Levels
Skills
Spells
Songs
Mentalist
Primary Attribute: Intelligence
Secondary Attribute: Wisdom
Boost / Gimps
- Dark Dwarf (Damage::10)
- Dark Elf (Damage::20)
- Deep Gnome (Damage::30)
- Goblin (Damage::-10)
- Half Elf (Damage::10)
- Half Ogre (Damage::-20)
- Hobgoblin (Damage::-10)
- Human (Damage::20)
- Minotaur (Damage::-20)
- Mul (Damage::-30)
- Ogre (Damage::-20)
- Pixie (Damage::10)
- Sea Elf (Damage::10)
- Shalonesti Elf (Damage::20)
- Tinker Gnome (Damage::20)
- Wild Elf (Damage::-10)
Armor: Cloth
Is CSR? False
Race Restrictions: Hill Dwarf, Mountain Dwarf, Giant Ogre, Hobgoblin, Bugbear, Wemic, Kender, Arboren, Troll, Centaur, Gully Dwarf
Creation Skill / Spell / Song Groups
Spells
Basics
Default
Notes: At 250 reclass hours you can choose your specialty, Analytical mind, Eidetic Mind, or Slippery Mind
Click to show help file
Help File: help mentalist mentalist MENTALIST 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