Difference between revisions of "Walk-through for Dwarven Solipsist/Level 16"
From Tales of Maj'Eyal
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Main Page: [[Walk-through for Dwarven Solipsist]] | Main Page: [[Walk-through for Dwarven Solipsist]] | ||
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[[Walk-through for Dwarven Solipsist/Level 15|Previous Level]] | [[Walk-through for Dwarven Solipsist/Level 15|Previous Level]] | ||
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|style="width: 20%; color: green;"|Distortion||0/0/0/0||style="color: green;"|Dwarf||1/0/0/0||style="color: blue;"|Off Hand||Polewe (rare) mossy mindstar||style="color: blue;"|Ring 2||copper ring of clarity | |style="width: 20%; color: green;"|Distortion||0/0/0/0||style="color: green;"|Dwarf||1/0/0/0||style="color: blue;"|Off Hand||Polewe (rare) mossy mindstar||style="color: blue;"|Ring 2||copper ring of clarity | ||
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− | |style="color: green;"|Dream Smith||0/0/0/0||style="color: green;"|Survival||1/0/1/0||style="color: blue;"|Hat|| | + | |style="color: green;"|Dream Smith||0/0/0/0||style="color: green;"|Survival||1/0/1/0||style="color: blue;"|Hat||aegis linen hat [+32 life]||style="color: blue;"|Amulet||Daneth's Neckguard |
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− | |style="color: green;"|Psychic Assault||5/1/1/2||style="color: green;"|Dreaming||4/ | + | |style="color: green;"|Psychic Assault||5/1/1/2||style="color: green;"|Dreaming||4/2/1/0||style="color: blue;"|Armor||radiant hardened leather armour of Eyal (3,6)||style="color: blue;"|Tool||Eye of the Dreaming One |
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− | |style="color: green;"|Slumber||1/1/ | + | |style="color: green;"|Slumber||1/1/4/0||style="color: green;"|Mentalism||1/1/0/0||style="color: blue;"|Cloak||Lightningborn (rare) [+3 WIL...]||style="color: blue;"|Light||brass lantern of health |
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− | |style="color: green;"|Solipism||2/0/0/0||style="color: green;"|Feedback||1/1/1/1||style="color: blue;"|Gloves|| | + | |style="color: green;"|Solipism||2/0/0/0||style="color: green;"|Feedback||1/1/1/1||style="color: blue;"|Gloves||heroic dwarven-steel gauntlets of sorrow||colspan="2"| |
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|style="color: green;"|Thought-Forms||4/1/1/0||style="color: green;"|Dream Forge||0/0/0/0||style="color: blue;"|Belt||Zubinne (rare) [ 3 MAG, 1 WIL, 1 CUN]||colspan="2"| | |style="color: green;"|Thought-Forms||4/1/1/0||style="color: green;"|Dream Forge||0/0/0/0||style="color: blue;"|Belt||Zubinne (rare) [ 3 MAG, 1 WIL, 1 CUN]||colspan="2"| | ||
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− | |style="color: green;"|Discharge||0/0/0/0||style="color: green;"|Combat Training|| | + | |style="color: green;"|Discharge||0/0/0/0||style="color: green;"|Combat Training||1/1/0/0/0||style="color: blue;"|Shoes||stalker's pair of rough leather boots||colspan="2"| |
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|style="color: green;"|Nightmare||0/0/0/0||||||style="color: blue;"|Ammo||deadly quiver of elm arrows of psychokinesis||colspan="2"| | |style="color: green;"|Nightmare||0/0/0/0||||||style="color: blue;"|Ammo||deadly quiver of elm arrows of psychokinesis||colspan="2"| | ||
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!colspan="8"|Commentary | !colspan="8"|Commentary | ||
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− | |Stat Dist.:||colspan="7"|WIL + | + | |Stat Dist.:||colspan="7"|WIL +2 CON +1 |
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− | |Zones Completed:||colspan="7"| | + | |Zones Completed:||colspan="7"|visited Lake Nur (3) and then left immediately, to return to later, Unknown tunnels (1,2), Maze (1) |
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− | |Comments:||colspan="7"| | + | |Comments:||colspan="7"|Equipped phase door rune |
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− | |Added to Inventory:||colspan="7"| | + | |Added to Inventory:||colspan="7"|----------------------------------------- |
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− | |Gold:||colspan="7"| | + | |Gold:||colspan="7"|210 |
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− | |Purchased:||colspan="7"|-- | + | |Purchased:||colspan="7"|heroic dwarven-steel gauntlets of sorrow [+62 life, -5 mental save, +5 mindpower] |
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|} | |} | ||
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!colspan="8"|Key Statistics | !colspan="8"|Key Statistics | ||
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− | !colspan="8"|STR | + | !colspan="8"|STR 23 Dex 8 Con 39 Mag 11 Wil 58 Cun 15 |
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− | |style="width: 18%; color: FireBrick;"|Life||align="right" | | + | |style="width: 18%; color: FireBrick;"|Life||align="right" |463||style="width: 18%; color: FireBrick;"|Psi||align="right" |215||style="width: 18%; color: FireBrick;"|Light||align="right" |3||style="width: 18%; color: FireBrick;"|See Invis||align="right" |7.3 |
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− | |style="width: 18%; color: FireBrick;"|Mindpower||align="right" | | + | |style="width: 18%; color: FireBrick;"|Mindpower||align="right" |41||style="width: 18%; color: FireBrick;"|Mental Crit %||align="right" |4||style="width: 18%; color: FireBrick;"|Mind Dmg %||align="right" |10||style="width: 18%; color: FireBrick;"|Mind Penetr. %||align="right" |0 |
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− | |style="width: 18%; color: FireBrick;"|Phys Save||align="right" |27||style="width: 18%; color: FireBrick;"|Spell Save||align="right" | | + | |style="width: 18%; color: FireBrick;"|Phys Save||align="right" |27||style="width: 18%; color: FireBrick;"|Spell Save||align="right" |29||style="width: 18%; color: FireBrick;"|Mental Save||align="right" |27||style="width: 18%; color: FireBrick;"|Global Speed %||align="right" |100 |
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
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|style="color: DarkGreen;"|Slot 1||Wild Infusion, physical/magical, 11%, 5 turns, 13 cd||style="color: DarkGreen;"|Slot 2||Regen infusion of sneak, 114 life, 5 turns, 14 cd||style="color: DarkGreen;"|Slot 3||Regen infusion, 71 life, 5 turns, 17 cd | |style="color: DarkGreen;"|Slot 1||Wild Infusion, physical/magical, 11%, 5 turns, 13 cd||style="color: DarkGreen;"|Slot 2||Regen infusion of sneak, 114 life, 5 turns, 14 cd||style="color: DarkGreen;"|Slot 3||Regen infusion, 71 life, 5 turns, 17 cd | ||
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− | |style="color: DarkGreen;"|Slot 4|| | + | |style="color: DarkGreen;"|Slot 4||Phase door rune (range 7, cd 9, dur 3, resist +19%)||style="color: DarkGreen;"|Slot 5||----------|| |
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|} | |} | ||
+ | |||
+ | 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) |
Latest revision as of 07:55, 19 June 2013
Main Page: Walk-through for Dwarven Solipsist
Level 1 | |||||||
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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 | aegis linen hat [+32 life] | Amulet | Daneth's Neckguard |
Psychic Assault | 5/1/1/2 | Dreaming | 4/2/1/0 | Armor | radiant hardened leather armour of Eyal (3,6) | Tool | Eye of the Dreaming One |
Slumber | 1/1/4/0 | Mentalism | 1/1/0/0 | Cloak | Lightningborn (rare) [+3 WIL...] | 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 | 1/1/0/0/0 | 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 +2 CON +1 | ||||||
Zones Completed: | visited Lake Nur (3) and then left immediately, to return to later, Unknown tunnels (1,2), Maze (1) | ||||||
Comments: | Equipped phase door rune | ||||||
Added to Inventory: | ----------------------------------------- | ||||||
Gold: | 210 | ||||||
Purchased: | heroic dwarven-steel gauntlets of sorrow [+62 life, -5 mental save, +5 mindpower] |
Key Statistics | |||||||
---|---|---|---|---|---|---|---|
STR 23 Dex 8 Con 39 Mag 11 Wil 58 Cun 15 | |||||||
Life | 463 | Psi | 215 | Light | 3 | See Invis | 7.3 |
Mindpower | 41 | Mental Crit % | 4 | Mind Dmg % | 10 | Mind Penetr. % | 0 |
Phys Save | 27 | Spell Save | 29 | Mental Save | 27 | 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)