Eillie's Empath Healing 101

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Archived from http://web.archive.org/web/20150424021032/http://www.dm.net/~aldamus/Mentors/GemStone/Guides/Empath.htm

Empathic Healing 101
by Eillie Lindenleaf (Updated by various Lorekeepers 9/98)
9-26-95


The first thing I always say when teaching empaths is that they've chosen
the most difficult profession in GemStone. While changes to our spell list
in the future may change this, I expect we will always be the least
effective hunters.

One reason is that our training costs for physical skills such as edged
weapons, combat maneuvers, etc. are similar to those for mages and
sorcerers -- but unlike mages and sorcerers, the sword is really the only
way we can effectively fight creatures.

By making informed choices when rolling and training a character, we can
almost, but not quite, make up for our deficiencies. You'll find that at a
certain point, group hunting is by far a better choice than solo hunting --
and that you can often earn experience faster by healing than by hunting.

Just as we depend on others, they depend on us. Herbs and the healer's
tent are expensive, second-rate substitutes for an Empath. You'll find
that folks are really glad to have us around. Most enchanters give us
major discounts for their services. Most people auctioning off extra items
will give us better prices. People don't like seeing empaths die, so when
we do they come to our rescue in a big hurry.

My point here is that power-hungry, anti-social, or violent-minded people
(and I mean this in the nicest possible way <g>) will fail utterly as
empaths. (They might make great sorcerers though!) Those that enjoy
living to help others, who think there's no better feeling than saving
someone's life and getting a hug and the word "Thanks" as reward, and who
prefer roleplaying to "rollplaying," make fine empaths. :)


GUILD SPEAK

Type GUILD to speak Guild Speak. Only other Empaths will hear and
understand you. This way we can talk about stuff that would bore everyone
else ("Left leg please?" "Arathorn's head." "Do NOT heal that guy unless
he asks you to, he doesn't like being seen with any weakness." "Sheesh,
that fiter gave me 20 whole silvers. If I save his life only 56 more times
I can buy one Sovyn Clove!") Type COMMON again to speak normally. :)


TRANSFERRING & HEALING

We heal by taking on the injuries of others, then by healing ourselves.
Healing spells don't work when you cast them at other people. :)

To transfer health point loss to yourself, type TRANSFER <person's name>.
You transfer 5 health points per level (maximum is 75 health points per 
transfer); there is no way to transfer less. What this means is that as 
you advance, you must be more careful that you don't transfer too many. If
you transfer more health point loss than you can take ("overhealing"), you
die. Always check your own health (with the HEALTH command) before 
transferring other wounds! [Don't get caught up in the mad rush for 
experience] Practically speaking, your life is more valuable than anyone 
else's -- because while you're alive you can save many other lives.

To heal yourself, PREP 801 (which is officially called HEAL1) and then CAST. 
This will use one mana point. Be sure you check your mana points on occasion 
-- if you cast a spell that you don't have the power or mana for, it does 
damage to your nervous system. When you learn 806 (HEAL2), you can use it to 
heal more points at a time.

To transfer other types of damage, type TRANSFER (or just TR for short) 
<person> <area>. The areas are: Left Leg, Right Leg, Left Arm, Right Arm,
Chest, Abdomen, Back, Neck, Head. Example of usage: Omnirus has a bruised 
left leg. You would type: <tr omni left leg>. Note: You can shorten commands 
(TR for TRANSFER as well as people's names (OMNI for OMNIRUS) HOWEVER, you 
can not shorten body areas. Those must be typed out in full (LEFT LEG not LL).

To transfer hand damage, use the arm. If there's both arm and hand damage,
the first transfer will take the arm damage, second will take the hand
damage (there is no transfer hand command). Example of hand usage: Antheus 
has a bruised left hand. He doesn't have a left arm wound. You would type 
<tr anth left arm>. You will take the hand. If Antheus has a left arm minor 
and a left hand minor, typing <tr anth left arm> will first take his arm 
wound and typing <tr anth left arm> again will then take his bruised hand. 

Eyes are a little weird in that you transfer them from the head, but then 
use 805 (Organ Repair) to heal them. You don't use 804 (Head Repair 1) to 
heal eyes. Example of eye damage: Otterex has a bruised right eye. You would 
type: <tr otter head> to take the eye. There is no <transfer eye> command. 
If Otterex has an eye wound as well as a head, you would type <tr otter head> 
twice to first get the head, then again for the eye. You will then need to 
use 804 (head repair 1) to heal the head, and 805 (organ repair) to heal the 
eye.

There is also a fairly new verb, TRANSFER <person> <any>, and a new Targeted 
Healing Feature. The <transfer person any> (often called transfer any) allows
the empath to heal the worst wound on the adventurer's body first. Each
subsequent transfer any will then take the next severe ailment. With this
command, you do not need to type in a body part. Example of usage: Azure
has a fractured and bleeding right arm and a bruised left eye. You could
type <tr azure any> and you would take her right arm damage. If you
typed it again, you would take her eye damage. If you typed it once more,
you would take missing hp's. Transferring Any puts the empath in a 3 second
round time per transfer.

Transfer Any...Good or Bad? There have been many heated debates regarding
this command on the empath message boards. A lot of empaths think this 
is a godsend, and a lot think this command is what sparked the downfall
of the empath profession. Pro Any, will argue that it allows younger empaths
to keep up with the speed of healing, it makes healing easier because you
can don't need to aim for a particular body part..Any does it all. Anti-
Any will argue that yes while it does allow younger empaths to keep up, it 
just further pits empaths against each other, whoever can type <tr person
any> the fastest will get the wounds...healing is more now like a race. They
will also say that using transfer any breeds poor empaths...since you don't
have to look at people to use it, empaths tend not to develop their healing
skills. I was told there was a level 20 empath who did not know how to heal
eyes (see above note regarding eyes)!! Eye healing is something an empath
learns at 5th level. Many Anti-Any will say that using it just breeds what's
called a "vulture empath." A "vulture empath" is a an empath who heals people
as they walk in the room, without looking. If you meditate over an adventurer
but he/she isn't wounded, they may frown at you for doing such. The most
courteous thing to do is to at least LOOK or DIAGNOSE the person first (more
on that below).

Targeted Healing is a command that mostly all empaths will agree is quite
useful. Targeted Healing allows the empath to heal specific parts of his
or her body. Normally, all wounds are healed in a very specific order. For
example, you have every limb wound minor (right arm/hand, left arm/hand, 
right/left legs). To heal these, you would use spell 802. If you just 
typed, <prep 802> then <cast>, the first wound to get healed automatically
would be the right arm. Then each subsequent casting of 802 would heal
the left arm, right leg, left leg, right hand, then finally, left hand.
Why was this a pain? Well say you had a left leg minor. You also had a right
and left arm minor. Razonia comes in with a bruised left leg and asks you
for healing. If you took her left leg right now, you would compound that
minor into a bleeding fracture. This isn't good for younger empaths. 
What you would have to do before targeted healing, was to prep and cast
802 until you finally healed your left leg. Then you would be able to heal 
Razonia without penalty to you. But with targeted healing, this is no longer 
a problem. Now, all you would have to do is <prep 802> and then type <cure
left leg>. You are now instructing the spell to heal a specific part of
your body. You can cure all wounded body parts. Example, <cure right
hand>, <cure right eye>, <cure back>, etc. Remember if you type the 
specific healing spell and just <cast>, there will always be a set order
of what will get healed first. CURE is a good way to heal a certain body
part right away.

You can transfer areas as soon as you learn the spell to heal it. Empath 
Circle spells are, in order: 801 (HEAL1), 802 (LIMREP1), 803 (SYSREP1), 
804 (HEDREP1), 805 (ORGREP1), 806 (HEAL2), 807 (LIMREP2), 808 (SYSREP2), 
809 (HEDREP2), 810 (ORGREP2). The "1" spells will let you transfer and 
heal minor damage, while the "2" spells let you transfer and heal medium 
and major damage. 

If you have minor damage on an area and take minor damage there again --
either in combat or by transferring another wound -- you suddenly have
medium damage and begin bleeding. Heal yourself first.

After that, our spell list has several scar-healing spells. You can't
transfer scars from other people, normally, even with these spells. What
these do is allow you to get rid of scars on yourself. Spells 811 through 
814 (LIMREPT1 through ORGREPT1) heal minor scars, spells 815 through 818 
(LIMREPT2 through ORGREPT2) heal major ones. There are separate spells after
that for replacing blinded eyes and lost limbs (819 & 820).

You get a scar when you heal damage. Healing minor cuts and bruises on the
left leg will result in "old battle scars on the left leg." Healing a
severed right arm results in a MISSING right arm -- not a good situation to
be in. However, beyond the scar-healing spells there are herbs that can
eliminate scars and limb loss -- and a special empath trick that leaves
some people rather confused.

Let's say you're at least second level. Oghier hobbles in with a severed
right leg, which I transfer to myself. Since I'm standing, I scream and
fall to the ground. I mumble something about always forgetting to lie
down. Then I cast 807 (LIMREP2). I now have "a fractured and bleeding right
leg" and "a missing right leg." I cast 807 again, and have "minor
cuts and bruises on the right leg" and "a missing right leg." I ask
in Guild Speak, "Someone take my right leg a minute?"

You TRANSFER EILLIE RIGHT LEG. Suddenly I have no right leg damage at all,
and you have only minor cuts and bruises on the right leg now. The scar's 
gone! I transfer the right leg damage back from you and then I heal it. 
You have no scar while I just have a tiny one I can live with. In the trade, 
this is called "cleanup." In order for it to work, you shouldn't heal
major wounds down all the way, just down to minor wounds. The exception is
if you're out hunting; those minor wounds can leave you vulnerable to worse
injuries.

We get no experience points for transferring wounds from other empaths --
otherwise there'd be nothing to stop us from transferring the same wound
back and forth and becoming Lords and Ladies in two days. <g>

We DO get experience from transferring from others, One trick we sometimes
use is to allow lower-level characters to take health point damage from the 
injured, while a higher-level empath takes the HP damage from the lower-level 
empath to let him keep taking more. [Note: unfortunately these days, this
practice is very rare, however you may find older empaths who do this for
younger empaths.]


DIAGNOSING

DIAGNOSE <person> is not particularly useful. It will tell you whether or
not they're injured, but not what the injuries are. DIAGNOSE <person> FULL
will tell you how many health points they have, where they're injured, how
much they're bleeding, and whether they're poisoned or diseased. To use
DIAG FULL though, you have to have both hands free. If you're not sure if
a person is missing any health points, you can either wait for them to ask
for health or "blood" or you can do a <diag person full>. I recommend using
diagnose as opposed to just randomly meditating over people passing by. Many 
adventurers frown upon healers meditating over them when the are not hurt. 
There is also an APPRAISE command. You can <app player> to get a quick 
glance to see where their injuries are.

LOOK is another good choice -- you can quickly see if they have injuries. 
[However a warning with LOOK, people often wear A LOT of things. If you
look at them, their injuries and such will simply scroll off the screen.]
If they're low on health points too, they'll probably tell you
-- or else get in the habit of typing TRAN <person> once after you heal all
their obvious injuries, if you're not low on health yourself. However,
diagnosing is the only way to tell the difference between a freshly blinded
eye and one blinded by a scar.


BLEEDING

Bleeding means you're losing health points at a certain rate per round
(about 7 seconds). TENDing a wound (first aid skill) can stop bleeding
temporarily. The more training one has in First Aid, the longer the
bandage will last and the shorter the roundtime will be. Some people in a
particular secret society have the ability to clot their blood magically;
this will look a little strange to us.

You don't earn experience from transferring health points from a bleeding
character, even if they're doing the clotting trick and aren't actually
losing blood. Get the wounds first if you can.

Poisons and diseases also remove a number of health points per round,
though the amount they remove changes from round to round. Manna bread that
has gone bad can poison you, so ALWAYS sniff it before eating it. Unless
it has a wonderful aroma, don't eat it. Eventually the poison/disease
wears off, but until then, the victim REALLY needs an empath to keep taking
the lost blood. Sometimes a poison can be too much, such as one I saw which
took 160 health points per round. There's nothing to be done about those.
Poisons and diseases are not contagious, so don't be afraid to heal someone
with one -- just watch your own health points carefully so you don't
overheal.

HERBS

Herbs are found in various spots around town and are often found on critters 
and in boxes. This is a list of what they are and what they cure. Ailments 
marked with an asterisk (*) denotes a SCAR. All others are wounds. 


Health Points                                  Acantha Leaf

Limbs
Minor bruises                                  Ambrominas Leaf
Fractured & bleeding                           Ephlox Moss
Severed                                        Ephlox Moss
*Old battle scar                               Cactacae Spine
*Mangled                                       Calamia Fruit
*Missing                                       Sovyn Clove

Head/Neck
Minor bruises about the head                   Rose-Marrow Potion
Minor bruises on the neck                      Rose-Marrow Potion
Lacerations & mild concussion                  Aloeas Stem
Bleeding from the neck                         Aloeas Stem
Trauma & bleeding from the ears                Aloeas Stem
Snapped bones of the neck                      Aloeas Stem
*Scar across the face/neck                     Haphip Root
*Several facial scars/Old neck wounds          Brostheras Potion
*Terrible mutilation wounds                    Brostheras Potion
*Terrible scars from some serious neck injury  Brostheras Potion

Nervous System
Twitching                                      Wolifrew Lichen
Sporadic convulsions                           Bolmara Potion
Uncontrollable convulsions                     Bolmara Potion
*Slurred speech                                Torban Leaf
*Constant spasms                               Woth Flower
*Difficult time with muscle control            Woth Flower

Chest/Abdomen/Back
Minor bruises and cuts                         Basal Moss
Deep lacerations                               Pothinir Grass
Gashes and serious bleeding                    Pothinir Grass
*Old battle scar                               Talneo Potion
*Painful looking scars                         Wingstem Potion
*Terrible permanent mutilation                 Wingstem Potion

Eyes
bruised                                        Basal Moss
Swollen                                        Pothinir Grass
Blinded                                        Pothinir Grass
*Black and blue                                Talneo Potion
*Severe swelling                               Wingstem Potion
*Blinded                                       Bur-Clover Potion


INVASIONS

When big and unusual creatures enter in and around town and start attacking
people, it's a time for extra caution. Find a safe place and stay there!
Don't try to fight the attackers yourself. Again, your life is the most 
precious, for you have to stay alive in order to heal others. If anything
comes into Town Square, run to the Raging Thrak Inn to the northwest, then
go to the front desk (don't check in though). There's an earthnode there, 
which will help you absorb mana as fast as you do in TS, but creatures can 
only rarely enter the Inn. But during normal invasions (ones that happen
outside of town) empaths and clerics often gather at the North Gate. It can
get VERY hectic during these times so remember to keep your cool and don't
overheal.


HEALING THE DEAD

If one reaches negative health points, they will die. They will need a cleric
to resurrect (rezz) them. If a cleric rezzes them and they still have bleeding
wounds, they will die again. When someone dies, often they'll need both
a cleric AND an empath.

If the body is an a dangerous place, drag it to safety if you can. Get
your hands free and diagnose full. Be careful not to overheal, otherwise
there'll be one more person for the clerics to rezz.

When someone is "vaporized" or "incinerated" it means they're not only dead,
they have the most serious possible wounds on every location on the body. 
Severe vaporization (severe wounds on all body parts) can happen when someone
falls from a great height or if they get caught in what's called a void
(caused by a nasty spell called "implosion"). Incineration happens when
people fail to disarm a certain trap from boxes. There are big experience
points there for us, but don't be overeager -- you could quickly find
yourself bleeding at 50 points per round, and then be limbless when you're
done. It's really a job for two or three empaths.


TEAMWORK

The key here is to get people healed quickly, especially those that are
bleeding badly -- while maximizing everyone's chances at earning
experience, and minimizing the scars we're stuck with.

Older empaths should leave wounds and health point damage for younger ones,
handling what the younger ones cannot. However, some older empaths are
unable to hunt for experience because they can't kill creatures 10 levels
below themselves, and can earn experience only from healing. It's
definitely a balancing act.

Watch your experience; when your mind gets numb, bow out for a bit and
leave it to other empaths. If you're at MUST REST (fried), don't 
heal anyone unless nobody else can, because you won't earn any experience 
from it anyway.

If someone asks you to heal them, that patient is yours to deal with unless
you pass them on. Similarly, is someone asks me to heal them, that patient
is mine to deal with unless I refer them to someone else. However, if I've
just eaten a Sovyn Clove and am in a long roundtime, and the patient says
"Help me Eillie, I'm dying," you can help them... or if we've arranged in
advance that you get health point damage while another empath gets minor 
stuff and I get bleeders. (In that case, you'd wait until I got all the 
bleeding before transferring HPs, so you can learn from it.)

Scar cleanup is another big thing, but it takes lower priority than
healing. Unless, for example, someone died and Ravenstorm is about to go
after them with his Transference spell, and he's missing both arms.

Gladiatorial Games are fondly known as the Healer 500. This is the one
time when players fight each other for fame and glory. Nobody dies in
these, but instead fall unconscious and are dragged to the infirmary. Six
empaths can be constantly in a state of MUST REST from this event. :) We
just take turns, usually in alphabetical order, healing losers as they're
dragged in. The key is to get people healed fast, so they can move on to
the next round. If you overheal during one of these, you pass out rather
than die -- but it's still going to mess you up for a while.


QUIRKY PEOPLE

Some folks don't like being healed in public, because they don't want to be
seen as weak. Others will make public comments about "blasted cocky
healers" but are quite nice folks in private.

Many Lords don't want to have their "fractured & bleeding" hands healed,
because they hunt creatures that regularly break them again anyway. This
holds true for people hunting up in the Misty Chamber (often called the
"moon").

Some will be very demanding and fret over the tiniest scratch, while others
will either forget they're wounded or be so shy they'd rather bleed to
death in TS than ask for help. Others roleplay mute characters, so they
can't ask for help without breaking character. Whenever someone taps you on
the shoulder, hugs you seemingly at random, or the like, LOOK at them to
see if they're injured because they might be trying to tell you something.
:)


TRAINING & EQUIPMENT (this gets complex!)

Every chance you get, train in Edged Weapons! The skill costs a bit more
than blunt, but there are more swords and axes out there to choose from
than clubs, maces, etc.

Wear leather armor, and train in Armor skill until you have +40 -- which is
eight times, or 7th level. Armor training will reduce your roundtimes for
using heavier armor. Other types of armor require too much training and can
cause your spells to fail -- and a failed healing spell can be dangerous. 
+40 armor skill will allow you to wear double leather without penalty. 
Double leather is the highest recommended leather type for empaths. When you
can afford to (this will be a while!), try to get the armor enchanted by
a high-level wizard. It's an expensive process but worth it. Enchanting
adds to the defensive properties of the armor. When merchants come to
town, once your armor's enchanted a bit, get it padded against criticals,
strengthened, and lightened.

Train in Shield skill often if you can. This gives you a nice bonus to
your defense.

At level 0, train twice in Minor Spiritual spells. After that try to learn
two spells every year: one Empath Circle spell, and one Major Spiritual
Circle spell. Major Spiritual has some great stuff you can use for hunting
later on: Bravery (11) and Heroism (15) both give you significant bonuses
to your AS. The Minor Spiritual Circle spells up to 3rd level are useful,
but be wary of Spirit Barrier as it lowers your AS while raising your DS.
(It's good for rescue missions, but not for hunting.) [I recommend training
in the major list (200 spell list) every year until you learn 225. Then
stop and move to the minor list (100's) until you learn 150. After you've
learned 150 (a spell that gives you +100 to your Defense-VERY GOOD for
hunting) You should go back to the major spiritual list to raise your CS
(Casting Strength) in spell 214 (bind). You could train in the empath list 
until 810 (or go farther if you want the scar removal spells right away)
and then stop to move to the minor spiritual list until you learn 150.
After you learn 225, I recommend going back and learning all the empath
spells until 850. Empath spells past 820 are not implemented (they are
not working) however, you never know when the gods will finally turn them
on so it's always good to know them.]

[So Spell Recap: 
*Train in empath base list at first until 810 (scar removal spells are
useful to have so if you choose to go farther...go ahead. Some empaths
have trained in empath spells until 814 then stopped. After you stop this
list, move to the minor spiritual list (100's)
*Train in major spiritual list until 225
*Train in minor spiritual until 150
*Pick up the empath spell list, learning one spell in that and the major
spiritual list every year until you learn 850. After you've learned 850, 
double train in major spiritual every year to make your bind spell 
stronger.]

Always double-train in Physical Training until you reach your max HPs.

Double-train in First Aid until about 10th level, then single-train.
[Note: you could opt to single train in First Aid for a while if you
choose]

Double-train in Mana Sharing until you have a +102 in it. At about 7th
level you'll find you're constantly short of power; if you have Mana
Sharing others can send you more when you need it.

Magic Item Use is a good spell to train in. It allows a person to wave
magical items (wands, rods, etc.) However to use some wands, you will also
need Spell Aiming (more below). But there is a certain type of wand, called
a twisted wand that is VERY effective and only requires Magic Item Use Skill
(no Spell Aiming required for this type of wand). Many empaths like to use
twisted wands to hunt because they contain a good sorcerer spell. Also
many adventurers often give twisted wands as tips to empaths because they
know they are an empath favorite. Having Magic Item Use Skill will allow you
to take advantage of those wands!

Spell Aiming isn't terribly useful. None of our spells need it, except for
Fire Spirit (spell 111), which is a ways up the Minor Spiritual list and 
isn't a great spell anyway. :) It also affects one's skill with certain 
wands, but that's an expensive and difficult way to hunt.

You want to train in swimming when you can. You need one rank to swim to the
shrine in the Krolvin area and you need more to get to other hunting areas. 
Train in Climbing maybe once every three or four levels. If you have some 
spare points you can put them into Scrolls, Trading, Perception. Hiding
is fun, but not very useful without Ambush, which costs so much for us to
train in.

Additional training notes:
After you are done in learning necessary spells, it is HIGHLY recommend learning
Combat Maneuvers. It is very expensive to learn (at 20/15) however it
can be a life saving skill to know if you plan on hunting at higher 
levels. If you choose to train in Combat Maneuvers, definitely plan on
training in it by your 30's (30th level or higher). What it
does for you: the biggest benefit is it adds +1 AS to your swing every
two times you train in it. That extra attack strength adds up! It also
allows you to ambush without going into hiding. You can only ambush 
in plain sight using the Combat Maneuver skill (regular ambushing
involves hiding, which is difficult to train in.). Ambushing allows you
to kill critters in one hit! A last and very important benefit is Combat 
Maneuvers helps you to avoid maneuvering attacks. At higher levels, you
will see creatures that will throw lava, rocks or use sweeping attacks. 
CM helps you avoid those. 

The first ten times you train in a skill, it gives you +5. The next ten
times, +4, the next ten +3, the next ten +2, and after that it's always +1.
This prevents high-level characters from being utterly godlike.)


THE FUTURE

The Empath Circle list is going to go through massive changes, possibly
making a good portion of this document obsolete. :) The latest word is
that we will have 5 healing spells rather than 20, and we'll have mental
attack spells to enhance our hunting.

There are already slots for spells 825 and 830 -- Major Forget and
Intensify. Major Forget will make the victim lose its prepared spell and
the mana points required to cast it, and take nervous system damage --
while the caster will have that spell prepared plus the extra mana required
to cast it. Intensify's workings have not been revealed. 

These new spells will mean an increase in our ability to hunt, and an
excellent reason to train in the Empath Circle spell list beyond tenth
level. :)

[Note: Our spell list hasn't been changed yet but we're still hoping the 
gods will do so!]


Final words:

* Always look at a body before healing by diagnose, appraise or look.

* Don't use Transfer Any on people as they walk in the room in order to
beat out other empaths for possible wounds. This is considered being
a "vulture" and is not appreciated by other empaths and the adventurers.

* Do not heal a person if they specifically asked for another empath to
heal them. Only do so if the other empath says it's okay.

* Do not heal a body that an empath has brought in from a rescue unless the
empath specifically asks for help. We have a spell that allows us to 
bring our group from practically anywhere, to the north gate. Learn what
this spell looks like when people come to the gate! Also learn your fellow
empaths so you know who's who.

* Pay attention to what's going on around you and who's there. Many times
empaths will say, "Oh I didn't SEE you healing so-and-so." "I didn't
know you were there." Being perceptive will save you a lot of grief
in the long run (and many dirty looks!).

* With the above, don't heal a body that an empath is with, or traveling
with. Sometimes empaths will run across a dead/hurt body out in the field.
Another empath will walk up and heal the body right away, not knowing what's
going on. If you're not sure what's happening, ask if your help is needed and
be sure to look at the people present to see if they are indeed empaths or not.

* If you're a young empath and you have an injury you can't heal yourself,
ask for assistance IN GUILD, not in the COMMON tongue. Older empaths, when
a young healer asks for help, you should help them if you're able. Remember, 
if the young empaths can't count on their elders, who can they count on?

* Always thank people for their tips. You'll be surprised to see how many
empaths don't thank people for their hard earned silvers/gems and then
turn around and complain that they never get tips! Even if the tip is 10 
silvers, be sure to give them a big smile and hug if you can. Many times
new people don't have much money and will give only what they can. With
that, always welcome people when they thank you. It makes people feel good
when they know you see them and care about their well being. Empaths who
never respond in kindness to other people's kindness will not make many
friends.

* Remember, healing is a privilege, not a right. You do not have to heal
people if you don't want. You have the right to say NO.

* Do get to know your fellow empaths. You will be spending a lot of time
with them and it's good to know who they are. You will find teamwork
is an empath's best friend.

* Be polite, friendly and helpful. Don't steal and kill people. Even if 
it's "roleplayed," thieves and killers do not make many friends (they get 
official in game warnings and pay heavy fines). People who are helpful, 
polite and friendly will make lasting friendships.

* Cookies and chocolate are an empath's main source of existence! You will
find many of us who like to eat. If you have extra goodies, be sure to 
share! :)

* If you don't know something, don't get embarrassed. Ask an older empath
for advice. We all were young one so we know what it's like to be new.

* Watch your health and don't overheal.

* Be sure to leave town every once and a while. There's a big world out
there and it's very interesting to see!

* Most of all, have fun!