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Old January 8, 2022, 04:15   #1
Selek
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Newb Qs: score; nasty potions; inventory

I'm loving Sil-Q. I've just finished my second run. My first ended at 100 feet; my second at 350 feet, where I was murdered by Bolrog the Merciless, or someone like that. I have some questions, though.

1. First, I see the leaderboard at this site sorts runs by 'score'. How do I compute this score? The top scoree is 411 million or so. I know my sad little runs won't count for much, but I'm curious how they'd compare.

2. At one point I quaffed a potion that hurt my DEX permanently, it seems. I think it was some Potion of Clumsy. Are there permanent debuffs like that? Is there any way to ID a nasty poison other than just trying it?

3. Likewise, I only ever IDd one staff, a staff of light. The others I tried didn't do anything. I suppose I should be trying them in battle?

4. Finally, is there any way to add inventory slots or storage? The constant shortage of space was a real annoyance.

Great game! Many thanks to those who are making it.
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Old January 8, 2022, 04:46   #2
wobbly
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Winning scores are mostly: Morgoth kill, number of sils, turncount. Not sure with losses, depth or xp? It'll be in the manual.

There is 2 stat drain herbs and 2 potions. Herb of restoration or stat potion to restore.

Alchemy in the perception tree or staff of understanding to id consumables.

Staves need a visible effect to autoid. A monster in sight, a staircase, a trap/rubble, an open door, a cursed item equipped should cover the majority of effects.
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Old January 8, 2022, 07:09   #3
Selek
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Thanks for your reply! very helpful. I appreciate that you took the time to answer all my questions.

Thanks again!
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Old January 8, 2022, 16:12   #4
Quirk
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Score on the latest version is:
Code:
1 000 000 000 - Morgoth killed
  xx0 000 000 - How many floors you descended, or ascended. This maxes at 41.
    x 000 000 - How many Sils you were carrying at death / escape.
      x00 000 - Challenge options. 1 for 5K xp, 2 points for Ironman (no taking up stairs), 3 for playing Sindar or Naugrim, 5 for Edain
       xx xxx - 100000 minus turncount
The challenge options column is new, so Sil-Q 1.5 scores will be higher; however this should allow the hardest challenges to be recognised better in the high score table.

The higher scores mean that when you get below 700' or so, you will absolutely be able to make the first page of the high score table. The current best score on Sil-Q 1.5 is a single Sil Noldor ironman win. To beat it you would need:
- to ascend with two Sils
- or ascend with one Sil with a Noldor doing iron man faster
- or ascend with one Sil with a Sindar or Naugrim faster

Last edited by Quirk; January 8, 2022 at 16:19.
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Old January 8, 2022, 17:20   #5
Infinitum
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Some consumables must have a tangible effect in order to auto-id (excemptions being potions of true sight and the various healing potions). Also, Orc Liquour and potions of Miruvor aren't randomized. For potions, the only conditional ones are antidote, clear mind and voice.

For staves, the best way to cover the most conditions t once is to test them in a room with a visible open door, trap (or pile or closed door), an awake monster and a set of stairs. If it still doesn't Id it's most likely a staff of remove curse (or summoning, should the monsters have entered from another staircase).

I did write a ID guide a few years ago, it's pretty outdated though.
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Old January 9, 2022, 20:33   #6
Selek
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Quote:
Originally Posted by wobbly View Post
Winning scores are mostly: Morgoth kill, number of sils, turncount. Not sure with losses, depth or xp? It'll be in the manual.
I can't find this formula in the manual. I've searched on "score" and "winning," and I don't see an entry for it in the table of contents. I haven't finished reading the entire manual, so maybe I missed. Can anyone point me in the right direction? Thanks.
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Old January 9, 2022, 20:40   #7
wobbly
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Quote:
Originally Posted by Selek View Post
I can't find this formula in the manual. I've searched on "score" and "winning," and I don't see an entry for it in the table of contents. I haven't finished reading the entire manual, so maybe I missed. Can anyone point me in the right direction? Thanks.
2 posts above your own.
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Old January 10, 2022, 02:58   #8
Selek
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Quote:
Originally Posted by wobbly View Post
2 posts above your own.
Thanks. I cleverly missed it. *blush* Sorry about that.

I made it to 450 feet this time. A Whispering Shadow got me. I might've survived had I had the presence of mind to swap to my Lantern of True Sight.

This time I did take Alchemy, and it was nice to have just about everything in my inventory identified. But I saw only one Forge the whole came, on the first level, and so I never made a ring or amulet.
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Old January 10, 2022, 05:56   #9
wobbly
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Quote:
Originally Posted by Selek View Post
I made it to 450 feet this time. A Whispering Shadow got me. I might've survived had I had the presence of mind to swap to my Lantern of True Sight.
Well done. Its a common mistake believing whispering shadows are invisible, they are not and see invisible wont help you. They have a darkness aura and when there's a lot of them you need a lot of light. There are ways to deal with this but one thing to remember is sometimes they've spread too far and you need to shut a door and just stay away from that part of the level.
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Old January 13, 2022, 03:00   #10
Selek
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My latest run got as far as 550 feet. I'm improving!

In this run I did figure out how to spot and kill Whispering Shadows. I was using polearms, and I had the skill that pokes an enemy if you stand still and it approaches you. That always seem to identify the Shadow. Maybe it helped that I put more points in Perception and related abilities.

And yet it was still a Whispering Shadow that got me in the end, when I found myself sandwiched between a Shadow and a pack of angry Werewolves in a dark hallway. I need to think more about where is safest to fight mobs like this. Maybe a dead-end, with the dead end at my back? An open room?
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