Sil-Q spoilers
Walk down into Angband in the First Age, prise a Silmaril from
Morgoth’s iron crown, and carry it back out alive.
Everything the game gives you to do it with, laid out in one place.
If you are new to it
Sil-Q is not much like the other *bands. There are no classes and no experience levels, no towns, shops or gold, and no way home but your own feet. This much is worth knowing before you start.
- How you win — at depth 20 (1000 ft), cut a Silmaril from Morgoth’s crown and escape to the surface. Killing him is not the game.
- Starting out — pick a race and a house, spend 13 points across the four stats, then buy skills with 5,000 experience.
- What skills cost — 100×n for the nth point. 100 for the first, 200 for the second, so spreading yourself thin is expensive.
- What abilities cost — 500 times the number you already hold in that skill, plus one. An affinity takes 500 off, which makes the first one free.
- You begin unarmed — your first job is to pick a weapon off the floor.
- Health does not grow with experience — only constitution decides it. At zero you die.
The manual here is in Japanese only. The English original is a PDF in the
Sil-Q repository
under lib/docs/; its “first thirty minutes” is the shortest way in.
What is here
How to read it
“Depth” is the level a monster or item natively appears on: 1 is 50 ft, and 20 is the 1000 ft where Morgoth sits. Things turn up higher and lower than that.
The numbers are the game’s own. Dice are written 2d4;
4d4 means four four-sided dice.
If you have not played yet, leave the monster and artefact pages alone. Not knowing what is down there is most of the pleasure. Open them when you are stuck.