Empath: Difference between revisions
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{{Profession |
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{{profession | |
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| [[File:Small_empath.jpg]] |
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name = Empath | |
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| name = Empath |
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type = [[Spiritual]]/[[Mental]] [[Pure]] | |
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| type = [[Spiritual]]/[[Mental]] [[Pure]] |
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| circles = [[Empath Base]]<br />[[Minor Spiritual]]<br />[[Major Spiritual]] |
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prime = [[Wisdom]], [[Influence]] | |
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| prime = [[Wisdom]], [[Influence]] |
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| mana = [[Wisdom]], [[Influence]] |
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| TWCcost = 12 / 12 | TWCranks = 1 |
| TWCcost = 12 / 12 | TWCranks = 1 |
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| AUcost = 15 / 0 | AUranks = 1 |
| AUcost = 15 / 0 | AUranks = 1 |
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}} |
}} |
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'''Empaths''' have the natural ability to [[transfer]] wounds from others to their own bodies. They then use their recuperative powers drawn from the spiritual realm of magic to heal themselves. They are rewarded by the gods and their patients as well for such selflessness. Their [[Empath Base|primary spells]] concentrate on self-healing, but they also have access to other spells more useful in combat. It is difficult, but not impossible for Empaths to gain skill in weapons and armor, though heavier armor types may adversely affect their ability to cast spells. |
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The [[Empath]] [[profession]] is a [[hybrid]] [[pure]] spellcasting profession, drawing on both the [[Mental]] and [[Spiritual]] [[sphere]]s of [[magic]], and possessing the natural ability to [[TRANSFER (verb)|transfer]] wounds from other adventurers. |
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== Professional Highlights == |
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Empaths have access to the [[Minor Spiritual]], [[Major Spiritual]] and [[Empath Base]] [[spell circle]]s, the latter consisting primarily of spells designed to heal [[wound]]s and [[scar]]s on the empath's own body. |
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=== Empathic Healing === |
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All empaths receive the '''[[TRANSFER]]''' ability, allowing them to take wounds from others onto themselves. They may then use healing spells from the [[Empath Base]] circle to heal their own wounds and scars, learning to heal more severe injuries as they gain experience (by level 18, an empath can heal every type of injury). {{#section:TRANSFER (verb)|xp multiplier}} |
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Once they have learned the appropriate healing spells, they can also use the '''[[CURE]]''' ability to target specific injuries on themselves. |
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The '''[[IMPRINT]]''' ability allows them to transfer injuries even if the patient is not in the same room. |
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At level 25, empaths can learn the group spell [[Troll's Blood (1125)]], which heals blood loss and minor wounds for free over time. |
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At level 50, empaths can learn the spell [[Regeneration (1150)]], a once-per-day ability that fully heals all injuries instantly, then repeatedly over the next 30 seconds. |
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=== Combat Spells === |
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Empaths do not receive the same variety of direct attack and disabling spells as other pure spellcasting professions, but their attack magic is very potent against specific types of enemies. |
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The primary hunting spell of most empaths is [[Bone Shatter (1106)]], a direct attack [[warding]] spell with a high chance of critical effects against creatures with internal skeletons. At lower levels, there is a massive [[TD]] pushdown which aids the less experienced empath. |
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The hybrid [[bolt]]/warding attack [[Empathic Assault (1110)]] relies on training in [[Spell Aiming]] and [[Mental Lore, Telepathy]] to be effective. |
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[[Wither (1115)]] is a high-level attack option that can be very lethal when used by empaths with exceptional [[casting strength]] and deep training in [[Spiritual Lore, Summoning]]. |
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Empaths also have access to the spells [[Fire Spirit (111)]] and [[Web (118)]] from the [[Minor Spiritual]] circle, both requiring training in Spell Aiming. |
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Control spells include [[Empathy (1108)]] and [[Sympathy (1120)]], as well as options from spiritual circles such as [[Unbalance (110)]] and [[Bind (214)]]. |
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Higher level empaths can make use of [[Empathic Link (1117)]] to potentially attack multiple enemies at once. |
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== Statistics == |
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[[Prime requisite]]s for empaths are [[Wisdom]] (WIS) and [[Influence]] (INF), and both contribute to [[mana point|starting mana]]. |
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[[Casting strength]] for empath warding spells is governed solely by Wisdom. |
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Empaths' ability to '''[[MEDITATE]]''' for increased mana recovery is governed by Wisdom and [[Discipline]] (DIS). |
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{| {{prettytable}} |
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|+ '''Empath Statistic Growth Rates''' |
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|- |
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! width=80px | [[STR]] || width=80px | [[CON]] || width=80px | [[DEX]] || width=80px | [[AGI]] || width=80px | [[DIS]] |
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! width=80px | [[AUR]] || width=80px | [[LOG]] || width=80px | [[INT]] || width=80px | [[WIS]] || width=80px | [[INF]] |
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|- align = center |
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| 10||20||15||15||25||20||25||20||30||25 |
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|} |
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''Note: The table above shows baseline statistic growth rates. These values are actually modified for '''every''' race in GemStone IV, including humans. For more information, see the page on [[statistic growth rate]]s.'' |
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== Training Styles == |
== Training Styles == |
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;Pure healing |
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The first of the three common training styles of Empaths is the healer style. This style emphasizes training in skills which enable the empath to better heal or perform rescues, rather than to do combat. Depending on how much devotion is put towards this training style, the empath may be entirely incapable of combat or defending him or herself in a combat situation. Othertimes, the empath may be combat ready, but not excellent in such situations. |
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=== Balanced spellcaster === |
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Important skills for the healer training style: |
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Balanced spellcasters pick up a wide variety of magical skills, and can be excellent healers and rescuers. They are not as efficient as either pure warders or weapon swingers in combat, but still have enough tools to hunt well in many different environments. |
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* Training [[First Aid]] 2 or 3 times per level |
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* Training in [[Mental Lore, Transformation]] 1 time per level or more |
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* Training [[Harness Power]] 1 or more times per level for increased [[mana]] |
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* Training heavily in spells to reach [[Transference (225)]] and [[Spirit Guide (130)]] early |
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* Training in [[Physical Fitness]] 2 or even 3 times per level to increase maximum health early on, after which Physical Fitness training slows to 1x or ceases entirely |
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Important skills for a balanced training style: |
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;Pure casting |
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The second common training style is the pure caster. These empaths will most likely be able to heal as well, but are less suited for it, and instead have increased combat abilities in the magical field. These empaths will most likely use [[Bone Shatter (1106)]], [[Empathic Assault (1110)]] or [[Fire Spirit (111)]] as their primary attack spells, and usually will wield a runestaff. |
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* Training in core magical skills to increase [[runestaff]] defense |
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Important skills for the pure caster training style: |
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* Training [[Physical Fitness]] 2 or even 3 times per level early on to increase maximum health for healing, after which it may taper off |
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* Training [[Harness Power]] at least once per level for increased [[mana]]. Recommended twice per level up to 40 ranks at level 20, then either once or twice per level afterwards. |
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* Training in [[Spell Aiming]] for [[Empathic Assault (1110)]], [[Fire Spirit (111)]], and [[Web (118)]] |
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* For offensive casters, recommended lores are [[Spiritual Lore, Summoning]] and [[Mental Lore, Telepathy]] to improve attacking and disabling spells. |
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* For dedicated healers, [[Mental Lore, Transference]] (to 50 ranks) for scar transfer and [[Mental Lore, Transformation]] (to 57 ranks) for quicker self-healing are reasonable choices. |
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* Research spells to reach [[Transference (225)]] and [[Spirit Guide (130)]] early for rescues |
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''Further information: [[Empath Guide#Training Style: Balanced Spellcaster]], [[Empath training suggestions (guide)]]'' |
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=== Pure warding caster === |
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These empaths specialize in offensive warding spells like [[Bone Shatter (1106)]] and [[Wither (1115)]], and usually wield a [[runestaff]]. They will need to be selective in what they hunt, as not all creatures are vulnerable to empathic warding spells. Against the right targets, their spells can be extremely deadly. |
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Important skills for the warding caster training style: |
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* Training in core magical skills to increase [[runestaff]] defense |
* Training in core magical skills to increase [[runestaff]] defense |
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* Training [[Physical Fitness]] at least once per level, recommended twice per level for [[SMR|maneuver]] defense |
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* Training in [[Mental Lore, Manipulation]] to increase the effectiveness of [[Bone Shatter (1106)]]. |
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* Training [[Harness Power]] at least once per level for increased [[mana]]. Recommended twice per level up to 40 ranks at level 20. |
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* Training in [[Spell Aiming]] to increase [[bolt AS]] for [[Empathic Assault (1110)]] and [[Fire Spirit (111)]] |
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* Training very heavily in [[Empath Base]] to increase [[casting strength]] (CS), with a target of raising the number of spell ranks to at least 21 above character level |
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* Further lore training in either Mental Lores for [[Empathic Assault (1110)]], or [[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]] |
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* Skip early lore training in favor of learning more spells. |
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* Maintaining 1x [[Empath Base|Empath spell]] training to boost Empath Spell [[CS]] |
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* Eventual lore goals include [[Spiritual Lore, Summoning]] for Wither and Spirit Slayer, [[Mental Lore, Telepathy]] for disabling spells, and [[Mental Lore, Manipulation]] for attack spells. |
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The reason for training spell ranks to (level + 21) is that the first 21 ranks give +16 CS, while every rank thereafter gives only gives +0.5 CS due to diminishing returns. |
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;Weapon swinging |
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The final common training style is that semi style weapon swinger. These empaths will rely heavily on weapons, oftentimes specializing in heavier types such as [[polearms]] or [[two handed weapons]] (see [[Tsalim's two-handed empath guide (saved post)|Tsalim's two-handed empath guide]]). This weapon combat may or may not be supplemented with offensive magic spells. Training in peripheral magical skills is usually kept to a minimum to spend more on skills that will aid in combat. This style is most often the least effective healers, however, they are not bad at it, just not as good as the other types. |
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''Further information: [[Empath Guide#Training Style: Pure Warding Caster]]'' |
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Important skills for the semi swinger training style: |
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=== Weapon swinging === |
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* Training 1 time per level in a weapon skill of choice |
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These empaths will rely heavily on weapons, oftentimes specializing in heavier types such as [[polearms]] or [[two handed weapons]]. Melee combat may or may not be supplemented with offensive magic spells. Training in peripheral magical skills is usually kept to a minimum to spend more on skills that will aid in combat. |
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Important skills for the swinging training style: |
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* Training once per level in a weapon skill of choice |
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* Depending on chosen weapon style, training in [[Shield Use]] may also be an option |
* Depending on chosen weapon style, training in [[Shield Use]] may also be an option |
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* |
* Training [[Physical Fitness]] at least 2 times per level to increase maximum health and stamina |
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* Maintaining a 1 time per level training in Empath spells to increase offensive [[Attack strength|AS]] from Empath spells |
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* Training heavily in the [[Major Spiritual]] circle early on, to learn [[Bravery (211)]] and [[Heroism (215)]] quickly |
* Training heavily in the [[Major Spiritual]] circle early on, to learn [[Bravery (211)]] and [[Heroism (215)]] quickly |
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* Training to fit into higher armors is an option for this training style, due to the less regular use of spells |
* Training to fit into higher armors is an option for this training style, due to the less regular use of spells |
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* Training in [[Combat Maneuvers]] as often as possible |
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''Further information: [[Empath Guide#Training Style: Two-Handed Weapons]], [[Tsalim's two-handed empath guide (saved post)|Tsalim's two-handed empath guide]]'' |
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== Professional Highlights == |
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== Combat Maneuvers == |
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;[[TRANSFER (verb)|TRANSFER]] |
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:Empaths naturally gain the unique ability to transfer wounds from others to themselves as they level, so that they can then heal them. |
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As a [[pure]] spellcasting profession, empaths have access to the following [[combat maneuvers]]: |
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;[[Heal (1101)]], [[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]], |
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;[[Limb Scar Repair (1111)]], [[System Scar Repair (1112)]], [[Head Scar Repair (1113)]], and [[Organ Scar Repair (1114)]] |
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:These nine spells offer Empaths the unique ability to heal any physical wound or scar or blood loss that they may incur. Training in [[Spiritual Lore, Blessings]] gives a chance for a scar to be healed when a minor wound is cured. Note that moderate and major wounds and scars cost an extra 5 mana (and 5 spell training ranks) to heal, and healing them simply reduces their severity. |
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{| class="wikitable" |
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;[[Heal/Harm (1101)]] |
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|+ CMAN Cost Per Rank |
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:When cast at a target, the Heal spell turns into a damage spell, drawing blood from the target. This is a boon for low-level empaths or as a finishing spell. |
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|- |
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! CMAN || width=50px | Rank 1 || width=50px | Rank 2 || width=50px | Rank 3 || width=50px | Rank 4 || width=50px | Rank 5 |
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|- |
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| [[Combat Movement]] || 2 || 3 || 4 || 5 || 6 |
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|- |
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| [[Cunning Defense]] || 2 || 3 || 4 || 5 || 6 |
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|- |
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| [[Dirtkick]] || 2 || 4 || 6 || 8 || 10 |
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|- |
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| [[Disarm Weapon]] || 2 || 4 || 6 || 8 || 10 |
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|- |
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| [[Feint]] || 2 || 4 || 6 || 8 || 10 |
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|- |
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| [[Groin Kick]] || 2 || 4 || 6 || 8 || 10 |
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|- |
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| [[Precision]] || 4 || 6 || - || - || - |
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|- |
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| [[Retreat]] || 2 || 4 || 6 || 8 || 10 |
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|- |
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| [[Stance Perfection]] || 4 || 8 || - || - || - |
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|- |
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| [[Trip]] || 2 || 4 || 6 || 8 || 10 |
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|- |
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| [[Unarmed Specialist]] || 6 || - || - || - || - |
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|} |
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== Empath Guild == |
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;[[Bone Shatter (1106)]] |
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:The primary hunting spell of most empaths, this spell offers high crit death potential, high damage rates, and an instant death effect increased by training in [[Mental Lore, Manipulation]]. At lower levels there is a massive [[TD]] pushdown which aids the less experiences empath. Boneshatter wands, [[slender ivory wand]]s, can be made through [[Alchemy]]. |
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The [[Empath Guild]] is available at level 15. Guild members have access to [[alchemy]]. |
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;[[Empathic Assault (1110)]] |
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:This spell is made lethal with training in various Mental lores. The initial attack is a bolt, and the subsequent waves are TD-based. |
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{{#section:Empath Guild|exclusive-alchemy-recipes}} <!-- This list can be edited on the Empath Guild article. --> |
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;[[Wither (1115)]] |
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:Wither is a particularly lethal spell. It attacks an area of the target until it is destroyed. If it manages to wither the first area, it will move to an adjacent area if the spell has not yet expired. |
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== Resources == |
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;[[Troll's Blood (1125)]] |
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* [[Empathic Linking (saved posts)]] - 03/05/2015 |
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:A strong spell which gives benefits to both the caster and his or her party. At every 20 second interval, which can be reduced by training, the caster and his or her party will have some blood loss healed, a single minor wound healed (but only on every other interval) and if stunned, have a chance to break the stun. |
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* [[/saved posts|Saved posts]] |
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=====Officials Folders===== |
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== See Also == |
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*[http://forums.play.net/forums/GemStone%20IV/Professions/Empath/view Main folder] |
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* [[Empath design direction (saved post)|Empath Design Direction - 11/14/2007]] |
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Archived topics: |
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[[Category: Professions]][[Category:Empath]] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Empath%20Announcements/view Empath Announcements] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Developer's%20Corner%20-%20Empaths/view Developer's Corner - Empaths] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/General%20Discussion/view General Discussion] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/So%20You%20Want%20to%20be%20an%20Empath%3F/view So You Want to be an Empath?] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Roleplaying%20an%20Empath/view Roleplaying an Empath] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Empath%20Spells/view Empath Spells] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Hunting%20Strategies/view Hunting Strategies] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Empath%20Guild%20Discussions/view Guild Discussions] |
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*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Empath%20Banter/view Empath Banter] |
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=====Guides===== |
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* [[A beginner's guide to playing an empath]] |
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* [[Empath training suggestions (guide)]] |
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* [[Tsalim's two-handed empath guide]] |
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* [[Eillie's Empath Healing 101|Eillie's (very old) Empath Guide]] |
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{{Empath}} |
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{{Professions}} |
{{Professions}} |
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[[Category:Professions]] |
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[[Category:Empath]] |
Latest revision as of 14:31, 24 January 2022
Empaths have the natural ability to transfer wounds from others to their own bodies. They then use their recuperative powers drawn from the spiritual realm of magic to heal themselves. They are rewarded by the gods and their patients as well for such selflessness. Their primary spells concentrate on self-healing, but they also have access to other spells more useful in combat. It is difficult, but not impossible for Empaths to gain skill in weapons and armor, though heavier armor types may adversely affect their ability to cast spells.
Professional Highlights
Empathic Healing
All empaths receive the TRANSFER ability, allowing them to take wounds from others onto themselves. They may then use healing spells from the Empath Base circle to heal their own wounds and scars, learning to heal more severe injuries as they gain experience (by level 18, an empath can heal every type of injury). Empaths below level 11 have a multiplier to the amount of experience gained from healing (2x multiplier at level 1 down to 1x at 11+).
Once they have learned the appropriate healing spells, they can also use the CURE ability to target specific injuries on themselves.
The IMPRINT ability allows them to transfer injuries even if the patient is not in the same room.
At level 25, empaths can learn the group spell Troll's Blood (1125), which heals blood loss and minor wounds for free over time.
At level 50, empaths can learn the spell Regeneration (1150), a once-per-day ability that fully heals all injuries instantly, then repeatedly over the next 30 seconds.
Combat Spells
Empaths do not receive the same variety of direct attack and disabling spells as other pure spellcasting professions, but their attack magic is very potent against specific types of enemies.
The primary hunting spell of most empaths is Bone Shatter (1106), a direct attack warding spell with a high chance of critical effects against creatures with internal skeletons. At lower levels, there is a massive TD pushdown which aids the less experienced empath.
The hybrid bolt/warding attack Empathic Assault (1110) relies on training in Spell Aiming and Mental Lore, Telepathy to be effective.
Wither (1115) is a high-level attack option that can be very lethal when used by empaths with exceptional casting strength and deep training in Spiritual Lore, Summoning.
Empaths also have access to the spells Fire Spirit (111) and Web (118) from the Minor Spiritual circle, both requiring training in Spell Aiming.
Control spells include Empathy (1108) and Sympathy (1120), as well as options from spiritual circles such as Unbalance (110) and Bind (214).
Higher level empaths can make use of Empathic Link (1117) to potentially attack multiple enemies at once.
Statistics
Prime requisites for empaths are Wisdom (WIS) and Influence (INF), and both contribute to starting mana.
Casting strength for empath warding spells is governed solely by Wisdom.
Empaths' ability to MEDITATE for increased mana recovery is governed by Wisdom and Discipline (DIS).
STR | CON | DEX | AGI | DIS | AUR | LOG | INT | WIS | INF |
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10 | 20 | 15 | 15 | 25 | 20 | 25 | 20 | 30 | 25 |
Note: The table above shows baseline statistic growth rates. These values are actually modified for every race in GemStone IV, including humans. For more information, see the page on statistic growth rates.
Training Styles
Balanced spellcaster
Balanced spellcasters pick up a wide variety of magical skills, and can be excellent healers and rescuers. They are not as efficient as either pure warders or weapon swingers in combat, but still have enough tools to hunt well in many different environments.
Important skills for a balanced training style:
- Training in core magical skills to increase runestaff defense
- Training Physical Fitness 2 or even 3 times per level early on to increase maximum health for healing, after which it may taper off
- Training Harness Power at least once per level for increased mana. Recommended twice per level up to 40 ranks at level 20, then either once or twice per level afterwards.
- Training in Spell Aiming for Empathic Assault (1110), Fire Spirit (111), and Web (118)
- For offensive casters, recommended lores are Spiritual Lore, Summoning and Mental Lore, Telepathy to improve attacking and disabling spells.
- For dedicated healers, Mental Lore, Transference (to 50 ranks) for scar transfer and Mental Lore, Transformation (to 57 ranks) for quicker self-healing are reasonable choices.
- Research spells to reach Transference (225) and Spirit Guide (130) early for rescues
Further information: Empath Guide#Training Style: Balanced Spellcaster, Empath training suggestions (guide)
Pure warding caster
These empaths specialize in offensive warding spells like Bone Shatter (1106) and Wither (1115), and usually wield a runestaff. They will need to be selective in what they hunt, as not all creatures are vulnerable to empathic warding spells. Against the right targets, their spells can be extremely deadly.
Important skills for the warding caster training style:
- Training in core magical skills to increase runestaff defense
- Training Physical Fitness at least once per level, recommended twice per level for maneuver defense
- Training Harness Power at least once per level for increased mana. Recommended twice per level up to 40 ranks at level 20.
- Training very heavily in Empath Base to increase casting strength (CS), with a target of raising the number of spell ranks to at least 21 above character level
- Skip early lore training in favor of learning more spells.
- Eventual lore goals include Spiritual Lore, Summoning for Wither and Spirit Slayer, Mental Lore, Telepathy for disabling spells, and Mental Lore, Manipulation for attack spells.
The reason for training spell ranks to (level + 21) is that the first 21 ranks give +16 CS, while every rank thereafter gives only gives +0.5 CS due to diminishing returns.
Further information: Empath Guide#Training Style: Pure Warding Caster
Weapon swinging
These empaths will rely heavily on weapons, oftentimes specializing in heavier types such as polearms or two handed weapons. Melee combat may or may not be supplemented with offensive magic spells. Training in peripheral magical skills is usually kept to a minimum to spend more on skills that will aid in combat.
Important skills for the swinging training style:
- Training once per level in a weapon skill of choice
- Depending on chosen weapon style, training in Shield Use may also be an option
- Training Physical Fitness at least 2 times per level to increase maximum health and stamina
- Maintaining a 1 time per level training in Empath spells to increase offensive AS from Empath spells
- Training heavily in the Major Spiritual circle early on, to learn Bravery (211) and Heroism (215) quickly
- Training to fit into higher armors is an option for this training style, due to the less regular use of spells
- Training in Combat Maneuvers as often as possible
Further information: Empath Guide#Training Style: Two-Handed Weapons, Tsalim's two-handed empath guide
Combat Maneuvers
As a pure spellcasting profession, empaths have access to the following combat maneuvers:
CMAN | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
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Combat Movement | 2 | 3 | 4 | 5 | 6 |
Cunning Defense | 2 | 3 | 4 | 5 | 6 |
Dirtkick | 2 | 4 | 6 | 8 | 10 |
Disarm Weapon | 2 | 4 | 6 | 8 | 10 |
Feint | 2 | 4 | 6 | 8 | 10 |
Groin Kick | 2 | 4 | 6 | 8 | 10 |
Precision | 4 | 6 | - | - | - |
Retreat | 2 | 4 | 6 | 8 | 10 |
Stance Perfection | 4 | 8 | - | - | - |
Trip | 2 | 4 | 6 | 8 | 10 |
Unarmed Specialist | 6 | - | - | - | - |
Empath Guild
The Empath Guild is available at level 15. Guild members have access to alchemy.
Alchemy recipes exclusive to empaths include:
- greater and full health potions
- stamina potions
- enhancive stamina regeneration crystals
- enhancive constitution crystals
- enhancive strength crystals
- turbid aquamarine potion containing Adrenal Surge
- deep green volatile elixir counteracting motion sickness from Spirit Guide
- slender ivory wand embedded with Bone Shatter
- faceted amethyst wand embedded with Empathic Assault
- glimmering sanguine potion to remove ensorcell
Resources
- Empathic Linking (saved posts) - 03/05/2015
- Saved posts
Officials Folders
Archived topics:
- Empath Announcements
- Developer's Corner - Empaths
- General Discussion
- So You Want to be an Empath?
- Roleplaying an Empath
- Empath Spells
- Hunting Strategies
- Guild Discussions
- Empath Banter
Guides
- A beginner's guide to playing an empath
- Empath training suggestions (guide)
- Tsalim's two-handed empath guide
- Eillie's (very old) Empath Guide
Empath Profession - edit |
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Spell Circles: Empath Base Spells | Minor Spiritual Spells | Major Spiritual Spells |
Professional Highlights: Healing |
Popular Archetypes: Healer | Pure Warder | Weapon User |
Profession - edit |
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Squares: Rogue | Warrior | Monk |
Semis: Bard | Paladin | Ranger |
Pures: Cleric | Empath | Sorcerer | Wizard |