Difference between revisions of "Walk-through for Dwarven Solipsist/Level 16"

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* Generics are very thinly spread for a solipsist, so anti-magic and fungus tree force reduction in other areas
 
* Generics are very thinly spread for a solipsist, so anti-magic and fungus tree force reduction in other areas
 
* I recommend one wild infusion, two shielding runes, 1 regen, and 1 teleport. Teleport is essential for quick escape.
 
* I recommend one wild infusion, two shielding runes, 1 regen, and 1 teleport. Teleport is essential for quick escape.
 +
* Once you equip a rune, betraying escorts is not an option. Thus gaining Nature's Touch before equipping a rune is a clever strategy, if possible.
 
* All that said, plenty of people win roguelike as AM Solipsists.
 
* All that said, plenty of people win roguelike as AM Solipsists.
 
* In nightmare mode, the shielding runes approach seems to give a big advantage (but this could be disputed)
 
* In nightmare mode, the shielding runes approach seems to give a big advantage (but this could be disputed)

Revision as of 07:38, 19 June 2013

Main Page: Walk-through for Dwarven Solipsist

This is under development and is a SAMPLE only

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Level 1
Class Generic Main Hand gifted mossy mindstar Ring 1 marksman's copper ring of frost (+22%)
Distortion 0/0/0/0 Dwarf 1/0/0/0 Off Hand Polewe (rare) mossy mindstar Ring 2 copper ring of clarity
Dream Smith 0/0/0/0 Survival 1/0/1/0 Hat miner's rough leather cap of constitution (+3) Amulet restful copper amulet of dexterity (+3)
Psychic Assault 5/1/1/2 Dreaming 4/3/1/0 Armor radiant hardened leather armour of Eyal (3,6) Tool Eye of the Dreaming One
Slumber 1/1/3/0 Mentalism 1/1/0/0 Cloak Wrap of Stone Light brass lantern of health
Solipism 2/0/0/0 Feedback 1/1/1/1 Gloves heroic dwarven-steel gauntlets of sorrow
Thought-Forms 4/1/1/0 Dream Forge 0/0/0/0 Belt Zubinne (rare) [ 3 MAG, 1 WIL, 1 CUN]
Discharge 0/0/0/0 Combat Training 0/1/0/0/0 Shoes stalker's pair of rough leather boots
Nightmare 0/0/0/0 Ammo deadly quiver of elm arrows of psychokinesis
Commentary
Stat Dist.: WIL +1 CON +2
Zones Completed: visited Lake Nur (3) and then left immediately, to return to later, Unknown tunnels (1,2), equipped phase door rune
Comments: -----------------------------------------
Added to Inventory: -----------------------------------------
Gold: 381
Purchased: heroic dwarven-steel gauntlets of sorrow [+62 life, -5 mental save, +5 mindpower]
Key Statistics
STR 14 Dex 13 Con 35 Mag 11 Wil 56 Cun 15
Life 348 Psi 207 Light 3 See Invis 7.3
Mindpower 37 Mental Crit % 4 Mind Dmg % 10 Mind Penetr. % 0
Phys Save 27 Spell Save 30 Mental Save 30 Global Speed % 100
Infusions/Runes
Slot 1 Wild Infusion, physical/magical, 11%, 5 turns, 13 cd Slot 2 Regen infusion of sneak, 114 life, 5 turns, 14 cd Slot 3 Regen infusion, 71 life, 5 turns, 17 cd
Slot 4 Phase door rune (range 7, cd 9, dur 3, resist +19%) Slot 5 ----------

Thoughts on runes vs antimagic

  • Biggest threat for solipsists comes from large burst damage (1000+ HP in one go). Regen infusions, even with Fungus tree, struggle with this. So shielding runes is an alternative approach.
  • The burst damage won't always kill you, but the psi reduction will slow you right down, making you very vulnerable
  • Much gear that is great for solipsists is arcane-powered
  • Generics are very thinly spread for a solipsist, so anti-magic and fungus tree force reduction in other areas
  • I recommend one wild infusion, two shielding runes, 1 regen, and 1 teleport. Teleport is essential for quick escape.
  • Once you equip a rune, betraying escorts is not an option. Thus gaining Nature's Touch before equipping a rune is a clever strategy, if possible.
  • All that said, plenty of people win roguelike as AM Solipsists.
  • In nightmare mode, the shielding runes approach seems to give a big advantage (but this could be disputed)