bobross419 wrote:Why does popping a blind tele in a branch end always result in you being dropped smack dab in the middle of the vault?
Follow up question, why does popping another blind tele in a branch end after being tele'd into the vault always move you 8 squares from where you just were?
Coincidence, sort of. Uncontrolled teleportation picks a destination at random. Open areas have a LOT more valid targets than more defensible areas like corridors, so you're more likely to end up in them. Compare a 16x16 area with a corridor going through it (16 destinations) to a 16x16 area that's in the middle of an open bubble (256 destinations). You're more likely to end up in an 8-tile radius if you teleport from the second case. Branch end vaults tend to be even larger than typical vaults, and they're often the only really large open area in the whole level. In the most severe cases, for example the Zot 5 megavault, something like three quarters of the possible teleport destinations are in that deadly branch end vault.
Blade wrote:Do mutagenic corpses have a higher chance of positive mutations than mutation pots? The last few times I've eaten them, I've certainly gotten better mutations than with the pots, but it's likely just coincidence.
Coincidence. They're exactly the same, assuming the mutagenic corpse hasn't started rotting yet. (If it's already rotten, then it's heavily likely to give you bad mutations.) You get one mutation per chunk and three per potion, though, so if you get a good mutation on that first chunk you can stop there rather than pushing your luck and getting two bad ones to go with it.
Zelkelion wrote:Does the Scroll of Summoning ever summon friendly critters? Perhaps I've just had bad luck?
The scroll of summoning always summons a small abomination. It will be friendly unless you're following a deity inimical to it. You'll never get a friendly abomination by any means if you worship TSO, Elyvilon, or Zin.
Zelkelion wrote:Also, is there somewhere I can find a general comparison of overall damaging spell strengths?
This'll probably be out of date by now, but at least it's easy to read:
http://crawl.chaosforge.org/index.php?t ... mum_damageMore usefully, you can check your spell power by pressing ! when you're in the casting menu. The more # you have, the better, and if you have some . after the # you can get more power by training your skills more or using enhancers.
Zelkelion wrote:Finally, can I get the same information on spell accuracy? How is that determined? It's frustrating that even low level spells (ex: throw frost) seemingly have a good chance to just miss entirely.
Generally speaking, spell accuracy is a function of spell power. Raise your int, train your magic skills, and use enhancers if you have one. Very few spells auto-hit.