Walk-through for Dwarven Solipsist/Level 17
From Tales of Maj'Eyal
Main Page: Walk-through for Dwarven Solipsist
**** Lvl 17 Character Dump ****
Level 1 | |||||||
---|---|---|---|---|---|---|---|
Class | Generic | Main Hand | Lisanor (rare) mindstar | Ring 1 | conjurer's steel ring of pilfering [+5 WIL...] | ||
Distortion | 0/0/0/0 | Dwarf | 1/1/1/0 | Off Hand | gifted mossy mindstar | Ring 2 | mule's copper ring of time (+10%) |
Dream Smith | 0/0/0/0 | Survival | 1/0/1/0 | Hat | aegis linen hat [+32 life] | Amulet | 'Bokilar' randart [+7 STR, +9 WIL, +7 CON, saves: 7/10/11] |
Psychic Assault | 5/1/1/3 | Dreaming | 4/2/1/0 | Armor | radiant hardened leather armour of Eyal (3,6) | Tool | Eye of the Dreaming One |
Slumber | 2/1/4/0 | Mentalism | 1/1/0/0 | Cloak | Lightningborn (rare) [+3 WIL...] | Light | brass lantern of health [+41 life] |
Solipism | 2/0/0/0 | Feedback | 1/1/1/1 | Gloves | heroic dwarven-steel gauntlets of sorrow | ||
Thought-Forms | 4/1/1/0 | Dream Forge | 0/0/0/0 | Belt | insulating rough leather belt of the vagrant | ||
Discharge | 0/0/0/0 | Combat Training | 1/1/0/0/0 | Shoes | stalker's pair of rough leather boots | ||
Nightmare | 0/0/0/0 | Ammo | deadly quiver of elm arrows of psychokinesis |
Commentary | |||||||
---|---|---|---|---|---|---|---|
Stat Dist.: | WIL +1 CON +5 | ||||||
Zones Completed: | Sandworm Lair (alt.) (1,2) | ||||||
Comments: | Used Heart of Sandworm Queen; set shielding rune to autocast when enemies visible; upgraded regen infusion; improved Slumber for use against bosses; activated Power is Money | ||||||
Added to Inventory: | dreamer's brass lantern, phase door rune of the psychic (range 13; power 30; dur 5), shielding rune of the sneak (115 for 4 turns), 22 CD | ||||||
Gold: | 468 | ||||||
Purchased: | ----------------------------------------- |
Key Statistics | |||||||
---|---|---|---|---|---|---|---|
STR 21 Dex 15 Con 47 Mag 12 Wil 73 Cun 14 | |||||||
Life | 499 | Psi | 242 | Light | 3 | See Invis | 7.1 |
Mindpower | 47 | Mental Crit % | 5 | Mind Dmg % | 10 | Mind Penetr. % | 0 |
Phys Save | 37 | Spell Save | 40 | Mental Save | 41 | Global Speed % | 100 |
Infusions/Runes | |||||
---|---|---|---|---|---|
Slot 1 | Wild Infusion, physical/magical, 11%, 5 turns, 13 cd | Slot 2 | Regen infusion of sneak, 146 life, 5 turns, 13 cd | Slot 3 | Shielding rune, power 115, 4 turns, 22 cd |
Slot 4 | Teleportation rune of the wizard(range 46, cd 16) | Slot 5 | ---------- |
Some thoughts on Sandworm Lair:
- There is great loot here, so take your time. I picked up the very good randart amulet I am now wearing in a chest.
- The simplest way to move around, particularly the alternative layout, is to use a teleport rune, and just jump around until you have been everywhere. This is important because the giant tunneller skips several side rooms, which might have good loot in them
- The reward for this dungeon is considerable and often accompanies a real boost to the player. From level 16 to 17, this character gained +10 to all saves (+20 raw), lots of psi, +7 to mindpower (14 raw), a new regen infusion, a shield rune, and a new belt, mindstar, and as mentioned, the randart amulet.
- In an emergency, try digging your way to freedom with your fastest digger. It sometimes is the only way to survive.
- If you have a second means of teleportation (amulet, tool, etc), equip this. Even phase door boots/cloak, even ring with disengage. Anything to increase your movement options, as suffocation is a terrible way to lose a good character.
Some thoughts on character development:
- As a reminder, my goal is 500 HP for Lake Nur, 750 for the Master. I also like 50 saves for the Master, which is +30 raw increase from this point, which is hard to achieve for some characters, but not so for dwarves, thalorens, yeeks. Now that I have 499 HP and a teleport and shielding rune, I will return to Lake Nur to gain fortress. This character at lvl 17 is MUCH stronger than it was at lvl 16, and you look for these threshold-reaching moments to tackle the next level of difficulty in the game.
- In setting these HP goals, a major factor is the way speed works for Solipsism talents. If you use Balance, Clarity, Dismissal, your speed slows down at a faster rate for each. So I don't want to activate them at all until I have this large HP buffer. And I want also to ensure I have sufficient firepower, which I have thanks to point distribution. If I had pumped Solipism talents, I'd have less firepower and be more vulnerable to speed slowdowns. Hence managing the timing of talent acquisition for solipsists is very important.