.....1.. .....#.. ....#... 2..#.... .#.#.......... .#..###....... #...3.##...... #.....#.#..... #....#..####.. .###.#.#.#..4. ....#.#..#.... .....###.#.... .......#5#.... ..........#... ..........#.... ...........#.... ............##... ..............#.... ..............#.... ...............#.... ...............#...#6 ...............#..#... ................##... 1 Welstar:A mirrorlike pool of clear water 2 Wysoom: A swirling pool of blue liquid 3 Raji: A swirling pool of white vapour 4 Crypt: A pool of gravel 5 Perdow: A pool of swirling darkness 6 Sosel: A swirling pool of red liquidNote 4 Ledtim (Fri May 9) Skills/spells guide
Yes, I can hear the eyeballs glazing over already. I know this is long, but I've reviewed all of the spells and skills of the guild in this post. Why? Because I'm bored. And hopefully, it will help you select which skills/spells to train well and which ones to avoid. The skills and spells are categorized by the guild levels you gain access to them, so a lower level skill, like meditation, will show up before a higher level skill such as mental translation. So, let's get this post rolling.
The spells are what makes the Psionicist guild. As a psionicist, you will have a large variety of spells at your disposal. And unlike most other spell-casting guilds, most of the spells in the guild require no verbal or somatic components. What does this mean in practice? It means that you will rarely be interrupted while casting. Getting jarred won't stop you from finishing your spell. Not even getting stunned or paralyzed will. About the only thing that can interrupt a psionicist is getting knocked down. There are not many things in the game quite as refreshing as the mob that stunned you and about to finish you off dies horribly as the offensive spell you were concentrating on finishes casting. Additionally, the lack of the somatic components mean that there is no penalty for wielding or having no limbs, which means you're free to wield a weapon in your hands or held items that gives bonuses to your stats.
Psibolt:This is the weakest spell in your arsenal. While it can be helpful in newbie levels, it becomes quickly obsolete since it does so little damage and you have the psiblast spell at the same time. I would not bother training it past 60% since you probably won't be using it at higher levels.
focus throat chakra:This spell establishes a mind link with a player or a mob. A mind link is required for the use of many spells and skills. An interesting side effect of a link is that you can see what the player you're mind linked to thinks (using the "think" command). Note that those with high int/wis stats seem to resist getting mind linked to. It may take a few tries to get a mind link established even if you have this spell trained to the max.
Psiblast:This will be your main blast at lower levels. It can be invoked fairly quickly and deal decent amount of damage. It can be handy at higher levels as means to squeeze every bit of firepower out of your sps when you don't have enough to invoke bigger blasts anymore.
Focus third eye chakra:This spell gives a map of surrounding areas and what's in the adjacent rooms. While not completely necessary, it is handy to have when venturing in dangerous areas.
Bilocation:This spell can be a life saver. It basically creates a barrier that nullifies one spell/skill that is cast/used at you. The barrier will not dissipate over time and will not disappear even if you move around like mirror images would. It can nullify even the most powerful of spells for one round. The double can nullify multiple spells as long as they were cast at you in the same round. For example, three mobs casting three power word kills at you at the same time while you had bilocation up just wasted three spells as you took 0 damage. Unfortunately, this spell only seems to block the damage part of the spells and not the effects. You will still suffer from additional effects such as poison or getting all your gold melted even if the spell hits your double. Additionally, racial melee attacks, such as a Dragonian's tail attack, seems to negate the double along with attacks with shields. I'm also quite sure a ranged-combat hit negates the double also, even though I haven't been on the receiving end of a ranged-combat weapon often. Of course, your double won't save you against an area spell that engulfs the entire room. Even with all these limitations, bilocation's very handy to have, especially since it takes only one round to invoke and can be renewed during combat repeatedly. Note that a trigger to highlight the message, "hits your double instead" is very handy to have as forgetting to have bilocation up can be fatal against foes capable of casting powerful spells.
Ward of psionics:This spell, when invoked on someone, gives off a message when he has been hit by psionic damage. Not something you would train to max, but can be useful to have around to find what type of damage a mob is dealing.
Knock:This is the spell that allows you to open those locked boxes filled with goodies you sometimes come across. Also, you can bust open weaker doors with this spell, although it is ineffective against stronger doors.
Psiwave:This is the weakest of the area spells you have access to in this guild. It is handy in newbie levels or when you're out of sp, but it is outclassed by higher damage spells at more advanced levels.
Sixth sense:This spell, when invoked, gives you the ability to detect and avoid traps. It's useful in some areas with damaging traps lying about. However, do not bother training this spell if your race can already detect traps.
Astral projection:This is the spell that is the envy of many other guilds. Invoking this spell takes you and every player in the room to the Limbo, which is probably the easiest world trasportation system to use. It is because of this spell you will find no Psionicists whining about the Planet of Eternal Darkness (Sosel). This spell will cutdown on the time that you and your party will spend on getting around the MUD a lot. However, note that Limbo is filled with stunning Sandworms which will attack you if you're over level 19. Be sure to have focus root chakra spell up before casting this spell and make sure no one who doesn't want to be taken to the Limbo is in the same room.
Frighten:Useless against mobs and fun in an annoying way against players. This spell sets a player's wimpy setting higher and don't let them change it back until the spell wears off. And mobs don't wimpy anyway, making this spell useless against them.
Forget:This spell has the effect of interrupting a skill/spell and maybe paralyzing the victim for a round or so. It can go very nicely with the danger sense skill. However, most bigger mobs cannot be interrupted. The biggest mob that I've been able to interrupt reliably is Carnifex, who is worth around 35k-50k exp.
Project force:This spell is probably your best weapon against monsters that are immune/resistant to asphyxiation and psionic damage, such as undeads. Although it deals physical damage which is blocked very well by armor, this spell's nice to have since you can invoke it in 1 round if you have focusing and concentration trained up high.
Levitation:This spell allows you to walk on water, which will keep you from drowning. Note that you will still drown if you're completely underwater, like the bottom of a lake.
Unstun:This spell is very handy to have, especially against stronger foes where the tank getting stunned can be fatal to the entire party. Although IW-type spells offer some protection against getting stunned, it is not a 100% protection. Having this spell trained and mind linking to the tank ensures that the tank gets stunned for no more than 2 rounds. A fun, although not really practical, little trick with this spell is linking to yourself and spamming this spell on yourself against stunning mobs. Even if you get stunned, the uninterruptible nature of psionic spells will allow the invoking of this spell to continue and you'll end up unstunning yourself.
Focus heart chakra:This is the heal spell of the guild. It can only be cast on yourself. It is special in that the spell only requires 1 sp to cast, but the cost varies depending on the amount of hp healed. That mean you can go into negative sp/ep with this spell. This also means that if you fail this spell, it will only cost you 1 sp. Healing when you're just 20 hp short of max hp means that the spell will cost a miniscule amount of sp and ep. It also means that you're unaffected by world effects on magic cost-efficiency wise because even if say, being on Crypt makes your healing spell less effective, you'll only pay the cost of the reduced amount of hp gained. The maximum effect of this spell, 200 hp healed, costs about the same as the Monk spell, lesser chi heal.
Summon psisword:This spell allows you to summon a psisword, which is a thin blade that deals mostly psionic damage. With both focus root chakra and this spell trained, this spell will summon a psisword that has weapon class of around 30. At higher levels with better int and wis, the sword's wc rises a bit, probably to the max of wc 40. If you are a limbless race, do not bother training this spell as you cannot make use of the psisword. In my humble opinion, this spell is not worth training past 60% as with the money you use to train this spell, you can buy yourself a gnaw or a golden rapier which will be a lot more effective at killing things. It is better than the newbie dagger though. And psiswords are fun to have lying around and laugh at non-psis as they try to wield them.
Resist pain:At 100%, this spell gives you 400 extra hp for around 15 minutes. This spell is a must have when soloing or against monsters that does damage to the entire party.
Minor psionic resistance:This spell gives the person of your choice 25% resistance to psionic damage. A must have against tougher mobs that deal psionic damage.
Psiscream:Your more powerful area spell. Can deal more damage than psiwave.
See aura:This spell allows you to determine what alignment a mob or a player possesses. The meaning of colours of the auras can be found in the guildbook, Upanishad. However, this spell gets replaced in the later levels by the spell, mind probe, which gives information on alignments along with other information.
Focus crown chakra:This spell increases your max sp by 150-300. While not too useful at lower levels considering that it'll take a while to regen back the 200 sp it costs along with the increased max sp. However, at higher levels, this spell can be very handy if you can regenerate the spell points quickly enough. More max sp means more prots and more blasts you can dish out in one go without regenning, which is often crucial when taking on tougher mobs.
Focus root chakra:This is the Psionicist's version of the spell, iron will. It keeps you from getting stunned. And stuns are bad. Note that this spell does not offer 100% protection against stuns. And since the eq you will be wearing probably won't offer much AC, you will tend to stay stunned if you do get stunned. If you're fighting mobs that stun and do enough damage to kill you if you ever get stunned, you *will* die. This spell will fail you sooner or later so don't be too surprised if you get stunned even with this spell up.
Zeal:This spell, which can be only invoked during combat, works like the Bard spell, morale except it works on only one person at a time. It basically gives a small (more or less unnoticeable) bonus to the attacks of the person it was cast on. It prevents the person from panicking when wimpying or fleeing. Not terribly useful.
Suspended animation:This spell, although the help file says speeds up regeneration, does not actually in my experience. I've seen no increase in regeneration other than what I get normally while sleeping. It basically makes you sleep, unable to awake for 3 minutes or so. I heard that its most useful aspect is that it allows you to sleep even if you're of a race that cannot sleep normally so you can get surgeries from biomancers. More or less useless.
Telepathic probe:This spell allows you to see if the monster you're fighting is whether immune to psionic damage or has psionic resistance spells up. It does not reveal the monster's natural resistance to psionic damage, such as a yaag-nesh's 50% resistance or a gnome's 100% vulnerability.
Force shield:This spell gives you around 140 extra ac for a while. This spell can be used to prot the party tank or yourself. Having higher ac tends to help you resist stuns, so having this spell up while soloing stunning mobs can be worth it, especially at higher levels when you can regenerate spell points faster and afford the high cost of this spell.
Recall weapon:This is a nice spell to train if you ever use weapons. Whenever this auto-spell works, when you drop your weapon, it will automatically fly back to you. With this spell at 100%, you will rarely drop your weapon. And without this spell, you will drop your weapons a lot, considering the pathetic dexterity stat of the guild. A recall costs 10 sp and you will pause whatever you're doing for the round you dropped your weapon. For example, if you were casting a spell, your spell will be delayed for one round.
Death grip:This spell probably will be your main blast until you get access to psychic crush at guild level 20. It deals asphyxiation damage, which, like psionic damage, ignores armor. However, note that it is affected by the elemental balance unlike psionic damage, which can both hinder it or aid it depending on the state of the balance.
Channel energy:Affectionately known as "Whoosh", this spell allows you transfer your sp to another player. It is very helpful if you find yourself regenning spell points faster than others in your party. You can transfer your sp to them and not just sit around. Find that monster's strong against every type of spell you can throw at it? Then transfer your sp to someone who can do better damage. Find that abjurer needs a little more sp to protect the party? Transfer your sp etc. etc. Note that this spell is very draining on your ep. The sp cost for this spell is 10sp + amount of sp transferred. The ep cost is around 22% of the spell points you set to be transferred. Also, there is 10% tax on sp transferred, so if you channelled 500 sp, the person would receive 450.
Focus belly chakra:This spell will restore your ep to the max in exchange for your sp. Note that this spell requires 200 sp to cast, but that is not the real cost. The cost is 2 sp per ep restored. That means if you restore yourself 10 ep, the cost of the spell will be 20 sp. And if you restore 300 ep, the cost will be 600 sp. This spell can be very helpful as you may find yourself running out of ep faster than sp when soloing at higher levels. Also, meditation and channel energy can be draining on ep and this spell is helpful if you can afford the sp.
Phaze shift:This is your teleport-to-guild spell. It is handy to have, as it gives you quick access to a city where you can sell things, gate tax-free. It can also be used as a spell to get away from a dangerous area quickly since it takes only one round to cast with focusing and concentration trained. One thing that sets this spell apart from other home spells of other guilds is the regeneration room of the Psionicist guild. The room that houses the Upanishad also grants highly boosted rate of sp regeneration when a psionicist is in it. It is the place where you can regen the fastest on the MUD, even more so than a pub or the Chat Martello. So just phaze shift back to the Psionicist guild when you're out of sp, get to the room and you'll be good to go in moments.
Telekinetic barrier:This spell grants 15% physical resistance for 80 sp and 35 ep. That's a quite good deal for the cost considering that a psionicist has not much use for his ep, unless he's using channel energy extensively. Whether invoking it on yourself while soloing or on a tank in a party, it's a spell that offers considerable protection for its cost.
Psychometry:This spell is the basically the same thing as the spell identify. It is useful when trying to determine what type of bonuses or statistics a piece of equipment grants, or when determining the value of your loot. What the hazes and mists signify can be found on this web page: http://www.misternaughty.com/tec/gid.html
Psychic storm:This is the strongest area attack spell in your arsenal. While it is slow to cast, it does a considerable amount of damage. It is quite useful as an opening spell when there are more than one non-aggressive monster in the room.
Mind probe:This spell grants you the ability to consider any type of monster that has a mind. This is basically an extended consider skill. It gives you various information on the being you're using it on, such as their alignment, level compared to you, and hit points compared to you. Note that this spell does not give information on the skills the being possesses contrary to the help file.
Cure mental illness:This spell allows you to cure mental illnesses. It pays off to have this spell trained up high. At higher levels, when fumbles actually begin to have effects other than double cost, fumbling a psionic spell will give you a mental disease. Without this spell, you're stuck with a disease until someone else cures you. Also, for some reason, mental diseases are the most prevalent of the three disease types on this MUD, so you'll have plenty of chance to help out other players with this spell. Note that some mental diseases cannot be cured when you're not sufficiently trained in this spell.
Focus solar plexus chakra:This spell gives you sp in exchange for making you hungry. It tends to give less sp then meditation during the same amount of time, although the effectiveness is quite random. Unless you have an inventory filled with food or have a biomancer to satiate you, this spell will not come in too handy. One saving grace of this spell is that it can be cast during combat, so when you're out of spell points and your tank is still duking it out, you can regain some sp with this spell during that time.
Psychic sight:This spell gives you the ability see magic, invisible beings, and use mind sight. Do not train this skill if your race can do those things already. It can come in handy when you cannot see, mostly because it grants mind sight. Note that this spell has the same chant as the Bard spell, minstrel sight. I personally blame lazy coders.
Paralyze:Fun, but not practical. This spell is capable of paralyzing smaller monsters for few rounds. It will rarely work against tougher monsters (anything worth more than 5k exp) and the spell points probably would have been better spent dealing damage with your offensive spells. This spell works just fine against players though. You can keep a player paralyzed for a long time by repeatedly casting this spell.
Psychic crush:This spell is the strongest weapon of a psionicist. At higher levels, this spell will be your main offensive spell. 1000 armor-ignoring damage unaffected by the elemental balance is always handy.
Intellect fortress:The most useful aspect of this spell is that it prevents paralysis. There are very few spells that can protect against paralysis and this is one of them. So have it trained. You never know when you might need it.
Major psionic resistance:This is the other psionic resistance spell. It stacks with the spell minor psionic resistance to provide protection against psionic damage. Against monsters that deal a lot of psionic damage, this spell is a must have.
Psionicist is not a skill-based guild. Much of their skills work with or aid their spellcasting abilities. Note that currently, there are skills that are useless/buggy so beware before maxing out a skill.
Attack/Dagger/Bludgeon/Thin blade:These are the melee-related skills the Psionicist guild gets access to. While psionicists are not really known for their melee prowess, they do have access to descent varieties of weapons. Out of the three weapon types Psionicists can use, the thin blade stands out as out of the all the caster-ish guilds, Psionicist is the only guild that can use them effectively. Thin blades are the probably one of the easiest and cheapest type of weapon to acquire one with descent specials. Psionicists don't do too much actual melee damage and most of the melee damage you deal will be the result of weapon specials. Thus getting a weapon with a descent special will help greatly. I suggest getting a golden rapier or a glammring, although the dagger, Gnaw, is another good choice even though it does not have as powerful a special. Another good affordable weapon with a good special is the bludgeon, Club of Conductivity.
Dowsing:Don't bother with it. That is all.
Consider humanoid:This skill allows you to guage how powerful a monster is compared to you. Using it before attacking a monster to guestimate whether you will be able to take it. Since most of the mobs in this MUD are humanoids, with this skill, you'll be able to consider most mobs before taking them on. Note that at higher levels, this skill does not give a good estimate whether you can take on the mob or not as higher level monsters are designed for parties of multiple players.
Spirit eye:This skill allows you to see how many rounds are left on your spells. It is very handy to have when you are doing blast and runs on a mob. If anything, it's fun to watch it count down.
Meditation:This skill is crucial as it helps you to regerate SP quickly in exchange for ep. It is especially handy at newbie levels since as a psionicist, your ep won't be going anywhere since you don't have any other skills that uses up them up. Having this skill trained up enough so that you will be able to meditate reliably will significantly cut down on your regeneration time. Also, this skill cancels any mind link you have up and establishes a link to yourself. The amount of sp restored is twice that of the ep cost, which varies.
Crystalmancy:This skill, when used on a gem, turns in it to a focus for psionicists. Having the gem in your inventory allows you use the focusing skill to reduce your casting time. The focused gems can be used as helds although they do absolutely nothing currently, even though the help file suggests that they give bonus to one of the chakra spells depending on the gem. The main use for this skill is for use with the focusing skill. Don't bother training it too high since you'll most likely use it once a boot or not even then if you have enough storage to store the focus gem you made. Note that this skill can be used on fake gems, which is handy since using it on otherwise useless gem won't cut into your dues/cash and you can't sell it off to a shop accidently.
Concentration:This skill is a must train. It will drastically cut down on your casting time, especially when combined with the skill focusing. Being able to cast spells quickly is a necessity, especially when soloing where you need to get off spells quickly before the mob does too much damage to you or when your party is fighting a powerful monster. This skill is one that you must max eventually.
Focusing:Another must train. This skill works like concentration, except you need a focus gem created using the crystalmancy skill in your inventory. Another must max. Consider this: With both focusing and crystalmancy working as they should, focus heart chakra, a three round spell, now takes one round. You've cut down the casting time to third! Having those two skills at 100%will make your life as a caster immensely easier.
Incense burning:This skill, while useful since incenses speed up your ep regeneration drastically, is made more or less useless by the rather expensive cost of incense candles. At shops, the candles cost 120 per pop, which makes making regular use of this skill a heavy drain on your bank account. I would not bother training it too high, but would get it to 60% while it's free to train, gold-wise.
Psychic surgery:This skill allows you to perform surgeries which restores stats lost from deaths or diseases for other players. You can restore any stats with this skill and perform it on races who cannot sleep, unlike the biomancer version of the skill. However, note that fumbling this skill will result in permant stat loss on the player, so do not use this skill if it is not trained well.
Mental translation:This skill supposedly allows you to understand what someone is saying in their native language if you're mind linked to them. However, it seems buggy at the moment. Currently, it does not work if you're mind linked to the player/mob, but works if the player/mob mink links to you and says something in their native language. Needless to say, the application for this skill's limited currently. Do not bother training it unless the bug/feature has been corrected.
Telepathic dodge:Do not train this skill lightly. While it is not mentioned in the help file, if you have this skill trained, it will sap 4 sp per attack the thing you're mind linked to lands on you. For example, if you're fighting a mob with 6 attacks per round and you're mind linked to it, you're losing around 24 sp per round. Which is a significant drain overtime, especially considering how the rate of dodging is so utterly, for the lack of a better word, crappy. Perhaps it's better for those with better agi or smaller size, but the drain on sp is just not worth it in my opinion. And the kicker is you can't turn this skill off. If you want to use a spell that requires a mind link or benefit from the much more useful skill, danger sense, you have to put up with the drain if you have this skill trained at all. I would not train it unless you find yourself with more sp then you can possibly ever use.
Danger sense:This skill allows you to see what skill/spell the mob/player you're mind linked to is using/casting. With a proper trigger, you can warn the whole party what the mob is about to use, which helps it to avoid nasty spells/skills. It is also handy while soloing, especially if you're fighting mobs capable of casting powerful spells.
Hypnosis:For some reason, this skill is a bulk 1 skill, unlike all the other spells/skills in the guild. That means if you're wearing any type of eq that's higher than bulk 1, you will get penalties to skill. Also, it also costs you the opening blast to use since it can only be used at the start of the battle. Additionally, the monster that is weakened to psionic damage by this skill cannot be weakened to other damage types, which makes this skill fairly useless in larger parties. And the effect is rather negligible. You will most likely not even notice the increase in damage. Further more, if you took the Ordo Incursus secondary guild, you get access to the spell, mind saturation which does the same thing, without the bulk limitation or the start-combat -only limitation. Overall, useless, especially considering that this is a level 20 skill and will be expensive to train.
And that's that. Oh, one last tip: Katherine bothering you with her spam? Stop anything being said by her from appearing on the screen by typing "ignore katherine".