Difference between revisions of "Invisible"

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(Update to 0.21, removing references to sense invisible: this article was only up to date to 0.15 before this change, not 0.19 as it said.)
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In ''Crawl'', being '''invisible''' is treated quite differently based on whether it is the player or the monster that is invisible.
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{{version021}}
== The Invisible Player ==
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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.
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==Player Version==
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An invisible player gets the following bonuses and penalties, assuming your victim cannot see or sense invisible:
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*Anyone attacking you in melee incurs a 35% reduction to their [[to-hit]] number.
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*Any of your melee victims who have [[shields]] have their blocking roll divided by three.
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*You occasionally make tier-3 [[stabbing]] attacks, and sleeping or unaware monsters suffer a large penalty to detecting you through your [[stealth]].
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*Enemy ranged attacks have their to-hit number halved, and may target the wrong tile entirely.
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*Monsters are less likely to use certain spells or abilities against you.
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*There is a chance opponents who can't see invisible will break off their attack and resume wandering.
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*You have a 60% chance of gaining a point of [[magic contamination]] when handle_time() is called.
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*You can only dissipate magic contamination via "violent discharge" or the wrath of [[Sif Muna]].
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*+5 to all [[hunger]] costs.
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*-5 to your melee to-hit number if you yourself cannot [[see invisible]]. Official justification: you can't see your weapon.
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===Sources===
 
You can become invisible by:  
 
You can become invisible by:  
*zapping yourself with a [[wand of invisibility]]
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*quaffing a [[potion of invisibility]].
*drinking a [[potion of invisibility]]  
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*casting the level 6 [[Hexes]] spell [[Invisibility]] on yourself.
*casting the level 6 [[Hexes]] spell [[Invisibility]] on yourself
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*using the [[Evoke Invisibility]] ability granted by a [[cloak]] of invisibility or certain [[artifact]]s.
*using the [[Evoke Invisibility|ability]] granted by a [[ring of invisibility]] or certain [[artifact]]s
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*zapping yourself with a [[wand of random effects]] (5.5% chance).
*drawing [[Nemelex Xobeh]]'s [[Shadow card]]
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*[[Dithmenos]]' Shadow Form turns you into a shadow, granting intrinsic invisibility.
*quaffing from a [[fountain of sparkling water]] (2.5% chance)
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*zapping yourself a [[wand of random effects]] (5.5% chance)
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Regardless of source, player invisibility lasts for 14 + 1d([[spell power]]) turns (max: 100 turns)
The potion and wand are always successful, but the ability's success is based on your [[Evocations]] skill. The spell's success, of course, is dependent upon your [[Hexes]] and [[Spellcasting]] skills and intelligence.
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==Strategy==
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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.
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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.
  
An invisible player gets the following bonuses and penalties:
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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.
* -5 to their melee to-hit number if you yourself cannot see invisible. (Official justification: you can't see your weapon.)
 
* Anyone attacking you in melee incurs a 35% reduction in their to-hit number.
 
* Any of your melee victims who have shields have their blocking roll divided by three.
 
* You are more likely to be able to [[stab]] your opponents.
 
* Ranged attacks by opponents who can't see invisible have their to-hit number halved.
 
* 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.
 
* Greatly [[hunger#hunger|increased metabolism]] (+5 to hunger rate).
 
* Reduced [[piety]] for [[Zin]] followers.
 
  
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==Comparing==
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*Potions have no chance of failure, but are of limited quantity.
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*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.
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*The spell requires heavy investment in Hexes and a hefty 6 mp per cast, but becomes very reliable and long lasting at high spellpower.
  
== Invisible Monsters ==
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==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 [[shield]] block rolls are divided by three.
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*Your [[SV|shield]] rolls are divided by three.
* You suffer a -10 penalty to your [[EV]] against their melee attacks
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*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.
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*You suffer a -6 penalty to your melee to-hit number against invisible monsters.
  
=== Permanently Invisible ===
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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).
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===Sources===
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====Permanently invisible====
 
These monsters are permanently, inherently invisible:
 
These monsters are permanently, inherently invisible:
*[[unseen horror]]s
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*{{monsterlink|Unseen horror}}
*[[vapour]]s
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*{{monsterlink|Ghost moth}}
*[[ghost moth]]s
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*{{monsterlink|Shadow wraith}}
*[[shadow wraith]]s
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*{{monsterlink|Lorocyproca}}
*[[lorocyproca]]s
 
  
=== Casters of Invisibility ===
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====Casters of invisibility====
 
Some spellcasting monsters can make themselves invisible:
 
Some spellcasting monsters can make themselves invisible:
*[[orc wizard]]s
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*{{monsterlink|Orc wizard}}
*[[ogre mage]]s
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*{{monsterlink|Ogre mage}}
*[[sky beast]]s (by inherent ability, not a spell)
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*{{LightCyan|I}} [[File:Sky beast.png]] '''[[Sky beast]]''' (by inherent ability, not a spell)
*[[deep elf soldier]]s, [[deep elf fighter]]s, [[deep elf knight]]s, [[deep elf mage]]s, [[deep elf conjurer]]s
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*{{Magenta|p}} [[File:Shadow.png]] '''[[Shadow]]''' (by inherent ability, not a spell)
*[[lich]]es, [[ancient lich]]es
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<!--Formatted this way to keep the text in the same line-->
*[[vampire]]s, [[vampire mage]]s, [[vampire knight]]s
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*{{monsterlink|Deep elf knight}}
*[[rakshasa]]s (''except'' [[Mara]] and rakshasa clones generated by [[Rakshasa Summon]] spell)  
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*{{monsterlink|Lich}}
*[[boggart]]s
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*{{monsterlink|Ancient lich}}
*[[necromancer]]s, [[wizard]]s
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*{{monsterlink|Vampire (monster)}}
*the uniques [[Sigmund]], [[Blork the orc]], [[Erolcha]], [[Ilsuiw]], [[Kirke]], [[Erica]], [[Maurice]], [[Boris]], [[Norris]], [[Frederick]], [[The Enchantress]], [[Gloorx Vloq]]
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*{{monsterlink|Vampire knight}}
 
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*{{monsterlink|Vampire mage}}
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*{{monsterlink|Boggart}}
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*{{monsterlink|Necromancer (monster)}}
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*{{monsterlink|Wizard (monster)}}
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*{{monsterlink|Sigmund}}
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*{{monsterlink|Blork the orc}}
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*{{monsterlink|Erolcha}}
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*{{monsterlink|Ilsuiw}}
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*{{monsterlink|Kirke}}
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*{{monsterlink|Erica}}
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*{{monsterlink|Maurice}}
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*{{monsterlink|Boris}}
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*{{monsterlink|The Enchantress}}
 
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 or Wand Users ===
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====Potion users====
Monsters who know how to use magic items may use [[potion of invisibility|potions]] or [[wand of invisibility|wands of invisibility]] to make themselves invisible. This effect has a finite duration, but the monster can always reattempt it after it has run out.
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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.
 
 
===Submerged Monsters===
 
Certain monsters can have the inherent 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 below for detecting inherently invisible monsters work on submerged monsters:
 
*in deep water: [[crocodile]]s, [[baby alligator]]s, [[alligator]]s, [[swamp worm]]s, [[sea snake]]s, [[big fish]], [[giant goldfish]], [[jellyfish]], [[shark]]s, [[electric eel]]s
 
*in lava: [[lava worm]]s, [[lava fish]], [[lava snake]]s, [[salamander]]s
 
*in clear tiles: [[trapdoor spider]]s, [[air elemental]]s
 
 
 
  
==Detecting Invisible Monsters==
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==Detecting invisible monsters==
===By Item, Spell, Mutation===
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===See invisible===
*a [[ring]] or [[wizard hat|hat]] or weapon [[artifact]] with the [[see invisible]] [[ego]]
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If you have the [[see invisible]] [[intrinsic]], invisible monsters gain no benefits against you. You can acquire this in the following ways:
*the level 4 [[Charms]] spell [[See Invisible]]
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*Wearing a [[ring]], [[Armour#headgear|headgear]], or [[artefact]] with the see invisible [[ego]]
*the [[Good mutations#See Invisible|See Invisible]] [[mutation]] (held inherently by all [[spriggan]], [[vampire]], [[naga]], and [[felid]] players), or [[Jiyva]]'s [[Good mutations#Eyeballs|Eyeballs mutation]] (rank 3).
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*Having the [[Acute Vision]] [[mutation]]. [[Spriggan]]s, [[vampire]]s, [[naga]]s, and [[felid]]s all have this mutation naturally.
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*Having rank 3 of the [[Antennae]] mutation. [[Formicid]]s have this.
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*Having rank 3 of [[Jiyva]]'s [[Eyeballs]] mutation.
  
=== Backlighting ===
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===Backlighting===
Under some circumstances, a target may become ''backlit''. This renders its invisibility ineffective. Backlighting occurs as a result of the level 1 [[Hexes]] spell [[Corona]], having a [[aura#halo|halo]] (say, from wielding the [[list of unrands#+5, +5 Mace of Brilliance|Mace of Brilliance]] artifact), being in the halo of a devout worshipper of [[The Shining One]], or as the result of mutagenic [[glow]]. Using [[Sticky Flame]] on a [[insubstantial|substantial]] creature that's not on a water tile is also effective; this method is best attempted in narrow hallways.
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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:
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*You hit an invisible target with the [[Corona]] spell (must overcome [[magic resistance]]).
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*You hit a [[insubstantial|substantial]] invisible target with [[Sticky Flame]], unless it's standing in water (that immediately extinguishes the flames).
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*An enemy enters your [[aura#halo|Halo aura]].
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*You invoke Fedhas's [[Fedhas Madash#Given abilities|Sunlight]] ability.
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*You suffer from significant amounts of [[magical contamination]] (yellow or worse).
  
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===Invisible monsters revealed as a disturbance===
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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 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:
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*Reading a [[scroll of fog]] or evoking the [[cloak of the Thief]].
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*Using Ice Magic in and over lava, creating [[steam]] clouds.
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*Using Fire Magic in and over water, creating steam clouds.
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*Invoking [[Wu Jian]]'s Heavenly Storm ability.
  
=== Invisible Monsters Revealed as a Disturbance ===
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Also, any non-[[fly]]ing invisible monster in [[shallow water]] is always visible as a disturbance.
Certain less stealthy monsters, like [[orc wizard]]s and [[sky beast]]s, will occasionally leave ''disturbances'' while invisible, represented in the console game by the {{White|{}} glyph.  Additionally, ''all'' [[insubstantial|substantial]] invisible monsters, when passing through a cloud, are temporarily rendered visible, as the disturbance glyph.  Should you examine the disturbance (with the '''x''' key), you will find the creature's identity.  Thus anything the player can do to create clouds when an invisible creature is near will aid him in fixing that creature's location:
 
*[[scroll of fog|scrolls of fog]]
 
*using Ice Magic in and over lava, creating [[steam]] clouds
 
*using Fire Magic in and over water, creating steam clouds
 
*firing any persistent cloud-based magic: [[Poisonous Cloud]], [[Mephitic Cloud]], etc.
 
*casting [[Ring of Flames]]
 
*[[Fedhas Madash]]'s [[Fedhas Madash#Given abilities|Rain]] ability
 
Also, any (non-[[levitate|levitating]]) invisible monster in [[shallow water]] is always rendered as a disturbance. So, any way you can move the battle to shallow water will aid your locating the unseen monster.
 
  
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==Submerged monsters==
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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:
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*In deep water: [[swamp worm]]s
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*In lava: [[lava worm]]s, [[lava snake]]s
  
----
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==History==
== Commentary ==
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Prior to [[0.16]], the [[sense invisible]] intrinsic existed, which was an upgrade to [[see invisible]].
The usefulness of Invisibility for the player is pretty limited.
 
* The [[Invisibility]] spell is a level 6 spell that causes [[magic contamination]] whenever you cast it on yourself. This means it is as costly and dangerous as [[Haste]], despite it being ''completely'' useless in a significant number of situations and marginal in a lot of others.
 
* You can't safely get rid of magic contamination while you're invisible.
 
* If you don't have [[see invisible]], being invisible makes it ''harder'' for you to hit your opponents in melee.
 
* Most of the monsters you'd most like to not be seen by can see or [[sense invisible|sense]] invisible.
 
  
It is, however, very useful for stabbers. It's possible to wipe out whole colonies of sleeping enemies without waking anyone up thanks to the large stealth bonus.
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Prior to [[0.13]], invisible monsters were immune to the effects of [[Olgreb's Toxic Radiance]].
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Invisible monsters|*]]
 
[[Category:Invisible monsters|*]]
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[[Category:Status effects]]

Revision as of 21:46, 2 February 2018

Version 0.21: 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 tier-3 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.
  • +5 to all hunger costs.
  • -5 to your melee to-hit number if you yourself cannot see invisible. Official justification: you can't see your weapon.

Sources

You can become invisible by:

Regardless of source, player invisibility lasts for 14 + 1d(spell power) turns (max: 100 turns)

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 effects 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.

Also, the list of monsters capable of seeing invisible is unfortunately rather large (see) , making the status effect completely useless against them. However, stealthy stabber 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 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.

Comparing

  • Potions have no chance of failure, but are of limited quantity.
  • 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.
  • 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

Invisible monsters are very dangerous to a player who cannot see invisible. If you cannot see invisible, then in melee with invisible monsters:

  • Your shield 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 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.

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. This renders its invisibility ineffective, and actually makes it easier to hit than normal. Backlighting occurs whenever:

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 move without you moving are unseen horrors. Additionally, all 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:

  • Reading a scroll of fog or evoking the cloak of the Thief.
  • Using Ice Magic in and over lava, creating steam clouds.
  • Using Fire Magic in and over water, creating steam clouds.
  • Invoking Wu Jian's Heavenly Storm ability.

Also, any non-flying invisible monster in shallow water is always visible as a disturbance.

Submerged monsters

Certain monsters have the ability to render themselves effectively invisible by 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:

History

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.