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

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Main Page: [[Walk-through for Dwarven Solipsist]]
 
Main Page: [[Walk-through for Dwarven Solipsist]]
 
''This is under development and is a SAMPLE only''
 
  
 
[[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
 
|-
 
|-
|style="color: green;"|Dream Smith||0/0/0/0||style="color: green;"|Survival||1/0/1/0||style="color: blue;"|Hat||miner's rough leather cap of constitution (+3)||style="color: blue;"|Amulet||restful copper amulet of dexterity (+3)
+
|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
 
|-
 
|-
|style="color: green;"|Psychic Assault||5/1/1/2||style="color: green;"|Dreaming||4/3/1/0||style="color: blue;"|Armor||radiant hardened leather armour of Eyal (3,6)||style="color: blue;"|Tool||Eye of the Dreaming One
+
|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
 
|-
 
|-
|style="color: green;"|Slumber||1/1/3/0||style="color: green;"|Mentalism||1/1/0/0||style="color: blue;"|Cloak||Wrap of Stone||style="color: blue;"|Light||brass lantern of health
+
|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
 
|-
 
|-
|style="color: green;"|Solipism||2/0/0/0||style="color: green;"|Feedback||1/1/1/1||style="color: blue;"|Gloves||Flamewrought||colspan="2"|
+
|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"|
 
|-
 
|-
 
|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"|
 
|-
 
|-
|style="color: green;"|Discharge||0/0/0/0||style="color: green;"|Combat Training||0/0/0/0/0||style="color: blue;"|Shoes||stalker's pair of rough leather boots||colspan="2"|
+
|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"|
 
|-
 
|-
 
|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
 
|-
 
|-
|Stat Dist.:||colspan="7"|WIL +1     CON +2
+
|Stat Dist.:||colspan="7"|WIL +2     CON +1
 
|-
 
|-
|Zones Completed:||colspan="7"|Old Forest (4), Lake Nur (1,2)
+
|Zones Completed:||colspan="7"|visited Lake Nur (3) and then left immediately, to return to later, Unknown tunnels (1,2), Maze (1)
 
|-
 
|-
|Comments:||colspan="7"|-----------------------------------------
+
|Comments:||colspan="7"|Equipped phase door rune
 
|-
 
|-
 
|Added to Inventory:||colspan="7"|-----------------------------------------
 
|Added to Inventory:||colspan="7"|-----------------------------------------
 
|-
 
|-
|Gold:||colspan="7"|381
+
|Gold:||colspan="7"|210
 
|-
 
|-
|Purchased:||colspan="7"|-----------------------------------------      
+
|Purchased:||colspan="7"|heroic dwarven-steel gauntlets of sorrow [+62 life, -5 mental save, +5 mindpower]      
 
|-
 
|-
 
|}
 
|}
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!colspan="8"|Key Statistics
 
!colspan="8"|Key Statistics
 
|-
 
|-
!colspan="8"|STR 14 Dex 13 Con 35 Mag 11 Wil 56 Cun 15
+
!colspan="8"|STR 23 Dex 8 Con 39 Mag 11 Wil 58 Cun 15
 
|-
 
|-
|style="width: 18%; color: FireBrick;"|Life||align="right" |348||style="width: 18%; color: FireBrick;"|Psi||align="right" |207||style="width: 18%; color: FireBrick;"|Light||align="right" |3||style="width: 18%; color: FireBrick;"|See Invis||align="right" |7.3
+
|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
 
|-
 
|-
|style="width: 18%; color: FireBrick;"|Mindpower||align="right" |37||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
+
|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
 
|-
 
|-
|style="width: 18%; color: FireBrick;"|Phys Save||align="right" |27||style="width: 18%; color: FireBrick;"|Spell Save||align="right" |30||style="width: 18%; color: FireBrick;"|Mental Save||align="right" |30||style="width: 18%; color: FireBrick;"|Global Speed %||align="right" |100
+
|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
 
|-
 
|-
|style="color: DarkGreen;"|Slot 4||----------||style="color: DarkGreen;"|Slot 5||----------||
+
|style="color: DarkGreen;"|Slot 4||Phase door rune (range 7, cd 9, dur 3, resist +19%)||style="color: DarkGreen;"|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)

Latest revision as of 07:55, 19 June 2013

Main Page: Walk-through for Dwarven Solipsist

Previous Level Next Level

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 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)