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Old February 14, 2016, 04:33   #1
Join Date: Feb 2016
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Request: Early Build advice

I am new to Sil, its very different than other games and Roguelikes, but it looks very interesting! I would like to request some of the more experienced players to lay out some "effective" builds. I imagine that there are alot of other newbies that would appreciate these sorts of builds as Sil is a very complex game and has free form skill builds (and as far as I'm aware there isn't anything like this, at least, not in one place). I'm interested in early game advice and tips only. What I mean by that is, that I would prefer to figure out the general playstyle myself, but getting the starting stats and skills right is a little overwhelming. Its also fairly hard to figure out whats "viable" to get early, and whats worth building towards. So what I would like to see is something like:
  • Build name.
  • The point of the build (Like dex/ accuracy based melee, the end goal of the build, be brief).
  • Early stat and exp location, what to build at the first forge or two if applicable.
  • How to play the early game in general, give some tips for how to play Stealth or Singers for example. Try not to spoil everything about it though.
  • I don't want to see builds only made for beginners. If theres a small change for a build that makes it more suitable for beginners and gives it early survivability then just say as such.

That sort of format, feel free to change it however you wish, its just the best way I could think of to convey my thoughts simply. I would prefer this to be focused on the early game. If someone wants to give mid, or late game advice I would prefer for it to be elsewhere as it ruins some of the fun for me. I would love it if every reasonable build was listed, even less viable ones, or ones unsuited for newbies (like Stealth pacifist). Thanks for any advice!
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Old February 14, 2016, 09:18   #2
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Let me offer three builds:

* Hunter
* Stealth + archery: pick your battles and engage targets at distance
* Balanced stats (e.g. 2/4/4/4)
* Notable abilities: Disguise, Weaponsmithing (for arrows), Sprinting, Focus, Concentration, Listen + Flaming Arrows to engage armoured targets
* Equipment: start with longbow, you can graduate to a good shortbow / dragonhorn bow for larger criticals later
* Start: a bit melee at start helps, either take versatility or put 3-4 points into it

* Military / intimidation archer
* Archery + fear: pick your battles by inducing fear and engage targets at distance
* Notable abilities: Song of Elbereth, Majesty + good light sources, typical archery / archery-aiding abilities
* Start: again a bit melee helps

* Lullaby singer (aka Luthien)
* Only needs dexterity and grace.
* Walk to Morgoth unnoticed and pick up a Silmaril / both possible as pacifist or with opportunist archery on easier targets
* Notable abilities: Song of Lorien, Disguise, Listen, Vanish
* Equipment: collect a weapon able to cut a Silmaril (Angrist is best, both for feeling true to lore and for cutting)
* Note: needs perception otherwise a random trap going off will alert a dozen enemies you are ill-equipped to fight

Last edited by taptap; February 14, 2016 at 09:37.
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Old February 18, 2016, 08:55   #3
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another useful ability for taptap's "hunter" build is song of elbereth. very cheap. very effective. i wouldn't consider myself experienced though; i haven't won yet. so take that how you will.
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Old February 18, 2016, 20:13   #4
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Here is my personal favorite: a "kill everything" build.
Noldor Feanor, stats 3443
Take 6 points of Melee, 6 points of Evasion, 2 points of Smithing.
On the first turn, buy the "Power" Melee ability.
At the first forge, take Weaponsmithing (free), and make a (3lb) longbow, and one batch of arrows.
If you have found some arrows, forge a mattock (remember to reduce the weight). If not, forge a second batch of arrows, and forge the mattock at the 2nd forge (if you haven't found one by that time). All other forge uses go to make more arrows.

The character only needs a small amount of additional Melee and Evasion during the early part of the game (e.g. down to 500ft), although you want to have an effective melee of *at least* 15 by the time you get to the cat warriors (600ft). Use experience to build Archery up to 7 and take Flaming Arrows (free), plus whatever other abilities you find useful (I always go for Loremaster, even before Flaming Arrows). Eventually, build Archery up to 10 and take Dexterity, then stop - you don't need more Archery skill than that.

The high strength (pus Power) allows the character to dish out a lot of damage. Probably the best weapon for this char is a 3d4 bastard sword, if you're lucky enough to find one. But the arrows hit hard too, even without Flaming.

Since this char will fight a lot, you'll want to have good armour. Definitely wear a Corslet. I can't stomach the melee penalty of a kite shield, but do use a shield of some sort. Wear gauntlets, and rings of protection. (Eventually you'll trade the rings of protection for rings of Damage and/or Strength, but you don't find those until late in the game.)
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Old February 14, 2016, 11:10   #5
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Newbie Fingolfin
To hit dudes
3353 stats, 6 melee, 6 evasion to start. Only level melee and evasion until ~500'. After that take Dodging and Flanking.
Just hit dudes. Use corridors to take on foes one at a time until you are sufficiently buff to dance with flanking.
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Old February 14, 2016, 12:11   #6
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The above build pretty much. In general, the question isn't "what ability should I take" but rather "is this ability better than another point in evasion/melee"? Also remember that the "true" cost of any ability is the cost of the last ability you take in that paticular tree. For a point-by-point guide, my preferred build is:

*3353 Fingolfin
*5 Melee, 5 Evasion, 4 Smithing + Jewelsmith
*Make +1 Evasion/Accuracy rings and a Lesser Jewel (opens up inventory space) at the first forge. Additional forges are used to id "useless" jewelry for xp and eventually a pair Feanorian Lamps once you find mithril to melt.
*Only buff melee/accuracy until you have 8 or so of each.
*Then get up to 6 stealth, Assassination and Opportunist. This is a great quality-of-life ability in general and makes dealing with Archers less of a chore. Even this modest stealth investment will also make it easier to avoid stuff at a distance and sometimes stab unwary critters (eg Dragons) later on.
*Then go back to buffing melee and evasion for pretty much the entire game. Once you start encountering Wights you might want to buff Will up to hardiness (for the "free" ability and avoiding stat drain), once you encounter Sulraukar buff perception up to Keen Senses and eventually Rauko-Bane (this is enough to spot all invisibles enough of the time). I usually end up buffing will to the con point, but this is a low priority compared to more raw attack/dodge numbers.
*Dodge/Flanking once you have 10-12 melee/evasion (fighting in corridors will trap you as you enter cat/kemenrukar territory). Either Power or Finesse/Subtlety once you find an artifact weapon you like enough to build around (look for sharp weapons in general). Eventually get Follow-Through, Momentum and Strength if your weapon supports it (most do).
*Get Song of Slaying shortly before entering the throne room. It's situational, but the endgame has a few of those situations guaranteed. Rapid Attack sometimes shine here as well but pretty much needs you to use strength potions in order to penetrate armor consistently.

There are a few variations on the goodstuff builds; eg you can get Opportunist by way of Follow-Through rather than Assassination to save (but the occasional +10 stab is worth 1000 xp imo).

Smithing is wholly optional but pays for itself early on (the +1 rings usually hold up down to 5-600' or so), makes inventory management more bearable since you can ditch torches and ID junk jewelry early (and wearing a hunger ring allows you to start id'ing herbs earlier as well), and easier access to Lamps gets important later on. Well worth 1500 xp imo.

Archery is a good alternative to stealth/opportunist for killing flitterers and fleeing enemies. Usually I only get Flaming Arrows and eventually the Dexterity point for moar accuracy/evasion.

Songs are too situational to be of use, sadly. Song of the Trees is a good alternative to the smithing splash in order to guarantee some light midgame, Lorien is useful for stealthy characters and Slaying gets good in the endgame. Mastery is for the most part a trap option for "optimal" smiths.
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Old February 21, 2016, 16:28   #7
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Originally Posted by Infinitum View Post
Songs are too situational to be of use, sadly. Song of the Trees is a good alternative to the smithing splash in order to guarantee some light midgame, Lorien is useful for stealthy characters and Slaying gets good in the endgame. Mastery is for the most part a trap option for "optimal" smiths.
It's worth noting that light gives melee & evasion penalties to light sensitive enemies & song of trees is cheap enough in voice to run near continuously in a fight. So if you grab trees early you wont be losing as much melee/evasion as it looks like (orcs & trolls are light senitive) & are in a much better position against things like shadows, late game spiders, wraiths(not sure if it drops their will for the specials, stunning them with a light staff definitely does). It'll cost you 1500 if your going the slaying+sharpness route, so it's only about a pt of melee/evasion long term.

Last edited by wobbly; February 22, 2016 at 00:40.
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Old February 28, 2016, 13:01   #8
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Got a pacifist through today. A 0/4/3/6 Finarfin starting with listen, 1 stealth, 2 evasion + dodging. Felt pretty solid, a couple of advantages of going perception before stealth is: No dramas with alarm traps, less worries getting sandwiched or cornered. I'll just give the depths for the abilities so you can work out roughly how much you can afford:

0' Keen senses/listen/dodging
250' Disguise
300' Song of Elbereth
450' Lorekeeper/Loremaster/Song of Silence
800' Sprinting
950' Dexterity
950' Song of Trees/Power (for the crown)
850' Channeling
950' Majesty
1000' Grace
800' Leaping
450' Freedom (You'll need 1 str for rubble otherwise, though rage herbs work)
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Old March 11, 2016, 05:34   #9
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So as no-one's posted a smithing build I'll give one I play a lot. It's the heavy armour thumper - switch - something else.

Power, high protection suits a smith early. You've got no skill anyway but easy access to decent armour. Late game it's nasty, both noise-wise and dealing with certain enemies, so as you descend you build your armour lighter, more evasive, sneakier.

I'll give it for a feanor smith (1/4/5/4) starting 5 melee + power, 4 evasion, 1 stealth/perception/will. You'll be able to pick up 500xp at 50-100' which will get you +2 forge gloves, mail of protection & +2 evasion round shield. The extra con is handy if you plan on draining itat a forge. The armour (& con) is great archer protection you can head straight to that depth without to much worry.

Melee: Aim at 10 with power (more later if switching to warrior)
Evasion: Aim at 9, crowd figthing, heavy armour use (more later for warrior)
Archery: 3+precision (more later for archer or just because you're a high elf)
Stealth: 3+disguise (more if blah, blah)
Perception: Focus/Concentration on warriors, keen senses/listen on sneakers
Will: Enough for annoyance monsters by depth (a luxury early game, vital late game)
Song: later as appropriate. If you're struggling just grab elbereth at struggle depth.
Almost forgot Smithing: Armoursmith, Enchant, Artistry, 7 pts. With a crown of grace, the gloves that'll get amulet of grace which'll get feanorian lamp of brightness.

Basically get as solid as you can, smith what you can and then switch. You may find with a stealth switch there's an ugly depth where things are hard to kill & you lack stealth. You'll need some tricks but the main one is don't hang round long, start diving quicker, pick something that'll keep you alive and put everything in to getting it.

Oh & ignore heavy armour thresholds. Stealth thresholds will matter more.
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Old April 2, 2016, 20:43   #10
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So got a Falathrim start which has made it to 400' so far & is looking pretty viable. I just didn't bother with any archery or melee & just concentrated on taking skills to avoid being cornered (e.g. sprinting & exchange places).

So 2 str (good for the long bow, good later for rapid fire on a short bow)
5 dex
3 con (nasty early but livable for an archer)
1 grace

7 in evasion + dodge + sprinting
the rest stealth, aim for exchange places
start building archery

keen senses & listen are great on an archer but so is focus/concentration. Up to you whether you think you can afford all 4 or just want a pair. hunter & bane are also going to be good. As you have sprinting I'd be more keen on wolf-bane then rauko-bane. Wolves are faster/more perceptive & you should end up with the stealth to just avoid rauko if the situation looks bad.

Edit: Almost forgot you'll want something for webs by a certain depth. However you're stronger then most archers so herbs of rage might be enough.

Last edited by wobbly; April 2, 2016 at 20:48.
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