Empathic Assault (1110)

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Empathic Assault (1110)
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt & Warding 
Target(s) Single 
Interval One-shot (special) 
Damage Type Hitpoint 
Critical Type Plasma 
Empath Base Spells
Harm (1101) Attack
Heal (1101) Healing
Limb Repair (1102) Healing
System Repair (1103) Healing
Head Repair (1104) Healing
Organ Repair (1105) Healing
Bone Shatter (1106) Attack
Adrenal Surge (1107) Utility
Empathy (1108) Attack
Empathic Focus (1109) Defensive
Empathic Assault (1110) Attack
Limb Scar Repair (1111) Healing
System Scar Repair (1112) Healing
Head Scar Repair (1113) Healing
Organ Scar Repair (1114) Healing
Wither (1115) Attack
Rapid Healing (1116) Healing
Empathic Link (1117) Attack
Herb Production (1118) Utility
Strength of Will (1119) Defensive
Sympathy (1120) Attack
Troll's Blood (1125) Healing
Intensity (1130) Defensive
Solace (1140) Healing
Regeneration (1150) Healing

Empathic Assault is a bolt spell that hurls a ball of plasma at a single target. If successful, the target will be subject to additional warding cycles over time that deal non-critical HP damage.

The first warding cycle occurs immediately after the spell hits, with subsequent cycles (if any) occurring every 6 seconds afterwards until the spell reaches the maximum number of cycles as determined by the caster's lore (see below) or the target wards off any cycle, immediately ending the spell. Some targets such as undead and golems are only vulnerable to the initial bolt, being immune to the empathic connection and subsequent warding attacks.

If the caster and target move to different rooms from each other, the spell continues to its normal duration but the target has increased TD to ward off the effect. Creatures killed while the caster is not in the same room still grant normal experience and treasure if looted, but do not count toward bounty tasks.

Mana Control Benefit

Mental Mana Control (MMC) increases the damage of each wave by a seed 1 summation of (MMC ranks / 2).

Mental Mana Control ranks 2 6 12 20 30 42 56 72 90 110 132 156 182 210 240
Increase in damage 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Lore Benefits

Mental Lore, Manipulation

Mental Lore, Manipulation reduces the target's TD cumulatively per warding cycle, based on Seed 1 of the summation chart. The maximum benefit is -13 TD at 91 ranks. There is a small, random pushdown (up to 5) even with no lore ranks. If a character's lore benefit provides a greater bonus, it is used; otherwise, the random number is used. The pushdown is added again for each additional cycle of the spell.

Random pushdown may supersede summation benefit if the random # is greater
Mental Lore, Manipulation ranks 0 1 3 6 10 15 21 28 36 45 55 66 78 91
TD pushdown ≤5 1 2 3 4 5 6 7 8 9 10 11 12 13

Mental Lore, Telepathy

Mental Lore, Telepathy increases the number of warding cycles at 5, 20, 40, 65, and 100 ranks. A total of two warding cycles occur with 5 ranks and a maximum of six cycles occur at 100 ranks. Recasting the spell before the total number of cycles is exhausted only adds one additional cycle, regardless of lore training. Note that if the target successfully wards against a cycle, no further cycles will be issued.

Mental Lore, Telepathy ranks 0 5 20 40 65 100
# of possible warding cycles 1 2 3 4 5 6

Mental Lore, Transformation

Mental Lore, Transformation training increases the spell's bolt damage factors (DF).

Transformation Ranks
DF Bonus
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

With 200 ranks the total DF increase is 0.100

The DF increase applies equally to each armor group (AG).

Bolt Spell Table

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Empathic Assault DF .680 .490 .365 .280 .205
AvD 55 45 44 43 42 30 28 26 24 15 11 7 3 7 1 -5 -11

Channel Damage

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects.


You focus your thoughts while chanting the mystical phrase for Empathic Assault...
Your spell is ready.
You gesture at a black forest ogre.
You hurl a radiant ball of energy at a black forest ogre!
AS: +382 vs DS: +188 with AvD: +24 + d100 roll: +96 = +314
 ... and hit for 108 points of damage!
 Powerful blast to the black forest ogre's abdomen parboils internal organs!
 The black forest ogre is stunned!
 Success!  Establishing a connection with the black forest ogre, your awareness of her physical condition expands as your essence fuses with her own!
Cast Roundtime 3 Seconds.
You mentally attempt to locate your implanted essence within the black forest ogre...
 CS: +327 - TD: +212 + CvA: +8 + d100: +42 == +165
 Warding failed!
 You maintain a nearly perfect connection with the black forest ogre, blocking all sensory impulses to self-sustaining functions!
 ...and cause 44 points of damage!

Alchemy Recipe

A faceted amethyst wand
  1. Add crystalline solution
  2. Add 2 doses of basilisk crest from crested basilisks
  3. Add powdered deep purple amethyst
  4. Boil
  5. Add 3 doses of ayanad crystal
  6. Simmer
  7. Add shimmering shard
  8. Chant Empathic Assault (1110)