| 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. ------------------------------------------------------------------------------------------------------------------------------------------ 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.
Now at 123 trainings Bronnwyn's statistics are below:
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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:
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******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