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The Psionicists Guild
Psionicist Information
The Psionicists balance the usage of fighting and mental disciplines according to their needs, and this flexibility is great advantage. Their primary advantages include strong offensive and defensive fighting techniques, and the same can also be said for mental disciplines. This guild is not affected by silence due to the nature of mental foci. Psionicists are perfect for any kind of fighting, depending on the path you choose.

Alignment: Any
Deities allowed: Any

Location of Guild: From Mithris West Gate go all ne, 4e, u, se, e, d, e, ne, e, 2n

Psionicist Skill Trees:
Mental - 350

Guild Changes:
- Wed Jul 23, 2008 - Leonidad - A new spell has been added to both the Wizards and Psionicists - Mental Restoration. With this spell, you may restore levels lost by an imperfect resurrect. The resurrect spell Shamans, Clerics, Priests) has been altered to track what skill has lost levels and how many, and will remain on a player until that player chooses to advance at a guild or dies again. Naturally, normal raise dead spells and shrines will not track lost levels and so will not be restorable. Any problems which pop up should be directed towards Chaos.
- Sat Jul 18, 2009 - Leonidad - Pyrokinetics and Cryokinetics recoded to affect armour or weapon damage output/absorption but not to damage/permenantly destroy the object. Both spells also given fail rates.
Psionicist Advancements

My deepest thanks to Sabaton, and Sarkkan for thier assistance in providing both plans and insights into the inner workings of the psionicist guild. The path a psionicist must take is pretty much straight-foward, and the plan provided gives a good glimpse into the working of the psionicist guild..