a long duration. No matter if you actually turn invisible, your maximum hitpoints will be temporarially [[drain]]ed. Turning invisible will also cause [[magic contamination]] - though only noteworthy after extended use. (See the [[Invisible]] article for details.) A large enough buildup of magical contamination will make you [[glow]], rendering your invisibility moot, among other harmful effects. Be sure to take some time between fights to rest and shed your contamination.
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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.
  
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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]].
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==Sources==
 
The invisibility ego can be found on:
 
The invisibility ego can be found on:
 
*[[Scarves]]
 
*[[Scarves]]
*The [[artefact]] [[ring of Shadows]]
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*The [[unrand]] [[ring of Shadows]]
 
*Randomly generated [[artefact]]s
 
*Randomly generated [[artefact]]s
  
 
==Desirability==
 
==Desirability==
Invisibility is a fairly useful ego, giving the wearer the ability to turn invisible without having to learn to cast a level 6 spell or use up a rare potion. Being invisible grants many strong bonuses, such as decreased enemy [[to-hit]], an increased chance for enemies to forget about you or fail to notice you entirely, and the ability to get low-tier [[stab]]s. However, the[[Evocations]] investment required for reliable use and temporary drain discourage using it until you start facing more monsters who can [[see invisible]]. Players can try evoking with low skill; but risk getting heavily drained with no benefit.
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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.
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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.
  
 
Success rate rises with [[Evocations]] skill:
 
Success rate rises with [[Evocations]] skill:
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==History==
 
==History==
* Prior to [[0.26]], evoking invisibility caused [[comestible|hunger]] instead of [[drain]]ing you.
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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.}}
* Prior to [[0.25]], invisibility generated on [[cloak]]s instead of scarves.
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*Prior to [[0.28]], turning invisible caused more [[magic contamination]] initially and applied some contamination over time.
* 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 [[0.26]], evoking invisibility caused [[comestible|hunger]] instead of [[drain]]ing you.
* 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 [[0.25]], invisibility generated on [[cloak]]s instead of scarves.
* Prior to [[0.18]], this ego could be found on [[ring]]s.
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*Prior to [[0.21]], removing an invisibility-ego item while invisible did not cost the player extra magical contamination.
* Prior to [[0.16]], this was called the Darkness ego.
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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.