Invoke

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Revision as of 16:58, 16 October 2008 by Vlcice (talk | contribs) (Added list of Slash'EM artifact invocations)
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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 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 tacked on to the wait time.[2]

List of possible invocations

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

List of possible invocations for new SLASH'EM artifacts[3]

  • The Candle of Eternal Flame: summons a (tame) fire elemental.
  • The Eye of the Beholder: reduces all non-undead monsters in eye's line of sight to 1/3 HP and reduces luck and alignment by 3 with luck above -9. Instadeath with luck below -9.
  • The Gauntlets of Defense: toggles invisibility on/off.
  • 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.
  • 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.

References