Notes for Angband players¶
Sil borrows much from the looks and interface of Angband, but almost every game mechanic has changed. While there are many similarities, the design principle was to do things as the authors believe would be best for a new game, rather than to compromise between this and how things were done in the past. However the learning curve should be mostly remedied by this document. If you just want to dive in, then simply read the rest of this section, start a new game, create a character, then press (?) for a nice explanation of the commands in Sil. At that point you are ready to try it out. Then have a look at this manual when you want to know more about the combat system or the skill system or the abilities…
You might be interested to know that Sil is actually descended from a variant of Angband (NPPAngband). However, this is scarcely evident in gameplay as so many NPP features have been changed or removed. The main legacy is the 4GAI code.
Main changes¶
You are no longer trying to kill Morgoth
The aim is now to free a Silmaril from Morgoth’s crown, then escape
The game is much shorter
Morgoth is found at 1,000 ft
A winning game should take about 10 hours
There is no town or word of recall
It has a much more coherent theme: The First Age of Middle Earth
There are no classes, or experience levels
Instead there are 8 skills to improve
With a tree of special abilities for each
The combat system is completely new
It is very thoroughly thought out and tested
It leads to many more interesting choices for the player
Monster AI is much better
It uses 4GAI, plus numerous improvements
The monsters, items, artefacts and almost completely rewritten
There is much less explicit magic
e.g. no fireballs, no teleportation…
There is more tactical depth in combat
Partly due to the absence of teleportation and other easy escapes
There is an effective time limit
Over time you can no longer find your way to the shallower depths
You can thus play each level more than once, but not indefinitely
System changes¶
Stats
Based around the average for the Men of the first age (set as 0)
There are no ‘stat potions’, so initial stats matter a lot more
Int/Wis/Cha are replaced with Grace
Hit points don’t go up with experience
They are solely based on your Constitution
You die at 0 (instead of –1 in Angband)
Elements
There are only four elemental attacks (fire, cold, poison, dark)
Resistances stack, reducing damage to 1⁄2, then 1⁄3, then 1⁄4, …
Dark resistance is determined by your light level
Poison does no direct damage, but damages over time
Speed is much less fine grained and less available
The only speeds are 1, 2, 3, 4
normal speed is 2, so +1 speed makes you move 50% faster
The only ‘pseudo id’ is {special}, which covers artefacts and ‘ego-items’
You can only tunnel with shovels and mattocks