Difference between revisions of "Invoke"

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The '''#invoke''' [[extended command]] allows you to activate certain objects. The only objects that can be activated this way are [[crystal ball]]s and most [[quest artifact]]s.{{refsrc|artifact.c|1417|nethack=3.6.1}}
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The '''#invoke''' [[extended command]] allows you to activate certain objects. The only objects that can be activated this way are [[crystal ball]]s and most [[quest artifact]]s.{{refsrc|src/artifact.c|1417|nethack=3.6.1}}
  
Artifacts tire after you invoke them, and you cannot do so again for <code>[[rnz]](100)</code> turns (averages 100; can be up to 2000, but 95% of the time it is less than 400). If you invoke again too soon, "You feel that the <artifact> is ignoring you" and 3d10 turns are added to the wait time.{{refsrc|artifact.c|1433|nethack=3.6.1}}
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Artifacts tire after you invoke them, and you cannot do so again for <code>[[rnz]](100)</code> turns (averages 100; can be up to 2000, but 95% of the time it is less than 400). If you invoke again too soon, "You feel that the <artifact> is ignoring you" and 3d10 turns are added to the wait time.{{refsrc|src/artifact.c|1433|nethack=3.6.1}}  For artifacts that give temporary [[extrinsic]]s, the wait time is counted from the moment they're switched off (via an #invoke or otherwise).{{refsrc|src/artifact.c|1620|nethack=3.6.6}}
  
 
==Optimal invocation schedule==
 
==Optimal invocation schedule==
 
{{anchor|Optimum invocation schedule}}Invoking strategy is basically a trade-off between the risk of getting nothing and waiting too long. The turns to wait after a successful #invoke versus probability of success are graphed below (assuming your experience is <=17): <div class="thumb tcenter">[[Image:GraphWaitingTimeVersusInvokeSuccessProbability.svg|thumb|waiting time after successful #invoke versus probability of success of invocation]]</div>
 
{{anchor|Optimum invocation schedule}}Invoking strategy is basically a trade-off between the risk of getting nothing and waiting too long. The turns to wait after a successful #invoke versus probability of success are graphed below (assuming your experience is <=17): <div class="thumb tcenter">[[Image:GraphWaitingTimeVersusInvokeSuccessProbability.svg|thumb|waiting time after successful #invoke versus probability of success of invocation]]</div>
  
If you need the artifact reliably, such as emergency healing from the [[Staff of Aesculapius|Staff of Aesculapius]], you should treat it like prayer - #invoke only in dire need. If you want a simple strategy for the most successful #invokations per turn, e. g. charging lots of wands with the [[PYEC]], you should wait 78 turns between invocations. This yields an expected wait
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If you need the artifact reliably, such as emergency healing from the [[Staff of Aesculapius|Staff of Aesculapius]], you should treat it like prayer - #invoke only in dire need. If you want a simple strategy for the most successful #invocations per turn, e. g. charging lots of wands with the [[PYEC]], you should wait 78 turns between invocations. This yields an expected wait
 
of 180.83 turns. If you miss the time a bit, the rate of success does not go down much. Your experience level does not matter.  
 
of 180.83 turns. If you miss the time a bit, the rate of success does not go down much. Your experience level does not matter.  
  
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Invoking a non-artifact crystal ball is exactly the same as [[apply|applying]] it.
 
Invoking a non-artifact crystal ball is exactly the same as [[apply|applying]] it.
  
== SLASH'EM ==
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==Variants==
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Many variants introduce new artifacts, and thus new possible invoke effects.
  
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===SLASH'EM===
 
[[SLASH'EM]] introduces a number of new artifacts that can be invoked:<ref>http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt</ref>
 
[[SLASH'EM]] introduces a number of new artifacts that can be invoked:<ref>http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt</ref>
  
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* [[Gauntlets of Defense|The Gauntlets of Defense]]: toggles invisibility on/off.
 
* [[Gauntlets of Defense|The Gauntlets of Defense]]: toggles invisibility on/off.
 
* [[The Great Dagger of Glaurgnaa]]: boost in spell energy.
 
* [[The Great Dagger of Glaurgnaa]]: boost in spell energy.
* [[The Hand of Vecna]]: summons 4-7 tame graveyard creatures and reduces alignment and luck by 3 with luck above -9. Does 5-24 damage to player with luck below -9.
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* [[The Hand of Vecna (SLASH'EM)|The Hand of Vecna]]: summons 4-7 tame graveyard creatures and reduces alignment and luck by 3 with luck above -9. Does 5-24 damage to player with luck below -9.
 
* [[Holy Spear of Light]]: creates a lit field of a 12 square radius. This damages undead and demons in a 9 square radius.
 
* [[Holy Spear of Light]]: creates a lit field of a 12 square radius. This damages undead and demons in a 9 square radius.
 
* [[The Storm Whistle]]: summons a (tame) water elemental.
 
* [[The Storm Whistle]]: summons a (tame) water elemental.
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* [[The Staff of Withering]] (defunct Lycanthrope quest artifact): boost in spell energy.
 
* [[The Staff of Withering]] (defunct Lycanthrope quest artifact): boost in spell energy.
  
== References ==
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===DynaHack===
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In [[DynaHack]], the #invoke command is used to invoke, break or [[rub]] objects depending on the item chosen.
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==References==
 
<references />
 
<references />
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{{nethack-361|offset=1}}
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{{variant-343}}
 
[[Category:Extended commands]]
 
[[Category:Extended commands]]
{{nethack-361}}
 

Latest revision as of 01:58, 6 March 2024

The #invoke extended command allows you to activate certain objects. The only objects that can be activated this way are crystal balls and most quest artifacts.[1]

Artifacts tire after you invoke them, and you cannot do so again for rnz(100) turns (averages 100; can be up to 2000, but 95% of the time it is less than 400). If you invoke again too soon, "You feel that the <artifact> is ignoring you" and 3d10 turns are added to the wait time.[2] For artifacts that give temporary extrinsics, the wait time is counted from the moment they're switched off (via an #invoke or otherwise).[3]

Optimal invocation schedule

Invoking strategy is basically a trade-off between the risk of getting nothing and waiting too long. The turns to wait after a successful #invoke versus probability of success are graphed below (assuming your experience is <=17):

waiting time after successful #invoke versus probability of success of invocation

If you need the artifact reliably, such as emergency healing from the Staff of Aesculapius, you should treat it like prayer - #invoke only in dire need. If you want a simple strategy for the most successful #invocations per turn, e. g. charging lots of wands with the PYEC, you should wait 78 turns between invocations. This yields an expected wait of 180.83 turns. If you miss the time a bit, the rate of success does not go down much. Your experience level does not matter.

The optimum strategy is waiting

82;81;68;81;88;67;54;96;78;62;88;81;65;63;81;65 

turns after consecutive failed #invokes and restarting the list after successes. This yields an expected wait of 180.2354 turns.

Robert Tupelo-Schneck, of liquid diet tourist fame, has computed these numbers.

Minimizing the expected wait between success is the same as maximizing the expected rate of success per turn due to the Renewal Theorem.

List of possible invocations

Invoking a non-artifact crystal ball is exactly the same as applying it.

Variants

Many variants introduce new artifacts, and thus new possible invoke effects.

SLASH'EM

SLASH'EM introduces a number of new artifacts that can be invoked:[4]

DynaHack

In DynaHack, the #invoke command is used to invoke, break or rub objects depending on the item chosen.

References

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.