Sil: Proper Starts? (Builds that aren't Artistry)

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  • mrrstark
    Adept
    • Aug 2013
    • 101

    #16
    by "moral" do you mean "morale"? as in abilities that demoralize/intimidate the enemy and make them flee sooner?

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    • taptap
      Knight
      • Jan 2013
      • 710

      #17
      Originally posted by mrrstark
      by "moral" do you mean "morale"? as in abilities that demoralize/intimidate the enemy and make them flee sooner?
      Indeed. In case this isn't obvious, English is not my native language.

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      • mrrstark
        Adept
        • Aug 2013
        • 101

        #18
        Originally posted by taptap
        Indeed. In case this isn't obvious, English is not my native language.
        Ha no problem, I was just wondering if there was a mechanic I hadn't discovered.

        I gave a few of these builds a try over the weekend and .... died horribly many many times ... found out just how useful the artistry start is...

        But seriously, I'm grateful for the build ideas, it's given me a bit of insight into how people think when they put together some of the builds, and how to find synergies etc.

        One question, in one of the earlier posts:
        I like to take flanking and subtlety next and go with a light good quality longsword or even better a 1 lb shortsword.
        Why 1lb? Why shortsword? How do lighter weapon weights help?

        I think it has something to do with the critical strike mechanics, but I couldn't find the reason.

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        • taptap
          Knight
          • Jan 2013
          • 710

          #19
          Originally posted by mrrstark
          Why 1lb? Why shortsword? How do lighter weapon weights help?
          Critical hits require beating the opponents evasion roll by 7 + weapon weight -1 for finesse -2 for subtlety when one handed (= no shield / no two-weapon fighting). So a subtle / one handed 1lb shortsword gives you critical hits for every 5 points you beat them, a 2lb sword for every 6 points.

          For bows it is the same just you only get -1 for precision and there is no equivalent for subtlety.

          Weight matters a lot in Sil. And I particularly love that in Sil a well balanced sword forged in the first forge can be your weapon of choice from start to end - no need to power up through an endless succession of +2 to +5 to +11 to +16 weapons as it seems to happen in other roguelikes (Angband?).

          I tend / used to die a lot early, especially with my light weapon, subtlety attempts (that is why I started to value flexibility and more early game strength), flanking is great regardless, you can do it with a bastard sword just as well. The no-stealth archer (Egrent on the ladder), however, went all the way to 950ft. in the first attempt and is still alive and kicking (and has the highest archery skill I ever had).

          I learned a lot from watching debo, clouded and wildkhaine play (the only people who published games) - how you use the char you have is probably more important than the specific build. That's so great about Sil: there are many viable ideas, including some not envisioned by the creators.

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          • half
            Knight
            • Jan 2009
            • 910

            #20
            Originally posted by taptap
            Indeed. In case this isn't obvious, English is not my native language.
            It isn't obvious. Your English is excellent.

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