bron |
September 30, 2021 22:43 |
Rather than continue to shoot my mouth off about smithing in the abstract, I decided I should run a character so I could shoot my mouth off in the concrete. A few impressions:
I found that running a 50K "challenge" character was actually easier/better for a high smithing run, since I could make good use of any early forges, and could very quickly run down to the deeper levels which are bigger (and so generically more likely to have a forge somewhere), and also to find Revelations staves sooner.A standard run by contrast takes a lot more turns to build up the character leaving a lot less time to hunt for forges. More (useful) forges was more important than the extra experience points.
Smithing of 27 feels like a good compromise. I'd have 4 Grace, plus build a Smithing kit of items with +6 Grace, and 16 skill points. Plus one for the affinity. That's a big investment, but not an impossible one. And there's a lot of good stuff to be made at 27 smithing skill, notably +3 Evasion or Accuracy rings. A case could be made for 28 smithing skill,which would allow one to make a +2 Constitution Amulet (needs 31 skill) if you find an Enchanted forge, or burn enough Grace potions. But I decided against that.
Despite my earlier statements, smithing is still interesting and fun. It's just (a little) different. Making a really powerful character via smithing now seems to demand more forges, but that's not an unreasonable limitation. My winning chars would make a lot of gear, and lastly a Masterpiece weapon at the 900' forge.
Anyway: the changes are maybe not what I would have done, but probably every individual can say that about everything, all the time. And it's not like I'm actually doing anything about it, other than complaining. I really like Sil, and Silq, and am glad to see that it is under active development.
A couple of specific points:
You can *decrease* the "special" bonus of a War Hammer of Crushing, allowing one to make a 4d3 War Hammer as an ordinary (non-artifact) object, at high but not impossible cost. I suspect that this is an oversight (?). Other objects (notably Shadow Cloaks) do not allow you to decrease their bonus. Admittedly, you can make a 4d3 War Hammer by starting with the Hador Enchantment, but that increases the smithing cost quite a bit.
Song of Delving doesn't seem to work in the extreme lower-left corner of the map.
The "final form" of Morgoth is tough! I had characters that could get him down to 2 stars, but couldn't finish. This was a little unexpected (to me anyway), but is actually sort of a nice feature. Once I knew about it.
The ascent seemed harder, despite the shafts. Have the "3-sils" monster bonuses gotten bigger? Or is it just my imagination?
"Smite" is an interesting mechanic. It's certainly useful against high defense enemies (serpents, Kemenrauko), but the fact that you lose a turn even if you miss on the initial attack makes it dangerous. Particularly against Morgoth, where a mis-timed Smite can kill you.
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