Invoke

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Revision as of 17:28, 21 July 2010 by Tjr (talk | contribs) (Optimum invocation schedule: fill in Robert's info. I wish I were the one to compute all that first.)
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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]


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):

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

If you need to #invoke the artifact reliably, such as emergency healing from the Staff, you should treat it like prayer - only in dire need. If you want a simple strategy for the maximum rate of successful #invokations, 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 expected wait does not go down very 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.

These numbers are due to Robert Tupelo-Schneck, who has ascended a liquid diet tourist.

Minimizing the expected wait between successful invocations also optimizes the expected successes per turn due to the Renewal Theorem.

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