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#1 | |||||||||||||||||
Swordsman
Join Date: Oct 2013
Posts: 268
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Guide to the ID game
Got inspired by the identifying q&a thread and decided to write up something more comprehensive. Just a little something for anyone ready to let go of the loremaster crutches and wander into the brave new world of standardized procedures, junk peddling and xp bargaining that is the ID game yet intimidated by the scope of the venture.
General tips and tricks:
Specific tricks for identifying equipment & consumables by type I won't bother to list items that are automatically identified on use. The text within quote tags lists items that use-ID conditionally (and what this condition entails). Artifacts Quote:
Melee Weapons Quote:
"Of fury" and "vampiric" weapons are cursed and cannot be unequipped without being uncursed bu a staff of sanctity or the cursebreaker ability. Only non-broken swords, polearms and warhammers can be generated with the "of fury" prefix, and these will always be generated with an extra side of damage. All non-blunt weapons can have the vampiric prefix however, which is potentially lethal both due to its lackluster combat utility and greatly increased food consumption. As such, never equip an unidentified junk weapon unless you have seen it glow or you have access to at least 2 unidentified (and used) staffs (ie potential sanctuary staffs). Equip everything else on sight - if it isn't cursed this means its a slayer weapon of some description and should be carried around as a swap. Keep an eye on your inventory when fighting enemies with un-ID'd weapons and swap into glowing ones when they occur. In addition, Staffs of Self knowledge will always ID wielded unidentified weapons. Bows Quote:
Rings Quote:
As such, try out all rings you see but never wear early unidentified jewelry for more than one turn. As turn 3000 (ish) approaches, only wear one unidentified ring until the hunger state changes. When this happens, drink a (junk) potion to reset the state, wear another unidentified ring and repeat until hunger/sustenance are identified. There are also cursed negative stat/skill rings to contend with. As such, avoid known rings with unknown modifiers unless a positive one is better than what you are currently wearing. Other than that unknown rings can always be worn safely. Amulets Quote:
Lights Quote:
Body Armour Quote:
Cloaks Quote:
Shields Quote:
Helmets/Crowns Quote:
Gloves/Gauntlets Quote:
Boots/Greaves Quote:
Arrows Quote:
Horns Quote:
Potions Quote:
Never drink unknown potions unless hurt until you've identified healing. What I usually do once I've tallied up a few potions is standing next to a white worm mass until poisoned, the drink all potions in my inventory until rpoison (and hopefully healing) triggers. Clarity is easily tested for by smashing into doors until stunned before drinking unknown potions. Voice you can just sing or blow a horn beforehand, but voice is rarely found early on. Herbs Quote:
For this reason I tend to wait with eating herbs until I turn hungry, at which point get myself hurt and test away. Since sustenance will always bring the pc back to full, emptiness will bring it to weak and healing will restore hitpoints restoration is the only herb left that won't auto-identify at that point. Usually I do this after attempting to suss out whether any of the jewelry I'm wearing is hunger/sustenance to save on time (since the wait of turning hungry again after drinking a potion is far shorter than eating herbs). Once rage, healing, sustenance and restoration have been identified all other herbs are bad mojo, so try having some will before testing the rest of them or use knowledge charges if you don't want to risk statdrain. Staves Quote:
In order not to waste potentially scarce sanctity charges (remember you may only get one or two early on to last the game) you want to fulfill as many of the above conditions as possible for each tested unknown stave. So, next to a closed door/rubble, in sight of an enemy that can be scared or slept and in sight of an open door. Preferably whilst wearing a cursed item and seeing a staircase. You want to do this for every unknown staff you want to test. Oh, and be sure to wear un-ID'd equipment as you do it in case it's a staff of self knowledge. Have fun. If you for some reason absolutely need to differentiate sanctity from the bad staffs and is about to leave the level in question, sanctity generally have fewer charges than either. If a staff can be consecutively activated more than 5 time, odds are you just trapped the entire level or summoned a horde of monsters. The "Channeling" ability will automatically display the amount of charges remaining within the staff, making this process easier. -------- Anyhow, feel free to add your own observations and tricks and I'll edit it in. Suggestions welcome. Last edited by Infinitum; November 17, 2014 at 17:04. |
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#2 |
Knight
Join Date: Jan 2013
Posts: 710
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Great job, a few more ideas (no guarantee).
Negative potions / herbs check against your will - if you have means to increase your will before test-quaffing / -eating this helps a lot. So put on that helm (of defiance) when driving, I mean drinking! Channeling shows the charges on a staff, which apart from its main benefit helps a lot in ID. Artefacts: Sharp artefacts do not auto-ID. Link to the less comprehensive thread: http://angband.oook.cz/forum/showthread.php?t=6292 |
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#3 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,460
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I'll just mention 2 for potions, if it doesn't auto-id:
damaged, stunned, not full voice - slow poison damaged, poisioned, not full voice - clarity Test iding herbs is safest after you've ided a con amulet and a str ring. Always swap them on if in your inventory. Wearing un-id amulets & rings while testing herbs can also id str & con resist. |
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#4 |
Swordsman
Join Date: Oct 2013
Posts: 268
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Those are good points and I'll update the op accordingly. ta!
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#5 |
Rookie
Join Date: Dec 2013
Posts: 14
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Thanks for writing this! I don't like the ID game, but the perception abilities are really cool and I'd rather suffer through IDing by hand than not being able to take Listen, for example. Once I figured out the first three points you mention, I was able to figure out how to identify most stuff, but having a nice, consolidated list of tips is very helpful.
I'm still quite new at the game, but one thing I've noticed is that herbs of terror and rage are quite common on the early floors. So if I have a stack of more than three herbs, it's quite likely to be on of those two. One thing that annoys me is that if, for example, I soft-ID boots as treacherous paths, I can't distinguish future special boots and still have to perform the same annoying caltrop test on each new pair. I know that if boot, helmet or weapon enchantments were as easily visible and distinguishable as jewellery types (e.g. "black boots" and "fine leather boots", or a "rune-scored shield" and a "silver-inlayed shield" that can bear separate inscriptions) it would simplify the ID game, but I do feel it would reduce tedium. |
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#6 | ||
Veteran
Join Date: Jun 2007
Posts: 1,372
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Typo:
Quote:
Quote:
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#7 |
Apprentice
Join Date: Jan 2016
Posts: 95
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bump for easier access
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