Empath: Difference between revisions

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(fixed link (disambiguation))
(Added CURE/MEDITATE/REGENERATE to Professional Highlights and made some all-around wording fixes.)
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* Training in core magical skills to increase [[runestaff]] defense
* Training in core magical skills to increase [[runestaff]] defense
* Training in [[Mental Lore, Manipulation]] to increase the effectiveness of [[Bone Shatter (1106)]].
* Training in [[Mental Lore, Manipulation]] to increase the effectiveness of [[Bone Shatter (1106)]].
* Training in [[Spell Aiming]] to increase [[bolt AS]] for [[Empathic Assault (1110)]] and [[Fire Spirit (111)]]
* Training in [[Spell Aiming]] for [[Empathic Assault (1110)]] and [[Fire Spirit (111)]]
* Further lore training in either Mental Lores for [[Empathic Assault (1110)]], or [[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]
* Further lore training in either Mental Lores for [[Empathic Assault (1110)]], or [[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]
* Maintaining 1x [[Empath Base|Empath spell]] training to boost Empath Spell [[CS]]
* Maintaining 1x [[Empath Base|Empath spell]] training to boost Empath Spell [[CS]]
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;[[TRANSFER (verb)|TRANSFER]]
;[[TRANSFER (verb)|TRANSFER]]
:Empaths naturally gain the unique ability to transfer wounds from others to themselves as they level, so that they can then heal them.
:Empaths naturally gain the unique ability to transfer wounds from others to themselves as they level.

;[[CURE (verb)|CURE]]
:Empaths can target specific locations on their own body to heal, provided that they already know the appropriate healing spell.

;[[MEDITATE (verb)|MEDITATE]]
:Empaths can meditate to accelerate regeneration of health, spirit, mana, and stamina.


;[[Heal (1101)]], [[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]],
;[[Heal (1101)]], [[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]],
;[[Limb Scar Repair (1111)]], [[System Scar Repair (1112)]], [[Head Scar Repair (1113)]], and [[Organ Scar Repair (1114)]]
;[[Limb Scar Repair (1111)]], [[System Scar Repair (1112)]], [[Head Scar Repair (1113)]], [[Organ Scar Repair (1114)]]
: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.
:These nine spells offer Empaths the unique ability to heal any physical wound, scar, or blood loss. [[Spiritual Lore, Blessings]] gives a chance for a scar to be healed when a minor wound is cured, and [[Mental Lore, Transformation]] reduces healing roundtime. Note that moderate and major wounds and scars cost additional mana (and spell ranks in Empath Base) to heal, and healing them simply reduces their severity.


;[[Heal/Harm (1101)]]
;[[Heal/Harm (1101)]]
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;[[Bone Shatter (1106)]]
;[[Bone Shatter (1106)]]
: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]].
: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 experienced empath. [[Slender ivory wand]]s embedded with Bone Shatter can be made through [[Alchemy]].


;[[Empathic Assault (1110)]]
;[[Empathic Assault (1110)]]
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;[[Troll's Blood (1125)]]
;[[Troll's Blood (1125)]]
: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.
: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 their 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.


;[[Regeneration (1150)]]
:A once-per-day ability that greatly amplifies natural recuperative ability, fully healing the Empath every 6 seconds for 30 seconds and conferring protection against critical damage. Can be activated while stunned, webbed, or immobilized by using the [[REGENERATE (verb)|REGENERATE]] verb.


==Empath Casting Strength==
==Empath Casting Strength==
[[Casting strength]] is important for many empathic combat spells, including [[Bone Shatter (1106)]] and [[Wither (1115)]]. Empath [[Casting strength]] is calculated as follows:
[[Casting strength]] for empathic [[warding]] spells, such as [[Bone Shatter (1106)]] and [[Wither (1115)]], is calculated as follows:
<div {{prettydiv|margin-right = 15%}}>(Level * 3) + round([[Empath Base]] Bonus) + ceiling([[Minor Spiritual]] Bonus) + ceiling([[Major Spiritual]] Bonus) + round([[Wisdom]] Bonus)</div>
<div {{prettydiv|margin-right = 15%}}>(Level * 3) + round([[Empath Base]] Bonus) + ceiling([[Minor Spiritual]] Bonus) + ceiling([[Major Spiritual]] Bonus) + round([[Wisdom]] Bonus)</div>
:Where:
:Where:
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[[Mana]] is calculated for Empaths as follows:
[[Mana]] is calculated for Empaths as follows:
<div {{prettydiv|margin-right=50%}}>Max = [[trunc]][([[WIS]] Bonus + [[INF]] Bonus) / 4] + [[Harness Power]] Bonus</div>
<div {{prettydiv|margin-right=50%}}>Max = [[trunc]][([[WIS]] Bonus + [[INF]] Bonus) / 4] + [[Harness Power]] Bonus</div>

WIS and INF bonuses are calculated according to level 0 stats ([[INFO (verb)|INFO START]]).


==Empath Statistic Growth Rates==
==Empath Statistic Growth Rates==
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|}
|}
''Note: The table above is the baseline statistic growth rates. These values are actually modified for '''every''' race in GemStone IV, including [[human]]s.''
''Note: The table above is the baseline statistic growth rates. These values are actually modified for '''every''' race in GemStone IV, including [[human]]s.''



== See Also ==
== See Also ==
* [[Empath Guild]]
* [[A beginner's guide to playing an empath]] (work-in-progress)
* [[A beginner's guide to playing an empath]] (work-in-progress)
* [[Empathic Linking (saved post)]] - 03/05/2015
* [[Armor Use]]
* [[Empath design direction (saved post)|Empath Design Direction - 11/14/2007]]
* [[Empath design direction (saved post)|Empath Design Direction - 11/14/2007]]
* [[Empath training suggestions (saved post)]]
* [[Empath training suggestions (saved post)]]
* [[Tsalim's two-handed empath guide (saved post)|Tsalim's two-handed empath guide]]


[[Category: Professions]][[Category:Empath]]
[[Category: Professions]][[Category:Empath]]

Revision as of 14:37, 13 March 2015

Empath
Type Spiritual/Mental Pure
Spell Circles Minor Spiritual, Major Spiritual, Empath Base
Prime Requisites Wisdom, Influence
Mana Statistics Wisdom, Influence
Physical Skills
Skill Cost Ranks
Two Weapon Combat 12 / 12 1
Armor Use 15 / 0 1
Shield Use 13 / 0 1
Combat Maneuvers 12 / 8 1
Edged Weapons 6 / 2 1
Blunt Weapons 6 / 2 1
Two-Handed Weapons 13 / 3 1
Ranged Weapons 14 / 3 1
Thrown Weapons 9 / 3 1
Polearm Weapons 14 / 3 1
Brawling 10 / 2 1
Ambush 15 / 15 1
Multi Opponent Combat 15 / 10 1
Physical Fitness 2 / 0 3
Dodging 20 / 20 1
Magical Skills
Skill Cost Ranks
Arcane Symbols 0 / 2 2
Magic Item Use 0 / 2 2
Spell Aiming 3 / 1 2
Harness Power 0 / 4 3
Elemental Mana Control 0 / 12 1
Mental Mana Control 0 / 3 2
Spirit Mana Control 0 / 3 2
Spell Research 0 / 8 3
Elemental Lore 0 / 20 1
Spiritual Lore 0 / 6 2
Sorcerous Lore 0 / 12 1
Mental Lore 0 / 6 2
General Skills
Skill Cost Ranks
Survival 3 / 2 2
Disarming Traps 2 / 6 1
Picking Locks 2 / 4 2
Stalking and Hiding 5 / 4 1
Perception 0 / 3 2
Climbing 4 / 0 1
Swimming 3 / 0 1
First Aid 1 / 0 3
Trading 0 / 3 2
Pickpocketing 3 / 3 1

The Empath profession is a hybrid pure spellcasting profession, drawing on both the Mental and Spiritual spheres of magic, and possessing the natural ability to transfer wounds from other adventurers.

Empaths have access to the Minor Spiritual, Major Spiritual and Empath Base spell circles, the latter containing spells designed to heal wounds and scars on the empath's own body.

Training Styles

Pure healing

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.

Important skills for the healer training style:

Pure casting

The second common training style is the pure caster. These empaths will 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. (See Nilandia's Empath training suggestions (saved post)).

Important skills for the pure caster training style:

Weapon swinging

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). 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.

Important skills for the semi swinger training style:

  • Training 1 time per level in a weapon skill of choice
  • Depending on chosen weapon style, training in Shield Use may also be an option
  • 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

Available Combat Maneuvers

Professional Highlights

TRANSFER
Empaths naturally gain the unique ability to transfer wounds from others to themselves as they level.
CURE
Empaths can target specific locations on their own body to heal, provided that they already know the appropriate healing spell.
MEDITATE
Empaths can meditate to accelerate regeneration of health, spirit, mana, and stamina.
Heal (1101), Limb Repair (1102), System Repair (1103), Head Repair (1104), Organ Repair (1105),
Limb Scar Repair (1111), System Scar Repair (1112), Head Scar Repair (1113), Organ Scar Repair (1114)
These nine spells offer Empaths the unique ability to heal any physical wound, scar, or blood loss. Spiritual Lore, Blessings gives a chance for a scar to be healed when a minor wound is cured, and Mental Lore, Transformation reduces healing roundtime. Note that moderate and major wounds and scars cost additional mana (and spell ranks in Empath Base) to heal, and healing them simply reduces their severity.
Heal/Harm (1101)
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.
Bone Shatter (1106)
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 experienced empath. Slender ivory wands embedded with Bone Shatter can be made through Alchemy.
Empathic Assault (1110)
This spell is made lethal with training in various Mental lores. The initial attack is a bolt, and the subsequent waves are TD-based.
Wither (1115)
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.
Troll's Blood (1125)
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 their 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.
Regeneration (1150)
A once-per-day ability that greatly amplifies natural recuperative ability, fully healing the Empath every 6 seconds for 30 seconds and conferring protection against critical damage. Can be activated while stunned, webbed, or immobilized by using the REGENERATE verb.

Empath Casting Strength

Casting strength for empathic warding spells, such as Bone Shatter (1106) and Wither (1115), is calculated as follows:

(Level * 3) + round(Empath Base Bonus) + ceiling(Minor Spiritual Bonus) + ceiling(Major Spiritual Bonus) + round(Wisdom Bonus)
Where:
Empath Base Bonus is equal to
Ranks to and including current level = * 1
Ranks 1-20 above current level = * .75
Ranks 21-60 above current level = * .5
Ranks 61-100 above current level = * .25
Ranks 101 - ? above current level = * .125
And:
Minor Spiritual and Major Spiritual Bonus are equal to
Ranks to and including 2/3 current level = * .333
Ranks from 2/3 - current level = * .1
Ranks above current level = * .05

Mana

Mana is calculated for Empaths as follows:

Max = trunc[(WIS Bonus + INF Bonus) / 4] + Harness Power Bonus

WIS and INF bonuses are calculated according to level 0 stats (INFO START).

Empath Statistic Growth Rates

For more information see the page on statistic growth rates.

Empath Stat Growth Rates
Profession Strength Constitution Dexterity Agility Discipline Aura Logic Intuition Wisdom Influence
Empath 10 20 15 15 25 20 25 20 30 25

Note: The table above is the baseline statistic growth rates. These values are actually modified for every race in GemStone IV, including humans.

See Also

Empath Profession - edit
Spell Circles: Empath Base Spells | Minor Spiritual Spells | Major Spiritual Spells
Professional Highlights: Healing
Popular Archetypes: Healer | Pure Warder | Weapon User


Profession - edit
Squares: Rogue | Warrior | Monk
Semis: Bard | Paladin | Ranger
Pures: Cleric | Empath | Sorcerer | Wizard