| Alyssa's Mentalist Guide: | ||
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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: 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) Wear intelligence rings that will increase your intelligence to 23, this will better
the chances of getting high energy points Skills to train in: 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: 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: ARMOR and WEAPONS: Advanced LOCATION OF TRAINERS: 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
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