Empath new player guide

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This is a page for the Empath specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.

For details, rules, and the other pages involved, see Category:Newbie Guide Contest.

Introduction to Empaths

Empaths are best known for their healing abilities. No other guild is able to heal the wounds of others, or even their own wounds, with the proficiency of an Empath. The official Play.net description of the Empath guild says that "Empaths are highly attuned to other living creatures, allowing them to heal the wounds of others. Such powers have their drawbacks, however; since Empaths are so close to the pain of the living beings around them, if they so much as try to harm another living creature they will lose their ability to heal for a time. If they kill, such ability can be lost forever.

That doesn't mean, however, that Empaths are barred from combat. Many choose the path of the Battle Empath, with defensive skills and abilities often outstripping those of the hunters they seek out to heal."

Game play wise, Empath skillsets are Lore primary, Magic and Survival secondary, and Weapon and Armor tertiary. This means that Empaths are exceptionally suited for healing, teaching, and crafting while still having access to a great deal of magic and combat survivability. Most people choose to play an Empath do so because they want to be able to heal other people. Empaths are generally unable to directly attack creatures or other players directly (such as swinging a sword) but do have access to tools which allow them to hunt and kill creatures.

The Empath guild circling requirements have virtually no skills that require combat, so Empaths also make good characters for people looking to stay in town, craft, socialize, or just don't like combat.

Making your Empath

Every race has the potential to become a great Empath. However here are a few considerations in selecting the race for your Empath. Social empaths may prefer races that can train mental attributes faster, while combat empaths will want a balance.

Tails

The First Aid skill is a key skill for advancing in the Empath guild. Although there are other options to train first aid, such as anatomy charts in compendiums, the most effective way of training first aid still comes from keeping bleeders tended. A pet tail bleeder is a huge advantage to the combat empath, because bleeders at any other location run the risk of being hit, increasing its severity and possibly stunning the empath. A pet tail bleeder also benefits the social empath as most people do not have tail wounds, and it is possible to maintain a tail bleeder through heavy transfers of wounds. As long as self-healing is targeted (avoiding the use of Regenerate or Fountain of Creation), the tail wound can be kept.

The following races have tails: S'kra Mur, Prydaen


Empath Attributes

Joining the Empath guild requires 10 Stamina, 9 Wisdom and 9 Intelligence. If your chosen starting race does not have these by default, the Empath Guildleaders are able to bump you up to this minimum when you join. Doing so will deduct the appropriate amount of Time Development Points and coin at the time it is done.

Early on it does not matter much what attributes you train. You cannot "break" a character or go wrong by spending TDPs on any attribute. Don't stress over what to spend TDPs on too much. Until you get more comfortable with the DragonRealms systems, it's best to approach a somewhat balanced approach to attributes. Training all attributes to 20 or 30 before choosing to specialize will give you a strong foundation for your character to branch off from.

While these attributes may have other uses, these are their biggest impacts on an Empath.

  • Discipline, Intelligence, and Wisdom are the "mental" attributes. Most Empaths favor these in their training by raising them first or higher than other attributes.
    • Discipline: Aids transferring wounds, spell casting and Manipulation by increasing available concentration. Discipline is the biggest contributor to concentration and increases fatigue recovery. Higher discipline means an Empath can take more wounds without needing to rest. This is a very valuable attribute to train as an Empath.
    • Intelligence: Aids transferring wounds, spell casting and Manipulation by increasing available concentration. Also increases the size of experience pools.
    • Wisdom: Increases rate at which experience becomes usable ranks.
  • Stamina: Aids transferring wounds, spell casting and Manipulation by increasing available concentration. Stamina is crucial to determining the size of a character's Vitality and Fatigue pools and recovery. Affects how much weight a character can carry.
  • Charisma: Improves the amount of experience from teaching and effects Manipulation and Shifting.
  • Strength, Agility and Reflex are all physical attributes which mainly effect combat and some survival skills. These tend to be low priorities to Empaths compared to the other attributes.

Role-playing Considerations

Traditionally, Empaths have often been played as cheerful, selfless healers who eschew violence. Even now, many players believe that Empaths are supposed to be that way, and those who stray from that path are flouting the guild's teachings. This belief is the result of several factors:

  1. a misunderstanding of supernatural empathy: In the everyday sense, when we describe someone as empathic, we mean that he understands another person's feelings by putting himself in that person's shoes -- and usually that he feels sympathetic or compassionate as a result. Supernatural empathy doesn't really have anything to do with people's feelings. It is a breaking down of the barrier that separates two beings, allowing the Empath to sense and manipulate life essences. (As an extreme example, the First Empaths could not tolerate being around other people due to their godlike empathy.)
  2. a misunderstanding of empathic shock: Empaths who directly cause injury or pain to another living being experience Empathic shock. Many people (including Empaths) misinterpret this as a punishment for violating the guild's moral teachings, similar to the way a Paladin's soul declines when he engages in dishonorable or unchivalrous deeds. Although some Empaths may choose to attach moral significance to empathic shock, it is simply an automatic physiological reaction that arises by virtue of the Empath's heightened sensitivity to the life forces around him. If you lived in a cave for a year, and then wandered out into the noonday sun, the bright light would hurt your eyes, and you would be temporarily blinded. This is much like empathic shock, which is pain followed by a temporary insensitivity that is caused by over-stimulation of one's empathic senses.
  3. early guild mechanics that limited empathy to the transference of wounds: The Empathy skill used to be called "Transference." This is paralleled by the guild's own belief that empathy should be "channeled only into the transference of injuries, so as to prevent it from growing too great, as it has with [the First Empaths]." In the wake of Jomay, who was accused of spreading an empathic plague that maimed and killed hundreds, the Empaths' Guild attempted to eradicate knowledge of all other empathic powers from the public record. See Shift Debacle for a summary of this history.


Because early PC Empaths were generally helpless and totally reliant on other adventurers for training, protection, and income, a lot of ideas developed about how Empaths were supposed to be treated and how they were supposed to behave. This attitude has largely waned, as Empaths now have ways to train, defend themselves, and make money that don't involve other adventurers.

In short, there is nothing wrong with going the traditional route if you want, but the guild's lore allows for a lot more flexibility in character design. As GM Armifer put it, "Empathy doesn't make people nice."

How to Empath

Here is some recommended reading for those who are new to the guild or returning after a long break.

  • Empath Healing: An explanation of how to heal others and yourself.
  • Empathy skill: Includes a list of methods for training Empathy.
  • Link ability: This ability allows Empaths to temporarily benefit from the increased skill of other adventurers. The persistent link is also required for certain advanced healing techniques. The guild does not teach this ability; you must learn it from another Empath.
  • Manipulate ability: Using his empathic senses, the Empath can manipulate the minds of creatures, causing them to fight each other instead of the Empath. This provides the earliest method for killing creatures that are not constructs. It also allows you to train empathy in combat! Once you have about 50 ranks in effective empathy, you can learn this from another Empath.
  • Perceive Health: At about 50 ranks (average of empathy and attunement), the Empath can begin to sense the life essences of those around them. This ability is very helpful, as you can sense even the most stealthy of beings. (However, you will not see the names of those who are in hiding, only that someone is there.) With more skill, you can see certain health details, such as disease, poison, or vitality loss. With high skill, you can sense people who are several rooms away. This teaches a small amount of empathy (less than healing or manipulation).
  • Shift ability: This ability allows Empaths to permanently alter the appearance of other people. The guild does not teach shifting. Shifting is prohibited by the guild and is illegal in Zoluren and Therengia. Nonetheless, you can undergo a quest to learn this at 30th circle.
  • Empath hunting ladder: Unlike living creatures and the undead, constructs are magically animated and have no life force. Therefore, Empaths can hunt them without experiencing empathic shock. To check whether something is a construct, PERCEIVE it. For a construct, it will say, "You sense that a [monster] will not cause shock if you attack it." Empaths who cast Absolution can also hunt the undead without experiencing empathic shock.
  • Empathic shock: Empathic shock is an automatic physiological reaction to inflicting injury on a living being. This article explains the lore, what causes shock, and how being shocked affects your abilities as an Empath.

Empath Ability Checklist

Ability When to Learn How to Learn Description
diagnostic link Circle: 1 learned automatically see detailed information about patient's wounds and scars
perceive health self Circle: 1 learned automatically see detailed information about your own wounds and scars
external wound transference Circle: 1 learned automatically transfer patient's external wounds to your body
shock transference Circle: 1 learned automatically transfer half of Empath's shock to you
vitality transference Circle: 1 learned automatically give some of your vitality to patient
link Circle: 1 from a PC Empath temporarily share skill with another player
internal wound transference Empathy: 6 learned automatically transfer patient's internal wounds to your body
external scar transference Empathy: 7 learned automatically transfer patient's external scars to your body
internal scar transference Empathy: 8 learned automatically transfer patient's internal scars to your body
Injured Casting (feat) Circle: 2 learned automatically reduce penalty for casting spells while injured
poison transference Empathy: 40* learned automatically transfer patient's poison to your body
perceive health Empathy/Attunement: 50 learned automatically see other life essences, even if hidden
manipulate Empathy: 50 from a PC Empath force other creatures to fight each other instead of you
disease transference Empathy: 80* learned automatically transfer patient's disease to your body
shift Circle: 30 quest permanently alter another person's appearance
persistent link Empathy: 300 from a PC Empath diagnostic link lasts as long as Empath and patient are in the same room
wound redirection Circle: 60 (Empathy: 320) ask [guildleader] about wound redirect change where patient's wounds appear on your body
Unity link Circle: 70 (Empathy: 380) ask [guildleader] about unity instantly heal patient of all wounds and scars
Hand of Hodierna Empathy: 440 ask [guildleader] about Hand of Hodierna passively (and gradually) heal patient's wounds and scars
wound reduction Empathy: 450 learned automatically reduce severity of wounds transferred to your body

*Some poisons and diseases require more skill to transfer than others. The ranks indicated here are the minimum requirements for the simplest conditions.
*Because of the low population, Empaths in Plat receive manipulation from the guildleader at first circle.

Dedicated Healer/Support Character

Suggested Spell and Feat Progression

The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells and feats earlier than listed here. If you have the magic ranks to cast Cure Disease, Flush Poisons, Heal, Regenerate, and Fountain of Creation earlier than listed, I would take those spells sooner. See this table for rank requirements. (Note: ritual spells also require about the same number of ranks in arcana.)

I have prioritized healing, support, and scholarly spells and feats. However, since there are more spell slots than such abilities, some combat buffs are included. If you want to emphasize combat more than was done here, see the suggested spell and feat progression for combat Empaths.

How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. If you are nosy, you may like the Basic Preparation Recognition and Advanced Spell Knowledge feats These reveal what spells people are preparing around you.

The research feats at the end of the list let you add a single stat or skill buff to any of your standard spells, greatly increasing the challenge of casting. (This is good for training at high levels.)

If you want to practice Sorcery, you will need the Magic Theorist feat, and you may also want to invest in Sorcerous Patterns to reduce sorcerous backlash. (Without this feat, if you follow the progression below, you can only use other life mana spells.)

Circle Spell Effect/Comment Cost Prerequisites Magic.Ranks
1 Heal Wounds heals wounds 1 none 3
2 Heal Scars heals scars 1 Heal Wounds 6
3 9
4 Vitality Healing restores vitality 2 Heal Scars 12
5 15
6 Refresh -fatigue, +fatigue recovery 2 Heal Scars 18
7 Blood Staunching prevents blood loss (prereq) 1 Heal Scars 21
8 24
9 Gift of Life +stamina, +empathy skill (prereq) 2 Refresh 27
10 30
11 Iron Constitution -damage from serious hits (warding trainer, prereq) 2 Heal Scars 33
12 36
13 Mental Focus +intelligence, +concentration/recovery (prereq) 2 Heal Scars 39
14 Innocence forces target to disengage; prevents facing/advancing (prereq) 1 Iron Constitution 42
15 45
16 48
17 Lethargy pulsing fatigue damage, agility debuff (debilitation trainer, prereq) 3 Refresh 51
18 54
19 Paralysis immobilizes and knocks down (to train TM in anticipation of Guardian Spirit) 2 Lethargy 57
20 60
22 Gauge Flow unlocks magical research* (prereq) 2 66
24 Lay Ward potency barrier against spells (great for PvE) 1 Gauge Flow, Ease Burden or Strange Arrow 72
26 78
28 Manifest Force ablative physical damage barrier (great for PvP) 2 Gauge Flow, Ease Burden or Strange Arrow 84
30 Cure Disease cures disease 1 Blood Staunching 90
32 Flush Poisons cures poison 1 Blood Staunching 98
34 Deep Attunement +harness regeneration 1 100 Attunement, 100 Arcana 106
36 Efficient Harnessing -harness cost 1 100 Attunement, 100 Arcana 114
38 Utility Mastery increases your personal cap for utility spells 1 100 Utility, 100 Arcana 122
40 130
42 Heal heals most severe wounds/scars (up to 4) 2 Vitality Healing 138
44 146
46 154
48 Heart Link protects from bleeding, poison, disease, and vitality loss 3 Mental Focus and Cure Disease or Flush Poisons 162
50 170
52 Awaken -stuns/unconsciousness 2 Mental Focus 178
54 186
56 194
58 Nissa's Binding puts target to sleep (AoE debilitation) 2 Compel or Awaken 202
60 210
62 Dispel dispels one magical effect 2 two AP spells 218
64 Raw Channeling power cyclics directly from attunement 1 100 Attunement, 100 Arcana 226
66 Efficient Channeling -cyclic cost 1 100 Attunement, 100 Arcana 234
68 242
70 Regenerate gradually heals wounds/scars (cyclic, great for hunting) 2 circle 30, Heal 250
72 260
74 270
76 Fountain of Creation heals all wounds/scars 3 circle 30, Heal 280
78 290
80 Guardian Spirit summons combat "pet" (cyclic, trains TM) 2 circle 20, Innocence and Compel or Paralysis 300
82 310
84 320
86 Tranquility +discipline, +defense against vs. will/fortitude attacks (prereq) 3 Mental Focus 330
88 340
90 350
92 Perseverance of Peri'el ablative vitality barrier (ritual) 3 circle 30, Tranquility and Iron Constitution 360
94 370
96 Aggressive Stance +evasion skill, +brawling skill 2 Iron Constitution and Heart Link or Gift of Life 380
98 390
100 400
102 Aesandry Darlaeth +reflex, +recovery from balance/immobilization/webbing (cyclic) 3 circle 20, Aggressive Stance 410
105 Circle of Sympathy allows Empaths to share attunement 1 circle 40, Mental Focus and Gift of Life 425
108 Vigor +agility, +strength 1 Gift of Life 440
111 Adaptive Curing allows preemptive casting of Flush Poisons and Cure Disease* 1 Cure Disease or Flush Poisons 455
114 Augmentation Mastery increases your personal cap for augmentation spells 1 470
117 Warding Mastery increases your personal cap for warding spells 1 485
120 Group Supporter +potency of casting beneficial spells on groups 1 500
123 Team Player -penalty for casting beneficial on others 1 515
126 Faster Battle Preparations shortens prep time for battle spells* 1 100 Primary Magic, 100 Arcana 530
129 Dedicated Cambrinth Use designate how cambrinth is used (cyclics, standard, or both) 1 545
132 Improved Memory memorize a second spell scroll 1 100 Scholarship, 100 Arcana 560
135 Improvised Rituals allows universal and realm-attuned foci 1 100 Primary Magic, 100 Arcana 575
138 Symbiotic Research unlocks Activate, Cast, and Harness symbioses 1 590
141 Mental Matrices unlocks Discern, Impress, Remember, and Resolve symbioses 1 Symbiotic Research 605
144 Physical Matrices unlocks Avoid, Endure, Spring, and Strengthen symbioses 1 Symbiotic Research 620
147 Scholar unlocks Examine, Learn, and Perform symbioses 1 Symbiotic Research 635
150 Survivalist unlocks Explore, Harvest, Heal, and Watch symbioses 1 Symbiotic Research 650
  • Gauge Flow is required to access the Magical research system. This is intended as an alternative training method for non-combat magic skills, particularly at high levels. Gauge Flow appears earlier than you really need it, because Empaths trained to those circle requirements will lack the magic skills to complete some of the more useful projects. Since you will eventually want to use magical research, I put it here rather than wasting spell slots on other choices.
  • Adaptive Curing is found only on randomly dropped spell scrolls. If you're lucky enough to find the scroll earlier, go ahead and use it.
  • applies to the following recommended battle spells: Lay Ward, Lethargy, Awaken, Dispel, and Nissa's Binding

Combat Empath

Empath hunting ladder: creatures that Empaths can hunt without experiencing Empathic Shock.

I will continue to expand this, but for now, here is a suggested spell and magical feat progression for combat-oriented Empaths.

There are two routes you can take for training a combat Empath. The first, which is most effective, relies on your magic, particularly your Guardian Spirit, tactics, and Empathy to bring down creatures. To this end, you will want to focus heavily on your mentals, though you may want to wear heavier armors, which will require some strength. You will want to focus on living creatures, which you will Manipulate, and support your Guardian Spirit by casting Paralysis and Lethargy on the creature it is fighting. You will also want to engage that creature, and utilize Tactics on it for further balance and position debuffing.

While in combat, you can choose between your three cyclic spells, each having advantages and disadvantages.

  • Regenerate - This will heal you, which will help prevent any enemies from getting the better of you. This is largely a defensive option.
  • Guardian Spirit - Your spirits strength is determined by your skill in TM, and as the spirit fights, it will train your TM. The more mana you put into the cyclic, the stronger the spirit will be. Since TM is a secondary trained skill, this represents a fairly effective way to take down creatures or other players.
  • Aesandry Darlaeth - This is a less popular option. While the Reflex and balance and recovery pulsing is useful, this is often considered to be lackluster compared to Regenerate or Guardian Spirit. I personally find this useful when supporting other hunters, or when stepping into a new hunting grounds.


The second route you can take while training a combat Empath is to find the various constructs in the land, and fight them directly with weapons. This is largely viewed as a secondary hobby for most Empaths, though training a handful of weapons can be an effective means for increasing your TDPs. Typically, an Empath won't rely on their weapons to do anything very effectively, though it might surprise someone if they're focusing on rushing you and ignoring your Guardian Spirit, and you're able to dish out some punishment with a weapon or two. That said, attacking PCs will accrue Empathic Shock, so make sure you know what you're getting into! Your spell options probably won't vary much between these two routes, though weapons will undoubtedly trail behind your magics, so you may not want to use your Guardian Spirit in constructs while training weapons.

Stat Contests for Debilitation

Debilitation spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the Debilitation skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you're in. Be aware that casting Nissa's Binding in town will upset the locals!

Debilitation Contests


Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell's success level. There are numerous types of contests.

Offensive Contest Types Relevant to Empaths

  • Mind - Uses caster's Intelligence, Discipline, Wisdom to determine success
  • Magic - Uses caster's Wisdom, Intelligence, Discipline to determine success
  • Spirit - Uses caster's Wisdom, Charisma, Intelligence to determine success


- You always use all 3 stats in any contest.


Of the Debilitation spells available to Empaths, the breakdown is as follows;


More information on stat contests can be found here.

Suggested Spell and Feat Progression

The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells earlier than listed here, especially with the mastery feats. I would recommend getting Absolution (80 ranks in utility and arcana) and the cyclic spells (Guardian Spirit, Aesandry Darlaeth, and Regenerate) as early as you are able to cast them. (The cyclic spells require 200-250 ranks to begin casting with minimal mana.) See this table for rank requirements. (Note: ritual spells also require about the same number of ranks in arcana.)

I have prioritized combat-oriented spells and included some spells that improve self-sufficiency/survivability. You may shift the order if you would like to emphasize healing ability more than I have.

How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. For PvP combat, the recognition feats may be beneficial in that you can see what your opponent is doing (and try to react accordingly). Some people also recommend the "faster" prep feats.

Circle Spell Effect/Comment Cost Prerequisites Magic.Ranks
1 Heal Wounds heals wounds 1 N/A 3
2 Heal Scars heals scars 1 Heal Wounds 6
3 9
4 Refresh -fatigue, +fatigue recovery 2 Heal Scars 12
5 15
6 18
7 Lethargy pulsing fatigue damage, agility debuff 3 Refresh 21
8 24
9 Paralysis immobilizes and knocks down (to train TM in anticipation of Guardian Spirit) 2 Lethargy 27
10 30
11 Iron Constitution -damage from serious hits (prereq, becomes good at high levels) 2 Heal Scars 33
12 36
13 Gift of Life +stamina, +empathy skill (prereq) 2 Refresh 39
14 42
15 Aggressive Stance +evasion skill, +brawling skill 2 Iron Constitution and Heart Link or Gift of Life 45
16 48
17 Vitality Healing restores vitality (you might want it even earlier) 2 Heal Scars 51
18 Blood Staunching prevents blood loss (prereq) 1 Heal Scars 54
19 Strange Arrow puncture/electrical damage (prereq) 1 none 57
20 Lay Ward potency barrier against spells (great for PvE) 1 Gauge Flow, Ease Burden or Strange Arrow 60
22 66
24 Manifest Force ablative physical damage barrier (great for PvP) 2 Gauge Flow, Ease Burden or Strange Arrow 72
26 Cure Disease cures disease 1 Blood Staunching 78
28 84
30 Absolution allows Empath to attack the undead without shock* 2 Cure Disease or Flush Poisons 90
32 98
34 Mental Focus +intelligence, +concentration/recovery (prereq) 2 Heal Scars 106
36 Compel forces target to leave room (prereq) 1 Mental Focus 114
38 122
40 130
42 Nissa's Binding puts target to sleep (AoE debilitation) 2 Compel or Awaken 138
44 Deep Attunement +harness regeneration 1 100 Attunement, 100 Arcana 146
46 Efficient Harnessing -harness cost 1 100 Attunement, 100 Arcana 154
48 Innocence forces target to disengage; prevents facing/advancing (prereq) 1 Iron Constitution 162
50 170
52 178
54 Tranquility +discipline, +defense against vs. will/fortitude attacks (prereq) 3 Mental Focus 186
56 Vigor +agility, +strength 1 Gift of Life 194
58 Utility Mastery increases your personal cap for utility spells 1 100 Utility, 100 Arcana 202
60 210
62 Awaken -stuns/unconsciousness 2 Mental Focus 218
64 Raw Channeling power cyclics directly from attunement 1 100 Attunement, 100 Arcana 226
66 Efficient Channeling -cyclic cost 1 100 Attunement, 100 Arcana 234
68 242
70 Guardian Spirit summons combat "pet" (cyclic, trains TM) 2 circle 20, Innocence and Compel or Paralysis 250
72 260
74 270
76 Aesandry Darlaeth +reflex, +recovery from balance/immobilization/webbing (cyclic) 3 circle 20, Aggressive Stance 280
78 290
80 300
82 Perseverance of Peri'el ablative vitality barrier (ritual) 3 circle 30, Tranquility and Iron Constitution 310
84 320
86 Heal heals most severe wounds/scars (up to 4) 2 Vitality Healing 330
88 340
90 Regenerate gradually heals wounds/scars (cyclic, great for hunting) 2 circle 30, Heal 350
92 360
94 Dispel dispels one magical effect 2 two AP spells 370
96 Flush Poisons cures poison 1 Blood Staunching 380
98 Magic Theorist learn spells designed for other mana types 1 100 Scholarship, 50 Arcana 390
100 Improved Memory memorize a second spell scroll 1 100 Scholarship, 100 Arcana 400
102 Sorcerous Patterns -sorcerous backlash 1 100 Sorcery, 100 Arcana 410
105 Targeted Mastery increases your personal cap for TM spells 1 100 TM, 100 Arcana 425
108 Debilitation Mastery increases your personal cap for debilitation spells 1 100 Debilitation, 100 Arcana 440
111 Augmentation Mastery increases your personal cap for augmentation spells 1 100 Augmentation, 100 Arcana 455
114 Warding Mastery increases your personal cap for warding spells 1 100 Warding, 100 Arcana 470
117 Legerdemain easier to conceal spell preps 1 50 Stealth, 50 Arcana 485
120 Alternate Preparation prereq 1 100 PM, 100 Arcana 500
123 Silent Preparation can learn spell preps that are easy to conceal 1 Alternate Preparation, 100 Stealth, 100 Arcana 515
126 530
129 545
132 Fountain of Creation heals all wounds/scars 3 circle 30, Heal 560
135 Burden -strength 1 Gauge Flow, Ease Burden or Strange Arrow 575
138 Adaptive Curing allows preemptive casting of Flush Poisons and Cure Disease 1 Cure Disease or Flush Poisons 590
141 Faster Battle Preparations shortens prep time for battle spells* 1 100 Primary Magic, 100 Arcana 605
144 Faster Targeting shortens targeting time for targeted spells* 1 100 Primary Magic, 100 Arcana 620
147 Faster Rituals shortens prep time for ritual spells* 1 100 Primary Magic, 100 Arcana 635
150 Basic Preparation Recognition recognize introductory and basic spells (advanced warning in PvP) 1 50 Perception, 50 Arcana 650
  • Absolution requires 80 ranks of utility magic and arcana to cast. The spell can be learned from the scroll sold at Sierack's Reagents in Shard. According to GM Armifer, it takes less significantly less arcana skill to learn the spell than to use the spell.
  • applies to the following recommended battle spells: Awaken, Burden, Compel, Dispel, Lay Ward, Lethargy, and Nissa's Binding
  • applies to the following recommended targeted spells: Strange Arrow and Paralysis
  • applies to the following recommended ritual spells: Absolution and Perseverance of Peri'el