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bork bork bork R. Dan Henry bork 8:49:11 AM bork 2/17/2005 bork bork:
> > Always drink-ID potions, by the way, always. Until you reach typical
> > !oMutation depth, in which case it's up to you.
>
> I use spare IDs on small potion stacks because I hate to waste cure
> mutation.
I used to be indiscriminate -- "always always" with no exceptions (I hate
trying to remember to scroll-ID potions when I usually don't). However,
considering the PC-destroying power of being mutated with no potions of cure
mutation, and the rarity of the potions, I've moved to a model where I
quaff-ID potions until unknown potion types become pretty rare, and then
start scroll-IDing. Considering that rare types also include things like
!oMutation, !oGain stat (not something you want to drink if you're iffy on
your mutation set and its future), etc., this works pretty well.
The thing about scroll-ID is that in the beginning of the game, there's only
so much of it, and the thing about delaying ID of consumables to conserve
them is that you can die of that (the most famous example is the case where
the two turns you spend fishing for Teleportation is what kills you, but
there are others).
> Of course, other things can have priority, but I'd rather
> scroll-ID potions than the number of charges in a wand most of the
> time.
With potions, I don't like to wait for extra scroll ID's, because by the time
the need to ID arrives enough times for a "blessed" scroll to pop up, you may
well run into an Orc Wizard, Elf foo, etc., who pegs the potion, which is the
same loss of a good potion as you were trying to avoid. If you need to scrimp
on scroll ID, it's too early to be scroll-IDing potions IMO. Wands,
meanwhile, can't be destroyed, and exact information on a wand can sometimes
save you NOW, or more often preserve a potion of heal wounds that later goes
on to save you when no other option is available... and if it were not to
have saved you, no number of !oCM would.
> I also try to test potions when "safe" but down hit points,
> poisoned or sick (common enough from chunks), and preferable down a
> stat point or two so that (a) healing potions aren't wasted
Basic healing potions are plentiful and weak. On the first few levels,
drinking a potion of poison at less than perfect health can be deadly
(depending on race/class of course). This risk is one of the few things that
ever makes me delay test-quaffing of potions. Restore abilities is rarer, but
I don't tend to be too bothered by minor stat drains... it'll come back,
y'know.
> and (b) if I get bad-status potions they'll just stack the stuff that gets
> fixed when I try the potion of healing, which is usually (nearly) the
> biggest stack.
Poison: move to a very quiet place, wait it out, quaff a healing potion when
at 1 HP. Poison with no !oHealing: rush around frantically searching for
potions, die to a rat. Sure, waiting for Poison to test the stack that should
be Healing might save a potion of healing. It might also mean an extra turn
of not knowing which potion to quaff in an emergency...
Degeneration: wait it out, unless it's something like -3 or -4 to a prime
stat.
Paralysis: wait it out.
Confusion/Slowing: wait it out.
Strong poison: too rare in early phases to mention; by the time it usually
turns up, I just quaff !oH if I'm not resistant.
Miasma: I'm scroll-IDing by this point, but if I screw up, then !oH.
Decay: I'm scroll-IDing by this point, and if I'm not, I swear up a storm.
Mutation: I may or may not be scroll-IDing by this point, and any number of
things may happen surrounding my use-IDing, including swearing up a storm
(unless I'm on the first couple of dungeon levels, in which case I just shrug
and Q Y... the slowdown of play with a crippling mutation is greater than the
time that would be saved by not starting over). If I find a somewhat late
un-ID'd potion, Im not ready to scroll-ID consumables, and I have an "oRM, I
wear it.
> I also prefer to clear a level, pop down stairs to an unexplored or
> nearly unexplored level before read-testing because of three scrolls:
>
> 1. Teleport: You can go back up to the cleared level before it kicks
> in, so this is almost as safe as reading on the cleared level.
I'd even say it's precisely as safe as reading it on a cleared level. Still,
I rarely have trouble with reading my ?oTel during the Big Scroll Dance that
follows after I find a cursed item to ID ?oRC, even if that means reading on
a partially uncleared level.
> 2. Magic Mapping: The level is mostly unseen, so it isn't wasted.
Any scroll of magic mapping spent on an easy-to-map level is wasted, which
means the first one will be wasted pretty much no matter what. That's life.
> 3. Forgetfulness or whatever Crawl calls the forget map scroll:
> Nothing to forget. Ha!
Reading it on a cleared level just means pressing Ctrl-O a few extra times...
the only danger is the low food-to-turns-spent ratio while you're doing this.
[...]
> R. Dan Henry
I sound awfully contrarian above... sorry for that.
The fact that there are different approaches and opinions on the ID game in
Crawl is nice, because it means that ID presents Interesting Choices.
- - - - -
To wrap up a few loose ends:
Never zap-test a wand on something that you wouldn't like to see hasted.
And a couple of interesting cases for non-consumables:
Never wear an un-ID'd amulet until you've ID'd "ofInaccuracy. Always try to
eat meat when not hungry before spending a scroll on an un-ID'd amulet (in
case it's an "otG). If you're not planning on using Evaporate, you can also
ID some other amulet types using bad potions, though I must say I never do
this. In any case, I find the brainstrain of only knowing something's type
"manually" to be taxing and only maintain this state of affairs when ID is
tight.
Always check your invocations list the moment you put on a cursed ring, so
you can find out if it's a =oTeleportation. If it's not, it can be worthwhile
to NOT assume it's a ring of hunger, that is, to immediately ID it; no point
in immediately reading a ?oRC if it turns out to be a cursed ring of slaying
+7,+7.