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Version 0.28: 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 with 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.

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] (and not flying above it) or glowing.


You can become invisible by:

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


Almost every character benefits tremendously from being invisible. Many difficult enemies can not see invisible, from most monsters in the Spider's Nest, the Swamp, or the Shoals, to draconians and death cobs in Zot. 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 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. 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:
    • Having an item with evocable invisibility is the most convenient 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, will leave you with greatly reduced HP.
    • Potions are reliable, but are rare and come in limited quantity.
    • 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 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).


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:


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.