Walk-through for Dwarven Solipsist/Level 1

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Level 1
Class Generic Main Hand mossy mindstar Ring 1 --
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 0/0/0/0 Cloak -- Light --
Solipism 1/0/0/0 Feedback 1/0/0/0 Gloves --
Thought-Forms 2/0/0/0 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 Sleep, Mind Sear, Regen, and Dwarven Resilience to autocast when enemies visible
Added to Inventory: ----------------------------------------------------
Gold: 10
Purchased: ----------------------------------------------------
Key Statistics
STR 10 Dex 8 Con 13 Mag 8 Wil 21 Cun 14
Life 100 Psi 124 Light 2 See Invis 0.0
Mindpower 21 Mental Crit % 4 Mind Dmg % 0 Mind Penetr. % 0
Phys Save 9 Spell Save 10 Mental Save 12 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 players don't use thought-forms, but they serve many very helpful purposes:

  • Attract enemy targeting away from you
  • Deal damage to enemies
  • Provide you additional feedback (if you have Over Mind), which means you can activate Resonance Field and/or Conversion sooner in a battle. If you unlock Discharge tree, this is especially important. For example, you activate Mind Storm. Your warrior then charges in and receives 200 HP damage, which is converted to 150 Feedback, which you also receive. If you have maxxed Mind Storm, then you will send out up to 7 balls of Mind damage to 7 opponents, and you have not done anything yourself yet. With high crit rates and mind damage increase, you can deliver thousands of damage per turn from Mind Storm, and your thought-form helps greatly in keeping up your feedback (as each ball costs 5 Feedback, 7 costs 35 feedback).
  • Allow swapping of locations when they are adjacent to you, which can save your life in many instances
  • Provide boost to mind speed, mind power or resist all, depending on form (if you have Thought-Form Unity)
  • Allow safer investigation of vaults and chests etc from a distance, using Over Mind talent (but turn off autocasts beforehand !!!!)
  • Effectively extend your vision by 1, as they see creatures 10 steps from where they are positioned.
  • Can be used to attack nasty enemies around corners (e.g. ones that don't move), saving you the effort

Some further info on thought-forms:

  • They increase their talents every 10 levels effectively. So a warrior for example gets a full 5/5 Rush when you reach level 50.
  • Every time they are generated, they receive random gear. At high levels this leads to BIG differences. So a lvl 40 warrior might do 80 damage, or 140 damage. In other words, regenerate them and inspect their vital stats to get one that you like
  • They can be healed by Nature's Touch, Healing Light, Nature's Equilibrium etc (i.e. talents that heal in a zone). But as a ghoul, Retch will damage them :-(.
  • They benefit from being inside Leaves Tide, if you get that talent
  • They can receive bonus talent of Flame of Urh'Rok from Blighted Summoning Prodigy (once it is fixed, as it is buggy in 1.0.4), making them VERY powerful.
  • The archer behaves like a Master Skeleton Archer, in terms of AI, so that is the type that keeps moving away from the enemy and then shooting from a distance. This can be annoying, as it spends much time dancing around.
  • The warrior at high levels does fantastic damage, especially once you pump your CUN, as it increases the crit hit chance of the warrior too. And above all, make sure you take Over Mind to 4/5 or 5/5, so that it gains your Mind damage to all its damage. At level 50, warriors regularly do 1000+ damage!
  • At high levels, they die a lot. So don't rely on them to boost Mind Power, or resists.