Difference between revisions of "Walk-through for Dwarven Solipsist/Level 11"

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|Gold:||colspan="7"|165     
 
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|Purchased:||colspan="7"|wild infusion of the duelist (resist 11%; cure magical, physical) cd 13, 5 turns      
 
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!colspan="6"|Infusions/Runes
 
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|style="color: DarkGreen;"|Slot 1||Wild Infusion, physical, 14%, 4 turns, 12cd||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 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 5||----------||
 
|style="color: DarkGreen;"|Slot 4||----------||style="color: DarkGreen;"|Slot 5||----------||
 
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What to do after reaching level 10:
 
* Solipsists have one big weakness: low HP (low Life). So I always set myself two goals: to have 500 Life by Lake Nur, and 750 by the Master. This is not always achievable.
 
* Solipsists have very powerful offence without relying on equipment, as it is stat driven mostly for the first half of the game. Therefore, I wear as much +Life equipment that I can - lights, cloaks, belts, hats, armour, mindstars, even shields, and though rare, amulets and rings.
 
* What I do next therefore is to visit every armour, tailor, and leather shop in the game and make a note of all +Life equipment. Then I decide which to buy and in which order.
 
* The biggest risk in visiting all towns now is Adventurer Parties, which must be avoided at all costs !
 

Revision as of 01:30, 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 nature's 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 copper ring of clarity
Dream Smith 0/0/0/0 Survival 1/0/0/0 Hat miner's rough leather cap of constitution (+3) Amulet restful copper amulet of dexterity (+3)
Psychic Assault 5/1/0/0 Dreaming 4/1/1/0 Armor prismatic rough leather armour of fire resistance Tool Eye of the Dreaming One
Slumber 1/1/0/0 Mentalism 1/1/0/0 Cloak Wrap of Stone Light scorching brass lantern of revealing
Solipism 2/0/0/0 Feedback 1/1/0/0 Gloves Flamewrought
Thought-Forms 4/1/1/0 Dream Forge 0/0/0/0 Belt blurring rough leather belt of the mind
Discharge 0/0/0/0 Shoes --
Nightmare 0/0/0/0 Ammo deadly quiver of elm arrows of psychokinesis
Commentary
Stat Dist.: WIL +1 CON +2
Zones Completed: Trollmire (4)
Comments: Unlocked 4th inscription/rune slot. Took Over Mind and Psychic Lobotomy, though I don't use it much.
Added to Inventory: anchoring copper amulet, mule's copper ring of time (+10%)
Gold: 165
Purchased: wild infusion of the duelist (resist 11%; cure magical, physical) cd 13, 5 turns
Key Statistics
STR 14 Dex 13 Con 25 Mag 8 Wil 45 Cun 14
Life 197 Psi 167 Light 3 See Invis 6.0
Mindpower 33 Mental Crit % 4 Mind Dmg % 10 Mind Penetr. % 0
Phys Save 23 Spell Save 25 Mental Save 26 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 ---------- Slot 5 ----------