Bronnwyn MacAaronn's Empath Guide 


All are welcome to view my guide on the empath profession. I have been playing as Bronnwyn MacAaronn for about 5 years in Gemstone III. I have re-rolled her several times due to trying to improve her ability to survive in the field healing and hunting. 

My experiences, statistical placements, and opinions in this guide are those of a hunting and field healing empath.

Bronnwyn is over 100 trainings and is a successful hunter and field healer in the rift. It is very challenging and exciting. I will do my best to cover every single point I can about the profession from statistical placement to field healing to role-playing. It is my goal to provide everyone interested in the empath profession, by means of surviving in the wilds as an empath, a detailed guide to help them along the way. 

I personally believe that if empaths can hunt and survive in the field healing that there would be a lot less competition among the profession and there would be a lot more empaths that can adventure with their friends and family, do rescues and survive with like age critters.



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Rolling up a character: 

It is important to make certain you know how to roll up a character. You need to know what type of empath you wish to be. You want your empath to come into the game fully prepared to face what challenges lie ahead. I will tell you, there are many challenges, but that is part of the fun of playing an empath in Elanthia. 

When you enter the Character Manager choose "Full Character Generation" and not "Quick Gen". This will allow you to "re-roll" your statistic values until you are satisfied with them. It will give you 10 numbers, which you can place strategically in whichever areas you choose.

Of the possible rolls, the first three can be from 60-90, the second three from 40-60, the next two from 20-50 and the final from 20-100. 100 being the highest a single statistic number can be.

Once you are satisfied with your "roll" you will assign each of your 10 values to the 10 different statistics of your choice (CO DE DI LO IN ST RE CH WI AU). 

Before you do this you need to keep in mind that there are two types of *bonuses* you receive. The first type of *bonus* you receive is actually a +10 that is added to the two different numbers you placed in Wisdom and Logic. This is called the "profession bonus" and all that choose the empath profession receive this *bonus* in the Wisdom and Logic statistic. So if you choose to put a 70 in your wisdom you will have a bonus of 10 added to that for a total of 80 being the value of your wisdom statistic.

The second type of bonus is your "racial bonus". These number values do not add or subtract from your *roll* but they do add or subtract from the statistic bonus that is acquired from your roll. The formula for statistic bonus is as follows:

Stat Bonus = (Statistic - 50) / 2 +/- Racial Modifier (rounded toward 0 bonus)

The statistical bonus is very important for it is what is used in formulas for your character's attributes. Some races are better at certain skills than other races are. Halflings are very dextrous, they have the highest *racial bonus* for dexterity than any other race. Some races are so poor in dexterity they have a negative *racial bonus*, so it is important to choose the race for your profession wisely. The racial bonus chart is as follows:






Race Selection Table: 

 

RACE

ST

RE

CH

WI

AU

CO

DE

DI

LO

IN

HP

Max HP

Human

+5

0

0

0

0

0

0

0

+5

+5

6

150

Giantman

+20

-5

+5

0

-5

+10

-5

0

0

-5

7

200

Half-Elf

0

+10

+5

0

0

0

+5

-5

0

0

5

135

Sylvankind

0

+5

+5

0

+5

0

+5

-5

0

0

5

130

Dark Elf

0

+5

-5

+5

+10

-5

+10

-10

0

+5

5

120

Elf

-5

+20

+15

0

+5

0

+5

-20

0

0

5

130

Dwarf

+10

-5

-10

0

-10

+15

0

+10

+5

0

6

140

Halfling

-20

+10

-15

0

-5

+10

+15

-5

+5

+10

4

100




Once you have completed assigning your values to each of your statistics you will be given a certain amount of Physical and Mental training points to train in skills each training. The formula determining the amount of points you receive from your statisics is as follows:

Mental Training Points (MTP's) = (DIS + AURA + LOG + CHR + WIS + INT) / 10

Physical Training Points (PTP's) = (DIS + AURA + STR + CON + RFLX + DEX) / 10



Statistic Placement: 
Below a description of how each statistic is used and the frequency of which it goes up:

COnstitution: Constitution is for all empath races one of the fastest-rising statistics. Your constitution and strength statistics determine your starting Health Points. It contributes to disease & poison resistance and is also used to determine encumbrance. Empaths have the spells heal 1 and 2 as well as unpoison and undisease spells so it is not imperative to place a high statistic value here. As a result, this will give you opportunity to place a higher statistic value where one is needed in a slow-rising statistical area such as strength.

DExterity: Dexterity bonus applies towards Attack Strength with wizard wands. This goes along with training in Spell Aim. Since this is not a fast-rising statistic, you want a fairly decent statistic number placed here if you want to use wizard wands and spell 111 (spirit fire) to hunt with decently. DE and RE are both used (the statistical bonus) to help determine how quickly you swing a weapon. DE statistic also plays a part in climbing and dodging maneuver attacks like boil earth and gas cloud strikes. 

**My opinion on DE: I have found that even though empaths can only single in Spell Aim it is extremely beneficial to hunting. There may be times empaths will find it difficult to use a blade to hunt with and find that using a different form of attack, (the use of wizard wands or spirit fire), be more beneficial for certain hunting areas and critters. It is a good plan to train equally for life in both spell aim and edge/blunt weapon training. You will not regret the spell aim training if you stick to it, especially in your elder years where hunting proves to be much more challenging.

DIscipline: Discipline is also a fast-rising statistic for all races of empaths. Discipline and logic statistics determine the amount of field experience you can hold. DI is used twice, once in the formula to be used to calculate Mental Training points and again in the formula to calculate Physical Training points. 

LOgic: Empaths receive a +10 to Logic statistic for profession bonus. Logic is another fast-rising statistic for all races of empaths and affects mental training points as well. Logic also determines how much field experience your mind can hold and plays a role in how quickly your character's mind can convert it into real experience.

INtelligence: Intelligence bonus as well as Wisdom factors into your character's ability to absorb field experience. Intelligence also factors into Mental Training Points. This statistic is a fair-rising statistic for all races.

STrength: Strength along with REflexes is one of the most important statistics for an empath that is going to be a field healer and/or hunter. Strength statistic is very important for ALL empaths in general. It is THE most slow-rising statistic for all races of empaths. The statistical bonus counts directly into your character's Attack Strength. This statistic determines how hard you hit and reduces your swing time for physical attacks. Strength combined with Constitution determines how much weight you can carry and how much weight you can drag. Strength and Constitution determine your starting health points as well.

REflex: Reflex bonus counts directly into your base Defensive Strength. This statistic is very important for any empath that chooses to hunt, field heal, rescue or go out to adventure. Reflexes factors into climbing and dodging Maneuver Attacks like gas clouds, boil earth, dodging elemental waves by not falling down and dodging those critters that pop up out of the ground and attack. Nothing better than going in for a rescue and seeing a gas cloud pop in the room and dodging its bolt. It factors into the Physical Training Points formula and is a fairly slow-rising statistic. It is important to start out with a very good statistic in Reflexes and Strength.

CHarisma: Charisma statistic goes towards Mental Training Points. It helps affect your dealings with merchants to a small degree. This statistic is a fairly decent-rising statistic. Like the Constitution Statistic it is not imperative to place a high statistic value here. As a result, this will give you opportunity to place a higher statistic value where one is needed in a slow-rising statistical area such as strength. Personally, I placed my lowest statistic value here and second lowest statistic value in Constitution.

WIsdom: Wisdom is a very important statistic for empaths. It is the statistic from which empaths derive their mana. The most amount of mana one can accumulate per train is 3 points of mana. Having a very low statistic here will affect the amount of mana you accumulate per train. For a long time I accumulated 2 points of mana per train rather than 3. Considering that healing spells use mana points it can be detrimental for an empath to not have enough mana, however, this is a fast rising statistical area, and you will catch up faster than you think. When your wisdom bonus goes up, you will get more mana to bring you closer to the max as your wisdom statistic increases. The statistic bonus goes up once every time the statistic value goes up twice. This will eventually get you up to par per mana per level. For example, if you are at 10 trainings and receive 2 points per train instead of the max 3 per train and occasionally, due to the bonus point an extra point or 2 of mana, you will be a tad under max mana. You will reach max mana when your mana-determining statistic Wisdom becomes 100. Until then you will accumulate less than 3 points of mana per training depending on how close you are to 100. Empaths receive a +10 profession bonus to Wisdom and it is very fast rising statistic for all races of empaths. Keeping the +10 profession bonus in mind you can afford to place a not so high valued number here. Myself, I placed a value of 77 + 10 bonus for a total of 87 in Wisdom. I was shy my max amount of mana until I reached the training level of 20 or 25. At that point my Wisdom statistic had maxed out at 100. I would suggest placing a statistic value of 75 - 80 here. After the bonus you would actually have an 85 - 90 here, this again will give you opportunity to place a higher statistic value where one is needed in a slow-rising and non bonus statistical area such as Aura. This statistic also plays a role in detecting traps on treasure boxes. This is for the empaths that choose to not train in field healing, hunting, and adventuring. I strictly trained and focused my extra training points for the field, for the hunt and for the skills needed for me to survive out there. If I had of trained for the locksmith way, I would not have been able to afford to train for the field thus making me not very likely to be able to survive in dangerous areas. This is your decision for whatever course of training that you choose to follow. This statistic also factors into Casting Strength (CS) for empaths and warding of spiritual spells. It also factors into Mental Training Points formula.

AUra: Aura determines the amount of Spirit Points your character has. The Aura bonus is factored into warding elemental and sorcerer spells. Aura along with Discipline is used twice, once in the formula to be used to calculate Mental Training points and again in the formula to calculate Physical Training points. The Aura statistic is another one of the slowest growing statistics for all empath races so make sure you put a good value here.




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I would like to talk a little more about statistical placements. Mainly where and why Bronnwyn trained as she did. These are just my preferences and my experiences as a field healing and hunting empath. It is my desire to put together information on training skills and strategically placing statistics that will allow empaths the ability to go out and survive in the field to heal or hunt or do both. Myself, I love the thrill of adventure and the challenge. I love being able to use my skills as an empath to aid my friends, loved ones, or those fallen in battle. I love the challenge of being in a hunting party and preventing my group members from dying. There have been countless times that someone has had a severed limb and before they could really notice it was gone I had already healed them. You must be quick; one second can mean the difference between life and death. It is not about power, it is not about gaining levels, it is about ADVENTURE, about the adrenaline rushes, the excitement, the challenges. It is about having FUN. The lands have grown SO much and there are so many places to adventure it would be horrid to miss out on all the places one can go due to limitations of being able to survive hits from critters.

These were Bronnwyn's beginning statistics and how I placed them. Many people may not agree with me but when you see where her statistics are now you will see exactly why I placed them where I did. Below is a roll of 648 at level 0. Remember you have a +10 bonus to wisdom and logic. So the actual roll of logic was 48 and wisdom being 77.


Current Stat Stat Bonus 

Constitution (CO):     48 .... -1 
Dexterity (DE):          60 .... 10 
Discipline (DI):          58 .... -1 
Logic (LO):               58 ....  4 
Intelligence (IN):        56 ....  3 
Strength (ST):            88 ....18 
Reflexes (RE):           90 .... 25 
Charisma (CH):         42 ....  1 
Wisdom (WI):          87 .... 18 
Aura (AU):               82 .... 21 

Now at 123 trainings Bronnwyn's statistics are below:


Current Stat Stat Bonus 

Constitution (CO):    100 .... 25 
Dexterity (DE):           86 .... 23 
Discipline (DI):         100 .... 20 
Logic (LO):              100 .... 25 
Intelligence (IN):       100 .... 25 
Strength (ST):             97 .... 23 
Reflexes (RE):           100 .... 30 
Charisma (CH):          85 .... 22 
Wisdom (WI):          100 .... 25 
Aura (AU):               100 .... 30 



It is really helpful to know which statistics are fast rising and which ones are slow rising. You can strategically place lower statistic values in areas that increase faster than other areas. That is what I did and I am pretty satisfied with the outcome. It helped immensely as a hunting and field healing empath to have that high statistic in strength and reflexes. You really need as much defense as you can get, and if you want to hunt it is a very good idea to put a high statistic in strength. As you can see the strength statistic has only gone up NINE times in 123 trainings.


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Spell Training:


The purpose of this guide is to allow others to view how Bronnwyn has trained as a successful field healing and hunting empath. The following course of spell training itemization is purely my opinion and suggestions that I would offer anyone that asked me. This course of spell training is how I am training my baby empath according to the new proposed empath spell list. Even if there were not going to be a new list I would still train accordingly because you just never know. However, there is a proposed new empath spell list floating about. After training Bronnwyn with no consideration of the possibility of a new empath list I focused only on double training in Major Spirit after I trained to 150 and 820. When the proposed empath spell list came out my first regret was stopping training at 820. You can still focus on double training in Major spirit after following the below spell training schedule. It is your choice whether you choose to continue in double/single training in empath, minor spirit, or major spirit circles. My suggestion would be to double in empath circle since there is a proposed spell that is based on CS in the empath circle. Whether or not that will turn to be true is another story. However, I would hope that by the time anyone reaches the age of below spells we would have a general idea of which direction to go from our Guru, Iflaer. You choose how you wish to train your empath. These are just my suggestions:

Level 0 train in 101 and 201

Level 1 train in 202 and 801

Level 2 train in 102 and 802

Level 3 train in 103 and 803

Level 4 - 10: 203 - 209 and 804 - 810

Level 11-14: 210 - 213 and 104 - 107

Level 15 train in 214 and 215

Level 16-20: double train in 100... 108-117

Level 21-25: 811-815 and 216-220

Level 25-30: double train in 100... 118-127

at level 30 your spells would be at: 815, 127, 220

Level 31 train in 816 and 221

Level 32 train in 817 and 128

Level 33 train in 818 and 222

Level 34 train in 819 and 223

Level 35 train in 820 and 129

Level 36 train in 821 and 224

Level 37 train in 225 and 130

Level 38 - 42 double in 800... 822-831

Level 43 - 52 double in 100... 131-150

Level 53 - 62 double in 800... 832-851

at level 62 your spells would be at: 851, 150, 225

>From here on out I would continue to double train in empath circle but only because of the proposed empath list. You will want to increase your empath casting strength as much as you can. Without any consideration for a new empath list I would double, as I did for many trainings, in Major Spirit. This was for the purpose of having a stronger casting strength (CS) in the spells bind, rage, and silence. Those 3 spells were and are the spells I use to hunt with.




Skill Training:


Before I go into skill training, I would like to point out, as I did in previous areas, that this is only my opinion and how I would suggest to train to anyone that asked me. I have trained this way for the purpose of being able to survive attacks in the field while healing and for the purpose to be able to hunt and heal groups I am with in the midst of battle.

To train this way skill wise is not for the empath that wishes to sit in town and heal. However, there are some things that the empath that sits in town healing needs to train in as well if the said empath wishes to survive rescues.

Now on to skill training:

There are two terms designating skill levels, they are - SKILL and RANK. The first 10 trainings in a skill accumulate 5 skill points each training, then 4 for the next 10 trainings, then 3 for the next 10, 2 for the next 10, and 1 for all trainings thereafter.

RANK is the amount of times you have actually trained in a skill. 

To check the amount of skill and ranks you have by using the skill verb, just type SKILL.

Below is the list of skills available for empaths to train in when they check in to train. The amount of physical and mental training points for each skill is listed beside the skill itself PTP/MTP

Armor Use (15/1): The primary purpose of Armor use is to train away the Round Time (RT) adder for armor. Most empaths wear double leather, AsG 8, which offers the highest full-body protection for the armor class Soft Leather with no spell failure. The RT adder is 2 seconds for AsG 8. Every 20 skill trains away 1 second of Round Time adder. 40 skill (8 ranks) is sufficient for double leather. 
Personal opinion: If you intend to train your empath to be a field healer, hunter, or rescuer it is a good plan to train to Brigadine possibly up to Hauberk. There are hunting areas where the critters attack HARD and with special maneuver attacks. You will not only want to be using the heavier more protecting armor but you will want to look into some padded armor as well. You need 120 skill in armor use to train away the RT on Brigadine and 180 skill to train away the RT on Hauberk. Bronnwyn did not train in armor beyond double leather until she was in her 60's. She really needed the heavier and padded armor for pyros, lower eye and village on teras isle, and in the rift. It indeed really makes a big difference.

CHECK OUT AMERLISE'S AWESOME GUIDE ON ARMOR! 

Shield Use (7/1): Shield use should be trained by ALL empaths. It is important to train in shield use every training to increase your character's defenses. Shield use also raises one's defenses to help defend against bolts as well as physical attacks.
Personal opinion: Train in shield use every training for life.

Edged Weapons (10/1): Edge weapons increases your AS, and adds to parryable DS. Even if you plan to be a Healing Only empath, you will need to leave town eventually. You will need all the defense that you can get. Not to mention the need for defense during invasions that occur every now and then. 
Personal Opinion: Train in weapon training every train for life. Never miss a training no matter what type of path you wish to choose for your empath.

Blunt Weapons (9/1): Blunt weapons also increases your AS, and adds to parryable DS. Again, even if you plan to be a Healing Only empath, you will need to leave town eventually. You will need all the defense that you can get.
Personal Opinion: I prefer one handed edge weapons. The reason for my belief that edge is better is due to the lack of blunts available and the great-varied weapons there are in edges. However, some empaths with the race of Giantmen and Dwarf seem to like Blunts.

Polearms (20/3): This is a very costly skill for an empath. Polearms are two-handed weapons that leave no room for a shield. This is lethal for an empath since empaths lack in defense enough already. Empaths can indeed choose to train in this skill but the outcome is not very promising, and again the skill is extremely expensive to train in.
Personal Opinion: I would not train in this ever, I would use my training points to train in the skills that I need and to train in the skills that are beneficial to me for surviving in the wilds as a field healer/hunter. 

Two-handed Weapons (20/3): Another expensive skill to train in for an empath.
Personal Opinion: I feel the same way about this skill as I do about the polearms. There are some empaths that train in two-handed weapons. Personally, I have not come across an empath that has trained in it to the later years. Again, the lack of being able to have a shield defense from using two-handed weapons is lethal for an empath.

Ranged Weapons (20/3): Another extremely costly skill for an empath to train in. Ranged weapons are nice, but they are not intended for an empath. They too leave no room for a shield. One using a ranged weapon receives a significant bonus when firing them from a kneeling position. As a result, kneeling will lower your DS even more leaving an empath extremely vulnerable thus making ranged weapons a poor choice for any empath.
Personal Opinion: This goes right with the polearms and two-handers. Save your training points for skills you need that will benefit you.

Thrown Weapons (20/3): Thrown weapons are not currently implemented.

Two-Weapon Combat (25/20): This skill allows you to wield two weapons at once. The attack strength of the right-hand weapon is determined by the applicable weapon skill (blunt, edged, etc.). The attack strength of the left-hand weapon is determined by the lesser of the applicable weapon skill and two-weapon combat skill. Again, this leaves no hand free for a shield and is not recommended. 
Personal Opinion: I would not bother to train in this either, however, I have heard of some empaths training in it. Again, this is entirely up to you and how you wish to train your empath. I would not use the points to train in this, it is not beneficial to me as an empath.

Combat Maneuvers (20/15): 
Combat maneuvers provide 0.5 parryable AS per rank and adds to your ability to dodge maneuver attacks. It also figures into the formula for aimed attacks un-hidden. This skill is a costly one, but one that is benefiting for empaths. 
Personal Opinion: I train in this every training. I did not start to train until around 30th training, but it was not until that point that I was able to afford to train in this skill every training. You may choose to train every other or occasionally before 30th, but I would not start until around 30th to leave room to train in other areas and getting started good with my path of training.

Multi-Opponent Combat (20/15): If this skill is ever implemented it will determine how you fare against multiple opponents. The cost of this skill even when implemented will be prohibitive to empaths.
Personal Opinion: I would not bother with this. I am certain if this skill was implemented that there would be some empaths that would experiment with it, but personally, I would never bother with it.

Climbing (6/2): Climbing is required to get into a few hunting areas. Other things that can factor into climbing success are dexterity, reflexes and encumbrance. Also, wounds and scars can hinder climbing abilities.
Personal Opinion: By the time you are in your 20's and 30's you will probably want to have about 10 ranks. By the time you are in your 70's you will want to have about 20 ranks or above. At 23 ranks I have no problem climbing the slopes up to the rift, but I have a very good statistical values in dexterity and reflexes with the racial bonuses of being Sylvankind.

Swimming (3/1): Swimming is required in a few hunting areas. There are also many places where waterwalking (spell 112) doesn't work, like the pool leading into darkstone castle and the pool leading into the rift.
Personal Opinion: It is recommended that you get at least 1 rank by 5. You should have 2 ranks by the time you want to hunt in wolves den. At 23 ranks I have no problems swimming through the pool into the rift. Some people will need to have 30 or more ranks, again depending on their statistical values.

Disarm Traps (2/9): This skill gives you the ability to disarm traps on treasure boxes. This can be one of the side skills for an empath. Since rogues can triple in it while we can only single, never expect to get like-leveled boxes even if you train every level.
Personal Opinion: Many empaths choose to pick and disarm boxes for a hobby other than healing. Many empaths also choose to be able to hunt and rescue and field heal. Keep in mind that training points do not allow one to be able to train in both hunting and picking. You need to choose a path and stick to it. One just does not have that many training points. Bronnwyn has never trained in picking or disarming. She never had the points to spare as a hunting and field healing empath.

Pick Locks (2/8): This skill gives you the ability to open locks on treasure boxes and the likes. 
Personal Opinion: See Disarm Traps.

Perception (0/3): This skill helps with detecting traps on boxes, noticing them pocket pickers and helps one to find hidden trap doors and crevices and the likes. Some even believe that it aids one in finding better treasure, although this has never been proven. If you plan on being a locksmith on the side you need to train in this every year. 
Personal Opinion: I did not really start to train in this until my later years. It is a good idea to have about 10 ranks or so by the time you are about 20 trainings. From there I put perception on hold and did not start training again until after I was approximately 50 trainings. I was not really concerned about pickpockets and I just would occasional train in it when I had the points to spare. However in my later years I have started training in it each train but that is due to my having the points to spare now and playing hide and seek.

Spell Research (0/10): Training in spell research will give a new spell for every training until your 20th. After 20th training in spells, you must still train in this through empty slots (21-24) to get the 25th spell. Training in Spell Research also contributes to your CS. It is suggested that you train twice in this from level 0 on, forever. If you single train in 2 separate spell circles per training you will gain 4 points to your CS for both minor and major spirit circles. (also for the empath circle if there was a CS based spell as proposed in the new empath spell list). If you train in major spirit twice in a training your major spirit CS will go up by 5 points but your minor spirit (and empath circle) will STILL go up by 4 points. However, if you do not train in ANY spells at all your CS in each circle will still go up by 3. Below is the formula:
CS : Casting Strength
CS = (Caster Level * 3) + (1.0 * Spells Known in Circle) + (0.5 * Spells known in all circles in the same realm as the cast spell) + (stat bonus)
Personal Opinion: Double train in spells for life. Bronnwyn, stopped at 150, and 820 and focused on major spirit circle doubling in it each year until the empath forum on the proposed empath spell list. Since then she has been double training in her empath circle for the "proposed empath spell that is CS based and a hunting tool" to come out. However you wish to train your empath is your decision. Personally, I would go by the spell schedule I have listed under spell training at the top of this page and at least train to empath 850, and then I would focus on the empath circle. Course it would not be a bad idea to double in major spirit to have the spells bind, silence, and rage to use as a hunting tool either. It is up to you how you wish to train your empath.

Scroll Reading (0/3): Scrolls can contain extremely useful spells. If there is a level 1 spell on a scroll you would need 1 rank in scroll reading to invoke it, level 2 would require 2 ranks and so on making your ability to read and invoke a scroll dependent upon this skill. Scroll reading as well as magic item and mana share are factors in the success formula for Living Rune, spell 208. 
Personal Opinion: Bronnwyn has 70 ranks in scroll reading. Often times people need the assistance of empath and cleric in broken lands where one needs to be able to read the runes to enter, here scroll reading is beneficial to reading the magical runes. One needs about 20 ranks or more to be able to read the runes if they are under 25th training.

Magic Item Use (0/4): This skill is for using magical items such as twisted and slate wands or imbedded rods and wands or anything that requires to be waved to be invoked. This skill is also factored into the living rune (spell 208) formula.
Personal Opinion: Twisted wands are very beneficial to an empath in the younger years, hunting with mana disrupt via twisted wands or imbeddables is a wonderful hunting tool. I used to find me a wizard to dupe every twisted wand I came across, after a while people that knew me were saving wands for the little empath to hunt with. People are very good about helping out hunting empaths. Bronnwyn has 55 ranks in this, she is a bit overtrained in it. I would train as TP's allow stopping at around 24 ranks.

Mana Share (0/2): This skill is very inexpensive for empaths. The formula for sharing mana between characters is (Amount sent)*(Sender's Skill%)*(Recipient's Skill%) = Amount received. Both the town empath and the hunting empath will find this skill valuable. Overtraining in it, as you can see by the formula, increases the mana received by those undertrained in it. However, receiving mana from someone with zero skill will net zero mana. This skill is also factored into the living rune (spell 208) formula.
Personal Opinion: I would train double per year in mana share until you reach 24 ranks, (102) in share, at 12th training. I then would put it on hold and use my TP's for other skills. After a while you can easily go back to training in mana share as TP's allow but I would not go over 100 ranks in it. Used to be empaths would double and even triple in it for life for it was said to be extremely helpful in infusing mana in the mana pool to help wizards enchant. However, that has been changed and no amount of overtraining in mana share increases the amount that can be infused in the pools. I believe it is set at 50% of amount infused if infuser has 102 (24 ranks) share

Spell Aiming (3/2): This is not a very expensive skill either. This skill adds directly to your AS in bolt spells, which are mainly a wizard attack.
Personal Opinion: This is my favorite most treasured skill to train in. It has been my hunting tool since I hit pyros on teras (level 70+ critter). I did not use spell aim very much to hunt with in my younger years. Empaths can use spell 111 spirit fire as a bolt spell but it is costly for the young empaths. At the age I am at now and hunting in the rift it is my sole hunting tool and I love it, it is very safe for me to hunt with spirit fire because I can hold my weapon. I would not survive a hit from a rift critter if I were holding a wand due to it being a self cast only environment. But due to my training in spell aim since birth I can really hunt efficiently in the rift. Now in pyros on teras I was able to have defensive spells and was able to walk around with my cobalt rods and metal wands in the lower eye. I must say that those years where most empaths hit a wall, were in fact my most cherished and fun years to hunt as an empath. My training in spell aim and sticking to it definitely paid off. Again, you choose how you wish to train your empath but I have to suggest training in spell aim. It is a good idea to have a back up method to hunt with if you choose that path, for there will indeed be times (like pyros) where no matter how hard you swing you just can not get a good hit and spell aim will rule.

*Keep an eye out for a link to view actual hunting logs using spell aim* 

Ambush (15/15): Another costly skill. Ambushing, along with CM skill, helps one to aim their hits from the open. Ambushing from hiding imparts a good benefit for both aimed and unaimed attacks. This skill is more useful when combined with training in hiding every year. The combined cost is extreme for an empath. With the skill being subject to being tweaked by the GM's at any time it is not a wise training path for an empath to choose. Rogues are able to double in this skill, therefore any changes to it would have the doublers in mind and since an empath can only single in it any tweak would hurt severely.
Personal Opinion: I would not train in ambush. I did train in it for a short time but I have always had pretty good aim. While I was hunting in a group with an empath that trained extensively in ambush, I noticed that I could aim nearly just as well, so I chose to not further train in ambush. I do not know if one's statistical values have anything to do with aim. However, Bronnwyn is Sylvankind with the racial bonuses to reflex and dexterity along with having decent statistical values placed there. Her aim is fairly decent..

Physical Training (2/0): Each train in physical training will add additional health points to the base amount determined by your racial and constitution bonuses divided by 10, until you reach your max. For every 20 skill over 100, you will recover 1 additional health point per minute when injured. 
Personal Opinion: Overtraining in this skill is useless. Empaths can heal themselves by 10 points with the heal1 (801) spell, or 50 - 75 points with the heal 2 (806) spell.

First Aid (1/0): First aid is a very inexpensive skill for empaths. This skill can be used to help prevent death. Often times you will find yourself unable to take more wounds due to lack of mana or time. With this skill, you can TEND your wounds or the wounds of others. The RT's for tending some wounds are very long, but the more skilled you are in FA, the quicker you can tend. First aid also enhances the ability to skin dead critters.
Personal Opinion: Rift critters at having 130+ RANKS in FA I still botch. However, this skill is very cheap and one can easily just simply single train for life in it. It really does help immensely with skinning critters and really has come in handy in tight situations while lack of mana prevents one from being able to heal at times.

Trading (0/3): This skill helps your dealings with some merchants to a small degree. I have also noticed that the better charisma statistic one has the better a discount as well, but it is not much.
Personal Opinion: I have not ever trained in trading. With my course of training I chose to use my TPs elsewhere and felt that this really did not benefit me.

Brawling (20/3): Brawling aids in your defense with empty hands. Another purpose for brawling is "Voln-fu", a society-based brawling. You must belong to the society, and the formula for attacking with fist or foot is in favor of the double-trainer in this skill. 
Personal Opinion: Although I have heard of empaths training in this skill I have not ever seen any stick to it, it just is entirely too costly and is not that beneficial for a single trainer only. I have never trained in it. Just entirely too expensive for a skill that is not that beneficial to me.

Pick Pockets (3/3): This skill provides one with the ability to pick other characters' pockets. This is mostly a skill made for rogues. 
Personal Opinion: This skill can be fun to train in to role-play with and have a little fun. Since it only allows empaths to single train in it you wont really get as great at is as a rogue that can double train in it. I love playing around with my friends and seeing if I can pick their pockets. One time with zero ranks in the skill I managed to pluck out a sunstone from a very old rogue's pocket. He saw me of course but it sure was hilarious, I just sat there slack jawed. I have not trained in this skill...yet.

And there you have it. I sincerely hope this guide is of help to people in not only training but choosing a path that would best suit their needs and interests the most. The most important thing to remember is not what you can do or how good you can do it, but how much fun you can have.


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Spell 06 Empathic Focus (FOCUS) is based on the Empath's presumed training regimen of learning to concentrate to hold pain at bay or seeking the right level of concentration to attune to a patient to transfer wounds. This spell would provide a base +10 DS. The Empath when casting this spell is presumed to be exercising their special training to FOCUS more attention on what they are doing.

Spell 07 TENDLORE (TEND) is probably self-explanatory. The spell is designed to increase the Empath's First Aid (F/A) skill. When this spell is active various commands utilizing F/A operate either more efficiently or differently. The only example I can give you at this time is that using DIAGNOSE, for instance, the Empath could do a diagnose FULL with only one hand free. I'll leave other ramifications to your imagination.

Spell 08 Empathy (Empathy) is a CS based hunting spell. With it, the Empath can project a fear into a target with different results. The results are not controllable by the caster, but could include paralysis, weakened combat skills, slow responses and even possibly nerve damage.

Spell 09 Empathic Rage (Rage) is a short duration spell where the Empath channels past memories of their outrage at wounds received or seen, into a temporary rage that enhances their offensive capability and bypasses the *normal* Empath reluctance to CAUSE injuries. The spell provides a +15 AS for only a short duration, probably 3-5 sec. per level of the Empath.

Spell 10 Sensations (SENSE) is a spell based empathic nature of the profession. This spell allows the Empath to sense life in the surrounding area. It doesn't unhide them or otherwise affect other characters or creatures that are sensed. It just let's one know they are there. And no, it is not automatic. Creatures and characters may resist any intrusion to their thoughts and remain unknown. It is also quite possible that a backlash could occur when the target seeks to resist.

Spell 15 Adrenal Surge (SURGE) is intended to be both useful and fun. The main operation of this spell is to put the target on its feet by an induced surge of adrenaline. As some of you may know, the effects of adrenaline can have many different side effects and this spell might just have side effects in the same manner.

Spell 16 is called Cry for Help (CRY) and would operate between Empaths allowing one to make brief contact with another showing only location and dependent on the recipient's skills, some information on the caster's condition.

Spell 17 Is called Sensory Overload (SENOVR) The idea behind this spell is the target is overloaded with sensory signals to deleterious effect. Exact operation is not determined. But it is intended to be another hunting/utility spell.

Spell 18 is Empathic Link (LINK) The original idea for this spell was not approved and I am exploring a suggested alternative.

Spell 19 is named of Strength of Will (WILL) and currently is planned to provide spell defense (TD) based on training with limits.

Spell 20 Relaxation (RELAX) is a spell that allows an Empath to enter a meditative trance, much like a cleric meditates. Few actions are allowed and the trance can easily be broken. Because of the steps and concentration required, the Empath could only enter this relaxing trance once an hour or so. During the relaxation, the Empath is able review things learned in the field and make them more permanent life experiences.

Spell 25 Troll's Blood (TROBLD) is the result of years of the Empath profession's fascination with a troll's regenerative and recuperative powers. This spell allows only limited action as an Empath concentrates on directing their body in the healing process. While active, this spell and mind state lets the body heal itself. For the duration of the spell, various wounds will reduce on their own. This includes scars will fade away! It is a slow process and each time a wound or scar reduces in some manner there will be some manna *burned* to aid the process. If the Empath is lacking in manna the spell and Mind State it imbues could fail at any time.

Spell 30 Intensity (INTENSITY) allows an Empath to shift the emphasis of their goal, whether to attack or defend. The empath is essentially able to shift an additional amount of AS to DS and vice versa by way of stance. The spell would allow a shift 30 + 1 per 2 spells known over 30 in the base circle. This maxes at 50 points at extremes of stance.

Spell 50 Empathic Dispel or Multi-Dispel is pretty much as it sounds. Using this spell, an Empath could dispel UPTO ranks/10 spells from the target. Again, this would not work on anything but living targets.




Field Healing Tips:


Many empaths enjoy field healing. That is going out and healing in the midst of battle, healing members of group they are hunting with, or just strolling along and coming across fallen adventurers.

One of the most important things an empath needs to be while in the field whether it be healing, hunting or just simply exploring, is "light". So in preparing yourself to go out into the field you need to unload them silvers, store all your "fluff" jewelry and items in a locker, and get a disk before you go. Train yourself from day one to not carry much fluff or stock up on so many unnecessary items in your containers. Once you get into the habit of being light and not much fluff you will not have to worry about having to "unload" so much. 

My way to unload is to do away with anything that I do not absolutely HAVE to have. I can put my spare shields, armor, and weapons in my locker easily. I unload until I have a 5-second swing time. That is the best way to determine you are light enough. Bronnwyn can now wear a little bit of fluff without being hindered as much as she was when she was younger. As you grow older and gain levels your statistic values will increase and you will then be able to carry and hold more things without hindering yourself too much.

One of the main reasons why you need to be able to go light is due to the maneuver attacks that critters have such as e-wave, clouds, boil earth, shards, etc. If you are light you will have a much, much better chance of dodging that maneuver attack, if you are not light you will greaten the chances of being hit and killed.

Another good reason to go light is, it really helps you to drag them deaders. Bronnwyn as a Sylvankind has dragged Giantmen that weigh 350lbs out of the rift. It can be really hard and if she had boxes, coins, or simply too much fluff it would have prevented her from being able to drag deaders. I love seeing the looks on people's faces when they see Bronnwyn dragging in a very heavy Giantman.

While in the field carry only one good-sized container such as a cloak with deep pockets. Carry a small back or sack for your gems and herbs. Always carry herbs and potions while in the field. Bundle your herbs. In your herb sack you should have one of each of the following herbs:

Pothinar Grass - Heals Organ and Eye level 2 and 3 wounds
Ephlox Moss - Heals level 2 and 3 limb wounds such as fractures and severed limbs
Aloeas Stem - Heals Head and neck level 2 and 3 wounds
Bolmaro Potion - or the ale/potion that each town herbalist provides for convulsions.
Woth Flower - Heals level 2 and 3 SCAR from convulsions such as muscle spasms (keep in mind you must heal the wound all the way down to use the scar removal herb or spell)
Calamia Fruit - Heals mangled limbs. A mangled hand or arm will cause one to have much higher tend time
Sovyn Clove - Restores missing limbs that have been healed all the way down, an absolute MUST to carry in the field
Wingstem Potion or its equivalent depending on what town herbalist you are at. This potion takes down level 2 and 3 scars on the organ and eyes to a level 1 scar. Having a level 2 or 3 wound or scar on both of your eyes will prevent you from being able to cast spells from your spirit circles. Always make sure you have a good supply of this potion or mana preserved if you know the spell 818. The scars spells can now *thankfully* be chosen where to heal. For example, after you have prepped 818 you would type "cure right eye" to get the severe bruising and swelling down, bypassing the major scar on the other organs. If you use the potion, you will have to drink a lot depending on how many major scars are on your organs. A level 3 scar will require 2 sips to reduce the scar down to a minor scar. If you have a level 3 scar on say your chest, abdomen, and back you will need 6 sips to reduce them and then FINALLY get to the eye that you really need to heal down. For this very reason I kept a WELL stocked bundle supply of pothinar grass and aloeas stem to have the wounded in the field to eat and heal down their bleeders, then I would heal their minor wounds taking away the hindering scars. I also carried two ales that you can pour into the dead, one was the ale for head and neck bleeders and the other was ale for the organ bleeders. This not only saves you mana but it also can save your life. For the reasons above is why many empaths will not heal in the field. So carry your herbal and ale supply. As a younger empath under the age of 50 your mana supply will not last that long healing the major wounds and scars so it is a good idea to keep these herbs on you.


Group Hunting:


Know your group well. It is your responsibility to make certain that your group party members be aware of the round times an empath has from healing themselves. Once explained in a role-playing and tactful manner or in group whispers so as not to sound OOC, your party should be very respectful and considerate of your needs. After all, you are healing them as they get wounded and preventing them from dying. If the members of your group are in too much of a hurry to wait for you a few seconds to heal down and leave you behind then it is a good idea to stay away from those types. I have on several occasions been left behind by accident because it is so easy to forget about another professions needs. Almost always they come back, but there have been times I get totally forgotten about and have wound up dying while in round time waiting for my limb to regrow. With this in mind, it is a good idea that after the dust has settled from a battle to cast minor sanctuary (213) and take a look at all of your party members and heal them all and then heal yourself down as well. This allows so much opportunity for role-playing, getting to know your friends, and having a wonderful time other than just hack and slashing and gaining levels. In my opinion, there should be an empath in all hunting parties for this alone.






******More to be added soon*********


Best of luck to you all and please feel free to email me anytime with any questions or comments at Daphster@aol.com