Yesterday at 08:32 AM1 day Based on the Brilliant GameFAQ " Arkemyr's Brilliant Departure gives you an invisibility that plain just doesn't break so long as you don't hurt an enemy. Yes, you can debuff enemies. You can even apply DoT effects, so long as they don't have an initial attack roll that can damage the enemy (so no Touch of Rot, but yes Plague of Insects)."So it is not a matter of dealing damage or not, but how the damage is dealt. So if I had to understand this correctly then it looks like Druid has most of the spells that allow you to remain invisible while doing damage? Based on the description, without testing these are my guesses for what qualifies (This excludes obvious spells that do not do damage):Wizard: Chill Fog?Wall of Flame?Wall of Force?Wall of Many Colours?Maura's Writhing TentaclesMalignant CloudDruid:Insect SwarmInfestation of MaggotsWicked Briars?Wall of Thorns?Nature's Terror?Plague of InsectsVenombloomPriest:Shining Beacon?Searing Seal?Any of these spells known not to work? Anything I am missing?Also I am guessing that you could play a Ciper and mind-control from stealth and let the enemies kill each other. You might need some Blood magic to keep it up, and Psion for Focus.
5 hours ago5 hr The DoT past is not right. At least not judging by the tests I did some while ago. There even a pure DoT such as Brand Enemy would cancel the invisibility and so also did running DoTs from Gouging Strike or Lover's Embrace's True Love's Kiss if you turned invisible AFTER the initial hit roll.As far as I can tell ANY kind of damage that is connected directly(!) to you, including pure DoTs, will lift the invisibility.So it's pretty simple in general: don't cause any damage and you will stay invisible. This includes self damage(!) like Blood Sacrifice. Using Blood Sacrifice will break the invisibility immediately. I don't remember my results with Deleterious Alacrity of Motion but I'm pretty sure that canceled it, too.There is one exception with dealing damage though: hazards that cause damage don't count as damage which you did directly - but instead the hazard itself takes the role of a character who did it (so to speak). A bit like if a summon deals damage.So if you use hazard spells to deal damage you will stay invisible. This is mostly wall spells (Wizard, Druid) and sigils (Priest). Wall of Many Colors on a SC Wizard is a great spell for this.The downside of hazards is that they also don't profit from your buffs (accuracy, PEN and so on, see Assassinate which doesn't work on hazards like walls and sigils). But usually the massive debuffing and disabling you are able to do will make the hazards more effective.Summons obviously also work since they are their own characters and their damage isn't connected to you.---Now hazards and summons aside: pick any spell that doesn't hurt the enemy and you can stay invisible. This is very potent with Assassinate (on an Assassin/Wizard) because your CC spells will have +25 stackable accuracy which allows you to bring down enemies' defenses and disable them even if those enemies have way more levels than you have.One little additional trick with Arkemyr's Brilliant Departure and Assassinate: if you use the great sword Effort and pick p"Hemorrhaging" as upgrade and pair that with Ajamuut's Stalking Cloak, you can create near endless cycles of stunlocks in an AoE with cheap, pulsing CC spells: the +25 accuracy from invisibility will cause a lot of crits which proc Hemorrhaging which in turn procs the stun from the cloak which in turn can proc Hemorrhaging...Hemorrhaging itself does no damage but only hobbles or sickens (which can reduce health without dealing damage via -5 CON debuff).When going solo it can pose a challenge to keep the encounter active although you aren't there anymore (because invisible). Usually a running DoT keeps encounters active - but then you'll lose the invisibility.Summons and mind control (charm/dominate) do help. So calling Maura's Tentacles or an Essential/Substantial Phantom can be a way to keep the encounter running even though you are untargetable and invisible.As you suggested, mind control would need a second class that can handle that, for example a Wizard/Psion. This is a fun solo combo, too imo. No crazy accuracy buff like an Assassin has, but the constant focus gain that won't be interrupted (because invisible -unless you use Blade Sacrifice since self dmg pauses Soul Mind, too) is powerful and dominating enemies and putting them against each other while you are invisible is a fun way to play solo imo. It takes a while to get to Arkemyr's Brilliant Departure, but a Bloodmage/Psion can take care of enemies in the earlier game without invisibility, too. Edited 5 hours ago5 hr by Boeroer Deadfire Community Patch: Nexus Mods
5 hours ago5 hr On 10/21/2026 at 10:32 AM, Durentyr said:Chill Fog?Wall of Flame?Wall of Force?Wall of Many Colours?Maura's Writhing TentaclesMalignant CloudDruid:Insect SwarmInfestation of MaggotsWicked Briars?Wall of Thorns?Nature's Terror?Plague of InsectsVenombloomPriest:Shining Beacon?Searing Seal?Any of these spelI marked the suggested spells based on what I wrote above.Only hazard spells (wall and sigil spells) and summons will work even if they deal damage.DoTs (Plague of Insect, Malignant Could etc.) and pulsing spells (Chillfog, Venombloom, Wicked Briars etc.) will break the invisibility. Deadfire Community Patch: Nexus Mods
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