Great early-game mutation set -- should I keep quaff-ID'ing?


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Lair Larrikin

Posts: 15

Joined: Tuesday, 1st March 2011, 02:01

Post Monday, 28th March 2011, 07:09

Great early-game mutation set -- should I keep quaff-ID'ing?

3864 | D:2 | Gained mutation: You are resistant to magic.
3864 | D:2 | Gained mutation: You are highly resistant to magic.
3864 | D:2 | Gained mutation: You can translocate small distances at will.

Now I'm terrified of Cure Mutation potions, but the only potions I've ID'd are brilliance, healing, might, and mutation. Should I hope for a bunch of identify scrolls, or just cross my fingers and keep quaff-ID'ing? I'd hate to end up dead and find out I had potions of speed and heal wounds, but if I "cure" these mutations I swear I will break down and cry. MiFi of Okawaru if that makes a difference, by the way.
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Vestibule Violator

Posts: 1459

Joined: Sunday, 19th December 2010, 05:45

Location: New England

Post Monday, 28th March 2011, 07:13

Re: Great early-game mutation set -- should I keep quaff-ID'

I'd use statistics to figure out which potions are likely heal wounds and quaff for the ID, and then stick to scrolls to ID everything else until you find cure mutation. The blinking alone is worth sacrificing potions of speed for the moment, if that was your worry.

Vaults Vanquisher

Posts: 494

Joined: Friday, 11th February 2011, 17:13

Post Monday, 28th March 2011, 13:18

Re: Great early-game mutation set -- should I keep quaff-ID'

MiFi makes a HUGE difference imo. Spellcasters can learn blink, you cannot. Blinking is going to save you so many times if you use it.

STAY AWAY FROM UNKNOWN POTS.
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Ziggurat Zagger

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Joined: Thursday, 10th February 2011, 18:30

Post Monday, 28th March 2011, 14:54

Re: Great early-game mutation set -- should I keep quaff-ID'

It's only helpful if it works correctly (control teleport ring!).

Don't blink away from a fight and land in the middle of it instead.
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Halls Hopper

Posts: 69

Joined: Thursday, 17th March 2011, 23:31

Post Monday, 28th March 2011, 16:59

Re: Great early-game mutation set -- should I keep quaff-ID'

Just be careful. Odds are if you have 3-4 of an un ID potion, it is not going to be cure mutation unless you have been hoarding pots the whole game, like mentioned above, use statistics, and ID single set pots.

Lair Larrikin

Posts: 15

Joined: Tuesday, 1st March 2011, 02:01

Post Tuesday, 29th March 2011, 03:10

Re: Great early-game mutation set -- should I keep quaff-ID'

Update - D:5, turn 6864:

Really quaff e - 2 emulsified cyan potions {!*}?
It has a very clean taste.
You feel less resistant to magic. x2
You feel a little less jittery.

Commencing quiet sobs.

At least I have an ID'd potion of cure mutation ... :(
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Swamp Slogger

Posts: 138

Joined: Friday, 14th January 2011, 11:54

Post Thursday, 31st March 2011, 01:14

Re: Great early-game mutation set -- should I keep quaff-ID'

calebnoble wrote:Update - D:5, turn 6864:

Really quaff e - 2 emulsified cyan potions {!*}?
It has a very clean taste.
You feel less resistant to magic. x2
You feel a little less jittery.

Commencing quiet sobs.

At least I have an ID'd potion of cure mutation ... :(


LOL. I'd have gone with a qualified never quaff-ID with a good mutation set. ('Never' being that you'll pretty much always get a huge pile heal and cure potions so if you didn't have those identified, I might try for those, but not on a stack of two.)

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