Difference between revisions of "Walk-through for Dwarven Solipsist/Level 3"
From Tales of Maj'Eyal
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Some thoughts on Survival tree: | Some thoughts on Survival tree: | ||
− | * Traps can be very dangerous in certain zones and in vaults, and in the Far Portal particularly, where they mostly summon creatures. So 3/5 is very helpful. With your high CUN, you will be able to disable most traps easily. | + | * Traps can be very dangerous in certain zones and in vaults, and in the Far Portal particularly, where they mostly summon creatures. So 3/5 Heightened Senses is very helpful. With your high CUN, you will be able to disable most traps easily. So to win on Roguelike, you either avoid the Far Portal, or I would suggest 3/5 for Heightened Senses. I love the Farportal, so I will aim for 3/5. |
* Charm Mastery can be very, very helpful, particularly with the Swift Hands prodigy. | * Charm Mastery can be very, very helpful, particularly with the Swift Hands prodigy. |
Revision as of 16:30, 18 June 2013
Main Page: Walk-through for Dwarven Solipsist
Level 1 | |||||||
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Class | Generic | Main Hand | nature's mossy mindstar | Ring 1 | marksman's copper ring of frost (+22%) | ||
Distortion | 0/0/0/0 | Dwarf | 1/0/0/0 | Off Hand | mossy mindstar | Ring 2 | -- |
Dream Smith | 0/0/0/0 | Survival | 1/0/0/0 | Hat | -- | Amulet | inertial copper amulet |
Psychic Assault | 3/0/0/0 | Dreaming | 1/0/0/0 | Armor | spellwoven linen robe of nature | Tool | elm wand of illumination [power 5] (5 cd) |
Slumber | 0/0/0/0 | Mentalism | 1/0/0/0 | Cloak | -- | Light | -- |
Solipism | 1/0/0/0 | Feedback | 1/0/0/0 | Gloves | -- | ||
Thought-Forms | 3/0/0/0 | Dream Forge | 0/0/0/0 | Belt | -- | ||
Discharge | 0/0/0/0 | Shoes | -- | ||||
Nightmare | 0/0/0/0 | Ammo | -- |
Commentary | |||||||
---|---|---|---|---|---|---|---|
Stat Dist.: | WIL +3 | ||||||
Zones Completed: | Escape from Reknor 2 | ||||||
Comments: | Make sure you hide behind thought-form and Norgon! | ||||||
Added to Inventory: | ---------------------------------------------------- | ||||||
Gold: | 15 | ||||||
Purchased: | ---------------------------------------------------- |
Key Statistics | |||||||
---|---|---|---|---|---|---|---|
STR 14 Dex 10 Con 13 Mag 8 Wil 27 Cun 14 | |||||||
Life | 109 | Psi | 124 | Light | 2 | See Invis | 0.0 |
Mindpower | 24 | Mental Crit % | 4 | Mind Dmg % | 0 | Mind Penetr. % | 0 |
Phys Save | 9 | Spell Save | 12 | Mental Save | 14 | Global Speed % | 100 |
Infusions/Runes | |||||
---|---|---|---|---|---|
Slot 1 | Wild Infusion, physical, 14%, 4 turns, 12cd | Slot 2 | Regen infusion, 60 life, 5 turns, 10 cd | Slot 3 | ---------- |
Slot 4 | ---------- | Slot 5 | ---------- |
Some thoughts on Survival tree:
- Traps can be very dangerous in certain zones and in vaults, and in the Far Portal particularly, where they mostly summon creatures. So 3/5 Heightened Senses is very helpful. With your high CUN, you will be able to disable most traps easily. So to win on Roguelike, you either avoid the Far Portal, or I would suggest 3/5 for Heightened Senses. I love the Farportal, so I will aim for 3/5.
- Charm Mastery can be very, very helpful, particularly with the Swift Hands prodigy.