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Mentalist

Mentalists of Algoron

Mentalists are unique in their abilities. They can essentially be called the true Masters of the Mind and are known to cause fear in their opponents.

All races can be a mentalist, however the higher intelligent races will be the best at it.

All alignments can be a mentalist, however they CAN NOT be a member of Chaos or join Chaos.

You can only become a Mentalist by reclassing from the Mage class.

When the mentalist has gained enough power (longevity of learning time), they are granted a new path to choose from. They are given three options but can only ever choose one, so the mentalist must choose wisely.

1. Eidetic Memory - castable only upon yourself, making the caster immune to mental and psychological attacks.

2. Slippery Mind - castable upon anyone, removes all negative spells.

3. Analytical Mind - a chance to cast without lag in combat

Prime Attribute:WisdomSecondary Attribute:Intelligence
Hit Points per Level:6 - 8Skill Adept:75%
Magic:Full spellcaster; power rises and falls with the moons
Currently Played:163

Armor

Mentalists can only wear cloth armor, and can use shields.

Armor TypeMentalistNotes
ClothYesWearable by every class
LeatherNoToo abrasive for mages and other pure spellcasters
Studded LeatherNoToo heavy for many clerics, bards and stealth classes
ChainNoToo heavy or noisy for most stealth and spellcasting classes
PlateNoOnly warriors and a few warrior-type reclasses can wear plate

Experience by Race

How much experience a mentalist of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a mentalist is listed under Becoming a Mentalist below.

RaceExperience
Human100%
Goblin100%
Deep Gnome100%
Shalonesti Elf100%
Half Elf100%
Dark Elf100%
Wild Elf100%
Hill Dwarf100%
Mountain Dwarf100%
Kender100%
Ogre100%
Giant Ogre100%
Half Ogre100%
Minotaur100%
Yinn100%
Dark Dwarf100%
Tinker Gnome100%
Sea Elf100%
Felar100%
Wemic100%
Bugbear100%
Hobgoblin100%
Mul100%
Limited Races
Gully Dwarf100%
Centaur100%
Ariel100%
Pixie100%
Bakali100%
Troll100%
Orc100%
Arboren100%
Lagodae100%
Lepori100%

Skills & Spells

Free at Creation

Every mentalist starts with these, at no creation point cost.

LevelSkill
1Dagger
1Dig
1Recall
1Scrolls
1Staff
1Staves
1Swim
1Wands

Mentalist Default Package (45 creation points)

Taking the default package at creation gives you all of the following:

LevelSkill
16Astrology

Spell groups: Beguiling, Combat, Detection, Enhancement, Illusion, Transportation (see Spell Groups below)

Skills

Skills a mentalist can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.

LevelSkillCostIn Default
1Axe6
1Flail6
1Mace6
1Polearm6
1Shield Block6
1Spear6
1Sword6
1Whip4
6Meditation5
7Haggle5
8Peek5
10Lore3
14Spellcraft6
15Fast Healing8
16Astrology4Yes
20Alchemy2
20Dodge8
20Scribe2
22Parry8
25Hand to Hand10
25Pick Lock8
30Second Attack10
35Riding15
45Enhanced Damage10
51Analytical Mind1

Skill Groups

Analytical Mind (1 cp): Analytical Mind

Spell Groups

Mentalists cannot buy spells one at a time; spells come in groups. Each group lists the level at which a mentalist can cast each spell.

GroupCostIn DefaultSpells (level)
Mentalism25Haze (14), Fake Illness (16), Distortion (25), Recover (27), Influence Confidence (31), Focused Aggression (32), Psychic Drain (41), Healing Dream (46), Amnesia (49), Abandon Hope (50)
Beguiling4YesSleep (10), Charm Person (20), Restore Mind (30), Betray (44), Calm (48)
Combat6YesMagic Missile (1), Chill Touch (4), Burning Hands (7), Shocking Grasp (10), Color Spray (16), Blizzra (22), Fireball (22), Acid Blast (28), Chain Lightning (33)
Detection3YesDetect Magic (2), Detect Invis (3), Locate Object (9), Detect Evil (11), Detect Good (11), Know Alignment (12), Farsight (14), Detect Hidden (15), Detect Poison (15), Identify (15)
Eidetic Memory1Eidetic Memory (51)
Enhancement5YesRefresh (8), Infravision (9), Giant Strength (11), Light Foot (15), Haste (21)
Illusion1YesVentriloquate (1), Invisibility (5), Self Projection (15), Mass Invis (19)
Protective4Armor (7), Protection Evil (12), Protection Good (12), Protection Neutral (12), Fireproof (13), Dispel Magic (16), Proximity Dispel (16), Cancellation (18), Shield (20), Stone Skin (25), Sanctuary (36)
Slippery Mind1Slippery Mind (51)
Transportation4YesFly (10), Word of Recall (10), Teleport (13), Gate (17), Waypoint (23), Pass Door (24), Summon (24), Portal (36), Nexus (40)

Racial Skills

Only mentalists of the listed race receive these.

LevelSkillRace
1TauntKender
10FuryOrc
10SpitGoblin, Hobgoblin
15Forepaw SwipeWemic
15GoreMinotaur
15RootveinArboren
19SharpenHill & Mountain Dwarf
20Bunny HopLagodae, Lepori
20HoofCentaur
20Pixie DustPixie
20ScreechAriel
20Viper BiteBakali
25DeeprootArboren

Becoming a Mentalist

Base class: Mage only.

Requirements:

  • Race: any (the more intelligent races make the best Mentalists)
  • Any alignment
  • Cannot be a member of Chaos

A character may reclass only once, starting at level 10 (level 51 gives the most benefit). See help reclass in the game for full details.

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