Difference between revisions of "Invisibility"

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''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''
 
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''
  
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}
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{{flavour|Turns a targeted creature invisible. Turning invisible causes magical contamination and may eventually cause glowing, nullifying the invisibility.}}
  
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.
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'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target (usually the player) harder to perceive by opponents that cannot [[see invisible]], greatly benefiting [[stealth]]y [[stabbing]]-focused characters. See the [[Invisible]] page for more details.
  
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].
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This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] from [[Corona]], a [[halo]] or [[glow]] from [[magical contamination]] (which includes casting the spell multiple times in succession) - casting it on yourself immediately gives you a small amount of [[magic contamination]] and then gradually more over time as you remain invisible.
  
 
==Strategy==
 
==Strategy==
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Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.
 
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.
  
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters.  
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Avoid remaining in water while invisible, as this will reveal your location to nearby monsters.  
  
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters there, except for [[Unique_monster|unique]], do no have the [[See Invisible]] intrinsic, making them much easier. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster, check the list available at [[:Category:See_invisible]]
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If you can cast it reliably before the [[Lair]] branches (the [[Swamp]], [[Shoals]] and [[Spider's Nest]]), it is a good investment because most monsters there do no have the [[See Invisible]] intrinsic, making them much easier to deal with. If you are a stabber it is particularly helpful. Invisibility is also useful in [[the Vaults]] and [[Elven Halls]], as even though many higher level enemies can see invisible, the weaker enemies and packs are trivialised by invisibility.
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Notably in [[The Realm of Zot|Zot]], [[Draconian_(monster)|Draconians]] cannot [[see invisible]] either.
  
 
==Monster Version==
 
==Monster Version==
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility.  
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*Invisibility applied to monsters from any source, regardless of spell power, has a duration of 16 to 56 turns. Many enemy spellcasters can cast Invisibility.  
  
 
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible.  
 
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible.  
  
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.
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*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one. There are also a few enemies which are inherently invisible and will never be seen, namely [[unseen horror]]s, [[ghost moth]]s, [[shadow wraith]]s and [[lorocyproca]]s.
 
 
  
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.
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See the [[Invisible]] page for a full list of monsters capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.

Latest revision as of 16:26, 9 April 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
Invisibility.png Invisibility
Level 6
School1 Hexes
Source(s)
Casting noise 0
Spell noise 0

This page is about the Invisibility spell. For the armour ego, see Invisibility (ego).

Turns a targeted creature invisible. Turning invisible causes magical contamination and may eventually cause glowing, nullifying the invisibility.

Invisibility is a level 6 Hexes spell which fires a single-target enchantment beam, rendering the first target it strikes invisible. This generally makes the target (usually the player) harder to perceive by opponents that cannot see invisible, greatly benefiting stealthy stabbing-focused characters. See the Invisible page for more details.

This spell cannot affect targets which are backlit from Corona, a halo or glow from magical contamination (which includes casting the spell multiple times in succession) - casting it on yourself immediately gives you a small amount of magic contamination and then gradually more over time as you remain invisible.

Strategy

The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and stab enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the Dazzling Spray spell. This level 3 spell both damages and blinds targets, including many enemies that can see invisible, providing many of the benefits of invisibility with none of the penalties.

Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.

Avoid remaining in water while invisible, as this will reveal your location to nearby monsters.

If you can cast it reliably before the Lair branches (the Swamp, Shoals and Spider's Nest), it is a good investment because most monsters there do no have the See Invisible intrinsic, making them much easier to deal with. If you are a stabber it is particularly helpful. Invisibility is also useful in the Vaults and Elven Halls, as even though many higher level enemies can see invisible, the weaker enemies and packs are trivialised by invisibility.

Notably in Zot, Draconians cannot see invisible either.

Monster Version

  • Invisibility applied to monsters from any source, regardless of spell power, has a duration of 16 to 56 turns. Many enemy spellcasters can cast Invisibility.
  • Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible.
  • Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one. There are also a few enemies which are inherently invisible and will never be seen, namely unseen horrors, ghost moths, shadow wraiths and lorocyprocas.

See the Invisible page for a full list of monsters capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.