Solipsist Insane RL - Easy win for 1.7.4 - Detailed guide
Posted: Wed Jul 14, 2021 3:40 pm
This guide will walk you through beating insane with Solipsist. Here's the link to my insane winner: https://te4.org/characters/224640/tome/ ... 49bd7c83c3
1. General Thoughts
2. Skills
3. Strategies and items
4. Full level-up guide
5. Zone order
1. General Thoughts
Let me begin by saying there is many ways to win with solipsist. The objective of this guide is to make an easy to follow walkthrough for players which need help beating insane. You could "optimize" the build by floating points around. I also did not use alchemists to get extra skill points so that whatever happens you can follow this walkthrough all the way to the end.
We will be using Yeek for this build. Many races are ok for Solipsist but the drawback of Yeek (low life) is easy to counter using +Life items and it's fast leveling and skills are quite good for Solipsists
For stats, it will be very easy: Wil>Cun>Str>Con. You will want to hold to +Str items until level 25 for your first prodigy: Superpower. At level 20, I suggest looking what you total Str will be when equipping your +Str items and taking some Str points just to be sure to be able to unlock Superpower at level 25. Then, start holding to +Dex items for your second prodigy: Windtouched Speed. We will be getting 10 levels of equilibrium skills so no need to worry for this.
You should unlock your 4th inscription at level 10 and use Movement + Healing + Regeneration + Wild Physical/Magical (of just physical until you find the dual).
Just a quick word about soplipsism threshold, it's actually a bad thing ! It means that you will lose speed when having under x% Psi. That being said, I was at 70% threshold endgame and couldn't care less. You have plenty of ways to keep that Psi bar full.
I suggest wearing robes with solipsist as you should not make contact (atleast not with dangerous enemies)
2. Skills
You have a more class points than what you really need. Generics on the other hand you would like to have a ton more.
Solipsism: Core 5-1-5-0, Endgame 5-1-5-1
Solipsism: Your main defense which reduces a lot the damage you take and the main reason you will feel invincible with 1300 life in endgame.
Balance: 1 for unlock, not worth building around
Clarity: Very strong speed bonus (as you should stay close to 100% Psi at all time)
Dismissal: Not so great in my opinion as you already have tons of ways to prevent low damage. I still take it endgame but could be passed without problem
Thought-Forms: Core 4-1-1-1, Endgame 4-1-1-5
Thought-Forms: I suggest keeping the defender as first option to have the resist all bonus and summon the archer when he dies
Transcendent Thought-Forms: 1 for unlock
Over Mind: 1 for unlock, not a bad skill but can lead to mistakes, I suggest to be better safe then sorry and not use but feel free to lure use it to lure enemies if you want
Thought-Form Unity: First point is good, I suggest maxing late game when you don't have much better to spend on
Psychic Assault: Core 5-0-0-0, Endgame 5-5-3-4
Mind Sear: Your main damage, this skill is awsome and will have CD1 once you get Windtouched Speed. It will one shot most normal enemies and some rares thoughout the game. Damages your summons except though-Forms
Psychic Lobotomy: Good confuse against unique/bosses
Synaptic Static: Not a skill you will generally use but good to have in case you make a mistake and get surrounded (after being pulled/teleported for instance)
Sunder Mind: Could be passed completely but late game adds another low CD attack although the damage is not great, you should have enough mindpower to not need to lower your enemies mental saves
Distortion: Endgame 4-4-3-5
Distortion Bolt: You need the four points to not damage your summons with distortion skills, this tree is really good once you have many points in but quite useless before, I suggest building it later in the game once your main skills are built
Distortion Wave: Good skill against crowd after Maelstrom distorted everyone
Ravage: Cast against bosses, 3 points is enough
Maelstrom: Very very good skill. We will unlock it late though because you need a lot of points to actually make it strong (will be awesome once you get to 4-1-1-5)
Nightmare: Core 1-5-5-0 (unlock at level 20)
Nightmare: One point is enough
Inner Demons: The reason you take this tree, this skill is awesome against unique/bosses
Waking Nightmare: Also very strong against bosses
Night Terror: Not useful as this is not a sleep build
Slumber: Endgame 1-0-0-0
Slumber: Certainly not mandatory but I suggest taking late game to cast on ennemies with inner demons who woke up as a 3rd sleep option
Restless Night: Not a sleep build
Sandman: Not a sleep build
Dreamscape: Not a sleep build
Dream Smith: 0-0-0-0
Not a bad tree but there is really no need to put points in Psychic Assault, Distortion and Dream Smith. Two of the three is enough. Dream Smiths builds are also fine but won't be used in this guide.
Discharge: 0-0-0-0
Not worth the unlock
Yeek: Core: 1-1-1-4
Dominant Will: Good skill, can give you a 3 turn break against unique/bosses and also makes most vaults trivial (just kill everyone once at a time using this skill)
Unity: Good skill but we lack the generics to put more then 1 point.
Quickened: Hopefully you will never fall under 30% life but if you do, this will probably solve all your problems (giving you a free 1.5 turn to cast regeneration/conversion/healing charm)
Wayist: Those guys are really good (and instant speed), sadly your Mind Sear don't go through them (but distortion will be ok once you have 4 points in the first skill)
Combat Training: Core: 0-1-0-0-0-0, Endgame: 1-1-0-0-0-0
Thick Skin: I often like to max this but there is too many better generics
Heavy Armour Training: Just one point to wear heavy gauntlets, helmets and boots
Light Armour Training: Not worth it as you will not build defense
Combat Accuracy / Weapons Mastery / Dagger Mastery: We don't use that
Antimagic: Core 3-1-2-1 (Unlock at Zigur)
Resolve: Three points for three elements at a time, very good passive
Antimagic Zone: Very strong skill but remember it costs equilibrium so you won't be spamming it, one point is enough
Antimagic Shield: I like putting a second point in this (on your way to 10 points to unlock Windtouched Speed)
Mana Clash: Very good and restores equilibrium, no need for more then 1 point
Mindstar mastery: Core: 5-0-0-0 (Buy in Zigur once you ahve the money)
Psiblades: You don't need to actually attack with your mindstars but the bonuses are fine and it will be 5 of your 10 points to unlock Windtouched Speed
Thorn Grab: Costs equilibrium to use, save it for your Antimagic skills
Leaves Tide: Costs equilibrium to use, save it for your Antimagic skills
Nature's Equilibrium: Costs equilibrium to use, save it for your Antimagic skills
Survival: Core 1-1-1-0
Heightened Senses: Very good at 1 point
Device Mastery: I often like to max this but there is too many better generics
Track: Very good skill, better safe then sorry and prevents bad surprises
Danger Sense: Not needed
Mentalism: Core 1-2-0-0
Psychometry: Not a bad skill but not worth taking more then 1 point
Mental Shielding: Two points here to remove three effects
Projection: I don't like this
Mind Link: I don't like this either
Feedback: Core 1-3-1-1
Biofeedback: One for unlock
Resonance Field: Decent and free shield, I like 3 points for safety
Amplification: One for unlock
Conversion: One point is enough, an extra healing skill for emergencies
Dreaming: Core 1-1-1-0
Sleep: Useful early game when you don't have much skills and nothing better to do
Lucid Dreamer: Not a bad sustain but mostly to unlock the next skill
Dream Walk: Emergency escape, unreliable but lets you get away if you make a mistake and get surrounded
Dream Prison: This is not a sleep build
Fungus: Core 5-1-1-1 (Unlock at level 34)
Wild Growth: Extremely strong for solipsists and solves your main weakness (low HP)
Fungal Growth: Good one pointer
Ancestral Life: Decent one pointer
Sudden Growth: Not necessary to take but gives a very huge heal if regeneration is on, emergency skill (and also one equilibrium using point for Windtouched Speed)
Dreamforge: Endgame 5-0-0-0 (Unlock with Bile)
Forge Shield: If you don't like this skill, you could unlock a 5th inscription instead. I'm honestly not completely sold on this skill but thought for the endgame it would be better defense than a 5th inscription.
Forge Bellows: Probably good if you unlock Dreamforge early, but we don't
Forge Armor: We have no armor hardiness and no defense, not useful
Dreamforge: Not worth the turn to activate
3. Strategies and items
What to do with money: Your first priority is to upgrade your inscriptions, then I suggest just saving money for Mindstar mastery and later on for egress (or merchant if you prefer). You can buy cheap +Str items in stores if you want to help unlock Superpower at level 25. If you really want to spend money in stores early game, +HP items is what you want to buy but not before upgrading inscriptions.
Early game (levels 1-20): You will kill everyone with Mind Sear. Use your Thought-Form and movement to try to stay away from contact. Equip as much +HP items as you can at this point.
Mid game (Levels 20-49): With Inner Demons and Wayist, you now have many "summoning" options. Use Wayist against unique/bosses to keep them away and debilitate them hard using Waking Nightmare, Ravage, Psychic Lobotomy, Antimagic Zone, Distortion Wave. Let your summons do their job and use Mind Sear when you can without damaging them (remember, only Thought-Forms are immune). Once you have Fungus, you can start to let go of some +HP items and aim for 100% stun resist, 70% mind penetration and +damage
Late game (level 50): Time to build your gear (I suggest siding with assassin lord for egress). You want to have 100% mind crits, 100% stun resist, 70% mind penetration. +HP is still good and +Crit Mult and + mind damage too. There are some artefacts you are looking for, here are the four I had equiped endgame:
Spellhunt Remnants: No need to discuss this one
Crimson Robe: This thing is super strong. 15% resist all, 20% penetration all, 15% speed, 9% crits, 4 Psi on crit, 10 cun, 10 wil, +0.1 Solipsism, 8% Agony and Hateful Whisper on mind hit, and some other small bonuses. Very strong, in my opinion a no brainer.
Guise of the Hated: 10% Crit, 4% damage, 8 wil, 6 cun, 10% creeping darkness on hit with dark vision. Not has strong as the robe but will probably be better then your randarts
Nexus of the Way: 20% damage and mind penetration, 9% crit, allows you to cast Wayist a scond time (although at lower level), 6 wil, 3 cun, +0.2 Yeek and some othe small bonuses. I like it a lot but maybe you'll have better randarts.
4. Full level-up guide
L1: Mind Sear (2), Solipsism (2), Thought-Forms, Dominant Will, Heightened Senses, Biofeedback
L2: Mind Sear (3), Sleep
L3: Solipsism (3), Psychometry
L4: Solipsism (4), Mental Shielding
L5: Solipsism (5), Balance
L6: Transcendent Thought-Forms, Resonance Field
L7: Mind Sear (4), Lucid Dreamer
L8: Clarity, Unity
L9: Clarity (2), Mental Shielding (2)
L10: Inscription, Clarity (3), Over Mind
Arena: Dream Walk, Resonance Field (2)
L11: Clarity (4), Amplification
L12: Clarity (5), Conversion
L13: Mind Sear (5), Heavy Armour Training
L14: Thought-Form Unity, Resonance Field (3)
L15: Thought-Forms (3)
L16: Thought-Forms (4), Quickened
L17: Thought-Form Unity (2), Psiblades
L18: Psychic Lobotomy, Device Mastery
L19: Psychic Lobotomy (2), Track
Antimagic: Resolve
L20: Psionic/Nightmare, Nightmare, Inner Demons
L21: Inner Demons (2), Antimagic Zone
L22: Inner Demons (3), Antimagic Shield
L23: Inner Demons (4), Resolve (2)
L24: Inner Demons (5), Wayist
L25: Walking Nightmare (2), Superpower
L26: Waking Nightmare (3), Resolve (3)
L27: Waking Nightmare (4), Wayist (2)
Heart: Waking Nightmare (5), Wayist (3)
L28: Psychic Lobotomy (3), Wayist (4)
L29: Psychic Lobotomy (4), Mana Clash
L30: Psychic Lobotomy (5), Synaptic Static
L31: Synaptic Static (2), Psiblades (2)
L32: Synaptic Static (3), Psiblades (3)
L33: Distortion Bolt, Psiblades (4)
L34: Wild-gift/Fungus, Distortion Bolt (2), Wild Growth
L35: Distortion Bolt (4)
L36: Distortion Wave, Fungal Growth
L37: Ravage, Ancestral Life
L38: Maelstrom, Wild Growth (2)
L39: Maelstrom (2), Antimagic Shield (2)
L40: Maelstrom (4)
L41: Maelstrom (5), Psiblades (5)
L42: Distortion Wave (2), Sudden Growth, Windtouched Speed
L43: Distortion Wave (3), Wild Growth (3)
L44: Distortion Wave (4), Wild Growth (4)
L45: Ravage (3)
L46: Thought-Form Unity (3), Wild Growth (5)
L47: Thought-Form Unity (4), Thick Skin
L48: Thought-Form Unity (5), Forge Shield
L49: Dismissal, Forge Shield (2)
L50: Sunder Mind (4), Slumber, Forge Shield (5)
5. Zone order (for insane)
Murgol's Lair
Ritch Tunnels
Arena
Lumberjack Village
Ruins of Kor'Pul
Scintillating Caves
Derth
Trollmire
Rhaloren Camp
Norgos Lair
Heart of the Gloom
Old Forest
Sandworm Lair
The Maze
Daikara
Unknown Tunnels
Slavers Compound
Tempest Peak
Ruined Halfling Complex
Lake of Nur
Temporal Rift
Golem Graveyard
Dreadfell
Last Hope Graveyard
Mark of the Spellblaze
Ruined Dungeon
Necromancer's Ruins
Reknor
Unremarkable Cave
Vor Armoury
Briagh's Lair
Backup Guardians
Ancient Elven Ruins
Tannen
Ardhungol
Temple of Creation
Shadow Crypt
Vor Pride
Gorbat Pride
Rak'Shor Pride
Eruan
Grushnak Pride
Slime Tunnels
High Peak
1. General Thoughts
2. Skills
3. Strategies and items
4. Full level-up guide
5. Zone order
1. General Thoughts
Let me begin by saying there is many ways to win with solipsist. The objective of this guide is to make an easy to follow walkthrough for players which need help beating insane. You could "optimize" the build by floating points around. I also did not use alchemists to get extra skill points so that whatever happens you can follow this walkthrough all the way to the end.
We will be using Yeek for this build. Many races are ok for Solipsist but the drawback of Yeek (low life) is easy to counter using +Life items and it's fast leveling and skills are quite good for Solipsists
For stats, it will be very easy: Wil>Cun>Str>Con. You will want to hold to +Str items until level 25 for your first prodigy: Superpower. At level 20, I suggest looking what you total Str will be when equipping your +Str items and taking some Str points just to be sure to be able to unlock Superpower at level 25. Then, start holding to +Dex items for your second prodigy: Windtouched Speed. We will be getting 10 levels of equilibrium skills so no need to worry for this.
You should unlock your 4th inscription at level 10 and use Movement + Healing + Regeneration + Wild Physical/Magical (of just physical until you find the dual).
Just a quick word about soplipsism threshold, it's actually a bad thing ! It means that you will lose speed when having under x% Psi. That being said, I was at 70% threshold endgame and couldn't care less. You have plenty of ways to keep that Psi bar full.
I suggest wearing robes with solipsist as you should not make contact (atleast not with dangerous enemies)
2. Skills
You have a more class points than what you really need. Generics on the other hand you would like to have a ton more.
Solipsism: Core 5-1-5-0, Endgame 5-1-5-1
Solipsism: Your main defense which reduces a lot the damage you take and the main reason you will feel invincible with 1300 life in endgame.
Balance: 1 for unlock, not worth building around
Clarity: Very strong speed bonus (as you should stay close to 100% Psi at all time)
Dismissal: Not so great in my opinion as you already have tons of ways to prevent low damage. I still take it endgame but could be passed without problem
Thought-Forms: Core 4-1-1-1, Endgame 4-1-1-5
Thought-Forms: I suggest keeping the defender as first option to have the resist all bonus and summon the archer when he dies
Transcendent Thought-Forms: 1 for unlock
Over Mind: 1 for unlock, not a bad skill but can lead to mistakes, I suggest to be better safe then sorry and not use but feel free to lure use it to lure enemies if you want
Thought-Form Unity: First point is good, I suggest maxing late game when you don't have much better to spend on
Psychic Assault: Core 5-0-0-0, Endgame 5-5-3-4
Mind Sear: Your main damage, this skill is awsome and will have CD1 once you get Windtouched Speed. It will one shot most normal enemies and some rares thoughout the game. Damages your summons except though-Forms
Psychic Lobotomy: Good confuse against unique/bosses
Synaptic Static: Not a skill you will generally use but good to have in case you make a mistake and get surrounded (after being pulled/teleported for instance)
Sunder Mind: Could be passed completely but late game adds another low CD attack although the damage is not great, you should have enough mindpower to not need to lower your enemies mental saves
Distortion: Endgame 4-4-3-5
Distortion Bolt: You need the four points to not damage your summons with distortion skills, this tree is really good once you have many points in but quite useless before, I suggest building it later in the game once your main skills are built
Distortion Wave: Good skill against crowd after Maelstrom distorted everyone
Ravage: Cast against bosses, 3 points is enough
Maelstrom: Very very good skill. We will unlock it late though because you need a lot of points to actually make it strong (will be awesome once you get to 4-1-1-5)
Nightmare: Core 1-5-5-0 (unlock at level 20)
Nightmare: One point is enough
Inner Demons: The reason you take this tree, this skill is awesome against unique/bosses
Waking Nightmare: Also very strong against bosses
Night Terror: Not useful as this is not a sleep build
Slumber: Endgame 1-0-0-0
Slumber: Certainly not mandatory but I suggest taking late game to cast on ennemies with inner demons who woke up as a 3rd sleep option
Restless Night: Not a sleep build
Sandman: Not a sleep build
Dreamscape: Not a sleep build
Dream Smith: 0-0-0-0
Not a bad tree but there is really no need to put points in Psychic Assault, Distortion and Dream Smith. Two of the three is enough. Dream Smiths builds are also fine but won't be used in this guide.
Discharge: 0-0-0-0
Not worth the unlock
Yeek: Core: 1-1-1-4
Dominant Will: Good skill, can give you a 3 turn break against unique/bosses and also makes most vaults trivial (just kill everyone once at a time using this skill)
Unity: Good skill but we lack the generics to put more then 1 point.
Quickened: Hopefully you will never fall under 30% life but if you do, this will probably solve all your problems (giving you a free 1.5 turn to cast regeneration/conversion/healing charm)
Wayist: Those guys are really good (and instant speed), sadly your Mind Sear don't go through them (but distortion will be ok once you have 4 points in the first skill)
Combat Training: Core: 0-1-0-0-0-0, Endgame: 1-1-0-0-0-0
Thick Skin: I often like to max this but there is too many better generics
Heavy Armour Training: Just one point to wear heavy gauntlets, helmets and boots
Light Armour Training: Not worth it as you will not build defense
Combat Accuracy / Weapons Mastery / Dagger Mastery: We don't use that
Antimagic: Core 3-1-2-1 (Unlock at Zigur)
Resolve: Three points for three elements at a time, very good passive
Antimagic Zone: Very strong skill but remember it costs equilibrium so you won't be spamming it, one point is enough
Antimagic Shield: I like putting a second point in this (on your way to 10 points to unlock Windtouched Speed)
Mana Clash: Very good and restores equilibrium, no need for more then 1 point
Mindstar mastery: Core: 5-0-0-0 (Buy in Zigur once you ahve the money)
Psiblades: You don't need to actually attack with your mindstars but the bonuses are fine and it will be 5 of your 10 points to unlock Windtouched Speed
Thorn Grab: Costs equilibrium to use, save it for your Antimagic skills
Leaves Tide: Costs equilibrium to use, save it for your Antimagic skills
Nature's Equilibrium: Costs equilibrium to use, save it for your Antimagic skills
Survival: Core 1-1-1-0
Heightened Senses: Very good at 1 point
Device Mastery: I often like to max this but there is too many better generics
Track: Very good skill, better safe then sorry and prevents bad surprises
Danger Sense: Not needed
Mentalism: Core 1-2-0-0
Psychometry: Not a bad skill but not worth taking more then 1 point
Mental Shielding: Two points here to remove three effects
Projection: I don't like this
Mind Link: I don't like this either
Feedback: Core 1-3-1-1
Biofeedback: One for unlock
Resonance Field: Decent and free shield, I like 3 points for safety
Amplification: One for unlock
Conversion: One point is enough, an extra healing skill for emergencies
Dreaming: Core 1-1-1-0
Sleep: Useful early game when you don't have much skills and nothing better to do
Lucid Dreamer: Not a bad sustain but mostly to unlock the next skill
Dream Walk: Emergency escape, unreliable but lets you get away if you make a mistake and get surrounded
Dream Prison: This is not a sleep build
Fungus: Core 5-1-1-1 (Unlock at level 34)
Wild Growth: Extremely strong for solipsists and solves your main weakness (low HP)
Fungal Growth: Good one pointer
Ancestral Life: Decent one pointer
Sudden Growth: Not necessary to take but gives a very huge heal if regeneration is on, emergency skill (and also one equilibrium using point for Windtouched Speed)
Dreamforge: Endgame 5-0-0-0 (Unlock with Bile)
Forge Shield: If you don't like this skill, you could unlock a 5th inscription instead. I'm honestly not completely sold on this skill but thought for the endgame it would be better defense than a 5th inscription.
Forge Bellows: Probably good if you unlock Dreamforge early, but we don't
Forge Armor: We have no armor hardiness and no defense, not useful
Dreamforge: Not worth the turn to activate
3. Strategies and items
What to do with money: Your first priority is to upgrade your inscriptions, then I suggest just saving money for Mindstar mastery and later on for egress (or merchant if you prefer). You can buy cheap +Str items in stores if you want to help unlock Superpower at level 25. If you really want to spend money in stores early game, +HP items is what you want to buy but not before upgrading inscriptions.
Early game (levels 1-20): You will kill everyone with Mind Sear. Use your Thought-Form and movement to try to stay away from contact. Equip as much +HP items as you can at this point.
Mid game (Levels 20-49): With Inner Demons and Wayist, you now have many "summoning" options. Use Wayist against unique/bosses to keep them away and debilitate them hard using Waking Nightmare, Ravage, Psychic Lobotomy, Antimagic Zone, Distortion Wave. Let your summons do their job and use Mind Sear when you can without damaging them (remember, only Thought-Forms are immune). Once you have Fungus, you can start to let go of some +HP items and aim for 100% stun resist, 70% mind penetration and +damage
Late game (level 50): Time to build your gear (I suggest siding with assassin lord for egress). You want to have 100% mind crits, 100% stun resist, 70% mind penetration. +HP is still good and +Crit Mult and + mind damage too. There are some artefacts you are looking for, here are the four I had equiped endgame:
Spellhunt Remnants: No need to discuss this one
Crimson Robe: This thing is super strong. 15% resist all, 20% penetration all, 15% speed, 9% crits, 4 Psi on crit, 10 cun, 10 wil, +0.1 Solipsism, 8% Agony and Hateful Whisper on mind hit, and some other small bonuses. Very strong, in my opinion a no brainer.
Guise of the Hated: 10% Crit, 4% damage, 8 wil, 6 cun, 10% creeping darkness on hit with dark vision. Not has strong as the robe but will probably be better then your randarts
Nexus of the Way: 20% damage and mind penetration, 9% crit, allows you to cast Wayist a scond time (although at lower level), 6 wil, 3 cun, +0.2 Yeek and some othe small bonuses. I like it a lot but maybe you'll have better randarts.
4. Full level-up guide
L1: Mind Sear (2), Solipsism (2), Thought-Forms, Dominant Will, Heightened Senses, Biofeedback
L2: Mind Sear (3), Sleep
L3: Solipsism (3), Psychometry
L4: Solipsism (4), Mental Shielding
L5: Solipsism (5), Balance
L6: Transcendent Thought-Forms, Resonance Field
L7: Mind Sear (4), Lucid Dreamer
L8: Clarity, Unity
L9: Clarity (2), Mental Shielding (2)
L10: Inscription, Clarity (3), Over Mind
Arena: Dream Walk, Resonance Field (2)
L11: Clarity (4), Amplification
L12: Clarity (5), Conversion
L13: Mind Sear (5), Heavy Armour Training
L14: Thought-Form Unity, Resonance Field (3)
L15: Thought-Forms (3)
L16: Thought-Forms (4), Quickened
L17: Thought-Form Unity (2), Psiblades
L18: Psychic Lobotomy, Device Mastery
L19: Psychic Lobotomy (2), Track
Antimagic: Resolve
L20: Psionic/Nightmare, Nightmare, Inner Demons
L21: Inner Demons (2), Antimagic Zone
L22: Inner Demons (3), Antimagic Shield
L23: Inner Demons (4), Resolve (2)
L24: Inner Demons (5), Wayist
L25: Walking Nightmare (2), Superpower
L26: Waking Nightmare (3), Resolve (3)
L27: Waking Nightmare (4), Wayist (2)
Heart: Waking Nightmare (5), Wayist (3)
L28: Psychic Lobotomy (3), Wayist (4)
L29: Psychic Lobotomy (4), Mana Clash
L30: Psychic Lobotomy (5), Synaptic Static
L31: Synaptic Static (2), Psiblades (2)
L32: Synaptic Static (3), Psiblades (3)
L33: Distortion Bolt, Psiblades (4)
L34: Wild-gift/Fungus, Distortion Bolt (2), Wild Growth
L35: Distortion Bolt (4)
L36: Distortion Wave, Fungal Growth
L37: Ravage, Ancestral Life
L38: Maelstrom, Wild Growth (2)
L39: Maelstrom (2), Antimagic Shield (2)
L40: Maelstrom (4)
L41: Maelstrom (5), Psiblades (5)
L42: Distortion Wave (2), Sudden Growth, Windtouched Speed
L43: Distortion Wave (3), Wild Growth (3)
L44: Distortion Wave (4), Wild Growth (4)
L45: Ravage (3)
L46: Thought-Form Unity (3), Wild Growth (5)
L47: Thought-Form Unity (4), Thick Skin
L48: Thought-Form Unity (5), Forge Shield
L49: Dismissal, Forge Shield (2)
L50: Sunder Mind (4), Slumber, Forge Shield (5)
5. Zone order (for insane)
Murgol's Lair
Ritch Tunnels
Arena
Lumberjack Village
Ruins of Kor'Pul
Scintillating Caves
Derth
Trollmire
Rhaloren Camp
Norgos Lair
Heart of the Gloom
Old Forest
Sandworm Lair
The Maze
Daikara
Unknown Tunnels
Slavers Compound
Tempest Peak
Ruined Halfling Complex
Lake of Nur
Temporal Rift
Golem Graveyard
Dreadfell
Last Hope Graveyard
Mark of the Spellblaze
Ruined Dungeon
Necromancer's Ruins
Reknor
Unremarkable Cave
Vor Armoury
Briagh's Lair
Backup Guardians
Ancient Elven Ruins
Tannen
Ardhungol
Temple of Creation
Shadow Crypt
Vor Pride
Gorbat Pride
Rak'Shor Pride
Eruan
Grushnak Pride
Slime Tunnels
High Peak