Mentalism

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Revision as of 06:29, 19 October 2014 by Gorgonzola (talk | contribs) (Added note about Phrenology critical-hit chances.)
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The power of mind over matter: psychic powers! This combat ability focuses on recovery and restoration, but it also has multiple damaging abilities.

Mentalism is a skill that makes use of Psychic energy to both attack and support. It is learned from Echur in Serbule Keep after completing a few errands. Further skills are purchasable from Mu in Myconian Cave with sufficient favor. Advanced Mentalists can gain critical-hit chances to their attacks by studying Phrenology.

Group Mechanics

If you're in a group with multiple Mentalists, the same "wave" ability only stacks up to 3 times.

Advanced Abilities

Ability Learn From Req. Misc. Notes
Revitalize Mu  ??? Heal yourself or a selected ally. Equipment that boosts Reconstruct healing also boosts Revitalize healing. Special: Target is healed for [15/25/40/60/75].
Mind Armor Wave Mu  ??? You and any nearby allies become resistant to attacks that invade the mind. Special: +3 [Psychic/and Trauma/and Poison] Mitigation
Electrify Mu  ??? Blast the target with electricity. Damage: [30/50/75/110] Electricity.
Pain Bubble Mu  ??? Encase your enemy in a bubble that seems to protect them from direct damage. But when the bubble bursts, they take 150% of the damage they thought they avoided. Special: Bubble lasts for [5/6/7] seconds or until [200/300/400] damage is absorbed.

Abilities

Mentalism Abilities