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This is the Ments page and is limited to what details and experiances I have or had myself. I could have easily coppied all this information down but that would lack first hand knowlage on my part. The information Iprovide on the Mentalist page is first hand knowlage of what I have obtained in my gameing experance.
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.

Home

Here I will list some details about the Mentalist class that makes it so great! I will explain why it is that the Mentalist is concidered the best coining class, I will tell you where you should hunt at what skill levels to obtain the best skill possable. and a list of gear that should be obtained by what levels to make adventures more entertaining and livable.
The Pluses

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

The Negitives

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.

The Places to Hunt
Skill Level
Place
Gear Recomended
1
Nork -1
What you can find on the ground!
2
Nork -1
If you can find anything better use it.
3
Nork -2
Plate found here.
4
Nork -2
Try LizardKing (will need Fire prots)
5
Nork -3
Fire and Ice protection
6
Nork -3.5
best combat you have, some fire and ice
7
Nork -3.5 (Lairs)
you will probaly have an RD by now
8
Nork -3.5 (Lairs), Prisons
You should have an RD, kitty, and Rak by now.
9
N-4, Prisions
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
The SPELLS!!!