| SKILL LVL | DISCIPLINE | EP COST | SHORT DISCRIPTION |
|
1)
|
Enmiss |
5 EP | You shoot a missle of pure energy at your target. |
|
2)
|
Detect |
10 EP |
This enchantment grants the ability to see most Illousionary walls. |
|
3)
|
Sense |
10 EP | Detects properties of items. At higer levels alows you to see what ammy's do. |
|
4)
|
Resperate |
20 EP | Enchantment that keeps from drowning and alows you to move full speed in water. |
|
5)
|
Protfire |
10 EP | This enchantment absorbs some of the damage delt by fire. |
|
6)
|
Fireball |
10 EP | You let forth a firy blaze. 3x3 area can set a path for it. |
|
Illousion |
25 EP | Creates and EXTRAMLY realistic illousion. Advised to set a path. | |
|
7)
|
Protice |
20 EP | This enchantment offers protection from the element of ICE. |
|
8)
|
IceStorm |
15 EP | This spell brings forth a storm of ice that covers a 3x3 area. Can set path |
|
9)
|
FireBreath |
50 EP | Fire engulfs almost the entire screen as you breath a hot firy liquid. covers 4x4 area and can be set to a path. |
|
Door |
10 EP | Simply creates a door in a wall. <NOTE: some walls cant be target of this spell.> | |
|
10)
|
Transmute |
10 EP | Turns a pile of goods on the floor to gold! <NOTE: the amount of gold is less then the actual items value> |
|
Darkness |
10 EP | This spell creates a magical darkness that covers a 3x3 area. | |
|
11)
|
Blast |
20 EP | Blows a 3x3 area up. Will distroy weak or unsuported walls. |
|
InfraVission |
25 EP | Alows you to see in the dark! <NOTE: this spell only works on you untill you reach skill 12> | |
|
Disintegrate |
10 EP | All wall in sight will blow up distroying small items and damaging monster and players alike. You can lose alighnment if you kill a player. | |
|
12)
|
Enchant |
30 EP | You can now enchant shields and weapons to +3. Later skill levels you may enchant to higher levels. |
|
Imbue |
30 EP | You can enjoy recharging spell twigs. I know little of this spell. See drakkar help for more on this spell. **Now how do you work this spell again?!?** | |
|
FindFriendly |
30 EP | Sommons a Friendly Monster to aid you. Skill 12 bear, Skill 14 Roc. | |
|
EnergyShield |
20 EP | This enchantment grants absorbtion of a small amount of physical damage. | |
|
13)
|
IceBreath |
55 EP | You unleash a great breath of Ice that damages all in a 4x4 area. Can set a path for this spell. |
|
AcidBreath |
10EP | You breath becomes foul and crosive. Covers a 3x3 area and must train at mentalist trainer in Tree town in Cobrahan to receave this spell.. | |
|
14)
|
EnergySpear |
35 EP | You shoot a shaft of Pure energy that perces the target for better damage then the enmiss spell. |
|
Absorbtion |
20 EP |
This spell stops a portion of damage agenst poison or spell damage. **Ahh, so this is how it feels to be Imune to most poisons!** |
|
|
Push |
15 EP | Your mental powers forces a monster or friend in a random ajacent direction and you become hostile. **Hug me!! I was only trying to save you!** | |
|
15)
|
Scry
|
25 EP |
This spell give you the ability to see though the eyes of another player. **monkey see monkey do.** |
|
Featherfall
|
30 EP | This enchantment prevents damage from long falls and from loosing a turn from a prone. **Lighter then air!?! My this was a long drop** | |
|
Confusion
|
25 EP | You cause a foe to attack at random targets for the duration of this spell. |


The Mentalist is arguably the best coining and Exp. gathering class in the game. A Mentalist uses her area spells to great effect to slay a large party of villins and/or monsters in a short period of time.
The Mentalist can Telleport to any location in the game (even the no-twig-zones), and at later skill levels can telleport masses of players to mimorized locations.
The Mentalist gets awsome protective spells that allow them and their party to go places that no other class can easly access.
The Mentalist is able to avoid close hand to hand combat and slay foes from a distance.
On lair hunts a Mentalist is greatly appreciated for the ability to give telleports to the entrance and the ability to Deplete the lair creature of its protections and EP.
So, you want to be a
Mentalist
On the down side to things... the mentalist gets a very low amount of health points, and the spells can cost an extensive amount.
The mentalist is arguably a class that will age the fastest and require the most Youth pots.
The mentalist does not excell in phyical combat.
The mentalist is NOT usefull in lair hunts untill higher skill levels are acheaved.
|
Skill Level
|
Place
|
Gear Recomended
|
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1
|
Nork -1
|
What you can find on the ground!
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2
|
Nork -1
|
If you can find anything better use it.
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3
|
Nork -2
|
Plate found here.
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4
|
Nork -2
|
Try LizardKing (will need Fire prots)
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|
5
|
Nork -3
|
Fire and Ice protection
|
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6
|
Nork -3.5
|
best combat you have, some fire and ice
|
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7
|
Nork -3.5 (Lairs)
|
you will probaly have an RD by now
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8
|
Nork -3.5 (Lairs), Prisons
|
You should have an RD, kitty, and Rak by now.
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9
|
N-4, Prisions
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
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21
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22
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23
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24
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25
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26
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