Psionics character build (Enderal)

This guide is to provide players with information on how to setup a **psionics build**, which is a **mage specialised** in Psionics (Enderal). It might be more daunting to start it with, compared to a Battlemage character build, but there is a lot of potential of become more powerful and being able to affect behavior in combat, is not something offered by an Elementalism specialisation.

The main downside of this specialisation is the fact that many spells only affect creatures and humans, while elementals, mechanoids and the undead are unaffected by all spells. Fortunately, this large disadvantage can be sold with the **Abyss** memory, which can be attained around level 10+ and also make many spells more powerful than before. In the early stage though, the player should also equip a few Elementalism spells for raw damage.

## Equipment and spells

### Important spells

The first spell the player should acquire is Psychosis, as this spell is able to inflict the Mesmerise effect. This will open the door to secondary effects of other psionics effects. A good anti-mage spell is Counter and should be acquired early. The third spell is Mesmerize, this should make bartering more favourable, though one must cast the spell undetected upon the intended target. Panic is a nice spell to prevent becoming overwhelmed or for divide-and-conquer combat. Dreameater and Psionic Push are also welcome in the arsenal of this build.

Soul Trap and a summoning spells are recommended, the former for recharging enchanted weapons. Revive

### Lesser important spells

A good Elementalism backup spell is Fireball, mostly for the undead. Shock spells can be considered as mana-drain spells against mage. Blessing of Life, Divine Shield and Protection from Magic are nice buff spells for combat. Spell Ward Spectral Chest. Magelight are nice utility spells.

### Armor

Armor is of secondary importance for this build

### Weapons

The first weapon which should be acquired when Ark is accessible, is the weapon Blood Needle. This weapon does the same as Psychosis and when the weapon becomes outmatched in melee damage (very early), its Enchantment can be learned at an Arcane enchanter in order to pass this effect on to a weapon of choice. However, melee combat should be used mostly when the mana reserves are near depletion.

## Attributes and skill development

When it comes to the attributes, increasing mana is paramount the until level 10. Then increase stamina just over 100 points, or a bit more. Then continue increasing health and mana 50/50, which can be held on until the end of the game.

### Important combat skills

When it comes to skill development, Psionics (Enderal) is paramount, as this does decrease mana costs of the spells and it makes many spells stronger even without memories. Entropy (Enderal) is the second one, but should be used for summoning other creatures, mostly. Summoning weapons can be used for weight reduction, though a melee weapon with mesmerise is preferred.

## Affinity class, memories and talents

The first important talent to develop is Focus, to at least rank 2. This will lower the mana costs of all spells by about 33% and has no other conditions attached. 25 seconds of this temporarily reduction in combat is very handy indeed. Devour Soul is also a very good talent for this build, along with Entropic Blood. A talent of last resort when the combat turns sour is Psionic Veil, but this can be replaced by any invisibility potion.

The Affinity classes a player should strive for with this build are, Dark Keeper (heavy armor specialisation) or Black mage (Elementalism specialisation) or Spectralist (Phasmalist specialisation).

### Dark Keeper

Spectralist

Black Mage