Difference between revisions of "Walk-through for Dwarven Solipsist/Level 2"
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| + | *** '''[http://forums.te4.org/viewtopic.php?f=60&t=38222 Post your comments, questions, ideas here at the ToME forum]''' | ||
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| + | Some thoughts on Light Radius: | ||
| + | * I list it as a key statistic because it can make the difference between life and death. You want to get it to 10 ideally, but this takes time (unless a certain Artifact is found). Sources are radiant mindstars, radiant armours, lanterns, and sometimes random and rare artifacts give extra light. | ||
| + | * Keep these in your inventory so as to be able to increase light radius in key zones, such as Lake Nur, Maze, Dark Crypt, Sandworm Lair, etc. | ||
Latest revision as of 13:25, 21 June 2013
Main Page: Walk-through for Dwarven Solipsist
| Level 1 | |||||||
|---|---|---|---|---|---|---|---|
| Class | Generic | Main Hand | 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 | 0/0/0/0 | Hat | -- | Amulet | -- |
| Psychic Assault | 2/0/0/0 | Dreaming | 1/0/0/0 | Armor | linen robe | Tool | -- |
| 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 1 | ||||||
| Comments: | I set Thought-Form Warrior to autocast when NO enemies visible | ||||||
| Added to Inventory: | ---------------------------------------------------- | ||||||
| Gold: | 13 | ||||||
| Purchased: | ---------------------------------------------------- | ||||||
| Key Statistics | |||||||
|---|---|---|---|---|---|---|---|
| STR 14 Dex 10 Con 13 Mag 8 Wil 24 Cun 14 | |||||||
| Life | 104 | Psi | 114 | Light | 2 | See Invis | 0.0 |
| Mindpower | 23 | Mental Crit % | 4 | Mind Dmg % | 0 | Mind Penetr. % | 0 |
| Phys Save | 9 | Spell Save | 11 | Mental Save | 13 | 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 Light Radius:
- I list it as a key statistic because it can make the difference between life and death. You want to get it to 10 ideally, but this takes time (unless a certain Artifact is found). Sources are radiant mindstars, radiant armours, lanterns, and sometimes random and rare artifacts give extra light.
- Keep these in your inventory so as to be able to increase light radius in key zones, such as Lake Nur, Maze, Dark Crypt, Sandworm Lair, etc.