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Old July 21, 2013, 01:55   #1
tmoiynmwg
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[Sil] Inventory advice

Hi all! I've been (very slowly) playing Sil for almost a year now, and it's a lovely game. The deepest I've gotten is around 850'. I am also new to the Angband tradition of roguelikes; in particular, the inability to create stashes coupled with extremely limited inventory space has been tricky to deal with. After the early levels, I've found that the most difficult decisions by far are deciding which items to leave behind. Especially when cool artefacts start dropping all over the place.

I have a fairly promising Feanorian going now, and I've already had to make lots of tough item decisions with him (it was painful to drop so many staves). But now I'm stuck. To spare myself the agony of staring at the screen any longer, I would love to get some insight into which items are actually essential and which ones I am probably overvaluing. What should I be thinking about when choosing what to keep?

General advice on handling the later levels and how to improve this character would also be much appreciated. Thanks for reading!

Code:
 
[Sil 1.1.1 Character Dump]

 Name   Celindil      Age      211       Str   4 =  3  +1
 Sex    Male          Height  6'10       Dex   5 =  4  +1
 Race   Noldor        Weight   165       Con   4
 House  Feanor                           Gra   3

 Game Turn   11,762   Melee  (+22,2d9)   Melee       22 = 14  +5  +2  +1
 Exp Pool     1,940   Bows   (+11,2d9)   Archery     11 =  4  +5  +1  +1
 Total Exp   34,440   Armor [+20,7-14]   Evasion     20 = 14  +5  +1
 Burden       124.4                      Stealth      9 =  3  +5  +1
 Max Burden   207.3   Health     41:41   Perception  12 =  7  +3  +2
 Depth         600'   Voice      34:34   Will         6 =  3  +3
 Min Depth     500'                      Smithing    11 =  7  +3      +1
 Light Radius     4                      Song         3 =  0  +3

 You are one of two children of a smith from the house of Feanor. You
 have light grey eyes, straight black hair, and a fair complexion.






  [Equipment]

a) The Longsword 'Orcrist' (+2,2d5) [+2] <+2> 3.3 lb
   It improves your perception by 2.  It slays orcs and trolls.  
   It cannot be harmed by the elements.  
b) a Longbow of Quickness (+1,2d5) [-1] 4.0 lb
   It grants you the ability: Rapid Fire.  It can shoot arrows
   20 squares (with your current strength).
c) a Garnet Ring of Dexterity <+1>
   It increases your dexterity by 1.  It sustains your dexterity.
   
d) a Beryl Ring of Protection [+0,1d2]
e) an Amber Amulet of Constitution <+0>
   It increases your constitution by 0.  It sustains your 
   constitution.  
f) a Brass Lantern of Brightness (with 4757 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) Leather Armour of Stealth [-1,1d4] <+2>
   It improves your stealth by 2.  
h) a Cloak of Protection [+1,1d1]
   It cannot be harmed by the elements.  
i) a Round Shield of Deflection [+1,1d3]
   It cannot be harmed by the elements.  
j) a Helm of Brilliance [-1,1d2]
   It lights the dungeon around you.  
k) a Set of Gauntlets of Strength [+0,1d1] <+1>
   It increases your strength by 1.  
l) a Pair of Boots of Speed [+0,1d1]
   It grants you the ability: Sprinting.  
m) 96 Arrows
   They can be shot 20 squares (with your current strength and bow).
n) 85 Arrows (Poisoned)
   They are branded with venom.  They can be shot 20 squares
   (with your current strength and bow).


  [Inventory]

a) a Dark Green Herb of Rage
b) 2 Russet Herbs of Healing
c) 3 Pale Green Herbs of Restoration
d) 3 Flasks of oil
e) a Clear Potion of Miruvor
f) a Crimson Potion of Clarity
g) 2 Sparkling Blue Potions of Healing
h) 4 Grey Potions of True Sight
i) 5 Pale Green Potions of Slow Poison
j) 6 Copper Speckled Potions of Quickness
k) 3 Dark Potions of Strength
l) a Brilliant Blue Potion of Dexterity
m) 5 Sky Blue Potions of Constitution
n) 2 Yellow Potions of Grace
o) an Obsidian Amulet of Regeneration
   It speeds your regeneration (which also increases your hunger).
   
p) a Mail Corslet of Protection [-3,2d5]
   It cannot be harmed by the elements.  
q) a Dwarf Mask of Defiance [-2,1d2] <+1>
   It improves your will by 1.  It provides resistance to fire 
   and fear.  
r) a Set of Gloves of the Forge <+2>
   It improves your smithing by 2.  
s) a Longsword of Nargothrond (+0,2d5) [+1] 2.4 lb
   It slays dragons and raukar.  
t) a Greatsword of Fury (-2,3d6) [+1] {uncursed} 5.7 lb
   It enrages nearby creatures.  It grants you the ability: 
   Whirlwind Attack.  It requires both hands to wield it
   properly.  
u) a Greatsword of Final Rest (-2,3d6) [+1] 6.8 lb
   It slays undead.  It grants you freedom of movement.  It
   requires both hands to wield it properly.  
v) a Battle Axe of Doriath (-3,3d4) 5.9 lb
   It slays wolves and spiders.  It does extra damage when
   wielded with both hands.  
w) a Shovel (-3,2d2) <+1> 5.5 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


  [Notes]

Celindil of the Noldor
Entered Angband on 11 Jul 2013

    Turn     Depth    Note

     774    100 ft    (Armoursmith)
     774    100 ft    (Enchantment)
     864    100 ft    Made a Round Shield of Deflection [+1,1d3]  3.6 lb
     954    100 ft    Made a Pair of Boots of Speed [+0,1d1]  1.9 lb
   1,044    100 ft    Made a Helm of Brilliance [-1,1d2]  4.6 lb
   1,808    150 ft    (Precision)
   2,942    250 ft    Encountered Gorgol, the Butcher
   3,101    250 ft    Slew Gorgol, the Butcher
   4,450    300 ft    Fell through a false floor.
   4,514    350 ft    (Lore-Keeper)
   5,550    400 ft    (Lore-Master)
   6,290    400 ft    Made a Set of Gloves of the Forge <+2>  0.5 lb
   6,450    400 ft    Made a Cloak of Protection [+1,1d1]  1.7 lb
   6,581    400 ft    Made a Dwarf Mask of Defiance [-2,1d2] <+1>  6.7 lb
   6,788    400 ft    Made a Set of Gloves of Archery <+2>  0.4 lb
   6,887    400 ft    Encountered Uldor, the Accursed
   7,332    400 ft    (Power)
   7,350    400 ft    Slew Uldor, the Accursed
   7,705    400 ft    Made Leather Armour of Stealth [-1,1d4] <+2>  4.7 lb
   7,716    400 ft    Made a Pair of Boots of Treacherous Paths [+0,1d1]  
                      1.2 lb 
   7,726    400 ft    Made a Helm of Terror [-1,1d2]  5.0 lb
   8,277    450 ft    Encountered Boldog, the Merciless
   8,287    450 ft    Slew Boldog, the Merciless
   8,287    450 ft    Found The Spear of Boldog
   9,090    500 ft    Encountered Ulfang the Black
   9,108    500 ft    Slew Ulfang the Black
   9,521    500 ft    Encountered Orcobal, Champion of the Orcs
   9,552    500 ft    Slew Orcobal, Champion of the Orcs
  10,333    550 ft    Found The Longsword 'Orcrist'
  11,332    600 ft    Encountered Othrod, the Orc Lord
  11,379    600 ft    Slew Othrod, the Orc Lord



  ['Score' 012088238]
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Old July 21, 2013, 03:08   #2
HugoTheGreat2011
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I'd toss the weapon of Fury as it does aggravate monsters. If you have enough EXP, get Focused Attack + Concentration as this will make fighting easier.
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Old July 21, 2013, 03:40   #3
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Quote:
Originally Posted by HugoTheGreat2011 View Post
I'd toss the weapon of Fury as it does aggravate monsters. If you have enough EXP, get Focused Attack + Concentration as this will make fighting easier.
Actually, Fury is a very handy swap to have (it forces orcs to engage you for example, as they get aggravated)

I would dump the axe, you're never going to use it.
Similarly, you're either going to want the leather armour OR the mail corslet. It doesn't make sense as a swap.
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Old July 22, 2013, 08:25   #4
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The Fury weapon has indeed been super useful for luring intelligent enemies into corridors. Thanks to Hugo's suggestion, I decided to craft an artefact dwarf mask with Concentration, and that was pretty nice for fighting Delthaur.

I've gotten a little deeper now and again I'm at a bit of a loss; any new suggestions on which items are least important?

Code:
  [Sil 1.1.1 Character Dump]

 Name   Celindil      Age      211       Str   4 =  3  +1
 Sex    Male          Height  6'10       Dex   5 =  4  +1
 Race   Noldor        Weight   165       Con   4
 House  Feanor                           Gra   3

 Game Turn   17,023   Melee  (+24,2d9)   Melee       24 = 16  +5  +2  +1
 Exp Pool     1,212   Bows   (+13,2d9)   Archery     13 =  6  +5  +1  +1
 Total Exp   52,112   Armor [+21,9-22]   Evasion     21 = 18  +5  -2
 Burden       134.0                      Stealth      4 =  3  +5  -4
 Max Burden   207.3   Health     41:41   Perception  12 =  7  +3  +2
 Depth         750'   Voice      34:34   Will        12 =  9  +3
 Min Depth     650'                      Smithing    13 =  9  +3      +1
 Light Radius     4                      Song         3 =  0  +3

 You are one of two children of a smith from the house of Feanor. You
 have light grey eyes, straight black hair, and a fair complexion.






  [Equipment]

a) The Longsword 'Orcrist' (+2,2d5) [+2] <+2> 3.3 lb
   It improves your perception by 2.  It slays orcs and trolls.  
   It cannot be harmed by the elements.  
b) a Longbow of Quickness (+1,2d5) [-1] 4.0 lb
   It grants you the ability: Rapid Fire.  It can shoot arrows
   20 squares (with your current strength).
c) a Garnet Ring of Dexterity <+1>
   It increases your dexterity by 1.  It sustains your dexterity.
   
d) a Beryl Ring of Protection [+0,1d2]
e) a Ruby Amulet of Preservation
   It sustains your constitution and grace.  It reduces your
   need for food.  It cannot be harmed by the elements.  
f) a Brass Lantern of Brightness (with 3176 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) a Mail Corslet of Protection [-3,2d5]
   It cannot be harmed by the elements.  
h) a Cloak of Protection [+1,1d1]
   It cannot be harmed by the elements.  
i) a Round Shield of Deflection [+1,1d3]
   It cannot be harmed by the elements.  
j) a Helm of Brilliance [-1,1d2]
   It lights the dungeon around you.  
k) a Set of Gauntlets of Strength [-1,1d1] <+1>
   It increases your strength by 1.  
l) a Pair of Boots of Speed [+0,1d1]
   It grants you the ability: Sprinting.  
m) 87 Arrows
   They can be shot 20 squares (with your current strength and bow).
n) 94 Arrows (Poisoned)
   They are branded with venom.  They can be shot 20 squares
   (with your current strength and bow).


  [Inventory]

a) 4 Russet Herbs of Healing
b) 4 Pale Green Herbs of Restoration
c) 3 Flasks of oil
d) 3 Clear Potions of Miruvor
e) 4 Crimson Potions of Clarity
f) 4 Sparkling Blue Potions of Healing
g) a Grey Potion of True Sight
h) 3 Pale Green Potions of Slow Poison
i) 6 Copper Speckled Potions of Quickness
j) 2 Dark Potions of Strength
k) 3 Brilliant Blue Potions of Dexterity
l) 6 Sky Blue Potions of Constitution
m) 4 Yellow Potions of Grace
n) a Yew Staff of Revelations (5 charges)
o) a Pearl Ring of Warmth
   It provides resistance to cold.  
p) a Brass Lantern of True Sight (with 5569 turns of light)
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
q) The Dwarf Mask of Flame and Void [-2,1d2]
   It provides resistance to fire and fear.  It cannot be harmed
   by the elements.  It grants you the ability: Concentration.  
r) a Set of Gloves of the Forge <+2>
   It improves your smithing by 2.  
s) a Greatsword of Fury (-2,3d6) [+1] {uncursed} 5.7 lb
   It enrages nearby creatures.  It grants you the ability: 
   Whirlwind Attack.  It requires both hands to wield it
   properly.  
t) a Greatsword of Final Rest (-2,3d6) [+1] 6.8 lb
   It slays undead.  It grants you freedom of movement.  It
   requires both hands to wield it properly.  
u) The Glaive of the Sirion (-1,2d10) [+1] 7.0 lb
   It cannot be harmed by the elements.  It grants you the
   abilities: Zone of Control and Opportunist.  It requires both
   hands to wield it properly.  It counts as a type of polearm.  
   
v) a Glaive of Nargothrond (-1,2d9) [+1] 4.6 lb
   It slays dragons and raukar.  It requires both hands to wield
   it properly.  It counts as a type of polearm.  
w) a Shovel (-3,2d2) <+1> 5.5 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


  [Notes]

Celindil of the Noldor
Entered Angband on 11 Jul 2013

    Turn     Depth    Note

     774    100 ft    (Armoursmith)
     774    100 ft    (Enchantment)
     864    100 ft    Made a Round Shield of Deflection [+1,1d3]  3.6 lb
     954    100 ft    Made a Pair of Boots of Speed [+0,1d1]  1.9 lb
   1,044    100 ft    Made a Helm of Brilliance [-1,1d2]  4.6 lb
   1,808    150 ft    (Precision)
   2,942    250 ft    Encountered Gorgol, the Butcher
   3,101    250 ft    Slew Gorgol, the Butcher
   4,450    300 ft    Fell through a false floor.
   4,514    350 ft    (Lore-Keeper)
   5,550    400 ft    (Lore-Master)
   6,290    400 ft    Made a Set of Gloves of the Forge <+2>  0.5 lb
   6,450    400 ft    Made a Cloak of Protection [+1,1d1]  1.7 lb
   6,581    400 ft    Made a Dwarf Mask of Defiance [-2,1d2] <+1>  6.7 lb
   6,788    400 ft    Made a Set of Gloves of Archery <+2>  0.4 lb
   6,887    400 ft    Encountered Uldor, the Accursed
   7,332    400 ft    (Power)
   7,350    400 ft    Slew Uldor, the Accursed
   7,705    400 ft    Made Leather Armour of Stealth [-1,1d4] <+2>  4.7 lb
   7,716    400 ft    Made a Pair of Boots of Treacherous Paths [+0,1d1]  
                      1.2 lb 
   7,726    400 ft    Made a Helm of Terror [-1,1d2]  5.0 lb
   8,277    450 ft    Encountered Boldog, the Merciless
   8,287    450 ft    Slew Boldog, the Merciless
   8,287    450 ft    Found The Spear of Boldog
   9,090    500 ft    Encountered Ulfang the Black
   9,108    500 ft    Slew Ulfang the Black
   9,521    500 ft    Encountered Orcobal, Champion of the Orcs
   9,552    500 ft    Slew Orcobal, Champion of the Orcs
  10,333    550 ft    Found The Longsword 'Orcrist'
  11,332    600 ft    Encountered Othrod, the Orc Lord
  11,379    600 ft    Slew Othrod, the Orc Lord
  12,630    650 ft    Found The Glaive of the Sirion
  13,104    650 ft    (Artifice)
  13,744    650 ft    Made The Dwarf Mask of Flame and Void [-2,1d2]  7.3 lb 
  14,466    700 ft    Found The Shortsword 'Dagmor'
  14,790    700 ft    Encountered Gilim, the Giant of Eruman
  14,836    700 ft    Slew Gilim, the Giant of Eruman
  15,144    700 ft    Fell through a false floor.
  15,867    750 ft    (Hardiness)
  16,287    750 ft    Encountered Umuiyan, the Doorkeeper
  16,300    750 ft    Found The Dwarf Mask of the Dwarrowdelf
  16,327    750 ft    Slew Umuiyan, the Doorkeeper
  16,579    750 ft    Encountered Delthaur, Balrog of Terror
  16,590    750 ft    Destroyed Delthaur, Balrog of Terror



  ['Score' 015082977]
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Old July 22, 2013, 21:43   #5
Starhawk
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If it were me, I'd fill both my lanterns to max capacity and ditch any remaining oil flasks. At that depth I'm finding lanterns to cannibalize regularly enough that light has never, ever been a problem. With two full lanterns I think you're carrying more light-turns than you've played so far.

You also have a lantern of True Sight. You can ditch that last potion.

I also don't usually carry Potions of Clarity or a shovel, but your mileage may vary.

You're carrying four swapping weapons - ditch whichever one you're using least frequently (in my case it would be the sword of Final Rest).
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Old July 23, 2013, 02:31   #6
Patashu
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Having a digger in your inventory can save your life (One errant earthquake attack can make it impossible to leave the level without a digger or freedom, as I painfully discovered once)

Also, the weapon of final rest is his only carried source of free action, which is a good reason to carry it around to me.
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Old July 23, 2013, 03:22   #7
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Quote:
Originally Posted by Patashu View Post
Having a digger in your inventory can save your life (One errant earthquake attack can make it impossible to leave the level without a digger or freedom, as I painfully discovered once)
Not to mention that you need something both heavy and non-aggravating in the endgame.
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Old July 23, 2013, 04:23   #8
HugoTheGreat2011
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Quote:
Originally Posted by Patashu View Post
Having a digger in your inventory can save your life (One errant earthquake attack can make it impossible to leave the level without a digger or freedom, as I painfully discovered once)
Ditto. This happened to me in the Throne Room when I was in the Top 5 or 6 back in Jan 2012. I had taken my 1st Sil ever but that punk Morgoth trapped me with earthquakes and I had no digger (and no Song of Freedom) available making escape impossible.

With a Strength of 4, I'd start getting Charge, Momentum, and Follow-Through. Go for Opportunist so that you can smackdown any fleeing monsters. Get Dodging too because it gives an extra +3 Evasion while fighting, or something like that. If you plan to get nothing else from Stealth tree besides Opportunist, go for Crowd Fighting...very helpful in endgame when you get surrounded by many Troll Guards and other 'clowns' brought to us by the RNG. I think Critical Resistance is good even if your Evasion well into the 20s. I'd get the CON point to give my HP an extra cushion. I once had a character who got instakilled by Morgoth with a full HP of 49(?). Boy, that was lame. Majesty is somewhat helpful as well. In the end, you should get the Song of Sharpness to make getting Sil #1 out easier. If this is going to be your 1st win, just take only ONE Sil, and RUN!

Also: I'd post the character onto the Sil Ladder. This will make it more noticeable and you'll get even more feedback!

Last edited by HugoTheGreat2011; July 23, 2013 at 04:45.
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Old July 23, 2013, 05:18   #9
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I randomly had the idea that it would be interesting if you'd slowly suffocate if you're stuck in an area with no stairs (-> walls and rubble have blocked the way to all stairs). It would give a unique death message and make dying due to being trapped feel more meaningful rather than having to wait and starve to death or suicide/quit. It might make fighting Morgoth slightly more scary too.
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Old July 23, 2013, 21:27   #10
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Quote:
Originally Posted by Patashu View Post
I randomly had the idea that it would be interesting if you'd slowly suffocate if you're stuck in an area with no stairs (-> walls and rubble have blocked the way to all stairs). It would give a unique death message and make dying due to being trapped feel more meaningful rather than having to wait and starve to death or suicide/quit. It might make fighting Morgoth slightly more scary too.
That is a good idea. Probably not high enough priority for it to be high up in the queue, but it would be nice to make that kind of death less anti-climactic.
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