- Strong: Damage, interrupts, prevent interrupts, spr
- They offer decent offencive spells (most damage potential for single target & moderate area ones), some protecting spells (force shield, mirror image), a way to travel between players (phaze shift) and back to one specific point (mind store), easy to explore new places (invisibility & levitation), they have a way to make you regen faster (meditation), they have a way help others regen faster and in safe (force dome), they offer one of the highest spell point regenerations in the game, they don't require you to carry a regent pouch, they introduce the player to one most(?) important aspect in combat (every psi spell can stun) and way to be immune against them (iron will).
- Psi's are also the only guild in game able to cast spell that prevents skill & spell breaks (mesmeric threshold), protection against ambushes (enhanced awareness), spell that slows down targets skills & spells (physic shackles) and a spell that will render the target paralyzed. They also posses the most effective Player versus Player spell that makes the target to forget her/his/it spells for several minutes and also spell that allows you to know exactly what people write in the room where you cast it. They are also able to cast spell that will make them appear like someone else.
- Weak: Single type, high sp cost, reputation
- Having only one damage type will make you totaly useless when facing 100% resister monsters or undead's (yes, undead's do have minds but they are immune to psi's still, while mindless wooden boxes takes your blasts without problems). This is the number one reason why party leaders are worried to take psi's to their partys. Best, but also most expensive, way to counter this is to gain access to second offencive capabilities possessing guild. Second best (but greatly more ineffective) way is to cast Physic Purge on those resisters. Easiest would be simply skip or let others handle the trouble ones if possible.
- Psionic spells have worst damage/sp ration and no ways to reduce it except having the spell % higher than 90 or having the boon "improved moon".
- As the guild uses reputation for determining just about everything, you need to collect it as having most experience points wont make you best psi in the game, but having most reputation might do.
- Style: Spiker
The spells have one of highest spell costs in the game but they also have highest damage output. This leads to a fact that monsters that need several blasts without a pause will make you run out of sps probably first in the party. Monsters that need only one blast and those monsters that are killed with fly-by-attacks (in, blast, out...) are where psionicist shine. Blocking undead monster(s) that have lot of hit points in a non-summon/relo/dim area is your worst nightmare. - Attributes: Int & Wis
Psionicist's need both Int and Wis opposite unlike any other magical guilds. Here is a breakdown what spells need what.- Int: Psychic shackles, Mindseize, Mind development
- Wis: Psychic purge, Paralyze, Enhanced awareness, Mesmeric threshold, Transmute self, Phaze shift, Spellteaching, Forget, Mental glance, Levitation, There not there, Terror, Mind store, Mental watch
- Int & Wis: Psychic storm, Physic crush, Psychic shout, Mind disruption, Psi blast, Psibolt, Force Shield, Mind blast
- If you focus only on Intelligence you end up doing lousy job in the unique part of psi, hampering targets. In the other hand, if you focus too much on Wisdom you end up with a low spmax and doing lousy damage. Also a bad thing as you end up making less damage than other guilds while psis are expected to use their excellent damage output. With the present race and attribute system, you cant be master of both.
- Race(s): Vampire, Duck, Elf, Thrikren, Drow
- The race should give you decently Int and decently Wis to allow you to squeeze most from being a psi. Also getting a good spmax would ease the high spell cost problem. Besides of those, anything goes.
- Water, seeing magic or invisible creatures are not a problem as you get spells to counter those from the guild.
- Skills: CG & CP, KoMD & ToMP, QC, DC, rest, CC
- Lets get the basics straight. Cast generic (CG) & Cast psionic (CP) are two skills that need to be at your highest %. Next highest percentages should be Knowledge of Mental Defence (KoMD) & Theory of Mental Power (ToMP).
- After the basics are cowered, next should come Quick chant (QC) to speed up your now working foundation. After that, next highest % you should have in Damage critically (DC) to enhance your damage output.
- Rest of the skills percentages are not that important what % they got except Conceal Spellcasting (CC). When it is needed, it needs to be near 100. So either forget the skill or train it high, but be aware that is expensive skill and rarely needed.
- Spells: Mindseize & Single, Paralyze & Shackles & MeTh, Area & Purge, Rest
- To collect that precious reputation (to enable you to train KoMD) you have to cast Mindseize on monsters, successfully, and be in the same room when it dies. It is also the most sp effective stunning spell there is, even if it works only once per monster, so keep it at highest spell %. At least until you get KoMD to 100. Also you should keep your best single target offensive spell (Mind blast, Psibolt, Psi blast, Mind disruption, Physic crush) at same percentage so that you can deliver reliable damage.
- Next highest % you should have in Paralyze, Physic Shackles & Mesmeric Threshold. If you are there for hampering the monster, you better do that job well. When you get access to MeTh, it has to be around 85% so that you can cast it on others.
- After that should come your best area spell (Physic Shout, Physic Storm) and Physic Purge, unless you have second guild that gives more damage types. Even then its good idea to keep purge at high % to lower that resistance enough to get shackles in.
- Rest of the spells can be what ever percentages you see fit, they are not that essential. Phaze shift is handy if you don't have navigators and Mind store is great when making cash/training.
- Unstable mutation is better left alone until you get some good % at it, as the drawback effect otherwise makes you having negative hit points.
- Boons & Banes:
With equipment, race and experience points you can compensate almost anything in the guild except one thing, and that's high sp costs. Thus Improved Moon has more value than to other caster builds, but you should still go with the usual fmeta, +int, +spr and so on. - Equipment:
- Ring of Medusa (+6 Int, +2% paralyze) is most hardest items to get (with your name) as the monster having it is undead but it is also one of the few items that gives bonuses to psionic spells.
- Cloak of Mindcraft has quite random stats but they all increase psi skills or spells.
- Staff of the Leech Overlord increases both main blasts, but by random ammount.
- cyan gaiter +4% to cursh and +4% to ToMD.