Dark Age of Camelot Wiki
Mentalist class icon
Mentalists are pure casters with the ability to heal their realm-mates and control the minds of their enemies. Much like the other casters of Hibernia, the Mentalist researches and studies the ways of nature's magic through the Sun, the Moon, and Mentalism.

Their training in Mentalism provides them with crowd controlling spell elements, which prove very useful when in the frontier. Their healing abilities make them wonderful backup healers. In addition to the offensive power granted to Mentalists by their pets (which they get by charming monsters), they also have damaging spells, some with helpful secondary affects.

Attributes & Races[]

Celt 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Elf 70 + 45 75 + 23 75 + 15 40406060602% Slash3% Thrust5% Spirit
Lurikeen 60 + 45 80 + 23 80 + 15 40406060605% Crush5% Energy
Shar 60 + 45 50 + 23 50 + 15 60806060605% Crush5% Energy

Abilities & Specialization[]

409s Sprint
400s Quick Cast

Way of Light
Way of Mana

104s Cloth

209s Staves

Master Levels
2608s Stormlord
2706s Warlord

Sub Classes
0s Forester
0s Guardian
0s Naturalist
0s Stalker

496s Alchemy
498s Armorcraft
485s Basic Crafting
489s Fletching
488s Spellcrafting
492s Tailoring
499s Weaponcraft
497s Siegecraft



The mentalist has three main functions in Player versus Enviroment scenarios. The first is damaging, either from the specialized spells they obtain through training while leveling or through the services of a charmed pet. When leveling solo, it is a good idea to abandon the pet (light spec line) in favour of the Mana or Way of the Moon spec line. This allows the mentalist to execute highly potent Damage over Time spells (DoTs), as well has cast Heal over Time (HoTs) and also enable high power regeneration through power regeneration spells.

The second function of Mentalists during PvE (in a group scenario) is to use the power regeneration spells on each member of the group. This allows the group to have power to cast spells during the encounter. Additionally, Mentalists may also confuse monsters when the pull is too large (Which may allow monsters to fight themselves instead of the players).

The final function of the Mentalist in player versus enemy is either the Healing or the Healing over Time of allies. This allows mentalists to be substitutes for when a group does not have a healing class. It also allows the mentalist to fight more monsters with less downtime (because of excelarated regeneration of both health and power).


Realm Abilities[]

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

Ras Augmented Acuity
Ras Augmented Dexterity
Ras Mastery of Magery
Ras Wild Power

Ras Augmented Constitution
Ras Mastery of Focus
Ras Mastery of Healing
Ras Physical Defense
Ras Toughness

Ras Augmented Quickness
Ras Augmented Strength
Ras Ethereal Bond
Ras Lifter
Ras Long Wind
Ras Mastery of Pain
Ras Serenity
Ras Veil Recovery
Ras Wild Healing
Ras Wild Minion

3010s Purge
3031s Static Tempest

3006s Mastery of Concentration
3026s Negative Maelstrom

3001s Adrenaline Rush
3005s Concentration
3000s First Aid
3008s Mystic Crystal Lore
3009s Raging Power
3002s Second Wind
3036s Strike Prediction
3007s The Empty Mind

Realm Rank 5 Ability[]

Name Selective Blindness
Reuse 5 minutes

Instant spell that will make a player(s) or pet(s) unable to attack the Mentalist for 20 seconds (not affected by resists). Any offensive action taken by the Mentalist on the affected target will end this effect. This spell is castable at 1500 range, with a 150 radius.

Useful Artifacts[]


Other Useful Items[]