Difference between revisions of "Identification"

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Some items have unknown properties, which can be revealed by '''identification'''. For example, you won't know what a ''murky blue'' [[potion]] does or what a ''glowing'' [[short sword]] is until they are identified. A [[scroll of identify]] is the easiest way to check some items, but there are a few other methods as well.
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Any item can be completely '''identified''' by reading a [[scroll of identify]]. While these scrolls are common, using them to identify every item you come across is wasteful; identifying items through other methods will leave you with more scrolls for later use.
 
  
==Checking items you have identified==
 
 
Press '''\''' for a list of items already identified. While viewing the list, the command '''-''' will toggle the view to items you have not yet identified.
 
Press '''\''' for a list of items already identified. While viewing the list, the command '''-''' will toggle the view to items you have not yet identified.
  
==Pre-identified items==
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==Potions & Scrolls==
Certain [[background]]s or [[species]] start with identifiable items in their inventory which they will recognize elsewhere:
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Potions and scrolls are either unidentified or identified. Unidentified potions/scrolls are in blue text and have vague descriptors, such as a scroll labelled README, or a green potion. Identified items aren't in blue text, and their names tell you what the item does, e.g. [[scroll of teleport]] or [[potion of curing]].
*[[Deep Dwarf|Deep Dwarves]] start with a [[wand of heal wounds]].
 
*[[Fighter]]s start with a [[potion of might]].
 
*[[Warper]]s start with a [[scroll of blinking]].
 
*[[Artificer]]s start with a [[wand of flame]], [[wand of enslavement]], and a [[wand of random effects]].
 
*[[Wanderer]]s may start with scrolls or potions which they will then recognize.
 
 
 
Additionally, converting to [[Ashenzari]] will identify [[scrolls of remove curse]], if you haven't already identified them. Followers of Ashenzari can always tell if an item is cursed, and they will have a much easier time identifying other items as their piety rises.
 
  
==Identifying items in shops==
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Identifying a potion or scroll will reveal its "true", identified type for the rest of the game. So if you identify a green potion as a potion of curing, all green potions you come across will be revealed as potions of curing.
Anything bought from a non-antique [[shop]] will automatically be identified. This is especially useful for identifying harmful [[potions]] or [[jewellery]] (such as [[potions of poison]] or an [[amulet of inaccuracy]]), as all of these are quite cheap and identifying them this way will prevent you from harming yourself by experimenting with them.
 
  
==Identifying items through use==
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The most common ways to identify potions and scrolls are as follows:
If the item is a weapon, armour, ring or amulet, you may want to make sure that you can un[[curse]] it if you need to: a [[scroll of remove curse]] will always work, and [[scrolls of enchant weapon]]/[[scroll of enchant armour|armour]] will uncurse weapons and armour, respectively, though using one in such a way is often wasteful. Some weapons and armour appear as shiny, runed, glowing, dyed, embroidered ''etc.'', while others are "plain". Plain equipment is always un[[brand]]ed and is generally +0, though it may be cursed (in which case it will often have a negative enchantment). Equipment with adjectives is often enchanted and may be branded but has a slightly higher chance of being cursed with negative enchantments. More exotic descriptors such as "ancient", "humming", or "distressingly furry" indicate [[artefact]]s, which can possess dramatic enhancements or maluses (sometimes both at once!) Even when unidentified, artifacts will appear in white in the inventory listing.
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*Using a [[scroll of identify]] on the potion or scroll.
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*All potions and scrolls are identified when used, even if they didn't do anything.  
  
===[[Armour]]===
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Using an unknown item "blind" will let you identify it faster, but it generally wastes the item you just used. This can be a good thing, since an identified item can help you survive a situation you otherwise would've died in. In any case, some amount of blind use is practically required. This is because scrolls of identify are initially unknown too, meaning you'll have to blind read until you reveal scrolls of identify in the first place.
Armour is always fully identified when worn. The only risk with wearing unidentified non-artefact armour is being stuck by a curse with something suboptimal; there are no harmful armour [[ego]]s other than [[ponderousness]], which is exceedingly rare and not usually generated cursed. Wearing a piece of artefact armour will identify all of its properties, but some of those can occasionally be nasty: mutagenic radiation, teleportitis, and negative slaying are all possibilities. You should always have a scroll of remove curse handy when trying on unidentified artefact armour.
 
  
===[[Weapon]]s===
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===Read-ID===
Weapons are also fully identified upon wielding, including [[brand]], enchantment, and curse. The same applies to artifacts, which will have all of their properties identified when you wield it, though they may have negative properties and or be cursed, so be wary.
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Reading unknown scrolls can be dangerous, because some scrolls have negative effects. At the same time, you'll want to maximize the positive effects of the scrolls you do read. If you want to optimize blind reading, you should:
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*Be on an ''un''explored level, standing directly on the stairs leading to a clear level.
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**Being on an unexplored level makes the most out of a [[scroll of revelation]].
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**Being on an upstairs lets you retreat in case you read a [[scroll of teleportation]] or a dangerous scroll like [[scroll of noise|noise]].
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*Make sure that no monsters - allied or hostile - are in your [[line of sight]]. This way, you won't blow yourself up with a [[scroll of immolation]].
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*You carry at least one enchantable weapon, preferably one you want to [[brand]] or replace the brand of. This makes the most out of [[scrolls of enchant weapon|enchant weapon]] and [[scroll of brand weapon|brand weapon]].
  
Weapons held by enemies will automatically have their brand identified on sight. The enchantment level and cursed status are not automatically identified this way.
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Also, you should test the most numerous unknown scrolls you have first. Usually, you'll be more likely to identify common scrolls, such as identify and teleport.'''*''' In addition, you'll have more copies of that scroll available to use. (If you read a scroll you have 5 copies of, after reading, you'll have 4 copies of a potentially useful scroll. If you read a scroll you only have 1 copy of, you've identified the scroll, but now you have no copies of that scroll - not very helpful!)
  
Be careful when identifying weapons lying around the dungeon: weapons of [[distortion]] can have dangerous effects if you ''unwield'' them, such as dealing heavy damage, heavy [[glow]] or casting the user into [[the Abyss]].
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These conditions can be adjusted as your knowledge improves. If you've already identified scrolls of revelation, then you don't need to use scrolls on an unexplored level. If you've identified most scrolls, you might want to stop blind reading, since you're likely to 'waste' a rare scroll.
  
===[[Jewellery]]===
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If you are in an emergency situation, and have nothing better to do, you can read unknown scrolls in hopes that the scroll will help. Depending on what you've identified, you may want to drink unknown potions instead.
All jewellery identifies when equipped. Amulets are generally safer to identify in this way than rings, since only a few of them can be harmful.
 
*[[Amulets of inaccuracy]] is the only truly harmful amulet. They are always cursed, so keeping a spare scroll of remove curse on hand for trying on unidentified amulets may be helpful.
 
*[[Amulets of faith]] can be quite a boon, depending on which [[god]] you worship, but unequipping it will lower your piety by 1/3. If you already have high piety with your chosen god and do not plan to wear an amulet of faith for general purposes, consider using scrolls to identify unknown amulets to prevent hefty piety loss.
 
*[[Amulets of guardian spirit]] can be dangerous for spellcasters, as it will drain all your MP when put on. Don't try on unknown amulets in combat.
 
  
Rings can be more dangerous than amulets, but many of the same strategies apply.
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('''*'''It depends on how you found the scrolls. If you find 1 copy of a scroll somewhere, and then find the another copy of the same scroll elsewhere, it's more likely to be a common scroll. But if you find 2-3 copies of a scroll in the same tile, it is no more likely to be a common scroll than usual. This also applies to potions.)
*[[Rings of teleportation]] and [[rings of loudness]] are always cursed. A cursed ring of teleportation can be especially hazardous on floors where moving slowly and carefully is a priority; if you're out of scrolls of remove curse, consider using scrolls to identify unknown rings or wearing an amulet of stasis.
 
*While [[rings of protection]], [[ring of evasion|evasion]], [[ring of strength|strength]], [[ring of intelligence|intelligence]], [[ring of dexterity|dexterity]], and [[ring of slaying|slaying]] often have positive modifiers, they may have negative modifiers, in which case they are often cursed.
 
  
Artefact jewellery will reveal all properties when worn; as always, exercise caution when trying on unidentified artefacts.
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===Quaff-ID===
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Some potions also have dangerous effects. The conditions to safe blind-quaff aren't as dangerous, though. To safely blind-quaff:
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*You should quaff unknown potions when there are no monsters in sight (and no monsters are nearby).
  
===[[Scrolls]]===
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Like scrolls, when blind quaffing, you should test the most numerous potions. The two most common potions, [[potions of curing]] and [[potion of heal wounds]] are quite useful to know.
All scrolls identify when read, even if their effects aren't obviously perceived.
 
  
If you really want to optimize read-identifying scrolls, be sure that you:
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It's worth noting that potions are somewhat more risky to blind-use than scrolls, since [[potions of mutation]] exist. Potions of mutation can give you terrible mutations, such as [[teleportitis]] or [[No Unsafe Scrolls]]. Therefore, some players may avoid blind-quaffing potions entirely. Note that, in an emergency situation, getting a bad mutation doesn't matter at all; don't be afraid to blind quaff if you have no other options.
*Are on an unexplored level, standing on stairs leading to a clear level (to retreat if it's a teleportation, noise, or another harmful scroll, and to make the most out of magic mapping)
 
*Test the most numerous unknown scrolls you have first (to make it more probable to discover the more common identify, teleportation, and remove curse scrolls first and to avoid wasting more valuable scrolls)
 
*Don't have any allies nearby (to not offend them and possibly your deity with fear, torment, or holy word)
 
*Are carrying at least one wand (recharging), one enchantable weapon, preferably unbranded or with a brand you'd like to replace (enchant weapon and brand weapon), and one piece of enchantable armour (enchant armour)
 
  
Conditions can be adjusted as your knowledge improves. For example, if you are playing as a [[formicid]], you don't have to worry about accidentally teleporting, due to the permanent [[stasis]] effect. Some of the less common scrolls are very valuable and therefore it is not wasteful to use a scroll of identify on single scrolls that have been single for some time (e.g. brand weapon).
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===Emergency Use-ID===
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If you are in danger and have nothing better, it's generally better to drink unknown potions than scrolls. Consider the following list:
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*Scrolls that can often help win/escape fights: Teleportation, blinking, fear, summoning/butterflies.
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**If you aren't adjacent to any foe and have a ranged attack: immolation, poison.
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*Potions that can often help win/escape fights: Curing, heal wounds, might, haste, lignification, invisibility, berserk rage.
  
Identifying scrolls is all about balance. On the one hand, you shouldn't waste scrolls of identify out of sheer curiosity, but on the other, it's massively annoying to die on level 3 with several scrolls of teleportation, fear, or blinking in your inventory. When read-identifying scrolls, watch out for the following detrimental effects:
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For most characters, there are more potions that help you resolve danger than scrolls. However, this can change depending on what you've identified. If you've already identified many types of emergency potions, then scrolls become better.
*Scrolls of noise may attract unwanted attention to your position.
 
*Scrolls of immolation give all creatures in view the [[Inner Flame]] status condition, which causes them to explode violently upon death. If you have no way to kill things from a distance, keep away from your explosive foes until the status wears off.
 
*Scrolls of silence prevent all spellcasting in an area around you for some time. While this can be helpful for melee-based characters, spellcasters will essentially be rendered helpless for the duration.
 
*The scrolls of torment cause serious HP damage, though they are never directly lethal (deals half of your health, less if you resist negative energy). Scrolls of holy word cause similar damage to undead or demonic characters.
 
*If you have any allies in sight, reading a scroll of fear, immolation, or torment (or holy word, for undead/demonic allies) is liable to cause them to turn on you. On top of that, some [[god]]s get angry if you harm your allies.
 
*Scrolls of random uselessness may produce friendly butterflies, which can be troublesome for characters worshiping a god who dislikes the death of allies.
 
  
===[[Potions]]===
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===Other ways to ID===
All potions auto-identify when quaffed, but some ([[potions of poison]] and [[potion of decay|decay]], for example) are seriously harmful. It may be sensible to wait until you have larger potion stacks before trying them, so that you are more likely to discover the [[potion of curing]], which is the most common potion and will cure poisoning and rotting. This also reduces the chance of wasting a valuable [[potion of cure mutation]]. Note that wearing an [[amulet of resist mutation]] or having [[poison resistance]] will ''not'' interfere with identifying the corresponding potions, but will protect you from their effects.
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The following are less common ways to identify potions and scrolls:
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*Any items your [[background]] starts with are automatically identified.
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*If you buy an item from a non-antique [[shop]], then it will be identified.
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**You can buy unidentified harmful items (such as [[potions of degeneration]] and [[scrolls of noise]]) in order to ID them.
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*[[Ashenzari]] will identify all items on sight once you reach 1* piety.
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*Certain pre-generated [[vault]]s may come with items already identified. For example, there is a [[faded altar]] vault with a [[scroll of immolation]] on top of it. If you come across this specific vault, then upon seeing the vault, you'll automatically identify scrolls of immolation for the rest of the game.
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*If there is only 1 unidentified item of a type (i.e. you find the last unidentified [[potion]] or [[scroll]]), it will be identified for you on sight.
  
You will also automatically identify potions when you see a monster quaff them.
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==All Other Items==
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Each individual piece of equipment ([[armour]], [[weapon]]s, [[jewellery]]) is identified immediately and completely when you occupy its tile (or when you buy the item). Each instance of a gear item needs to be identified: if you identify an artefact [[whip]], you won't automatically identify other artefact whips.
  
It is not cowardice to avoid quaff-identifying potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.
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[[Wand]]s are also identified when stepping on their tile. After identifying a wand, all other wands of that type are identified immediately on sight.
  
===[[Wands]]===
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All monster equipment, including wands, are fully identified on sight.
Wands will automatically be identified when picked up, but until you have a fairly high [[Evocation]]s skill, the only way to determine the number of charges in a wand is to use a scroll of identify. Be sure to use a scroll of identification on valuable wands, as zapping a wand with an unknown charge count wastes several charges.
 
  
 
==History==
 
==History==
Prior to [[0.16]], wands did not automatically identify when picked up and the brand of weapons wielded by monsters did not identify on sight.
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*Prior to [[0.31]], monsters could use potions they picked up, which identified the potion.
 
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*[[0.27]] removed much need for identification.
Prior to [[0.15]], most jewellery would not fully identify when worn, and scrolls of identify could occasionally affect multiple items.
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: Prior to [[0.27]], all weapons, armour, and jewellery identified on equip instead of when you step on its tile. [[Curse]]s, along with harmful items such as [[rings of teleportation]] and [[amulet of inaccuracy|amulets of inaccuracy]], made blind-equipping items a liability without [[scroll of remove curse|scrolls of remove curse]]. All these items were removed. Still existent items like [[distortion]] branded weapons and [[amulet of faith]] could punish the player if you hadn't properly identified them.
 
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: If you had a scroll of remove curse, you can safely identify most equipment by equipping it. Non-artefact armour and rings were always safe to wear with remove curse. If you didn't mind faith, amulets were safe. Weapons always had a small risk of having distortion, but were otherwise safe.
Prior to [[0.14]], scrolls of curse weapon, armour, and jewellery could be found which would curse a random equipped object of that type. These scrolls are now obtainable only through [[Ashenzari]], and are therefore always identified. Also, weapons, wands, and scrolls would fully identify when used, some [[background]]s started with knowledge of items they did not possess, and potions of blood and porridge were not pre-identified.
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*Prior to [[0.23]], all monster equipment didn't identify on sight.
 
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*Prior to [[0.16]], wands did not automatically identify when picked up and the brand of weapons wielded by monsters did not identify on sight.
Prior to [[0.10]], scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.
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*Prior to [[0.15]], most jewellery would not fully identify when worn, and scrolls of identify could occasionally affect multiple items.
 
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*Prior to [[0.14]], scrolls of curse weapon, armour, and jewellery could be found which would curse a random equipped object of that type. These scrolls are now obtainable only through [[Ashenzari]], and are therefore always identified. Also, weapons, wands, and scrolls would fully identify when used, some [[background]]s started with knowledge of items they did not possess, and potions of blood and porridge were not pre-identified.
Prior to [[0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapon enchantments.
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*Prior to [[0.10]], scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.
 
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*Prior to [[0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapon enchantments.
Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.
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*Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.
 
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{{Guides}}
 
[[Category:Strategy Guides]]
 
[[Category:Strategy Guides]]

Latest revision as of 13:52, 13 March 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

Some items have unknown properties, which can be revealed by identification. For example, you won't know what a murky blue potion does or what a glowing short sword is until they are identified. A scroll of identify is the easiest way to check some items, but there are a few other methods as well.

Press \ for a list of items already identified. While viewing the list, the command - will toggle the view to items you have not yet identified.

Potions & Scrolls

Potions and scrolls are either unidentified or identified. Unidentified potions/scrolls are in blue text and have vague descriptors, such as a scroll labelled README, or a green potion. Identified items aren't in blue text, and their names tell you what the item does, e.g. scroll of teleport or potion of curing.

Identifying a potion or scroll will reveal its "true", identified type for the rest of the game. So if you identify a green potion as a potion of curing, all green potions you come across will be revealed as potions of curing.

The most common ways to identify potions and scrolls are as follows:

  • Using a scroll of identify on the potion or scroll.
  • All potions and scrolls are identified when used, even if they didn't do anything.

Using an unknown item "blind" will let you identify it faster, but it generally wastes the item you just used. This can be a good thing, since an identified item can help you survive a situation you otherwise would've died in. In any case, some amount of blind use is practically required. This is because scrolls of identify are initially unknown too, meaning you'll have to blind read until you reveal scrolls of identify in the first place.

Read-ID

Reading unknown scrolls can be dangerous, because some scrolls have negative effects. At the same time, you'll want to maximize the positive effects of the scrolls you do read. If you want to optimize blind reading, you should:

  • Be on an unexplored level, standing directly on the stairs leading to a clear level.
  • Make sure that no monsters - allied or hostile - are in your line of sight. This way, you won't blow yourself up with a scroll of immolation.
  • You carry at least one enchantable weapon, preferably one you want to brand or replace the brand of. This makes the most out of enchant weapon and brand weapon.

Also, you should test the most numerous unknown scrolls you have first. Usually, you'll be more likely to identify common scrolls, such as identify and teleport.* In addition, you'll have more copies of that scroll available to use. (If you read a scroll you have 5 copies of, after reading, you'll have 4 copies of a potentially useful scroll. If you read a scroll you only have 1 copy of, you've identified the scroll, but now you have no copies of that scroll - not very helpful!)

These conditions can be adjusted as your knowledge improves. If you've already identified scrolls of revelation, then you don't need to use scrolls on an unexplored level. If you've identified most scrolls, you might want to stop blind reading, since you're likely to 'waste' a rare scroll.

If you are in an emergency situation, and have nothing better to do, you can read unknown scrolls in hopes that the scroll will help. Depending on what you've identified, you may want to drink unknown potions instead.

(*It depends on how you found the scrolls. If you find 1 copy of a scroll somewhere, and then find the another copy of the same scroll elsewhere, it's more likely to be a common scroll. But if you find 2-3 copies of a scroll in the same tile, it is no more likely to be a common scroll than usual. This also applies to potions.)

Quaff-ID

Some potions also have dangerous effects. The conditions to safe blind-quaff aren't as dangerous, though. To safely blind-quaff:

  • You should quaff unknown potions when there are no monsters in sight (and no monsters are nearby).

Like scrolls, when blind quaffing, you should test the most numerous potions. The two most common potions, potions of curing and potion of heal wounds are quite useful to know.

It's worth noting that potions are somewhat more risky to blind-use than scrolls, since potions of mutation exist. Potions of mutation can give you terrible mutations, such as teleportitis or No Unsafe Scrolls. Therefore, some players may avoid blind-quaffing potions entirely. Note that, in an emergency situation, getting a bad mutation doesn't matter at all; don't be afraid to blind quaff if you have no other options.

Emergency Use-ID

If you are in danger and have nothing better, it's generally better to drink unknown potions than scrolls. Consider the following list:

  • Scrolls that can often help win/escape fights: Teleportation, blinking, fear, summoning/butterflies.
    • If you aren't adjacent to any foe and have a ranged attack: immolation, poison.
  • Potions that can often help win/escape fights: Curing, heal wounds, might, haste, lignification, invisibility, berserk rage.

For most characters, there are more potions that help you resolve danger than scrolls. However, this can change depending on what you've identified. If you've already identified many types of emergency potions, then scrolls become better.

Other ways to ID

The following are less common ways to identify potions and scrolls:

  • Any items your background starts with are automatically identified.
  • If you buy an item from a non-antique shop, then it will be identified.
  • Ashenzari will identify all items on sight once you reach 1* piety.
  • Certain pre-generated vaults may come with items already identified. For example, there is a faded altar vault with a scroll of immolation on top of it. If you come across this specific vault, then upon seeing the vault, you'll automatically identify scrolls of immolation for the rest of the game.
  • If there is only 1 unidentified item of a type (i.e. you find the last unidentified potion or scroll), it will be identified for you on sight.

All Other Items

Each individual piece of equipment (armour, weapons, jewellery) is identified immediately and completely when you occupy its tile (or when you buy the item). Each instance of a gear item needs to be identified: if you identify an artefact whip, you won't automatically identify other artefact whips.

Wands are also identified when stepping on their tile. After identifying a wand, all other wands of that type are identified immediately on sight.

All monster equipment, including wands, are fully identified on sight.

History

  • Prior to 0.31, monsters could use potions they picked up, which identified the potion.
  • 0.27 removed much need for identification.
Prior to 0.27, all weapons, armour, and jewellery identified on equip instead of when you step on its tile. Curses, along with harmful items such as rings of teleportation and amulets of inaccuracy, made blind-equipping items a liability without scrolls of remove curse. All these items were removed. Still existent items like distortion branded weapons and amulet of faith could punish the player if you hadn't properly identified them.
If you had a scroll of remove curse, you can safely identify most equipment by equipping it. Non-artefact armour and rings were always safe to wear with remove curse. If you didn't mind faith, amulets were safe. Weapons always had a small risk of having distortion, but were otherwise safe.
  • Prior to 0.23, all monster equipment didn't identify on sight.
  • Prior to 0.16, wands did not automatically identify when picked up and the brand of weapons wielded by monsters did not identify on sight.
  • Prior to 0.15, most jewellery would not fully identify when worn, and scrolls of identify could occasionally affect multiple items.
  • Prior to 0.14, scrolls of curse weapon, armour, and jewellery could be found which would curse a random equipped object of that type. These scrolls are now obtainable only through Ashenzari, and are therefore always identified. Also, weapons, wands, and scrolls would fully identify when used, some backgrounds started with knowledge of items they did not possess, and potions of blood and porridge were not pre-identified.
  • Prior to 0.10, scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.
  • Prior to 0.8, wield-IDing magical staves would only work if the spellcaster's skills exceeded a certain value, much like with weapon enchantments.
  • Prior to 0.6 and the removal of the Divinations school of magic, you could also identify items using the Identify spell.
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