This paper is a combined effort on my part and Lady Kayla
whose contributions are to the
benefit to all as she has great exposure to higher level
spells, abilities and very dangerous places.
Others who have built the ladder of information are: Veralidaine
Sarrasri, Taru Sumithsu and
others who are not documented as to the author.
As an Empath with a lot to learn I found that the information
needed in one concise place, in
abbreviated but informative style of writing, is just
not available. This abstract is in several parts
and is a summary of the efforts of others. A prelude
contains a summary of nice hints tuned to
the needs of Empaths
1. First are all
of the Spirit and Empath spells used in the Profession.
2. Second are some
hints to stay alive in the healing process as that can kill an
Empath as dead as a critical
hit from a real nasty critter.
3. Third are the
Herbs used to heal and the equivalent Empath spell that heals. The
herb topic has been well covered
but is not all in one location that is field tested and
proven to work for health conditions
stated.
4. Fourth are some
neat shortcuts Empaths use to trade wounds to lower their
severity so they may be taken
by lower level Empaths (level 5), plus some scar reduction
techniques that save mana..
5. Fifth are as
list of essential herbs that every good hunter and speller should carry
to aid themselves in the event
that an Empath is not near.
6. Keep the Empath
visable to others. This may reduce Empath healing Empaths.
Prelude:
First, a brief on armor for an Empath. As a Pure
Spiritual Circle Profession early on in the career
use Full Leather, ASG protection of 6, train in the armor
a lot till 40 points are in the skill. This
will allow you to have the best RT for attacks with a
weapon. If you do not wish to attack or kill,
and heal only, that is great, as an Empath can rapidly
advance to Titled Status without killing one
critter. The last item in armor is to get Double
Leather (ASG protection of 8, training to 40
points will be needed) as it is the highest level protection
that an Empath with all Spirit Spells
and Empath spells may use with no reduction in spell
casting abilities. Double Leather is great
as it affords body, arm, leg, head and neck protection
and may be Enhanced by a very high level
Wizard to equal Plate armor in overall ASG protection.
(+5 to +50 is possible but costs a lot) It
pays to be very friendly to wizards. This is a
very valuable enhancement for protection. Added
protection with no spelling reduction: buy armor padding
from a roving merchant, it can add +5
or more to the ASG verses damage or or critical hits
depending on the level of the padding of any
armor, but is very costly. Helms, arm and leg greaves
and aventailes are of no use and do not
add protection if double armor is used.
What weapon can or should I use. As a young Empath
healing will be limited but at level one
you may transfer HP a bit and hunt a bit as a great combination
to build experience faster. Hunt
rats till 5 or 6 as they are close and can get your mind
numb fast with a lot of kills. Your RT
should be 7 sec or less (5 sec is the lowest it gets)
for better survival, so do not carry a lot of
stuff. The Rapier is a good initial and lightweight
weapon to use for a while, then the Drake
Falchion is a good weapon for a while till you can afford
to purchase enchanted metal weapons.
Because of ease of buying in the local shops a Broadsword
is best, until a special Falchion from
the Terra Isles (Titled Status) may be purchased.
If you hunt undead then a blessed weapon is
needed, a steel broadsword or steel Falchion are good
choices unless you get a rare perma
blessed blade. Mithril Metal at level 3 may be
used but is very heavy and not recommended. At
level 5 you may use Ora Metal +10 weapons and shields,
at level 6 you may use Imflass Metal
+12, at level 8 Mein Glass +15, and at level 10 Vultite
Metal +20 may be used. All are very
costly but are very useful additions to have. Be
sure to use both the shield and weapon when
fighting, use stance forward or advanced, stance offensive
for those with high HP levels is okey,
in stance defensive position the total DS level is higher
with both shield and weapon at the ready
than if only one is used.
Minor Spirit Spells
Notes: 1. Cum = Duration
is cumulative by multiple spelling (protection levels are not
Cumulative)
2. Elem attacks
are from Minor Elem, Major Elem and Wizard spells and all
Weapons.
3. Spirit warding
may cause any Spirit spell to fail.
4. Locate Person
Spell 116 will not work if an individual is invisable, hidden, in a
shop, in Character Manager,
you will not be able to locate them.
Spirit Protection / 101 (1 min/level, Provides -10 Elemental
& +10 Spirit Warding, Cum)
Spirit Barrier / 102 (1 min/level, A 10x10x10 wall of
-50 protection to all Elem attacks in or out)
Spirit Defense / 103 (2 min/level, Provides +10 to DS,
no penalty for attacking)
Disease Resist / 104 (1 min/level, Cum)
Poison Resist / 105 (1 min/level)
Spirit Fog / 106 (1 min/level, +30 strength for all in
a room, people and critters, enhances hiding)
Spirit Protection II / 107 (30 sec/level, Provides -25
Elemental & + 25 Spirit Warding)
Stun Relief / 108 (Un-Stun a player or critter.
Same as a Oak Wand)
Dispel Invisibility / 109 (Dispels Invisibility on any
player or critter in a room)
Unbalance / 110 (Target will fall and sustain injury,
can enhance attack if followed by an attack)
Fire Spirit / 111(Skyward fire ball if self cast outside,
if critter cast Maj Fire Attack in or outside)
Water Walking / 112 (1 min/level, not for lakes, oceans,
rivers, only dungeon waters)
Undisease / 113 (Removes one disease from one target
per cast)
Unpoison / 114 (Remove one poison from one target per
cast)
Spirit Burst / 115 (5 sec/level, Stuns target leaving
you free to attack at will a helpless target)
Locate Person / 116 (Cast on any Character in quest and
a vision of their location will show)
Spirit Strike / 117 (10 sec/level a +75 to any Elem or
weap attack to elem or physical attack)
Web / 118 (Casts a web on to a target to entrap the target)
Herb Production / 119 (Instant Random Herb production,
one herb per cast)
Lessor Shroud / 120 (30 sec/level, +25 to DS, Cum)
Call Lightning / 125 (3 to 4 storm cloud lightning bolts
after 20 sec will hit the target, Nasty)
Spirit Guide / 130 (Caster and joined party return to
Wehnimers Landing via Teleport)
Wall of Force / 150 (10 sec/level, +100 to DS, for a
level 50 player that is 8.33 min of protection)
Major Spirit Spells
Notes: 1. Same as in Minor
Spirit Spells.
2. Calm Spell 201
if cast on a players on other players, or by a critter on a player, a
fist attack will uncalm a player
instantly, if cast upon by a player or a critter.
3. The following
spells are not yet implemented at this time, Living Spell 208,
Interference Spell 211, Herb
Mastery Spell 217, Spirit Servant Spell 218, Major
Sanctrary Spell 220, Spirit
Hunter Spell 230, Spell 250 which is unknown is also not
implemented.
4. The following
spells have limitations Transference Spell 225 will not work in all
areas, some known areas with
problems are Darkstone Castle and Pookas, Monastary
(Not Voln), from the mainland
to the Terra Isles.
5. Transference
Spell 225 will not work if an individual is invisable or hidden
in a shop or in Character Manager,
you will not be able to fog to them.
Calm / 201 (1 min/level, calms target where attacks and
casting are not possible)
Spirit Shield / 202 (1 min/level, +10 to DS for Physical
or Elemental attacks)
Mana / 203 (1 bite/level, Bakes mana bread, one bite
restors one mana point, sniff prior to use)
Unpreasence / 204 (1 min/level, enhances targets concealment
when hiding)
Light / 205 (1 min/level, may reveal hidden critters
or players, and enhance combat ability of all)
Darkness / 206 (1 min/level, Enhances hiding and reduces
combat effectiveness of all in room)
Purify Air / 207 (1 min/level, wards against poison gas,
vacuums, underwater environments)
Living Spell / 208 (Transfers prep'd spell from
target to caster, non casters circle may damage)
Untrammel / 209 (Dissolves all spider webs)
Silence / 210 (5 sec/level, casts silence over target,
no talk, no spell casting, no singing)
Bravery / 211 (1 min/level, +15 to AS and some enhance
protect against fear, not cast on others)
Interference / 212 (3 sec/level, Target suffers -15 to
AS for reduced combat ability)
Minor Sanctuary / 213 (5 min plus 10 sec/level, most
critters will avoid, no hiding or stealing)
Bind / 214 (5 sec/level, holds critters or target immobile)
Heroism / 215 (1 min/level, +25 to AS, HP and mana recover
faster, can not be cast on another)
Frenzy 216 / (5 sec/level, Target goes to full offensive
stance, all skill goes into attack)
Herb Mastery 217 / (prepares useless or dangerous herbs
into safe and useful herbs)
Spirit Servant 218 / (1 min/level, calls lesser spirit
as helper, release prior to end or get -4 spirit)
Spell Shield 219 / (1 min/level, -50 to elemental attacks
and +50 to spirit wardings, Def spell)
Major Sanctuary 220 / (1 min/level, magic portal to a
place of complete safety)
Transference 225 / (transfers caster only to the location
of the target individual)
Spirit Hunter 230 / (Dur 12 rounds, Lesser Spirit is
attached to target, drains 1 SP / 15 sec round)
xxxx 250 / Unknown, not implimented yet.
Empath Spells
Notes: 1. Heal and System
spells are cast by typing <tran 'targets name'>, HP are tran at
10/level
2. Targets names
may be abbreviated to 3, 4 or 5 letters.
3. Minors wounds
will not be healed by higher level spells
4. Wounds must be
healed before scars may be removed
5. Wounds are healed
by typing <tran 'targets name' area wounded> tran Kal
abdomen
6. Wounds on hands
are healed by typing <tran Kal left arm> for a left hand wound
7. System repair
at all levels requires HP be restored first before you can take the
nervous system damage.
To heal your self of major nervous system damage you must
heal the major first then heal
the minor.
8. Wounds on eyes
are transfered by typing <tran Kal head>, healing is with Spell
805 for minors or Spell 810
for majors.
9. Major wounds
(Limb, head, nerve, organ) require two castings to heal yourself.
10. Spells 825, 830 and
850 are being researched, they cast but the effect is not really
known yet.
Heal I / 801, (heals 10 HP of health (blood loss) damage
per cast on yourself)
Limb Repair I / 802 (heals minor limb (arms, hands, legs)
injuries only)
System Repair I / 803 (heals minor damage to nervous
system, overcast damage, twitching)
Head Repair I / 804 (heals minor damage to face, head
and neck)
Organ Repair I / 805 (heals minor abdomen, back,
chest and eye damage 'bruised eyes only')
Heal II / 806 (heals 50-70 HP of health (blood loss)
damage per cast)
Limb Repair II / 807 (heals major limb damage, bleeders,
restores fresh lost arms, hands, legs)
System Repair II / 808 (heals major nervous system damage,
sporadic convulsions)
Head Repair II / 809 (heals major face, head and
neck bleeders, concussions & snapped bones)
Organ Repair II / 810 (heals maj abdomen, back, chest
bleed, fresh lost eyes, swollen eyes)
Limb Repair III / 811 (heals minor limb scars,
arms and legs, old battle scars)
System Repair III / 812 (heals minor nervous system scars,
slurred speech)
Head Repair III / 813 (heals minor scars on face, head
and neck)
Organ Repair III / 814 (minor scars of the abdom, back,
chest, and black eyes, old battle scars)
Limb Repair IV / 815 (heals major limb scars on arms,
hands & legs, mutilation or mangled)
System Repair IV / 816 (maj nerve damage, constant spasms,
uncontrol convul & Diff muscles )
Head Repair IV / 817 (old or several head, face and neck
scars, painful, perm, terrib mutilation)
Organ Repair IV / 818 (old or several scars on abs, back
and chest, seveare bruise, swelling eyes)
Eye Regeneration / 819 (heals blinded eyes, restores
old missing eyes)
Limb Regeneration / 820 (restores missing arms, hands,
legs if old wounds)
Major Forget / 825 (Forget is a Sorcerer Spell 703, assumption,
like it but longer duration)
Intensity / 830 (Being researched, assumed to boost AS
and DS of a group)
Mass Dispell / 850 (Elem Dispel is a Minor Elem Spell
417, assumption, like it but on many)
Hints For Empaths
1. Watch your HP at all times. If you
over transfer HP, you will die.
2. Make a stick person of yourself and tick
off the wounds you transfer until healed with a
spell. This will prevent you from increasing a
minor wound to a major wound and perhaps
killing yourself. If you have text color capability
color key words, bleeding, minor, twitching,
convulsions, damage, lost limb, swollen. This will
help assess your damage quickly and allow
you to prioritize what to heal first with spells and
mana remaining. I color, your spell is ready.
3. Trick for lowering serious scars, tran
a minor wound over a serious scar, same area such
as a serious back scar and a minor back wound.
If you tran it from another Empath you remove
the wound and scar from the other Empath and reduce the
scar with a minor wound when you
cast to heal the wound.
4. Heal down of major wounds is a bit different.
You can take a missing arm, ask another to
take it for a sec. Then tran in back and it is
a minor then, which may be healed with no serious
scar.
5. As a rule in mass healing as in TSC or
the GATE and most other healing places, it is very
busy and as a rule heal other Empaths, Clerics, Titled
players then others, if an order is needed.
6. Healing Ales on the Terra Islands are
available. See the section on Empath Spells vs Ale
Equivalency.
Empath spells vs Herb Equivalency
Notes: All herb healing leaves scars,
Empath healing does not leave scars.
Scars must be healed with additional
herbs. Many require multiple herbs to cure.
Some serious scars may prevent
casting, attacking, or accepting items offered.
Heal I / 801, AC Leaf for 10 HP of blood loss recovery
per bite eaten, type <eat ac leaf>
Limb Repair I / 802 (minor limb repair, arm, hand, leg,
Ambrominis Leaf, one bite per wound)
System Repair I / 803 (heals nervous system twitching,
Wolifrew Lichen, eat one bite)
Head Repair I / 804 (minors to face, head and neck, Rose
Marrow Potion, one drink per wound)
Organ Repair I / 805 ( minor abdomen, back, chest
and eye damage, Basal Moss one bite per)
Heal II / 806 (heals 50-70 HP, Yabathilium fruit restores
5-50 HP, Cothina restores 15-60 HP)
Limb Repair II / 807 (major limb damage, bleeders (not
lost limbs), Ephlox Moss, one bite per)
System Repair II / 808 (major nerv sys damage, sporadic
or uncontrolab convul, Bolmara Potion)
Head Repair II / 809 (face, head and neck bleeders,
Aloeas Stem, Gashes/serious Ponthin Grass)
Organ Repair II / 810 (abdomen, back, chest bleeders,
blind or swollen eyes, Ponthinir Grass)
Limb Repair III / 811 (minor limb scars, arms,
hands, legs, Cactacae Spine)
System Repair III / 812 (heals minor nervous system scars,
slurred speech, Torban Leaf)
Head Repair III / 813 (minor scars on face, head and
neck, Haphip Root)
Organ Repair III / 814 (minor scars of the abdomen, back
chest, black eyes, Talneo Potion)
Limb Repair IV / 815 (maj limb scars, arms, hands, legs,
mutilation or mangled, Calamia Fruit)
System Repair IV / 816 (maj nerv damage, const muscle
spas, diff with musc cont, Woth Flower)
Head Repair IV / 817 (old head, face and neck scars,
painful, perm or mutul, Brostheras Potion)
Organ Repair IV / 818 (old scars on abdomen, back and
chest, Wingstem Potion)
Eye Regeneration / 819 (heals blinded eyes, old missing
eyes, Bur-Clover Potion)
Limb Regeneration / 820 (restores lost arms, hands, legs
if old wounds, Sovyn Clove)
Empath spells vs Ale Equivalency - Ales are found on the Terra Isles
The Terra Isles are for Titled players only.
This section is from the experience and knowledge of
Lady Kayla.
Notes: 1. All ale healing
leaves scars, Empath healing does not leave scars.
2. Scars must be
healed with additional ale. Many require multiple ales to cure.
3. Some serious
scars may prevent casting, attacking, or accepting items offered.
4. Some Ales work
only on the Terra Isles, example Dragon's Blood Porter Ale for
raising the dead.
Heal I / 801, (Olak's Ol' Style Ale, HP or blood
loss recovery, drink Ale)
Limb Repair I / 802 (Lost Dogwater Ale, minor limb bruses,
one drink per wound)
System Repair I / 803 (Orc's Head Ale, nervous system
twitching)
Head Repair I / 804 (Semak's Smooth Ale, minors to face,
head and neck)
Organ Repair I / 805 (Mama Dwarf's Ale, minor abdomen,
back, chest and eye damage)
Heal II / 806 (Bloody Krovlin Ale, heals 50-70 HP or
blood loss)
Limb Repair II / 807 (Golden Goose Ale, major limb damage,
bleeders (not lost limbs))
System Repair II / 808 (Kensar's Drogjaw Ale, major nerve
damage, sporad or uncontrol convul)
Head Repair II / 809 (Dark Swampwater Ale, face, head
and neck bleeders)
Organ Repair II / 810 (Aged Schooner Ale, abdomen,
back, chest bleed, blind or swollen eyes)
Limb Repair III / 811 (Bearded Ladies Ale, minor
limb scars)
System Repair III / 812 (Miner's Muddy Ale, heals minor
nervous system scars, slurred speech)
Head Repair III / 813 (Agrak's Amber Ale, minor scars
on face, head and neck)
Organ Repair III / 814 (Gert's Homemade Ale, minor scars
of the abdom, back, chest, black eyes)
Limb Repair IV / 815 (Mad Mutt's Frothy Ale, major limb
scars, mutilation or mangled)
System Repair IV / 816 (Dacro's Dream Ale, maj nerv scar,
const muscle spas, diff w/musc cont)
Head Repair IV / 817 (Reaper's Red Ale, old head, face
and neck scars, painful, perm or mutul)
Organ Repair IV / 818 (Wort's Winter Ale, old scars on
abdomen, back and chest)
Eye Regeneration / 819 (Volcano Vision Ale, heals blinded
eyes, old missing eyes)
Limb Regeneration / 820 (Captn' Pegleg's Ale, restores
lost arms, hands, legs if old wounds)
Dead Man's Pale Ale, Lifekeep, like a Clerics preserve,
905 spell.
Dragon's Blood Porter Ale, Raise the dead. Like
cleric Rez 312 Spell, Works only on the isles.
Recomended List of Ales to Carry Into Combat
Bloody Krovlin Ale (HP of blood loss recoverry)
Dark Swampwater Ale, (Face, Head and some Neck bleeders)
Golden Goos Ale, (Limb Bleeders)
Aged Schooner Ale, (Body, Neck Bleeders)
Semal's Smooth Ale, (Spellers, head and neck minors)
Orc's Head Ale, (Spellers over casting, twitching)
Miner's Muddy Ale, (Spellers, serious overcast,
sporadic, slurred speach or uncontrol convulsio)
Dacro's Dream Ale, (Spellers, bad nervous defects,
constant muscle spas or diff w/ muscle contr)
Volcano Vision Ale, (Severe head, eye mutulation)
Captn' Pegleg's Ale, (severed limbs, All, Sorcerers
who to stick hands into chests/boxes/trunks)
Mad Mutt Frothy Ale, (Major limb mutulation or
scars, If unable to move/attack/accept things)
Recomended List of Herbs to Carry Into Combat
AC Leaf (HP or blood loss recoverry)
Aloeas Stem (Face, Head and some Neck bleeders)
Ephlox Moss (Limb Bleeders)
Ponthinir Grass (Body, Neck Bleeders)
Rose Marrow Potion (Spellers, head and neck minors)
Wolifrew Lichen (Spellers over casting, twitching)
Bolmara Potion (Spellers, serious overcasting, sporadic
or uncontrolable convulsions)
Woth Flower (bad nervous defects, constant muscle spasams
or difficulty with muscle control)
Brostheras Potion (Severe head, eye mutulation)
Sovyn Clove (severed limbs, All, Sorcerers who to stick
hands into chests/boxes/trunks)
Calamia Fruit (limb mutlation or sevear scars, if unable
to move/attack/accept things)
Note: Serious limb wounds may
result in a broken or missing limb if not repaired.
Head wounds will prevent casting
or accepting items.
Serious bleeding wounds can
limit actions.
Heal from major to a minor then
heal the scar.
Head concussion wounds prevent
attacking, spelling or accepting items and must be
healed down from the major to
a minor to a scar. The major scar needs healing before
spelling can done again.
Note: Any coments or additions
on this paper please talk to myself or Lady Kayla in the Lands
of Elanthia.