Walk-through for Dwarven Solipsist/Level 3

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Main Page: Walk-through for Dwarven Solipsist

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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 --
Dream Smith 0/0/0/0 Survival 1/0/0/0 Hat -- Amulet inertial copper amulet
Psychic Assault 3/0/0/0 Dreaming 1/0/0/0 Armor spellwoven linen robe of nature Tool elm wand of illumination [power 5] (5 cd)
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 2
Comments: Make sure you hide behind thought-form and Norgon!
Added to Inventory: ----------------------------------------------------
Gold: 15
Purchased: ----------------------------------------------------
Key Statistics
STR 14 Dex 10 Con 13 Mag 8 Wil 27 Cun 14
Life 109 Psi 124 Light 2 See Invis 0.0
Mindpower 24 Mental Crit % 4 Mind Dmg % 0 Mind Penetr. % 0
Phys Save 9 Spell Save 12 Mental Save 14 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 Survival tree:

  • Traps can be very dangerous in certain zones and in vaults, and in the Far Portal particularly, where they mostly summon creatures. So 3/5 Heightened Senses is very helpful. With your high CUN, you will be able to disable most traps easily. So to win on Roguelike, you either avoid the Far Portal, or I would suggest 3/5 for Heightened Senses. I love the Farportal, so I will aim for 3/5.
  • Charm Mastery can be very, very helpful, particularly with the Swift Hands prodigy.