insane RL AM solipsist guide 1.5.8 update; I won w/ em twice
Posted: Sat Jan 16, 2016 11:09 pm
this guide had a 1.3.3 version as the OP of this thread with a different title, and I think that it having been there for over 2 years was quite long enough; now its time to update it for patch 1.5.8
a guide to insane rougelike AoA antimagic solipsists, up to date as of patch 1.5.8... I actually won with a solipsist on insane RL 4 times, but one of the times included the use of the item vault, and another time included one of the times when DG gave everyone 666666 gold; though those still gave me experience with the class
I also almost won a third time with a discharge+thought-forms build, but then I got reckless in high peak lvl 8 and didn't wild infusion away a braided debuff, causing my quick self-inflicted demise... I would've easily won on that guy if I'd just paid attention
I also admittedly savescum for escorts(instead of using the addon), the alchemist quests, and to an extent, the wyrm bile, on all of my characters; I'd feel shafted if I didn't, even if I'd win anyway, which I would've
I plan to get another win as a sleep build after the DLC comes out
much of this guide is applicable to non-antimagic solipsists, though they aren't as good as the antimagic ones
The class in general:
the solipsist is a class that sort of ahderes to the false doctrine of solipsism, which states that the only thing that is real... is you, and that literally everything else in ALL of existence is merely your imagination
solipsists in Tales of Maj'Eyal are basically non-magical mostly-ranged non-hybrid mind wizards that can put people to sleep, distort reality, conjure up an ally with only his mere thoughts, and more, and he very remarkably shares his health bar with his mana replacement, the psi bar, and can replace most of his physical and spell save with his mental save, making the stacking of mental save be very powerful for that class. solipsists pair very, very well with antimagic
most of the solipsist's class categories and 3 of their generic categories synergize with the rest of the category that it came with, so if you choose to invest more than a little bit in one category as a solipsist, you should probably invest heavily into it
solipsists are very, VERY good at crowd control to the point that they don't even need any armor training talents
the solipsist class is intially locked; you unlock the solipsist by getting to level 20, then going to the overworld in the maj'eyal campaign and hoping that there is a message saying that there is volcanic activity; if that is the case, which it always is if you're a yeek, then going to the norgoth caldera and beating both dreams is supposed to unlock the solipsist class
the class also deals alot of mind damage, which is a special damage type that can innately be resisted(up to 50%) independent of your mind resistance by making a mental save against it
for the in-game description and some example values for every solipsist talent, please visit http://tometips.github.io/
sleep mechanics:
before I tell you much about the class' talents, I should tell you about sleep and how it works, since many of the class' talents have to do with sleeping
when an enemy is asleep, they are unable to perform any and all non-instant actions until the debuff wears off or is otherwise removed
being asleep also gives the enemy the insomnia buff for 1 turn+every turn that they're asleep including the turn during which you put the enemy to sleep(max 10 turns of insomnia), only ticking down while the enemy is awake; insomnia grants you +50% sleep immunity per turn of insomnia
all sleeping debuffs' durations are shortened by taking damage; how hard it is to wake up an enemy by hitting them will be referred to from here onwards as the "damage wakeup threshold", for the lack of a better term
being asleep also makes you more vulnerable(or just susceptible) to certain talents that have to do with sleep; namely inner demons, dreamscape, waking nightmare, dream prison, and lucid shot, and solipsists don't get access to lucid shot
the talent, lucid dreamer, puts you to sleep without you getting the insomnia debuff, and it also enables you to perform non-instant actions while sleeping(so pretty much any action you could normally perform), but it also makes you vulnerable to talents that only affect sleeping targets and that have extra or boosted effect(s) against sleeping targets, and it also removes the 50% damage penalty for your dream projections(more on that below)
the stats:
strength: it increases your physical power, maximum encumbrance, and physical save; this talent increases notably your physical power, which makes your dream hammer attacks hit harder, and it also increases your mindpower by .6 per strength if you take superpower as a prodigy, in which case you should get the prodigy at level 42 and max out strength after maxing out your willpower and then your cunning
dexterity: it increases your defense, accuracy, and critshrug; this is really only any good for a solipsist for the critshrug; your dump stat as a solipsist is going to be either this or dexterity
constitution: it increases your hp by 3-4 per point(depending on your talents), and also increases your physical save and healmod with each point; your dump stat as a solipsist is going to be either this or dexterity
magic: filthy, disgusting magic, this vile attribute increases your spellpower, but at least it increases your spell save too; this stat is good for jack nothing as a solipsist, don't put a single point into it
willpower: the solipsist's primary stat; this stat increases your mindpower, mental save, and spell save, and increases the usage stat for mindstars and the dream hammer and enables you to meet the stat requirements for most of your talents; all solipsists should max this out, and max it out first
cunning: the solipsist's secondary stat, this stat increases your mindpower(by half as much as willpower does), and your mental save and all critical strike chances, and increases the usage stat for mindstars, but not by as much as willpower does; all solipsists should max this one out, and do it second
the class talents:
PSIONIC/DISCHARGE(locked): I have played an insane rl solipsist with 5/5/1/5 CPed discharge and 5/5/5/5 feedback up to lvl 8 of high peak, where I died because I forgot to check to see if I was braided while fighting a PM(a very quick and unexpected death), and lemme tell you, discharge is NOT worth the points; it sucks, and the entire category is basically mind storm and backlash is a 1 point non-wonder
mind storm: this talent only stays active while you stand still and have it sustained, and all of the projectiles will, if they come into contact with your thought-form, harmlessly pass through it as if it weren't there. the more enemies that are within range 7, the more projectiles mind storm fires, up to the cap and until you run out of feedback to spend; with good insane gear, expect crits for 500 mind damage per projectile; standing still can be very bad for your health at times, so it is not advised that you use this talent unless you are very certain that you'll live if you don't go anywhere for at least several turns... be careful not to make any bump attacks via. a movement key, because doing so, even if you don't move, will end mind storm immediately(but you can bind attack to your hotbar and use that without breaking mind storm), and this talent will also immediately end(without spending a turn) if you attempt and fail to move onto impassable terrain
feedback loop: this talents takes your feedback decay and turns it into feedback gain for x turns, increasing with mindpower; it can crit to increase the duration... this talent ends up giving you a little bit of feedback per turn, giving you from less than 1 to maybe 2 extra feedback bolts per turn. you cannot use this talent if you don't have any feedback
backlash: this talent deals damage once per turn per enemy equal to the feedback gained from the attack that hit you, or an amount based on your mindpower, whichever is LOWER; there is basically no reason at all to invest more than 1 point into this talent because barely anything is ever going to hit the mind damage cap(at clvl 50 at least) after the first point invested into the talent
focused wrath: this talent will not only increase the critical multiplier of all discharge talents(but not other talents) by an amount that scales with your mindpower for x turns, but it also causes all of your mind storm projectiles and backlash to hit the guy of your choice until he dies; usually that enemy dies very quickly if theres alot of enemies around you, but if thats the case, you may not want to stand still
PSIONIC/DISTORTION: the butter of any good solipsist build, distortion not only has distortion bolt, which innately comes with 100% resall penetration, but the category also allows for some great crowd control and AoE damage, and it can strip physical debuffs from a target with ease(if your mindpower is high enough); every solipsist build should 5/5/5/5 this category... all of your distortion talents debuff the target with distortion on hit, which bypasses all saves and reduces the target's physical resistance by an amount based upon how many raw points you've invested into the distortion category, and also makes the target become extra more susceptible to the first 3 distortion talents
distortion bolt: this talent fires a bolt to the targeted location with 1000% travel speed and 100% resall penetration(not just physical) that deals 50% extra damage in a radius of x including the center(up to 3) to a target that is already distorted; at effective talent level 5, all of your distortion talents will never harm you nor any non-hostile NPC, but before that, you'd better be careful with those explosions... distortion bolt currently has a bug(which'll be fixed in 1.6.0) that allows the explosion's 50% extra damage to crit(on top of the actual bolt critting), making the 50% extra damage against distorted targets become more than 50% extra damage, and eye of the tiger currently has a bug that allows eye of the tiger to lower the cooldown of the talent that procced it if said talent is a projectile... and distortion bolt is a projectile
distortion wave: this talent does exactly as much damage as an undistorted distortion bolt, but it attacks in a cone of a radius of up to 9, and it also attempts to knock back everything that it hits, and it will also attempt to stun everything it hits that was already distorted; you might sometimes just want to use this talent to do damage, but sometimes you'd want to save the talent for a knockback or a stun or to in some cases apply a distortion effect
ravage: a very underrated talent, this talent, if the target fails a physical save against your mindpower, debuffs the target for up to 10 turns, causing the target to take a bit of damage each turn, adding up to be more than twice as much as a distorted distortion bolt at 5/x/5/x; if the target was already distorted, then ravage will deal 50% more damage(for over 3 times as much damage as a distorted distortion bolt!) for the duration of the entire debuff and also strip the target of a physical effect or sustain every time it hurts the opponent... this talent should only be used on enemies that are gonna take some time to kill, and it can crit, making it hit even harder
maelstrom: this talent conjures up a whirlpool of distortion anywhere in LoS in a radius of 10, which sucks enemies towards the center of the whirlpool by 1 tile per turn, also hurting the enemy for as much as an undistorted ravage, and distorting the target as well; the maximum radius of maelstrom is 4, which is actually pretty big, and it can last for up to 10 turns, but maelstrom's effect is not increased against targets that are already distorted... using this on a single target is not necessarily a bad idea
PSIONIC/DREAM SMITH: this category allows a solipsist to be very dangerous in melee range, since this category gives you talents that hit very hard... being within melee range of a hostile melee NPC, though, is generally not advised as a solipsist, nor as any other ranged class for that matter, and also late-game weapon damage is gonna be nerfed in patch 1.6.0, which also means that this category is gonna be nerfed in patch 1.6.0, and also, dream hammer damage IS increased by your physical power
dream-smith's hammer: this talent conjures up a hammer for 1 turn, which is used during that same turn to whack the opponent of your choice one time for x% weapon damage; when used, this talent will also end the cooldown of two other dream-smith talents; investing into this talent increases the base stats of your dream-hammer mind-weapon that is used for all attacks made with this talent category, which does not take up an equipment slot, and does not exist in your inventory... it only exists in your mind, except for when you're using it, and also, usage stat for the dream hammer is 120% willpower, and I don't know if its boosted by arcane might or superpower, but dream hammer talents CAN proc arcane combat and other melee procs... do consider having only 1 point into this talent if you aren't a dream hammer build in order to have a safer non-instant way than meleeing yourself to get rid daze if its on you
hammer toss: the best dream smith ability, and most of the reason that this talent category is good, this talent will throw your dream hammer up range 11, dealing x% weapon damage to enemies it hits on its way to its destination, and then when it gets there, it comes straight back to you like a boomerang, except that it takes the path to you that it took to get to its destination, which is alwasys a straight line... it also deals just as much weapon damage on its way back, and it can friendly fire against non-hostile NPCs(such as your thought-form), but yours will never hurt you; this talent also increases the accuracy of your dream hammer for all dream hammer attacks as you invest in it
dream crusher: this talent is like dream-smith's hammer, except it doesn't hit as hard or take other talents off cd, but it attempts to stun the opponent too; investing this talent doesn't increase the base stats of your dream hammer, but instead adds bonus% damage and physical power to your dream hammer attacks, like weapon mastery does for swords, axes, and maces
forge echoes: this talent is an AoE(up to radius 4) centered on the guy within melee range that you hit with it, hitting as hard as dream crusher, but it deals weapon damage as mind damage, except to the guy that the AoE is centered on; investing this talent adds a relatively small amount of mind and fireburn damage based upon your mindpower, and this talent is really not worth putting any points into unless you don't have a better place to spend them for some reason
PSIONIC/NIGHTMARE(locked): this talent tree goes very well with slumber and dreaming, but you can even get it by itself just for inner demons, which is arguably the best talent in the entire game
nightmare: attempts to put enemies to sleep in a range 7 cone for x turns, which also deals darkness damage ever turn until they wake up; said darkness damage does not make them wake up faster, but other darkness damage does... this talent is pretty good, but I'd personally say that its a 1 pointer; low damage wakeup threshold, and nightmare can crit, increasing both the darkness damage and the damage wakeup threshold by your critmult
inner demons: the best talent in the entire game, this talent, if the enemy fails a mental save against your mindpower, will have a %chance every turn during which the enemy has the debuff of making a clone of the enemy that is friendly to you and has less hp and does less damage; there is no cap to the amount of inner demons that can be active at any one time, and it can be casted on enemies of any rank... if the target was asleep when inner demons was casted, then the mental save against inner demons will be halved, and the enemy's fear immunity(if any) will be ignored... but if one of the inner demons are ever resisted whether the enemy was asleep at first or not, then the debuff will end early. inner demons will never spawn in the dreamscape, at least from non-dream projections; this talent checks the opponent's fear immunity, and this talent can crit, increasing the chance that inner demons spawn, and inner demons can cause your game to potentially(fps?) lag into unplayability because of the cloning bug... try not to save the game after dreamscaping insane atamathon while inner demons is up, no matter how slow the game becomes
waking nightmare: this talent deals exactly as much damage as ravage for exactly as many turns, except as darkness damage, and it doesn't distort the target or anything like that... but it does have a chance every turn while active, scaling with mindpower, to randomly stun, blind, or confuse the foe for 3 turns; this talent can crit, making it hit even harder, and if the target is asleep when waking nightmare is used on it, then the chance of avoiding a negative effect will be halved, and the target's fear immunity will be ignored; waking nightmare checks the opponent's fear immunity
night terror: no sleep build is complete without this talent: this talent is a 50 psi sustain that increases all damage AND all respen against sleeping targets by a percentage based upon your mindpower, AND it also causes sleeping foes that are killed in their sleep to be replaced by a friendly terror of the zone's level for up to 12 turns; this is obviously a very strong talent, and is easily a 5/5 if you get it
PSIONIC/PSYCHIC ASSAULT: this is the solipsist's dump tree for class points; any extra class points you have left over, you'd wanna dump them here if you don't have anywhere better to put them... talents in this tree do NOT synergize with each other, except that synaptic static sorta synergizes with sunder mind and vice versa
mind sear: this talent is very good; its a range 7 beam on a 2 turn cooldown that deals a hefty amount of mind damage based on your mindpower... this talent will never hurt your-thought form
psychic lobotomy: this talent is a range 7 single-target attack that check confusion immunity(even for damage dealt) and deals less damage than mind sear, but will confuse(under 50% power, scaling with mindpower) the victim and reduce its cunning by a substantial amount for up to 7 turns; its okay since you don't have any other reliable confusion unless you'd count waking nightmare
synaptic static: this talent is a point blank AoE that deals exactly as much damage as psychic lobotomy without the confusion immunity check; max radius is 6, and the damage can brainlock affected targets, and this talent will never hurt your thought-form
sunder mind: this talent is for solipsists who don't have enough mindpower to beat an opponent's mental save; this talent is a single-target range 7 attack that deals a little bit less than half as much damage as mind sear does, but it cannot be resisted by the opponent's mental save, unlike all other mind damage... this attack will also irresistably lower the opponent's mental save by x(stacking), and it has a 4 turn cooldown, and x is increased by your mindpower
PSIONIC/SLUMBER: this talent tree goes very well with nightmare and dreaming; if you're gonna invest into this category beyond 1/1/1/5, then you should go for at least 5/1/5/5, and also, dreamscape is good for breathers
slumber: this is a single-target talent that puts the enemy to sleep with a high damage wakeup threshold; slumber can crit, which increases the damage wakeup threshold by your critical multiplier
restless night: this talent deals mind damage to the opponent for 5 turns after the opponent wakes up after being put to sleep by you; restless night can crit, increasing the damage by your critical multiplier, and restless night does stack with itself
sandman: this talent makes all of your sleep talents have a higher damage wakeup threshold and reduces the sleep immunity granted by insomnia, with the first talent point reducing it by a very, very large amount
dreamscape: this talent takes a sleeping target, stops time for everyone but you and it(for some reason), and teleports you inside of the opponent's mind(which is a small zone) for up to 15 turns, where the opponent appears frozen in time, being invulnerable without debuffs or buffs ticking down or doing anything to it and even being unable to be healed, but the opponent will spawn a dream projection every few turns to defend its mind, which is a clone of the enemy that deals half damage, and the enemy can have very many dream projections out at once; every dream projection that is killed will cause the real enemy to take 1 turn of brainlock and irresistible damage equal to 10% of its hp when it wakes up, potentially killing the enemy... if enough dream projections are killed while dreamscape is active, the effect will end early, and loot dropped by the enemy in the dreamscape will teleport to the real world after the debuff wears off, and while in the dreamscape, all damage dealt by you will be increased by a VERY large amount based upon your mindpower, and dreamscape CAN critically strike, increasing the bonus to all damage by your critical multiplier(+250% all damage from a crit at lvl 50 is very realistic)... enemies with the lucid dreamer buff will not have their dream projections suffer the 50% all damage penalty while in the dreamscape, and dreamscape can cause your game to potentially(fps?) lag into unplayability because of the cloning bug... try not to save the game after dreamscaping insane atamathon while inner demons is up, no matter how slow the game becomes, and additionally, one can opt to use dreamscape on a mostly harmless opponent, giving you a breather that can last for up to 15 turns, kind of like temporal reprieve, but longer
PSIONIC/SOLIPSISM: the bread of any good solipsist build, solipsism is a defensive category, aside from how it can also potentially keep your psi bar high, which helps to prevent it from hitting 0; the solipsism category is the most integral part of the solipsist class... the first point invested into each talent in this category increase the amount of psi that you gain from willpower by .5, but also decreases the amount of hp gained from constitution by .25, and the first point invested into each talent in this category also increases the solipsism threshold by 20%, 10%, 10%, and by 10% respectively; when your psi gets below the solipsism threshold, you lose your grip upon reality, decreasing your global speed by (threshold-(current% of max psi bar))%, but you can get your grip back by getting more psi... solipsism is a category that players should strongly consider putting a category point into, and all solipsists should 5/5/5/5 this category either way
solipsism: all damage AND healing that you take passively is reduced by x%, but all of the damage that you don't take because of that is reduced by x% and then lowers your psi bar accordingly, and the healing that doesn't heal you because of it goes to your psi bar instead; psi damage reduction increases with your character level... this talent is the single most important talent for any solipsist to get, and any and all solipsist builds period should 5/5 this talent, and early too; more points into solipsism means more effective hp, and also means that its easier to regain psi after you lose it, but it also means that its easier to lose psi, which really isn't a problem if you have some meaningful form of healing available... all solipsists start out with 1 unremovable point into this talent, with or without talents picked for you at birth, and the talent permanently halves your life rating with the first talent point
balance: this talent passively replaces x% of your physical save and spell save with your mental save, so that at 100%, your physical save and spell save would be equal to your mental save, whether your mental save is higher or lower than the other saves; it gives 75% conversion at tlvl 6.5, and 85% conversion at tlvl 7.5... with this talent, you can stack mental save, which can get all of your saving throws to a very high amount, allowing you to shrug off almost every debuff that is thrown at you, except for some of the physical debuffs; you can realistically get 110 effective mental save by high peak on insane, or probably even 80+ on pre-insane, and in insane high peak, almost all enemies, randbosses included, will not have even 80 effective spellpower or mindpower, let alone 70, but physical power and accuracy tend to get much higher
clarity: this talent passively increases(won't decrease) your global speed by ((current% of max psi bar)-threshold)%, up to a maximum of x%(41% at tlvl 6.5, 44.4% at tlvl 7.5); increasing this talent to a high enough level(somehow) is capable of suppressing your solipsism threshold
dismissal: this talent causes all damage that you take that is(equal to or?) less than x% of your mental save to be checked against your mental save; if you make a successful check, you reduce the damage taken by at least 50%, and it can critically strike(which can proc eye of the tiger), reducing damage taken by even more(but not with a bigger threshold); this talent is very good for defense, especially when your mental save gets really high
PSIONIC/THOUGHT-FORMS: this category involves a mentally-conjured mass of thoughts thats shaped like you and can attack and take damage for you; thought-forms can actually hit pretty hard if your gear is good and you critsummon it; thought-forms will NOT follow you into nor out of the dreamscape nor the fearscape, and also, this category synergizes with psionic/feedback and psionic/discharge, but its at least okay on its own too
thought-forms: you materialize your thoughts into a leather-clad bowman, whose dexterity, strength, and constitution are based on your mindpower and has twice as much dexterity given than strength and constitution given; at level 3, you can instead conjure a mail-clad warrior(berserker) instead, whose primary stat is strength instead of dexterity, and at level 5, you can instead conjure a plate-clad defender(bulwark), whose primary stat is constitution instead of dexterity; thought-forms will always materialize next to you if they go more than 10 tiles away from you, and they are immune to your mind sear, synaptic static, and mind storm.. the thought-forms can be crit summoned(not for each of str, dex, and con, but for all 3 stats at once), and they will always have a base willpower, magic, and cunning equal to that of the solipsist, up to a maximum of 100 base willpower, magic and cunning; the skills of the bowman are steady shot, aim(automatically active upon summon), and crippling shot, and the skills of the berserker are berserker rage(pre-1.1)(automatically active upon summon), death dance(pre-1.1), and rush, and the skills of the bulwark are shield pummel(a stun!), block, shield wall(automatically active upon summon), and armor training... using one thought-form will put the others on their full cooldown, but deactivating one won't, and a thought-form will trigger its conjuration cooldown upon death without triggering that of the other thought-forms... each thought-form is a separate talent, and critsummoned thought-forms can eventually hit very hard, though they'll only last for so long unless you pick defender, and YOUR thought-form's talent levels do NOT scale with the game's difficulty level; also note that your thought-forms do take care to not hit you, so don't worry about the bowman hitting you with its arrows or the warrior using death dance on you
transcendent thought-forms: your thought-forms now know lucid dreamer(automatically active upon summon), biofeedback, and psychometry at talent level=transcendent thought-forms talent level, rounded down
overmind: a sustain that lets you manually control your thought-form, also increasing its %all damage and its %global speed by x%, based on your mindpower; at talent level 1, it also passively causes all feedback gained by your thought-forms to also be gained by you, even while overmind isn't active, and at talent level 3, it also passively gives your thought-forms a bonus to all saves equal to your mental save, even while overmind isn't active, and at talent level 5, it also passively gives your thought-forms +%all damage equal to your(the solipsist's) +% mind damage, even while overmind isn't active... you don't gain feedback from hitting your thought-form, but you DO gain feedback when your thought-form hits you... which can potentially one-shot you with if summoned with high critmult, so if you're gonna do that, then use the defender to do it
thought-form unity: while thought-form: bowman is active, the solipsist's mind speed is increased by x%, and while thought-form: warrior(berserker) is active, the solipsist's mindpower is increased by x, and whole thought-form: defender(bulwark) is active, the solipsist's resist all is increased by x%; in all 3 cases, x is increased by the solipsist's mindpower, and on another note, making a thought-form warrior with this talent before making a thought-form defender or bowman with this talent will make the bowman or defender have more stats because of the mindpower boost
the generic talents:
TECHNIQUE/COMBAT TRAINING: this talent tree has 15% resall, non-mindstar mastery stuff, armor mastery stuff, and combat accuracy; you unlock it for free by spending 50g at a last hope weapon shop to learn it
thick skin: 15% resall at rank 5! easily one of your most important generic talents
heavy armour training: the main endgame advantages that this talent has over light armor training are extra armor and the crit reduction, which directly decreases the enemy's crit chance against you instead of giving you a chance to ignore any hit after its already been determined that its a critical hit; you don't actually need more than 30% hardiness in insane high peak as long as you have 100 or more armor because the dangerous enemies by that point have 250 or more character sheet damage, but the hardiness does helps a little bit, even if it could be replaced by phys res+forge shield+dismissal
light armour training: this increases your defense, gives you more defense, situationally gives you even more defense, reduces fatigue, and increases hardiness by up to 60% while not wearing metal chest armor; again, you don't really need hardiness in the endgame because the not-cannon-fodder enemies are gonna be punching right through that hardiness anyway with their huge attacks, but in 1.6, hardiness is gonna be more important after endgame weapon damage gets nerfed
combat accuracy: this talent increases the accuracy of your mindstars and your dream hammer attacks; I wouldn't recommend investing into it
weapons mastery: you won't be making good use of anything that this talent gives you; leave it at 0 points
dagger mastery: you won't be making good use of anything that this talent gives you; leave it at 0 points
exotic weapon mastery: you won't be making good use of anything that this talent gives you; leave it at 0 points
CUNNING/SURVIVAL: this category has trap disarm, built-in non-stacking infravision radius, reduced item cooldowns, track, and a talent that lets you reroll a failed save once(with less save); its pretty good, but you have better choices for talents, as good as that last one sounds, and this category has other stuff too, and unlocking this category automatically teaches you disarm trap, though you after low levels won't care much for traps other than major anomaly traps, since they won't be very threatening to you
heightened senses: this talent gives you infravision radius, as well as stealth, invisibility, and trap detection; its not worth investing into
charm mastery: this talent lowers the usage cooldown of all items by x%; it IS good, but I'd rather put my points elsewhere
track: this talent shows you every enemy within a large radius for x turns, even if the enemy is behind a wall and out of your vision range; some players may swear by this talent or something, even though its a 1 point wonder, but I'd rather put points elsewhere
danger sense: this talent allows you to re-roll a failed save with a save penalty, and it also increases your trap detection, gives you a little bit of crit shrug, and reduces the damage bonuses that attackers gain against you for being unseen; this is a very, very good talent, and I can easily see some solipsists going 1/1/1/1 into survival just for this talent... but I'd rather put my points elsewhere, personally, especailly since I'd be relying on having high saving throws to the point where the first point of this talent isn't worth it
PSIONIC/DREAM FORGE(locked): this category contains one of the best and one of the worst talents in the game; some builds won't want to unlock this category, and some others may have some points to spare for it... and by the way, fireburn damage means 50% direct damage fire, and the rest is dealt as fire damage over 3 turns via the Burning debuff, which DOES stack with itself
forge shield: passive defense! this sustained talent takes any attack that would do over 15% of your hp in damage(before psi conversion?) and then, BEFORE it hits you, reduces it and all other damage sources of that damage type taken for 1 turn(2 at lvl 5)by x, based on your mindpower(x=39 at elvl 6.5 with 100 mindpower); this can block multiple damage types at once, increasing the 15% threshold by an additional 15%(not multiplicatively) for each additional damage type, and if forge shield fully blocks an attack, then it'll debuff the enemy with counterstrike, allowing you to hit the enemy twice as hard with your psiblades, your thought-form, or you dream hammer; this is a very, very underrated talent, and I'd recommend maxing out forge shield if you can manage to do it; it pairs VERY well with dismissal, since it can potentially take attacks that aren't within dismissal range, and put them into dismissal range, allowing you to dismiss half or more of the attack after forge shield
forge bellows: one of the best talents in the entire game, this deals x(small) mind and fireburn damage and knocks back enemies in a cone of range x, and then has a 50% chance for each tile(seperately) to turn the targetted tile(s) into a temporary wall tile, every wall tile of which deals x(very tiny) mind and fireburn damage to all adjacent enemies during every turn... enemies can be hurt by multiple wall tiles that way during the same turn; this talent can easily be a lifesaver, but the solipsist also has other means of crowd control up his sleeve, so this talent isn't really a necessity... I'd rather invest into forge shield
forge armor: this talent causes forge shield to give you armor and defense and give you psi when you're hit by a melee or ranged attack while forge shield is sustained, EVEN if forge shield hasn't procced; this talent is a 1 point wonder, don't bother putting any extra points into it since that armor doesn't get that much better and the extra psi isn't worth it
dreamforge: one of the worst talents in the entire game, this sustained talent deals a tiny amount of mind and fireburn damage to enemies adjacent to you every turn, but if you don't move, then over 5 turns, it gets stronger and the radius(up to 4 at the 5th turn of standing still) increases until at the consecutive 5th turn of standing still the damage is higher, but still tiny, and it begins breaking the dreams of the enemies that it hits, reducing their mental save and afflicting them with some spell failure chance, and also having a chance to attempt to brainlock them... don't bother getting a single point into this talent, even as a discharge solipsist
PSIONIC/DREAMING: this category has some essential stuff that every solipsist should put at least one point into, and early on too
sleep: this puts enemies within a radius of 1(max 2) to sleep with a low damage wakeup threshold for x turns(1 less than nightmare and slumber at rank 6.5), and at talent level 5, it has a 25% chance per turn to spread to an adjacent enemy; I personally do see a reason to put only 3 points into this talent; the third point increases the duration to 4 and radius to 2, but the contigation may be annoying due to its RNG, which lowers the amount of control that you may have over the fight(you may want insomnia to run out on an enemy so you can reliably use slumber on it)... or you might just have a better place to stick your generic points; sleep can crit, increasing the damage wakeup threshold
lucid dreamer: this talent gives you a bonus to all saving throws and a passive %bonus to all damage dealt against enemies that have the insomnia buff, but this talent also puts you to sleep while letting you use non-instant actions, which really only has the effect of making you vulnerable or otherwise susceptible to talents that have an increased effect upon or only work on sleeping enemies
dream walk: this talent is a non-magical controlled phase door, except that it will automatically appear adjacent to a sleeping enemy if a sleeping enemy is targeted by dream walk; it has a range of 7, and its radius decreases with the amount of talent points invested into the skill... this talent is, imo, a 1 pointer, but I would put more points into it if I didn't have somewhere better to put them
dream prison: this AMAZING sustained talent takes ALL sleeping enemies within range(even if you put them to sleep AFTER activating dream prison) and prevents their sleep durations from ticking down for a reason that isn't taking damage or having the sleep removed by a mental wild or something, but this talent also drains a set % of your psi pool while sustained, and it will immediately break if you move, allowing the sleep durations of your enemies to tick down normally... be careful not to make any bump attacks via. a movement key, because doing so, even if you don't move, will end dream prison immediately(but you can bind attack to your hotbar and use that without breaking dream prison), and this talent will also immediately end(without spending a turn) if you attempt and fail to move onto impassable terrain; this talent is a 1 point wonder, as additional points into the talent only lower the psi drain, and a good solipsist build should have no problem with the psi drain, as they'll easily be able to recover their lost psi after they hit level 12 or so by healing themselves
PSIONIC/ FEEDBACK: this category has a good half-shield and a good heal in it, but otherwise, this category is only good for discharge builds... most solipsists should at least max out the second talent
biofeedback: this talent gives you a feedback meter, which increases when you take damage(and more when you take more damage), and constantly decreases, and decreases faster if you have more of it, and you get healed based upon how much feedback you lose if you have this talent... and the healing isn't very much at the endgame if you 5/5 the entire category... higher level characters gain more feedback per percentage of hp lost than lower level characters, and this talent, when invested in, increases the healing and makes your feedback decay slower(but not by as much as it increases the healing); don't ever invest more than 1 point into this category, even for a discharge build, because feedback loop turns your feedback loss into feedback gain and gets longer if it crits, and the more you invest into this talent, the less effective feedback loop becomes, and the extra feedback healing isn't worth it anyway, and also, you will not gain feedback from hitting yourself
resonance field: this talent spends some feedback and gives you a 10 turn shield that does not go to the shield resource bar and absorbs 50% of all damage taken, up to x, and damage absorbed by this shield will count towards your feedback gain; this shield can crit, increasing x by your critical multiplier... this is a very good talent, especially when used when you expect to take alot of damage over the next 10 turns, and I think that every solipsist should invest more than 1 point into this talent, preferably 5
amplification: this talent increases your maximum feedback and makes you gain more feedback from damage taken, based upon your mindpower... its a 1 or even 0 pointer unless you're running a discharge build, but discharge builds aren't that great anyway
conversion: this talent spends some feedback to restore a significant amount of hp and some amount of stamina, mana, equilibrium, vim, positive energy, negative energy, psi, and hate; this talent can critically strike, increasing its effect by your critical multiplier
PSIONIC/MENTALISM: this category has a mindpower boost, a free mental sort-of-infusion, and it has some cheesy stuff in it; the most important thing in there for most builds is the mindpower boost, and for early to mid-game, the second talent
psychometry: this talent passively increases your mindpower and physical power for every antimagic, natural, or psionic item that you wear, including your ammo, up to a maximum per item of (item tier/2) or x, whichever is lower(x is always equal to the other number or higher at tlvl 1.3 and higher); this is a very good talent for lategame, as it makes just about all of your attacks hit harder, and it makes your passive defenses better too, and the physical power even applies to dream hammer attacks
mental shielding: this talent instantly removes 1 or more mental debuffs from you when used; the number of debuffs that can be removed and the cooldown respectively increase and decrease with your talent level... this talent is good for earlygame and midgame as a floater, but once you get your mental save to 80 or higher and also have relentless pursuit, you're gonna wanna get rid of this talent, as the only mental debuff you'll care about after that is a nightmare horror's inner demons, which you can use relentless pursuit for(and then run for a while when its inner demons is gonna come off cd in a few turns)
projection: this is a sort of cheesy talent that temporarily transfers control of your character to a psionic ghost-like projection of your body, which is invisible and has increased stealth and invisibility detection, and your projection(at least) does not need air to survive, but all damage suffered in this form is shared with your physical body, and you can only deal damage in this form to ghost-type enemies(such as ruin banshees and dreadmasters) and enemies that you have a mind link on, in which case you can only deal mind damage to them... I'd personally not bother with this talent, as using it can be quite risky if you aren't as safe as you thought you were, but if you bury yourself into a 1 tile wall with a burrow mindstar+dream walk, then you can kill most non-burrowing enemies that way somewhat more safely by being able to retreat into the walls(or just dissipate the projection early), where the enemies can't hurt you without a pre-existing DoT or something
mind link: this talent puts a debuff on the target, increasing the mind damage taken by the target by x% until the enemy dies or gets far enough away from you(range 14), but only one mind link can be maintained at a time; mind link also gives you telepathy for the target creature type while it is active... this is a talent that you probably shouldn't get unless you're gonna get projection, since you'll have better places to put your generic point into
WILD-GIFT/ANTIMAGIC: this is your best defensive generic category; it most notably contains antimagic shield, and also gives you access(in AoA) to a quest that enables you to get the wild-gift/fungus category
resolve: this talent increases your resistance to a given non-physical non-mind damage type by x% AFTER being hit by said damage type for x turns, which can crit for more resistance(which can proc eye of the tiger) and has no cooldown; it also reduces your equilibrium and stamina by x when it procs... this talent will be non-functional while antimagic shield is active unless this talent is at elvl 5 or higher; you'll want to max out this talent
aura of silence: this attempts to silence everything in a radius of x around you, including yourself, for x turns; each target that gets silenced(not including you?) refunds you x equilibrium; this talent reaches radius 10 with only 4 effective talent points, so you probably don't want to max this one out, and I'd say that this one is a one-pointer, since there are better places to put your generic points
antimagic shield: high passive defense! this talent takes all non-physical non-mind damage against you and reduces it by x(x=120 at elvl 5 with 100 mindpower), also dealing manaburn damage(with diminishing returns reset every turn, and a 10 per turn cap) to the enemies that it absorbs damage from, and increasing your equilibrium by 1 for every 30 points of damage absorbed by the shield, which also causes an equilibrium check to be made that instantly deactivates antimagic shield if it fails; there is currently a bug that causes this talent, when it burns the arcane resource of an opponent while the one with antimagic shield has empathic hex or something on him, to remove all of the opponent's mana when the player absorbs damage with antimagic shield, dealing manaburn damage accordingly, except without the diminishing returns or the 10 values per turn cap
mana clash: this talent deals x manaburn damage(high) to a single target within range 10, and also gives you a temporary buff that causes all damage dealt to also deal 15% extra damage as manaburn damage for x turns; there are better places to put your generic points, but if you really wanna stick a point in here for the manaburn damage for x turns thing, then go ahead
WILD-GIFT/FUNGUS: this is your second best defensive generic category; it makes rengeration better, and it saves you an entire infusion slot!
wild growth: increases the duration of all regeneration effects(except for those triggered by fungal growth) by x turns(5 at tlvl 5.0); if you're only gonna 5 one generic talent, then it should be this one
fungal growth: all non-regeneration heals will also trigger a regeneration effect that heals for x% of that direct heal over 6 turns; this does not work on feedback, vitality, or healing salves, but it does work on healing infusions
ancestral growth: this talent gives you x%(easily over 100% with investment!) of a turn whenever you gain a regeneration effect, with no limit, and it also gives you x equilibrium every time a regeneration effect tries to heal you; this seems like a very good talent to invest into, but really, you should only stick a single point in here... using that regen infusion really fast is usually good enough, and if it might not be, then you most likely have other options
sudden growth: this talent instantly heals you for x%(huge) of your current health regeneration rate; push this button if you have a sizable regeneration effect(such as a regen infusion) on you while your hp is low to get your hp close to or at 100%
WILD-GIFT/MINDSTAR MASTERY: this category mostly gives you more mindpower, willpower, and cunning from your mindstars, but it also turns your mindstars into good melee weapons; be sure to get an alchemist escort and take psiblades as the reward(if you can) before learning this from zigur, and don't take the 100g option... doing so will enable you to get up to 1.3 mastery for this category instead of 1.2
psiblades: the weapon mastery talent for mindstars; this talent also increases the mindpower, willpower, and cunning granted by your mindstars by x%, and its armor penetration by y%; this also gives you physical pwoer and %weapon damage as the weapon mastery talent
thorn grab: this talent instantly slows down a target in melee range for 10 turns by x%, also dealing x nature damage per turn; this talent is not worth more than one point, if any
leaves tide: this talent makes a radius 3 whirlwind of leaves around you for 7 turns, which gives you an x% chance to avoid any damage taken for the duration, and also deals x cumulatively stacking bleed damage to any enemies within the whrilwind of leaves; there are actually better places to spend your generic points, at least if you're antimagic
nature's equilibrium: this talent hits an enemy with your mainhand mindstar for x% weapon damage(high), and then you get to target a second target(potentially yourself), who gets healed for x(x=0 if the first hit missed or was otherwise evaded); if you have any points in leaves tide, then you should get a point into this talent; the more sizable heals you've got, the better
the inscriptions: for most classes, you want to have a regeneration infusion; but solipsists are a special case... you actually don't want heroism as a solipsist! if you're at negative hp, then you're gonna have 0 psi, which means that you're gonna be very slow, which means that you're gonna be very dead very soon
so don't get a heroism infusion, especially since they don't get you stat prerequisites anymore(I think)... and since you'll be antimagic, you should get fungus and a regen infusion
SLOT 1: physical/magical wild: a low cd should be prioritized over multiple dispel types and over the resist all bonus; it is okay to go for the entire game on insane rl with the starter wild infusion
SLOT 2: regeneration: get a BIG, BIIIIIG regen infusion, and make sure that it has a low cd too; the closer to a 12 turn cd, the better, since with a 12 turn cd, then you can have use your regen infusion only 1 turn(according to the button's cd) after it wears off
SLOT 3: healing: the lower the cd, the better, as long as the heal is at least somewhat large; you may want to select a healing infusuon by dividing the amount healed by the cd, and picking the one witht the biggest dividend
SLOT 4: movement: the lower the cd, the better, but make sure that its over 400% if you can manage to find one; 300% speed ones can actually wear off surprisingly quickly
SLOT 5(optional): movement or wild: you're better off using this category point to get an extra category point into solipsism, or something else
the races: you can't be undead and antimagic(and be a good build), so skeleton and ghoul are outta the picture: below is a list of the races for the solipsist, from best to worst:
cornac
dwarf
halfling
thalore/yeek
higher
ogre
shalore
skeleton
ghoul
cornac gets #1 because of their extra category point and talent points
dwarf gets #2 because they can get +50 to all saves from a racial, and stoneskin and +2 life rating are nice too... but it takes some investment to get those saving throws, but it can be worth it
halfling gets #3 because duck'n'dodge can be obtained with so little investment, and +2 life rating is nice to have too
yeek and thaloren both get +mental save from talents, and both get an instant double summon; thalore is better if you go 1/1/1/1 as yeek or thalore, but with more points, its arguable
higher gets #5 because their talents aren't magical
ogre and shalore have magic talents, which don't work with antimagic, and ogres have more life rating than shaloren do, and can get scar scripted flesh and that third extra inscription slot
you can't be an antimagic skeleton or ghoul solipsist, unless of course you use that one prodigy, but why would you do that?
the builds:
I'm only gonna talk about antimagic solipsists with this guide, since I haven't much experience with playing non-AM solipsists beyond my first ever ToME win(if that guy wasn't AM), and these builds will also only cover those with put only either 1 or 5 points into almost all talents
so, all of your builds should be antimagic, and all of them should get 5/5/5/5 into both solipsism and distortion, and max them before anything else(except for 5/1/1/1 thought-forms if you're gonna go for thought-forms); distortion and solipsism are the bread and butter of most any solipsist, and they're even more important than mind sear!... which is actually very optional
if you, in AoA, drink the elixir of focus and the elixir of foundations, get the arena quest done, and eat the sandworm queen heart, then you'll have 70 class points and 50 generic points to spend by lvl 50, including the 1 pre-spent point into solipsism, but if you're a cornac, you'll get an extra 6 class points and 5 generic points
you can have up to 9 escorts, and you can gain up to 5 class points(into mind sear only) from escorts, and you can gain up to 9 generic points(into only psiblades, thorn grab, sleep, dream walk, biofeedback, or amplification) from escorts, but you of course can also get other escort rewards, but those don't count as free generic or class points... if you'd wanna put it that way
for all of the builds, don't forget to float a point or two into mental shielding until you get at least 80 mental save, and also, all of the builds include the elixer of focus and foundations both; get focus over foundations for all builds, since you can replace the potentially lost generic points with escorts, while you'd be far less likely to be able to replace the lost class points with escorts, if you'd plan on getting mind sear at all
so there are 3 basic builds for the solipsist: they are:
sleep
thought-forms+dream hammer
and thought-forms+discharge
first off is the sleep build, which is the best build:
the minmaxed version with escort scumming as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
5/5/5/5
psionic/solipsism
5/5/5/5
psionic/thoughtforms
0/0/0/0
psionic/nightmare
1/5/5/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
3/5/1/1
psionic/mentalism
5/0/0/0
psionic/feedback
1/5/0/5
psionic/dream forge
5/5/0/0
0-3 temporal explorers
5 anorithils
1-4 alchemists
the same version with no escorts as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
5/5/5/5
psionic/solipsism
5/5/5/5
psionic/thoughtforms
0/0/0/0
psionic/nightmare
1/5/5/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
3/5/1/1
psionic/mentalism
5/0/0/0
psionic/feedback
1/5/0/0
psionic/dream forge
5/1/0/0
the same version with no escorts as a dwarf(inner demons is OP anyway):
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
5/1/5/5
psionic/solipsism
5/5/5/5
psionic/thoughtforms
0/0/0/0
psionic/nightmare
1/3/5/5
race/dwarf
1/1/5/0-1
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
0/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
0/0/0/0
psionic/feedback
1/5/0/0
psionic/dream forge
5/0-1/0/0
halflings get to have 0 in the third racial and put the 5 remaining points into psiblades or psychometry, or you can keep the racials; indomnitable is still nice for daze removal after you've gotten to the point where almost nothing stuns you anymore, and it can remove stuns too
next up is the dream hammer+thought-forms build:
the minmaxed version with escort scumming as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
5/5/5/0
psionic/psychic assault
0 or 5/0/0/0
psionic/slumber
0 or 1/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/5/5/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0 or 1/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
5/0/0/0
psionic/feedback
1/5/0/3 or 5
psionic/dream forge
5/5/0 or 1/0
4 loremasters or 4 alchemists/anorithils
1-2 alchemists
3 anorithils
0-1 temporal explorers
the same version without escort scumming as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
5/5/5/0
psionic/psychic assault
0/0/0/0
psionic/slumber
1/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/5/5/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
5/0/0/0
psionic/feedback
1/5/1/2
psionic/dream forge
5/0/0/0
the same version without escort scumming as a dwarf:
psionic/distortion
5/5/5/5
psionic/dream-smith
5/5/5/0
psionic/psychic assault
0/0/0/0
psionic/slumber
1/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/4/4/1
race/dwarf
1/1/5/0-1
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
0-5/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
0-5/0/0/0
psionic/feedback
1/5/0/0
psionic/dream forge
5/0-1/0/0
a halfling can take the probable point into stone walking and put it into forge bellows, and they can take the points into money is power and put it into psychometry or psiblades, or you can keep the racials; indomnitable is still nice for daze removal after you've gotten to the point where almost nothing stuns you anymore, and it can remove stuns too
and finally, the discharge build, which really isn't that good:
the minmaxed version with escort scumming as a cornac: you actually don't want more than 1 point in biofeedback because more points makes feedback loop become worse for feedback gain, which gets longer when it crits
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
0/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/5/5/5
psionic/discharge
5/5/1/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/3/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
5/5/0/0
psionic/feedback
1/5/5/5
1-5 alchemists
2-8 anorithils
0-2 temporal explorers
the same version without escort scumming as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
0/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/5/5/5
psionic/discharge
5/5/1/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
4/0/0/0
psionic/feedback
1/5/5/4
the same version without escort scumming as a dwarf:
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
0/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/4/4/1
psionic/discharge
5/5/1/5
race/dwarf
1/1/5/1
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
0/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
0/0/0/0
psionic/feedback
1/5/5/0
as a halfling, you can forego the fourth and third racials entirely to get 5 points between psiblades and psychometry and get a point into conversion, or you can keep the racials; indomnitable is still nice for daze removal after you've gotten to the point where almost nothing stuns you anymore, and it can remove stuns too
SCROLL TO REPLY #10(not including the OP) FOR THE REST OF THE GUIDE
a guide to insane rougelike AoA antimagic solipsists, up to date as of patch 1.5.8... I actually won with a solipsist on insane RL 4 times, but one of the times included the use of the item vault, and another time included one of the times when DG gave everyone 666666 gold; though those still gave me experience with the class
I also almost won a third time with a discharge+thought-forms build, but then I got reckless in high peak lvl 8 and didn't wild infusion away a braided debuff, causing my quick self-inflicted demise... I would've easily won on that guy if I'd just paid attention
I also admittedly savescum for escorts(instead of using the addon), the alchemist quests, and to an extent, the wyrm bile, on all of my characters; I'd feel shafted if I didn't, even if I'd win anyway, which I would've
I plan to get another win as a sleep build after the DLC comes out
much of this guide is applicable to non-antimagic solipsists, though they aren't as good as the antimagic ones
The class in general:
the solipsist is a class that sort of ahderes to the false doctrine of solipsism, which states that the only thing that is real... is you, and that literally everything else in ALL of existence is merely your imagination
solipsists in Tales of Maj'Eyal are basically non-magical mostly-ranged non-hybrid mind wizards that can put people to sleep, distort reality, conjure up an ally with only his mere thoughts, and more, and he very remarkably shares his health bar with his mana replacement, the psi bar, and can replace most of his physical and spell save with his mental save, making the stacking of mental save be very powerful for that class. solipsists pair very, very well with antimagic
most of the solipsist's class categories and 3 of their generic categories synergize with the rest of the category that it came with, so if you choose to invest more than a little bit in one category as a solipsist, you should probably invest heavily into it
solipsists are very, VERY good at crowd control to the point that they don't even need any armor training talents
the solipsist class is intially locked; you unlock the solipsist by getting to level 20, then going to the overworld in the maj'eyal campaign and hoping that there is a message saying that there is volcanic activity; if that is the case, which it always is if you're a yeek, then going to the norgoth caldera and beating both dreams is supposed to unlock the solipsist class
the class also deals alot of mind damage, which is a special damage type that can innately be resisted(up to 50%) independent of your mind resistance by making a mental save against it
for the in-game description and some example values for every solipsist talent, please visit http://tometips.github.io/
sleep mechanics:
before I tell you much about the class' talents, I should tell you about sleep and how it works, since many of the class' talents have to do with sleeping
when an enemy is asleep, they are unable to perform any and all non-instant actions until the debuff wears off or is otherwise removed
being asleep also gives the enemy the insomnia buff for 1 turn+every turn that they're asleep including the turn during which you put the enemy to sleep(max 10 turns of insomnia), only ticking down while the enemy is awake; insomnia grants you +50% sleep immunity per turn of insomnia
all sleeping debuffs' durations are shortened by taking damage; how hard it is to wake up an enemy by hitting them will be referred to from here onwards as the "damage wakeup threshold", for the lack of a better term
being asleep also makes you more vulnerable(or just susceptible) to certain talents that have to do with sleep; namely inner demons, dreamscape, waking nightmare, dream prison, and lucid shot, and solipsists don't get access to lucid shot
the talent, lucid dreamer, puts you to sleep without you getting the insomnia debuff, and it also enables you to perform non-instant actions while sleeping(so pretty much any action you could normally perform), but it also makes you vulnerable to talents that only affect sleeping targets and that have extra or boosted effect(s) against sleeping targets, and it also removes the 50% damage penalty for your dream projections(more on that below)
the stats:
strength: it increases your physical power, maximum encumbrance, and physical save; this talent increases notably your physical power, which makes your dream hammer attacks hit harder, and it also increases your mindpower by .6 per strength if you take superpower as a prodigy, in which case you should get the prodigy at level 42 and max out strength after maxing out your willpower and then your cunning
dexterity: it increases your defense, accuracy, and critshrug; this is really only any good for a solipsist for the critshrug; your dump stat as a solipsist is going to be either this or dexterity
constitution: it increases your hp by 3-4 per point(depending on your talents), and also increases your physical save and healmod with each point; your dump stat as a solipsist is going to be either this or dexterity
magic: filthy, disgusting magic, this vile attribute increases your spellpower, but at least it increases your spell save too; this stat is good for jack nothing as a solipsist, don't put a single point into it
willpower: the solipsist's primary stat; this stat increases your mindpower, mental save, and spell save, and increases the usage stat for mindstars and the dream hammer and enables you to meet the stat requirements for most of your talents; all solipsists should max this out, and max it out first
cunning: the solipsist's secondary stat, this stat increases your mindpower(by half as much as willpower does), and your mental save and all critical strike chances, and increases the usage stat for mindstars, but not by as much as willpower does; all solipsists should max this one out, and do it second
the class talents:
PSIONIC/DISCHARGE(locked): I have played an insane rl solipsist with 5/5/1/5 CPed discharge and 5/5/5/5 feedback up to lvl 8 of high peak, where I died because I forgot to check to see if I was braided while fighting a PM(a very quick and unexpected death), and lemme tell you, discharge is NOT worth the points; it sucks, and the entire category is basically mind storm and backlash is a 1 point non-wonder
mind storm: this talent only stays active while you stand still and have it sustained, and all of the projectiles will, if they come into contact with your thought-form, harmlessly pass through it as if it weren't there. the more enemies that are within range 7, the more projectiles mind storm fires, up to the cap and until you run out of feedback to spend; with good insane gear, expect crits for 500 mind damage per projectile; standing still can be very bad for your health at times, so it is not advised that you use this talent unless you are very certain that you'll live if you don't go anywhere for at least several turns... be careful not to make any bump attacks via. a movement key, because doing so, even if you don't move, will end mind storm immediately(but you can bind attack to your hotbar and use that without breaking mind storm), and this talent will also immediately end(without spending a turn) if you attempt and fail to move onto impassable terrain
feedback loop: this talents takes your feedback decay and turns it into feedback gain for x turns, increasing with mindpower; it can crit to increase the duration... this talent ends up giving you a little bit of feedback per turn, giving you from less than 1 to maybe 2 extra feedback bolts per turn. you cannot use this talent if you don't have any feedback
backlash: this talent deals damage once per turn per enemy equal to the feedback gained from the attack that hit you, or an amount based on your mindpower, whichever is LOWER; there is basically no reason at all to invest more than 1 point into this talent because barely anything is ever going to hit the mind damage cap(at clvl 50 at least) after the first point invested into the talent
focused wrath: this talent will not only increase the critical multiplier of all discharge talents(but not other talents) by an amount that scales with your mindpower for x turns, but it also causes all of your mind storm projectiles and backlash to hit the guy of your choice until he dies; usually that enemy dies very quickly if theres alot of enemies around you, but if thats the case, you may not want to stand still
PSIONIC/DISTORTION: the butter of any good solipsist build, distortion not only has distortion bolt, which innately comes with 100% resall penetration, but the category also allows for some great crowd control and AoE damage, and it can strip physical debuffs from a target with ease(if your mindpower is high enough); every solipsist build should 5/5/5/5 this category... all of your distortion talents debuff the target with distortion on hit, which bypasses all saves and reduces the target's physical resistance by an amount based upon how many raw points you've invested into the distortion category, and also makes the target become extra more susceptible to the first 3 distortion talents
distortion bolt: this talent fires a bolt to the targeted location with 1000% travel speed and 100% resall penetration(not just physical) that deals 50% extra damage in a radius of x including the center(up to 3) to a target that is already distorted; at effective talent level 5, all of your distortion talents will never harm you nor any non-hostile NPC, but before that, you'd better be careful with those explosions... distortion bolt currently has a bug(which'll be fixed in 1.6.0) that allows the explosion's 50% extra damage to crit(on top of the actual bolt critting), making the 50% extra damage against distorted targets become more than 50% extra damage, and eye of the tiger currently has a bug that allows eye of the tiger to lower the cooldown of the talent that procced it if said talent is a projectile... and distortion bolt is a projectile
distortion wave: this talent does exactly as much damage as an undistorted distortion bolt, but it attacks in a cone of a radius of up to 9, and it also attempts to knock back everything that it hits, and it will also attempt to stun everything it hits that was already distorted; you might sometimes just want to use this talent to do damage, but sometimes you'd want to save the talent for a knockback or a stun or to in some cases apply a distortion effect
ravage: a very underrated talent, this talent, if the target fails a physical save against your mindpower, debuffs the target for up to 10 turns, causing the target to take a bit of damage each turn, adding up to be more than twice as much as a distorted distortion bolt at 5/x/5/x; if the target was already distorted, then ravage will deal 50% more damage(for over 3 times as much damage as a distorted distortion bolt!) for the duration of the entire debuff and also strip the target of a physical effect or sustain every time it hurts the opponent... this talent should only be used on enemies that are gonna take some time to kill, and it can crit, making it hit even harder
maelstrom: this talent conjures up a whirlpool of distortion anywhere in LoS in a radius of 10, which sucks enemies towards the center of the whirlpool by 1 tile per turn, also hurting the enemy for as much as an undistorted ravage, and distorting the target as well; the maximum radius of maelstrom is 4, which is actually pretty big, and it can last for up to 10 turns, but maelstrom's effect is not increased against targets that are already distorted... using this on a single target is not necessarily a bad idea
PSIONIC/DREAM SMITH: this category allows a solipsist to be very dangerous in melee range, since this category gives you talents that hit very hard... being within melee range of a hostile melee NPC, though, is generally not advised as a solipsist, nor as any other ranged class for that matter, and also late-game weapon damage is gonna be nerfed in patch 1.6.0, which also means that this category is gonna be nerfed in patch 1.6.0, and also, dream hammer damage IS increased by your physical power
dream-smith's hammer: this talent conjures up a hammer for 1 turn, which is used during that same turn to whack the opponent of your choice one time for x% weapon damage; when used, this talent will also end the cooldown of two other dream-smith talents; investing into this talent increases the base stats of your dream-hammer mind-weapon that is used for all attacks made with this talent category, which does not take up an equipment slot, and does not exist in your inventory... it only exists in your mind, except for when you're using it, and also, usage stat for the dream hammer is 120% willpower, and I don't know if its boosted by arcane might or superpower, but dream hammer talents CAN proc arcane combat and other melee procs... do consider having only 1 point into this talent if you aren't a dream hammer build in order to have a safer non-instant way than meleeing yourself to get rid daze if its on you
hammer toss: the best dream smith ability, and most of the reason that this talent category is good, this talent will throw your dream hammer up range 11, dealing x% weapon damage to enemies it hits on its way to its destination, and then when it gets there, it comes straight back to you like a boomerang, except that it takes the path to you that it took to get to its destination, which is alwasys a straight line... it also deals just as much weapon damage on its way back, and it can friendly fire against non-hostile NPCs(such as your thought-form), but yours will never hurt you; this talent also increases the accuracy of your dream hammer for all dream hammer attacks as you invest in it
dream crusher: this talent is like dream-smith's hammer, except it doesn't hit as hard or take other talents off cd, but it attempts to stun the opponent too; investing this talent doesn't increase the base stats of your dream hammer, but instead adds bonus% damage and physical power to your dream hammer attacks, like weapon mastery does for swords, axes, and maces
forge echoes: this talent is an AoE(up to radius 4) centered on the guy within melee range that you hit with it, hitting as hard as dream crusher, but it deals weapon damage as mind damage, except to the guy that the AoE is centered on; investing this talent adds a relatively small amount of mind and fireburn damage based upon your mindpower, and this talent is really not worth putting any points into unless you don't have a better place to spend them for some reason
PSIONIC/NIGHTMARE(locked): this talent tree goes very well with slumber and dreaming, but you can even get it by itself just for inner demons, which is arguably the best talent in the entire game
nightmare: attempts to put enemies to sleep in a range 7 cone for x turns, which also deals darkness damage ever turn until they wake up; said darkness damage does not make them wake up faster, but other darkness damage does... this talent is pretty good, but I'd personally say that its a 1 pointer; low damage wakeup threshold, and nightmare can crit, increasing both the darkness damage and the damage wakeup threshold by your critmult
inner demons: the best talent in the entire game, this talent, if the enemy fails a mental save against your mindpower, will have a %chance every turn during which the enemy has the debuff of making a clone of the enemy that is friendly to you and has less hp and does less damage; there is no cap to the amount of inner demons that can be active at any one time, and it can be casted on enemies of any rank... if the target was asleep when inner demons was casted, then the mental save against inner demons will be halved, and the enemy's fear immunity(if any) will be ignored... but if one of the inner demons are ever resisted whether the enemy was asleep at first or not, then the debuff will end early. inner demons will never spawn in the dreamscape, at least from non-dream projections; this talent checks the opponent's fear immunity, and this talent can crit, increasing the chance that inner demons spawn, and inner demons can cause your game to potentially(fps?) lag into unplayability because of the cloning bug... try not to save the game after dreamscaping insane atamathon while inner demons is up, no matter how slow the game becomes
waking nightmare: this talent deals exactly as much damage as ravage for exactly as many turns, except as darkness damage, and it doesn't distort the target or anything like that... but it does have a chance every turn while active, scaling with mindpower, to randomly stun, blind, or confuse the foe for 3 turns; this talent can crit, making it hit even harder, and if the target is asleep when waking nightmare is used on it, then the chance of avoiding a negative effect will be halved, and the target's fear immunity will be ignored; waking nightmare checks the opponent's fear immunity
night terror: no sleep build is complete without this talent: this talent is a 50 psi sustain that increases all damage AND all respen against sleeping targets by a percentage based upon your mindpower, AND it also causes sleeping foes that are killed in their sleep to be replaced by a friendly terror of the zone's level for up to 12 turns; this is obviously a very strong talent, and is easily a 5/5 if you get it
PSIONIC/PSYCHIC ASSAULT: this is the solipsist's dump tree for class points; any extra class points you have left over, you'd wanna dump them here if you don't have anywhere better to put them... talents in this tree do NOT synergize with each other, except that synaptic static sorta synergizes with sunder mind and vice versa
mind sear: this talent is very good; its a range 7 beam on a 2 turn cooldown that deals a hefty amount of mind damage based on your mindpower... this talent will never hurt your-thought form
psychic lobotomy: this talent is a range 7 single-target attack that check confusion immunity(even for damage dealt) and deals less damage than mind sear, but will confuse(under 50% power, scaling with mindpower) the victim and reduce its cunning by a substantial amount for up to 7 turns; its okay since you don't have any other reliable confusion unless you'd count waking nightmare
synaptic static: this talent is a point blank AoE that deals exactly as much damage as psychic lobotomy without the confusion immunity check; max radius is 6, and the damage can brainlock affected targets, and this talent will never hurt your thought-form
sunder mind: this talent is for solipsists who don't have enough mindpower to beat an opponent's mental save; this talent is a single-target range 7 attack that deals a little bit less than half as much damage as mind sear does, but it cannot be resisted by the opponent's mental save, unlike all other mind damage... this attack will also irresistably lower the opponent's mental save by x(stacking), and it has a 4 turn cooldown, and x is increased by your mindpower
PSIONIC/SLUMBER: this talent tree goes very well with nightmare and dreaming; if you're gonna invest into this category beyond 1/1/1/5, then you should go for at least 5/1/5/5, and also, dreamscape is good for breathers
slumber: this is a single-target talent that puts the enemy to sleep with a high damage wakeup threshold; slumber can crit, which increases the damage wakeup threshold by your critical multiplier
restless night: this talent deals mind damage to the opponent for 5 turns after the opponent wakes up after being put to sleep by you; restless night can crit, increasing the damage by your critical multiplier, and restless night does stack with itself
sandman: this talent makes all of your sleep talents have a higher damage wakeup threshold and reduces the sleep immunity granted by insomnia, with the first talent point reducing it by a very, very large amount
dreamscape: this talent takes a sleeping target, stops time for everyone but you and it(for some reason), and teleports you inside of the opponent's mind(which is a small zone) for up to 15 turns, where the opponent appears frozen in time, being invulnerable without debuffs or buffs ticking down or doing anything to it and even being unable to be healed, but the opponent will spawn a dream projection every few turns to defend its mind, which is a clone of the enemy that deals half damage, and the enemy can have very many dream projections out at once; every dream projection that is killed will cause the real enemy to take 1 turn of brainlock and irresistible damage equal to 10% of its hp when it wakes up, potentially killing the enemy... if enough dream projections are killed while dreamscape is active, the effect will end early, and loot dropped by the enemy in the dreamscape will teleport to the real world after the debuff wears off, and while in the dreamscape, all damage dealt by you will be increased by a VERY large amount based upon your mindpower, and dreamscape CAN critically strike, increasing the bonus to all damage by your critical multiplier(+250% all damage from a crit at lvl 50 is very realistic)... enemies with the lucid dreamer buff will not have their dream projections suffer the 50% all damage penalty while in the dreamscape, and dreamscape can cause your game to potentially(fps?) lag into unplayability because of the cloning bug... try not to save the game after dreamscaping insane atamathon while inner demons is up, no matter how slow the game becomes, and additionally, one can opt to use dreamscape on a mostly harmless opponent, giving you a breather that can last for up to 15 turns, kind of like temporal reprieve, but longer
PSIONIC/SOLIPSISM: the bread of any good solipsist build, solipsism is a defensive category, aside from how it can also potentially keep your psi bar high, which helps to prevent it from hitting 0; the solipsism category is the most integral part of the solipsist class... the first point invested into each talent in this category increase the amount of psi that you gain from willpower by .5, but also decreases the amount of hp gained from constitution by .25, and the first point invested into each talent in this category also increases the solipsism threshold by 20%, 10%, 10%, and by 10% respectively; when your psi gets below the solipsism threshold, you lose your grip upon reality, decreasing your global speed by (threshold-(current% of max psi bar))%, but you can get your grip back by getting more psi... solipsism is a category that players should strongly consider putting a category point into, and all solipsists should 5/5/5/5 this category either way
solipsism: all damage AND healing that you take passively is reduced by x%, but all of the damage that you don't take because of that is reduced by x% and then lowers your psi bar accordingly, and the healing that doesn't heal you because of it goes to your psi bar instead; psi damage reduction increases with your character level... this talent is the single most important talent for any solipsist to get, and any and all solipsist builds period should 5/5 this talent, and early too; more points into solipsism means more effective hp, and also means that its easier to regain psi after you lose it, but it also means that its easier to lose psi, which really isn't a problem if you have some meaningful form of healing available... all solipsists start out with 1 unremovable point into this talent, with or without talents picked for you at birth, and the talent permanently halves your life rating with the first talent point
balance: this talent passively replaces x% of your physical save and spell save with your mental save, so that at 100%, your physical save and spell save would be equal to your mental save, whether your mental save is higher or lower than the other saves; it gives 75% conversion at tlvl 6.5, and 85% conversion at tlvl 7.5... with this talent, you can stack mental save, which can get all of your saving throws to a very high amount, allowing you to shrug off almost every debuff that is thrown at you, except for some of the physical debuffs; you can realistically get 110 effective mental save by high peak on insane, or probably even 80+ on pre-insane, and in insane high peak, almost all enemies, randbosses included, will not have even 80 effective spellpower or mindpower, let alone 70, but physical power and accuracy tend to get much higher
clarity: this talent passively increases(won't decrease) your global speed by ((current% of max psi bar)-threshold)%, up to a maximum of x%(41% at tlvl 6.5, 44.4% at tlvl 7.5); increasing this talent to a high enough level(somehow) is capable of suppressing your solipsism threshold
dismissal: this talent causes all damage that you take that is(equal to or?) less than x% of your mental save to be checked against your mental save; if you make a successful check, you reduce the damage taken by at least 50%, and it can critically strike(which can proc eye of the tiger), reducing damage taken by even more(but not with a bigger threshold); this talent is very good for defense, especially when your mental save gets really high
PSIONIC/THOUGHT-FORMS: this category involves a mentally-conjured mass of thoughts thats shaped like you and can attack and take damage for you; thought-forms can actually hit pretty hard if your gear is good and you critsummon it; thought-forms will NOT follow you into nor out of the dreamscape nor the fearscape, and also, this category synergizes with psionic/feedback and psionic/discharge, but its at least okay on its own too
thought-forms: you materialize your thoughts into a leather-clad bowman, whose dexterity, strength, and constitution are based on your mindpower and has twice as much dexterity given than strength and constitution given; at level 3, you can instead conjure a mail-clad warrior(berserker) instead, whose primary stat is strength instead of dexterity, and at level 5, you can instead conjure a plate-clad defender(bulwark), whose primary stat is constitution instead of dexterity; thought-forms will always materialize next to you if they go more than 10 tiles away from you, and they are immune to your mind sear, synaptic static, and mind storm.. the thought-forms can be crit summoned(not for each of str, dex, and con, but for all 3 stats at once), and they will always have a base willpower, magic, and cunning equal to that of the solipsist, up to a maximum of 100 base willpower, magic and cunning; the skills of the bowman are steady shot, aim(automatically active upon summon), and crippling shot, and the skills of the berserker are berserker rage(pre-1.1)(automatically active upon summon), death dance(pre-1.1), and rush, and the skills of the bulwark are shield pummel(a stun!), block, shield wall(automatically active upon summon), and armor training... using one thought-form will put the others on their full cooldown, but deactivating one won't, and a thought-form will trigger its conjuration cooldown upon death without triggering that of the other thought-forms... each thought-form is a separate talent, and critsummoned thought-forms can eventually hit very hard, though they'll only last for so long unless you pick defender, and YOUR thought-form's talent levels do NOT scale with the game's difficulty level; also note that your thought-forms do take care to not hit you, so don't worry about the bowman hitting you with its arrows or the warrior using death dance on you
transcendent thought-forms: your thought-forms now know lucid dreamer(automatically active upon summon), biofeedback, and psychometry at talent level=transcendent thought-forms talent level, rounded down
overmind: a sustain that lets you manually control your thought-form, also increasing its %all damage and its %global speed by x%, based on your mindpower; at talent level 1, it also passively causes all feedback gained by your thought-forms to also be gained by you, even while overmind isn't active, and at talent level 3, it also passively gives your thought-forms a bonus to all saves equal to your mental save, even while overmind isn't active, and at talent level 5, it also passively gives your thought-forms +%all damage equal to your(the solipsist's) +% mind damage, even while overmind isn't active... you don't gain feedback from hitting your thought-form, but you DO gain feedback when your thought-form hits you... which can potentially one-shot you with if summoned with high critmult, so if you're gonna do that, then use the defender to do it
thought-form unity: while thought-form: bowman is active, the solipsist's mind speed is increased by x%, and while thought-form: warrior(berserker) is active, the solipsist's mindpower is increased by x, and whole thought-form: defender(bulwark) is active, the solipsist's resist all is increased by x%; in all 3 cases, x is increased by the solipsist's mindpower, and on another note, making a thought-form warrior with this talent before making a thought-form defender or bowman with this talent will make the bowman or defender have more stats because of the mindpower boost
the generic talents:
TECHNIQUE/COMBAT TRAINING: this talent tree has 15% resall, non-mindstar mastery stuff, armor mastery stuff, and combat accuracy; you unlock it for free by spending 50g at a last hope weapon shop to learn it
thick skin: 15% resall at rank 5! easily one of your most important generic talents
heavy armour training: the main endgame advantages that this talent has over light armor training are extra armor and the crit reduction, which directly decreases the enemy's crit chance against you instead of giving you a chance to ignore any hit after its already been determined that its a critical hit; you don't actually need more than 30% hardiness in insane high peak as long as you have 100 or more armor because the dangerous enemies by that point have 250 or more character sheet damage, but the hardiness does helps a little bit, even if it could be replaced by phys res+forge shield+dismissal
light armour training: this increases your defense, gives you more defense, situationally gives you even more defense, reduces fatigue, and increases hardiness by up to 60% while not wearing metal chest armor; again, you don't really need hardiness in the endgame because the not-cannon-fodder enemies are gonna be punching right through that hardiness anyway with their huge attacks, but in 1.6, hardiness is gonna be more important after endgame weapon damage gets nerfed
combat accuracy: this talent increases the accuracy of your mindstars and your dream hammer attacks; I wouldn't recommend investing into it
weapons mastery: you won't be making good use of anything that this talent gives you; leave it at 0 points
dagger mastery: you won't be making good use of anything that this talent gives you; leave it at 0 points
exotic weapon mastery: you won't be making good use of anything that this talent gives you; leave it at 0 points
CUNNING/SURVIVAL: this category has trap disarm, built-in non-stacking infravision radius, reduced item cooldowns, track, and a talent that lets you reroll a failed save once(with less save); its pretty good, but you have better choices for talents, as good as that last one sounds, and this category has other stuff too, and unlocking this category automatically teaches you disarm trap, though you after low levels won't care much for traps other than major anomaly traps, since they won't be very threatening to you
heightened senses: this talent gives you infravision radius, as well as stealth, invisibility, and trap detection; its not worth investing into
charm mastery: this talent lowers the usage cooldown of all items by x%; it IS good, but I'd rather put my points elsewhere
track: this talent shows you every enemy within a large radius for x turns, even if the enemy is behind a wall and out of your vision range; some players may swear by this talent or something, even though its a 1 point wonder, but I'd rather put points elsewhere
danger sense: this talent allows you to re-roll a failed save with a save penalty, and it also increases your trap detection, gives you a little bit of crit shrug, and reduces the damage bonuses that attackers gain against you for being unseen; this is a very, very good talent, and I can easily see some solipsists going 1/1/1/1 into survival just for this talent... but I'd rather put my points elsewhere, personally, especailly since I'd be relying on having high saving throws to the point where the first point of this talent isn't worth it
PSIONIC/DREAM FORGE(locked): this category contains one of the best and one of the worst talents in the game; some builds won't want to unlock this category, and some others may have some points to spare for it... and by the way, fireburn damage means 50% direct damage fire, and the rest is dealt as fire damage over 3 turns via the Burning debuff, which DOES stack with itself
forge shield: passive defense! this sustained talent takes any attack that would do over 15% of your hp in damage(before psi conversion?) and then, BEFORE it hits you, reduces it and all other damage sources of that damage type taken for 1 turn(2 at lvl 5)by x, based on your mindpower(x=39 at elvl 6.5 with 100 mindpower); this can block multiple damage types at once, increasing the 15% threshold by an additional 15%(not multiplicatively) for each additional damage type, and if forge shield fully blocks an attack, then it'll debuff the enemy with counterstrike, allowing you to hit the enemy twice as hard with your psiblades, your thought-form, or you dream hammer; this is a very, very underrated talent, and I'd recommend maxing out forge shield if you can manage to do it; it pairs VERY well with dismissal, since it can potentially take attacks that aren't within dismissal range, and put them into dismissal range, allowing you to dismiss half or more of the attack after forge shield
forge bellows: one of the best talents in the entire game, this deals x(small) mind and fireburn damage and knocks back enemies in a cone of range x, and then has a 50% chance for each tile(seperately) to turn the targetted tile(s) into a temporary wall tile, every wall tile of which deals x(very tiny) mind and fireburn damage to all adjacent enemies during every turn... enemies can be hurt by multiple wall tiles that way during the same turn; this talent can easily be a lifesaver, but the solipsist also has other means of crowd control up his sleeve, so this talent isn't really a necessity... I'd rather invest into forge shield
forge armor: this talent causes forge shield to give you armor and defense and give you psi when you're hit by a melee or ranged attack while forge shield is sustained, EVEN if forge shield hasn't procced; this talent is a 1 point wonder, don't bother putting any extra points into it since that armor doesn't get that much better and the extra psi isn't worth it
dreamforge: one of the worst talents in the entire game, this sustained talent deals a tiny amount of mind and fireburn damage to enemies adjacent to you every turn, but if you don't move, then over 5 turns, it gets stronger and the radius(up to 4 at the 5th turn of standing still) increases until at the consecutive 5th turn of standing still the damage is higher, but still tiny, and it begins breaking the dreams of the enemies that it hits, reducing their mental save and afflicting them with some spell failure chance, and also having a chance to attempt to brainlock them... don't bother getting a single point into this talent, even as a discharge solipsist
PSIONIC/DREAMING: this category has some essential stuff that every solipsist should put at least one point into, and early on too
sleep: this puts enemies within a radius of 1(max 2) to sleep with a low damage wakeup threshold for x turns(1 less than nightmare and slumber at rank 6.5), and at talent level 5, it has a 25% chance per turn to spread to an adjacent enemy; I personally do see a reason to put only 3 points into this talent; the third point increases the duration to 4 and radius to 2, but the contigation may be annoying due to its RNG, which lowers the amount of control that you may have over the fight(you may want insomnia to run out on an enemy so you can reliably use slumber on it)... or you might just have a better place to stick your generic points; sleep can crit, increasing the damage wakeup threshold
lucid dreamer: this talent gives you a bonus to all saving throws and a passive %bonus to all damage dealt against enemies that have the insomnia buff, but this talent also puts you to sleep while letting you use non-instant actions, which really only has the effect of making you vulnerable or otherwise susceptible to talents that have an increased effect upon or only work on sleeping enemies
dream walk: this talent is a non-magical controlled phase door, except that it will automatically appear adjacent to a sleeping enemy if a sleeping enemy is targeted by dream walk; it has a range of 7, and its radius decreases with the amount of talent points invested into the skill... this talent is, imo, a 1 pointer, but I would put more points into it if I didn't have somewhere better to put them
dream prison: this AMAZING sustained talent takes ALL sleeping enemies within range(even if you put them to sleep AFTER activating dream prison) and prevents their sleep durations from ticking down for a reason that isn't taking damage or having the sleep removed by a mental wild or something, but this talent also drains a set % of your psi pool while sustained, and it will immediately break if you move, allowing the sleep durations of your enemies to tick down normally... be careful not to make any bump attacks via. a movement key, because doing so, even if you don't move, will end dream prison immediately(but you can bind attack to your hotbar and use that without breaking dream prison), and this talent will also immediately end(without spending a turn) if you attempt and fail to move onto impassable terrain; this talent is a 1 point wonder, as additional points into the talent only lower the psi drain, and a good solipsist build should have no problem with the psi drain, as they'll easily be able to recover their lost psi after they hit level 12 or so by healing themselves
PSIONIC/ FEEDBACK: this category has a good half-shield and a good heal in it, but otherwise, this category is only good for discharge builds... most solipsists should at least max out the second talent
biofeedback: this talent gives you a feedback meter, which increases when you take damage(and more when you take more damage), and constantly decreases, and decreases faster if you have more of it, and you get healed based upon how much feedback you lose if you have this talent... and the healing isn't very much at the endgame if you 5/5 the entire category... higher level characters gain more feedback per percentage of hp lost than lower level characters, and this talent, when invested in, increases the healing and makes your feedback decay slower(but not by as much as it increases the healing); don't ever invest more than 1 point into this category, even for a discharge build, because feedback loop turns your feedback loss into feedback gain and gets longer if it crits, and the more you invest into this talent, the less effective feedback loop becomes, and the extra feedback healing isn't worth it anyway, and also, you will not gain feedback from hitting yourself
resonance field: this talent spends some feedback and gives you a 10 turn shield that does not go to the shield resource bar and absorbs 50% of all damage taken, up to x, and damage absorbed by this shield will count towards your feedback gain; this shield can crit, increasing x by your critical multiplier... this is a very good talent, especially when used when you expect to take alot of damage over the next 10 turns, and I think that every solipsist should invest more than 1 point into this talent, preferably 5
amplification: this talent increases your maximum feedback and makes you gain more feedback from damage taken, based upon your mindpower... its a 1 or even 0 pointer unless you're running a discharge build, but discharge builds aren't that great anyway
conversion: this talent spends some feedback to restore a significant amount of hp and some amount of stamina, mana, equilibrium, vim, positive energy, negative energy, psi, and hate; this talent can critically strike, increasing its effect by your critical multiplier
PSIONIC/MENTALISM: this category has a mindpower boost, a free mental sort-of-infusion, and it has some cheesy stuff in it; the most important thing in there for most builds is the mindpower boost, and for early to mid-game, the second talent
psychometry: this talent passively increases your mindpower and physical power for every antimagic, natural, or psionic item that you wear, including your ammo, up to a maximum per item of (item tier/2) or x, whichever is lower(x is always equal to the other number or higher at tlvl 1.3 and higher); this is a very good talent for lategame, as it makes just about all of your attacks hit harder, and it makes your passive defenses better too, and the physical power even applies to dream hammer attacks
mental shielding: this talent instantly removes 1 or more mental debuffs from you when used; the number of debuffs that can be removed and the cooldown respectively increase and decrease with your talent level... this talent is good for earlygame and midgame as a floater, but once you get your mental save to 80 or higher and also have relentless pursuit, you're gonna wanna get rid of this talent, as the only mental debuff you'll care about after that is a nightmare horror's inner demons, which you can use relentless pursuit for(and then run for a while when its inner demons is gonna come off cd in a few turns)
projection: this is a sort of cheesy talent that temporarily transfers control of your character to a psionic ghost-like projection of your body, which is invisible and has increased stealth and invisibility detection, and your projection(at least) does not need air to survive, but all damage suffered in this form is shared with your physical body, and you can only deal damage in this form to ghost-type enemies(such as ruin banshees and dreadmasters) and enemies that you have a mind link on, in which case you can only deal mind damage to them... I'd personally not bother with this talent, as using it can be quite risky if you aren't as safe as you thought you were, but if you bury yourself into a 1 tile wall with a burrow mindstar+dream walk, then you can kill most non-burrowing enemies that way somewhat more safely by being able to retreat into the walls(or just dissipate the projection early), where the enemies can't hurt you without a pre-existing DoT or something
mind link: this talent puts a debuff on the target, increasing the mind damage taken by the target by x% until the enemy dies or gets far enough away from you(range 14), but only one mind link can be maintained at a time; mind link also gives you telepathy for the target creature type while it is active... this is a talent that you probably shouldn't get unless you're gonna get projection, since you'll have better places to put your generic point into
WILD-GIFT/ANTIMAGIC: this is your best defensive generic category; it most notably contains antimagic shield, and also gives you access(in AoA) to a quest that enables you to get the wild-gift/fungus category
resolve: this talent increases your resistance to a given non-physical non-mind damage type by x% AFTER being hit by said damage type for x turns, which can crit for more resistance(which can proc eye of the tiger) and has no cooldown; it also reduces your equilibrium and stamina by x when it procs... this talent will be non-functional while antimagic shield is active unless this talent is at elvl 5 or higher; you'll want to max out this talent
aura of silence: this attempts to silence everything in a radius of x around you, including yourself, for x turns; each target that gets silenced(not including you?) refunds you x equilibrium; this talent reaches radius 10 with only 4 effective talent points, so you probably don't want to max this one out, and I'd say that this one is a one-pointer, since there are better places to put your generic points
antimagic shield: high passive defense! this talent takes all non-physical non-mind damage against you and reduces it by x(x=120 at elvl 5 with 100 mindpower), also dealing manaburn damage(with diminishing returns reset every turn, and a 10 per turn cap) to the enemies that it absorbs damage from, and increasing your equilibrium by 1 for every 30 points of damage absorbed by the shield, which also causes an equilibrium check to be made that instantly deactivates antimagic shield if it fails; there is currently a bug that causes this talent, when it burns the arcane resource of an opponent while the one with antimagic shield has empathic hex or something on him, to remove all of the opponent's mana when the player absorbs damage with antimagic shield, dealing manaburn damage accordingly, except without the diminishing returns or the 10 values per turn cap
mana clash: this talent deals x manaburn damage(high) to a single target within range 10, and also gives you a temporary buff that causes all damage dealt to also deal 15% extra damage as manaburn damage for x turns; there are better places to put your generic points, but if you really wanna stick a point in here for the manaburn damage for x turns thing, then go ahead
WILD-GIFT/FUNGUS: this is your second best defensive generic category; it makes rengeration better, and it saves you an entire infusion slot!
wild growth: increases the duration of all regeneration effects(except for those triggered by fungal growth) by x turns(5 at tlvl 5.0); if you're only gonna 5 one generic talent, then it should be this one
fungal growth: all non-regeneration heals will also trigger a regeneration effect that heals for x% of that direct heal over 6 turns; this does not work on feedback, vitality, or healing salves, but it does work on healing infusions
ancestral growth: this talent gives you x%(easily over 100% with investment!) of a turn whenever you gain a regeneration effect, with no limit, and it also gives you x equilibrium every time a regeneration effect tries to heal you; this seems like a very good talent to invest into, but really, you should only stick a single point in here... using that regen infusion really fast is usually good enough, and if it might not be, then you most likely have other options
sudden growth: this talent instantly heals you for x%(huge) of your current health regeneration rate; push this button if you have a sizable regeneration effect(such as a regen infusion) on you while your hp is low to get your hp close to or at 100%
WILD-GIFT/MINDSTAR MASTERY: this category mostly gives you more mindpower, willpower, and cunning from your mindstars, but it also turns your mindstars into good melee weapons; be sure to get an alchemist escort and take psiblades as the reward(if you can) before learning this from zigur, and don't take the 100g option... doing so will enable you to get up to 1.3 mastery for this category instead of 1.2
psiblades: the weapon mastery talent for mindstars; this talent also increases the mindpower, willpower, and cunning granted by your mindstars by x%, and its armor penetration by y%; this also gives you physical pwoer and %weapon damage as the weapon mastery talent
thorn grab: this talent instantly slows down a target in melee range for 10 turns by x%, also dealing x nature damage per turn; this talent is not worth more than one point, if any
leaves tide: this talent makes a radius 3 whirlwind of leaves around you for 7 turns, which gives you an x% chance to avoid any damage taken for the duration, and also deals x cumulatively stacking bleed damage to any enemies within the whrilwind of leaves; there are actually better places to spend your generic points, at least if you're antimagic
nature's equilibrium: this talent hits an enemy with your mainhand mindstar for x% weapon damage(high), and then you get to target a second target(potentially yourself), who gets healed for x(x=0 if the first hit missed or was otherwise evaded); if you have any points in leaves tide, then you should get a point into this talent; the more sizable heals you've got, the better
the inscriptions: for most classes, you want to have a regeneration infusion; but solipsists are a special case... you actually don't want heroism as a solipsist! if you're at negative hp, then you're gonna have 0 psi, which means that you're gonna be very slow, which means that you're gonna be very dead very soon
so don't get a heroism infusion, especially since they don't get you stat prerequisites anymore(I think)... and since you'll be antimagic, you should get fungus and a regen infusion
SLOT 1: physical/magical wild: a low cd should be prioritized over multiple dispel types and over the resist all bonus; it is okay to go for the entire game on insane rl with the starter wild infusion
SLOT 2: regeneration: get a BIG, BIIIIIG regen infusion, and make sure that it has a low cd too; the closer to a 12 turn cd, the better, since with a 12 turn cd, then you can have use your regen infusion only 1 turn(according to the button's cd) after it wears off
SLOT 3: healing: the lower the cd, the better, as long as the heal is at least somewhat large; you may want to select a healing infusuon by dividing the amount healed by the cd, and picking the one witht the biggest dividend
SLOT 4: movement: the lower the cd, the better, but make sure that its over 400% if you can manage to find one; 300% speed ones can actually wear off surprisingly quickly
SLOT 5(optional): movement or wild: you're better off using this category point to get an extra category point into solipsism, or something else
the races: you can't be undead and antimagic(and be a good build), so skeleton and ghoul are outta the picture: below is a list of the races for the solipsist, from best to worst:
cornac
dwarf
halfling
thalore/yeek
higher
ogre
shalore
skeleton
ghoul
cornac gets #1 because of their extra category point and talent points
dwarf gets #2 because they can get +50 to all saves from a racial, and stoneskin and +2 life rating are nice too... but it takes some investment to get those saving throws, but it can be worth it
halfling gets #3 because duck'n'dodge can be obtained with so little investment, and +2 life rating is nice to have too
yeek and thaloren both get +mental save from talents, and both get an instant double summon; thalore is better if you go 1/1/1/1 as yeek or thalore, but with more points, its arguable
higher gets #5 because their talents aren't magical
ogre and shalore have magic talents, which don't work with antimagic, and ogres have more life rating than shaloren do, and can get scar scripted flesh and that third extra inscription slot
you can't be an antimagic skeleton or ghoul solipsist, unless of course you use that one prodigy, but why would you do that?
the builds:
I'm only gonna talk about antimagic solipsists with this guide, since I haven't much experience with playing non-AM solipsists beyond my first ever ToME win(if that guy wasn't AM), and these builds will also only cover those with put only either 1 or 5 points into almost all talents
so, all of your builds should be antimagic, and all of them should get 5/5/5/5 into both solipsism and distortion, and max them before anything else(except for 5/1/1/1 thought-forms if you're gonna go for thought-forms); distortion and solipsism are the bread and butter of most any solipsist, and they're even more important than mind sear!... which is actually very optional
if you, in AoA, drink the elixir of focus and the elixir of foundations, get the arena quest done, and eat the sandworm queen heart, then you'll have 70 class points and 50 generic points to spend by lvl 50, including the 1 pre-spent point into solipsism, but if you're a cornac, you'll get an extra 6 class points and 5 generic points
you can have up to 9 escorts, and you can gain up to 5 class points(into mind sear only) from escorts, and you can gain up to 9 generic points(into only psiblades, thorn grab, sleep, dream walk, biofeedback, or amplification) from escorts, but you of course can also get other escort rewards, but those don't count as free generic or class points... if you'd wanna put it that way
for all of the builds, don't forget to float a point or two into mental shielding until you get at least 80 mental save, and also, all of the builds include the elixer of focus and foundations both; get focus over foundations for all builds, since you can replace the potentially lost generic points with escorts, while you'd be far less likely to be able to replace the lost class points with escorts, if you'd plan on getting mind sear at all
so there are 3 basic builds for the solipsist: they are:
sleep
thought-forms+dream hammer
and thought-forms+discharge
first off is the sleep build, which is the best build:
the minmaxed version with escort scumming as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
5/5/5/5
psionic/solipsism
5/5/5/5
psionic/thoughtforms
0/0/0/0
psionic/nightmare
1/5/5/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
3/5/1/1
psionic/mentalism
5/0/0/0
psionic/feedback
1/5/0/5
psionic/dream forge
5/5/0/0
0-3 temporal explorers
5 anorithils
1-4 alchemists
the same version with no escorts as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
5/5/5/5
psionic/solipsism
5/5/5/5
psionic/thoughtforms
0/0/0/0
psionic/nightmare
1/5/5/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
3/5/1/1
psionic/mentalism
5/0/0/0
psionic/feedback
1/5/0/0
psionic/dream forge
5/1/0/0
the same version with no escorts as a dwarf(inner demons is OP anyway):
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
5/1/5/5
psionic/solipsism
5/5/5/5
psionic/thoughtforms
0/0/0/0
psionic/nightmare
1/3/5/5
race/dwarf
1/1/5/0-1
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
0/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
0/0/0/0
psionic/feedback
1/5/0/0
psionic/dream forge
5/0-1/0/0
halflings get to have 0 in the third racial and put the 5 remaining points into psiblades or psychometry, or you can keep the racials; indomnitable is still nice for daze removal after you've gotten to the point where almost nothing stuns you anymore, and it can remove stuns too
next up is the dream hammer+thought-forms build:
the minmaxed version with escort scumming as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
5/5/5/0
psionic/psychic assault
0 or 5/0/0/0
psionic/slumber
0 or 1/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/5/5/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0 or 1/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
5/0/0/0
psionic/feedback
1/5/0/3 or 5
psionic/dream forge
5/5/0 or 1/0
4 loremasters or 4 alchemists/anorithils
1-2 alchemists
3 anorithils
0-1 temporal explorers
the same version without escort scumming as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
5/5/5/0
psionic/psychic assault
0/0/0/0
psionic/slumber
1/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/5/5/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
5/0/0/0
psionic/feedback
1/5/1/2
psionic/dream forge
5/0/0/0
the same version without escort scumming as a dwarf:
psionic/distortion
5/5/5/5
psionic/dream-smith
5/5/5/0
psionic/psychic assault
0/0/0/0
psionic/slumber
1/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/4/4/1
race/dwarf
1/1/5/0-1
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
0-5/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
0-5/0/0/0
psionic/feedback
1/5/0/0
psionic/dream forge
5/0-1/0/0
a halfling can take the probable point into stone walking and put it into forge bellows, and they can take the points into money is power and put it into psychometry or psiblades, or you can keep the racials; indomnitable is still nice for daze removal after you've gotten to the point where almost nothing stuns you anymore, and it can remove stuns too
and finally, the discharge build, which really isn't that good:
the minmaxed version with escort scumming as a cornac: you actually don't want more than 1 point in biofeedback because more points makes feedback loop become worse for feedback gain, which gets longer when it crits
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
0/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/5/5/5
psionic/discharge
5/5/1/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/3/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
5/5/0/0
psionic/feedback
1/5/5/5
1-5 alchemists
2-8 anorithils
0-2 temporal explorers
the same version without escort scumming as a cornac:
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
0/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/5/5/5
psionic/discharge
5/5/1/5
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
5/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
4/0/0/0
psionic/feedback
1/5/5/4
the same version without escort scumming as a dwarf:
psionic/distortion
5/5/5/5
psionic/dream-smith
0/0/0/0
psionic/psychic assault
0/0/0/0
psionic/slumber
0/0/0/0
psionic/solipsism
5/5/5/5
psionic/thoughtforms
5/4/4/1
psionic/discharge
5/5/1/5
race/dwarf
1/1/5/1
technique/combat training
5/0/0/0/0/0/0
cunning/survival
0/0/0/0
wild-gift/antimagic
5/1/5/0
wild-gift/fungus
5/1/1/1
wild-gift/mindstar mastery
0/0/0/0
psionic/dreaming
1/5/1/1
psionic/mentalism
0/0/0/0
psionic/feedback
1/5/5/0
as a halfling, you can forego the fourth and third racials entirely to get 5 points between psiblades and psychometry and get a point into conversion, or you can keep the racials; indomnitable is still nice for daze removal after you've gotten to the point where almost nothing stuns you anymore, and it can remove stuns too
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