Difference between revisions of "Identification"

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Any item can be completely '''identified''' by reading a [[scroll of identify]]. Unfortunately, there won't be enough scrolls for everything you want to identify, so it's helpful to know about other means of identification.
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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==
 
==Checking items you have identified==
Press '''\''' for a list of items already identified. You can also use the command '''-''' to toggle the view to items you have not yet identified.
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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==
 
==Pre-identified items==
Certain [[background]]s or [[species]] start with a couple of items identified:
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Certain [[background]]s or [[species]] start with identifiable items in their inventory which they will recognize elsewhere:
*[[Deep Dwarf|Deep Dwarves]] recognize [[wands of heal wounds]].
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*[[Deep Dwarf|Deep Dwarves]] start with a [[wand of heal wounds]].
*[[Spriggan]]s recognize [[potions of porridge]].
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*[[Fighter]]s start with a [[potion of might]].
*[[Vampire]]s recognize [[potions of blood]].
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*[[Healer]]s start with a [[potion of curing]] and a [[potion of heal wounds]].
*[[Assassin]]s recognize [[potions of poison]].
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*[[Warper]]s start with a [[scroll of blinking]].
*[[Healer]]s recognize [[potions of curing]] and [[potions of heal wounds]].
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*[[Artificer]]s start with a [[wand of flame]], [[wand of enslavement]], and a [[wand of random effects]].
*[[Warper]]s recognize [[scrolls of blinking]].
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*[[Wanderer]]s may start with scrolls or potions which they will then recognize.
*[[Artificer]]s recognize [[wands of flame]], [[wands of enslavement]], [[wands of random effects]], and [[scrolls of recharging]].
 
*[[Wanderer]]s recognize [[scrolls of teleportation]] and may start with additional scrolls or potions, which they will also recognize.
 
  
Additionally, converting to [[Ashenzari]] will identify [[scrolls of remove curse]], [[scrolls of curse weapon]], [[scrolls of curse armour]], and [[scrolls of curse jewellery]], if you haven't already identified them.
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Additionally, converting to [[Ashenzari]] will identify [[scrolls of remove curse]], if you haven't already identified them. Followers of Ashenzari will have a much easier time identifying other items as their piety rises.
  
 
==Identifying items in shops==
 
==Identifying items in shops==
Anything bought from a non-antique [[shop]] will automatically be identified. This is especially useful for identifying bad items such as [[Curse#Item_Cursing|curse scrolls]], [[rings of hunger]], or harmful [[potions]], as all of these are quite cheap and identifying them this way will prevent you from harming yourself by experimenting with them.
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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==
 
==Identifying items through use==
If the item is a weapon, armour, ring or amulet, you may want to make sure that you can uncurse it (a [[scroll of remove curse]] will always work, and [[scrolls of enchant weapon]]/[[scroll of enchant armour|armour]] will uncurse weapons and armour, respectively) before trying to identify it through use. Some weapons and armour appear as shiny, runed, glowing, dyed, embroidered ''etc.'', while others are "plain". It's worth noting that while "plain" weapons and armour are never [[brand]]ed, they often have random pluses or minuses: while (0,-1) and the like are common, armour and weapons up to +2 or +3 can be found by testing these items in bulk. Conversely, items with adjectives are almost never +0, but can have bonuses or maluses, and they don't necessarily have brands. Many of them will be cursed: any cursed weapon/armour has 1 chance in 3 of having an adjective. Even marked weapons are still more likely to be (-1, 0) or (+1, -1) than (+2, +3). More exotic descriptors such as "ancient", "humming", or "distressingly furry" indicate [[artefact]]s; even when unidentified, they will appear in white in the inventory listing.
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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.
  
 
===[[Armour]]===
 
===[[Armour]]===
Armour is always fully identified when worn. This includes artefacts. The only risk with wearing un-ID'd 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. Artefact armour 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 artefact armour.
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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===
 
===[[Weapon]]s===
Weapons will reveal any [[brand]]s (such as "of flaming") when wielded - and all other special properties, too, if it's an artefact. To find their to-hit and to-damage bonuses, however, you need to have some skill with them. If your skill is above a certain value (randomly determined when the weapon is created), the weapon is in your [[inventory]], and you know that it is not cursed (eg: you have already wielded that weapon), the pluses will be revealed.
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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.
  
If an enemy successfully hits you with a [[brand|branded]] weapon and activates its effect, the [[brand]] will be identified, but nothing else.
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Weaponry held by other creatures is generally unidentified. If a monster hits you with a weapon that is branded, it will identify the brand. If you feel confident that you can survive a hit, letting your enemies hit you is a simple way to find out what brands their weapons carry. Be aware, however, that some brands can be extremely dangerous; [[distortion]] is particularly hazardous, as it may send you to the [[Abyss]]. Also, while you will be able to identify the brand, simply being hit by a weapon tells you nothing of its enchantment.
  
Note that weapons of [[distortion]] can have dangerous effects if wielded while un-identified or unequipping, such as casting the user into [[the Abyss]]. The unique monsters [[Psyche]] and [[Sonja]] are likely to drop weapons of [[distortion]] or [[chaos]], and their weapons will be inscribed with their names.
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Note that weapons of [[distortion]] can have dangerous effects if ''you'' unwield them, such as dealing heavy damage or casting the user into [[the Abyss]]. The unique monsters [[Psyche]] and [[Sonja]] are likely to drop weapons of [[distortion]] or [[chaos]], and their weapons will be inscribed with their names.
  
 
===[[Jewellery]]===
 
===[[Jewellery]]===
Some amulets and rings auto-identify but many do not. Amulets are generally safer to identify in this way than rings, since only the [[amulet of inaccuracy]] is harmful, and it's rarely cursed.  
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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.
*The [[amulet of faith]] will auto-identify when put on if you are worshipping a god, or if worn when you pray at an altar, but beware as unequipping it will lower your piety by 1/3.
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*[[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.
*The [[amulet of rage]], [[amulet of the gourmand]] and [[amulet of guardian spirit]] all auto-identify when worn - note that the last can be dangerous for spellcasters, as it will drain all your MP when put on or taken off. Don't put on un-ID'd amulets in combat.
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*[[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.
*The [[amulet of stasis]] and the [[amulet of clarity]] both auto-identify when the player resists the corresponding effects.
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*[[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.
*The [[amulet of warding]] will auto-identify when an attack from a summoned monster is deterred.
 
  
This leaves the [[amulet of resist corrosion]], the [[amulet of resist mutation]], the [[amulet of conservation]], and the aforementioned [[amulet of inaccuracy]] to be identified.
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Rings can be more dangerous than amulets, but many of the same strategies apply.
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*[[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.
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*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.
  
As for rings, they can be more dangerous than amulets, but many will auto-identify for you.
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Artefact jewellery will reveal all properties when worn; as always, exercise caution when trying on unidentified artefacts.
*These rings  all auto-identify when put on: [[ring of flight]], [[ring of teleportation]], [[ring of invisibility]], [[ring of magical power]], [[ring of regeneration]], [[ring of wizardry]], [[ring of fire]], [[ring of ice]] and most of the "stat rings": [[ring of protection]], [[ring of evasion]], [[ring of strength]], [[ring of dexterity]], and [[ring of intelligence]].
 
*The [[ring of see invisible]] will identify if worn when a creature attempts to turn invisible, or if putting it on reveals a hitherto unseen invisible creature.
 
*The [[ring of sustain abilities]] will identify if worn when it protects you from stat drain.
 
*The [[ring of teleport control]] can be identified by teleporting or [[blink]]ing.
 
*The [[ring of teleportation]] and the negative versions of "stat rings" are usually cursed.
 
*The [[ring of sustenance]] and the [[ring of hunger]] will auto-identify when your hunger status changes. Rings of hunger are always cursed. If a ring is cursed and does not auto-identify it should be removed with a scroll of remove curse as soon as possible, since there is a very good chance that it's a ring of hunger.
 
 
 
This leaves the following rings to be identified normally:
 
*The rings of resistance ([[ring of poison resistance|poison]], [[ring of protection from fire|fire]], [[ring of protection from cold|cold]], [[ring of life protection|negative energy]], and [[ring of protection from magic|magic protection]]) can produce revealing messages when they protect you from something, though it is only unambiguous if you have no other source of the resistance to the resisted element.  Usually it is best to simply use an identify scroll on those rings that don't identify through other means; for the resistance rings, though, it is possible to use a safe source of the element to be resisted. Generally a self-targeted low-level spell will do; potions of poison can be used to test for poison resistance, though be sure to be at full health in a safe area first.
 
*[[Rings of slaying]] must be identified with a scroll.
 
 
 
Artefact jewellery will reveal any properties that would auto-identify when worn; for example, a ring with +5 Int and rElec will reveal the Int bonus but not the resistance when worn. As such, you'll often need to use scrolls of identify to fully identify them. Artefact jewellery that is partially identified will be inscribed as such.
 
  
 
===[[Scrolls]]===
 
===[[Scrolls]]===
As of 0.15, all scrolls Auto-Identify when read, even if their effects aren't obviously perceived. for instance, a [[Scroll of remove curse]] will print the message "you feel like something is helping you" even if it doesn't remove a curse
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All scrolls identify when read, even if their effects aren't obviously perceived.
  
 
For best results when read-IDing scrolls, be sure that you:
 
For best results when read-IDing scrolls, be sure that you:
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*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)
 
*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, immolation, torment, or holy word)
 
*Don't have any allies nearby (to not offend them and possibly your deity with fear, immolation, torment, or holy word)
*Are carrying at least 1 wand (recharging)
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*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).
 
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).
  
 
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:
 
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:
*The scrolls of immolation and torment both cause serious HP damage, though torment is never directly lethal (always deals half of your health). Scrolls of holy word cause similar damage to undead or demonic characters.
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*Scrolls of noise may attract unwanted attention to your position.
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*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.
 
*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.
 
*Scrolls of random uselessness may produce friendly butterflies, which can be troublesome for characters worshiping a god who dislikes the death of allies.
  
 
===[[Potions]]===
 
===[[Potions]]===
All potions auto-identify when quaffed, but some (for example potions of poison and decay) 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 [[potion of cure mutation]]. The [[potion of blood]] is always red, and it will auto identify when it turns into a [[potion of coagulated blood]] after a while. Note that wearing an [[amulet of resist mutation]] or having [[poison resistance]] will ''not'' interfere with identifying the corresponding potions, but will protect from their effects.
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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 [[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.
 
 
A second way to identify potions is to witness monsters quaffing them. You'll have to note the effect the potion has on the monster; once you've seen it, the appropriate potion type will be marked as "tried by monster" and it can be inscribed with its identity depending on the effects you saw.
 
  
Note that potions of porridge are almost always described as a "gluggy white" or "gluggy brown" potion.
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A second way to identify potions is to witness monsters quaffing them, which works just as well as if you had done so.
  
 
It is not cowardice to avoid quaff-IDing potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.
 
It is not cowardice to avoid quaff-IDing potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.
  
 
===[[Wands]]===
 
===[[Wands]]===
Wands usually auto-identify when zapped at a monster which does not resist them, 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.
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Wands will always be identified when zapped, 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.
 
 
The best way to identify wands is by zapping at a monster who is at least one square away from you, close to a rock wall, yet without the shot being perpendicular to the wall. This will ensure that if the wand is a fireball you will not be hit by the blast, if the wand is digging it will become identified due to digging the wall, and if the wand is lightning it will not hurt you by bouncing back at you. Wands should be tested on weak monsters in case they are hastened or turned invisible. If the game tells you "nothing happens" and the enemy is uninjured, it's a [[wand of healing]].
 
  
Another method is to zap the wands at a section of wall. If this fails attempt to use it on yourself. This can use more charges, but is slightly safer and does not require a monster to be present. In fact, you should make sure that there ''aren't'' any nearby monsters, since a [[wand of confusion]] or a [[wand of enslavement]] will cause you to confuse yourself.
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The best way to identify wands is by zapping at a monster who is at least one square away from you and without a wall directly behind them. This way, if it's a [[wand of fireball]], you will not be hit by the blast, and if it's a [[wand of lightning]], the bolt will not bounce back into you. Wands should be tested on weak monsters in case they are hastened, turned invisible, or polymorphed.
  
 
==History==
 
==History==
Prior to [[0.15]], many things would not fully identify when used, wielded, worn, or put on, and scrolls of identify could rarely affect multiple items
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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.
  
Prior to [[0.15]], scrolls of curse weapon, armour, and jewelry 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.
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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 [[0.10]], 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 [[0.10]], 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 weapons now.
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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.
 
Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.
  
 
[[Category:Strategy Guides]]
 
[[Category:Strategy Guides]]

Revision as of 01:24, 5 March 2015

Version 0.15: This article may not be up to date for the latest stable release of Crawl.

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.

Pre-identified items

Certain backgrounds or species start with identifiable items in their inventory which they will recognize elsewhere:

Additionally, converting to Ashenzari will identify scrolls of remove curse, if you haven't already identified them. Followers of Ashenzari will have a much easier time identifying other items as their piety rises.

Identifying items in shops

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

If the item is a weapon, armour, ring or amulet, you may want to make sure that you can uncurse it if you need to: a scroll of remove curse will always work, and scrolls of enchant weapon/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 unbranded 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 artefacts, which can possess dramatic enhancements or maluses (sometimes both at once!) Even when unidentified, artifacts will appear in white in the inventory listing.

Armour

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 egos 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.

Weapons

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.

Weaponry held by other creatures is generally unidentified. If a monster hits you with a weapon that is branded, it will identify the brand. If you feel confident that you can survive a hit, letting your enemies hit you is a simple way to find out what brands their weapons carry. Be aware, however, that some brands can be extremely dangerous; distortion is particularly hazardous, as it may send you to the Abyss. Also, while you will be able to identify the brand, simply being hit by a weapon tells you nothing of its enchantment.

Note that weapons of distortion can have dangerous effects if you unwield them, such as dealing heavy damage or casting the user into the Abyss. The unique monsters Psyche and Sonja are likely to drop weapons of distortion or chaos, and their weapons will be inscribed with their names.

Jewellery

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.

Artefact jewellery will reveal all properties when worn; as always, exercise caution when trying on unidentified artefacts.

Scrolls

All scrolls identify when read, even if their effects aren't obviously perceived.

For best results when read-IDing scrolls, be sure that you:

  • 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, immolation, 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).

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:

  • 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 gods 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

All potions auto-identify when quaffed, but some (potions of poison and 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 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.

A second way to identify potions is to witness monsters quaffing them, which works just as well as if you had done so.

It is not cowardice to avoid quaff-IDing potions entirely. Scrolls of identify are common enough that using them on every unidentified potion you find is not unreasonable.

Wands

Wands will always be identified when zapped, but until you have a fairly high Evocations skill, the only way to determine the number of charges in a wand is to use a scroll of identify.

The best way to identify wands is by zapping at a monster who is at least one square away from you and without a wall directly behind them. This way, if it's a wand of fireball, you will not be hit by the blast, and if it's a wand of lightning, the bolt will not bounce back into you. Wands should be tested on weak monsters in case they are hastened, turned invisible, or polymorphed.

History

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.