Difference between revisions of "Invisible"

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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.
  
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*Anyone attacking you in melee incurs a 35% reduction to their [[to-hit]] number.
 
*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.
 
*Any of your melee victims who have [[shields]] have their blocking roll divided by three.
*You occasionally make tier-3 [[stabbing]] attacks, and sleeping or unaware monsters suffer a large penalty to detecting you through your [[stealth]].
+
*You occasionally make low-tier [[stabbing]] attacks, and sleeping or unaware monsters suffer a large penalty to detecting you through your [[stealth]].
 
*Enemy ranged attacks have their to-hit number halved, and may target the wrong tile entirely.
 
*Enemy ranged attacks have their to-hit number halved, and may target the wrong tile entirely.
 
*Monsters are less likely to use certain spells or abilities against you.
 
*Monsters are less likely to use certain spells or abilities against you.
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Sometimes monsters can guess the position of an invisible player:
 
Sometimes monsters can guess the position of an invisible player:
* Seeking monsters will randomly target a nearby tile, when the player is within two tiles<ref>{{source ref|0.25.0|mon-behv.cc|38}}</ref>.
+
* Seeking monsters will randomly target a nearby tile when the player is within two tiles<ref>{{source ref|0.26.1|mon-behv.cc|38}}</ref>.
* Monsters have a 33% chance to guess, if the player is right next to them<ref>{{source ref|0.25.0|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|0.26.1|mon-behv.cc|217}}</ref>.
 
* [[Monster intelligence|Intelligent]] monsters have an extra 8% change to guess the player's position.
 
* [[Monster intelligence|Intelligent]] monsters have an extra 8% change to guess the player's position.
 
* Additionally, [[Ashenzari]] penance improves the chance of guessing by 50%.
 
* Additionally, [[Ashenzari]] penance improves the chance of guessing by 50%.
  
Invisibility has no effect if the player is in [[water]]<ref>{{source ref|0.25.0|player.cc|7053}}</ref> or [[glow]]ing.
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Invisibility has no effect if the player is in [[water]]<ref>{{source ref|0.26.1|player.cc|6965}}</ref> or [[glow]]ing.
  
 
===Sources===
 
===Sources===
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*quaffing a [[potion of invisibility]].
 
*quaffing a [[potion of invisibility]].
 
*casting the level 6 [[Hexes]] spell [[Invisibility]] on yourself.
 
*casting the level 6 [[Hexes]] spell [[Invisibility]] on yourself.
*using the [[Evoke Invisibility]] ability granted by a [[scarf]] of invisibility or certain [[artifact]]s.
+
*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).
 
*zapping yourself with a [[wand of random effects]] (5.5% chance).
 
*zapping yourself with a [[wand of random effects]] (5.5% chance).
*[[Dithmenos]]' Shadow Form turns you into a shadow, granting intrinsic invisibility.
+
*[[Dithmenos]]' [[Shadow Form]] turns you into a shadow, granting intrinsic invisibility.
  
Regardless of source, player invisibility lasts for <code>14 + 1d([[spell power]])</code> turns (max: 100 turns)<ref>{{source ref|0.25.0|potion.cc|447}}</ref>.
+
Regardless of source, player invisibility lasts for <code>15 + 1d([[spell power]])</code> turns (max: 100 turns)<ref>{{source ref|0.26.1|potion.cc|431}}</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 [[bad mutations]] and irresistible damage. Finding items with [[Invisibility (ego)|evocable invisibility]] is the easiest way to gain unlimited access early on, but this is by no means guaranteed.
+
[[Stealth]]y [[stab]]ber characters can benefit tremendously from being invisible; 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. Even characters that do not specialize in stabbing can benefit from invisibility -- enemies that can't see you have a hard time hitting or blocking you in combat, and will have difficulty tracking you should you need to make an escape.
 
 
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.
 
  
Alternatively, consider learning the [[Dazzling Flash]] spell. This level 3 spell [[blind]]s opponents, duplicating many of the advantages of invisibility without some of its limitations and affecting many opponents that possess see invisible.
+
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.
 +
*Potions are reliable, but are rare and come in limited quantity.
 +
*A wand of random effects might turn you invisible, or it might blast you with one of several harmful effects. Additionally, using it against hostile creatures might turn ''them'' invisible instead of hurting them.
 +
*Having an item with [[Invisibility (ego)|evocable invisibility]] is the easiest 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]] to improve your chance of success) will leave you with greatly reduced HP.
 +
*The Invisibility spell is both reliable and reusable, but gaining the skill necessary to cast a level 6 spell can be prohibitive for many builds. Even once you can comfortably cast the spell, overuse rapidly generates [[magic contamination]], eventually negating your invisibility and putting you at risk of [[bad mutations]] and irresistible damage.
 +
*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, and reduces your damage output and spellpower.
  
==Comparing==
+
As an alternative, consider learning the [[Dazzling Flash]] spell. This level 3 spell [[blind]]s opponents, duplicating many of the advantages of invisibility without some of its limitations and affecting many opponents that possess see invisible.
*Potions have no chance of failure, but are of limited quantity.
 
*Evocable sources ''can'' be used with no training, but have a low chance of success and a short duration without heavy investment in [[Evocations]].
 
*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==
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*{{monsterlink|Erica}}
 
*{{monsterlink|Erica}}
 
*{{monsterlink|Maurice}}
 
*{{monsterlink|Maurice}}
*{{monsterlink|Erolcha}} (40% chance)
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*{{monsterlink|Erolcha}} (33% chance)
 
*{{monsterlink|Kirke}}
 
*{{monsterlink|Kirke}}
 
*{{monsterlink|Ilsuiw}}
 
*{{monsterlink|Ilsuiw}}
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===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 (also known as [[glow]]ing). 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:
*An invisible target is affected by the [[Corona]] spell (must overcome [[magic resistance]]).
+
*An invisible target is affected by the [[Corona]] spell (must overcome [[willpower]]).
*An invisible, [[insubstantial|corporeal]] target is covered with [[Sticky Flame]]s, unless it's standing in water (which 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 invisible creature enters a [[halo]].
 
*An invisible creature enters a [[halo]].
 
*The player suffers from significant amounts of [[magical contamination]] (yellow or worse).
 
*The player suffers from significant amounts of [[magical contamination]] (yellow or worse).
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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).
 
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).
  
All [[insubstantial|corporeal]] invisible monsters are temporarily rendered visible as disturbances when passing through an opaque [[cloud]] (e.g. fog, steam). 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:
+
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 evoking the [[cloak of the Thief]].
+
*Reading a [[scroll of fog]], evoking the [[cloak of the Thief]], or bleeding smoke (granted to followers of [[Dithmenos]]).
 
*Using [[Fire Magic]] in and over water, creating [[steam]] clouds.
 
*Using [[Fire Magic]] in and over water, creating [[steam]] clouds.
 
*Using Ice Magic in and over lava, 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.
  
Additionally, any invisible creature standing in [[shallow water]] (e.g. not [[fly]]ing) is always visible as a disturbance.
+
Additionally, any invisible creature standing or swimming (e.g. not [[fly]]ing) in liquid ([[shallow water]], [[deep water]], and [[lava]]) is always visible as a disturbance.
  
 
==History==
 
==History==
 +
*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 [[0.22]], 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 [[0.20]], invisibility increased the player's [[hunger]] rate by 5.

Revision as of 05:50, 5 June 2021

Version 0.26: 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

An invisible player gets the following bonuses and penalties, assuming your victim cannot see or sense invisible:

  • 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.
  • You occasionally make low-tier stabbing attacks, and sleeping or unaware monsters suffer a large penalty to detecting you through your stealth.
  • Enemy ranged attacks have their to-hit number halved, and may target the wrong tile entirely.
  • Monsters are less likely to use certain spells or abilities against you.
  • There is a chance opponents who can't see invisible will break off their attack and resume wandering.
  • 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.

Sometimes monsters can guess the position of an invisible player:

  • 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].
  • Intelligent monsters have an extra 8% change to guess the player's position.
  • Additionally, Ashenzari penance improves the chance of guessing by 50%.

Invisibility has no effect if the player is in water[3] or glowing.

Sources

You can become invisible by:

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

Strategy

Stealthy stabber characters can benefit tremendously from being invisible; 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. Even characters that do not specialize in stabbing can benefit from invisibility -- enemies that can't see you have a hard time hitting or blocking you in combat, and will have difficulty tracking you should you need to make an escape.

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.
  • Potions are reliable, but are rare and come in limited quantity.
  • A wand of random effects might turn you invisible, or it might blast you with one of several harmful effects. Additionally, using it against hostile creatures might turn them invisible instead of hurting them.
  • Having an item with evocable invisibility is the easiest 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 to improve your chance of success) will leave you with greatly reduced HP.
  • The Invisibility spell is both reliable and reusable, but gaining the skill necessary to cast a level 6 spell can be prohibitive for many builds. Even once you can comfortably cast the spell, overuse rapidly generates magic contamination, eventually negating your invisibility and putting you at risk of bad mutations and irresistible damage.
  • 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, and reduces 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:

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 spell (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 standing or swimming (e.g. not flying) in liquid (shallow water, deep water, and lava) is always visible as a disturbance.

History

References