Empath: Difference between revisions

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(Added CURE/MEDITATE/REGENERATE to Professional Highlights and made some all-around wording fixes.)
(Reorganized Training section, removing the pure healing style and giving pure warders their own section to better reflect current training practices.)
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Empaths have access to the [[Minor Spiritual]], [[Major Spiritual]] and [[Empath Base]] [[spell circle]]s, the latter containing spells designed to heal [[wound]]s and [[scar]]s on the empath's own body.
Empaths have access to the [[Minor Spiritual]], [[Major Spiritual]] and [[Empath Base]] [[spell circle]]s, the latter containing spells designed to heal [[wound]]s and [[scar]]s on the empath's own body.

== Professional Highlights ==

;[[TRANSFER (verb)|TRANSFER]]
: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)]],
;[[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.

;[[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 wand]]s 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 plasma bolt, and the subsequent waves are TD-based. [[Faceted amethyst wand]]s embedded with Empathic Assault can be made through alchemy.

;[[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 their 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.


== Training Styles ==
== Training Styles ==


===Pure healing===
=== Balanced spellcaster ===

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.
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]]
* Training in [[Spell Aiming]] for [[Empathic Assault (1110)]], [[Fire Spirit (111)]], and [[Web (118)]]
* Training in [[Mental Lore, Transformation]] to reduce the time it takes to heal
* Research spells to reach [[Transference (225)]] and [[Spirit Guide (130)]] early for rescues


''Further information: [[Empath training suggestions (saved post)]]''
Important skills for the healer training style:


=== Pure warding caster ===
* Training [[First Aid]] 2 or 3 times per level
* Training in [[Mental Lore, Transformation]] 1 time per level or more
* Training [[Harness Power]] 1 or more times per level for increased [[mana]]
* Training heavily in spells to reach [[Transference (225)]] and [[Spirit Guide (130)]] early
* 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


These empaths specialize in offensive warding spells like [[Bone Shatter (1106)]], 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.
===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:
Important skills for the warding caster training style:


* 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 [[Harness Power]] at least once per level for increased [[mana]]
* Training very heavily in [[Empath Base]] to increase casting strength, with a target of raising the number of spell ranks to at least 21 above character level
* 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)]]
* Maintaining 1x [[Empath Base|Empath spell]] training to boost Empath Spell [[CS]]


===Weapon swinging===
=== 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 (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.


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 semi swinger training style:


Important skills for the swinging training style:
* Training 1 time per level in a weapon skill of choice

* Training once per level in a weapon skill of choice
* 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
* 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 [[Attack strength|AS]] from Empath spells
* Maintaining a 1 time per level training in Empath spells to increase offensive [[Attack strength|AS]] from Empath spells
* 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
* 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
* Training in [[Combat Maneuvers]] as often as possible


''Further information: [[Tsalim's two-handed empath guide (saved post)|Tsalim's two-handed empath guide]]''
===Available [[Combat Maneuvers]]===

=== Available [[Combat Maneuvers]] ===


*[[Combat Movement]]
*[[Combat Movement]]
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*[[Trip]]
*[[Trip]]
*[[Unarmed Specialist]]
*[[Unarmed Specialist]]

== Professional Highlights ==

;[[TRANSFER (verb)|TRANSFER]]
: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)]],
;[[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 wand]]s 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)|REGENERATE]] verb.


==Empath Casting Strength==
==Empath Casting Strength==

Revision as of 13:39, 1 April 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.

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.
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 plasma bolt, and the subsequent waves are TD-based. Faceted amethyst wands embedded with Empathic Assault can be made through alchemy.
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 their 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.

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:

Further information: Empath training suggestions (saved post)

Pure warding caster

These empaths specialize in offensive warding spells like Bone Shatter (1106), 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 Harness Power at least once per level for increased mana
  • Training very heavily in Empath Base to increase casting strength, with a target of raising the number of spell ranks to at least 21 above character level

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: Tsalim's two-handed empath guide

Available Combat Maneuvers

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