GS3: Empath Skills & Training (2024)

GS3: Empath Skills & Training (1)First Read the Policies... --->

  • Now that you have finishedreading thePolicy, you are nowready to roll your character. Your choicesare Full Generator and Quick Generator. Fortheserious Roleplayer,go fortheFull Gen. QuickGen doesn'talways give you good roles or placeyour statswhere youwouldpreferthem.
  • In a Full Gen you want to obtain a certain total number roll. What you do is take the numbers it gives you and add them together. If the total is above 640, which is the minimum you should go for, you may start to place your stats. If you can get anything above 640, definately accept it.
  • There aretwo good ways ofgetting this total: Go into the Wizard and click on Configuration, Text Strings, Global Names. Click on New and type in 70. Click Ok. Keep doing this until you have all numbers from 70-100 highlighted. Press OK again and click on File, then Save Configuration. When you start to roll your numbers by pressing G, you will notice that these numbers are highlighted. Keep pressing G until you see at least 3 and preferably 4 of these highlighted numbers on a line. Next, take your calculator and add all the numbers together. If it is equal to or more than 640, stop. If not, keep rolling. The second and easier way is to download Rubein's AutoRoller. The Autoroller does the work for you. Just set it up, set the roll youwant (most try for 640+, getting anything above 660 is rare but not impossible. UPDATE: The Mangler has been renovated and now you may choose where you wish to put your rolls to your stats. Unfortunately the sum of your rolls will only equal to 420 PLUS your primary stats +10 & +10 totaling a sum of 640. I have no idea if the autoroller is yet to be workable with the new mangler. Ask Rubein.

Before rolling up your character check the following:

Where do I place my stats?

After all your stats for your profession have been generated, you now choose your race. Certain races have bonuses or penalties which apply to various stats. These bonuses apply above and beyond whatever bonuses or penalties your character has because of the actual value of the stat.

Your race also influences your health points. You gain health points each time you train in the body development skill. Each race has a maximum number of health points. If you take damage in excess of your health points, you die.

Your race will also play a major role in determining how much you can carry. Encumbrance is based on race, strength, and constitution. In general, larger races can carry more than smaller ones, as your carrying capacity is a direct function of your weight.

Character Stats

(CO) Constitution (ST) Strength(DE) Dexterity (RE) Reflexes(DI) Discipline (CH) Charisma(WI) Wisdom (IN) Intelligence(LO) Logic (AU) Aura

What does each stat stand for?

  • Mental Training Points = (DIS + AURA + LOG + CHR + WIS + INT) / 10

  • Physical Training Points = (DIS + AURA + STR + CON + RFLX + DEX) / 10

  1. Discipline (DI): Used in calculations in your training points – how many points you have to use for training in different skills each level. I put one of my highest numbers here. Affects how many training points you have, guild skills, and how much experience your mind can take during a healing or hunting session.

  2. Intelligence (IN): Experience Absorption -This stat is one of the factors affecting how quickly your character can absorb field experience into real experience, which is how you gain levels. In other words it determines the amount of experience your head can hold before you have to rest. Affects how much experience you can take during a healing or hunting session.

  3. Logic (LO): It determines how fast we absorb experience, from fried to clear as a bell. It also figures into the calculation for our mental training points. Helps with your CS.Logic is a measure of mental quickness. It is the mental equivalent of the Dexterity stat. Logic is a very important factor in determining how much your character can grasp at a time (in terms of experience points) and thus how quickly you can advance. Affects how fast you can absorb the experience you have gained and your CS (Casting Strength). Note: The higher your Logic & Intelligence, the faster you absorb.

  4. Aura (AU): This stat has a direct effect on the power of some spell casting professions (wizards, bards and sorcerers). Arms Sphere characters' mana points also depend on this stat, should they learn any spells. . Determines your starting spirit points (Aura stat/10 rounded up). This stat, along with discipline, determines your mental training points. This stat also determines the amount of "life force" or Spirit Points that your character possesses. Affects how many training points you have and how many spirit points you have. Also factors into some elemental and sorcerer spell warding.

  5. Wisdom (WI): Wisdom bonuses can help you find what is hidden, be it a trap or a thief. In addition, high wisdom is desired for certain spell casting professions (clerics, empaths, rangers and sorcerers). Determines the mana points we start with and gain each training. Affects how many mana points we have, our lockpick and disarm skills, perception, and our TD (Target or Spell Defense).

  6. Constitution (CO): General health and well being, including resistance to disease, injury, poison, and other types of damage. Affects Strength, how much health you have, how much you weigh and your resistance to disease and poison.

  7. Reflex (RE): Determines your Defense Strength (DS). A measure of reflexes and conscious reaction time. Your character benefits defensively from good reflexes. Helps us to dodge clouds andsuch. Affects our offensive stance DS (Defensive Strength), our ability to dodge things, our ability to pick boxes, the armor we can wear, and our climbing skill.

  8. Strength (ST): Determines your attack (AS) and calculates your beginning health along with constitution. This also Affects your base DS, reduces your roundtime when you move, and lets you carry/wear more things. This is your major stat if you are a hunting empath. Empaths should put a high number due to its VERY slow gain. (This was my only error in creating Jypsie)

  9. Dexterity (DE): The ability to use tools, missile weapons, and also to evade some attacks. A high dexterity will help you maneuver around the lands and also affects how well you can aim spells. Helps in waving AS based wands, such as blue, silver, metal, etc. Most empaths only use twisted wands as they get older, because they don’t require any spell aiming, just magic item use. Also helps in wearing/carrying mass amounts of items. Great for them ~Fluffernutters~. Affects our ability to climb, our AS with wizard spells and wands, our AS with a bow or crossbow in archery, our ability to brawl, our ability with Voln Fu, our ability to dodge things, our ability to disarm and pick boxes, the armor we can wear, and more.

  10. Charisma (CH): This stat calculates into your mental training points, but otherwise simply makes merchants like you. Place your lowest number here. Also includes such traits as courage, leadership, self-esteem, bearing, presence, morale and ego. Affects your ability to get a good discount at merchants. It helps with some guild skills though no one is sure the Empath Guild will have something similar to the Warrior Guild Warcry skill.

**Remember Wisdom and Logic get a +10 Bonus for empaths and they grow fast, so put a medium number in those slots.

For instance, If you have a roll of 79, 79, 57, 46, 59, 42, 48, 54, 40, 49, put the 57 in Logic and the 59 in Wisdom. It will then be 67 and 69 instead of the original number you placed on those stats. The above number is not a very good roll, I simply used it as an example of how the bonus works.

What skills should I train in as an Empath?

Skill Training Menu for Empath Profession

 Bonus P/M (T) Skill Name Bonus P/M (T) Skill Name 1) 0 25/20 (1) Two Weapon Combat 15) 0 2/8 (1) Picking Locks 2) 0 15/1 (1) Armor Use 16) 0 6/5 (1) Stalking & Hiding 3) 0 7/1 (1) Shield Use 17) 0 0/3 (2) Perception 4) 0 20/15 (1) Combat Maneuvers 18) -- 0/10 (3) Spell Research 5) 0 10/1 (1) Edged Weapons 19) 0 0/3 (2) Scroll Reading 6) 0 9/1 (1) Blunt Weapons 20) 0 0/4 (2) Magic Item Use 7) 0 20/3 (1) Two-Handed Weapons 21) 0 0/2 (3) Mana Sharing 8) 0 20/3 (1) Ranged Weapons 22) 0 3/2 (1) Spell Aiming 9) 0 20/3 (1) Thrown Weapons 23) 0 15/15 (1) Ambush 10) 0 20/3 (1) Pole Arm Weapons 24) 0 2/0 (3) Physical Training 11) 0 6/2 (1) Climbing 25) 0 1/0 (3) First Aid 12) 0 3/1 (1) Swimming 26) 0 0/3 (1) Trading 13) 0 20/25 (1) Multi-Opponent Combat 27) 0 3/3 (1) Picking Pockets 14) 0 2/9 (1) Disarming Traps 28) 0 20/3 (1) Brawling

Skill Training for Empath Profession

*indicates mandatory training |*indicates optional training

P/M (T) Skill Name

P/M (T) Skill Name

25/20 (1) Two Weapon Combat: Not for the Empath Profession, even if you are a warpath, it's your choice but i don't reccomend it and it's too expensive.

2/8 (1) *Picking: A good place for extra points in later years, so you can open your own boxes.

15/1 (1) *Armor: Train 8 times (40) and stop. Double leather covers your entire body absorbing damage better. Empaths cannot wear heavier leather than full leather because unfortunately it hinders our spellcasting.

6/5 (1) *Stalking and hiding: A few trains doesn’t hurt, but not necessary, tho it is quite useful in later years for certain hunting areas like that on Teras Isle.

7/1 (1) *Shield: Every year the rest of your life. Every training raises your defense.

0/3 (2) *Perception: Helps you find objects, traps, hiders, and sense pickpockets. Train in this until at least 100 or so, especially if you plan to pick boxes in your later years.

20/15 (1) *Combat Maneuvers: Warpaths train in this. I am far from a Warpath, but since my elder years i have trained in it a few times. It helps you to dodge clouds and some critter attacks, also raises your AS +1 every other year you train in it.

0/10 (3) *Spell Research...see spell chart below. Train in empath circle for at least the first ten levels. Train atleasttwice alevel.

0/1 (1) *Edged/Blunt Weapons: A must for every Profession. Train every year for the rest of your life. Holding a weapon and shield will raise your defense when you go to rescue someone.

0/3 (2) *Scroll reading: A good place for those extra points. You’ll be able to cast spells from other circles including Raise Dead scrolls. It's also useful forreadingtherunes in Misty Chamber.

9/1 (1) Blunt Weapons: Some Empaths prefer blunt weapons and its ok and inexpensive...but i highly reccomend edged instead.

0/4 (2) *Magic Item Use: For twisted wand users, or embedded wands.

20/3 (1) Two-Handed Weapons: Another that I don't recommend for Empaths, using a twohanded weapon means no useof ashield andrenders your defense andwe Empaths, need all the defense wecan get.

0/2 (3) *Mana Sharing: Train here for twice a level until you have 102, then once a year the rest of your life, tho sometimes i train twice in it (at my levels i have all these points and running out of places to put them and i help in alot of infusing for Wizards and this requires good share and lots of mana).

20/3 (1) Ranged Weapons: This was attempted by a anempath friend of mine but it did not work out very well. Hedied more times than i care to count.

3/2 (1) *Spell Aiming: Only if you plan on using Wizard type wands such as Gold, Blue & Aqua (Aqua wands come in handy when you need to cool off someone's poor "sizzling" body) :(

20/3 (1) Thrown Weapons: Again Empaths need not train in this.

15/15 (1) Ambush: Expensive <ouch!> Don't even bother unless you are a Warpath in elder years

20/3 (1) Pole Arm Weapons: Empaths need not train in this either.

2/0 (3) *Physical Training: once a level until you max out, then once every other level the rest of your life. Extra PT will help you regain your blood faster.

6/2 (1) *Climbing : You’ll need 10 in each by the time you are 15 or so, and you’ll need 50 in each before you can go to Swan Castle or Pinefar safely. Climbing is also useful and needed in some areas on Teras Isle and going to the Rift.

1/0 (3) *First Aid: This helps you skin critters and tendwounds. Train every level the rest of your life. In my later years I have double trained in it, again, because I have so many points and running out of places to put them.

3/1 (1) *Swimming: You’ll need 10 in each by the time you are 15 or so, and you’ll need 50 in each before you can go to Swan Castle or Pinefar safely. Climbing is also useful and needed in some areas on Teras Isle and going to the Rift.

0/3 (1) *Trading: Simply for dealing with merchants, I don't care much for this, but its up to you if you are into the almighty discount.

20/25 (1) Multi-Opponent Combat: Two Weapons: Empaths are not designed by the gods to use these skills. Two-Handed weapons: This would give you more power, but to use it you can’t hold a shield at the same time, and your defense will be terribly low no matter how many spells you defend yourself with.

3/3 (1) *Pick Pockets: A few trains in this will help you see a thief reaching in your pockets as well as useful for rogues and others to master pickpocketing.

2/9 (1) *Disarm Traps: Great for finding those deadly traps on boxes, I started training in this in my later years.

20/3 (1) Brawling: If you join Voln, it would be helpful to train in Brawling wheneveryou have enough TP for them Volnfu kicks andsuch.

At my levels, you run out of ideas whatto train, so i have trained extra in armor and other skills. I began trainingin disarm and Picking awhile back so i could pick my ownboxes as wellas for others.

Skill Training at 119 Levels

Armor Use : 154 (54)

Shield Use : 216 (116)

Combat Maneuvers : 66 (14)

Edged Weapons : 216 (116)

Climbing : 141 (41)

Swimming : 130 (35)

Disarm Traps : 142 (42)

Pick Locks : 141 (41)

Stalking & Hiding : 149 (49)

Perception : 186 (86)

Scroll Reading : 136 (38)

Magic Item Use : 193 (93)

Mana Sharing : 236 (136)

Spell Aiming : 138 (39)

Physical Training : 240 (140)

First Aid : 200 (100)

Trading : 5 (1)

Picking Pockets : 20 (4)

Training inpickpocketing does notnecessarily mean you plan to steal, it is also helpful in spottinga thief along with training in perception.

A more descriptive look at each skill....

Weapons: Polearms, brawling, two-handed, or even ranged are interestingto train in and will make your character unique, however, edged weapon andblunt training is the most commonly chosen. By training in ranged weaponsyou can have a great attack, however, your defenses may suffer. Brawlingmay be good if you plan to join VOLN and learn Voln FU. Pure healers maynot need to train in weapons at all if they plan to never hunt, but i believeit is still a good idea to train in it anyway EVERY level if you're rescuingfallen adventurers.

We start out by gaining at least 5 to our AS each time we trainin it. Sometimes more if our Strength stat has gone up. After a while itbegins to drop off to 4, 3, 2, and 1 per level. Even after we reach 140 bonusin it and only receive +1 for each time we train in it after that it isimportant. +40 to your AS is still +40 after 40 trainings.

Shield Use: Try to train in this every level. This will help you toincrease your defenses over time. Once you reach 140 bonus in it you canmake a choice whether to continue or not. After the 140 mark you will onlyget +1 to your defenses every 10 times you train in it.

Armor Use: This is a tricky one. For the stronger races like giantman,human, and dwarf you can get away with little or no armor training and stillwear double leather with no problem. The rest of us should at least trainto 10 bonus. This will allow us to wear light leather. It is recommendedthat you train to 40 bonus so you can wear double leather. Double leathercovers your entire body and absorbs damage better. You may at one point decideto wear something heavier. With roughly 70 bonus (not taking into accountyour race, dexterity, reflexes, or strength) you could wear a chainmailtype armor. Heavier armors have some advantages and disadvantagesyou may want to be aware of. Look for something that has been lightened orpadded. It doesn't matter as much if you chose damage or crit padding. They'llboth help you. Lightened armor will allow you to carry more without encumbrancethough it may fall apart easier when it is hit by something.

  • Pros:

  1. Better CvA against spells. A better CvA is useful in an instance where your spell warding, TD, is lower than a critters' CS. You will be able to avoid being hit easier.

  2. Better damage absorption. The amount of damage a set of brigadine armor can take is higher than a set of double leather. So you would be able to take a shot for a minor that would normally cause you a bleeding or broken wound in your double leather.

  3. Better durability against breakage. The higher the armor type the better it does against breakage. So you won’t need to replace or fix your armor as much.

  • Cons:

  1. Weight of the armor. Naturally we can't carry much weight as it is. For hobbits this is doubly true. The more protection a set of armor has, the more it weighs.

  2. Spell failure. Normally this isn't an issue for us. However, when we move to a heavier armor, above double leather, we begin to experience this. It can be worked around by removing your armor for a short period of time to cast whatever spells you need. Be warned! Spell failure also affects our healing spells.

  3. Encumbrance factor. Each type of armor has an encumbrance penalty. As you begin to wear heavier types of armor you will notice that it's harder to stand. This also affects you during certain maneuver attacks. If you are not properly trained for the armor you are wearing you will always fail some maneuver attacks. You will also have trouble hiding and doing other things.

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Spell Research: You should always train in this at least twice everylevel. For the pure healer or the casting hunter you can work in a thirdspell once in a while. Usually it's from every 3rd to 5th level that youcan. A hunting empath has a better chance of going for more CM instead. Youcan only cast a spell that you are the same level or higher of. You can tellby the number of the spell if you are old enough to cast it yet. Take 1105,205, and 105 for example. You will not be able to cast them until you arelevel 5. The level of the spell usually lets you know how much mana you willneed to cast that spell. If you cast it without enough mana you will getnerve damage and possibly even death.

Mana Share: This is a great skill to have. You should always at leasttrain in it once. Double training until you have 100 bonus is a good idea.At 100 bonus we can get enough mana from most. Having more is even better.This allows you to get more mana from those who don't have the same amountof share as you. It also works in reverse. So the more you have the moreyou can send to a younger empath who has less mana share than you do! It'sbased on a percentagescale and type of mana. For spirit mana to spiritmana share it would be a straight transfer. So if you were to share withacleric (spirit) and you had 100 bonus and he had 50 bonus, he would get 75%of the mana you sent. For sharing to a profession that is elemental likea wizard there would be a slight negative. It's so small it is not worthmentioning.

Physical Training: By training in this you will increase the amountof health points that you have. Train in this twice per training until youhave at least 100 bonus. At that point you can either stop or continue untilyou have more. If you plan to do any healing at all I would suggest at leastsingling past this point. With a higher bonus you will be able to recoverhealth points (HPs), or better known as blood, quicker and it will affecthow much health you get per cast of 1101 (Heal).

First Aid: You should always double in this in my opinion. While itis true that with 200 bonus and no scars we can skin anything under the sunthis may not hold true forever. There are more and more critters being introducedeach week. Besides affecting our skinning ability it helps our tending skill.The more we have the more we can tend and for longer. Pretty soon, usuallyby title, you will be able to tend severed limbs with the pros!

Perception: This is up to you. For the most part it allows us to seethings that are hidden. It used to play a big part in stopping pickpocketsalong with a minor bit of pickpocket skill. This is still in a way true.Unfortunately not as much as it was. Pick up at least 10 bonus so you cansee hidden trap doors. If you wish to prevent pickpockets you may wish totrain it at least once a level. If you plan to do ranged weapons (archery)you should train in it every level since perception plays a big part in theaiming of your arrows or bolts. Possibly 2x a level.

Climbing: If you ever plan to visit Melghoren's Reach, PineFar TradingPost, or some of the other out of the way areas you may want to train inthis. Melghoren's Reach doesn't require too much. I think it's about 10 bonus.PineFar is another matter. If you get to the age that you can survive upthere, starting around level 30, you should have at least 50 bonus in it.The hardest locations to climb in the game are the wall in the Twin Canyonsand the Nightmare Gorge.

Swimming: If you plan to live in River's Rest or hunt in DarkStoneor even be in Voln you may want to train to around 20 bonus in this. Thisshould be enough to get you wherever you may want to go. Future areas havebeen hinted at that require a lot more so be prepared.

Combat Maneuvers (CM): This is an odd skill since it is not implemented theway the name suggests. It adds +1 AS for every two ranks in it that you have.It has the additional bonuses of helping your dodging against special attacksand your ability to ambush from the open. The pure healer should be ableto completely ignore this training option. A hunting empath should trainin this. Even the casting empaths. Even though the changes to special attackshave made CM less much of a thing to have you should still get it for theextra AS.

Magic Item Use: If you plan on using twisted wands you should haveat least 20 bonus in it. If you want to use wizard wands you may want totrain in this twice a level until you have around 100 bonus or more. To usea wand you must have it in your right hand and be standing. Then WAVE itat something.

Twisted (Mana Disrupt 702) wands can be used in any stance. Aquamarine(Minor Water 903), Metal (Major Cold 907), Crystal (Acid), Iron (Minor Shock901), Slate (Disintegration), Golden (Minor Fire 906), and Silver wands (MinorShock 901) are the various types of wizard ones. To use wizard wands youwould need to go into an offensive stance to get the full effect of them.Magic Item Use also affects your ability to use things like Lorminstra staffs(Preservation 305) and other items.

Scroll Reading: You may want to pick up if you plan on using scrollsor visiting the Misty Chamber or even casting Living Spell (208). If youdo train in it pick up at least 30 bonus. To use a scroll you must have bothhands empty. Then READ the scroll and INVOKE the spell. So if the scrollhas 301 on it you would READ SCROLL, INVOKE 301, CAST <target>. Ifit is a spell in the 1000s, it is a bard spell. You have to SING these insteadof casting them.

Here are some other skills that are not as importantbut have their use.

Spell Aiming for the use of fire spirit as a hunting spell shouldalways be trained in if you do it. The use of wizard wands is dependent onour dexterity, magic item use, stance, and spell aiming skill. So if youdo want to use fire spirit or wizard wands to hunt you should do this oncea level.

Trading is useful if you want merchant discounts. I have seen peoplewith a decent trading skill get at least 25% off at major merchants likethe Juggernaut and Spitfire. It can also affect how much you get for gemsand other items at the shops when you sell them. So don't discount this skill!

Ambush and Hiding are more playthings for empaths. As a rogue it'dbe of a low enough cost to seriously consider. Do remember that your ambushaiming skill from the open comes from your CM training and NOT ambush. Ifyou ambush from hiding the ambush skill comes into play. In order to getthe benefits of crit level raises you would need to single train in ambushand hiding from the very beginning. It is a very costly path to take. Youmay also want to consider that with recent changes to ambush and hiding thatwill make is very difficult for anyone who only singles in hiding and ambush..You may find out more about ambushing if you are truly interested in it byreading the guide I provided info on at the bottom of the document. (Note:It had been stated during a weapon forum that certain weapons have a muchbetter aim factor than others)

Pickpocket skill helps us see pickpockets better. It also allows usto pickpocket from others. Not a good idea. I might mention that being ableto see pickpockets is dependent on multiple factors. Not just on one or twoskills. Area effects (fog, lighting, darkness), pickpocket skill, wisdom,perception, dice roll, and more count into this. A person who has doubletrained in perception and singled in pickpockets can theoretically at level40 block a rogue at level 60 who has doubled in pickpockets.

Picking and Disarming are almost worthless to us in later years. Sincethe implementation of Call Lightning (125) we can open most, but not all,boxes fairly easily. If you absolutely must have a box opened you may wantto go to a rogue instead of doing it yourself. Not only will you save yourselftraining points but also you will find that with how difficult boxes arenow that you may very well be saving your life! However, if you want to pickyour own boxes you will need to single in Picking Locks and Disarming Trapsnearly every level from level 0. Or at least every other level. You mostlikely won’t be able to pick your own level but you will be able toget some boxes.

Armor, shield, edged, climbing, swimming, perception, spell research, scrollreading, magic item use, mana sharing, spell aiming, physical training, firstaid.

If you do not have enough traning points (TP) to train in all the abovementioned, then train in the most important skills such as...

Skill

Shield

Edged(or blunt)

Perception

Mana Sharing

Physical Training

First Aid

Armor

Spell Research (2 spells each training)

Amount per training

once every

once every

twice every

twice every

once every

twice every other

once every

twice every

If you have some left over and you should, train in climbing, swimming, scrollreading, magic item use and spell aiming once each. You can actually trainin these skills every other training. Whenever you obtain extra TP's, youcan always train in any of them twice in a training except for spell aiming.

As you get older you can train in other skills if you have enough TP's suchas stalking, hiding, disarming, picking, trading and brawling (usually forvolners).

How should I train in myspells?

Training in Spell Research is important to your profession as you will beneeding your spells to survive.

What spells do Empaths get and what do theydo?

  • The Empath spell circle is essential to your profession. You need to train in these spells in order to heal your patients as well as yourself. Italsohelps ingainingyourcastingstrength.

  • The Minor Spirit Circle aids in your spirit defense andcastingstrength when roaming dangerous hunting areas.

  • The Major spirit circle also aids your defense and helps gainyourcasting strength.

Spell training for an empath is very important. By training in the empathbase list we are able to heal others and heal ourselves at the same time.So if you don’t

like the idea of hunting or are playing an empath that could never hurt anotherliving thing you may find it best to stick with the empath base list at leastonce a level. One of the things I tried to do with each is to stagger thespells by importance. This also gives the benefit of reducing the time ittakes to cast them down to 5 seconds or zero. I’ll take each to level25 and stop there to let you pick out how you will continue on.

Pure Healer:

The pure healer will have spell training focused on the empath base list.This prepares them for the new empath spell list. It is also for when thetime it takes to heal down a wound is dependent on how many ranks in theempath spell list you have.

Level 0 (If you did a Quick Gen you will skip this level) -

Empath base list (1101) and Minor Spirit (101)Level 1 - Empath (1102) and Major Spirit (201)Level 2 - Empath (1103) and Minor Spirit (102)Level 3 - Empath (1104) and Major Spirit (202)Level 4 - Empath (1105) and Minor Spirit (103)Level 5 - Empath (1106) and Minor Spirit (104)Level 6 - Empath (1107) and Minor Spirit (105)Level 7 - Empath (1108) and Minor Spirit (106)Level 8 - Empath (1109) and Minor Spirit (107)Level 9 - Empath (1110) and Minor Spirit (108)Level 10 - Empath (1111) and Major Spirit (203)Level 11 - Empath (1112) and Major Spirit (204)Level 12 - Empath (1113) and Minor Spirit (109)Level 13 - Empath (1114) and Major Spirit (205)Level 14 - Empath (1115) and Minor Spirit (110)Level 15 - Empath (1116) and Major Spirit (206)Level 16 - Empath (1117) and Minor Spirit (111)Level 17 - Empath (1118) and Major Spirit (207)Level 18 - Minor Spirit (112) and Major Spirit (208)Level 19 - Minor Spirit (113) and Major Spirit (209)Level 20 - Minor Spirit (114) and Major Spirit (210)Level 21 - Major Spirit (211) and Major Spirit (212)Level 22 - Empath (1119) and Major Spirit (213)Level 23 - Empath (1120) and Minor Spirit (115)Level 24 - Empath (1121) and Major Spirit (214)Level 25 - Empath (1122) and Minor Spirit (116)

Warpath:

The warpath will be focused on the attack and defensive spells.

Level 0 (If you did a Quick Gen you will skip this level) -

Minor Spirit (101) and Major Spirit (201)Level 1 - Empath (1101) and Major Spirit (202)Level 2 - Minor Spirit (102) and Major Spirit (203)Level 3 - Empath (1102) and Minor Spirit (103)Level 4 - Empath (1103) and Major Spirit (204)Level 5 - Empath (1104) and Major Spirit (205)Level 6 - Empath (1105) and Major Spirit (206)Level 7 - Empath (1106) and Major Spirit (207)Level 8 - Empath (1107) and Major Spirit (208)Level 9 - Empath (1108) and Minor Spirit (104)Level 10 - Empath (1109) and Major Spirit (209)Level 11 - Empath (1110) and Major Spirit (210)Level 12 - Major Spirit (211) and Major Spirit (212)Level 13 - Major Spirit (213) and Major Spirit (214)Level 14 - Major Spirit (215) and Minor Spirit (105)Level 15 - Minor Spirit (106) and Minor Spirit (107)Level 16 - Minor Spirit (108) and Minor Spirit (109)Level 17 - Minor Spirit (110) and Minor Spirit (111)Level 18 - Empath (1111) and Minor Spirit (112)Level 19 - Empath (1112) and Minor Spirit (113)Level 20 - Minor Spirit (114) and Minor Spirit (115)Level 21 - Minor Spirit (116) and Minor Spirit (117)Level 22 - Minor Spirit (118) and Minor Spirit (120)Level 23 - Empath (1113) and Major Spirit (216)Level 24 - Empath (1114) and Major Spirit (217)Level 25 - Empath (1115) and Major Spirit (218)

You should keep doubling in spells for the rest of your training from thatpoint on. This allows you to get from 4-5 CS each time instead of 3 if youstop. Triple training in spells can allow you to gain up to 6 CS in a specificspell circle but it is costly. If you are a pure healer you may want to dosome triple training in spells. If you are a hunter you should go for CMtraining instead. It is very important since Bind (214) is one of the onlyspells we use to hunt all the time at higher levels. With a low CS we wouldn'tbe able to hunt at times!

You might be wondering why there is an emphasis on the minor spirit circlein the pure healer path listed above. It has been my belief that empathsshould obtain the spells that help others first. The major spirit circlehas very few spells that help others. It has mainly those that only helpthe person who has trained in them. Another issue is the changes at the higherlevels that are now occurring. Many of the critters are starting to showa high TD against Bind. Since bind was the traditional spell most empathstrained to have a high CS in it has hurt them. By training mainly in minorspirit or even in a balanced regimen we can avoid this problem.

Another useful hunting spell for empaths has been the Unbalance spell. It’sa great spell to use to knock a critter down and stun them. Unfortunately,as with Bind, there are critters that either have a high TD against thatspecific spell or are immune to it.

To find out how many levels in spells you have actually learned up to thatpoint you can type in SPELL at any time. This will tell you how many levelsyou have in each spell circle. You can also type in SPELL ALL to get a fulllist of the spells you have.

A neat thing that is coming in the future is the changes to herbs. They willbe made a lot weaker than they are now. For now, all you have to do is advancein levels to reduce the time it takes to heal down a wound with an herb.In the future, if you are not an empath, it will never go down in time. Soif an herb takes 180 seconds at level 5 for them, it will take 180 secondsat level 200! Not to mention the herbs will be weaker. The advantage goesto empaths in this case. The time it takes for an empath to use an herb orheal down a wound will go down by level and our base empath spell training.It will be affected most by the spell training so if you want to take advantageof this as a healer you might want to train up it as much as possible.

===========================

  • Mental Training Points = (DIS + AURA + LOG + CHR + WIS + INT) / 10

  • Physical Training Points = (DIS + AURA + STR + CON + RFLX + DEX) / 10

Disciplineand Aura should have the highestnumbers

Choosing aRace: To tell how quickly each statwill grow in a particularrace. Take the stat number you have and divideit by the number under the race and stat you decide onplacing it(youwill see a chart asyou create your character)

Noticethedifferenceingrowthofeachstat..Somestats grow faster than others but can also change the rateofgrowth as you gainlevels. This,you shoulddetermine beforeplacing yourstats. Strengthis the slowestgrowingstatfor Empaths soputa fairly high numberhereif you wishtohuntefficiently.

Example of theapproximate growth below...(bearwith me,i was never good with math), heh.

Level 35 to Level 119 -SylvankindEmpath

Level 35

Level 97

Level119

Growth(approx)

Constitution (CO): 65 Constitution (CO): 92

Constitution (CO):99

every 1.5 levels
Dexterity (DE): 66 Dexterity (DE): 81 Dexterity (DE): 85 every 5.3 levels
Discipline (DI): 95 Discipline (DI): 100 Discipline (DI): 100 every 2.5 levels
Logic (LO): 100 Logic (LO): 100 Logic (LO): 100 every 2 levels
Intelligence (IN): 67 Intelligence (IN): 91 Intelligence (IN): 98 every 1.7 levels
Strength (ST): 62 Strength (ST): 68 Strength (ST): 70 every 9+ levels
Reflexes (RE): 54 Reflexes (RE): 77 Reflexes (RE): 83 every 3.5 levels
Charisma (CH): 53 Charisma (CH): 76 Charisma (CH): 82 every 4.8 levels
Wisdom (WI): 100 Wisdom (WI): 100 Wisdom (WI): 100 2.5 levels
Aura (AU):100 Aura (AU):100 Aura (AU): 100 2.5 levels

*My logic, wisdom and aura started at 100 but thanks to my brother Ryp he helped me determine the "basic" growth of these stats.

Notes:

Mana Nodes: Normal recovery is 15% rounded to the nearest whole number and Node recovery is 25% of your max mana rounded to the nearest whole number. Example of Mana RecoverySpell Research: Ifyou have enough points leftover,then you can triple train in your spell lists which could give you 5-6 toward your CS (usually every 3-5 levels) Weapons: Choosing a weapon, shield and armor is very important for fighting and defense. you can find learn about such at The Forge
Various Wands: For the wand waver; Slate (Disintegration), Twisted (Mana Disrupt), Blue (Ice), Aquamarine (Minor Water), Metal (Major Cold), Crystal (Acid), Iron (Minor Shock), and Silver wands (Minor Shock) Other Wands & Rods (Embeddable with any of the above) and new wands have been found in various areas such as a glaes wand & bone wand.SKILLS AND SPELLS: *Continue to train in your Minor Spirit to obtain Spell 150(Wall of Force)as well as your other Spell Lists to continue gaining a high CS. To know what skills OR spells you already have, simply Type: SKILL orSPELL Maps: Once your ready to explore the lands you are going to need maps to help you get around. Try Tsoran's maps

Some Spells aren't implemented but is a good idea to train in them for later use.

Click on the Spell Circles below to see each spell.

- -

Training per Level
 1. 101/1101 2. 201/1102 3. 102/1103 4. 202/1104 5. 103/1105 6. 203/1106 7. 104/1107 8. 105/1108 9. 106/1109 10. 107/1110 11.108/109 12.204/205
 13. 110/206 14. 207/208 15. 209/210 16. 211/111 17. 212/112 18. 213/113 19. 214/114 20. 215/115 21. 216/116 22. 217/117 23. 218/118 24. 219/119 25. 220/120
Depending on which magics you want first is up to you in how you continue to train in your spells. With the new changes, I suggest continuing the Empath Circle and Minor Spirit, at least up to 130/1130.Whenever you have enough/extra TP's (training points), train in a third spell circle
My Character isready so now what do I do?:
Now you havea Name, a Race and a Profession (Empath of course) you are ready to adventure into the lands of Elanthia. Wait and Listen to the voices in the alley to help you get started, be patient, you'll get there ;)

Use your DIR (direction) command to find your way to town (this command is only helpful for levels 1 & 2, then you will no longer be able to use it).

Now you are ready to explore the town and gain experience to level one. Using your DIR command, go to all the places listed. Go inside the buildings (you may have to go thru several rooms in order to accomplish your experience) when done, come out. When you get the "feeling of accomplishment" then you know you have just recieved experience and you are ready to go to your next destination. Be sure to have the Thrak Inn your last destination because by then, you will be ready to train again.

The following is a script to help you complete your first level training: Copy and paste it toyourwizard

Level 0 to Level 1 Script

After you have trained to Level One at the Thrak Inn go see the warrior Thrak in the trophy room behind the curtain...curtsy/bow to him then sit down and listen to all he has to say. When he is finished, he will ask you some multiple choice questions which you in turn will answer in this way: Answer True, Answer 3, etc etc. When you have answered all questions correctly, he will then reward you with 3000 experience pts.

Now what to do?... When you first enter the lands, you will be provided with a backpack, leathers, a weapon, shield, pouch, acantha leaf, and less than 1000 coins. These coins are a loan you must pay back to the clerk. You may buy items with what you have or immediately pay off your debt. If you donot payoffyour debt, you will not be able togive or accept coins fromothers. Sometimeswhen dpeositing yourcoinsintothebank the clerkwill comeand collectyourdebt automatically.

Go to Moot Hall, directly to the clerk who will give you a job...to find out what job you will get, simply ASK CLERK ABOUT WORK. He will give you a message to delivery which you may get paid for in coins if the (NPC) tips you (Tips vary in amounts...Jack, The blacksmith is a great tipper.) Usually if you do not get a tip, you will get another message in return to take back to the clerk and he may reward you with coins. Do this several times if you wish to gain coins to pay off your debt as well as pocket some for yourself. Youcantake a breakfrom deliverig messages and doalittle hunting in giant rats if you wish.

Yelling in town or on the amunet becomes annoying to other adventurers, if you must ask where the gypsy or runner is, best way is to ask politely. I never bothered to ask anyone, i just hunted and ran errands as well as explored the town for knowledge and usually bumped into who i was looking for. Oh I almost forgot! You get expeirence for running errands ;)

Tired of looking for the Gypsy or that ever speedy Runner?...Then let's hunt! Where can I hunt? Catacombs is the place to start..Use your DIR again to find the catacombs (Be sure to have your weapon and shield ready before entering). Now you are ready to rid Elanthia of them pesky Rats. Hunt here til your mind is full then you may rest and get healed in the culdesac (entrance to the catacombs). continue this til you are ready for your next training (you will know when your are ready).

You are anxious to heal the wounded....You have now learned to give blood and heal minor & medium wounds (bleeders)...I have to say i did more hunting than healing in my early years. While resting from a hunt i would sit in TC (Town Center, Icemule Trace) and helped the wounded whenever I could (I still ran errands for the clerk as well, i liked to keep busy). In Healing major wounds, If you take more than ya can handle, ask a fellow empath to help you out, but try not to make a habit of it, they do have their own wounds to deal with as well.

Remember to always watch your blood level while healing bleeders and giving blood. Tend your wounds til you can heal them down. Of course, don't take more than you can handle, you're liable to be a patient yourself :(

The Empath Spells for scar removal are for your use only. You cannot remove scars from others. The only way you can remove scars from others is if they have wounds over their scars. To heal your scars, you must heal down your wounds first. Then proceed to use your spells to heal down the major scars to the minor scars til you are scar free.

By now You should be able to heal yourself and others with ease. It gets quite boring sitting on your rump all day healing, so get up now and then to stretch your bones. Roam to other areas, visit friends, or wander the lower level battlefields to help and heal young adventurers. Do some hunting of your own, but don't sit on your rump all day. If an empath is truly needed, it's almost guaranteed one will be called for over the amunet.

Some Places for Empaths to hunt

With or withouta partner or two or try a group hunt if youprefer! Alsonotethat some of these critters are ~undead~ andyou willneedyourweapon blessed byaCleric. Youcan alwaysfinda Cleric willing tobless your weapon at Voln Courtyard among other places and other towns suchas TownSquare, thePark or you could ask/listen on the net so long as you abide by Net Etiquette.

Check out the Bestiery to find out whereyoucanfind thesecritters. It has every critter listed, up to date, complete with stats, abilities, locations andmore.

Here are a few older critters to wet your appetite...

18-25 : Fire rats & cats, warcats.

Now you're raking in the silvers. You might be able to come here sooner, depending on when your skillsWatch out for pounces, fire crits and disease! 

26-35 : Pookas, Mares, Miners.

Undead: The Ledge is a great place to hang out, and you can pretty much always get a bless there. Pookas and Miners have nice boxes, Mares have nice skins. 

36-48 : Kiramons.

Once again, raking in the silvers! Great skins. They have lots of bloodbut if you hit them in the headhard enough, you'll do fineOtherwise you'll be swinginging alot! 

46-64 : Shoots, Wasps, Lizards.

Nice skins, and nice gems. Shoot thorns give us a good taste of our own medicine. 

55-64 : Wind Wraiths.

Undead. Pretty harmless. They have those nice vialsthat gives you three different usessuch as pour it on your weaponto bless it, pour it into a fallen hunterto Lifekeep the deader or by drinking it, it will give you strength.. 

64+ : Pyros, wasps

Nice boxes. Their shards aren't too bad compared to shoot thornsBut if you trained well in skinningyou can collect their firethorns.Firethorns unpoison you simplyby rubbing it. 

Camping in a hunting area - Does anyone own that room?

 No. Out of common courtesy you should respect theirright to hunt where they plant their flag. On the other hand, they shouldhave a good reason to deny you hunting, particularly in crowded or very smallareas. However, even if they were rude enough to answer with a simple "no"to your request to join their hunting party, it would be just as wrong ofyou to start whacking at the creatures as soon as they walk in.  Yes. You always have the right to defend yourself.But remember that you began the conflict in a way by inviting yourself tohunt. It would be better of you to just move on and avoid such a conflictin the first place. If they should happen to attack you then you could simplytake the hint and move on instead of turning the situation into aslaughter.  No. If they decided to REPORT you in the situationyou've described then I'd guess any intelligent gamemaster would tell bothparties to go their separate ways and forget about it. You would both bein the wrong afterall. ~ LordPsycat 
Note: Many changes have come about recently with spells to many professions as well as other mechanics. I will be updating my Journal as soon as I can, so that all the above makes sense. Thanks for your patients. Dated Mar 20, 2001

Now onto your next step...

Healing & Fogging Etiquette

GS3: Empath Skills & Training (2)

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