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Mindcrafters are the psion Class that specializes in confusing and killing their enemies with their brain. The catch is that the target has to possess a mind for it to work - thus, Mind Blast, Confusion Blast and their upgrades do not work on mindless beings. Worse, linking to undead damages the caster. Until they reach lvl 15 and unlock Telekinetic Blast, the player will have to find alternative means of dealing with both.

Other drawbacks exist. They are very bad at learning spells from books, although they can bookcast if they get lucky with a Potion of wonder or Wand of wonder. Wands are thus very important - though Mindcrafters all receive a wand at the start, a Wand of fire or similar can mean the difference between living through their first battle and getting killed by an outlaw. Linking with corrupted minds corrupts the mindcrafter. Their powers cannot be used without sufficient PP - running out is at best annoying and at worst deadly. The starting equipment is reminiscent of the Wizard. They always start with a random ring, a Ring of stun resistance, 1 or 2 random wands, 2-3 potions and 1-2 scrolls. If the PC is very weak, the starting equipment may be slightly better. Mindcrafters have poor melee prospects compared to other classes, but yet they may find themselves having to engage in physical combat to win most battles until they learn Mind Blast (or Telekinetic Blast when dealing with mindless or corrupted creatures); this is perhaps the main reason they are considered to be a challenging (but still interesting) class to play as. They do gain weapon skill levels more quickly than pure casters and semi-casters (the latter being Priests and druids). Their prospects of surviving the early game are also somewhat challenged by the fact that they do not start with the Healing skill. 

There are a few upsides. Their mindcraft goes through walls (helpful for tension rooms) and cannot be shrugged off, though strong-willed characters can resist it. It cannot miss, which increases the usefulness of Telekinetic Blast massively, and Mind Blast ignores both PV and DV. Confusion is a very powerful status effect, as confused enemies cannot fire missiles, cast spells or even attack consistently. There is also some evidence that confusion prevents humanoid enemies from summoning. They deal better than any other non-Wizard with unwanted wilderness hordes or enemies—one Confusion Wave or Blast can let the PC (and it) escape unscathed. As such, they are a choice for the expert player who wants to think through every fight. Focus on confusing enemies first, then peppering them with missiles, fleeing or engaging in melee before confusion wears off.

Their stats and skillset are tilted towards avoiding strong enemies, raising their willpower and regenerating their PP, and the skills Concentration, Herbalism, Music and Stealth reflect this. They also learn Gemology, which may produce an occasional Crystal of knowledge or Crystal of fire. Haggling is nigh-on useless.

Depending on playing style, when considering a race-class combination for a mindcrafter it might be a good idea to pick the stronger races to play as fighters who leave mindcrafting until later. Gnomes don't lose too much strength, level up fast, have great PP regeneration and have the toughness to survive as purer mindcrafters—Ventriloquism can be handy when you're in need of confusion; Gemology is trained too. Dark elves add Alertness and Find Weakness to the skillset at the cost of strength and toughness. Drakelings level up more slowly but have Alertness, added strength and endurance, and the life-saving acid spit.

Basic Information Edit

Manual Description Edit

Mindcrafters use a very exotic and very different magic. They utilize their mental powers to evoke astonishing effects. Mindcrafters are very rare and only few people have ever heard about them. While they are physically weak, they are mentally extremely strong and resistant.

Base/Typical Stats Edit

The base stats for grown up male mindcrafters are tabulated below; female characters will have approximately -1 Strength and +1 Dex, and young characters have slightly less Strength, Learning and Willpower. These stats were generated using the method described on the Talk:Archer page; except with star sign factored in. Variations of +/- 5 to each stat will usually exist; or even more if the question system is skipped.

Mindcrafters receive a large boost to Willpower and have good Learning and Mana scores, whilst taking a considerable penalty to Strength.

Race St Le Wi Dx To Ch Ap Ma Pe
Human 10 17 16 13 12 11 11 13 12
Troll 18 7 13 10 22 7 6 8 8
High Elf 10 18 14 20 10 11 15 17 17
Gray Elf 10 18 16 18 8 9 20 20 17
Dark Elf 9 14 19 20 11 8 13 21 16
Dwarf 12 15 18 12 16 10 10 13 13
Gnome 9 15 14 16 13 13 11 18 13
Hurthling 6 14 16 20 14 13 11 10 12
Orc 14 11 16 13 16 9 8 8 10
Drakeling 13 14 19 12 16 11 9 13 11
Mist elf 8 21 16 18 8 9 24 23 19
Ratling 10 14 16 17 16 8 6 13 16


Starting Skills Edit

Skill Typical Value Typical Modifier Available Ingame?
Concentration No
Gemology No
Haggling N/A
Herbalism Yes
Literacy Yes
Music No
Stealth Yes

Crowning Gifts Edit

Mindcrafters have a very desirable gift set overall, though perhaps most of them might be disappointed to receive the staff of the Wanderer instead of armor as wielding the staff forfeits the benefits of wielding a shield. The staff does still provide its own defensive benefits, as well as a boost to Toughness which may be helpful to mindcrafters.

Special Abilities Edit

Class Abilities Edit

  • Mindcrafters, as might be obvious, have exclusive access to the powers of mindcraft (details of which are found on the corresponding article).
  • Heir gift: Empowered robes of protection (typical stats [+0, +5]).
  • It is very difficult for mindcrafters to learn spells from books. Even with every possible bonus to book learning they will still frequently suffer mishaps when reading spellbooks.

Class Powers Edit

  • Level 6: The number of turns required to recover from confusion is reduced. This works independently of, and stacks with, intrinsic confusion resistance
  • Level 12: Can use telepathy to indicate the number of monsters on the level.
  • Level 18: Gains +1d6 extra PP per level
  • Level 25: +5 bonus to Willpower
  • Level 32: Amount of corruption incurred by using mindcraft on a monster with a corrupting attack is reduced
  • Level 40: Gains +3d5 extra PP per level (stacks with level 18 class power)
  • Level 50: Damage received from mindcrafting undead monsters is halved

Starting Gear Edit

All mindcrafters start the game with

Race specific gearEdit

Human Troll High Elf Grey Elf Dark Elf
Dwarf Gnome Hurthling Orc Drakeling
Mist Elf Ratling

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