Empath: Difference between revisions

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(Copied over official description and reorganized professional abilities.)
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| name = Empath
| name = Empath
| type = [[Spiritual]]/[[Mental]] [[Pure]]
| type = [[Spiritual]]/[[Mental]] [[Pure]]
| circles = [[Minor Spiritual]], [[Major Spiritual]], [[Empath Base]]
| circles = [[Empath Base]]<br />[[Minor Spiritual]]<br />[[Major Spiritual]]
| prime = [[Wisdom]], [[Influence]]
| prime = [[Wisdom]], [[Influence]]
| mana = [[Wisdom]], [[Influence]]
| mana = [[Wisdom]], [[Influence]]
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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.
The [[Empath]] [[profession]] is a [[Hybrid profession|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.

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 ==
== Professional Highlights ==


=== Empathic Healing ===
;[[TRANSFER (verb)|TRANSFER]]

:Empaths naturally gain the unique ability to transfer wounds from others to themselves as they level.
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).

Once they have learned the appropriate healing spells, they can also use the '''[[CURE]]''' ability to target specific injuries on themselves.


At level 25, empaths learn the group spell [[Troll's Blood (1125)]], which heals blood loss and minor wounds for free over time.
;[[CURE (verb)|CURE]]
:Empaths can target specific locations on their own body to heal, provided that they already know the appropriate healing spell.


At level 50, empaths learn the spell [[Regeneration (1150)]], a once-per-day ability that fully heals all injuries instantly, then repeatedly over 30 seconds.
;[[MEDITATE (verb)|MEDITATE]]
:Empaths can meditate to accelerate regeneration of health, spirit, mana, and stamina.


=== Attack Spells ===
;[[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.


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.
;[[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]].


The primary hunting spell of most empath 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 experience empath.
;[[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.


The hybrid [[bolt]]/warding attack [[Empathic Assault (1110)]] relies on training in [[Spell Aiming]] and [[Mental Lore, Telepathy]] to be effective.
;[[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.


[[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]].
;[[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.


Empaths also have access to the spells [[Fire Spirit (111)]] and [[Web (118)]] from the [[Minor Spiritual]] circle, both requiring training in Spell Aiming.
;[[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 ==

Revision as of 19:14, 5 August 2015

Empath
Small empath.jpg
Type Spiritual/Mental Pure
Spell Circles Empath Base
Minor Spiritual
Major Spiritual
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

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).

Once they have learned the appropriate healing spells, they can also use the CURE ability to target specific injuries on themselves.

At level 25, empaths learn the group spell Troll's Blood (1125), which heals blood loss and minor wounds for free over time.

At level 50, empaths learn the spell Regeneration (1150), a once-per-day ability that fully heals all injuries instantly, then repeatedly over 30 seconds.

Attack 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 empath 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 experience 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.

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:

CS = (Level * 3) + Wisdom Bonus + round(Empath Base Bonus) + ceiling(Minor Spiritual Bonus) + ceiling(Major Spiritual 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.

Resources

Officials Folders
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