Alyssa's Mentalist Guide:
Mentalist
By Alyssa of MoY
SPECIAL THANKS:
*Blackjack of RIP
Qwerty of DOA
Daniel of MoY
and many others for thier information and help on this page
-
Alyssa of MoY, Baroness
A mentalist devotes all energy toward the perfection of Psionic Disciplines. Since
mentalists concentrate on devloping the powers of the mind, intelligence is most important
to them.
The mentalist's intelligence determines the beginning psionic or mental energy level
(eps). In addition, high intelligence will grant the mentalist more energy points bonuses
with each succeeding experience level, like with constitution and health points.
The forming of psionic disciplines(which is how mentalists protect themselves and
attack) take a great deal of concentration, and each discipline that is formed depletes
the mentalist's energy. The more eps a mentalist has, the more disciplines a ment can form
without having to replenish. Energy points regenerate automatically with the passage of
time.
Mentalists get fewer health point gains than any other character class.
Ideally, mentalists should try and avoid close combat and instead concentrate on
developing psionics. However, constitution grants health point bonuses to mentalists just
as it does with other characters.
Helpful Hints
Health Points and Energy Points:
Maxing energy points at level 1 will give the mentalist the maximum energy points
possible. The maximum energy points possible is 250. You can achieve this by drinking
permanent eps pots. Resting at each experience level will take you beyond that number.
Maximum for the mentalist for health points at level 1 is 130 health points. You can
achieve this by drinking major constitution pots.
Resting to next experience level:
Wear intelligence rings that will increase your intelligence to 23, this will better
the chances of getting high energy points when resting. Do NOT go to rattown and drink from the
fountain. That will give you a temporary increase in strength, but you will NOT get as many EP
points. Make sure your constitution is at 18, now you are ready to rest. Doing all this should increase
the chances of getting the highest energy points. And that's the most important for a PSI user since
you'll have to buy HPs to max anyway.
Cost of buying health points and training:
Wear charisma rings that give a total of 20 in charisma. This lowers the cost you will
pay.
Skilling tips:
Macro for drinking while holding staff and shield, this will take two macros.
belt right;take bottle from sack;drink bottle
drop bottle;draw staff (or weapon of choice)
When you hunt in harder areas it is recommended that you hold both the staff and
shield.
Whenever possible enchant the shield up to a minimum of 4. I have my baskie enchanted
to a +5 and have found that helps a lot with the blocking.
Skill 1 thru 10 (new crit)
Rolling a mentalist character:
Choosing the race – I have found that city dweller is best because they get the best all
around stats, which means when you get around to maxing your stats will cost the player
less coin for the pots.
Stats – Since luck cannot be changed and charisma is very difficult to change in the
game, I recommend rolling until you have 18 in both. Will pots are very hard to come by
and thus are very expensive, so you might also want to try to wait until all three are 18.
Dedicating to mentalist:
Make sure the intelligence stat is at 19
Wear intelligence rings that will increase your intelligence to 23, this will better
the chances of getting high energy points
Skills to train in:
mentalist –
staff – staff skill is recommended to be as High as you can, to improve it's blocking
ability and keep you alive.
martial artist – skill of 7, altho 10 is better, will help in blocking and survival.
throwing –
It is important to remember that max training in the skill you are working in will get
you to the next skill faster. To train in all skills but mentalist see the fighter
trainer. It is recommended that when skilling for ment skill you use the spell enmiss. It
has the highest skill gain of all the spells the mentalist will receive.
LOCATION OF TRAINERS:
nork – thru skill 8
rattown – thru skill 8
maeling – thru skill 12
aleria – thru skill 18
ARMOR and WEAPONS:
kobold staff – +3 staff and it is found in the drop down hole in vt
sanguin or big yeti is recommended for armor.
Places to skill:
n-1 thru n-3
yeti +1 after skill 6
NOTE: n-4 should note be attempted until experience level is 11. Possibility of being
stunned and dying there is rather high until you reach that level.
Skill 10 thru 13
LOCATION OF TRAINERS:
maeling – thru skill 12
vt – thru skill 15
aleria – thru skill 18
ARMOR and WEAPONS:
good place to hunt (m-3, -5 fireroom, -5 secret area)
Advanced
LOCATION OF TRAINERS:
Aleria – thru skill 18
N-9 in the prison – thru skill 20 (can only get there with spell teleport)
Homlet – thru skill 20
Frore – skill 20+ (this is the trainer that gives you the spell deplete)
location: go to the north gate in frore but not thru it. Go to the east
and south of the north wall there is a hole you drop down, the trainer is to the
northwest.
ARMOR and WEAPONS:**
Chipper – this is part of the power gear and it is a +6 staff at skill 12 in staff,
the chipper will block as well as a baskie when skilling in staff do not use a baskie when
held in the right hand, it gives you +2 skill levels from current skill it cuts the cost
of casting
CAUTION: never attack another player with this weapon, it will take permanent health
points
Spell Listing