Main Page: Walk-through for Dwarven Solipsist
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| 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.