Difference between revisions of "Walk-through for Dwarven Solipsist/Level 17"

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[[Walk-through for Dwarven Solipsist/Level 16|Previous Level]]
 
[[Walk-through for Dwarven Solipsist/Level 16|Previous Level]]
 
[[Walk-through for Dwarven Solipsist/Level 18|Next Level]]
 
[[Walk-through for Dwarven Solipsist/Level 18|Next Level]]
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'''[[Walk-through for Dwarven Solipsist/Level 17/Character Dump|**** Lvl 17 Character Dump ****]]'''
  
 
{| class="wikitable"  
 
{| class="wikitable"  
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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||aegis linen hat [+32 life]||style="color: blue;"|Amulet||'Bokilar' randart [+7 STR, +9 WIL, +7 CON, saves: 7/10/11]
 
|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||'Bokilar' randart [+7 STR, +9 WIL, +7 CON, saves: 7/10/11]
 
|-
 
|-
|style="color: green;"|Psychic Assault||5/1/1/3r||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;"|Psychic Assault||5/1/1/3||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||2/1/4/0||style="color: green;"|Mentalism||1/1/0/0||style="color: blue;"|Cloak||Lightningborn (rare) [+3 WIL...]||style="color: blue;"|Light||brass lantern of health [+41 life]
 
|style="color: green;"|Slumber||2/1/4/0||style="color: green;"|Mentalism||1/1/0/0||style="color: blue;"|Cloak||Lightningborn (rare) [+3 WIL...]||style="color: blue;"|Light||brass lantern of health [+41 life]
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|Stat Dist.:||colspan="7"|WIL +1      CON +5
 
|Stat Dist.:||colspan="7"|WIL +1      CON +5
 
|-
 
|-
|Zones Completed:||colspan="7"|Sandworm Lair (1,2)
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|Zones Completed:||colspan="7"|Sandworm Lair (alt.) (1,2)
 
|-
 
|-
|Comments:||colspan="7"|Used Heart of Sandworm Queen; set shielding rune to autocast when enemies visible; upgraded regen infusion
+
|Comments:||colspan="7"|Used Heart of Sandworm Queen; set shielding rune to autocast when enemies visible; upgraded regen infusion; improved Slumber for use against bosses; activated Power is Money
 
|-
 
|-
 
|Added to Inventory:||colspan="7"|dreamer's brass lantern, phase door rune of the psychic (range 13; power 30; dur 5), shielding rune of the sneak (115 for 4 turns), 22 CD
 
|Added to Inventory:||colspan="7"|dreamer's brass lantern, phase door rune of the psychic (range 13; power 30; dur 5), shielding rune of the sneak (115 for 4 turns), 22 CD
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|-
 
|-
 
|}
 
|}
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Some thoughts on Sandworm Lair:
 +
* There is great loot here, so take your time. I picked up the very good randart amulet I am now wearing in a chest.
 +
* The simplest way to move around, particularly the alternative layout, is to use a teleport rune, and just jump around until you have been everywhere. This is important because the giant tunneller skips several side rooms, which might have good loot in them
 +
* The reward for this dungeon is considerable and often accompanies a real boost to the player. From level 16 to 17, this character gained +10 to all saves (+20 raw), lots of psi, +7 to mindpower (14 raw), a new regen infusion, a shield rune, and a new belt, mindstar, and as mentioned, the randart amulet.
 +
* In an emergency, try digging your way to freedom with your fastest digger. It sometimes is the only way to survive.
 +
* If you have a second means of teleportation (amulet, tool, etc), equip this. Even phase door boots/cloak, even ring with disengage. Anything to increase your movement options, as suffocation is a terrible way to lose a good character.
 +
 +
Some thoughts on character development:
 +
* As a reminder, my goal is 500 HP for Lake Nur, 750 for the Master. I also like 50 saves for the Master, which is +30 raw increase from this point, which is hard to achieve for some characters, but not so for dwarves, thalorens, yeeks. Now that I have 499 HP and a teleport and shielding rune, I will return to Lake Nur to gain fortress. This character at lvl 17 is MUCH stronger than it was at lvl 16, and you look for these threshold-reaching moments to tackle the next level of difficulty in the game.
 +
* In setting these HP goals, a major factor is the way speed works for Solipsism talents. If you use Balance, Clarity, Dismissal, your speed slows down at a faster rate for each. So I don't want to activate them at all until I have this large HP buffer. And I want also to ensure I have sufficient firepower, which I have thanks to point distribution. If I had pumped Solipism talents, I'd have less firepower and be more vulnerable to speed slowdowns. Hence managing the timing of talent acquisition for solipsists is very important.

Latest revision as of 11:59, 19 June 2013

Main Page: Walk-through for Dwarven Solipsist

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**** Lvl 17 Character Dump ****

Level 1
Class Generic Main Hand Lisanor (rare) mindstar Ring 1 conjurer's steel ring of pilfering [+5 WIL...]
Distortion 0/0/0/0 Dwarf 1/1/1/0 Off Hand gifted mossy mindstar Ring 2 mule's copper ring of time (+10%)
Dream Smith 0/0/0/0 Survival 1/0/1/0 Hat aegis linen hat [+32 life] Amulet 'Bokilar' randart [+7 STR, +9 WIL, +7 CON, saves: 7/10/11]
Psychic Assault 5/1/1/3 Dreaming 4/2/1/0 Armor radiant hardened leather armour of Eyal (3,6) Tool Eye of the Dreaming One
Slumber 2/1/4/0 Mentalism 1/1/0/0 Cloak Lightningborn (rare) [+3 WIL...] Light brass lantern of health [+41 life]
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 insulating rough leather belt of the vagrant
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 +1 CON +5
Zones Completed: Sandworm Lair (alt.) (1,2)
Comments: Used Heart of Sandworm Queen; set shielding rune to autocast when enemies visible; upgraded regen infusion; improved Slumber for use against bosses; activated Power is Money
Added to Inventory: dreamer's brass lantern, phase door rune of the psychic (range 13; power 30; dur 5), shielding rune of the sneak (115 for 4 turns), 22 CD
Gold: 468
Purchased: -----------------------------------------
Key Statistics
STR 21 Dex 15 Con 47 Mag 12 Wil 73 Cun 14
Life 499 Psi 242 Light 3 See Invis 7.1
Mindpower 47 Mental Crit % 5 Mind Dmg % 10 Mind Penetr. % 0
Phys Save 37 Spell Save 40 Mental Save 41 Global Speed % 100
Infusions/Runes
Slot 1 Wild Infusion, physical/magical, 11%, 5 turns, 13 cd Slot 2 Regen infusion of sneak, 146 life, 5 turns, 13 cd Slot 3 Shielding rune, power 115, 4 turns, 22 cd
Slot 4 Teleportation rune of the wizard(range 46, cd 16) Slot 5 ----------

Some thoughts on Sandworm Lair:

  • There is great loot here, so take your time. I picked up the very good randart amulet I am now wearing in a chest.
  • The simplest way to move around, particularly the alternative layout, is to use a teleport rune, and just jump around until you have been everywhere. This is important because the giant tunneller skips several side rooms, which might have good loot in them
  • The reward for this dungeon is considerable and often accompanies a real boost to the player. From level 16 to 17, this character gained +10 to all saves (+20 raw), lots of psi, +7 to mindpower (14 raw), a new regen infusion, a shield rune, and a new belt, mindstar, and as mentioned, the randart amulet.
  • In an emergency, try digging your way to freedom with your fastest digger. It sometimes is the only way to survive.
  • If you have a second means of teleportation (amulet, tool, etc), equip this. Even phase door boots/cloak, even ring with disengage. Anything to increase your movement options, as suffocation is a terrible way to lose a good character.

Some thoughts on character development:

  • As a reminder, my goal is 500 HP for Lake Nur, 750 for the Master. I also like 50 saves for the Master, which is +30 raw increase from this point, which is hard to achieve for some characters, but not so for dwarves, thalorens, yeeks. Now that I have 499 HP and a teleport and shielding rune, I will return to Lake Nur to gain fortress. This character at lvl 17 is MUCH stronger than it was at lvl 16, and you look for these threshold-reaching moments to tackle the next level of difficulty in the game.
  • In setting these HP goals, a major factor is the way speed works for Solipsism talents. If you use Balance, Clarity, Dismissal, your speed slows down at a faster rate for each. So I don't want to activate them at all until I have this large HP buffer. And I want also to ensure I have sufficient firepower, which I have thanks to point distribution. If I had pumped Solipism talents, I'd have less firepower and be more vulnerable to speed slowdowns. Hence managing the timing of talent acquisition for solipsists is very important.