Volnes, day 18 of the month Fashanos in the year 5102
First Read the Policies... --->
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.
(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?
**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
At my levels, you run out of ideas what to train, so i have trained extra in armor and other skills. I began training in disarm and Picking awhile back so i could pick my own boxes as well as for others.
Skill Training at 119 Levels
Training in pickpocketing does not necessarily mean you plan to steal, it is also helpful in spotting a thief along with training in perception.
A more descriptive look at each skill....
Weapons: Polearms, brawling, two-handed, or even ranged are interesting to train in and will make your character unique, however, edged weapon and blunt training is the most commonly chosen. By training in ranged weapons you can have a great attack, however, your defenses may suffer. Brawling may be good if you plan to join VOLN and learn Voln FU. Pure healers may not need to train in weapons at all if they plan to never hunt, but i believe it is still a good idea to train in it anyway EVERY level if you're rescuing fallen adventurers.
We start out by gaining at least 5 to our AS each time we train in it. Sometimes more if our Strength stat has gone up. After a while it begins to drop off to 4, 3, 2, and 1 per level. Even after we reach 140 bonus in it and only receive +1 for each time we train in it after that it is important. +40 to your AS is still +40 after 40 trainings.
Shield Use: Try to train in this every level. This will help you to increase your defenses over time. Once you reach 140 bonus in it you can make a choice whether to continue or not. After the 140 mark you will only get +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 still wear double leather with no problem. The rest of us should at least train to 10 bonus. This will allow us to wear light leather. It is recommended that you train to 40 bonus so you can wear double leather. Double leather covers your entire body and absorbs damage better. You may at one point decide to wear something heavier. With roughly 70 bonus (not taking into account your race, dexterity, reflexes, or strength) you could wear a chain mail type armor. Heavier armors have some advantages and disadvantages you may want to be aware of. Look for something that has been lightened or padded. It doesn't matter as much if you chose damage or crit padding. They'll both help you. Lightened armor will allow you to carry more without encumbrance though it may fall apart easier when it is hit by something.
Spell Research: You should always train in this at least twice every level. For the pure healer or the casting hunter you can work in a third spell once in a while. Usually it's from every 3rd to 5th level that you can. A hunting empath has a better chance of going for more CM instead. You can only cast a spell that you are the same level or higher of. You can tell by 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 are level 5. The level of the spell usually lets you know how much mana you will need to cast that spell. If you cast it without enough mana you will get nerve damage and possibly even death.
Mana Share: This is a great skill to have. You should always at least train 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 amount of share as you. It also works in reverse. So the more you have the more you can send to a younger empath who has less mana share than you do! It's based on a percentage scale and type of mana. For spirit mana to spirit mana share it would be a straight transfer. So if you were to share with a cleric (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 like a wizard there would be a slight negative. It's so small it is not worth mentioning.
Physical Training: By training in this you will increase the amount of health points that you have. Train in this twice per training until you have at least 100 bonus. At that point you can either stop or continue until you have more. If you plan to do any healing at all I would suggest at least singling past this point. With a higher bonus you will be able to recover health points (HPs), or better known as blood, quicker and it will affect how much health you get per cast of 1101 (Heal).
First Aid: You should always double in this in my opinion. While it is true that with 200 bonus and no scars we can skin anything under the sun this may not hold true forever. There are more and more critters being introduced each 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, usually by 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 see things that are hidden. It used to play a big part in stopping pickpockets along 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 can see hidden trap doors. If you wish to prevent pickpockets you may wish to train 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 the aiming of your arrows or bolts. Possibly 2x a level.
Climbing: If you ever plan to visit Melghoren's Reach, PineFar Trading Post, or some of the other out of the way areas you may want to train in this. 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 up there, 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 Canyons and the Nightmare Gorge.
Swimming: If you plan to live in River's Rest or hunt in DarkStone or even be in Voln you may want to train to around 20 bonus in this. This should be enough to get you wherever you may want to go. Future areas have been hinted at that require a lot more so be prepared.
Combat Maneuvers (CM): This is an odd skill since it is not implemented the way 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 attacks and your ability to ambush from the open. The pure healer should be able to completely ignore this training option. A hunting empath should train in this. Even the casting empaths. Even though the changes to special attacks have made CM less much of a thing to have you should still get it for the extra AS.
Magic Item Use: If you plan on using twisted wands you should have at least 20 bonus in it. If you want to use wizard wands you may want to train in this twice a level until you have around 100 bonus or more. To use a wand you must have it in your right hand and be standing. Then WAVE it at something.
Twisted (Mana Disrupt 702) wands can be used in any stance. Aquamarine (Minor Water 903), Metal (Major Cold 907), Crystal (Acid), Iron (Minor Shock 901), Slate (Disintegration), Golden (Minor Fire 906), and Silver wands (Minor Shock 901) are the various types of wizard ones. To use wizard wands you would 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 scrolls or visiting the Misty Chamber or even casting Living Spell (208). If you do train in it pick up at least 30 bonus. To use a scroll you must have both hands empty. Then READ the scroll and INVOKE the spell. So if the scroll has 301 on it you would READ SCROLL, INVOKE 301, CAST <target>. If it is a spell in the 1000s, it is a bard spell. You have to SING these instead of casting them.
Here are some other skills that are not as important but have their use.
Spell Aiming for the use of fire spirit as a hunting spell should always be trained in if you do it. The use of wizard wands is dependent on our dexterity, magic item use, stance, and spell aiming skill. So if you do want to use fire spirit or wizard wands to hunt you should do this once a level.
Trading is useful if you want merchant discounts. I have seen people with a decent trading skill get at least 25% off at major merchants like the Juggernaut and Spitfire. It can also affect how much you get for gems and 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'd be of a low enough cost to seriously consider. Do remember that your ambush aiming skill from the open comes from your CM training and NOT ambush. If you ambush from hiding the ambush skill comes into play. In order to get the benefits of crit level raises you would need to single train in ambush and hiding from the very beginning. It is a very costly path to take. You may also want to consider that with recent changes to ambush and hiding that will 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 by reading 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 much better aim factor than others)
Pickpocket skill helps us see pickpockets better. It also allows us to pickpocket from others. Not a good idea. I might mention that being able to see pickpockets is dependent on multiple factors. Not just on one or two skills. Area effects (fog, lighting, darkness), pickpocket skill, wisdom, perception, dice roll, and more count into this. A person who has double trained in perception and singled in pickpockets can theoretically at level 40 block a rogue at level 60 who has doubled in pickpockets.
Picking and Disarming are almost worthless to us in later years. Since the 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 want to go to a rogue instead of doing it yourself. Not only will you save yourself training points but also you will find that with how difficult boxes are now that you may very well be saving your life! However, if you want to pick your own boxes you will need to single in Picking Locks and Disarming Traps nearly every level from level 0. Or at least every other level. You most likely wont be able to pick your own level but you will be able to get some boxes.
Armor, shield, edged, climbing, swimming, perception, spell research, scroll reading, magic item use, mana sharing, spell aiming, physical training, first aid.
If you do not have enough traning points (TP) to train in all the above mentioned, then train in the most important skills such as...
If you have some left over and you should, train in climbing, swimming, scroll reading, magic item use and spell aiming once each. You can actually train in these skills every other training. Whenever you obtain extra TP's, you can 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 such as stalking, hiding, disarming, picking, trading and brawling (usually for volners).
How should I train in my spells?
Training in Spell Research is important to your profession as you will be needing your spells to survive.
What spells do Empaths get and what do they do?
Spell training for an empath is very important. By training in the empath base list we are able to heal others and heal ourselves at the same time. So if you dont
like the idea of hunting or are playing an empath that could never hurt another living thing you may find it best to stick with the empath base list at least once a level. One of the things I tried to do with each is to stagger the spells by importance. This also gives the benefit of reducing the time it takes to cast them down to 5 seconds or zero. Ill take each to level 25 and stop there to let you pick out how you will continue on.
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 the time it takes to heal down a wound is dependent on how many ranks in the empath 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)
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 that point on. This allows you to get from 4-5 CS each time instead of 3 if you stop. Triple training in spells can allow you to gain up to 6 CS in a specific spell circle but it is costly. If you are a pure healer you may want to do some triple training in spells. If you are a hunter you should go for CM training instead. It is very important since Bind (214) is one of the only spells we use to hunt all the time at higher levels. With a low CS we wouldn't be able to hunt at times!
You might be wondering why there is an emphasis on the minor spirit circle in the pure healer path listed above. It has been my belief that empaths should obtain the spells that help others first. The major spirit circle has very few spells that help others. It has mainly those that only help the person who has trained in them. Another issue is the changes at the higher levels that are now occurring. Many of the critters are starting to show a high TD against Bind. Since bind was the traditional spell most empaths trained to have a high CS in it has hurt them. By training mainly in minor spirit or even in a balanced regimen we can avoid this problem.
Another useful hunting spell for empaths has been the Unbalance spell. Its a 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 that specific spell or are immune to it.
To find out how many levels in spells you have actually learned up to that point you can type in SPELL at any time. This will tell you how many levels you have in each spell circle. You can also type in SPELL ALL to get a full list of the spells you have.
A neat thing that is coming in the future is the changes to herbs. They will be made a lot weaker than they are now. For now, all you have to do is advance in 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. So if an herb takes 180 seconds at level 5 for them, it will take 180 seconds at level 200! Not to mention the herbs will be weaker. The advantage goes to empaths in this case. The time it takes for an empath to use an herb or heal 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 advantage of this as a healer you might want to train up it as much as possible.
Discipline and Aura should have the highest numbers
Choosing a Race: To tell how quickly each stat will grow in a particular race. Take the stat number you have and divide it by the number under the race and stat you decide on placing it (you will see a chart as you create your character)
Notice the difference in growth of each stat.. Some stats grow faster than others but can also change the rate of growth as you gain levels. This, you should determine before placing your stats. Strength is the slowest growing stat for Empaths so put a fairly high number here if you wish to hunt efficiently.
Example of the approximate growth below...(bear with me, i was never good with math), heh.
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updated Jan 2002