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		<title>Prediction</title>
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		<updated>2019-03-24T05:20:41Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: &#039;&#039;See [[Prediction (meditation)|here]] for the Barbarian meditation.&#039;&#039;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
== General information==&lt;br /&gt;
&lt;br /&gt;
===Predictions===&lt;br /&gt;
A prediction simply applies a bonus or penalty to any skill. They are capped at 20% of the base skill. Durations range from a few minutes to upwards of two hours.&lt;br /&gt;
&lt;br /&gt;
A person can be under the influence of an unlimited number of predictions, but only one prediction per skill.  Multiple predictions on the same skill will average out into one prediction (meaning small positive predictions can be useful to blunt a large negative prediction). They also do not stack with spells or other sources of buffs. E.g. if you have both a self cast Seer&#039;s Sense and a positive evasion prediction then only the greater of the two buffs will apply while both effects remain active. If the greater one were to expire first, then the lesser one would apply at that point.&lt;br /&gt;
&lt;br /&gt;
In all forms of divination the messages received accurately reflect the actual result.&lt;br /&gt;
&lt;br /&gt;
Predictions have four aspects: power, duration, affected skill, and polarity (i.e. bonus or penalty) all of which are determined randomly, although this is greatly influenced by your Astrology skill, Wisdom, Charisma, method of prediction used, and how much prophetic insight you have accumulated.&amp;lt;ref&amp;gt;[[Post:Predicting_in_3.0_-_01/23/2013_-_20:36]]&amp;lt;/ref&amp;gt; A penalty is most commonly referred to by the colloquial term &#039;curse,&#039; especially when in game.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The following is a summary of attributes that play a role in prediction. More detailed explanations can be found in the appropriate sections below.&lt;br /&gt;
*{{skill|Astrology}} - Aids in {{com|observe}} and {{com|align}} checks, and modifies power, duration, and accuracy of all predictions, vision predictions in particular.&lt;br /&gt;
*{{skill|Scholarship}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{skill|Perception}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{stat|Wisdom}} - Modifies power, duration, and accuracy of all predictions.&lt;br /&gt;
*{{stat|Charisma}} - Modifies tool bonding chance, and modifies power, duration, and accuracy of vision predictions.&lt;br /&gt;
*prediction pool size - Primary determinant of power, duration, and accuracy of all predictions, and modifies tool bonding chance.&lt;br /&gt;
*prediction tool quality - Primary determinant of tool bonding chance, and modifies power, duration, and accuracy of tool predictions.&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
The first step in making any prediction is to successfully {{com|OBSERVE}} a celestial body.  Information on specific bodies, such as the skillsets they teach and the circle they are learned at can be found here on the [[Star chart]].&lt;br /&gt;
&lt;br /&gt;
The timer on observations is random from 2-4 minutes. An observation that would add insight to otherwise filled pools will message as such and not start the observation timer.&lt;br /&gt;
&lt;br /&gt;
*Based on scholarship, perception, and astrology.&lt;br /&gt;
*Attempts to observe the Sun or any of the moons will always teach at least some regardless of cloud cover.&lt;br /&gt;
*Made easier through use of Clear Vision, Aura Sight and a Telescope.&lt;br /&gt;
*Piercing Gaze and Telescopes will help reduce cloud cover.&lt;br /&gt;
*While not all celestial bodies teach the same amount from an observation, the values are fairly close meaning bodies that touch multiple areas are almost always preferable.&lt;br /&gt;
*Not all observations are equal as a result of cloud cover and skill, but they&#039;re fairly close so if you can successfully observe it&#039;s not worth obsessing over squeezing out every last drop of bonus.&lt;br /&gt;
*Some objects require a telescope to observe.&lt;br /&gt;
*The best telescopes are stationary in guildhalls, Kssarh&#039;s telescope one west of his location is the best in Elanthia.&lt;br /&gt;
*In game [[Star chart]]s include a list of what areas each object teaches and the circles they are learned at. &#039;&#039;Note: these are riddled with misinformation currently, so it is best to use online versions.&#039;&#039;&lt;br /&gt;
*To help resolve parser issues try {{tt|Elanthian Sun}} and {{com|Observe}} {{tt|&amp;lt;object&amp;gt; in sky}}.  Also destroy all sunstones and moonstones in the most sadistic method available.&lt;br /&gt;
&lt;br /&gt;
====Prediction pools====&lt;br /&gt;
While a prediction can be performed from a single observation, each further observation will fill your pool further, the level of which can be checked with {{com|predict}} {{tt|state all&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skillset}}. The amount of insight in your prediction pool is by far the largest influence on the power and duration of any given prediction. More insight will also increase the likelihood of the prediction matching your desired skill as well as polarity, and increases the chance that a polarity inversion is prevented if it does occur. It will also improve the chance that a prediction tool will increase its bond with you.&lt;br /&gt;
*Skillset prediction pools do not decay over time.&lt;br /&gt;
*[[Luckstone]] enchantments can completely fill a prediction pool without needing an observation.&lt;br /&gt;
*[[Read the Ripples]] eliminates the timer between observations for randomly selected constellations allowing prediction pools to be filled faster.&lt;br /&gt;
*[[Tezirah&#039;s Veil]] can also be used to fill prediction pools randomly, although this comes at the cost of stuns, severe nerve damage, and [[Teleologic corruption]] which reduces the effectiveness of your predictions.&lt;br /&gt;
{| width=50% class=wikitable&lt;br /&gt;
! width=10%| %&lt;br /&gt;
! width=30%| Understanding&lt;br /&gt;
! width=15%| Min Power&lt;br /&gt;
! width=15%| Max Power&lt;br /&gt;
! width=15%| Min Duration&lt;br /&gt;
! width=15%| Max Duration&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| No || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-11&lt;br /&gt;
| Feeble || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!12-22&lt;br /&gt;
| Weak || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!23-33&lt;br /&gt;
| Fledgling || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!34-44&lt;br /&gt;
| Modest || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!45-55&lt;br /&gt;
| Decent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!56-66&lt;br /&gt;
| Significant || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!67-77&lt;br /&gt;
| Potent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!78-88&lt;br /&gt;
| Insightful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!89-99&lt;br /&gt;
| Powerful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!100&lt;br /&gt;
| Complete || -- || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Scale is assumed to be linear - only the first and last points are certain and there is no reasonable way to discover a non-linearity.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
In order to make use of a prediction pool you have to {{com|align}} to it first.&lt;br /&gt;
*{{com|align}} {{tt|&amp;lt;offense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;defense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;magic&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;survival&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;lore&amp;gt;}} will align you to the chosen prediction pool and your next prediction will be of a random skill within that skillset.&lt;br /&gt;
*Alternately, {{com|align}} {{tt|&amp;lt;skill&amp;gt;}} will align you to the chosen skill and your next prediction will be of a random skill within that skill&#039;s skillset, but weighted to the chosen skill.&lt;br /&gt;
*Predictions default to trying for a bonus. If you want to try for a curse use {{com|align}} {{tt|&amp;lt;skillset&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skill&amp;gt; curse}} instead.&lt;br /&gt;
:*A prediction that results in the opposite polarity to what you tried to achieve is known as a polarity inversion.&lt;br /&gt;
:*The most that the chance of a polarity inversion can be reduced to is 10% regardless of skill, tool bond, stats, or other factors.&amp;lt;ref&amp;gt;[[Post:Sphere_of_influence_and_prediction_-_11/28/2012_-_14:42]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*With high skill it is possible to use {{com|align}} {{tt|split}} to only use 50% of aligned prediction pool on the next prediction. This appears to be 50% of the full pool size rather than 50% of whatever your current pool is at, so if your pool is less than 50% full then splitting will have no functional effect. E.g. if your pool is 70% full, then {{tt|align split}} will leave you with it 20% full after the next prediction. Using split at this point will not be useful since the final 20% will be used up regardless.&lt;br /&gt;
*With even higher skill it is possible to use {{com|align}} {{tt|transmogrify}} to convert one prediction pool into another. The conversion results in some loss of pool size.&lt;br /&gt;
*It is not possible to {{com|align}} to the {{skill|Thanatology}} and it will never be the result of a prediction even if predicting on a Necromancer while {{com|align}}ed to the Survival skillset. Attempting to {{com|align}} to it causes an effect similar to moderate levels of [[Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
==Prediction methods==&lt;br /&gt;
===Visions===&lt;br /&gt;
*The most basic way to perform a skill modifying prediction, and the only option without use of a tool, is to simply {{com|predict}} {{tt|future}} after using {{com|align}} to align to a skill or skillset.&lt;br /&gt;
*The advantage of this method is it doesn&#039;t require any tools and uses your {{skill|Astrology}} and [[Charisma]] to modify the strength of your prediction rather than the stats of a tool.&lt;br /&gt;
*The disadvantage of this method is that the best tools will outperform even a highly skilled vision and it has the potential for a major curse and all of your prediction pools emptying.&lt;br /&gt;
*See [[Visions]] for full mechanics.&lt;br /&gt;
*A very good source of astrology experience, also teaches some scholarship and perception.&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
In place of [[Visions]] divination tools may be used. Like with visions, the tool is used after {{com|align}}ing to a skill or skillset. See the tool&#039;s page for syntax.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tool&lt;br /&gt;
! Sect Affinity&lt;br /&gt;
! Domain Bonus&lt;br /&gt;
! Physical Bonus&lt;br /&gt;
! Activation Verb&lt;br /&gt;
|-&lt;br /&gt;
| [[Celestial Charts]]&lt;br /&gt;
| [[Celestial Compact]]&lt;br /&gt;
| Magic&lt;br /&gt;
| Duration&lt;br /&gt;
| REVIEW&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Bones]]&lt;br /&gt;
| [[Nomads of the Arid Steppe]]&lt;br /&gt;
| Survival&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
| ROLL&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Mirror]]&lt;br /&gt;
| [[Progeny of Tezirah]]&lt;br /&gt;
| Cursing&lt;br /&gt;
| Potency&lt;br /&gt;
| GAZE&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Prism]]&lt;br /&gt;
| [[Monks of the Crystal Hand]]&lt;br /&gt;
| Offense&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
| RAISE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Divination bowl]], favored by the [[Prophets of G&#039;Nar Peth]]. Divination bowls are not yet updated for use in 3.0.&lt;br /&gt;
*[[Divination deck]], favored by the [[:Category:Fortune&#039;s Path|Followers of Fortune&#039;s Path]]. Divination decks are not yet updated for use in 3.0.&lt;br /&gt;
&lt;br /&gt;
All tools share some important traits.  All must be {{com|invoke}}d to bond to the seer before the first use, all can be {{com|INVOKE}}d a second time to clear the bond (which will reset bond qualities but not physical qualities) and all may be {{com|analyze}}d to evaluate their quality.&lt;br /&gt;
&lt;br /&gt;
The advantage to using a tool is that they can outperform a vision if your tool is bonded well. The disadvantage is that bonding takes a long time, so it will be a while before a tool will reach a state where it will outperform a vision.&lt;br /&gt;
&lt;br /&gt;
Using a tool that your sect has an affinity with provides a small benefit to potency and possibly duration compared to tools you don&#039;t have an affinity with. You may use any updated divination tool; no matter your sect. Sectless are treated as not having an affinity with any tool.&lt;br /&gt;
&lt;br /&gt;
====Qualities====&lt;br /&gt;
All tools have eleven qualities which can be viewed when you {{com|analyze}} them.  These can be split into four physical qualities, four bond qualities, one construction quality, and two age qualities. &lt;br /&gt;
=====Physical qualities=====&lt;br /&gt;
These vary from tool to tool, either set by a merchant or determined at the time of crafting, and affect the frequency of their respective bond quality increasing: power, duration, skill alignment, and polarity. The more damaged a physical quality the less likely its respective bond quality will increase. Tools will never break even once reaching their most damaged state. These qualities have a chance to be damaged with each use. These are measured differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Bond qualities=====&lt;br /&gt;
These always start at the lowest level and each affects one of the following:&lt;br /&gt;
*the power of a prediction&lt;br /&gt;
*the duration of a prediction&lt;br /&gt;
*the chance of hitting your aligned skill&lt;br /&gt;
*the chance of both matching your desired polarity and preventing inversions if they do occur.&lt;br /&gt;
Bond qualities cannot be seen unless you have aligned your prophetic talent with the tool via {{com|invoke}}. These may increase, or very rarely, decrease with each use. Each quality has 31 levels ranging from 0 to 30. These are messaged differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Construction quality=====&lt;br /&gt;
This varies from tool to tool, either set by a merchant or determined at the time of crafting, and never changes. It determines how susceptible the physical qualities are to damage. This messaging doesn&#039;t differ between tool types.&lt;br /&gt;
*The overall craftsmanship is masterful and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove nearly impervious to damage.&lt;br /&gt;
*The overall craftsmanship is spectacular and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove extremely resistant to damage.&lt;br /&gt;
*The overall craftsmanship is very good and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove resistant to damage.&lt;br /&gt;
*The overall craftsmanship is above average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly resistant to damage.&lt;br /&gt;
*The overall craftsmanship is average.&lt;br /&gt;
*The overall craftsmanship is below average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is poor and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove rather susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is criminally poor, and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should likely be destroyed on principle. Possibly the creator as well or defenestrated at the very least.&lt;br /&gt;
&lt;br /&gt;
=====Age qualities=====&lt;br /&gt;
These measure how old a tool is and how many times it has been used. Tools no longer break regardless of age or number of uses, therefore the following analysis messages are cosmetic only:&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is brand new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is rather new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is somewhat new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a year old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a couple of years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is quite a few years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is over a decade old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is an antique.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is something you&#039;d expect to find on an archeological dig.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is archaic.&lt;br /&gt;
&lt;br /&gt;
Uses:&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=30%| Total Predictions&lt;br /&gt;
! width=70%| Usage Messaging&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| They appear to have never seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-9&lt;br /&gt;
| They appear to have seen barely any use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!10-24&lt;br /&gt;
| They appear to have seen little use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!25-49&lt;br /&gt;
| They appear to have seen some use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!50-99&lt;br /&gt;
| They appear to have seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!100-249&lt;br /&gt;
| They appear to have seen plenty of use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!250-499&lt;br /&gt;
| They appear to have seen heavy use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!500-999&lt;br /&gt;
| They appear to have seen great use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1000+&lt;br /&gt;
| They appear to have seen extensive use.&lt;br /&gt;
|- align=center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bonding====&lt;br /&gt;
With each use, a tool may increase a bond quality with the chance based on the current level of its respective physical quality. Also with each use, a tool may decrease a physical quality with the chance based on how well constructed the tool is. Each bonding event has the same magnitude, increasing the bond level by one, so there is no variability in bond increases. Tools will never break, regardless of how low the physical qualities reach. This will eventually result in a sort of equilibrium state where the physical qualities are so low that the chance for the bond levels to increase is so small as to be almost none. &lt;br /&gt;
&lt;br /&gt;
In addition to the physical quality, the chance of bonding increasing is primarily influenced by using fuller prediction pools to predict with and by having higher [[Charisma]].&amp;lt;ref&amp;gt;[[Post:Questions_on_tools_in_Future_is_Now_-_11/04/2013_-_15:50]]&amp;lt;/ref&amp;gt; The [[Destiny Cipher]] spell will also double the chance while it is in effect. There is also a bonus to the chance of bonding early in a tool&#039;s life, to kick start it.  &lt;br /&gt;
&lt;br /&gt;
The most dramatic change in a tool will come from critical successes and fumbles which have the potential to influence all physical and bond traits at once, although not every quality will always be affected. The one exception to this is that individual bond qualities become immune to critical fumbles once capped in order to prevent the best tools from eventually decaying to nothing in the long term.&amp;lt;ref&amp;gt;[[Re:_The_positive_awesome_things_from_HE_this_year_-_11/13/2014_-_8:15]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the way the math works out this usually results in bond qualities increasing to an equilibrium level that is primarily influenced by the construction stat, but also affected by the starting physical qualities as well as your charisma and how often you use full prediction pools. While it is technically possible to cap an averagely constructed tool, it would take a lot of time and extreme amounts of luck. The better the construction of the tool the much more likely it is to be able to cap it. The single most effective thing you can do to increase your chances of this is to always use a full prediction pool while under the effects of [[Destiny Cipher]] when predicting.&lt;br /&gt;
&lt;br /&gt;
Tools may be re{{com|invoke}}d in order to erase your bond with them, but this will also reset their bond qualities back to the lowest point.&lt;br /&gt;
&lt;br /&gt;
==Prediction results==&lt;br /&gt;
&lt;br /&gt;
===Prediction interpretation===&lt;br /&gt;
Each type of prediction method has different messaging to indicate the results of your prediction. Refer to the appropriate divination tool&#039;s page, or [[Visions]] if you didn&#039;t use a tool, for detailed interpretation messaging.&lt;br /&gt;
&lt;br /&gt;
===EXP mods===&lt;br /&gt;
*The most basic way to see your prediction result is by using {{com|EXP}} {{tt|mods}}.&lt;br /&gt;
*This will tell you the skill and polarity of your prediction, but does not indicate the potency or duration.&lt;br /&gt;
*There is no roundtime involved so this is a quick way to tell at a glance without needing to decipher a prediction or analyze result.&lt;br /&gt;
&lt;br /&gt;
===Predict analyze===&lt;br /&gt;
*Attempts to view the active predictions on the target by using {{com|predict}} {{tt|analyze &amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;on &amp;lt;target&amp;gt;&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}} .  Contests Astrology and Power Perception vs target&#039;s circle, and the strength and number of predictions.&lt;br /&gt;
*[[Aura Sight]] is useful in this skill since it boosts the relevant skills.&lt;br /&gt;
*Roundtime generally increased with the number of predictions, but fairly random.&lt;br /&gt;
*Inaccuracy only exists without power/duration readings and will decrease with skill but almost always remain to some degree.  This can actually be useful through multiple uses to get a general sense of where the prediction lies within the range.&lt;br /&gt;
*Detects boosts from a [[CJ|Celestial Jewelry]] enchantment as if they were a prediction.&lt;br /&gt;
*A moderate source of astrology experience and a minor source of power perception experience.  Will only teach if at least one prediction is active, and experience is constant beyond that.  The timer is about 100 seconds.&lt;br /&gt;
::&#039;&#039;You immediately will your consciousness deep into the flows of fate.  A few images materialize before your mind&#039;s eye and you pick out the following:&lt;br /&gt;
::&#039;&#039;A translucent aquamarine spellbook that resolves into a ball of flame.  It pops out of existence the moment you notice it.  An Elothean man stands immediately before you.  Something about him seems strangely familiar.&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Based on the effective skill, not the level of success. Controls the room message.&lt;br /&gt;
=====First and third person messaging=====&lt;br /&gt;
Third person messaging is only visible if done from the open. If done from stealth then it will not be seen.&lt;br /&gt;
{| width=60% class=wikitable&lt;br /&gt;
|- align=center&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|- align=center&lt;br /&gt;
| Your masterful awareness brings the webs of fate to life as a dynamic overlay on reality. || (no message)&lt;br /&gt;
|- align=center&lt;br /&gt;
| You immediately will your consciousness deep into the flows of fate. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| The world around you fades from sight as you turn your gaze inward. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, mentally seeking the threads of fate. || Mage closes her eyes and grows still.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, struggling to catch a glimpse of foresight. || Mage closes his eyes and grows still.&lt;br /&gt;
|}&lt;br /&gt;
=====Second person messaging=====&lt;br /&gt;
If you are the target of the analyze then you will see additional messaging about that attempt based on stealth checks.&lt;br /&gt;
*If the attempt is done in the open and it messages a third person message then, in addition to the normal third person messaging above, you will see, &amp;quot;&#039;&#039;&amp;lt;He/She&amp;gt;&#039;&#039; silently turns to face you.&amp;quot;&lt;br /&gt;
*If the attempt is done in the open but it does not produce a third person message, or it is done from stealth and they fail the check then you will see, &amp;quot;You catch &#039;&#039;&amp;lt;Player&amp;gt;&#039;&#039; silently watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they partially succeed the check then you will see, &amp;quot;You are struck with an uneasy sense that someone is watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they completely succeed the check then you will see nothing.&lt;br /&gt;
&lt;br /&gt;
====Number====&lt;br /&gt;
Based on the number of active predictions (max of 10 viewable), not level of success.&lt;br /&gt;
:&#039;&#039;A few images materialize before your mind&#039;s eye and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A handful of images flutter in and out of view and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many images flash rapidly before your mind&#039;s eye and you are able to identify the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A swarm of images flood your mind&#039;s eye, but you manage to pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Waves of sensory information bombard your inner sight and you struggle to remain focused! You manage to pick out the following images:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Power====&lt;br /&gt;
Indicates the power of the prediction as a percentage of the base skill.  Requires first level of success. The scale is assumed to be linear and the values listed are only a guesstimate based on that assumption.&lt;br /&gt;
{| width=30% class=wikitable&lt;br /&gt;
! width=70%| Substantiality&lt;br /&gt;
! width=30%| Bonus&lt;br /&gt;
|- align=center&lt;br /&gt;
! Translucent&lt;br /&gt;
| 1-3%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Flickering&lt;br /&gt;
| 4-6%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Quivering&lt;br /&gt;
| 7-9%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Solid&lt;br /&gt;
| 10-12%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Undulating&lt;br /&gt;
| 13-15%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Vivid&lt;br /&gt;
| 16-18%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Luminous&lt;br /&gt;
| 19-20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polarity====&lt;br /&gt;
Indicates the polarity of the prediction.  Requires first level of success.&lt;br /&gt;
*Good: Aquamarine, Azure, Cerulean, Sapphire, Sky blue.&lt;br /&gt;
*Neutral (Failed check): Grey, Pale, White&lt;br /&gt;
*Bad: Crimson, Fiery, Molten, Ruby, Scarlet&lt;br /&gt;
&lt;br /&gt;
====Object====&lt;br /&gt;
Indicates the skillset of the prediction.  Requires first level of success.&lt;br /&gt;
*Moonblade: Offense&lt;br /&gt;
*Shield: Defense&lt;br /&gt;
*Spellbook: Magic&lt;br /&gt;
*Tome: Lore&lt;br /&gt;
*Tree: Survival&lt;br /&gt;
*Amorphous blob/force/shape: Failed check&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
Indicates the remaining length of the prediction.  Requires first level of success.&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=85%| Duration&lt;br /&gt;
! width=15%| Minutes&lt;br /&gt;
|- align=center&lt;br /&gt;
! It pops out of existence the moment you notice it&lt;br /&gt;
| &amp;lt;15&lt;br /&gt;
|- align=center&lt;br /&gt;
! It seems to vanish almost immediately&lt;br /&gt;
| &amp;lt;30&lt;br /&gt;
|- align=center&lt;br /&gt;
! It quickly dissipates&lt;br /&gt;
| &amp;lt;45&lt;br /&gt;
|- align=center&lt;br /&gt;
! It shimmers and fades from view&lt;br /&gt;
| &amp;lt;60&lt;br /&gt;
|- align=center&lt;br /&gt;
! It disperses slowly&lt;br /&gt;
| &amp;lt;75&lt;br /&gt;
|- align=center&lt;br /&gt;
! It hangs in the air a moment before fading from sight&lt;br /&gt;
| &amp;lt;90&lt;br /&gt;
|- align=center&lt;br /&gt;
! It lingers in your mind long after the form has finally scattered.&lt;br /&gt;
| &amp;gt;90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Indicates the exact skill of the prediction.  Requires second level of success.&lt;br /&gt;
*See [[Divination Bones]] for a full list of messages.  Most are the same if not very similar.  Only a few are different.&lt;br /&gt;
&lt;br /&gt;
====Source====&lt;br /&gt;
Indicates the source of the prediction.&lt;br /&gt;
*Third level of success will indicate the race:&lt;br /&gt;
::&#039;&#039;An Elven woman stands in the background, watching.&amp;lt;br&amp;gt;&lt;br /&gt;
*Fourth level of success will grant the name (strangely familiar indicates your own prediction):&lt;br /&gt;
::&#039;&#039;An Elven woman stands immediately before you. You recognize the figure as Caelumia.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as a [[CJ|Celestial Jewelry]] enchantment, and it&#039;s relative power:&lt;br /&gt;
::&#039;&#039;A pair of stars glimmer overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A small constellation shines overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A brilliant array of stars gleams overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as being Sorcerous in nature:&lt;br /&gt;
::&#039;&#039;For some reason, the display leaves a deep sense of unease lingering in the back of your mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other prediction types==&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|event {optional target} }}&lt;br /&gt;
*Requires 10th circle.  Learned by having an event predicted on you by another Moon Mage with this ability.&lt;br /&gt;
*Requires at least a single observation in the event prediction pool.&lt;br /&gt;
:*Filling the event prediction pool is done by using {{com|study}} {{tt|sky}}.&lt;br /&gt;
:*The event pool fills drastically faster at night and with more skill.&lt;br /&gt;
:*You can check how full your event prediction pool is by using {{com|predict}} {{tt|state event}}&lt;br /&gt;
:*Unlike the skillset prediction pools, the event prediction pools decays over time eventually reaching zero if left unused.&lt;br /&gt;
:*The chance of a successful prediction is related to how full the pool is, but since there is no round time for a failed attempt the command can be spammed until a prediction is successful.&lt;br /&gt;
*Predicting an event on another player will display the vision to both them and yourself.&lt;br /&gt;
*Predicting on other guilds will sometimes result in visions related to their guilds that would otherwise be unavailable.&lt;br /&gt;
*Occasionally, Moon Mages will get a message indicating something has shifted in the heavens. This is an indication that a time sensitive event prediction is available.&lt;br /&gt;
*This is no longer a good source of [[Astrology]] experience, although it does provide a trickle.&lt;br /&gt;
*A list of Event visions can be found [[Vision list|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus inwardly searching for insight into your future.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As your vision clears you see an Elf lecturing a group of students, gesticulating wildly at a variety of star charts and divination tools. A cracked and bloodied sandstone bowl lies next to an unconscious and bleeding student. A fierce growl comes from the east, followed by the sound of breaking glass and a muffled cry.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|weather}}&lt;br /&gt;
*Can be used both outside and indoors, although the skill check is harder while indoors.&lt;br /&gt;
*With sufficent skill the mage will be able to predict further into the future and with an increasing degree of certainty.  Each line represents roughly 10 minutes into the future.&lt;br /&gt;
::&#039;&#039;You gaze at the heavens, taking careful note of the current weather.  You sense the weather will progress as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You predict that light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be partly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
*Can be performed in the [[Astral Plane]] to get a general idea of how the microcosm is changing.&lt;br /&gt;
::&#039;&#039;You sense that the streams of Grazhir&#039;s mana flow steadily and are suffering from minor disruptions.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You believe conditions are currently growing worse.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 10 sec.&lt;br /&gt;
*Teaches a small amount of astrology, useful at low levels of skill.&lt;br /&gt;
&lt;br /&gt;
==Other notes==&lt;br /&gt;
&lt;br /&gt;
===Grandfather===&lt;br /&gt;
*Syntax is Predict Grandfather Confirm.&lt;br /&gt;
*Sets your Astrology skill to circle*2 (this is &#039;&#039;&#039;less&#039;&#039;&#039; then the circle requirement generally and does &#039;&#039;&#039;not&#039;&#039;&#039; produce TDPs).&lt;br /&gt;
*Only relevant if your Moon Mage predates the Astrology skill&lt;br /&gt;
*Does not exist in The Fallen.&lt;br /&gt;
&lt;br /&gt;
===Thanatology===&lt;br /&gt;
When a [[Moon Mage]] {{com|align}}s to the Thanatology skill, they receive the following vision:&lt;br /&gt;
:Pain! A concept erupts from the back of your mind, cold and crushing. For a few, sharp moments you experience The End -- the death of stars and the deconstruction of fate as a metaphysical force.&lt;br /&gt;
:The death of the universe orbits... something. Some force or some entity. Something you cannot see; that you have an unconscious need not to.&lt;br /&gt;
:It sees you.&lt;br /&gt;
&lt;br /&gt;
This also taints the Moon Mage with Necromantic taint, similar to what a Necromancer experiences during the middle stages of [[Outrage#Divine Outrage|Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
If it instead aligns to the {{skill|empathy}} please make a {{com|bug}} report, as this is a reoccuring issue that needs to be remedied.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Mozzik&#039;s Four Axioms of Fate&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All things are subject to Fate.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#*This includes the Immortals. One may question if Fate predates the Immortals or if it is their creation and yet they have become bound to it through some mechanism. However the question is irrelevant because the answer is unknowable by mortal minds and the consequences the same in either case.&lt;br /&gt;
#&#039;&#039;&#039;Free will exists.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Fate is the force that causes actions.&#039;&#039;&#039; &lt;br /&gt;
#*Fate dictates what actions will be taken and when. Fate has no involvement in creation or destruction, beyond dictating when and where they must happen.&lt;br /&gt;
#&#039;&#039;&#039;Fate exists on the [[Plane of Probability]] alone despite the fact that its influence extends well beyond that plane.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mozzik&#039;s full lecture on the Four Axioms of Fate and prediction can be found [[Post:A_lecture_on_fate_and_predictions|here]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501641</id>
		<title>Prediction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501641"/>
		<updated>2019-03-24T05:16:02Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: &#039;&#039;See [[Prediction (meditation)|here]] for the Barbarian meditation.&#039;&#039;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
== General information==&lt;br /&gt;
&lt;br /&gt;
===Predictions===&lt;br /&gt;
A prediction simply applies a bonus or penalty to any skill. They are capped at 20% of the base skill. Durations range from a few minutes to upwards of two hours.&lt;br /&gt;
&lt;br /&gt;
A person can be under the influence of an unlimited number of predictions, but only one prediction per skill.  Multiple predictions on the same skill will average out into one prediction (meaning small positive predictions can be useful to blunt a large negative prediction). They also do not stack with spells or other sources of buffs. E.g. if you have both a self cast Seer&#039;s Sense and a positive evasion prediction then only the greater of the two buffs will apply while both effects remain active. If the greater one were to expire first, then the lesser one would apply at that point.&lt;br /&gt;
&lt;br /&gt;
In all forms of divination the messages received accurately reflect the actual result.&lt;br /&gt;
&lt;br /&gt;
Predictions have four aspects: power, duration, affected skill, and polarity (i.e. bonus or penalty) all of which are determined randomly, although this is greatly influenced by your Astrology skill, Wisdom, Charisma, method of prediction used, and how much prophetic insight you have accumulated.&amp;lt;ref&amp;gt;[[Post:Predicting_in_3.0_-_01/23/2013_-_20:36]]&amp;lt;/ref&amp;gt; A penalty is most commonly referred to by the colloquial term &#039;curse,&#039; especially when in game.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The following is a summary of attributes that play a role in prediction. More detailed explanations can be found in the appropriate sections below.&lt;br /&gt;
*{{skill|Astrology}} - Aids in {{com|observe}} and {{com|align}} checks, and modifies power, duration, and accuracy of all predictions, vision predictions in particular.&lt;br /&gt;
*{{skill|Scholarship}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{skill|Perception}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{stat|Wisdom}} - Modifies power, duration, and accuracy of all predictions.&lt;br /&gt;
*{{stat|Charisma}} - Modifies tool bonding chance, and modifies power, duration, and accuracy of vision predictions.&lt;br /&gt;
*prediction pool size - Primary determinant of power, duration, and accuracy of all predictions, and modifies tool bonding chance.&lt;br /&gt;
*prediction tool quality - Primary determinant of tool bonding chance, and modifies power, duration, and accuracy of tool predictions.&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
The first step in making any prediction is to successfully {{com|OBSERVE}} a celestial body.  Information on specific bodies, such as the skillsets they teach and the circle they are learned at can be found here on the [[Star chart]].&lt;br /&gt;
&lt;br /&gt;
The timer on observations is random from 2-4 minutes. An observation that would add insight to otherwise filled pools will message as such and not start the observation timer.&lt;br /&gt;
&lt;br /&gt;
*Based on scholarship, perception, and astrology.&lt;br /&gt;
*Attempts to observe the Sun or any of the moons will always teach at least some regardless of cloud cover.&lt;br /&gt;
*Made easier through use of Clear Vision, Aura Sight and a Telescope.&lt;br /&gt;
*Piercing Gaze and Telescopes will help reduce cloud cover.&lt;br /&gt;
*While not all celestial bodies teach the same amount from an observation, the values are fairly close meaning bodies that touch multiple areas are almost always preferable.&lt;br /&gt;
*Not all observations are equal as a result of cloud cover and skill, but they&#039;re fairly close so if you can successfully observe it&#039;s not worth obsessing over squeezing out every last drop of bonus.&lt;br /&gt;
*Some objects require a telescope to observe.&lt;br /&gt;
*The best telescopes are stationary in guildhalls, Kssarh&#039;s telescope one west of his location is the best in Elanthia.&lt;br /&gt;
*In game [[Star chart]]s include a list of what areas each object teaches and the circles they are learned at. &#039;&#039;Note: these are riddled with misinformation currently, so it is best to use online versions.&#039;&#039;&lt;br /&gt;
*To help resolve parser issues try {{tt|Elanthian Sun}} and {{com|Observe}} {{tt|&amp;lt;object&amp;gt; in sky}}.  Also destroy all sunstones and moonstones in the most sadistic method available.&lt;br /&gt;
&lt;br /&gt;
====Prediction pools====&lt;br /&gt;
While a prediction can be performed from a single observation, each further observation will fill your pool further, the level of which can be checked with {{com|predict}} {{tt|state all&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skillset}}. The amount of insight in your prediction pool is by far the largest influence on the power and duration of any given prediction. More insight will also increase the likelihood of the prediction matching your desired skill as well as polarity, and increases the chance that a polarity inversion is prevented if it does occur. It will also improve the chance that a prediction tool will increase its bond with you.&lt;br /&gt;
*Skillset prediction pools do not decay over time.&lt;br /&gt;
*[[Luckstone]] enchantments can completely fill a prediction pool without needing an observation.&lt;br /&gt;
*[[Read the Ripples]] eliminates the timer between observations for randomly selected constellations allowing prediction pools to be filled faster.&lt;br /&gt;
*[[Tezirah&#039;s Veil]] can also be used to fill prediction pools randomly, although this comes at the cost of stuns, severe nerve damage, and [[Teleologic corruption]] which reduces the effectiveness of your predictions.&lt;br /&gt;
{| width=50% class=wikitable&lt;br /&gt;
! width=10%| %&lt;br /&gt;
! width=30%| Understanding&lt;br /&gt;
! width=15%| Min Power&lt;br /&gt;
! width=15%| Max Power&lt;br /&gt;
! width=15%| Min Duration&lt;br /&gt;
! width=15%| Max Duration&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| No || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-11&lt;br /&gt;
| Feeble || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!12-22&lt;br /&gt;
| Weak || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!23-33&lt;br /&gt;
| Fledgling || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!34-44&lt;br /&gt;
| Modest || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!45-55&lt;br /&gt;
| Decent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!56-66&lt;br /&gt;
| Significant || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!67-77&lt;br /&gt;
| Potent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!78-88&lt;br /&gt;
| Insightful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!89-99&lt;br /&gt;
| Powerful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!100&lt;br /&gt;
| Complete || -- || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Scale is assumed to be linear - only the first and last points are certain and there is no reasonable way to discover a non-linearity.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
In order to make use of a prediction pool you have to {{com|align}} to it first.&lt;br /&gt;
*{{com|align}} {{tt|&amp;lt;offense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;defense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;magic&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;survival&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;lore&amp;gt;}} will align you to the chosen prediction pool and your next prediction will be of a random skill within that skillset.&lt;br /&gt;
*Alternately, {{com|align}} {{tt|&amp;lt;skill&amp;gt;}} will align you to the chosen skill and your next prediction will be of a random skill within that skill&#039;s skillset, but weighted to the chosen skill.&lt;br /&gt;
*Predictions default to trying for a bonus. If you want to try for a curse use {{com|align}} {{tt|&amp;lt;skillset&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skill&amp;gt; curse}} instead.&lt;br /&gt;
:*A prediction that results in the opposite polarity to what you tried to achieve is known as a polarity inversion.&lt;br /&gt;
:*The most that the chance of a polarity inversion can be reduced to is 10% regardless of skill, tool bond, stats, or other factors.&amp;lt;ref&amp;gt;[[Post:Sphere_of_influence_and_prediction_-_11/28/2012_-_14:42]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*With high skill it is possible to use {{com|align}} {{tt|split}} to only use 50% of aligned prediction pool on the next prediction. This appears to be 50% of the full pool size rather than 50% of whatever your current pool is at, so if your pool is less than 50% full then splitting will have no functional effect. E.g. if your pool is 70% full, then {{tt|align split}} will leave you with it 20% full after the next prediction. Using split at this point will not be useful since the final 20% will be used up regardless.&lt;br /&gt;
*With even higher skill it is possible to use {{com|align}} {{tt|transmogrify}} to convert one prediction pool into another. The conversion results in some loss of pool size.&lt;br /&gt;
*It is not possible to {{com|align}} to the {{skill|Thanatology}} and it will never be the result of a prediction even if predicting on a Necromancer while {{com|align}}ed to the Survival skillset. Attempting to {{com|align}} to it causes an effect similar to moderate levels of [[Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
==Prediction methods==&lt;br /&gt;
===Visions===&lt;br /&gt;
*The most basic way to perform a skill modifying prediction, and the only option without use of a tool, is to simply {{com|predict}} {{tt|future}} after using {{com|align}} to align to a skill or skillset.&lt;br /&gt;
*The advantage of this method is it doesn&#039;t require any tools and uses your {{skill|Astrology}} and [[Charisma]] to modify the strength of your prediction rather than the stats of a tool.&lt;br /&gt;
*The disadvantage of this method is that the best tools will outperform even a highly skilled vision and it has the potential for a major curse and all of your prediction pools emptying.&lt;br /&gt;
*See [[Visions]] for full mechanics.&lt;br /&gt;
*A very good source of astrology experience, also teaches some scholarship and perception.&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
In place of [[Visions]] divination tools may be used. Like with visions, the tool is used after {{com|align}}ing to a skill or skillset. See the tool&#039;s page for syntax.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tool&lt;br /&gt;
! Sect Affinity&lt;br /&gt;
! Domain Bonus&lt;br /&gt;
! Physical Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Celestial Charts]]&lt;br /&gt;
| [[Celestial Compact]]&lt;br /&gt;
| Magic&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Bones]]&lt;br /&gt;
| [[Nomads of the Arid Steppe]]&lt;br /&gt;
| Survival&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Mirror]]&lt;br /&gt;
| [[Progeny of Tezirah]]&lt;br /&gt;
| Cursing&lt;br /&gt;
| Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Prism]]&lt;br /&gt;
| [[Monks of the Crystal Hand]]&lt;br /&gt;
| Offense&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Divination bowl]], favored by the [[Prophets of G&#039;Nar Peth]]. Divination bowls are not yet updated for use in 3.0.&lt;br /&gt;
*[[Divination deck]], favored by the [[:Category:Fortune&#039;s Path|Followers of Fortune&#039;s Path]]. Divination decks are not yet updated for use in 3.0.&lt;br /&gt;
&lt;br /&gt;
All tools share some important traits.  All must be {{com|invoke}}d to bond to the seer before the first use, all can be {{com|INVOKE}}d a second time to clear the bond (which will reset bond qualities but not physical qualities) and all may be {{com|analyze}}d to evaluate their quality.&lt;br /&gt;
&lt;br /&gt;
The advantage to using a tool is that they can outperform a vision if your tool is bonded well. The disadvantage is that bonding takes a long time, so it will be a while before a tool will reach a state where it will outperform a vision.&lt;br /&gt;
&lt;br /&gt;
Using a tool that your sect has an affinity with provides a small benefit to potency and possibly duration compared to tools you don&#039;t have an affinity with. You may use any updated divination tool; no matter your sect. Sectless are treated as not having an affinity with any tool.&lt;br /&gt;
&lt;br /&gt;
====Qualities====&lt;br /&gt;
All tools have eleven qualities which can be viewed when you {{com|analyze}} them.  These can be split into four physical qualities, four bond qualities, one construction quality, and two age qualities. &lt;br /&gt;
=====Physical qualities=====&lt;br /&gt;
These vary from tool to tool, either set by a merchant or determined at the time of crafting, and affect the frequency of their respective bond quality increasing: power, duration, skill alignment, and polarity. The more damaged a physical quality the less likely its respective bond quality will increase. Tools will never break even once reaching their most damaged state. These qualities have a chance to be damaged with each use. These are measured differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Bond qualities=====&lt;br /&gt;
These always start at the lowest level and each affects one of the following:&lt;br /&gt;
*the power of a prediction&lt;br /&gt;
*the duration of a prediction&lt;br /&gt;
*the chance of hitting your aligned skill&lt;br /&gt;
*the chance of both matching your desired polarity and preventing inversions if they do occur.&lt;br /&gt;
Bond qualities cannot be seen unless you have aligned your prophetic talent with the tool via {{com|invoke}}. These may increase, or very rarely, decrease with each use. Each quality has 31 levels ranging from 0 to 30. These are messaged differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Construction quality=====&lt;br /&gt;
This varies from tool to tool, either set by a merchant or determined at the time of crafting, and never changes. It determines how susceptible the physical qualities are to damage. This messaging doesn&#039;t differ between tool types.&lt;br /&gt;
*The overall craftsmanship is masterful and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove nearly impervious to damage.&lt;br /&gt;
*The overall craftsmanship is spectacular and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove extremely resistant to damage.&lt;br /&gt;
*The overall craftsmanship is very good and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove resistant to damage.&lt;br /&gt;
*The overall craftsmanship is above average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly resistant to damage.&lt;br /&gt;
*The overall craftsmanship is average.&lt;br /&gt;
*The overall craftsmanship is below average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is poor and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove rather susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is criminally poor, and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should likely be destroyed on principle. Possibly the creator as well or defenestrated at the very least.&lt;br /&gt;
&lt;br /&gt;
=====Age qualities=====&lt;br /&gt;
These measure how old a tool is and how many times it has been used. Tools no longer break regardless of age or number of uses, therefore the following analysis messages are cosmetic only:&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is brand new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is rather new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is somewhat new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a year old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a couple of years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is quite a few years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is over a decade old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is an antique.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is something you&#039;d expect to find on an archeological dig.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is archaic.&lt;br /&gt;
&lt;br /&gt;
Uses:&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=30%| Total Predictions&lt;br /&gt;
! width=70%| Usage Messaging&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| They appear to have never seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-9&lt;br /&gt;
| They appear to have seen barely any use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!10-24&lt;br /&gt;
| They appear to have seen little use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!25-49&lt;br /&gt;
| They appear to have seen some use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!50-99&lt;br /&gt;
| They appear to have seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!100-249&lt;br /&gt;
| They appear to have seen plenty of use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!250-499&lt;br /&gt;
| They appear to have seen heavy use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!500-999&lt;br /&gt;
| They appear to have seen great use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1000+&lt;br /&gt;
| They appear to have seen extensive use.&lt;br /&gt;
|- align=center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bonding====&lt;br /&gt;
With each use, a tool may increase a bond quality with the chance based on the current level of its respective physical quality. Also with each use, a tool may decrease a physical quality with the chance based on how well constructed the tool is. Each bonding event has the same magnitude, increasing the bond level by one, so there is no variability in bond increases. Tools will never break, regardless of how low the physical qualities reach. This will eventually result in a sort of equilibrium state where the physical qualities are so low that the chance for the bond levels to increase is so small as to be almost none. &lt;br /&gt;
&lt;br /&gt;
In addition to the physical quality, the chance of bonding increasing is primarily influenced by using fuller prediction pools to predict with and by having higher [[Charisma]].&amp;lt;ref&amp;gt;[[Post:Questions_on_tools_in_Future_is_Now_-_11/04/2013_-_15:50]]&amp;lt;/ref&amp;gt; The [[Destiny Cipher]] spell will also double the chance while it is in effect. There is also a bonus to the chance of bonding early in a tool&#039;s life, to kick start it.  &lt;br /&gt;
&lt;br /&gt;
The most dramatic change in a tool will come from critical successes and fumbles which have the potential to influence all physical and bond traits at once, although not every quality will always be affected. The one exception to this is that individual bond qualities become immune to critical fumbles once capped in order to prevent the best tools from eventually decaying to nothing in the long term.&amp;lt;ref&amp;gt;[[Re:_The_positive_awesome_things_from_HE_this_year_-_11/13/2014_-_8:15]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the way the math works out this usually results in bond qualities increasing to an equilibrium level that is primarily influenced by the construction stat, but also affected by the starting physical qualities as well as your charisma and how often you use full prediction pools. While it is technically possible to cap an averagely constructed tool, it would take a lot of time and extreme amounts of luck. The better the construction of the tool the much more likely it is to be able to cap it. The single most effective thing you can do to increase your chances of this is to always use a full prediction pool while under the effects of [[Destiny Cipher]] when predicting.&lt;br /&gt;
&lt;br /&gt;
Tools may be re{{com|invoke}}d in order to erase your bond with them, but this will also reset their bond qualities back to the lowest point.&lt;br /&gt;
&lt;br /&gt;
==Prediction results==&lt;br /&gt;
&lt;br /&gt;
===Prediction interpretation===&lt;br /&gt;
Each type of prediction method has different messaging to indicate the results of your prediction. Refer to the appropriate divination tool&#039;s page, or [[Visions]] if you didn&#039;t use a tool, for detailed interpretation messaging.&lt;br /&gt;
&lt;br /&gt;
===EXP mods===&lt;br /&gt;
*The most basic way to see your prediction result is by using {{com|EXP}} {{tt|mods}}.&lt;br /&gt;
*This will tell you the skill and polarity of your prediction, but does not indicate the potency or duration.&lt;br /&gt;
*There is no roundtime involved so this is a quick way to tell at a glance without needing to decipher a prediction or analyze result.&lt;br /&gt;
&lt;br /&gt;
===Predict analyze===&lt;br /&gt;
*Attempts to view the active predictions on the target by using {{com|predict}} {{tt|analyze &amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;on &amp;lt;target&amp;gt;&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}} .  Contests Astrology and Power Perception vs target&#039;s circle, and the strength and number of predictions.&lt;br /&gt;
*[[Aura Sight]] is useful in this skill since it boosts the relevant skills.&lt;br /&gt;
*Roundtime generally increased with the number of predictions, but fairly random.&lt;br /&gt;
*Inaccuracy only exists without power/duration readings and will decrease with skill but almost always remain to some degree.  This can actually be useful through multiple uses to get a general sense of where the prediction lies within the range.&lt;br /&gt;
*Detects boosts from a [[CJ|Celestial Jewelry]] enchantment as if they were a prediction.&lt;br /&gt;
*A moderate source of astrology experience and a minor source of power perception experience.  Will only teach if at least one prediction is active, and experience is constant beyond that.  The timer is about 100 seconds.&lt;br /&gt;
::&#039;&#039;You immediately will your consciousness deep into the flows of fate.  A few images materialize before your mind&#039;s eye and you pick out the following:&lt;br /&gt;
::&#039;&#039;A translucent aquamarine spellbook that resolves into a ball of flame.  It pops out of existence the moment you notice it.  An Elothean man stands immediately before you.  Something about him seems strangely familiar.&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Based on the effective skill, not the level of success. Controls the room message.&lt;br /&gt;
=====First and third person messaging=====&lt;br /&gt;
Third person messaging is only visible if done from the open. If done from stealth then it will not be seen.&lt;br /&gt;
{| width=60% class=wikitable&lt;br /&gt;
|- align=center&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|- align=center&lt;br /&gt;
| Your masterful awareness brings the webs of fate to life as a dynamic overlay on reality. || (no message)&lt;br /&gt;
|- align=center&lt;br /&gt;
| You immediately will your consciousness deep into the flows of fate. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| The world around you fades from sight as you turn your gaze inward. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, mentally seeking the threads of fate. || Mage closes her eyes and grows still.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, struggling to catch a glimpse of foresight. || Mage closes his eyes and grows still.&lt;br /&gt;
|}&lt;br /&gt;
=====Second person messaging=====&lt;br /&gt;
If you are the target of the analyze then you will see additional messaging about that attempt based on stealth checks.&lt;br /&gt;
*If the attempt is done in the open and it messages a third person message then, in addition to the normal third person messaging above, you will see, &amp;quot;&#039;&#039;&amp;lt;He/She&amp;gt;&#039;&#039; silently turns to face you.&amp;quot;&lt;br /&gt;
*If the attempt is done in the open but it does not produce a third person message, or it is done from stealth and they fail the check then you will see, &amp;quot;You catch &#039;&#039;&amp;lt;Player&amp;gt;&#039;&#039; silently watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they partially succeed the check then you will see, &amp;quot;You are struck with an uneasy sense that someone is watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they completely succeed the check then you will see nothing.&lt;br /&gt;
&lt;br /&gt;
====Number====&lt;br /&gt;
Based on the number of active predictions (max of 10 viewable), not level of success.&lt;br /&gt;
:&#039;&#039;A few images materialize before your mind&#039;s eye and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A handful of images flutter in and out of view and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many images flash rapidly before your mind&#039;s eye and you are able to identify the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A swarm of images flood your mind&#039;s eye, but you manage to pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Waves of sensory information bombard your inner sight and you struggle to remain focused! You manage to pick out the following images:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Power====&lt;br /&gt;
Indicates the power of the prediction as a percentage of the base skill.  Requires first level of success. The scale is assumed to be linear and the values listed are only a guesstimate based on that assumption.&lt;br /&gt;
{| width=30% class=wikitable&lt;br /&gt;
! width=70%| Substantiality&lt;br /&gt;
! width=30%| Bonus&lt;br /&gt;
|- align=center&lt;br /&gt;
! Translucent&lt;br /&gt;
| 1-3%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Flickering&lt;br /&gt;
| 4-6%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Quivering&lt;br /&gt;
| 7-9%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Solid&lt;br /&gt;
| 10-12%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Undulating&lt;br /&gt;
| 13-15%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Vivid&lt;br /&gt;
| 16-18%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Luminous&lt;br /&gt;
| 19-20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polarity====&lt;br /&gt;
Indicates the polarity of the prediction.  Requires first level of success.&lt;br /&gt;
*Good: Aquamarine, Azure, Cerulean, Sapphire, Sky blue.&lt;br /&gt;
*Neutral (Failed check): Grey, Pale, White&lt;br /&gt;
*Bad: Crimson, Fiery, Molten, Ruby, Scarlet&lt;br /&gt;
&lt;br /&gt;
====Object====&lt;br /&gt;
Indicates the skillset of the prediction.  Requires first level of success.&lt;br /&gt;
*Moonblade: Offense&lt;br /&gt;
*Shield: Defense&lt;br /&gt;
*Spellbook: Magic&lt;br /&gt;
*Tome: Lore&lt;br /&gt;
*Tree: Survival&lt;br /&gt;
*Amorphous blob/force/shape: Failed check&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
Indicates the remaining length of the prediction.  Requires first level of success.&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=85%| Duration&lt;br /&gt;
! width=15%| Minutes&lt;br /&gt;
|- align=center&lt;br /&gt;
! It pops out of existence the moment you notice it&lt;br /&gt;
| &amp;lt;15&lt;br /&gt;
|- align=center&lt;br /&gt;
! It seems to vanish almost immediately&lt;br /&gt;
| &amp;lt;30&lt;br /&gt;
|- align=center&lt;br /&gt;
! It quickly dissipates&lt;br /&gt;
| &amp;lt;45&lt;br /&gt;
|- align=center&lt;br /&gt;
! It shimmers and fades from view&lt;br /&gt;
| &amp;lt;60&lt;br /&gt;
|- align=center&lt;br /&gt;
! It disperses slowly&lt;br /&gt;
| &amp;lt;75&lt;br /&gt;
|- align=center&lt;br /&gt;
! It hangs in the air a moment before fading from sight&lt;br /&gt;
| &amp;lt;90&lt;br /&gt;
|- align=center&lt;br /&gt;
! It lingers in your mind long after the form has finally scattered.&lt;br /&gt;
| &amp;gt;90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Indicates the exact skill of the prediction.  Requires second level of success.&lt;br /&gt;
*See [[Divination Bones]] for a full list of messages.  Most are the same if not very similar.  Only a few are different.&lt;br /&gt;
&lt;br /&gt;
====Source====&lt;br /&gt;
Indicates the source of the prediction.&lt;br /&gt;
*Third level of success will indicate the race:&lt;br /&gt;
::&#039;&#039;An Elven woman stands in the background, watching.&amp;lt;br&amp;gt;&lt;br /&gt;
*Fourth level of success will grant the name (strangely familiar indicates your own prediction):&lt;br /&gt;
::&#039;&#039;An Elven woman stands immediately before you. You recognize the figure as Caelumia.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as a [[CJ|Celestial Jewelry]] enchantment, and it&#039;s relative power:&lt;br /&gt;
::&#039;&#039;A pair of stars glimmer overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A small constellation shines overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A brilliant array of stars gleams overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as being Sorcerous in nature:&lt;br /&gt;
::&#039;&#039;For some reason, the display leaves a deep sense of unease lingering in the back of your mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other prediction types==&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|event {optional target} }}&lt;br /&gt;
*Requires 10th circle.  Learned by having an event predicted on you by another Moon Mage with this ability.&lt;br /&gt;
*Requires at least a single observation in the event prediction pool.&lt;br /&gt;
:*Filling the event prediction pool is done by using {{com|study}} {{tt|sky}}.&lt;br /&gt;
:*The event pool fills drastically faster at night and with more skill.&lt;br /&gt;
:*You can check how full your event prediction pool is by using {{com|predict}} {{tt|state event}}&lt;br /&gt;
:*Unlike the skillset prediction pools, the event prediction pools decays over time eventually reaching zero if left unused.&lt;br /&gt;
:*The chance of a successful prediction is related to how full the pool is, but since there is no round time for a failed attempt the command can be spammed until a prediction is successful.&lt;br /&gt;
*Predicting an event on another player will display the vision to both them and yourself.&lt;br /&gt;
*Predicting on other guilds will sometimes result in visions related to their guilds that would otherwise be unavailable.&lt;br /&gt;
*Occasionally, Moon Mages will get a message indicating something has shifted in the heavens. This is an indication that a time sensitive event prediction is available.&lt;br /&gt;
*This is no longer a good source of [[Astrology]] experience, although it does provide a trickle.&lt;br /&gt;
*A list of Event visions can be found [[Vision list|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus inwardly searching for insight into your future.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As your vision clears you see an Elf lecturing a group of students, gesticulating wildly at a variety of star charts and divination tools. A cracked and bloodied sandstone bowl lies next to an unconscious and bleeding student. A fierce growl comes from the east, followed by the sound of breaking glass and a muffled cry.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|weather}}&lt;br /&gt;
*Can be used both outside and indoors, although the skill check is harder while indoors.&lt;br /&gt;
*With sufficent skill the mage will be able to predict further into the future and with an increasing degree of certainty.  Each line represents roughly 10 minutes into the future.&lt;br /&gt;
::&#039;&#039;You gaze at the heavens, taking careful note of the current weather.  You sense the weather will progress as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You predict that light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be partly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
*Can be performed in the [[Astral Plane]] to get a general idea of how the microcosm is changing.&lt;br /&gt;
::&#039;&#039;You sense that the streams of Grazhir&#039;s mana flow steadily and are suffering from minor disruptions.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You believe conditions are currently growing worse.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 10 sec.&lt;br /&gt;
*Teaches a small amount of astrology, useful at low levels of skill.&lt;br /&gt;
&lt;br /&gt;
==Other notes==&lt;br /&gt;
&lt;br /&gt;
===Grandfather===&lt;br /&gt;
*Syntax is Predict Grandfather Confirm.&lt;br /&gt;
*Sets your Astrology skill to circle*2 (this is &#039;&#039;&#039;less&#039;&#039;&#039; then the circle requirement generally and does &#039;&#039;&#039;not&#039;&#039;&#039; produce TDPs).&lt;br /&gt;
*Only relevant if your Moon Mage predates the Astrology skill&lt;br /&gt;
*Does not exist in The Fallen.&lt;br /&gt;
&lt;br /&gt;
===Thanatology===&lt;br /&gt;
When a [[Moon Mage]] {{com|align}}s to the Thanatology skill, they receive the following vision:&lt;br /&gt;
:Pain! A concept erupts from the back of your mind, cold and crushing. For a few, sharp moments you experience The End -- the death of stars and the deconstruction of fate as a metaphysical force.&lt;br /&gt;
:The death of the universe orbits... something. Some force or some entity. Something you cannot see; that you have an unconscious need not to.&lt;br /&gt;
:It sees you.&lt;br /&gt;
&lt;br /&gt;
This also taints the Moon Mage with Necromantic taint, similar to what a Necromancer experiences during the middle stages of [[Outrage#Divine Outrage|Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
If it instead aligns to the {{skill|empathy}} please make a {{com|bug}} report, as this is a reoccuring issue that needs to be remedied.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Mozzik&#039;s Four Axioms of Fate&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All things are subject to Fate.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#*This includes the Immortals. One may question if Fate predates the Immortals or if it is their creation and yet they have become bound to it through some mechanism. However the question is irrelevant because the answer is unknowable by mortal minds and the consequences the same in either case.&lt;br /&gt;
#&#039;&#039;&#039;Free will exists.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Fate is the force that causes actions.&#039;&#039;&#039; &lt;br /&gt;
#*Fate dictates what actions will be taken and when. Fate has no involvement in creation or destruction, beyond dictating when and where they must happen.&lt;br /&gt;
#&#039;&#039;&#039;Fate exists on the [[Plane of Probability]] alone despite the fact that its influence extends well beyond that plane.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mozzik&#039;s full lecture on the Four Axioms of Fate and prediction can be found [[Post:A_lecture_on_fate_and_predictions|here]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501640</id>
		<title>Prediction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501640"/>
		<updated>2019-03-24T05:14:21Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: &#039;&#039;See [[Prediction (meditation)|here]] for the Barbarian meditation.&#039;&#039;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
== General information==&lt;br /&gt;
&lt;br /&gt;
===Predictions===&lt;br /&gt;
A prediction simply applies a bonus or penalty to any skill. They are capped at 20% of the base skill. Durations range from a few minutes to upwards of two hours.&lt;br /&gt;
&lt;br /&gt;
A person can be under the influence of an unlimited number of predictions, but only one prediction per skill.  Multiple predictions on the same skill will average out into one prediction (meaning small positive predictions can be useful to blunt a large negative prediction). They also do not stack with spells or other sources of buffs. E.g. if you have both a self cast Seer&#039;s Sense and a positive evasion prediction then only the greater of the two buffs will apply while both effects remain active. If the greater one were to expire first, then the lesser one would apply at that point.&lt;br /&gt;
&lt;br /&gt;
In all forms of divination the messages received accurately reflect the actual result.&lt;br /&gt;
&lt;br /&gt;
Predictions have four aspects: power, duration, affected skill, and polarity (i.e. bonus or penalty) all of which are determined randomly, although this is greatly influenced by your Astrology skill, Wisdom, Charisma, method of prediction used, and how much prophetic insight you have accumulated.&amp;lt;ref&amp;gt;[[Post:Predicting_in_3.0_-_01/23/2013_-_20:36]]&amp;lt;/ref&amp;gt; A penalty is most commonly referred to by the colloquial term &#039;curse,&#039; especially when in game.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The following is a summary of attributes that play a role in prediction. More detailed explanations can be found in the appropriate sections below.&lt;br /&gt;
*{{skill|Astrology}} - Aids in {{com|observe}} and {{com|align}} checks, and modifies power, duration, and accuracy of all predictions, vision predictions in particular.&lt;br /&gt;
*{{skill|Scholarship}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{skill|Perception}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{stat|Wisdom}} - Modifies power, duration, and accuracy of all predictions.&lt;br /&gt;
*{{stat|Charisma}} - Modifies tool bonding chance, and modifies power, duration, and accuracy of vision predictions.&lt;br /&gt;
*prediction pool size - Primary determinant of power, duration, and accuracy of all predictions, and modifies tool bonding chance.&lt;br /&gt;
*prediction tool quality - Primary determinant of tool bonding chance, and modifies power, duration, and accuracy of tool predictions.&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
The first step in making any prediction is to successfully {{com|OBSERVE}} a celestial body.  Information on specific bodies, such as the skillsets they teach and the circle they are learned at can be found here on the [[Star chart]].&lt;br /&gt;
&lt;br /&gt;
The timer on observations is random from 2-4 minutes. An observation that would add insight to otherwise filled pools will message as such and not start the observation timer.&lt;br /&gt;
&lt;br /&gt;
*Based on scholarship, perception, and astrology.&lt;br /&gt;
*Attempts to observe the Sun or any of the moons will always teach at least some regardless of cloud cover.&lt;br /&gt;
*Made easier through use of Clear Vision, Aura Sight and a Telescope.&lt;br /&gt;
*Piercing Gaze and Telescopes will help reduce cloud cover.&lt;br /&gt;
*While not all celestial bodies teach the same amount from an observation, the values are fairly close meaning bodies that touch multiple areas are almost always preferable.&lt;br /&gt;
*Not all observations are equal as a result of cloud cover and skill, but they&#039;re fairly close so if you can successfully observe it&#039;s not worth obsessing over squeezing out every last drop of bonus.&lt;br /&gt;
*Some objects require a telescope to observe.&lt;br /&gt;
*The best telescopes are stationary in guildhalls, Kssarh&#039;s telescope one west of his location is the best in Elanthia.&lt;br /&gt;
*In game [[Star chart]]s include a list of what areas each object teaches and the circles they are learned at. &#039;&#039;Note: these are riddled with misinformation currently, so it is best to use online versions.&#039;&#039;&lt;br /&gt;
*To help resolve parser issues try {{tt|Elanthian Sun}} and {{com|Observe}} {{tt|&amp;lt;object&amp;gt; in sky}}.  Also destroy all sunstones and moonstones in the most sadistic method available.&lt;br /&gt;
&lt;br /&gt;
====Prediction pools====&lt;br /&gt;
While a prediction can be performed from a single observation, each further observation will fill your pool further, the level of which can be checked with {{com|predict}} {{tt|state all&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skillset}}. The amount of insight in your prediction pool is by far the largest influence on the power and duration of any given prediction. More insight will also increase the likelihood of the prediction matching your desired skill as well as polarity, and increases the chance that a polarity inversion is prevented if it does occur. It will also improve the chance that a prediction tool will increase its bond with you.&lt;br /&gt;
*Skillset prediction pools do not decay over time.&lt;br /&gt;
*[[Luckstone]] enchantments can completely fill a prediction pool without needing an observation.&lt;br /&gt;
*[[Read the Ripples]] eliminates the timer between observations for randomly selected constellations allowing prediction pools to be filled faster.&lt;br /&gt;
*[[Tezirah&#039;s Veil]] can also be used to fill prediction pools randomly, although this comes at the cost of stuns, severe nerve damage, and [[Teleologic corruption]] which reduces the effectiveness of your predictions.&lt;br /&gt;
{| width=50% class=wikitable&lt;br /&gt;
! width=10%| %&lt;br /&gt;
! width=30%| Understanding&lt;br /&gt;
! width=15%| Min Power&lt;br /&gt;
! width=15%| Max Power&lt;br /&gt;
! width=15%| Min Duration&lt;br /&gt;
! width=15%| Max Duration&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| No || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-11&lt;br /&gt;
| Feeble || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!12-22&lt;br /&gt;
| Weak || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!23-33&lt;br /&gt;
| Fledgling || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!34-44&lt;br /&gt;
| Modest || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!45-55&lt;br /&gt;
| Decent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!56-66&lt;br /&gt;
| Significant || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!67-77&lt;br /&gt;
| Potent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!78-88&lt;br /&gt;
| Insightful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!89-99&lt;br /&gt;
| Powerful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!100&lt;br /&gt;
| Complete || -- || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Scale is assumed to be linear - only the first and last points are certain and there is no reasonable way to discover a non-linearity.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
In order to make use of a prediction pool you have to {{com|align}} to it first.&lt;br /&gt;
*{{com|align}} {{tt|&amp;lt;offense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;defense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;magic&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;survival&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;lore&amp;gt;}} will align you to the chosen prediction pool and your next prediction will be of a random skill within that skillset.&lt;br /&gt;
*Alternately, {{com|align}} {{tt|&amp;lt;skill&amp;gt;}} will align you to the chosen skill and your next prediction will be of a random skill within that skill&#039;s skillset, but weighted to the chosen skill.&lt;br /&gt;
*Predictions default to trying for a bonus. If you want to try for a curse use {{com|align}} {{tt|&amp;lt;skillset&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skill&amp;gt; curse}} instead.&lt;br /&gt;
:*A prediction that results in the opposite polarity to what you tried to achieve is known as a polarity inversion.&lt;br /&gt;
:*The most that the chance of a polarity inversion can be reduced to is 10% regardless of skill, tool bond, stats, or other factors.&amp;lt;ref&amp;gt;[[Post:Sphere_of_influence_and_prediction_-_11/28/2012_-_14:42]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*With high skill it is possible to use {{com|align}} {{tt|split}} to only use 50% of aligned prediction pool on the next prediction. This appears to be 50% of the full pool size rather than 50% of whatever your current pool is at, so if your pool is less than 50% full then splitting will have no functional effect. E.g. if your pool is 70% full, then {{tt|align split}} will leave you with it 20% full after the next prediction. Using split at this point will not be useful since the final 20% will be used up regardless.&lt;br /&gt;
*With even higher skill it is possible to use {{com|align}} {{tt|transmogrify}} to convert one prediction pool into another. The conversion results in some loss of pool size.&lt;br /&gt;
*It is not possible to {{com|align}} to the {{skill|Thanatology}} and it will never be the result of a prediction even if predicting on a Necromancer while {{com|align}}ed to the Survival skillset. Attempting to {{com|align}} to it causes an effect similar to moderate levels of [[Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
==Prediction methods==&lt;br /&gt;
===Visions===&lt;br /&gt;
*The most basic way to perform a skill modifying prediction, and the only option without use of a tool, is to simply {{com|predict}} {{tt|future}} after using {{com|align}} to align to a skill or skillset.&lt;br /&gt;
*The advantage of this method is it doesn&#039;t require any tools and uses your {{skill|Astrology}} and [[Charisma]] to modify the strength of your prediction rather than the stats of a tool.&lt;br /&gt;
*The disadvantage of this method is that the best tools will outperform even a highly skilled vision and it has the potential for a major curse and all of your prediction pools emptying.&lt;br /&gt;
*See [[Visions]] for full mechanics.&lt;br /&gt;
*A very good source of astrology experience, also teaches some scholarship and perception.&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
In place of [[Visions]] divination tools may be used. Like with visions, the tool is used after {{com|align}}ing to a skill or skillset. See the tool&#039;s page for syntax.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tool&lt;br /&gt;
! Sect Affinity&lt;br /&gt;
! Domain Bonus&lt;br /&gt;
! Physical Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Charts]]&lt;br /&gt;
| [[Celestial Compact]]&lt;br /&gt;
| Magic&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Bones]]&lt;br /&gt;
| [[Nomads of the Arid Steppe]]&lt;br /&gt;
| Survival&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Mirror]]&lt;br /&gt;
| [[Progeny of Tezirah]]&lt;br /&gt;
| Cursing&lt;br /&gt;
| Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Prism]]&lt;br /&gt;
| [[Monks of the Crystal Hand]]&lt;br /&gt;
| Offense&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Divination bowl]], favored by the [[Prophets of G&#039;Nar Peth]]. Divination bowls are not yet updated for use in 3.0.&lt;br /&gt;
*[[Divination deck]], favored by the [[:Category:Fortune&#039;s Path|Followers of Fortune&#039;s Path]]. Divination decks are not yet updated for use in 3.0.&lt;br /&gt;
&lt;br /&gt;
All tools share some important traits.  All must be {{com|invoke}}d to bond to the seer before the first use, all can be {{com|INVOKE}}d a second time to clear the bond (which will reset bond qualities but not physical qualities) and all may be {{com|analyze}}d to evaluate their quality.&lt;br /&gt;
&lt;br /&gt;
The advantage to using a tool is that they can outperform a vision if your tool is bonded well. The disadvantage is that bonding takes a long time, so it will be a while before a tool will reach a state where it will outperform a vision.&lt;br /&gt;
&lt;br /&gt;
Using a tool that your sect has an affinity with provides a small benefit to potency and possibly duration compared to tools you don&#039;t have an affinity with. You may use any updated divination tool; no matter your sect. Sectless are treated as not having an affinity with any tool.&lt;br /&gt;
&lt;br /&gt;
====Qualities====&lt;br /&gt;
All tools have eleven qualities which can be viewed when you {{com|analyze}} them.  These can be split into four physical qualities, four bond qualities, one construction quality, and two age qualities. &lt;br /&gt;
=====Physical qualities=====&lt;br /&gt;
These vary from tool to tool, either set by a merchant or determined at the time of crafting, and affect the frequency of their respective bond quality increasing: power, duration, skill alignment, and polarity. The more damaged a physical quality the less likely its respective bond quality will increase. Tools will never break even once reaching their most damaged state. These qualities have a chance to be damaged with each use. These are measured differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Bond qualities=====&lt;br /&gt;
These always start at the lowest level and each affects one of the following:&lt;br /&gt;
*the power of a prediction&lt;br /&gt;
*the duration of a prediction&lt;br /&gt;
*the chance of hitting your aligned skill&lt;br /&gt;
*the chance of both matching your desired polarity and preventing inversions if they do occur.&lt;br /&gt;
Bond qualities cannot be seen unless you have aligned your prophetic talent with the tool via {{com|invoke}}. These may increase, or very rarely, decrease with each use. Each quality has 31 levels ranging from 0 to 30. These are messaged differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Construction quality=====&lt;br /&gt;
This varies from tool to tool, either set by a merchant or determined at the time of crafting, and never changes. It determines how susceptible the physical qualities are to damage. This messaging doesn&#039;t differ between tool types.&lt;br /&gt;
*The overall craftsmanship is masterful and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove nearly impervious to damage.&lt;br /&gt;
*The overall craftsmanship is spectacular and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove extremely resistant to damage.&lt;br /&gt;
*The overall craftsmanship is very good and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove resistant to damage.&lt;br /&gt;
*The overall craftsmanship is above average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly resistant to damage.&lt;br /&gt;
*The overall craftsmanship is average.&lt;br /&gt;
*The overall craftsmanship is below average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is poor and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove rather susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is criminally poor, and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should likely be destroyed on principle. Possibly the creator as well or defenestrated at the very least.&lt;br /&gt;
&lt;br /&gt;
=====Age qualities=====&lt;br /&gt;
These measure how old a tool is and how many times it has been used. Tools no longer break regardless of age or number of uses, therefore the following analysis messages are cosmetic only:&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is brand new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is rather new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is somewhat new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a year old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a couple of years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is quite a few years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is over a decade old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is an antique.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is something you&#039;d expect to find on an archeological dig.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is archaic.&lt;br /&gt;
&lt;br /&gt;
Uses:&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=30%| Total Predictions&lt;br /&gt;
! width=70%| Usage Messaging&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| They appear to have never seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-9&lt;br /&gt;
| They appear to have seen barely any use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!10-24&lt;br /&gt;
| They appear to have seen little use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!25-49&lt;br /&gt;
| They appear to have seen some use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!50-99&lt;br /&gt;
| They appear to have seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!100-249&lt;br /&gt;
| They appear to have seen plenty of use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!250-499&lt;br /&gt;
| They appear to have seen heavy use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!500-999&lt;br /&gt;
| They appear to have seen great use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1000+&lt;br /&gt;
| They appear to have seen extensive use.&lt;br /&gt;
|- align=center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bonding====&lt;br /&gt;
With each use, a tool may increase a bond quality with the chance based on the current level of its respective physical quality. Also with each use, a tool may decrease a physical quality with the chance based on how well constructed the tool is. Each bonding event has the same magnitude, increasing the bond level by one, so there is no variability in bond increases. Tools will never break, regardless of how low the physical qualities reach. This will eventually result in a sort of equilibrium state where the physical qualities are so low that the chance for the bond levels to increase is so small as to be almost none. &lt;br /&gt;
&lt;br /&gt;
In addition to the physical quality, the chance of bonding increasing is primarily influenced by using fuller prediction pools to predict with and by having higher [[Charisma]].&amp;lt;ref&amp;gt;[[Post:Questions_on_tools_in_Future_is_Now_-_11/04/2013_-_15:50]]&amp;lt;/ref&amp;gt; The [[Destiny Cipher]] spell will also double the chance while it is in effect. There is also a bonus to the chance of bonding early in a tool&#039;s life, to kick start it.  &lt;br /&gt;
&lt;br /&gt;
The most dramatic change in a tool will come from critical successes and fumbles which have the potential to influence all physical and bond traits at once, although not every quality will always be affected. The one exception to this is that individual bond qualities become immune to critical fumbles once capped in order to prevent the best tools from eventually decaying to nothing in the long term.&amp;lt;ref&amp;gt;[[Re:_The_positive_awesome_things_from_HE_this_year_-_11/13/2014_-_8:15]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the way the math works out this usually results in bond qualities increasing to an equilibrium level that is primarily influenced by the construction stat, but also affected by the starting physical qualities as well as your charisma and how often you use full prediction pools. While it is technically possible to cap an averagely constructed tool, it would take a lot of time and extreme amounts of luck. The better the construction of the tool the much more likely it is to be able to cap it. The single most effective thing you can do to increase your chances of this is to always use a full prediction pool while under the effects of [[Destiny Cipher]] when predicting.&lt;br /&gt;
&lt;br /&gt;
Tools may be re{{com|invoke}}d in order to erase your bond with them, but this will also reset their bond qualities back to the lowest point.&lt;br /&gt;
&lt;br /&gt;
==Prediction results==&lt;br /&gt;
&lt;br /&gt;
===Prediction interpretation===&lt;br /&gt;
Each type of prediction method has different messaging to indicate the results of your prediction. Refer to the appropriate divination tool&#039;s page, or [[Visions]] if you didn&#039;t use a tool, for detailed interpretation messaging.&lt;br /&gt;
&lt;br /&gt;
===EXP mods===&lt;br /&gt;
*The most basic way to see your prediction result is by using {{com|EXP}} {{tt|mods}}.&lt;br /&gt;
*This will tell you the skill and polarity of your prediction, but does not indicate the potency or duration.&lt;br /&gt;
*There is no roundtime involved so this is a quick way to tell at a glance without needing to decipher a prediction or analyze result.&lt;br /&gt;
&lt;br /&gt;
===Predict analyze===&lt;br /&gt;
*Attempts to view the active predictions on the target by using {{com|predict}} {{tt|analyze &amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;on &amp;lt;target&amp;gt;&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}} .  Contests Astrology and Power Perception vs target&#039;s circle, and the strength and number of predictions.&lt;br /&gt;
*[[Aura Sight]] is useful in this skill since it boosts the relevant skills.&lt;br /&gt;
*Roundtime generally increased with the number of predictions, but fairly random.&lt;br /&gt;
*Inaccuracy only exists without power/duration readings and will decrease with skill but almost always remain to some degree.  This can actually be useful through multiple uses to get a general sense of where the prediction lies within the range.&lt;br /&gt;
*Detects boosts from a [[CJ|Celestial Jewelry]] enchantment as if they were a prediction.&lt;br /&gt;
*A moderate source of astrology experience and a minor source of power perception experience.  Will only teach if at least one prediction is active, and experience is constant beyond that.  The timer is about 100 seconds.&lt;br /&gt;
::&#039;&#039;You immediately will your consciousness deep into the flows of fate.  A few images materialize before your mind&#039;s eye and you pick out the following:&lt;br /&gt;
::&#039;&#039;A translucent aquamarine spellbook that resolves into a ball of flame.  It pops out of existence the moment you notice it.  An Elothean man stands immediately before you.  Something about him seems strangely familiar.&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Based on the effective skill, not the level of success. Controls the room message.&lt;br /&gt;
=====First and third person messaging=====&lt;br /&gt;
Third person messaging is only visible if done from the open. If done from stealth then it will not be seen.&lt;br /&gt;
{| width=60% class=wikitable&lt;br /&gt;
|- align=center&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|- align=center&lt;br /&gt;
| Your masterful awareness brings the webs of fate to life as a dynamic overlay on reality. || (no message)&lt;br /&gt;
|- align=center&lt;br /&gt;
| You immediately will your consciousness deep into the flows of fate. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| The world around you fades from sight as you turn your gaze inward. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, mentally seeking the threads of fate. || Mage closes her eyes and grows still.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, struggling to catch a glimpse of foresight. || Mage closes his eyes and grows still.&lt;br /&gt;
|}&lt;br /&gt;
=====Second person messaging=====&lt;br /&gt;
If you are the target of the analyze then you will see additional messaging about that attempt based on stealth checks.&lt;br /&gt;
*If the attempt is done in the open and it messages a third person message then, in addition to the normal third person messaging above, you will see, &amp;quot;&#039;&#039;&amp;lt;He/She&amp;gt;&#039;&#039; silently turns to face you.&amp;quot;&lt;br /&gt;
*If the attempt is done in the open but it does not produce a third person message, or it is done from stealth and they fail the check then you will see, &amp;quot;You catch &#039;&#039;&amp;lt;Player&amp;gt;&#039;&#039; silently watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they partially succeed the check then you will see, &amp;quot;You are struck with an uneasy sense that someone is watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they completely succeed the check then you will see nothing.&lt;br /&gt;
&lt;br /&gt;
====Number====&lt;br /&gt;
Based on the number of active predictions (max of 10 viewable), not level of success.&lt;br /&gt;
:&#039;&#039;A few images materialize before your mind&#039;s eye and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A handful of images flutter in and out of view and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many images flash rapidly before your mind&#039;s eye and you are able to identify the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A swarm of images flood your mind&#039;s eye, but you manage to pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Waves of sensory information bombard your inner sight and you struggle to remain focused! You manage to pick out the following images:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Power====&lt;br /&gt;
Indicates the power of the prediction as a percentage of the base skill.  Requires first level of success. The scale is assumed to be linear and the values listed are only a guesstimate based on that assumption.&lt;br /&gt;
{| width=30% class=wikitable&lt;br /&gt;
! width=70%| Substantiality&lt;br /&gt;
! width=30%| Bonus&lt;br /&gt;
|- align=center&lt;br /&gt;
! Translucent&lt;br /&gt;
| 1-3%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Flickering&lt;br /&gt;
| 4-6%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Quivering&lt;br /&gt;
| 7-9%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Solid&lt;br /&gt;
| 10-12%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Undulating&lt;br /&gt;
| 13-15%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Vivid&lt;br /&gt;
| 16-18%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Luminous&lt;br /&gt;
| 19-20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polarity====&lt;br /&gt;
Indicates the polarity of the prediction.  Requires first level of success.&lt;br /&gt;
*Good: Aquamarine, Azure, Cerulean, Sapphire, Sky blue.&lt;br /&gt;
*Neutral (Failed check): Grey, Pale, White&lt;br /&gt;
*Bad: Crimson, Fiery, Molten, Ruby, Scarlet&lt;br /&gt;
&lt;br /&gt;
====Object====&lt;br /&gt;
Indicates the skillset of the prediction.  Requires first level of success.&lt;br /&gt;
*Moonblade: Offense&lt;br /&gt;
*Shield: Defense&lt;br /&gt;
*Spellbook: Magic&lt;br /&gt;
*Tome: Lore&lt;br /&gt;
*Tree: Survival&lt;br /&gt;
*Amorphous blob/force/shape: Failed check&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
Indicates the remaining length of the prediction.  Requires first level of success.&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=85%| Duration&lt;br /&gt;
! width=15%| Minutes&lt;br /&gt;
|- align=center&lt;br /&gt;
! It pops out of existence the moment you notice it&lt;br /&gt;
| &amp;lt;15&lt;br /&gt;
|- align=center&lt;br /&gt;
! It seems to vanish almost immediately&lt;br /&gt;
| &amp;lt;30&lt;br /&gt;
|- align=center&lt;br /&gt;
! It quickly dissipates&lt;br /&gt;
| &amp;lt;45&lt;br /&gt;
|- align=center&lt;br /&gt;
! It shimmers and fades from view&lt;br /&gt;
| &amp;lt;60&lt;br /&gt;
|- align=center&lt;br /&gt;
! It disperses slowly&lt;br /&gt;
| &amp;lt;75&lt;br /&gt;
|- align=center&lt;br /&gt;
! It hangs in the air a moment before fading from sight&lt;br /&gt;
| &amp;lt;90&lt;br /&gt;
|- align=center&lt;br /&gt;
! It lingers in your mind long after the form has finally scattered.&lt;br /&gt;
| &amp;gt;90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Indicates the exact skill of the prediction.  Requires second level of success.&lt;br /&gt;
*See [[Divination Bones]] for a full list of messages.  Most are the same if not very similar.  Only a few are different.&lt;br /&gt;
&lt;br /&gt;
====Source====&lt;br /&gt;
Indicates the source of the prediction.&lt;br /&gt;
*Third level of success will indicate the race:&lt;br /&gt;
::&#039;&#039;An Elven woman stands in the background, watching.&amp;lt;br&amp;gt;&lt;br /&gt;
*Fourth level of success will grant the name (strangely familiar indicates your own prediction):&lt;br /&gt;
::&#039;&#039;An Elven woman stands immediately before you. You recognize the figure as Caelumia.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as a [[CJ|Celestial Jewelry]] enchantment, and it&#039;s relative power:&lt;br /&gt;
::&#039;&#039;A pair of stars glimmer overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A small constellation shines overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A brilliant array of stars gleams overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as being Sorcerous in nature:&lt;br /&gt;
::&#039;&#039;For some reason, the display leaves a deep sense of unease lingering in the back of your mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other prediction types==&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|event {optional target} }}&lt;br /&gt;
*Requires 10th circle.  Learned by having an event predicted on you by another Moon Mage with this ability.&lt;br /&gt;
*Requires at least a single observation in the event prediction pool.&lt;br /&gt;
:*Filling the event prediction pool is done by using {{com|study}} {{tt|sky}}.&lt;br /&gt;
:*The event pool fills drastically faster at night and with more skill.&lt;br /&gt;
:*You can check how full your event prediction pool is by using {{com|predict}} {{tt|state event}}&lt;br /&gt;
:*Unlike the skillset prediction pools, the event prediction pools decays over time eventually reaching zero if left unused.&lt;br /&gt;
:*The chance of a successful prediction is related to how full the pool is, but since there is no round time for a failed attempt the command can be spammed until a prediction is successful.&lt;br /&gt;
*Predicting an event on another player will display the vision to both them and yourself.&lt;br /&gt;
*Predicting on other guilds will sometimes result in visions related to their guilds that would otherwise be unavailable.&lt;br /&gt;
*Occasionally, Moon Mages will get a message indicating something has shifted in the heavens. This is an indication that a time sensitive event prediction is available.&lt;br /&gt;
*This is no longer a good source of [[Astrology]] experience, although it does provide a trickle.&lt;br /&gt;
*A list of Event visions can be found [[Vision list|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus inwardly searching for insight into your future.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As your vision clears you see an Elf lecturing a group of students, gesticulating wildly at a variety of star charts and divination tools. A cracked and bloodied sandstone bowl lies next to an unconscious and bleeding student. A fierce growl comes from the east, followed by the sound of breaking glass and a muffled cry.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|weather}}&lt;br /&gt;
*Can be used both outside and indoors, although the skill check is harder while indoors.&lt;br /&gt;
*With sufficent skill the mage will be able to predict further into the future and with an increasing degree of certainty.  Each line represents roughly 10 minutes into the future.&lt;br /&gt;
::&#039;&#039;You gaze at the heavens, taking careful note of the current weather.  You sense the weather will progress as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You predict that light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be partly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
*Can be performed in the [[Astral Plane]] to get a general idea of how the microcosm is changing.&lt;br /&gt;
::&#039;&#039;You sense that the streams of Grazhir&#039;s mana flow steadily and are suffering from minor disruptions.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You believe conditions are currently growing worse.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 10 sec.&lt;br /&gt;
*Teaches a small amount of astrology, useful at low levels of skill.&lt;br /&gt;
&lt;br /&gt;
==Other notes==&lt;br /&gt;
&lt;br /&gt;
===Grandfather===&lt;br /&gt;
*Syntax is Predict Grandfather Confirm.&lt;br /&gt;
*Sets your Astrology skill to circle*2 (this is &#039;&#039;&#039;less&#039;&#039;&#039; then the circle requirement generally and does &#039;&#039;&#039;not&#039;&#039;&#039; produce TDPs).&lt;br /&gt;
*Only relevant if your Moon Mage predates the Astrology skill&lt;br /&gt;
*Does not exist in The Fallen.&lt;br /&gt;
&lt;br /&gt;
===Thanatology===&lt;br /&gt;
When a [[Moon Mage]] {{com|align}}s to the Thanatology skill, they receive the following vision:&lt;br /&gt;
:Pain! A concept erupts from the back of your mind, cold and crushing. For a few, sharp moments you experience The End -- the death of stars and the deconstruction of fate as a metaphysical force.&lt;br /&gt;
:The death of the universe orbits... something. Some force or some entity. Something you cannot see; that you have an unconscious need not to.&lt;br /&gt;
:It sees you.&lt;br /&gt;
&lt;br /&gt;
This also taints the Moon Mage with Necromantic taint, similar to what a Necromancer experiences during the middle stages of [[Outrage#Divine Outrage|Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
If it instead aligns to the {{skill|empathy}} please make a {{com|bug}} report, as this is a reoccuring issue that needs to be remedied.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Mozzik&#039;s Four Axioms of Fate&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All things are subject to Fate.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#*This includes the Immortals. One may question if Fate predates the Immortals or if it is their creation and yet they have become bound to it through some mechanism. However the question is irrelevant because the answer is unknowable by mortal minds and the consequences the same in either case.&lt;br /&gt;
#&#039;&#039;&#039;Free will exists.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Fate is the force that causes actions.&#039;&#039;&#039; &lt;br /&gt;
#*Fate dictates what actions will be taken and when. Fate has no involvement in creation or destruction, beyond dictating when and where they must happen.&lt;br /&gt;
#&#039;&#039;&#039;Fate exists on the [[Plane of Probability]] alone despite the fact that its influence extends well beyond that plane.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mozzik&#039;s full lecture on the Four Axioms of Fate and prediction can be found [[Post:A_lecture_on_fate_and_predictions|here]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501639</id>
		<title>Prediction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501639"/>
		<updated>2019-03-24T05:13:00Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: &#039;&#039;See [[Prediction (meditation)|here]] for the Barbarian meditation.&#039;&#039;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
== General information==&lt;br /&gt;
&lt;br /&gt;
===Predictions===&lt;br /&gt;
A prediction simply applies a bonus or penalty to any skill. They are capped at 20% of the base skill. Durations range from a few minutes to upwards of two hours.&lt;br /&gt;
&lt;br /&gt;
A person can be under the influence of an unlimited number of predictions, but only one prediction per skill.  Multiple predictions on the same skill will average out into one prediction (meaning small positive predictions can be useful to blunt a large negative prediction). They also do not stack with spells or other sources of buffs. E.g. if you have both a self cast Seer&#039;s Sense and a positive evasion prediction then only the greater of the two buffs will apply while both effects remain active. If the greater one were to expire first, then the lesser one would apply at that point.&lt;br /&gt;
&lt;br /&gt;
In all forms of divination the messages received accurately reflect the actual result.&lt;br /&gt;
&lt;br /&gt;
Predictions have four aspects: power, duration, affected skill, and polarity (i.e. bonus or penalty) all of which are determined randomly, although this is greatly influenced by your Astrology skill, Wisdom, Charisma, method of prediction used, and how much prophetic insight you have accumulated.&amp;lt;ref&amp;gt;[[Post:Predicting_in_3.0_-_01/23/2013_-_20:36]]&amp;lt;/ref&amp;gt; A penalty is most commonly referred to by the colloquial term &#039;curse,&#039; especially when in game.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The following is a summary of attributes that play a role in prediction. More detailed explanations can be found in the appropriate sections below.&lt;br /&gt;
*{{skill|Astrology}} - Aids in {{com|observe}} and {{com|align}} checks, and modifies power, duration, and accuracy of all predictions, vision predictions in particular.&lt;br /&gt;
*{{skill|Scholarship}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{skill|Perception}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{stat|Wisdom}} - Modifies power, duration, and accuracy of all predictions.&lt;br /&gt;
*{{stat|Charisma}} - Modifies tool bonding chance, and modifies power, duration, and accuracy of vision predictions.&lt;br /&gt;
*prediction pool size - Primary determinant of power, duration, and accuracy of all predictions, and modifies tool bonding chance.&lt;br /&gt;
*prediction tool quality - Primary determinant of tool bonding chance, and modifies power, duration, and accuracy of tool predictions.&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
The first step in making any prediction is to successfully {{com|OBSERVE}} a celestial body.  Information on specific bodies, such as the skillsets they teach and the circle they are learned at can be found here on the [[Star chart]].&lt;br /&gt;
&lt;br /&gt;
The timer on observations is random from 2-4 minutes. An observation that would add insight to otherwise filled pools will message as such and not start the observation timer.&lt;br /&gt;
&lt;br /&gt;
*Based on scholarship, perception, and astrology.&lt;br /&gt;
*Attempts to observe the Sun or any of the moons will always teach at least some regardless of cloud cover.&lt;br /&gt;
*Made easier through use of Clear Vision, Aura Sight and a Telescope.&lt;br /&gt;
*Piercing Gaze and Telescopes will help reduce cloud cover.&lt;br /&gt;
*While not all celestial bodies teach the same amount from an observation, the values are fairly close meaning bodies that touch multiple areas are almost always preferable.&lt;br /&gt;
*Not all observations are equal as a result of cloud cover and skill, but they&#039;re fairly close so if you can successfully observe it&#039;s not worth obsessing over squeezing out every last drop of bonus.&lt;br /&gt;
*Some objects require a telescope to observe.&lt;br /&gt;
*The best telescopes are stationary in guildhalls, Kssarh&#039;s telescope one west of his location is the best in Elanthia.&lt;br /&gt;
*In game [[Star chart]]s include a list of what areas each object teaches and the circles they are learned at. &#039;&#039;Note: these are riddled with misinformation currently, so it is best to use online versions.&#039;&#039;&lt;br /&gt;
*To help resolve parser issues try {{tt|Elanthian Sun}} and {{com|Observe}} {{tt|&amp;lt;object&amp;gt; in sky}}.  Also destroy all sunstones and moonstones in the most sadistic method available.&lt;br /&gt;
&lt;br /&gt;
====Prediction pools====&lt;br /&gt;
While a prediction can be performed from a single observation, each further observation will fill your pool further, the level of which can be checked with {{com|predict}} {{tt|state all&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skillset}}. The amount of insight in your prediction pool is by far the largest influence on the power and duration of any given prediction. More insight will also increase the likelihood of the prediction matching your desired skill as well as polarity, and increases the chance that a polarity inversion is prevented if it does occur. It will also improve the chance that a prediction tool will increase its bond with you.&lt;br /&gt;
*Skillset prediction pools do not decay over time.&lt;br /&gt;
*[[Luckstone]] enchantments can completely fill a prediction pool without needing an observation.&lt;br /&gt;
*[[Read the Ripples]] eliminates the timer between observations for randomly selected constellations allowing prediction pools to be filled faster.&lt;br /&gt;
*[[Tezirah&#039;s Veil]] can also be used to fill prediction pools randomly, although this comes at the cost of stuns, severe nerve damage, and [[Teleologic corruption]] which reduces the effectiveness of your predictions.&lt;br /&gt;
{| width=50% class=wikitable&lt;br /&gt;
! width=10%| %&lt;br /&gt;
! width=30%| Understanding&lt;br /&gt;
! width=15%| Min Power&lt;br /&gt;
! width=15%| Max Power&lt;br /&gt;
! width=15%| Min Duration&lt;br /&gt;
! width=15%| Max Duration&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| No || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-11&lt;br /&gt;
| Feeble || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!12-22&lt;br /&gt;
| Weak || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!23-33&lt;br /&gt;
| Fledgling || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!34-44&lt;br /&gt;
| Modest || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!45-55&lt;br /&gt;
| Decent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!56-66&lt;br /&gt;
| Significant || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!67-77&lt;br /&gt;
| Potent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!78-88&lt;br /&gt;
| Insightful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!89-99&lt;br /&gt;
| Powerful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!100&lt;br /&gt;
| Complete || -- || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Scale is assumed to be linear - only the first and last points are certain and there is no reasonable way to discover a non-linearity.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
In order to make use of a prediction pool you have to {{com|align}} to it first.&lt;br /&gt;
*{{com|align}} {{tt|&amp;lt;offense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;defense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;magic&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;survival&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;lore&amp;gt;}} will align you to the chosen prediction pool and your next prediction will be of a random skill within that skillset.&lt;br /&gt;
*Alternately, {{com|align}} {{tt|&amp;lt;skill&amp;gt;}} will align you to the chosen skill and your next prediction will be of a random skill within that skill&#039;s skillset, but weighted to the chosen skill.&lt;br /&gt;
*Predictions default to trying for a bonus. If you want to try for a curse use {{com|align}} {{tt|&amp;lt;skillset&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skill&amp;gt; curse}} instead.&lt;br /&gt;
:*A prediction that results in the opposite polarity to what you tried to achieve is known as a polarity inversion.&lt;br /&gt;
:*The most that the chance of a polarity inversion can be reduced to is 10% regardless of skill, tool bond, stats, or other factors.&amp;lt;ref&amp;gt;[[Post:Sphere_of_influence_and_prediction_-_11/28/2012_-_14:42]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*With high skill it is possible to use {{com|align}} {{tt|split}} to only use 50% of aligned prediction pool on the next prediction. This appears to be 50% of the full pool size rather than 50% of whatever your current pool is at, so if your pool is less than 50% full then splitting will have no functional effect. E.g. if your pool is 70% full, then {{tt|align split}} will leave you with it 20% full after the next prediction. Using split at this point will not be useful since the final 20% will be used up regardless.&lt;br /&gt;
*With even higher skill it is possible to use {{com|align}} {{tt|transmogrify}} to convert one prediction pool into another. The conversion results in some loss of pool size.&lt;br /&gt;
*It is not possible to {{com|align}} to the {{skill|Thanatology}} and it will never be the result of a prediction even if predicting on a Necromancer while {{com|align}}ed to the Survival skillset. Attempting to {{com|align}} to it causes an effect similar to moderate levels of [[Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
==Prediction methods==&lt;br /&gt;
===Visions===&lt;br /&gt;
*The most basic way to perform a skill modifying prediction, and the only option without use of a tool, is to simply {{com|predict}} {{tt|future}} after using {{com|align}} to align to a skill or skillset.&lt;br /&gt;
*The advantage of this method is it doesn&#039;t require any tools and uses your {{skill|Astrology}} and [[Charisma]] to modify the strength of your prediction rather than the stats of a tool.&lt;br /&gt;
*The disadvantage of this method is that the best tools will outperform even a highly skilled vision and it has the potential for a major curse and all of your prediction pools emptying.&lt;br /&gt;
*See [[Visions]] for full mechanics.&lt;br /&gt;
*A very good source of astrology experience, also teaches some scholarship and perception.&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
In place of [[Visions]] divination tools may be used. Like with visions, the tool is used after {{com|align}}ing to a skill or skillset. See the tool&#039;s page for syntax.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tool&lt;br /&gt;
! Sect Affinity&lt;br /&gt;
! Domain Bonus&lt;br /&gt;
! Physical Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Chart]]&lt;br /&gt;
| [[Celestial Compact]]&lt;br /&gt;
| Magic&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Bones]]&lt;br /&gt;
| [[Nomads of Arid Steppe]]&lt;br /&gt;
| Survival&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Mirror]]&lt;br /&gt;
| [[Progeny of Tezirah]]&lt;br /&gt;
| Cursing&lt;br /&gt;
| Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Prism]]&lt;br /&gt;
| [[Monks of the Crystal Hand]]&lt;br /&gt;
| Offense&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Divination bowl]], favored by the [[Prophets of G&#039;Nar Peth]]. Divination bowls are not yet updated for use in 3.0.&lt;br /&gt;
*[[Divination deck]], favored by the [[:Category:Fortune&#039;s Path|Followers of Fortune&#039;s Path]]. Divination decks are not yet updated for use in 3.0.&lt;br /&gt;
&lt;br /&gt;
All tools share some important traits.  All must be {{com|invoke}}d to bond to the seer before the first use, all can be {{com|INVOKE}}d a second time to clear the bond (which will reset bond qualities but not physical qualities) and all may be {{com|analyze}}d to evaluate their quality.&lt;br /&gt;
&lt;br /&gt;
The advantage to using a tool is that they can outperform a vision if your tool is bonded well. The disadvantage is that bonding takes a long time, so it will be a while before a tool will reach a state where it will outperform a vision.&lt;br /&gt;
&lt;br /&gt;
Using a tool that your sect has an affinity with provides a small benefit to potency and possibly duration compared to tools you don&#039;t have an affinity with. You may use any updated divination tool; no matter your sect. Sectless are treated as not having an affinity with any tool.&lt;br /&gt;
&lt;br /&gt;
====Qualities====&lt;br /&gt;
All tools have eleven qualities which can be viewed when you {{com|analyze}} them.  These can be split into four physical qualities, four bond qualities, one construction quality, and two age qualities. &lt;br /&gt;
=====Physical qualities=====&lt;br /&gt;
These vary from tool to tool, either set by a merchant or determined at the time of crafting, and affect the frequency of their respective bond quality increasing: power, duration, skill alignment, and polarity. The more damaged a physical quality the less likely its respective bond quality will increase. Tools will never break even once reaching their most damaged state. These qualities have a chance to be damaged with each use. These are measured differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Bond qualities=====&lt;br /&gt;
These always start at the lowest level and each affects one of the following:&lt;br /&gt;
*the power of a prediction&lt;br /&gt;
*the duration of a prediction&lt;br /&gt;
*the chance of hitting your aligned skill&lt;br /&gt;
*the chance of both matching your desired polarity and preventing inversions if they do occur.&lt;br /&gt;
Bond qualities cannot be seen unless you have aligned your prophetic talent with the tool via {{com|invoke}}. These may increase, or very rarely, decrease with each use. Each quality has 31 levels ranging from 0 to 30. These are messaged differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Construction quality=====&lt;br /&gt;
This varies from tool to tool, either set by a merchant or determined at the time of crafting, and never changes. It determines how susceptible the physical qualities are to damage. This messaging doesn&#039;t differ between tool types.&lt;br /&gt;
*The overall craftsmanship is masterful and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove nearly impervious to damage.&lt;br /&gt;
*The overall craftsmanship is spectacular and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove extremely resistant to damage.&lt;br /&gt;
*The overall craftsmanship is very good and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove resistant to damage.&lt;br /&gt;
*The overall craftsmanship is above average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly resistant to damage.&lt;br /&gt;
*The overall craftsmanship is average.&lt;br /&gt;
*The overall craftsmanship is below average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is poor and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove rather susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is criminally poor, and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should likely be destroyed on principle. Possibly the creator as well or defenestrated at the very least.&lt;br /&gt;
&lt;br /&gt;
=====Age qualities=====&lt;br /&gt;
These measure how old a tool is and how many times it has been used. Tools no longer break regardless of age or number of uses, therefore the following analysis messages are cosmetic only:&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is brand new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is rather new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is somewhat new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a year old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a couple of years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is quite a few years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is over a decade old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is an antique.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is something you&#039;d expect to find on an archeological dig.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is archaic.&lt;br /&gt;
&lt;br /&gt;
Uses:&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=30%| Total Predictions&lt;br /&gt;
! width=70%| Usage Messaging&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| They appear to have never seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-9&lt;br /&gt;
| They appear to have seen barely any use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!10-24&lt;br /&gt;
| They appear to have seen little use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!25-49&lt;br /&gt;
| They appear to have seen some use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!50-99&lt;br /&gt;
| They appear to have seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!100-249&lt;br /&gt;
| They appear to have seen plenty of use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!250-499&lt;br /&gt;
| They appear to have seen heavy use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!500-999&lt;br /&gt;
| They appear to have seen great use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1000+&lt;br /&gt;
| They appear to have seen extensive use.&lt;br /&gt;
|- align=center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bonding====&lt;br /&gt;
With each use, a tool may increase a bond quality with the chance based on the current level of its respective physical quality. Also with each use, a tool may decrease a physical quality with the chance based on how well constructed the tool is. Each bonding event has the same magnitude, increasing the bond level by one, so there is no variability in bond increases. Tools will never break, regardless of how low the physical qualities reach. This will eventually result in a sort of equilibrium state where the physical qualities are so low that the chance for the bond levels to increase is so small as to be almost none. &lt;br /&gt;
&lt;br /&gt;
In addition to the physical quality, the chance of bonding increasing is primarily influenced by using fuller prediction pools to predict with and by having higher [[Charisma]].&amp;lt;ref&amp;gt;[[Post:Questions_on_tools_in_Future_is_Now_-_11/04/2013_-_15:50]]&amp;lt;/ref&amp;gt; The [[Destiny Cipher]] spell will also double the chance while it is in effect. There is also a bonus to the chance of bonding early in a tool&#039;s life, to kick start it.  &lt;br /&gt;
&lt;br /&gt;
The most dramatic change in a tool will come from critical successes and fumbles which have the potential to influence all physical and bond traits at once, although not every quality will always be affected. The one exception to this is that individual bond qualities become immune to critical fumbles once capped in order to prevent the best tools from eventually decaying to nothing in the long term.&amp;lt;ref&amp;gt;[[Re:_The_positive_awesome_things_from_HE_this_year_-_11/13/2014_-_8:15]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the way the math works out this usually results in bond qualities increasing to an equilibrium level that is primarily influenced by the construction stat, but also affected by the starting physical qualities as well as your charisma and how often you use full prediction pools. While it is technically possible to cap an averagely constructed tool, it would take a lot of time and extreme amounts of luck. The better the construction of the tool the much more likely it is to be able to cap it. The single most effective thing you can do to increase your chances of this is to always use a full prediction pool while under the effects of [[Destiny Cipher]] when predicting.&lt;br /&gt;
&lt;br /&gt;
Tools may be re{{com|invoke}}d in order to erase your bond with them, but this will also reset their bond qualities back to the lowest point.&lt;br /&gt;
&lt;br /&gt;
==Prediction results==&lt;br /&gt;
&lt;br /&gt;
===Prediction interpretation===&lt;br /&gt;
Each type of prediction method has different messaging to indicate the results of your prediction. Refer to the appropriate divination tool&#039;s page, or [[Visions]] if you didn&#039;t use a tool, for detailed interpretation messaging.&lt;br /&gt;
&lt;br /&gt;
===EXP mods===&lt;br /&gt;
*The most basic way to see your prediction result is by using {{com|EXP}} {{tt|mods}}.&lt;br /&gt;
*This will tell you the skill and polarity of your prediction, but does not indicate the potency or duration.&lt;br /&gt;
*There is no roundtime involved so this is a quick way to tell at a glance without needing to decipher a prediction or analyze result.&lt;br /&gt;
&lt;br /&gt;
===Predict analyze===&lt;br /&gt;
*Attempts to view the active predictions on the target by using {{com|predict}} {{tt|analyze &amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;on &amp;lt;target&amp;gt;&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}} .  Contests Astrology and Power Perception vs target&#039;s circle, and the strength and number of predictions.&lt;br /&gt;
*[[Aura Sight]] is useful in this skill since it boosts the relevant skills.&lt;br /&gt;
*Roundtime generally increased with the number of predictions, but fairly random.&lt;br /&gt;
*Inaccuracy only exists without power/duration readings and will decrease with skill but almost always remain to some degree.  This can actually be useful through multiple uses to get a general sense of where the prediction lies within the range.&lt;br /&gt;
*Detects boosts from a [[CJ|Celestial Jewelry]] enchantment as if they were a prediction.&lt;br /&gt;
*A moderate source of astrology experience and a minor source of power perception experience.  Will only teach if at least one prediction is active, and experience is constant beyond that.  The timer is about 100 seconds.&lt;br /&gt;
::&#039;&#039;You immediately will your consciousness deep into the flows of fate.  A few images materialize before your mind&#039;s eye and you pick out the following:&lt;br /&gt;
::&#039;&#039;A translucent aquamarine spellbook that resolves into a ball of flame.  It pops out of existence the moment you notice it.  An Elothean man stands immediately before you.  Something about him seems strangely familiar.&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Based on the effective skill, not the level of success. Controls the room message.&lt;br /&gt;
=====First and third person messaging=====&lt;br /&gt;
Third person messaging is only visible if done from the open. If done from stealth then it will not be seen.&lt;br /&gt;
{| width=60% class=wikitable&lt;br /&gt;
|- align=center&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|- align=center&lt;br /&gt;
| Your masterful awareness brings the webs of fate to life as a dynamic overlay on reality. || (no message)&lt;br /&gt;
|- align=center&lt;br /&gt;
| You immediately will your consciousness deep into the flows of fate. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| The world around you fades from sight as you turn your gaze inward. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, mentally seeking the threads of fate. || Mage closes her eyes and grows still.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, struggling to catch a glimpse of foresight. || Mage closes his eyes and grows still.&lt;br /&gt;
|}&lt;br /&gt;
=====Second person messaging=====&lt;br /&gt;
If you are the target of the analyze then you will see additional messaging about that attempt based on stealth checks.&lt;br /&gt;
*If the attempt is done in the open and it messages a third person message then, in addition to the normal third person messaging above, you will see, &amp;quot;&#039;&#039;&amp;lt;He/She&amp;gt;&#039;&#039; silently turns to face you.&amp;quot;&lt;br /&gt;
*If the attempt is done in the open but it does not produce a third person message, or it is done from stealth and they fail the check then you will see, &amp;quot;You catch &#039;&#039;&amp;lt;Player&amp;gt;&#039;&#039; silently watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they partially succeed the check then you will see, &amp;quot;You are struck with an uneasy sense that someone is watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they completely succeed the check then you will see nothing.&lt;br /&gt;
&lt;br /&gt;
====Number====&lt;br /&gt;
Based on the number of active predictions (max of 10 viewable), not level of success.&lt;br /&gt;
:&#039;&#039;A few images materialize before your mind&#039;s eye and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A handful of images flutter in and out of view and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many images flash rapidly before your mind&#039;s eye and you are able to identify the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A swarm of images flood your mind&#039;s eye, but you manage to pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Waves of sensory information bombard your inner sight and you struggle to remain focused! You manage to pick out the following images:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Power====&lt;br /&gt;
Indicates the power of the prediction as a percentage of the base skill.  Requires first level of success. The scale is assumed to be linear and the values listed are only a guesstimate based on that assumption.&lt;br /&gt;
{| width=30% class=wikitable&lt;br /&gt;
! width=70%| Substantiality&lt;br /&gt;
! width=30%| Bonus&lt;br /&gt;
|- align=center&lt;br /&gt;
! Translucent&lt;br /&gt;
| 1-3%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Flickering&lt;br /&gt;
| 4-6%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Quivering&lt;br /&gt;
| 7-9%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Solid&lt;br /&gt;
| 10-12%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Undulating&lt;br /&gt;
| 13-15%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Vivid&lt;br /&gt;
| 16-18%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Luminous&lt;br /&gt;
| 19-20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polarity====&lt;br /&gt;
Indicates the polarity of the prediction.  Requires first level of success.&lt;br /&gt;
*Good: Aquamarine, Azure, Cerulean, Sapphire, Sky blue.&lt;br /&gt;
*Neutral (Failed check): Grey, Pale, White&lt;br /&gt;
*Bad: Crimson, Fiery, Molten, Ruby, Scarlet&lt;br /&gt;
&lt;br /&gt;
====Object====&lt;br /&gt;
Indicates the skillset of the prediction.  Requires first level of success.&lt;br /&gt;
*Moonblade: Offense&lt;br /&gt;
*Shield: Defense&lt;br /&gt;
*Spellbook: Magic&lt;br /&gt;
*Tome: Lore&lt;br /&gt;
*Tree: Survival&lt;br /&gt;
*Amorphous blob/force/shape: Failed check&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
Indicates the remaining length of the prediction.  Requires first level of success.&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=85%| Duration&lt;br /&gt;
! width=15%| Minutes&lt;br /&gt;
|- align=center&lt;br /&gt;
! It pops out of existence the moment you notice it&lt;br /&gt;
| &amp;lt;15&lt;br /&gt;
|- align=center&lt;br /&gt;
! It seems to vanish almost immediately&lt;br /&gt;
| &amp;lt;30&lt;br /&gt;
|- align=center&lt;br /&gt;
! It quickly dissipates&lt;br /&gt;
| &amp;lt;45&lt;br /&gt;
|- align=center&lt;br /&gt;
! It shimmers and fades from view&lt;br /&gt;
| &amp;lt;60&lt;br /&gt;
|- align=center&lt;br /&gt;
! It disperses slowly&lt;br /&gt;
| &amp;lt;75&lt;br /&gt;
|- align=center&lt;br /&gt;
! It hangs in the air a moment before fading from sight&lt;br /&gt;
| &amp;lt;90&lt;br /&gt;
|- align=center&lt;br /&gt;
! It lingers in your mind long after the form has finally scattered.&lt;br /&gt;
| &amp;gt;90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Indicates the exact skill of the prediction.  Requires second level of success.&lt;br /&gt;
*See [[Divination Bones]] for a full list of messages.  Most are the same if not very similar.  Only a few are different.&lt;br /&gt;
&lt;br /&gt;
====Source====&lt;br /&gt;
Indicates the source of the prediction.&lt;br /&gt;
*Third level of success will indicate the race:&lt;br /&gt;
::&#039;&#039;An Elven woman stands in the background, watching.&amp;lt;br&amp;gt;&lt;br /&gt;
*Fourth level of success will grant the name (strangely familiar indicates your own prediction):&lt;br /&gt;
::&#039;&#039;An Elven woman stands immediately before you. You recognize the figure as Caelumia.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as a [[CJ|Celestial Jewelry]] enchantment, and it&#039;s relative power:&lt;br /&gt;
::&#039;&#039;A pair of stars glimmer overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A small constellation shines overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A brilliant array of stars gleams overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as being Sorcerous in nature:&lt;br /&gt;
::&#039;&#039;For some reason, the display leaves a deep sense of unease lingering in the back of your mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other prediction types==&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|event {optional target} }}&lt;br /&gt;
*Requires 10th circle.  Learned by having an event predicted on you by another Moon Mage with this ability.&lt;br /&gt;
*Requires at least a single observation in the event prediction pool.&lt;br /&gt;
:*Filling the event prediction pool is done by using {{com|study}} {{tt|sky}}.&lt;br /&gt;
:*The event pool fills drastically faster at night and with more skill.&lt;br /&gt;
:*You can check how full your event prediction pool is by using {{com|predict}} {{tt|state event}}&lt;br /&gt;
:*Unlike the skillset prediction pools, the event prediction pools decays over time eventually reaching zero if left unused.&lt;br /&gt;
:*The chance of a successful prediction is related to how full the pool is, but since there is no round time for a failed attempt the command can be spammed until a prediction is successful.&lt;br /&gt;
*Predicting an event on another player will display the vision to both them and yourself.&lt;br /&gt;
*Predicting on other guilds will sometimes result in visions related to their guilds that would otherwise be unavailable.&lt;br /&gt;
*Occasionally, Moon Mages will get a message indicating something has shifted in the heavens. This is an indication that a time sensitive event prediction is available.&lt;br /&gt;
*This is no longer a good source of [[Astrology]] experience, although it does provide a trickle.&lt;br /&gt;
*A list of Event visions can be found [[Vision list|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus inwardly searching for insight into your future.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As your vision clears you see an Elf lecturing a group of students, gesticulating wildly at a variety of star charts and divination tools. A cracked and bloodied sandstone bowl lies next to an unconscious and bleeding student. A fierce growl comes from the east, followed by the sound of breaking glass and a muffled cry.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|weather}}&lt;br /&gt;
*Can be used both outside and indoors, although the skill check is harder while indoors.&lt;br /&gt;
*With sufficent skill the mage will be able to predict further into the future and with an increasing degree of certainty.  Each line represents roughly 10 minutes into the future.&lt;br /&gt;
::&#039;&#039;You gaze at the heavens, taking careful note of the current weather.  You sense the weather will progress as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You predict that light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be partly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
*Can be performed in the [[Astral Plane]] to get a general idea of how the microcosm is changing.&lt;br /&gt;
::&#039;&#039;You sense that the streams of Grazhir&#039;s mana flow steadily and are suffering from minor disruptions.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You believe conditions are currently growing worse.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 10 sec.&lt;br /&gt;
*Teaches a small amount of astrology, useful at low levels of skill.&lt;br /&gt;
&lt;br /&gt;
==Other notes==&lt;br /&gt;
&lt;br /&gt;
===Grandfather===&lt;br /&gt;
*Syntax is Predict Grandfather Confirm.&lt;br /&gt;
*Sets your Astrology skill to circle*2 (this is &#039;&#039;&#039;less&#039;&#039;&#039; then the circle requirement generally and does &#039;&#039;&#039;not&#039;&#039;&#039; produce TDPs).&lt;br /&gt;
*Only relevant if your Moon Mage predates the Astrology skill&lt;br /&gt;
*Does not exist in The Fallen.&lt;br /&gt;
&lt;br /&gt;
===Thanatology===&lt;br /&gt;
When a [[Moon Mage]] {{com|align}}s to the Thanatology skill, they receive the following vision:&lt;br /&gt;
:Pain! A concept erupts from the back of your mind, cold and crushing. For a few, sharp moments you experience The End -- the death of stars and the deconstruction of fate as a metaphysical force.&lt;br /&gt;
:The death of the universe orbits... something. Some force or some entity. Something you cannot see; that you have an unconscious need not to.&lt;br /&gt;
:It sees you.&lt;br /&gt;
&lt;br /&gt;
This also taints the Moon Mage with Necromantic taint, similar to what a Necromancer experiences during the middle stages of [[Outrage#Divine Outrage|Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
If it instead aligns to the {{skill|empathy}} please make a {{com|bug}} report, as this is a reoccuring issue that needs to be remedied.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Mozzik&#039;s Four Axioms of Fate&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All things are subject to Fate.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#*This includes the Immortals. One may question if Fate predates the Immortals or if it is their creation and yet they have become bound to it through some mechanism. However the question is irrelevant because the answer is unknowable by mortal minds and the consequences the same in either case.&lt;br /&gt;
#&#039;&#039;&#039;Free will exists.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Fate is the force that causes actions.&#039;&#039;&#039; &lt;br /&gt;
#*Fate dictates what actions will be taken and when. Fate has no involvement in creation or destruction, beyond dictating when and where they must happen.&lt;br /&gt;
#&#039;&#039;&#039;Fate exists on the [[Plane of Probability]] alone despite the fact that its influence extends well beyond that plane.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mozzik&#039;s full lecture on the Four Axioms of Fate and prediction can be found [[Post:A_lecture_on_fate_and_predictions|here]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501638</id>
		<title>Prediction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501638"/>
		<updated>2019-03-24T05:11:52Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: &#039;&#039;See [[Prediction (meditation)|here]] for the Barbarian meditation.&#039;&#039;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
== General information==&lt;br /&gt;
&lt;br /&gt;
===Predictions===&lt;br /&gt;
A prediction simply applies a bonus or penalty to any skill. They are capped at 20% of the base skill. Durations range from a few minutes to upwards of two hours.&lt;br /&gt;
&lt;br /&gt;
A person can be under the influence of an unlimited number of predictions, but only one prediction per skill.  Multiple predictions on the same skill will average out into one prediction (meaning small positive predictions can be useful to blunt a large negative prediction). They also do not stack with spells or other sources of buffs. E.g. if you have both a self cast Seer&#039;s Sense and a positive evasion prediction then only the greater of the two buffs will apply while both effects remain active. If the greater one were to expire first, then the lesser one would apply at that point.&lt;br /&gt;
&lt;br /&gt;
In all forms of divination the messages received accurately reflect the actual result.&lt;br /&gt;
&lt;br /&gt;
Predictions have four aspects: power, duration, affected skill, and polarity (i.e. bonus or penalty) all of which are determined randomly, although this is greatly influenced by your Astrology skill, Wisdom, Charisma, method of prediction used, and how much prophetic insight you have accumulated.&amp;lt;ref&amp;gt;[[Post:Predicting_in_3.0_-_01/23/2013_-_20:36]]&amp;lt;/ref&amp;gt; A penalty is most commonly referred to by the colloquial term &#039;curse,&#039; especially when in game.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The following is a summary of attributes that play a role in prediction. More detailed explanations can be found in the appropriate sections below.&lt;br /&gt;
*{{skill|Astrology}} - Aids in {{com|observe}} and {{com|align}} checks, and modifies power, duration, and accuracy of all predictions, vision predictions in particular.&lt;br /&gt;
*{{skill|Scholarship}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{skill|Perception}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{stat|Wisdom}} - Modifies power, duration, and accuracy of all predictions.&lt;br /&gt;
*{{stat|Charisma}} - Modifies tool bonding chance, and modifies power, duration, and accuracy of vision predictions.&lt;br /&gt;
*prediction pool size - Primary determinant of power, duration, and accuracy of all predictions, and modifies tool bonding chance.&lt;br /&gt;
*prediction tool quality - Primary determinant of tool bonding chance, and modifies power, duration, and accuracy of tool predictions.&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
The first step in making any prediction is to successfully {{com|OBSERVE}} a celestial body.  Information on specific bodies, such as the skillsets they teach and the circle they are learned at can be found here on the [[Star chart]].&lt;br /&gt;
&lt;br /&gt;
The timer on observations is random from 2-4 minutes. An observation that would add insight to otherwise filled pools will message as such and not start the observation timer.&lt;br /&gt;
&lt;br /&gt;
*Based on scholarship, perception, and astrology.&lt;br /&gt;
*Attempts to observe the Sun or any of the moons will always teach at least some regardless of cloud cover.&lt;br /&gt;
*Made easier through use of Clear Vision, Aura Sight and a Telescope.&lt;br /&gt;
*Piercing Gaze and Telescopes will help reduce cloud cover.&lt;br /&gt;
*While not all celestial bodies teach the same amount from an observation, the values are fairly close meaning bodies that touch multiple areas are almost always preferable.&lt;br /&gt;
*Not all observations are equal as a result of cloud cover and skill, but they&#039;re fairly close so if you can successfully observe it&#039;s not worth obsessing over squeezing out every last drop of bonus.&lt;br /&gt;
*Some objects require a telescope to observe.&lt;br /&gt;
*The best telescopes are stationary in guildhalls, Kssarh&#039;s telescope one west of his location is the best in Elanthia.&lt;br /&gt;
*In game [[Star chart]]s include a list of what areas each object teaches and the circles they are learned at. &#039;&#039;Note: these are riddled with misinformation currently, so it is best to use online versions.&#039;&#039;&lt;br /&gt;
*To help resolve parser issues try {{tt|Elanthian Sun}} and {{com|Observe}} {{tt|&amp;lt;object&amp;gt; in sky}}.  Also destroy all sunstones and moonstones in the most sadistic method available.&lt;br /&gt;
&lt;br /&gt;
====Prediction pools====&lt;br /&gt;
While a prediction can be performed from a single observation, each further observation will fill your pool further, the level of which can be checked with {{com|predict}} {{tt|state all&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skillset}}. The amount of insight in your prediction pool is by far the largest influence on the power and duration of any given prediction. More insight will also increase the likelihood of the prediction matching your desired skill as well as polarity, and increases the chance that a polarity inversion is prevented if it does occur. It will also improve the chance that a prediction tool will increase its bond with you.&lt;br /&gt;
*Skillset prediction pools do not decay over time.&lt;br /&gt;
*[[Luckstone]] enchantments can completely fill a prediction pool without needing an observation.&lt;br /&gt;
*[[Read the Ripples]] eliminates the timer between observations for randomly selected constellations allowing prediction pools to be filled faster.&lt;br /&gt;
*[[Tezirah&#039;s Veil]] can also be used to fill prediction pools randomly, although this comes at the cost of stuns, severe nerve damage, and [[Teleologic corruption]] which reduces the effectiveness of your predictions.&lt;br /&gt;
{| width=50% class=wikitable&lt;br /&gt;
! width=10%| %&lt;br /&gt;
! width=30%| Understanding&lt;br /&gt;
! width=15%| Min Power&lt;br /&gt;
! width=15%| Max Power&lt;br /&gt;
! width=15%| Min Duration&lt;br /&gt;
! width=15%| Max Duration&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| No || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-11&lt;br /&gt;
| Feeble || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!12-22&lt;br /&gt;
| Weak || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!23-33&lt;br /&gt;
| Fledgling || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!34-44&lt;br /&gt;
| Modest || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!45-55&lt;br /&gt;
| Decent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!56-66&lt;br /&gt;
| Significant || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!67-77&lt;br /&gt;
| Potent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!78-88&lt;br /&gt;
| Insightful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!89-99&lt;br /&gt;
| Powerful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!100&lt;br /&gt;
| Complete || -- || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Scale is assumed to be linear - only the first and last points are certain and there is no reasonable way to discover a non-linearity.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
In order to make use of a prediction pool you have to {{com|align}} to it first.&lt;br /&gt;
*{{com|align}} {{tt|&amp;lt;offense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;defense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;magic&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;survival&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;lore&amp;gt;}} will align you to the chosen prediction pool and your next prediction will be of a random skill within that skillset.&lt;br /&gt;
*Alternately, {{com|align}} {{tt|&amp;lt;skill&amp;gt;}} will align you to the chosen skill and your next prediction will be of a random skill within that skill&#039;s skillset, but weighted to the chosen skill.&lt;br /&gt;
*Predictions default to trying for a bonus. If you want to try for a curse use {{com|align}} {{tt|&amp;lt;skillset&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skill&amp;gt; curse}} instead.&lt;br /&gt;
:*A prediction that results in the opposite polarity to what you tried to achieve is known as a polarity inversion.&lt;br /&gt;
:*The most that the chance of a polarity inversion can be reduced to is 10% regardless of skill, tool bond, stats, or other factors.&amp;lt;ref&amp;gt;[[Post:Sphere_of_influence_and_prediction_-_11/28/2012_-_14:42]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*With high skill it is possible to use {{com|align}} {{tt|split}} to only use 50% of aligned prediction pool on the next prediction. This appears to be 50% of the full pool size rather than 50% of whatever your current pool is at, so if your pool is less than 50% full then splitting will have no functional effect. E.g. if your pool is 70% full, then {{tt|align split}} will leave you with it 20% full after the next prediction. Using split at this point will not be useful since the final 20% will be used up regardless.&lt;br /&gt;
*With even higher skill it is possible to use {{com|align}} {{tt|transmogrify}} to convert one prediction pool into another. The conversion results in some loss of pool size.&lt;br /&gt;
*It is not possible to {{com|align}} to the {{skill|Thanatology}} and it will never be the result of a prediction even if predicting on a Necromancer while {{com|align}}ed to the Survival skillset. Attempting to {{com|align}} to it causes an effect similar to moderate levels of [[Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
==Prediction methods==&lt;br /&gt;
===Visions===&lt;br /&gt;
*The most basic way to perform a skill modifying prediction, and the only option without use of a tool, is to simply {{com|predict}} {{tt|future}} after using {{com|align}} to align to a skill or skillset.&lt;br /&gt;
*The advantage of this method is it doesn&#039;t require any tools and uses your {{skill|Astrology}} and [[Charisma]] to modify the strength of your prediction rather than the stats of a tool.&lt;br /&gt;
*The disadvantage of this method is that the best tools will outperform even a highly skilled vision and it has the potential for a major curse and all of your prediction pools emptying.&lt;br /&gt;
*See [[Visions]] for full mechanics.&lt;br /&gt;
*A very good source of astrology experience, also teaches some scholarship and perception.&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
In place of [[Visions]] divination tools may be used. Like with visions, the tool is used after {{com|align}}ing to a skill or skillset. See the tool&#039;s page for syntax.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tool&lt;br /&gt;
! Sect Affinity&lt;br /&gt;
! Domain Bonus&lt;br /&gt;
! Physical Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Charts]]&lt;br /&gt;
| [[Celestial Compact]]&lt;br /&gt;
| Magic&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Bones]]&lt;br /&gt;
| [[Nomads of Arid Steppe]]&lt;br /&gt;
| Survival&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Mirror]]&lt;br /&gt;
| [[Progeny of Tezirah]]&lt;br /&gt;
| Cursing&lt;br /&gt;
| Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Prism]]&lt;br /&gt;
| [[Monks of the Crystal Hand]]&lt;br /&gt;
| Offense&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Divination bowl]], favored by the [[Prophets of G&#039;Nar Peth]]. Divination bowls are not yet updated for use in 3.0.&lt;br /&gt;
*[[Divination deck]], favored by the [[:Category:Fortune&#039;s Path|Followers of Fortune&#039;s Path]]. Divination decks are not yet updated for use in 3.0.&lt;br /&gt;
&lt;br /&gt;
All tools share some important traits.  All must be {{com|invoke}}d to bond to the seer before the first use, all can be {{com|INVOKE}}d a second time to clear the bond (which will reset bond qualities but not physical qualities) and all may be {{com|analyze}}d to evaluate their quality.&lt;br /&gt;
&lt;br /&gt;
The advantage to using a tool is that they can outperform a vision if your tool is bonded well. The disadvantage is that bonding takes a long time, so it will be a while before a tool will reach a state where it will outperform a vision.&lt;br /&gt;
&lt;br /&gt;
Using a tool that your sect has an affinity with provides a small benefit to potency and possibly duration compared to tools you don&#039;t have an affinity with. You may use any updated divination tool; no matter your sect. Sectless are treated as not having an affinity with any tool.&lt;br /&gt;
&lt;br /&gt;
====Qualities====&lt;br /&gt;
All tools have eleven qualities which can be viewed when you {{com|analyze}} them.  These can be split into four physical qualities, four bond qualities, one construction quality, and two age qualities. &lt;br /&gt;
=====Physical qualities=====&lt;br /&gt;
These vary from tool to tool, either set by a merchant or determined at the time of crafting, and affect the frequency of their respective bond quality increasing: power, duration, skill alignment, and polarity. The more damaged a physical quality the less likely its respective bond quality will increase. Tools will never break even once reaching their most damaged state. These qualities have a chance to be damaged with each use. These are measured differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Bond qualities=====&lt;br /&gt;
These always start at the lowest level and each affects one of the following:&lt;br /&gt;
*the power of a prediction&lt;br /&gt;
*the duration of a prediction&lt;br /&gt;
*the chance of hitting your aligned skill&lt;br /&gt;
*the chance of both matching your desired polarity and preventing inversions if they do occur.&lt;br /&gt;
Bond qualities cannot be seen unless you have aligned your prophetic talent with the tool via {{com|invoke}}. These may increase, or very rarely, decrease with each use. Each quality has 31 levels ranging from 0 to 30. These are messaged differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Construction quality=====&lt;br /&gt;
This varies from tool to tool, either set by a merchant or determined at the time of crafting, and never changes. It determines how susceptible the physical qualities are to damage. This messaging doesn&#039;t differ between tool types.&lt;br /&gt;
*The overall craftsmanship is masterful and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove nearly impervious to damage.&lt;br /&gt;
*The overall craftsmanship is spectacular and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove extremely resistant to damage.&lt;br /&gt;
*The overall craftsmanship is very good and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove resistant to damage.&lt;br /&gt;
*The overall craftsmanship is above average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly resistant to damage.&lt;br /&gt;
*The overall craftsmanship is average.&lt;br /&gt;
*The overall craftsmanship is below average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is poor and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove rather susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is criminally poor, and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should likely be destroyed on principle. Possibly the creator as well or defenestrated at the very least.&lt;br /&gt;
&lt;br /&gt;
=====Age qualities=====&lt;br /&gt;
These measure how old a tool is and how many times it has been used. Tools no longer break regardless of age or number of uses, therefore the following analysis messages are cosmetic only:&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is brand new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is rather new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is somewhat new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a year old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a couple of years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is quite a few years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is over a decade old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is an antique.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is something you&#039;d expect to find on an archeological dig.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is archaic.&lt;br /&gt;
&lt;br /&gt;
Uses:&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=30%| Total Predictions&lt;br /&gt;
! width=70%| Usage Messaging&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| They appear to have never seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-9&lt;br /&gt;
| They appear to have seen barely any use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!10-24&lt;br /&gt;
| They appear to have seen little use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!25-49&lt;br /&gt;
| They appear to have seen some use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!50-99&lt;br /&gt;
| They appear to have seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!100-249&lt;br /&gt;
| They appear to have seen plenty of use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!250-499&lt;br /&gt;
| They appear to have seen heavy use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!500-999&lt;br /&gt;
| They appear to have seen great use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1000+&lt;br /&gt;
| They appear to have seen extensive use.&lt;br /&gt;
|- align=center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bonding====&lt;br /&gt;
With each use, a tool may increase a bond quality with the chance based on the current level of its respective physical quality. Also with each use, a tool may decrease a physical quality with the chance based on how well constructed the tool is. Each bonding event has the same magnitude, increasing the bond level by one, so there is no variability in bond increases. Tools will never break, regardless of how low the physical qualities reach. This will eventually result in a sort of equilibrium state where the physical qualities are so low that the chance for the bond levels to increase is so small as to be almost none. &lt;br /&gt;
&lt;br /&gt;
In addition to the physical quality, the chance of bonding increasing is primarily influenced by using fuller prediction pools to predict with and by having higher [[Charisma]].&amp;lt;ref&amp;gt;[[Post:Questions_on_tools_in_Future_is_Now_-_11/04/2013_-_15:50]]&amp;lt;/ref&amp;gt; The [[Destiny Cipher]] spell will also double the chance while it is in effect. There is also a bonus to the chance of bonding early in a tool&#039;s life, to kick start it.  &lt;br /&gt;
&lt;br /&gt;
The most dramatic change in a tool will come from critical successes and fumbles which have the potential to influence all physical and bond traits at once, although not every quality will always be affected. The one exception to this is that individual bond qualities become immune to critical fumbles once capped in order to prevent the best tools from eventually decaying to nothing in the long term.&amp;lt;ref&amp;gt;[[Re:_The_positive_awesome_things_from_HE_this_year_-_11/13/2014_-_8:15]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the way the math works out this usually results in bond qualities increasing to an equilibrium level that is primarily influenced by the construction stat, but also affected by the starting physical qualities as well as your charisma and how often you use full prediction pools. While it is technically possible to cap an averagely constructed tool, it would take a lot of time and extreme amounts of luck. The better the construction of the tool the much more likely it is to be able to cap it. The single most effective thing you can do to increase your chances of this is to always use a full prediction pool while under the effects of [[Destiny Cipher]] when predicting.&lt;br /&gt;
&lt;br /&gt;
Tools may be re{{com|invoke}}d in order to erase your bond with them, but this will also reset their bond qualities back to the lowest point.&lt;br /&gt;
&lt;br /&gt;
==Prediction results==&lt;br /&gt;
&lt;br /&gt;
===Prediction interpretation===&lt;br /&gt;
Each type of prediction method has different messaging to indicate the results of your prediction. Refer to the appropriate divination tool&#039;s page, or [[Visions]] if you didn&#039;t use a tool, for detailed interpretation messaging.&lt;br /&gt;
&lt;br /&gt;
===EXP mods===&lt;br /&gt;
*The most basic way to see your prediction result is by using {{com|EXP}} {{tt|mods}}.&lt;br /&gt;
*This will tell you the skill and polarity of your prediction, but does not indicate the potency or duration.&lt;br /&gt;
*There is no roundtime involved so this is a quick way to tell at a glance without needing to decipher a prediction or analyze result.&lt;br /&gt;
&lt;br /&gt;
===Predict analyze===&lt;br /&gt;
*Attempts to view the active predictions on the target by using {{com|predict}} {{tt|analyze &amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;on &amp;lt;target&amp;gt;&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}} .  Contests Astrology and Power Perception vs target&#039;s circle, and the strength and number of predictions.&lt;br /&gt;
*[[Aura Sight]] is useful in this skill since it boosts the relevant skills.&lt;br /&gt;
*Roundtime generally increased with the number of predictions, but fairly random.&lt;br /&gt;
*Inaccuracy only exists without power/duration readings and will decrease with skill but almost always remain to some degree.  This can actually be useful through multiple uses to get a general sense of where the prediction lies within the range.&lt;br /&gt;
*Detects boosts from a [[CJ|Celestial Jewelry]] enchantment as if they were a prediction.&lt;br /&gt;
*A moderate source of astrology experience and a minor source of power perception experience.  Will only teach if at least one prediction is active, and experience is constant beyond that.  The timer is about 100 seconds.&lt;br /&gt;
::&#039;&#039;You immediately will your consciousness deep into the flows of fate.  A few images materialize before your mind&#039;s eye and you pick out the following:&lt;br /&gt;
::&#039;&#039;A translucent aquamarine spellbook that resolves into a ball of flame.  It pops out of existence the moment you notice it.  An Elothean man stands immediately before you.  Something about him seems strangely familiar.&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Based on the effective skill, not the level of success. Controls the room message.&lt;br /&gt;
=====First and third person messaging=====&lt;br /&gt;
Third person messaging is only visible if done from the open. If done from stealth then it will not be seen.&lt;br /&gt;
{| width=60% class=wikitable&lt;br /&gt;
|- align=center&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|- align=center&lt;br /&gt;
| Your masterful awareness brings the webs of fate to life as a dynamic overlay on reality. || (no message)&lt;br /&gt;
|- align=center&lt;br /&gt;
| You immediately will your consciousness deep into the flows of fate. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| The world around you fades from sight as you turn your gaze inward. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, mentally seeking the threads of fate. || Mage closes her eyes and grows still.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, struggling to catch a glimpse of foresight. || Mage closes his eyes and grows still.&lt;br /&gt;
|}&lt;br /&gt;
=====Second person messaging=====&lt;br /&gt;
If you are the target of the analyze then you will see additional messaging about that attempt based on stealth checks.&lt;br /&gt;
*If the attempt is done in the open and it messages a third person message then, in addition to the normal third person messaging above, you will see, &amp;quot;&#039;&#039;&amp;lt;He/She&amp;gt;&#039;&#039; silently turns to face you.&amp;quot;&lt;br /&gt;
*If the attempt is done in the open but it does not produce a third person message, or it is done from stealth and they fail the check then you will see, &amp;quot;You catch &#039;&#039;&amp;lt;Player&amp;gt;&#039;&#039; silently watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they partially succeed the check then you will see, &amp;quot;You are struck with an uneasy sense that someone is watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they completely succeed the check then you will see nothing.&lt;br /&gt;
&lt;br /&gt;
====Number====&lt;br /&gt;
Based on the number of active predictions (max of 10 viewable), not level of success.&lt;br /&gt;
:&#039;&#039;A few images materialize before your mind&#039;s eye and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A handful of images flutter in and out of view and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many images flash rapidly before your mind&#039;s eye and you are able to identify the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A swarm of images flood your mind&#039;s eye, but you manage to pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Waves of sensory information bombard your inner sight and you struggle to remain focused! You manage to pick out the following images:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Power====&lt;br /&gt;
Indicates the power of the prediction as a percentage of the base skill.  Requires first level of success. The scale is assumed to be linear and the values listed are only a guesstimate based on that assumption.&lt;br /&gt;
{| width=30% class=wikitable&lt;br /&gt;
! width=70%| Substantiality&lt;br /&gt;
! width=30%| Bonus&lt;br /&gt;
|- align=center&lt;br /&gt;
! Translucent&lt;br /&gt;
| 1-3%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Flickering&lt;br /&gt;
| 4-6%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Quivering&lt;br /&gt;
| 7-9%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Solid&lt;br /&gt;
| 10-12%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Undulating&lt;br /&gt;
| 13-15%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Vivid&lt;br /&gt;
| 16-18%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Luminous&lt;br /&gt;
| 19-20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polarity====&lt;br /&gt;
Indicates the polarity of the prediction.  Requires first level of success.&lt;br /&gt;
*Good: Aquamarine, Azure, Cerulean, Sapphire, Sky blue.&lt;br /&gt;
*Neutral (Failed check): Grey, Pale, White&lt;br /&gt;
*Bad: Crimson, Fiery, Molten, Ruby, Scarlet&lt;br /&gt;
&lt;br /&gt;
====Object====&lt;br /&gt;
Indicates the skillset of the prediction.  Requires first level of success.&lt;br /&gt;
*Moonblade: Offense&lt;br /&gt;
*Shield: Defense&lt;br /&gt;
*Spellbook: Magic&lt;br /&gt;
*Tome: Lore&lt;br /&gt;
*Tree: Survival&lt;br /&gt;
*Amorphous blob/force/shape: Failed check&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
Indicates the remaining length of the prediction.  Requires first level of success.&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=85%| Duration&lt;br /&gt;
! width=15%| Minutes&lt;br /&gt;
|- align=center&lt;br /&gt;
! It pops out of existence the moment you notice it&lt;br /&gt;
| &amp;lt;15&lt;br /&gt;
|- align=center&lt;br /&gt;
! It seems to vanish almost immediately&lt;br /&gt;
| &amp;lt;30&lt;br /&gt;
|- align=center&lt;br /&gt;
! It quickly dissipates&lt;br /&gt;
| &amp;lt;45&lt;br /&gt;
|- align=center&lt;br /&gt;
! It shimmers and fades from view&lt;br /&gt;
| &amp;lt;60&lt;br /&gt;
|- align=center&lt;br /&gt;
! It disperses slowly&lt;br /&gt;
| &amp;lt;75&lt;br /&gt;
|- align=center&lt;br /&gt;
! It hangs in the air a moment before fading from sight&lt;br /&gt;
| &amp;lt;90&lt;br /&gt;
|- align=center&lt;br /&gt;
! It lingers in your mind long after the form has finally scattered.&lt;br /&gt;
| &amp;gt;90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Indicates the exact skill of the prediction.  Requires second level of success.&lt;br /&gt;
*See [[Divination Bones]] for a full list of messages.  Most are the same if not very similar.  Only a few are different.&lt;br /&gt;
&lt;br /&gt;
====Source====&lt;br /&gt;
Indicates the source of the prediction.&lt;br /&gt;
*Third level of success will indicate the race:&lt;br /&gt;
::&#039;&#039;An Elven woman stands in the background, watching.&amp;lt;br&amp;gt;&lt;br /&gt;
*Fourth level of success will grant the name (strangely familiar indicates your own prediction):&lt;br /&gt;
::&#039;&#039;An Elven woman stands immediately before you. You recognize the figure as Caelumia.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as a [[CJ|Celestial Jewelry]] enchantment, and it&#039;s relative power:&lt;br /&gt;
::&#039;&#039;A pair of stars glimmer overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A small constellation shines overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A brilliant array of stars gleams overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as being Sorcerous in nature:&lt;br /&gt;
::&#039;&#039;For some reason, the display leaves a deep sense of unease lingering in the back of your mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other prediction types==&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|event {optional target} }}&lt;br /&gt;
*Requires 10th circle.  Learned by having an event predicted on you by another Moon Mage with this ability.&lt;br /&gt;
*Requires at least a single observation in the event prediction pool.&lt;br /&gt;
:*Filling the event prediction pool is done by using {{com|study}} {{tt|sky}}.&lt;br /&gt;
:*The event pool fills drastically faster at night and with more skill.&lt;br /&gt;
:*You can check how full your event prediction pool is by using {{com|predict}} {{tt|state event}}&lt;br /&gt;
:*Unlike the skillset prediction pools, the event prediction pools decays over time eventually reaching zero if left unused.&lt;br /&gt;
:*The chance of a successful prediction is related to how full the pool is, but since there is no round time for a failed attempt the command can be spammed until a prediction is successful.&lt;br /&gt;
*Predicting an event on another player will display the vision to both them and yourself.&lt;br /&gt;
*Predicting on other guilds will sometimes result in visions related to their guilds that would otherwise be unavailable.&lt;br /&gt;
*Occasionally, Moon Mages will get a message indicating something has shifted in the heavens. This is an indication that a time sensitive event prediction is available.&lt;br /&gt;
*This is no longer a good source of [[Astrology]] experience, although it does provide a trickle.&lt;br /&gt;
*A list of Event visions can be found [[Vision list|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus inwardly searching for insight into your future.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As your vision clears you see an Elf lecturing a group of students, gesticulating wildly at a variety of star charts and divination tools. A cracked and bloodied sandstone bowl lies next to an unconscious and bleeding student. A fierce growl comes from the east, followed by the sound of breaking glass and a muffled cry.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|weather}}&lt;br /&gt;
*Can be used both outside and indoors, although the skill check is harder while indoors.&lt;br /&gt;
*With sufficent skill the mage will be able to predict further into the future and with an increasing degree of certainty.  Each line represents roughly 10 minutes into the future.&lt;br /&gt;
::&#039;&#039;You gaze at the heavens, taking careful note of the current weather.  You sense the weather will progress as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You predict that light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be partly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
*Can be performed in the [[Astral Plane]] to get a general idea of how the microcosm is changing.&lt;br /&gt;
::&#039;&#039;You sense that the streams of Grazhir&#039;s mana flow steadily and are suffering from minor disruptions.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You believe conditions are currently growing worse.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 10 sec.&lt;br /&gt;
*Teaches a small amount of astrology, useful at low levels of skill.&lt;br /&gt;
&lt;br /&gt;
==Other notes==&lt;br /&gt;
&lt;br /&gt;
===Grandfather===&lt;br /&gt;
*Syntax is Predict Grandfather Confirm.&lt;br /&gt;
*Sets your Astrology skill to circle*2 (this is &#039;&#039;&#039;less&#039;&#039;&#039; then the circle requirement generally and does &#039;&#039;&#039;not&#039;&#039;&#039; produce TDPs).&lt;br /&gt;
*Only relevant if your Moon Mage predates the Astrology skill&lt;br /&gt;
*Does not exist in The Fallen.&lt;br /&gt;
&lt;br /&gt;
===Thanatology===&lt;br /&gt;
When a [[Moon Mage]] {{com|align}}s to the Thanatology skill, they receive the following vision:&lt;br /&gt;
:Pain! A concept erupts from the back of your mind, cold and crushing. For a few, sharp moments you experience The End -- the death of stars and the deconstruction of fate as a metaphysical force.&lt;br /&gt;
:The death of the universe orbits... something. Some force or some entity. Something you cannot see; that you have an unconscious need not to.&lt;br /&gt;
:It sees you.&lt;br /&gt;
&lt;br /&gt;
This also taints the Moon Mage with Necromantic taint, similar to what a Necromancer experiences during the middle stages of [[Outrage#Divine Outrage|Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
If it instead aligns to the {{skill|empathy}} please make a {{com|bug}} report, as this is a reoccuring issue that needs to be remedied.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Mozzik&#039;s Four Axioms of Fate&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All things are subject to Fate.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#*This includes the Immortals. One may question if Fate predates the Immortals or if it is their creation and yet they have become bound to it through some mechanism. However the question is irrelevant because the answer is unknowable by mortal minds and the consequences the same in either case.&lt;br /&gt;
#&#039;&#039;&#039;Free will exists.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Fate is the force that causes actions.&#039;&#039;&#039; &lt;br /&gt;
#*Fate dictates what actions will be taken and when. Fate has no involvement in creation or destruction, beyond dictating when and where they must happen.&lt;br /&gt;
#&#039;&#039;&#039;Fate exists on the [[Plane of Probability]] alone despite the fact that its influence extends well beyond that plane.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mozzik&#039;s full lecture on the Four Axioms of Fate and prediction can be found [[Post:A_lecture_on_fate_and_predictions|here]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501637</id>
		<title>Prediction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=501637"/>
		<updated>2019-03-24T05:10:35Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: &#039;&#039;See [[Prediction (meditation)|here]] for the Barbarian meditation.&#039;&#039;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
== General information==&lt;br /&gt;
&lt;br /&gt;
===Predictions===&lt;br /&gt;
A prediction simply applies a bonus or penalty to any skill. They are capped at 20% of the base skill. Durations range from a few minutes to upwards of two hours.&lt;br /&gt;
&lt;br /&gt;
A person can be under the influence of an unlimited number of predictions, but only one prediction per skill.  Multiple predictions on the same skill will average out into one prediction (meaning small positive predictions can be useful to blunt a large negative prediction). They also do not stack with spells or other sources of buffs. E.g. if you have both a self cast Seer&#039;s Sense and a positive evasion prediction then only the greater of the two buffs will apply while both effects remain active. If the greater one were to expire first, then the lesser one would apply at that point.&lt;br /&gt;
&lt;br /&gt;
In all forms of divination the messages received accurately reflect the actual result.&lt;br /&gt;
&lt;br /&gt;
Predictions have four aspects: power, duration, affected skill, and polarity (i.e. bonus or penalty) all of which are determined randomly, although this is greatly influenced by your Astrology skill, Wisdom, Charisma, method of prediction used, and how much prophetic insight you have accumulated.&amp;lt;ref&amp;gt;[[Post:Predicting_in_3.0_-_01/23/2013_-_20:36]]&amp;lt;/ref&amp;gt; A penalty is most commonly referred to by the colloquial term &#039;curse,&#039; especially when in game.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The following is a summary of attributes that play a role in prediction. More detailed explanations can be found in the appropriate sections below.&lt;br /&gt;
*{{skill|Astrology}} - Aids in {{com|observe}} and {{com|align}} checks, and modifies power, duration, and accuracy of all predictions, vision predictions in particular.&lt;br /&gt;
*{{skill|Scholarship}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{skill|Perception}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{stat|Wisdom}} - Modifies power, duration, and accuracy of all predictions.&lt;br /&gt;
*{{stat|Charisma}} - Modifies tool bonding chance, and modifies power, duration, and accuracy of vision predictions.&lt;br /&gt;
*prediction pool size - Primary determinant of power, duration, and accuracy of all predictions, and modifies tool bonding chance.&lt;br /&gt;
*prediction tool quality - Primary determinant of tool bonding chance, and modifies power, duration, and accuracy of tool predictions.&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
The first step in making any prediction is to successfully {{com|OBSERVE}} a celestial body.  Information on specific bodies, such as the skillsets they teach and the circle they are learned at can be found here on the [[Star chart]].&lt;br /&gt;
&lt;br /&gt;
The timer on observations is random from 2-4 minutes. An observation that would add insight to otherwise filled pools will message as such and not start the observation timer.&lt;br /&gt;
&lt;br /&gt;
*Based on scholarship, perception, and astrology.&lt;br /&gt;
*Attempts to observe the Sun or any of the moons will always teach at least some regardless of cloud cover.&lt;br /&gt;
*Made easier through use of Clear Vision, Aura Sight and a Telescope.&lt;br /&gt;
*Piercing Gaze and Telescopes will help reduce cloud cover.&lt;br /&gt;
*While not all celestial bodies teach the same amount from an observation, the values are fairly close meaning bodies that touch multiple areas are almost always preferable.&lt;br /&gt;
*Not all observations are equal as a result of cloud cover and skill, but they&#039;re fairly close so if you can successfully observe it&#039;s not worth obsessing over squeezing out every last drop of bonus.&lt;br /&gt;
*Some objects require a telescope to observe.&lt;br /&gt;
*The best telescopes are stationary in guildhalls, Kssarh&#039;s telescope one west of his location is the best in Elanthia.&lt;br /&gt;
*In game [[Star chart]]s include a list of what areas each object teaches and the circles they are learned at. &#039;&#039;Note: these are riddled with misinformation currently, so it is best to use online versions.&#039;&#039;&lt;br /&gt;
*To help resolve parser issues try {{tt|Elanthian Sun}} and {{com|Observe}} {{tt|&amp;lt;object&amp;gt; in sky}}.  Also destroy all sunstones and moonstones in the most sadistic method available.&lt;br /&gt;
&lt;br /&gt;
====Prediction pools====&lt;br /&gt;
While a prediction can be performed from a single observation, each further observation will fill your pool further, the level of which can be checked with {{com|predict}} {{tt|state all&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skillset}}. The amount of insight in your prediction pool is by far the largest influence on the power and duration of any given prediction. More insight will also increase the likelihood of the prediction matching your desired skill as well as polarity, and increases the chance that a polarity inversion is prevented if it does occur. It will also improve the chance that a prediction tool will increase its bond with you.&lt;br /&gt;
*Skillset prediction pools do not decay over time.&lt;br /&gt;
*[[Luckstone]] enchantments can completely fill a prediction pool without needing an observation.&lt;br /&gt;
*[[Read the Ripples]] eliminates the timer between observations for randomly selected constellations allowing prediction pools to be filled faster.&lt;br /&gt;
*[[Tezirah&#039;s Veil]] can also be used to fill prediction pools randomly, although this comes at the cost of stuns, severe nerve damage, and [[Teleologic corruption]] which reduces the effectiveness of your predictions.&lt;br /&gt;
{| width=50% class=wikitable&lt;br /&gt;
! width=10%| %&lt;br /&gt;
! width=30%| Understanding&lt;br /&gt;
! width=15%| Min Power&lt;br /&gt;
! width=15%| Max Power&lt;br /&gt;
! width=15%| Min Duration&lt;br /&gt;
! width=15%| Max Duration&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| No || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-11&lt;br /&gt;
| Feeble || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!12-22&lt;br /&gt;
| Weak || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!23-33&lt;br /&gt;
| Fledgling || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!34-44&lt;br /&gt;
| Modest || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!45-55&lt;br /&gt;
| Decent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!56-66&lt;br /&gt;
| Significant || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!67-77&lt;br /&gt;
| Potent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!78-88&lt;br /&gt;
| Insightful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!89-99&lt;br /&gt;
| Powerful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!100&lt;br /&gt;
| Complete || -- || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Scale is assumed to be linear - only the first and last points are certain and there is no reasonable way to discover a non-linearity.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
In order to make use of a prediction pool you have to {{com|align}} to it first.&lt;br /&gt;
*{{com|align}} {{tt|&amp;lt;offense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;defense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;magic&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;survival&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;lore&amp;gt;}} will align you to the chosen prediction pool and your next prediction will be of a random skill within that skillset.&lt;br /&gt;
*Alternately, {{com|align}} {{tt|&amp;lt;skill&amp;gt;}} will align you to the chosen skill and your next prediction will be of a random skill within that skill&#039;s skillset, but weighted to the chosen skill.&lt;br /&gt;
*Predictions default to trying for a bonus. If you want to try for a curse use {{com|align}} {{tt|&amp;lt;skillset&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skill&amp;gt; curse}} instead.&lt;br /&gt;
:*A prediction that results in the opposite polarity to what you tried to achieve is known as a polarity inversion.&lt;br /&gt;
:*The most that the chance of a polarity inversion can be reduced to is 10% regardless of skill, tool bond, stats, or other factors.&amp;lt;ref&amp;gt;[[Post:Sphere_of_influence_and_prediction_-_11/28/2012_-_14:42]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*With high skill it is possible to use {{com|align}} {{tt|split}} to only use 50% of aligned prediction pool on the next prediction. This appears to be 50% of the full pool size rather than 50% of whatever your current pool is at, so if your pool is less than 50% full then splitting will have no functional effect. E.g. if your pool is 70% full, then {{tt|align split}} will leave you with it 20% full after the next prediction. Using split at this point will not be useful since the final 20% will be used up regardless.&lt;br /&gt;
*With even higher skill it is possible to use {{com|align}} {{tt|transmogrify}} to convert one prediction pool into another. The conversion results in some loss of pool size.&lt;br /&gt;
*It is not possible to {{com|align}} to the {{skill|Thanatology}} and it will never be the result of a prediction even if predicting on a Necromancer while {{com|align}}ed to the Survival skillset. Attempting to {{com|align}} to it causes an effect similar to moderate levels of [[Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
==Prediction methods==&lt;br /&gt;
===Visions===&lt;br /&gt;
*The most basic way to perform a skill modifying prediction, and the only option without use of a tool, is to simply {{com|predict}} {{tt|future}} after using {{com|align}} to align to a skill or skillset.&lt;br /&gt;
*The advantage of this method is it doesn&#039;t require any tools and uses your {{skill|Astrology}} and [[Charisma]] to modify the strength of your prediction rather than the stats of a tool.&lt;br /&gt;
*The disadvantage of this method is that the best tools will outperform even a highly skilled vision and it has the potential for a major curse and all of your prediction pools emptying.&lt;br /&gt;
*See [[Visions]] for full mechanics.&lt;br /&gt;
*A very good source of astrology experience, also teaches some scholarship and perception.&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
In place of [[Visions]] divination tools may be used. Like with visions, the tool is used after {{com|align}}ing to a skill or skillset. See the tool&#039;s page for syntax.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tool&lt;br /&gt;
! Sect Affinity&lt;br /&gt;
! Domain Bonus&lt;br /&gt;
! Physical Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Charts&lt;br /&gt;
| Celestial Compact&lt;br /&gt;
| Magic&lt;br /&gt;
| Duration&lt;br /&gt;
|-&lt;br /&gt;
| Bones&lt;br /&gt;
| Nomads of Arid Steppe&lt;br /&gt;
| Survival&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|-&lt;br /&gt;
| Mirror&lt;br /&gt;
| Progeny of Tezirah&lt;br /&gt;
| Cursing&lt;br /&gt;
| Potency&lt;br /&gt;
|-&lt;br /&gt;
| Prism&lt;br /&gt;
| Monks of the Crystal Hand&lt;br /&gt;
| Offense&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Divination bowl]], favored by the [[Prophets of G&#039;Nar Peth]]. Divination bowls are not yet updated for use in 3.0.&lt;br /&gt;
*[[Divination deck]], favored by the [[:Category:Fortune&#039;s Path|Followers of Fortune&#039;s Path]]. Divination decks are not yet updated for use in 3.0.&lt;br /&gt;
&lt;br /&gt;
All tools share some important traits.  All must be {{com|invoke}}d to bond to the seer before the first use, all can be {{com|INVOKE}}d a second time to clear the bond (which will reset bond qualities but not physical qualities) and all may be {{com|analyze}}d to evaluate their quality.&lt;br /&gt;
&lt;br /&gt;
The advantage to using a tool is that they can outperform a vision if your tool is bonded well. The disadvantage is that bonding takes a long time, so it will be a while before a tool will reach a state where it will outperform a vision.&lt;br /&gt;
&lt;br /&gt;
Using a tool that your sect has an affinity with provides a small benefit to potency and possibly duration compared to tools you don&#039;t have an affinity with. You may use any updated divination tool; no matter your sect. Sectless are treated as not having an affinity with any tool.&lt;br /&gt;
&lt;br /&gt;
====Qualities====&lt;br /&gt;
All tools have eleven qualities which can be viewed when you {{com|analyze}} them.  These can be split into four physical qualities, four bond qualities, one construction quality, and two age qualities. &lt;br /&gt;
=====Physical qualities=====&lt;br /&gt;
These vary from tool to tool, either set by a merchant or determined at the time of crafting, and affect the frequency of their respective bond quality increasing: power, duration, skill alignment, and polarity. The more damaged a physical quality the less likely its respective bond quality will increase. Tools will never break even once reaching their most damaged state. These qualities have a chance to be damaged with each use. These are measured differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Bond qualities=====&lt;br /&gt;
These always start at the lowest level and each affects one of the following:&lt;br /&gt;
*the power of a prediction&lt;br /&gt;
*the duration of a prediction&lt;br /&gt;
*the chance of hitting your aligned skill&lt;br /&gt;
*the chance of both matching your desired polarity and preventing inversions if they do occur.&lt;br /&gt;
Bond qualities cannot be seen unless you have aligned your prophetic talent with the tool via {{com|invoke}}. These may increase, or very rarely, decrease with each use. Each quality has 31 levels ranging from 0 to 30. These are messaged differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Construction quality=====&lt;br /&gt;
This varies from tool to tool, either set by a merchant or determined at the time of crafting, and never changes. It determines how susceptible the physical qualities are to damage. This messaging doesn&#039;t differ between tool types.&lt;br /&gt;
*The overall craftsmanship is masterful and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove nearly impervious to damage.&lt;br /&gt;
*The overall craftsmanship is spectacular and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove extremely resistant to damage.&lt;br /&gt;
*The overall craftsmanship is very good and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove resistant to damage.&lt;br /&gt;
*The overall craftsmanship is above average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly resistant to damage.&lt;br /&gt;
*The overall craftsmanship is average.&lt;br /&gt;
*The overall craftsmanship is below average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is poor and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove rather susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is criminally poor, and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should likely be destroyed on principle. Possibly the creator as well or defenestrated at the very least.&lt;br /&gt;
&lt;br /&gt;
=====Age qualities=====&lt;br /&gt;
These measure how old a tool is and how many times it has been used. Tools no longer break regardless of age or number of uses, therefore the following analysis messages are cosmetic only:&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is brand new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is rather new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is somewhat new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a year old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a couple of years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is quite a few years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is over a decade old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is an antique.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is something you&#039;d expect to find on an archeological dig.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is archaic.&lt;br /&gt;
&lt;br /&gt;
Uses:&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=30%| Total Predictions&lt;br /&gt;
! width=70%| Usage Messaging&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| They appear to have never seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-9&lt;br /&gt;
| They appear to have seen barely any use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!10-24&lt;br /&gt;
| They appear to have seen little use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!25-49&lt;br /&gt;
| They appear to have seen some use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!50-99&lt;br /&gt;
| They appear to have seen use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!100-249&lt;br /&gt;
| They appear to have seen plenty of use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!250-499&lt;br /&gt;
| They appear to have seen heavy use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!500-999&lt;br /&gt;
| They appear to have seen great use.&lt;br /&gt;
|- align=center&lt;br /&gt;
!1000+&lt;br /&gt;
| They appear to have seen extensive use.&lt;br /&gt;
|- align=center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bonding====&lt;br /&gt;
With each use, a tool may increase a bond quality with the chance based on the current level of its respective physical quality. Also with each use, a tool may decrease a physical quality with the chance based on how well constructed the tool is. Each bonding event has the same magnitude, increasing the bond level by one, so there is no variability in bond increases. Tools will never break, regardless of how low the physical qualities reach. This will eventually result in a sort of equilibrium state where the physical qualities are so low that the chance for the bond levels to increase is so small as to be almost none. &lt;br /&gt;
&lt;br /&gt;
In addition to the physical quality, the chance of bonding increasing is primarily influenced by using fuller prediction pools to predict with and by having higher [[Charisma]].&amp;lt;ref&amp;gt;[[Post:Questions_on_tools_in_Future_is_Now_-_11/04/2013_-_15:50]]&amp;lt;/ref&amp;gt; The [[Destiny Cipher]] spell will also double the chance while it is in effect. There is also a bonus to the chance of bonding early in a tool&#039;s life, to kick start it.  &lt;br /&gt;
&lt;br /&gt;
The most dramatic change in a tool will come from critical successes and fumbles which have the potential to influence all physical and bond traits at once, although not every quality will always be affected. The one exception to this is that individual bond qualities become immune to critical fumbles once capped in order to prevent the best tools from eventually decaying to nothing in the long term.&amp;lt;ref&amp;gt;[[Re:_The_positive_awesome_things_from_HE_this_year_-_11/13/2014_-_8:15]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the way the math works out this usually results in bond qualities increasing to an equilibrium level that is primarily influenced by the construction stat, but also affected by the starting physical qualities as well as your charisma and how often you use full prediction pools. While it is technically possible to cap an averagely constructed tool, it would take a lot of time and extreme amounts of luck. The better the construction of the tool the much more likely it is to be able to cap it. The single most effective thing you can do to increase your chances of this is to always use a full prediction pool while under the effects of [[Destiny Cipher]] when predicting.&lt;br /&gt;
&lt;br /&gt;
Tools may be re{{com|invoke}}d in order to erase your bond with them, but this will also reset their bond qualities back to the lowest point.&lt;br /&gt;
&lt;br /&gt;
==Prediction results==&lt;br /&gt;
&lt;br /&gt;
===Prediction interpretation===&lt;br /&gt;
Each type of prediction method has different messaging to indicate the results of your prediction. Refer to the appropriate divination tool&#039;s page, or [[Visions]] if you didn&#039;t use a tool, for detailed interpretation messaging.&lt;br /&gt;
&lt;br /&gt;
===EXP mods===&lt;br /&gt;
*The most basic way to see your prediction result is by using {{com|EXP}} {{tt|mods}}.&lt;br /&gt;
*This will tell you the skill and polarity of your prediction, but does not indicate the potency or duration.&lt;br /&gt;
*There is no roundtime involved so this is a quick way to tell at a glance without needing to decipher a prediction or analyze result.&lt;br /&gt;
&lt;br /&gt;
===Predict analyze===&lt;br /&gt;
*Attempts to view the active predictions on the target by using {{com|predict}} {{tt|analyze &amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;on &amp;lt;target&amp;gt;&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}} .  Contests Astrology and Power Perception vs target&#039;s circle, and the strength and number of predictions.&lt;br /&gt;
*[[Aura Sight]] is useful in this skill since it boosts the relevant skills.&lt;br /&gt;
*Roundtime generally increased with the number of predictions, but fairly random.&lt;br /&gt;
*Inaccuracy only exists without power/duration readings and will decrease with skill but almost always remain to some degree.  This can actually be useful through multiple uses to get a general sense of where the prediction lies within the range.&lt;br /&gt;
*Detects boosts from a [[CJ|Celestial Jewelry]] enchantment as if they were a prediction.&lt;br /&gt;
*A moderate source of astrology experience and a minor source of power perception experience.  Will only teach if at least one prediction is active, and experience is constant beyond that.  The timer is about 100 seconds.&lt;br /&gt;
::&#039;&#039;You immediately will your consciousness deep into the flows of fate.  A few images materialize before your mind&#039;s eye and you pick out the following:&lt;br /&gt;
::&#039;&#039;A translucent aquamarine spellbook that resolves into a ball of flame.  It pops out of existence the moment you notice it.  An Elothean man stands immediately before you.  Something about him seems strangely familiar.&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Based on the effective skill, not the level of success. Controls the room message.&lt;br /&gt;
=====First and third person messaging=====&lt;br /&gt;
Third person messaging is only visible if done from the open. If done from stealth then it will not be seen.&lt;br /&gt;
{| width=60% class=wikitable&lt;br /&gt;
|- align=center&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|- align=center&lt;br /&gt;
| Your masterful awareness brings the webs of fate to life as a dynamic overlay on reality. || (no message)&lt;br /&gt;
|- align=center&lt;br /&gt;
| You immediately will your consciousness deep into the flows of fate. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| The world around you fades from sight as you turn your gaze inward. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, mentally seeking the threads of fate. || Mage closes her eyes and grows still.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, struggling to catch a glimpse of foresight. || Mage closes his eyes and grows still.&lt;br /&gt;
|}&lt;br /&gt;
=====Second person messaging=====&lt;br /&gt;
If you are the target of the analyze then you will see additional messaging about that attempt based on stealth checks.&lt;br /&gt;
*If the attempt is done in the open and it messages a third person message then, in addition to the normal third person messaging above, you will see, &amp;quot;&#039;&#039;&amp;lt;He/She&amp;gt;&#039;&#039; silently turns to face you.&amp;quot;&lt;br /&gt;
*If the attempt is done in the open but it does not produce a third person message, or it is done from stealth and they fail the check then you will see, &amp;quot;You catch &#039;&#039;&amp;lt;Player&amp;gt;&#039;&#039; silently watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they partially succeed the check then you will see, &amp;quot;You are struck with an uneasy sense that someone is watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they completely succeed the check then you will see nothing.&lt;br /&gt;
&lt;br /&gt;
====Number====&lt;br /&gt;
Based on the number of active predictions (max of 10 viewable), not level of success.&lt;br /&gt;
:&#039;&#039;A few images materialize before your mind&#039;s eye and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A handful of images flutter in and out of view and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many images flash rapidly before your mind&#039;s eye and you are able to identify the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A swarm of images flood your mind&#039;s eye, but you manage to pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Waves of sensory information bombard your inner sight and you struggle to remain focused! You manage to pick out the following images:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Power====&lt;br /&gt;
Indicates the power of the prediction as a percentage of the base skill.  Requires first level of success. The scale is assumed to be linear and the values listed are only a guesstimate based on that assumption.&lt;br /&gt;
{| width=30% class=wikitable&lt;br /&gt;
! width=70%| Substantiality&lt;br /&gt;
! width=30%| Bonus&lt;br /&gt;
|- align=center&lt;br /&gt;
! Translucent&lt;br /&gt;
| 1-3%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Flickering&lt;br /&gt;
| 4-6%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Quivering&lt;br /&gt;
| 7-9%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Solid&lt;br /&gt;
| 10-12%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Undulating&lt;br /&gt;
| 13-15%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Vivid&lt;br /&gt;
| 16-18%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Luminous&lt;br /&gt;
| 19-20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polarity====&lt;br /&gt;
Indicates the polarity of the prediction.  Requires first level of success.&lt;br /&gt;
*Good: Aquamarine, Azure, Cerulean, Sapphire, Sky blue.&lt;br /&gt;
*Neutral (Failed check): Grey, Pale, White&lt;br /&gt;
*Bad: Crimson, Fiery, Molten, Ruby, Scarlet&lt;br /&gt;
&lt;br /&gt;
====Object====&lt;br /&gt;
Indicates the skillset of the prediction.  Requires first level of success.&lt;br /&gt;
*Moonblade: Offense&lt;br /&gt;
*Shield: Defense&lt;br /&gt;
*Spellbook: Magic&lt;br /&gt;
*Tome: Lore&lt;br /&gt;
*Tree: Survival&lt;br /&gt;
*Amorphous blob/force/shape: Failed check&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
Indicates the remaining length of the prediction.  Requires first level of success.&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=85%| Duration&lt;br /&gt;
! width=15%| Minutes&lt;br /&gt;
|- align=center&lt;br /&gt;
! It pops out of existence the moment you notice it&lt;br /&gt;
| &amp;lt;15&lt;br /&gt;
|- align=center&lt;br /&gt;
! It seems to vanish almost immediately&lt;br /&gt;
| &amp;lt;30&lt;br /&gt;
|- align=center&lt;br /&gt;
! It quickly dissipates&lt;br /&gt;
| &amp;lt;45&lt;br /&gt;
|- align=center&lt;br /&gt;
! It shimmers and fades from view&lt;br /&gt;
| &amp;lt;60&lt;br /&gt;
|- align=center&lt;br /&gt;
! It disperses slowly&lt;br /&gt;
| &amp;lt;75&lt;br /&gt;
|- align=center&lt;br /&gt;
! It hangs in the air a moment before fading from sight&lt;br /&gt;
| &amp;lt;90&lt;br /&gt;
|- align=center&lt;br /&gt;
! It lingers in your mind long after the form has finally scattered.&lt;br /&gt;
| &amp;gt;90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Indicates the exact skill of the prediction.  Requires second level of success.&lt;br /&gt;
*See [[Divination Bones]] for a full list of messages.  Most are the same if not very similar.  Only a few are different.&lt;br /&gt;
&lt;br /&gt;
====Source====&lt;br /&gt;
Indicates the source of the prediction.&lt;br /&gt;
*Third level of success will indicate the race:&lt;br /&gt;
::&#039;&#039;An Elven woman stands in the background, watching.&amp;lt;br&amp;gt;&lt;br /&gt;
*Fourth level of success will grant the name (strangely familiar indicates your own prediction):&lt;br /&gt;
::&#039;&#039;An Elven woman stands immediately before you. You recognize the figure as Caelumia.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as a [[CJ|Celestial Jewelry]] enchantment, and it&#039;s relative power:&lt;br /&gt;
::&#039;&#039;A pair of stars glimmer overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A small constellation shines overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A brilliant array of stars gleams overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as being Sorcerous in nature:&lt;br /&gt;
::&#039;&#039;For some reason, the display leaves a deep sense of unease lingering in the back of your mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other prediction types==&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|event {optional target} }}&lt;br /&gt;
*Requires 10th circle.  Learned by having an event predicted on you by another Moon Mage with this ability.&lt;br /&gt;
*Requires at least a single observation in the event prediction pool.&lt;br /&gt;
:*Filling the event prediction pool is done by using {{com|study}} {{tt|sky}}.&lt;br /&gt;
:*The event pool fills drastically faster at night and with more skill.&lt;br /&gt;
:*You can check how full your event prediction pool is by using {{com|predict}} {{tt|state event}}&lt;br /&gt;
:*Unlike the skillset prediction pools, the event prediction pools decays over time eventually reaching zero if left unused.&lt;br /&gt;
:*The chance of a successful prediction is related to how full the pool is, but since there is no round time for a failed attempt the command can be spammed until a prediction is successful.&lt;br /&gt;
*Predicting an event on another player will display the vision to both them and yourself.&lt;br /&gt;
*Predicting on other guilds will sometimes result in visions related to their guilds that would otherwise be unavailable.&lt;br /&gt;
*Occasionally, Moon Mages will get a message indicating something has shifted in the heavens. This is an indication that a time sensitive event prediction is available.&lt;br /&gt;
*This is no longer a good source of [[Astrology]] experience, although it does provide a trickle.&lt;br /&gt;
*A list of Event visions can be found [[Vision list|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus inwardly searching for insight into your future.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As your vision clears you see an Elf lecturing a group of students, gesticulating wildly at a variety of star charts and divination tools. A cracked and bloodied sandstone bowl lies next to an unconscious and bleeding student. A fierce growl comes from the east, followed by the sound of breaking glass and a muffled cry.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|weather}}&lt;br /&gt;
*Can be used both outside and indoors, although the skill check is harder while indoors.&lt;br /&gt;
*With sufficent skill the mage will be able to predict further into the future and with an increasing degree of certainty.  Each line represents roughly 10 minutes into the future.&lt;br /&gt;
::&#039;&#039;You gaze at the heavens, taking careful note of the current weather.  You sense the weather will progress as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You predict that light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be partly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
*Can be performed in the [[Astral Plane]] to get a general idea of how the microcosm is changing.&lt;br /&gt;
::&#039;&#039;You sense that the streams of Grazhir&#039;s mana flow steadily and are suffering from minor disruptions.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You believe conditions are currently growing worse.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 10 sec.&lt;br /&gt;
*Teaches a small amount of astrology, useful at low levels of skill.&lt;br /&gt;
&lt;br /&gt;
==Other notes==&lt;br /&gt;
&lt;br /&gt;
===Grandfather===&lt;br /&gt;
*Syntax is Predict Grandfather Confirm.&lt;br /&gt;
*Sets your Astrology skill to circle*2 (this is &#039;&#039;&#039;less&#039;&#039;&#039; then the circle requirement generally and does &#039;&#039;&#039;not&#039;&#039;&#039; produce TDPs).&lt;br /&gt;
*Only relevant if your Moon Mage predates the Astrology skill&lt;br /&gt;
*Does not exist in The Fallen.&lt;br /&gt;
&lt;br /&gt;
===Thanatology===&lt;br /&gt;
When a [[Moon Mage]] {{com|align}}s to the Thanatology skill, they receive the following vision:&lt;br /&gt;
:Pain! A concept erupts from the back of your mind, cold and crushing. For a few, sharp moments you experience The End -- the death of stars and the deconstruction of fate as a metaphysical force.&lt;br /&gt;
:The death of the universe orbits... something. Some force or some entity. Something you cannot see; that you have an unconscious need not to.&lt;br /&gt;
:It sees you.&lt;br /&gt;
&lt;br /&gt;
This also taints the Moon Mage with Necromantic taint, similar to what a Necromancer experiences during the middle stages of [[Outrage#Divine Outrage|Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
If it instead aligns to the {{skill|empathy}} please make a {{com|bug}} report, as this is a reoccuring issue that needs to be remedied.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Mozzik&#039;s Four Axioms of Fate&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All things are subject to Fate.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#*This includes the Immortals. One may question if Fate predates the Immortals or if it is their creation and yet they have become bound to it through some mechanism. However the question is irrelevant because the answer is unknowable by mortal minds and the consequences the same in either case.&lt;br /&gt;
#&#039;&#039;&#039;Free will exists.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Fate is the force that causes actions.&#039;&#039;&#039; &lt;br /&gt;
#*Fate dictates what actions will be taken and when. Fate has no involvement in creation or destruction, beyond dictating when and where they must happen.&lt;br /&gt;
#&#039;&#039;&#039;Fate exists on the [[Plane of Probability]] alone despite the fact that its influence extends well beyond that plane.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mozzik&#039;s full lecture on the Four Axioms of Fate and prediction can be found [[Post:A_lecture_on_fate_and_predictions|here]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Endrus_serpent&amp;diff=501562</id>
		<title>Endrus serpent</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Endrus_serpent&amp;diff=501562"/>
		<updated>2019-03-22T13:49:07Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* In Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Endrus serpent&lt;br /&gt;
|MinCap=70&lt;br /&gt;
|MaxCap=90&lt;br /&gt;
|BodyType=Ophidian&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=yes&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Leth Deriel&lt;br /&gt;
|MapList=*{{rmap|60 | Endrus Forest (60)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=jagged wooden fang&lt;br /&gt;
|Part Weight=4 stone&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;lt;80&lt;br /&gt;
|MaxVal=138 kronars,&lt;br /&gt;
|MaxArrangedVal=171 kronars,&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The endrus serpent is a leafy amalgam of woody detritus held together by snarls of vines and creepers.  Despite its motley composition, the lithe serpent moves with reptilian grace invisible against the surrounding vegetation.  Superficially resembling a large snake, this construct is the length of a tall Elf.  The creature is constantly changing and reforming, but it tends to have a sinuous, serpentine body.  Its maw is crowded with jagged teeth, and its eyes glow with eerie incandescence.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
These constructs are found down a serpentine path off the Southern Trade Route as it passess through the Endrus forest. They require around 70 ranks to hunt safely and swarm slightly.&lt;br /&gt;
&lt;br /&gt;
They are immune to sleep effects.&lt;br /&gt;
&lt;br /&gt;
Still moving Skinning slowly at 142 ranks, fully arranged.&lt;br /&gt;
&lt;br /&gt;
Started training Stealth around 70 ranks slowed around 90 ranks still learning at 113, can&#039;t get past 1/34.&lt;br /&gt;
&lt;br /&gt;
Tactics cap at 110. (Lore Prime)&lt;br /&gt;
&lt;br /&gt;
==[[Recall]] Knowledge==&lt;br /&gt;
&#039;&#039;Level 1: It&#039;s a construct, it&#039;s made of forest-stuff, and it doesn&#039;t seem to like you very much.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Level 2: You recall that the origin of these verdant forest constructs is still shrouded in mystery.  Some travelers claim that they are sentinels guarding a hidden fortress, ensuring with deadly single-mindedness that none survive to disturb whoever resides there.  Others say that the serpents have been animated by the fell will of the trees and woods, guaranteeing that those who might attempt to bring the axes, fires and saws of &#039;civilization&#039; can never succeed.  Still others believe that the serpents were created as companions for some long-dead mage or wizard.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;They are not known to cast any recognized spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;They are not known to carry loot in locked boxes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death Messages==&lt;br /&gt;
An Endrus serpent jackknifes a few times, then grows still, its body rapidly settling until it is little more than a pile of wood and vine.&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501560</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501560"/>
		<updated>2019-03-22T06:20:32Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|abbrev=ifl&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Burn]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The classic Burn pattern, known to many cultures of lunar mages, can draw light from but one of the available sources.  Prophets among the Ancient Beloved, however, strove for more so that their power might wax to heights not seen since the Luethra.  Thus was this clever half-spell invented: with multiple light sources, the Fire-Lens will allow Burn to triangulate far more precisely and focus greater amounts of energy.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Increased Burn accuracy and damage based on moons/sun&lt;br /&gt;
|messaging=Xibar, Yavash, and Sun Up: Three brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Yavash and Sun Up:&lt;br /&gt;
Two brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Katamba, Yavash, and Sun up:&lt;br /&gt;
Two black-core beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Katamba and Sun up:&lt;br /&gt;
A black-core beam descends from the sky and shrinks into a tiny point centered on an adult wyvern.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=-&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501559</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501559"/>
		<updated>2019-03-22T04:31:10Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|abbrev=ifl&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Burn]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|type=-&lt;br /&gt;
|desc=The classic Burn pattern, known to many cultures of lunar mages, can draw light from but one of the available sources.  Prophets among the Ancient Beloved, however, strove for more so that their power might wax to heights not seen since the Luethra.  Thus was this clever half-spell invented: with multiple light sources, the Fire-Lens will allow Burn to triangulate far more precisely and focus greater amounts of energy.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Increased Burn accuracy and damage based on moons/sun&lt;br /&gt;
|messaging=Xibar, Yavash, and Sun Up: Three brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Yavash and Sun Up:&lt;br /&gt;
Two brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Katamba, Yavash, and Sun up:&lt;br /&gt;
Two black-core beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501557</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501557"/>
		<updated>2019-03-22T04:30:05Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|abbrev=ifl&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Burn]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The classic Burn pattern, known to many cultures of lunar mages, can draw light from but one of the available sources.  Prophets among the Ancient Beloved, however, strove for more so that their power might wax to heights not seen since the Luethra.  Thus was this clever half-spell invented: with multiple light sources, the Fire-Lens will allow Burn to triangulate far more precisely and focus greater amounts of energy.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Increased Burn accuracy and damage based on moons/sun&lt;br /&gt;
|messaging=Xibar, Yavash, and Sun Up: Three brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Yavash and Sun Up:&lt;br /&gt;
Two brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Katamba, Yavash, and Sun up:&lt;br /&gt;
Two black-core beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501556</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501556"/>
		<updated>2019-03-22T04:17:52Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|abbrev=ifl&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Burn]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The classic Burn pattern, known to many cultures of lunar mages, can draw light from but one of the available sources.  Prophets among the Ancient Beloved, however, strove for more so that their power might wax to heights not seen since the Luethra.  Thus was this clever half-spell invented: with multiple light sources, the Fire-Lens will allow Burn to triangulate far more precisely and focus greater amounts of energy.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Increased Burn accuracy and damage based on moons/sun&lt;br /&gt;
|messaging=Xibar, Yavash, and Sun Up: Three brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Yavash and Sun Up:&lt;br /&gt;
Two brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Katamba, Yavash, and Sun up:&lt;br /&gt;
Two black-core beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501555</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501555"/>
		<updated>2019-03-22T04:08:35Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|abbrev=ifl&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Burn]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The classic Burn pattern, known to many cultures of lunar mages, can draw light from but one of the available sources.  Prophets among the Ancient Beloved, however, strove for more so that their power might wax to heights not seen since the Luethra.  Thus was this clever half-spell invented: with multiple light sources, the Fire-Lens will allow Burn to triangulate far more precisely and focus greater amounts of energy.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Increased Burn accuracy and damage based on moons/sun&lt;br /&gt;
|messaging=Xibar, Yavash, and Sun Up: Three brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Yavash and Sun Up:&lt;br /&gt;
Two brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501554</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501554"/>
		<updated>2019-03-22T04:08:12Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|abbrev=ifl&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Burn]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The classic Burn pattern, known to many cultures of lunar mages, can draw light from but one of the available sources.  Prophets among the Ancient Beloved, however, strove for more so that their power might wax to heights not seen since the Luethra.  Thus was this clever half-spell invented: with multiple light sources, the Fire-Lens will allow Burn to triangulate far more precisely and focus greater amounts of energy.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Increased Burn accuracy and damage based on moons/sun&lt;br /&gt;
|messaging=Xibar, Yavash, and Sun Up:&lt;br /&gt;
Three brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
&lt;br /&gt;
Yavash and Sun Up:&lt;br /&gt;
Two brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501553</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=501553"/>
		<updated>2019-03-22T03:48:25Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|abbrev=ifl&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Burn]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The classic Burn pattern, known to many cultures of lunar mages, can draw light from but one of the available sources.  Prophets among the Ancient Beloved, however, strove for more so that their power might wax to heights not seen since the Luethra.  Thus was this clever half-spell invented: with multiple light sources, the Fire-Lens will allow Burn to triangulate far more precisely and focus greater amounts of energy.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Increased Burn accuracy and damage based on moons/sun&lt;br /&gt;
|messaging=Xibar, Yavash, and Sun Up:&lt;br /&gt;
Three brilliant beams descend from the sky and shrink into a tiny point centered on an adult wyvern.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501512</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501512"/>
		<updated>2019-03-20T16:01:48Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tanky Hunting */&lt;/p&gt;
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&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
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Last updated March 2019&lt;br /&gt;
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= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
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== Why Empath? ==&lt;br /&gt;
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In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
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Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
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=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
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=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
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But will an Empath ever kill as fast as Warrior Mages zapping entire rooms with AOE spells? Or Barbarians whirlwinding and taking out every mob at melee range? Probably not. However killing super fast is overrated for two reasons. The first is that you are limited by the spawn rate of creatures. There are some crazy swarmy hunting grounds where you can maintain a kill every 6 seconds. But most hunting grounds are close to one kill every 20-30 seconds, some even slower. If you kill faster than that there will be no mobs left in the room. The second reason why killing fast is overrated is that you want to maintain a few mobs on you at all times to keep defenses moving anyways. This will be less important when you are starting out a new tier of hunting ground and lock fast, but will be extremely key when you are near the cap of a one tier, and desperately need more defenses to hunt the next one safely.&lt;br /&gt;
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=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
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== Downsides to being an Empath ==&lt;br /&gt;
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So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
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=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
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=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
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= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
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Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
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Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
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Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
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Buffs in DR used to be independent of your own ranks. In the old days people would use Constellation Jewelry (CJs) and empathic linking to give insane bonuses to characters that would otherwise have very low ranks or stats. Today all buffs to ranks and stats are capped at a percent of your maximum ranks. Buffs effectively scale with your stat, so the more of the stat you have, the better. We will be maxing out reflex so when we buff it, our defenses are top notch. This is especially helpful early on to help Empathy learning rates from hunting living creatures.&lt;br /&gt;
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Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
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So in summary our stat weights look something like this: Int = Reflex &amp;gt; Charisma &amp;gt;&amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
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All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
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Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
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== Races ==&lt;br /&gt;
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Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. &lt;br /&gt;
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A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). There are reports (untested) that the Prydaen brawling bonus is working incorrectly for some damage types however, so be wary. The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
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Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
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Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
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Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
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== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
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=== REXP ===&lt;br /&gt;
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In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
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Here is a table of the relevant groups for weapons&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
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| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
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Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
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Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
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Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
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For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
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Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
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=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
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With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
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=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
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=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
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== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
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= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
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Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
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To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
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If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
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If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
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And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
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Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
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== Wound Substitution ==&lt;br /&gt;
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If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
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[[Image:wounds.jpg]]&lt;br /&gt;
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Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
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https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
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== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
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Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
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= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
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== Lore ==&lt;br /&gt;
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=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
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* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
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The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
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The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
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=== Outfitting ===&lt;br /&gt;
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Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
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If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
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If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501511</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501511"/>
		<updated>2019-03-20T16:01:16Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tanky Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
But will an Empath ever kill as fast as Warrior Mages zapping entire round with AOE spells? Or Barbarians whirlwinding and taking out every mob at melee range? Probably not. However killing super fast is overrated for two reasons. The first is that you are limited by the spawn rate of creatures. There are some crazy swarmy hunting grounds where you can maintain a kill every 6 seconds. But most hunting grounds are close to one kill every 20-30 seconds, some even slower. If you kill faster than that there will be no mobs left in the room. The second reason why killing fast is overrated is that you want to maintain a few mobs on you at all times to keep defenses moving anyways. This will be less important when you are starting out a new tier of hunting ground and lock fast, but will be extremely key when you are near the cap of a one tier, and desperately need more defenses to hunt the next one safely.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Buffs in DR used to be independent of your own ranks. In the old days people would use Constellation Jewelry (CJs) and empathic linking to give insane bonuses to characters that would otherwise have very low ranks or stats. Today all buffs to ranks and stats are capped at a percent of your maximum ranks. Buffs effectively scale with your stat, so the more of the stat you have, the better. We will be maxing out reflex so when we buff it, our defenses are top notch. This is especially helpful early on to help Empathy learning rates from hunting living creatures.&lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex &amp;gt; Charisma &amp;gt;&amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. &lt;br /&gt;
&lt;br /&gt;
A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). There are reports (untested) that the Prydaen brawling bonus is working incorrectly for some damage types however, so be wary. The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501510</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501510"/>
		<updated>2019-03-20T16:00:35Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tanky Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
But will an Empath ever kill as fast as Warrior Mages zapping entire round with AOE spells? Or Barbarians whirlwinding and taking out every mob at melee range? Probably not. However killing super fast is overrated for two reasons. The first is that you are limited by the spawn rate of creatures. There are some crazy swarmy hunting grounds where you can maintain a kill every 6 seconds. But most hunting grounds are close to one kill every 20-30 seconds, some even slower, and if you kill faster than that there will be no mobs left in the room. The second reason why killing fast is overrated is that you want to maintain a few mobs on you at all times to keep defenses moving anyways. This will be less important when you are starting out a new tier of hunting ground and lock fast, but will be extremely key when you are near the cap of a one tier, and desperately need more defenses to hunt the next one safely.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Buffs in DR used to be independent of your own ranks. In the old days people would use Constellation Jewelry (CJs) and empathic linking to give insane bonuses to characters that would otherwise have very low ranks or stats. Today all buffs to ranks and stats are capped at a percent of your maximum ranks. Buffs effectively scale with your stat, so the more of the stat you have, the better. We will be maxing out reflex so when we buff it, our defenses are top notch. This is especially helpful early on to help Empathy learning rates from hunting living creatures.&lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex &amp;gt; Charisma &amp;gt;&amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. &lt;br /&gt;
&lt;br /&gt;
A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). There are reports (untested) that the Prydaen brawling bonus is working incorrectly for some damage types however, so be wary. The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501509</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501509"/>
		<updated>2019-03-20T15:54:38Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Buffs in DR used to be independent of your own ranks. In the old days people would use Constellation Jewelry (CJs) and empathic linking to give insane bonuses to characters that would otherwise have very low ranks or stats. Today all buffs to ranks and stats are capped at a percent of your maximum ranks. Buffs effectively scale with your stat, so the more of the stat you have, the better. We will be maxing out reflex so when we buff it, our defenses are top notch. This is especially helpful early on to help Empathy learning rates from hunting living creatures.&lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex &amp;gt; Charisma &amp;gt;&amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. &lt;br /&gt;
&lt;br /&gt;
A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). There are reports (untested) that the Prydaen brawling bonus is working incorrectly for some damage types however, so be wary. The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501508</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501508"/>
		<updated>2019-03-20T15:53:53Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Buffs in DR used to be independent of your own ranks. In the old days people would use Constellation Jewelry (CJs) and empathic linking to give insane bonuses to characters that would otherwise have no ranks or stats. Today all buffs to ranks and stats are capped at a percent of your maximum ranks. Buffs effectively scale with your stat, so the more of the stat you have, the better. We will be maxing out reflex so when we buff it, our defenses are top notch. This is especially helpful early on to help Empathy learning rates from hunting living creatures.&lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex &amp;gt; Charisma &amp;gt;&amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. &lt;br /&gt;
&lt;br /&gt;
A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). There are reports (untested) that the Prydaen brawling bonus is working incorrectly for some damage types however, so be wary. The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501507</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501507"/>
		<updated>2019-03-20T15:53:15Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Buffs in DR used to be independent of your own ranks. In the old days people would use Constellation Jewelry (CJs) and empathic linking to give insane bonuses to characters that would otherwise have no ranks or stats. Today all buffs to ranks and stats are capped at a percent of your maximum ranks. Buffs effectively scale with your stat, so the more of the stat you have, the better. We will be maxing out reflex so when we buff it, our defenses are top notch. This is especially helpful early on to help Empathy learning rates from hunting living creatures.&lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex &amp;gt; Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. &lt;br /&gt;
&lt;br /&gt;
A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). There are reports (untested) that the Prydaen brawling bonus is working incorrectly for some damage types however, so be wary. The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501506</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501506"/>
		<updated>2019-03-20T15:50:05Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. &lt;br /&gt;
&lt;br /&gt;
A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). There are reports (untested) that the Prydaen brawling bonus is working incorrectly for some damage types however, so be wary. The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
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== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501505</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501505"/>
		<updated>2019-03-20T15:49:07Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* About the Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501455</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501455"/>
		<updated>2019-03-18T14:49:51Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, ASK THE PEDDLER ABOUT WARES, and then ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt. The peddler&#039;s location is random so you might have to run around town looking for a bit.&lt;br /&gt;
&lt;br /&gt;
If it is raining, you might need to SHAKE ZILLS to get the water off. You can do this while playing the zills. You also need to CLEAN ZILLS WITH CLOTH if they get dirty, and this can&#039;t be done while playing.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501453</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501453"/>
		<updated>2019-03-18T14:46:54Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To get a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, and ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501452</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501452"/>
		<updated>2019-03-18T14:46:37Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To a [[Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, and ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501451</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501451"/>
		<updated>2019-03-18T14:46:22Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Performance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
In the old days we would train this skill (Back then it was Vocals) and Empathy at the same time via the great Wheeler Singing Power-walking Trains(TM). We would walk around Crossing in a huge group, perceiving all the shopkeepers while singing. It was glorious.&lt;br /&gt;
&lt;br /&gt;
Today, the vocals skill is no more, and we have Performance, which is most commonly trained with zills, which can be worn, and played while worn. To a [Item:Pair of copper zills]] you need to make the trek to Riverhaven with a low-circle character, and ORDER them from the peddler. Make sure you also order some chamois cloth to clean your zills. If you are too high of a circle, you cannot buy zills as the peddler&#039;s inventory will have changed, and your only recourse then is to buy them from someone, or roll up a newbie alt.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501450</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501450"/>
		<updated>2019-03-18T14:34:41Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Outfitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wiki&#039;s [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501449</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501449"/>
		<updated>2019-03-18T14:34:22Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Outfitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool yarn. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
If you need more info, refer to this wikis [[Tailoring]] page.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501448</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501448"/>
		<updated>2019-03-18T14:33:28Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Outfitting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
Outfitting via Tailoring is perhaps the easiest lore skill to start gaining ranks in. All you need are knitting needles. Get some good player crafted ones if you can afford them. Then go to the Outfitting society to buy or make wool. Create only items from the knitted section of your instruction book. Knitting is simple because there is only one tool, compared to other professions where you need to lug around a lot of tools. &lt;br /&gt;
&lt;br /&gt;
If you want to make money via knitting, then make sure you have 2 free technique slots saved up, and then take both Cloth Decorative Wear Design and Knitted Fabric Design both at the same time. If you choose Tailoring as your career and hobby, you can do this at 25 ranks. Otherwise you need to wait to 50 ranks without any career/hobby investment. The reason why you wait and save is because after you do this, you will roughly get a 50/50 distribution of cloth and knitted work orders. You can cycle through and just accept the knitted ones. If you don&#039;t save up and take just Cloth Decorative Wear Design, all your work orders will be for cloth, and you will have a hard time drawing knitted work.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501447</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501447"/>
		<updated>2019-03-18T14:26:58Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Cast Reverse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
Another reason for prioritizing internal wounds is that if you are ever in a situation where you are leaking badly, and don&#039;t have the concentration/stamina/mana to fire off a healing spell for whatever reason, it is better to leak on the outside than inside because you can tend external wounds.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501446</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501446"/>
		<updated>2019-03-18T14:25:01Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in all my years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501445</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501445"/>
		<updated>2019-03-18T14:23:26Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, shifting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501444</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501444"/>
		<updated>2019-03-18T14:17:32Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tanky Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
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== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. High level hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
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=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
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== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
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= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
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== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
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=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
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=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
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== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
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Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
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== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501443</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501443"/>
		<updated>2019-03-18T14:16:44Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tanky Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. The highest hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures such as Wyverns at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501442</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501442"/>
		<updated>2019-03-18T14:16:15Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Tanky Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. The highest hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths with weapons if their skills are high enough. And even without weapons, MANIPULATE and guardian spirit kills living creatures at a decent rate, while easily mind locking Empathy and TM.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501441</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501441"/>
		<updated>2019-03-18T14:09:16Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong subjective opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. The highest hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths if their skills are high enough. &lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501440</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501440"/>
		<updated>2019-03-18T14:08:39Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Why Empath? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep. The highest hunting grounds in the realms now, such as Lava Drakes and Ice Archons, can be hunted now by empaths if their skills are high enough. &lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders.&lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501439</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501439"/>
		<updated>2019-03-18T14:07:10Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* About the Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I have multiple empaths on multiple accounts. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501438</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501438"/>
		<updated>2019-03-18T14:04:29Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* About the Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, and even two empaths that have made the top 20 on the Empath renown scroll in PRIME. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501437</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501437"/>
		<updated>2019-03-18T14:03:41Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* About the Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to bot empaths in TF, to at least two empaths that have made the top 20 on the Empath renown scroll in PRIME. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501436</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501436"/>
		<updated>2019-03-18T14:03:08Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* About the Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played all sorts of Empaths from as early as the AOE days. From infirmary sitting empaths, to empaths that spend all their time hunting. From pet empaths, to at least two empaths that have made the top 20 on the Empath renown scroll. I love Empaths and it is my favorite DR guild.&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501435</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501435"/>
		<updated>2019-03-18T13:58:29Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die. Instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501434</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501434"/>
		<updated>2019-03-18T13:58:13Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is created through transference, you will die, instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501433</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501433"/>
		<updated>2019-03-18T13:57:34Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is transferred to this part, you will die instantly. This means if you have a moderate level 4 bleeder on your chest, and you take another moderate level 4 chest bleeder from a patient, you will die because 4+4=8. If a patient walks in with a level 7 wound pet chest bleeder, and you have minor abrasions on your chest (level 1), you will die because 1+7=8. If you are clean, and someone walks in with a completely destroyed chest and you take it, you will die because 0+8=8.&lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501432</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501432"/>
		<updated>2019-03-18T13:53:54Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is transferred to this part, you will die instantly. &lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x captainpicardfacepalm.jpg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501431</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501431"/>
		<updated>2019-03-18T13:53:30Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is transferred to this part, you will die instantly. &lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, Learn2Play pl0x&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501430</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501430"/>
		<updated>2019-03-18T13:52:41Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is transferred to this part, you will die instantly. &lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one foot instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, L2P Pl0X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501429</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501429"/>
		<updated>2019-03-18T13:51:48Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is transferred to this part, you will die instantly. &lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the links with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one feet instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, L2P Pl0X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501428</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501428"/>
		<updated>2019-03-18T13:51:22Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is transferred to this part, you will die instantly. &lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the link with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL. For the same reason why you push both pedals while driving with one feet instead of using your right foot for the gas and the left foot for the brake.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, L2P Pl0X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501427</id>
		<title>Enfos Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enfos_Empath_Guide&amp;diff=501427"/>
		<updated>2019-03-18T13:49:58Z</updated>

		<summary type="html">&lt;p&gt;ENFO13: /* Overhealing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION PLEASE DO NOT LINK&lt;br /&gt;
&lt;br /&gt;
Last updated March 2019&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
This is both an advanced guide for veteran empaths as well as new (but gaming experienced) players looking to min/max their gameplay as an Empath. The goal is to discuss in-depth the current mechanics surrounding the guild as of (2019), and how to best take advantage of them to build a beast of an empath character. &#039;&#039;&#039;This is not meant to present information in an objective manner and let the reader decide what they want to do. Rather, this guide is similar to a &amp;quot;build guide&amp;quot; for current MMOs or APRGs where the author presents strong opinions on what choices to make in order to min/max.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Why Empath? ==&lt;br /&gt;
&lt;br /&gt;
In the old days, an Empath could only heal other players. It offered a unique gameplay that no other game could provide, which not only drew me to the class, but also to DragonRealms. Despite being a heavy gamer that played most other popular games on the market, I kept coming back to DragonRealms because the Empath was unique. But that uniqueness came at a price: An Empath had no way to generate their own income, because they could not hunt, and the crafting system did not exist yet. They relied solely on the tips and goodwill of their patients, which coupled with relying on patients for advancement in the guild through training the Transference skill, made the Guild choice a humble one, which left many players wanting more independence. &lt;br /&gt;
&lt;br /&gt;
Today, the Empath is probably the most capable guild in the game, provided they train properly. Here is what the Empath offers:&lt;br /&gt;
&lt;br /&gt;
=== Healing === &lt;br /&gt;
The empath still offers the most rewarding foundation for interaction with other human beings in the game. Healing remains perhaps the most consistent way to facilitate making friendships. Cleric rezzes come in second, and Trader and Moon Mage services probably a distant third. Healing used to be very difficult. Today&#039;s empath&#039;s abilities are overtuned, and frankly overpowered. Even a low circle Empath is basically fully functional. The concentration and fatigue problems of taking wounds are gone, and the mana issues with healing yourself back up are gone. A moderately high circle Empath is basically a healing god/goddess if played correctly, capable of soaking up every wound that walks through the door of a triage, thanks to Regenerate, Heal, and Fountain of Creation.&lt;br /&gt;
&lt;br /&gt;
=== Tanky Hunting ===&lt;br /&gt;
A byproduct of being able to heal themselves up in a flash after healing others, the empath just happens to be the most tanky, resilient class in the game. They are near unkillable if played correctly while hunting. Any wound received disappears in a near instant, and Empaths even have a spell that acts as a ward against taking vitality damage. They have spammable AOE debilitation spells that knocks every creature in the room to sleep.&lt;br /&gt;
&lt;br /&gt;
=== Lore Prime ===&lt;br /&gt;
This used to be a bad thing, as the lore skill set used to be worthless. But now with the mech lore split and the new crafting system and work orders, being Lore prime means you have a good way to make money while training skills. Lore Prime guilds have more career choices, which means more technique slots. This means you can turn in higher quality goods for more money. They have bigger pools and absorb the experience faster, which means you can do more work orders without feeling that the experience has gone to waste. On top of that, Empaths get a flat 5% bonus to income when turning in work orders. &lt;br /&gt;
&lt;br /&gt;
== Downsides to being an Empath ==&lt;br /&gt;
&lt;br /&gt;
So why doesn&#039;t everyone roll an Empath? Here are the things that prevent some people from enjoying an Empath:&lt;br /&gt;
&lt;br /&gt;
=== Weapons Tertiary ===&lt;br /&gt;
This drastically slows the advancement of the main offensive skillset in the game. Empaths cannot train weapons on living creatures without gaining shock, effectively restricting their hunting ladder to constructs and undead (with a spell). The main way an Empath deals damage is not through weapons, but rather through manipulation and Guardian Spirit, which both scale at acceptable speeds via the Lore and Magic skill sets respectively. Thus the bigger problem with weapons being tertiary is not the offensive capability of the Empath, but rather a disadvantage in one of the more lucrative skillsets used for TDP gain. But with the new REXP system, which we will go into detail later, this is less of a problem.&lt;br /&gt;
&lt;br /&gt;
=== Non Free-to-Play ===&lt;br /&gt;
Playing an Empath requires a subscription, which is a good thing or else there would be endless pet Empath characters. However this also means in the rare case that there is actually a new player to DragonRealms, they cannot try out the Empath for free, which is the richest experience DR has to offer (IMO of course).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the Author ==&lt;br /&gt;
&lt;br /&gt;
= Creating your Empath =&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the three most important stats for a modern Empath: Intelligence, Reflex, and Charisma. &lt;br /&gt;
&lt;br /&gt;
Intelligence is the single most important stat for leveling speed. More ranks, means you get more TDPs faster, which means you can train more stats. In addition, it also helps your concentration, allowing you to neglect (if you choose) stamina. It also helps us in learning from classes, which we do a lot of when sitting around for the first couple of circles.&lt;br /&gt;
&lt;br /&gt;
Reflex is the most important defensive stat. Because we are survival secondary, Evasion will be our most important defense, above Parry, Shield, and Armor. Reflex is our combat stat used to hunt mobs at our level. It also helps in minor ways with shield, hiding, and crafting. &lt;br /&gt;
&lt;br /&gt;
Charisma used to be the most important stat for Guardian Spirit, which used to scale off Empathy and Charisma. Today it primarily scales off an Empath&#039;s Targeted Magic skill. Regardless, Charisma is still very important for an empath as it still directly affects manipulation, which is our primary offense ability and way of training Empathy. It also affects prices on crafting, along with how much we learn and teach from classes.&lt;br /&gt;
&lt;br /&gt;
So in summary our stat weights look something like this: Int = Reflex = Charisma &amp;gt; Disc = Wisdom = Stamina &amp;gt; Strength &amp;gt; Agility&lt;br /&gt;
&lt;br /&gt;
All the other stats are not as important. In the old days, Stamina and Discipline were very important for an Empath, as the process of taking wounds would tank an Empath&#039;s concentration and stamina, to the point where they could not heal themselves up afterwards, and was at risk of dying to bleeders. This is no longer the case. I recently circled a baby gnome Empath with very little of both of these stats, and I was shocked that I could take all the wounds from a patient and have both stamina and concentration be relatively fine afterwards. Today, Discipline still helps you hide a bit better, and absorb your spells a bit quicker. Stamina gives you more of a vitality buffer when healing very wounded patients, as well as combat. Wisdom is like a less effective Intelligence-- it helps give you bigger pulse sizes when draining experience, but training Intelligence gives you a bigger pool, and therefore a bigger pulse as well.&lt;br /&gt;
&lt;br /&gt;
Then we have Strength, which still has good quality of life uses by increasing your carrying capacity. This is helpful if you are lazy and like lugging around a lot of crafting stuff. If you like backtraining your weapons, and want to keep it fairly close to your main combat abilities, Strength would actually be a very important stat for you because it helps you carry all those different weapons around without burden, and also reduces the RT and increases the damage of the weapons, which helps you fill the weapon pools up quicker.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
Because of the stat weights, a Gnome and Prydaen are both S-tier choices for an Empath. If you want to learn fast with a huge Intelligence and Reflex advantage, all the while looking cute with lots of moxie, pick a gnome. A Prydaen offers a good Reflex and Charisma advantage, and is neutral on Intelligence. However a Prydaen has two unique advantages over the gnome: a tail and claws. A tail offers you a unique place to put a pet bleeder. Claws offer you a natural brawling damage boost, and brawling is an Empaths preferred weapon because of the boost we get via Aggressive Stance (more on that later). The downside to a Prydaen is you might not enjoy the RP unless you are a Furry.&lt;br /&gt;
&lt;br /&gt;
Elotheans, Elves, and Halflings are all good A-tier choices because of their stat distribution. A S&#039;kra Mur has a penalty to intellgience, but a tail, a bonus to reflex, and are fun to RP, so still a good choice.&lt;br /&gt;
&lt;br /&gt;
Humans and Kaldars are boring choices, they are both stat-neutral with no other mechanically interesting qualities.&lt;br /&gt;
&lt;br /&gt;
Dwarves used to be a great choice, but now with less value to discipline and stamina, they are one of the poorest choices. And a Gor&#039;Tog Empath? I think I&#039;ve only seen one serious one in my 25 years of playing DR. I think her name was Lairnaa Feathers(sp?) or something.&lt;br /&gt;
&lt;br /&gt;
== Weapon Choices ==&lt;br /&gt;
With the new REXP system released in January of 2019, it fundamentally changes an Empath&#039;s weapon training strategy. Before the universal doctrine was to train all weapons for the maximum amount of TDPs. Now that&#039;s changed for REXP users. And since Empath&#039;s cannot be F2P, every Empath will have REXP to deal with and manage. &lt;br /&gt;
&lt;br /&gt;
=== REXP ===&lt;br /&gt;
&lt;br /&gt;
In short, the time for REXP is not actually consumed by the listed time. Every 20 seconds, if a pulse group has field experience, it is consumed and the time remaining is decremented by 20 seconds. This means that if a a field group has no pulse experience, the REXP is not consumed, and the four or six hours that come with a standard or premium account could in reality be extended beyond that time. If you are a casual player that can only play four or six hours each day, then by all means, continue to train all weapons. However, if you are logged into your character long enough each day to where your REXP ends, then it is in your interest to be selective on what weapons to train in order to maximize the time you are on REXP.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the relevant groups for weapons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Skills&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Parry, Small Edged, Large Edged, Two-handed Edged&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Small Blunt, Large Blunt, Two-handed Blunt, Slings, Crossbows, Bows&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other guilds, an Empath has no parry requirement. So we can completely neglect parry. This is a good thing because parry, shield, and evasion are all zero sum via the STANCE system. If we completely neglect parry, it allows us to put more STANCE points into shield. This means we do not have to train any edged skills, and we can save an entire pulse group. &lt;br /&gt;
&lt;br /&gt;
Missile mastery is paired with the magic groups, which we will train of course, which means in general we should train some sort of ranged.&lt;br /&gt;
&lt;br /&gt;
Finally we can cut out group four entirely. This means an empath can shave off two pulse size groups from their skill training regimen. How much time does this give us? Well it depends on the total number of other pulse groups we have, but you can look at the general difference 2 skill groups can make from the following table (credit to Discord User Ataelos#1042):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Skill Groups&lt;br /&gt;
! Hours to Drain Restexp (Standard)&lt;br /&gt;
! Hours to Drain Restexp (Premium)&lt;br /&gt;
! Hours to Drain Restexp (Plat)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 13.33333333&lt;br /&gt;
| 20&lt;br /&gt;
| 26.66666667&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 12&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 10&lt;br /&gt;
| 13.33333333&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 5.714285714&lt;br /&gt;
| 8.571428571&lt;br /&gt;
| 11.42857143&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 7.5&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 4.444444444&lt;br /&gt;
| 6.666666667&lt;br /&gt;
| 8.888888889&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if I leave out those two mentioned groups and train every other skill group, as a regular subscriber, I would get five hours of REXP instead of four. If I can cut out two other groups from my training regimen, I can get 6 2/3s hours instead of four! Since weapon is our tertiary skillset, we learn it slower, which means less TDP/Time spent. Thus we want to focus our REXP time on other pulse groups.&lt;br /&gt;
&lt;br /&gt;
Since REXP does not apply to login drain, you have the option of backtraining every other weapon group when the REXP ends. Lock them, go offline, and they will drain when you log in the next day.&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
Brawling should be an Empath&#039;s primary weapon for a multitude of reasons. The first is that because an Empath is Lore Primary, Tactics is a skill pool that needs to be filled up quickly and efficiently. Brawling offers the fastest RTs to mind lock Tactics when using the ANALYZE command in combat. The second reason is that our spell Aggressive Stance naturally boosts brawling (along with evasion). Third, Brawling is within the Melee Mastery skill pulse group, which means it does not take up an extra REXP pulse if any melee is to be trained. Fourth, Brawling moves can be done at any time, even with other types of weapons in hand, so it is easy to train. Finally, brawling has traditionally always been an empath&#039;s weapon from before they could actually deal damage to constructs and undead. In the old days, it was the only trainable skill with commands such as PUSH, SHOVE, and CIRCLE. Today, those commands have been moved under the jurisdiction of Tactics, and Brawling covers the damaging moves like KICK, CLAW, GOUGE, etc..&lt;br /&gt;
&lt;br /&gt;
With the advent of player-crafted Brawling weapons, there is now a way for Brawling damage to scale off material and crafting scale-- so feel free to buy the best you can afford! It is however a pain because almost each brawling move uses a different brawling item, and unless you have a brawling item-hider (e.g. platinum torque), or a omni-hider, it can add a lot of unnecessary fluff to your profile, and give you extra scroll when you have to remove the equipment for hinderance-sensitive actions such as disarming.&lt;br /&gt;
&lt;br /&gt;
=== Staves and Polearms ===&lt;br /&gt;
These should be our melee weapons that we train alongside brawling. The preferred weapon for staves is a nightstick, because it can fit into most bags. A short hunting spear will be your preferred training polearm of choice because it can fit into most bags, as well as doubling as your Heavy Thrown weapon. FEINT if you are below 80 stamina, and DRAW if you are above 80 stamina.&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown and Heavy Thrown ===&lt;br /&gt;
These are your main ranged weapons to be trained alongside brawling. For Heavy Thrown, the choice is easy-- use a short hunting spear. For Light Thrown, you have to either use a bola, a light throwing spike, or throwing axe. Always use the LOB command instead of THROW so the weapon will not lodge. Be careful to make sure your parry is set to zero, so you don&#039;t parry with them on accident and gain experience in Light Blunts or Small Edged. Another alternative is to always hold HT in the right hand, and LT in the left hand, and lob right, then lob left. This method helps train offhand weapon as well.&lt;br /&gt;
&lt;br /&gt;
== Armor Choices ==&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&lt;br /&gt;
= Healing =&lt;br /&gt;
== Overhealing ==&lt;br /&gt;
The number one cause of death for Empaths, is transferring a useless wound to a vital body part. I can&#039;t emphasize this enough. So many Empaths are careless about this it is crazy. When a body gets dragged in with super heavy wounds, either from a vicious spar, a mean box, or a teleportation accident, it&#039;s usually a 50/50 chance that the Empath healing it will die because they are careless. Even if they are high circle. Don&#039;t be this empath-- overhealing is easily preventable.&lt;br /&gt;
&lt;br /&gt;
Your body has five critical body parts: Head, Neck, Chest, Back, Abdomen. If a useless (level 8) injury of any type (wound OR scar, internal or external) is transferred to this part, you will die instantly. &lt;br /&gt;
&lt;br /&gt;
To prevent this, always make sure you heal your critical body parts, wound and scars, back up to full before healing a patient that has severe injuries. If you have trouble seeing what injury is what, refer to the wound substitution script in the next section. &lt;br /&gt;
&lt;br /&gt;
If you are a high level Empath, NEVER use LINK UNITY, to take wounds from a patient with severe injuries. There&#039;s a new ability empaths have that reduces the severity of wounds as you transfer them, so it makes it &#039;&#039;&#039;even harder&#039;&#039;&#039; for high circle Empaths to die. Currently, only TAKE or TRANSFER does this, LINK UNITY does not. So you should always TAKE/TRANSFER conventionally on serious patients. You should do this even if they have a useless would on a non-critical body part, because useless legs still cause you to fall over screaming and RP-wise, that&#039;s not very fitting of a high level Empath.&lt;br /&gt;
&lt;br /&gt;
If you are a mid-circle empath, use TAKE &amp;lt;Patient&amp;gt; ALL HALF. This will take half the wounds and stop. Make sure you have enough ranks to actually do this, or else you will get the message that you slip and get a wild transfer. After you&#039;ve taken half, heal up your critical body parts, both wound AND scar, and then take the rest of the wounds.&lt;br /&gt;
&lt;br /&gt;
And if you are a low-circle empath, TAKE ALL, wait for one pulse of wounds to transfer and then type FALL, and wait for all your links to break. This is the safest way. Don&#039;t try to break all the link with the link/break command because you might have trouble remembering the exact syntax for it in the heat of the moment. Even I don&#039;t remember the exact command syntax right now. Just FALL.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be a noob. Don&#039;t embarass the guild. Heal safe. Seriously I facepalm whenever I see a high circle Empath go down. If my character is the one with the deadly wounds, I might say something in-game like, &amp;quot;Ack I&#039;m sorry I caused your death.&amp;quot;, since I&#039;m a nice guy. But in reality, I am thinking &amp;quot;Wow, what a noob, you died from overhealing, L2P Pl0X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Wound Substitution ==&lt;br /&gt;
&lt;br /&gt;
If you are using Genie, I made a simple script that sets up substitutes and colors to make wounds on yourself very easy to see. This way you know exactly how bad the wounds are on your body before you take on more wounds. It looks something like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:wounds.jpg]]&lt;br /&gt;
&lt;br /&gt;
Green indicates fresh wounds, and blue indicates scars, with the shade denoting external or internal. Body parts that are critical will have a -*- next to them (so make sure you heal them up first, or at least keep them well-maintained). Bleedings are denoted with -!-. You can download the script here:&lt;br /&gt;
&lt;br /&gt;
https://elanthipedia.play.net/User:Enfo/Scripts/WoundSubstitution.cmd&lt;br /&gt;
&lt;br /&gt;
== Cast Reverse ==&lt;br /&gt;
When using Heal Wounds and Heal Scars, always use CAST &amp;lt;body part&amp;gt; REVERSE. I wish there was some way to make this default. The main reason for this is that you cannot see internal wounds on yourself if they are below level 3, while external wounds are always visible, even at level 1. So sometimes when you type HEALTH, you look clean, even though you are not. This is especially true when there is nerve damage from backfiring spells, or slight internal head and nerve damage from being stunned from PERCEIVE HEALTH when there are too many people in the room for your low Empathy ranks to handle.&lt;br /&gt;
&lt;br /&gt;
= Training =&lt;br /&gt;
We already talked about Weapon and Armor, which being tertiary skills, have the least impact on our TDP growth and guild circle advancement. In this section we cover the rest of the training strategies for skills that actually form a core part of being an Empath. &lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
=== Empathy ===&lt;br /&gt;
Empathy is the signature unique skill of an Empath and is needed primarily for advancement. The ways to learn Empathy are:&lt;br /&gt;
&lt;br /&gt;
* TAKE/TRANSFER wounds from another player. &lt;br /&gt;
* Learning it from another Empathy TEACHINGing Empathy.&lt;br /&gt;
* PERCEIVE HEALTH when there is another entity in the room (NPCs, Players, Monsters)&lt;br /&gt;
* TENDing leeches &lt;br /&gt;
* MANIPULATE FRIENDSHIP on Creatures.&lt;br /&gt;
&lt;br /&gt;
The final method, manipulation, is the most efficient way to train Empathy at high circles. Thus Empaths hunt to circle now. There aren&#039;t enough wounds on wounded adventurers to feed all empaths. Empathy courses are not always available. Powerwalks are out of fashion because they train other skills inefficiently. &lt;br /&gt;
&lt;br /&gt;
The biggest pitfall of a new empath is letting their Empathy skill get too far ahead of their combats. I can&#039;t stress this enough: always try to keep your Empathy within a reasonable range of your combat! Resist the temptation to sit in the infirmary all day grabbing wounds, even though it is very easy to circle without combat at first. For the first 100 ranks, the viable training margin will be very tight. But afterwards it will open up greatly, with tolerances often in the hundreds of ranks. It is important not to get discouraged when you don&#039;t see much Empathy experience when you&#039;re 100 or less ranks. If you plan to hunt with an Avenger, do not let TM get behind. Pick up Paralysis ASAP (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== Outfitting ===&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Lore ===&lt;br /&gt;
&lt;br /&gt;
=== Scholarship ===&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb to magic training is ABC (Always Be Casting). No matter where you are, what you are doing, have a spell prepped for &#039;&#039;something&#039;&#039;. As Empath mana is dependent on room location, try to always end your cast in rooms with decent mana. You can start your prep anywhere however, you only have to CAST in the good mana room.&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Spell Build Order =&lt;br /&gt;
&lt;br /&gt;
= Hunting =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Living&lt;br /&gt;
! Undead&lt;br /&gt;
! Construct&lt;br /&gt;
|-&lt;br /&gt;
| Train Empathy / Manipulate&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Train TM / Guardian Spirit Avenger&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Train Weapons&lt;br /&gt;
| No&lt;br /&gt;
| Yes*&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ENFO13</name></author>
	</entry>
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