Your cookie preferences

Play.net wants to deliver the best experience to you. This website uses cookies. By clicking 'I agree' you agree to the terms of service and settings below. We process your personal data in accordance with the Privacy policy.


Your privacy and cookie settingsEdit





play.net >> GemStone IV >> Professions
play.net SIGN UP FOR FREE! | MEMBER LOGIN · LOGIN HELP 
HOME MY ACCOUNT GAMES STORE WIKI HELP

, News
, Forums
, Platinum
, Premium
, Shattered
, Box Office
, Downloads
Policies

« previous · professions · next »

Empaths
Spheres: Spiritual
Prime stats: Wisdom, Influence
Mana stats: Wisdom, Influence
Spell Circles: Minor Spiritual, Major Spiritual, Empath Base
   
Empaths have the natural ability to transfer wounds from others to their own bodies. They then use their recuperative powers drawn from the spiritual realm of magic to heal themselves. They are rewarded by the gods and their patients as well for such selflessness. Their primary spells concentrate on self-healing, but they also have access to other spells more useful in combat. It is difficult, but not impossible for Empaths to gain skill in weapons and armor, though heavier armor types may adversely affect their ability to cast spells.

Special Commands

TRANSFER <person> <injury>
Allows you to transfer an injury from someone else to your own body for healing. Some areas must be healed in a particular order (arm before hand, head before eyes, etc.)

Specified Injury Areas Healed Spell Needed
(none) health points,
nervous system
HEAL,
SYSREP
HEAD head,
right eye,
left eye
HEDREP,
ORGREP
<left/right> ARM arm,
hand
LIMREP
NECK neck HEDREP
<left/right> LEG leg LIMREP
ABDOMEN abdomen ORGREP
CHEST chest ORGREP
BACK back ORGREP
ANY any available area,
worst injuries first,
health points last
(3 sec. RT)
 

For example, if Banthis has injuries to his head and left eye, TRANSFER BANTHIS HEAD will take the head injury. TRANSFER BANTHIS HEAD a second time will then take the eye injury.



CURE <injury>
May be used in lieu of CAST to complete a healing spell, allowing you to specify which injury to cure.

Spell Areas that can be CUREd
HEDREP CURE HEAD
CURE NECK
ORGREP CURE RIGHT EYE
CURE LEFT EYE
CURE ABDOMEN
CURE CHEST
CURE BACK
SYSREP CURE NERVES
LIMREP CURE LEFT ARM
CURE LEFT HAND
CURE LEFT LEG
CURE RIGHT ARM
CURE RIGHT HAND
CURE RIGHT LEG

CURE by itself will heal the most severe injury.

Skill Training Costs

P/M   (T)   Skill   P/M   (T)   Skill
12/12
15/0
13/0
20/20
12/8
6/2
6/2
13/3
14/3
9/3
14/3
10/2
15/10
15/15
2/0
0/8
0/2
0/2
  (1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(1)
(3)
(3)
(2)
(2)
  Two Weapon Combat
Armor Use
Shield Use
Dodging
Combat Maneuvers
Edged Weapons
Blunt Weapons
Two-Handed Weapons
Ranged Weapons
Thrown Weapons
Polearm Weapons
Brawling
Multi-Opponent Combat
Ambush
Physical Training
Spell Research
Arcane Symbols
Magic Item Use
  3/1
0/4
0/20
0/6
0/12
0/6
0/12
0/3
0/3
2/6
2/4
5/4
0/3
1/0
0/3
3/3
4/0
3/0
3/2
  (2)
(3)
(1)
(2)
(1)
(2)
(1)
(2)
(2)
(1)
(2)
(1)
(2)
(3)
(2)
(1)
(1)
(1)
(2)
  Spell Aiming
Harness Power

Elemental Lore

Spiritual Lore

Sorcerous Lore

Mental Lore

Mana Control Elemental

Mana Control Spiritual

Mana Control Mental

Disarm Traps
Pick Locks
Stalk and Hide

Perception

First Aid

Trading

Picking Pockets
Climbing
Swimming

Survival
help

« previous · professions · next »



Simutronics Corporation

Go Play!