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Levels

Skills

Spells

Songs

Credit: https://www.pinterest.com/pin/725994402419637098/

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

  • Mentalism
  • Combat
  • Illusion
  • Detection
  • Protective
  • Beguiling
  • Enhancement
  • Transportation

Basics

  • Mentalist Basics

Default

  • Mentalist 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 

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