Walk-through for Dwarven Solipsist/Level 11
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Main Page: Walk-through for Dwarven Solipsist
This is under development and is a SAMPLE only
Level 1 | |||||||
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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 | |||||||
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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: | phase door run of the wizard (range 7; power 19; dur 3) | ||||||
Gold: | 165 | ||||||
Purchased: | ---------------------------------------------------- |
Key Statistics | |||||||
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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, 14%, 4 turns, 12cd | 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 | ---------- |
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 !