Difference between revisions of "The Eyes of the Overworld"

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(astral vision has no effect on the rogue level)
(finished treatise on astral vision and cream pies)
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===Gaze attacks===
 
===Gaze attacks===
While wearing the Eyes, [[blindness]] from quaffed or thrown potions, rotten food, [[yellow light|yellow lights]], and bolts of [[lightning]] will not blind you. This is not true of blindness caused by a [[cream pie]]; you will continue to see the area around you courtesy of astral vision, but will not see or reveal other tiles that you would have seen if you still had the faculties of your other vision modes. Because Nethack assumes vision is symmetrical - that is, if you can see a monster, it can see you - monsters are capable of using gaze attacks through walls and other obstructions as long as you are capable of seeing them through astral vision (that is, if they are within a three-tile radius). This can be lethally tragic when dealing with [[Medusa]], or if a pesky [[umber hulk]] on the other side of an [[phasing|unphaseable]]/[[undiggable]] wall repeatedly confuses you. In both cases, if you simply ''must'' keep the Eyes on for whatever reason, the lowly cream pie can temporarily render you immune to these and other gaze attacks, but as the Eyes prevent and
+
While wearing the Eyes, [[blindness]] from quaffed or thrown potions, rotten food, [[yellow light|yellow lights]], and bolts of [[lightning]] will not blind you. This is not true of blindness caused by a [[cream pie]]; you will continue to see the area around you courtesy of astral vision, but will not see or reveal other tiles that you would have seen if you still had the faculties of your other vision modes. Because Nethack assumes vision is symmetrical - that is, if you can see a monster, it can see you - monsters are capable of using gaze attacks through walls and other obstructions as long as you are presently viewing them through astral vision (that is, if they are within a three-tile radius while you are wearing the Eyes). This can be lethally tragic when dealing with [[Medusa]], or if a pesky [[umber hulk]] on the other side of an [[phasing|unphaseable]]/[[undiggable]] wall repeatedly confuses you. In both cases, if you simply ''must'' keep the Eyes on for whatever reason, the lowly cream pie can temporarily render you immune to these and other gaze attacks, as the "creamed" subcategory of blindness-inducing statuses is '''not''' overridden by astral vision.
  
 
While carried, the Eyes provide [[magic resistance]].
 
While carried, the Eyes provide [[magic resistance]].

Revision as of 08:27, 23 September 2015

(   The Eyes of the Overworld   Lenses.png
Base item pair of lenses
Affiliation
When carried
When worn
When invoked
Base price 2500 zm
Weight 3

The Eyes of the Overworld is the monk quest artifact. It is neutral for wishing purposes.

Its base item type is a pair of lenses, so wearing it lets you read spellbooks in two-thirds the time duration (and with a small bonus to success rate), and you can also search more successfully.

While wearing the Eyes you are granted astral vision: the squares around you are illuminated as would be lit by a lamp. The difference is astral vision penetrates walls, doors, solid rock, and any other obstruction. Objects seen through astral vision using the farlook command are described as though you had personally handled the item (a behavior similar to a blessed potion of object detection; for example, viewing a scroll on the floor will tell you its label, not merely "a scroll," and gems discovered embedded in rock will appear with whatever type-name you might have given them. This is highly useful in trying to find secret doors or trying to navigate Gehennom without magic mapping.

Gaze attacks

While wearing the Eyes, blindness from quaffed or thrown potions, rotten food, yellow lights, and bolts of lightning will not blind you. This is not true of blindness caused by a cream pie; you will continue to see the area around you courtesy of astral vision, but will not see or reveal other tiles that you would have seen if you still had the faculties of your other vision modes. Because Nethack assumes vision is symmetrical - that is, if you can see a monster, it can see you - monsters are capable of using gaze attacks through walls and other obstructions as long as you are presently viewing them through astral vision (that is, if they are within a three-tile radius while you are wearing the Eyes). This can be lethally tragic when dealing with Medusa, or if a pesky umber hulk on the other side of an unphaseable/undiggable wall repeatedly confuses you. In both cases, if you simply must keep the Eyes on for whatever reason, the lowly cream pie can temporarily render you immune to these and other gaze attacks, as the "creamed" subcategory of blindness-inducing statuses is not overridden by astral vision.

While carried, the Eyes provide magic resistance.

Invoking the Eyes provides enlightenment. You can use this as a semi-reliable method to identify rings and amulets (the only problem is when you try to identify a ring that provides an intrinsic you already have, such as stealth).

The Rogue level

Astral vision does not function whatsoever on the Rogue level.

Encyclopedia entry

... and finally there is "the Eyes of the Overworld". This
obscure artifact pushes the wearer's view sense into the
"overworld" -- another name for a segment of the Astral Plane.
Usually, there is nothing to be seen. However, the wearer
is also able to look back and see the area around herself,
much like looking on a map. Why anyone would want to ...