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Old September 2, 2013, 02:20   #1
taptap
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ID: the game

I am not particularly good at it, but what I do. (I play pacifists recently so don't mind losing a few consumables and the ID game keeps me busy.)

1) Remember (notes) where you found which item first. Early herbs are usually sustenance, terror and rage, early potions slowness, poison, slow poison, quickness or so.
2) Test early herbs when hungry. Helps to ID sustenance.
3) Test other things with slightly reduced hp and voice and if drained before restoring it. Helps ID healing herbs/potions, restoration herbs and voice potions. Otherwise you easily miss the precious restoration herbs (and voice potions).
4) Collect unidentifed rings / amulets and wear while testing herbs/potions. Potential ID for clarity, true sight, sustains, free action.
5) When hungry, eat and wield one potential hunger / sustenance item and keep track of the turns.
6) Don't wear unidentified amulets any longer.
7) Try this amulet again when a Sulrauko is in the room.
8) Unidentified special helms -> if clarity, easy identification with orcish liquor, if true sight, easy identification by sulrauko.
9) Weapons with double damage improvement -> fury or house of hador.
10) Use understanding staffs on staffs, consumables and staffs of self knowledge on items.

Last edited by taptap; November 30, 2013 at 00:22.
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Old September 2, 2013, 03:31   #2
Patashu
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Here's my cheat sheet:
  • Murky brown potion is orcish liquour.
  • Clear white potion is miruvor.
  • If a herb did not auto-ID it could be sustenance, emptiness, restoration or healing.
  • If a potion did not auto-ID it could be slow poison, clarity, voice or healing (slow poison is the earliest/most frequent of these).
  • Always rule out/try to ID healing, be on less than max HP when IDing herbs and potions.
  • Every other potion/herb auto-IDs even if it did nothing.
  • If you wear something in the early game and it's cursed, try to find green worm masses, dump everything except the cursed item in a safe space and wait for the green worm masses to burn it until it breaks.
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Old September 2, 2013, 04:24   #3
debo
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Here's my cheat sheet:

- get 7 points of perception
- buy lore-keeper and lore-master
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Old September 2, 2013, 05:03   #4
Raajaton
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I haven't yet dedicated the amount of time to beating Sil that I really need to, but I do make a habit of reading Sil posts to get myself mentally prepared for it.

From reading debo's posts I've noticed a central theme:

Step 1: Get Loremaster
Step 2: ???
Step 3: Profit
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Old October 30, 2013, 10:17   #5
Zireael
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Quote:
Originally Posted by debo View Post
Here's my cheat sheet:

- get 7 points of perception
- buy lore-keeper and lore-master
That's my preferred route, too.
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Old October 30, 2013, 16:30   #6
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Loremaster is where it's at. I'm just not committed enough to keep track of what different consumables remain at large and construct the elaborate setups required to minimize the risk that I fail to identify one.

When looking at other games, Brogue handles the ID game better than any other roguelike I've encountered (with the possible exception of ToME 4, which just omits it altogether) - basically all consumables are automatically ID'd when used in an appropriate fashion (quaffing potions, aiming staves and wands at monsters etc). The only exception that comes to mind is Staff of Digging aimed at a monster, and those recharge charges anyway. There is even a super-handy cheat-sheet available from the menu which tells you which potions you have identified in any given game, and exactly what types remains to be identified.

Bottom line is that ID games in my experience tend to rapidly devolve into metgaming bs unless kept on a tight leash (admittedly so does roguelike combat systems, but tactical combat is so much more, well, fun in comparison). My preference would be, assuming simplifying the id game as above, to have Loremaster available without the prerequisite - basically it would over the course of a game save you one extra potion and/or charge of each type you encountered at the cost of a feat as well as always be wearing the most optimal equipment available to you, which seems about fair

Oh, and for actual tips and tricks inscribing items is your friend ({ button by default), as is keeping lists irl with what items are present ingame. For as long as you can be bothered, anyhow.

Last edited by Infinitum; October 30, 2013 at 22:15.
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Old October 30, 2013, 20:51   #7
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Quote:
Originally Posted by Infinitum View Post
My preference would be to have Loremaster available without the prerequisite - basically it would over the course of a game save you one extra potion and/or charge of each type you encountered at the cost of a feat as well as always be wearing the most optimal equipment available to you, which seems about fair.
There is another advantage to Loremaster: it gets you back lots of XP. If you don't have Loremaster, you'll get the same XP many turns or levels later, and there are always a few items that you see but fail to pick up or identify (for several reasons: monsters are around and you can't stop, inventory constraints, some flavors are hard to ID-by-use). It almost pays for its cost in XP at the end of the game.
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Old October 30, 2013, 22:14   #8
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Oh, assuming that Potions/Items are easier to use-identify as I aforementioned. Maybe I should've made that clearer. Xp gain might indeed be a concern here, one possible solution would maybe be to have xp for novel items decay much in the same way as monster Xp (albeit slower). This would still act as an incentive for players to Xp as many items as possible whilst lowering the reward side of risk/reward behaviours such as trying to use-id every weapon one finds etc. This might be too harsh on pacifists however.

Last edited by Infinitum; October 30, 2013 at 22:34.
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Old October 31, 2013, 08:56   #9
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And, I forgot to add: Loremaster also makes you take less risks.

Suppose you see an unID'ed ring in a red dragon lair. Your first instinct is to take a risk and go get it. If you knew from the start that it's a RoCON-1, you wouldn't bother.

("Legolas, what do your Elven eyes see?" "Hmm, that dragon 100 metres away is wearing a RoCON-1 ring.")
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Old October 31, 2013, 19:42   #10
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Quote:
Originally Posted by fph View Post
And, I forgot to add: Loremaster also makes you take less risks.

Suppose you see an unID'ed ring in a red dragon lair. Your first instinct is to take a risk and go get it. If you knew from the start that it's a RoCON-1, you wouldn't bother.

("Legolas, what do your Elven eyes see?" "Hmm, that dragon 100 metres away is wearing a RoCON-1 ring.")

You also get XP for items and artifacts that you can identify by sight, but are in too dangerous of a situation for you to actually get your greedy little handses on them.
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