Welcome to Lady Eiadh’s Archer Empath Guide v2.0! 

previouslyEiadh’s Secret To Happy Empath Heavy Crossbows (well, mostly a Composite Bow)”

 

Make sure you check http://www.eiadh.com to make sure that you have the most current version of this guide.

 

This guide assumes you have some working knowledge of GS4, since playing an archer empath isn’t exactly the easiest thing to start off with.  If you are just playing GS4 for the first time and you like a challenge, there are many good beginners’ guides out there that you can use to fill in the blanks of this one.

 

The empath archer route is not for the faint of heart.

Why?  At first, there are a lot of numbers to deal with, and it takes a little bit to learn all the commands to use a bow or crossbow.  However, if you’ve the oomph to stick with it, archery can be a very, VERY powerful route to take.

 

So, why exactly would you want to be an archer empath? 

For me, it’s cause runestaves are for wusses, swords take too long to swing, and waggling is boring.  Really, my goal as a warpath (warpath = warrior empath, that is, an empath that hunts in addition to or instead of healing) is to have as many different effective ways of hunting as possible.  Diversity is key.  Options are good.  And archery is fun!

 

And why exactly would you want to listen to me?

Eiadh is a capped Elven empathic archer who is scary with her bow, her dual crossbow, her CS spells and her AS spells (admittedly, she is scarily sucky at Voln Fu). She’s one of the few empaths on the fame list, since she primarily hunted her way through her levels, and has been able to uphunt consistently, sometimes by as many as fifteen levels.  But mostly, there really aren’t any other archer empath guides out there…

 

I’m gonna break this guide into seven main sections:

§1.0 Stats

            §1.1 Let’s talk about Race

            §1.2 Tsoran’s Spreadsheet (or how to make life easier)

            §1.3 Eiadh’s Sample Stats

§2.0 Skills

            §2.1 A word on lores

            §2.2 Eiadh’s Sample Skills

§3.0 Spells

            §3.1 Spell Landmarks

§4.0 Equipment

§5.0 Arrow Management, Macros, and You (and the actual archery part)

§6.0 Tips and Tricks (and a word on Societies)

§7.0 Oh yeah, that Healing part

 

Good luck!

§1.0 Stats

 

First things first, and unfortunately, the most boring part is first.  Let’s go over the different stats and what they mean to an empathic archer.

 

Strength (STR):  In addition to normal strength benefits like increased capacity for carrying things without being encumbered, every +10 STR bonus takes 1 second off of a bow’s base Roundtime (RT).  The spells Phoen’s Strength (606) and Strength (509) add to the STR bonus if you can get them (606 adds +10 and 509 adds +15).  The minimum RT for firing a bow is 3 seconds.  STR also lowers the RT for cocking a crossbow.  Note: Strength does NOT affect archery AS.

 

Example: Eiadh’s strength at 95 has a bonus of 22, meaning she can fire a composite bow in 4 seconds.  With 509, that ups the bonus to 37, so she can fire it in 3 seconds.  With 606 instead, that ups the bonus to 32, so she can also fire it in 3 seconds.  With more levels, when her strength grows to 100, her bonus will be 25.  Add 509 to that, and her bonus will reach 40, which means she can fire an aimed composite bow in 3 seconds or an unaimed long bow in 3 seconds.  See §4.?? for more details.

 

Agility (AGI): Agility helps in Evading attacks.  Archers lose the Block and Parry part of the Evade/Block/Parry system, as you can’t block or parry with a bow or crossbow.  Your AGI bonus also figures into your DS, and DS is important for archers.

 

Influence (INF): Influence is the secondary stat for empaths, meaning it counts double weight when figuring out Training Points (TPs).  It is also a mana stat.  As an archer empath, TPs are tight.  Thus, you want this stat as high as you can afford in order to maximize MTPs.  Influence has the added bonus of getting you discounts in shops sometimes. 

 

Wisdom (WIS): Wisdom is the primary stat for empaths, meaning it counts double weight when figuring out TPs.  It is also a mana stat.  You want this as high as you can afford.

 

Aura (AUR): The most important function of Aura is determining how many spirit points your character will have.  It’s AUR/10, and it rounds up.  So 56 AUR = 6 spirit points, 85 AUR = 9 spirit points.  This is very important, depending on which society you choose (see §6.?? for discussion of Societies).  It also helps determine your Elemental TD. 

 

Constitution (CON): Race and Constitution determine the maximum number of Hit Points (HP) a character can have.  It increases the amount you can carry without being encumbered along with STR, and it also provides disease, poison, heat, and cold resistance, as well as helping with maneuver checks. Max HP formula = Base HP (based on race) + CON bonus.  Of course, ranks of Physical Training are required to reach the Max, but no further ranks of Physical Training will let you exceed that Max.  See §1.1 for the table on Racial Base HP.

 

Dexterity (DEX): Dexterity is very important, as its bonus adds to your ranged AS and bolt AS.  It also helps with skinning.

 

Discipline (DIS): Discipline helps with aiming.  It also plays a part in determining how much experience you can store in your head to absorb later, and resistance to some types of mental/emotional attacks.  Not much is known about the actual effects of discipline, and Eiadh has tanked it to as low as possible with no noticeable problems.

 

Logic (LOG): Logic affects how much experience you can store in your head as well as how fast it’s absorbed.  It also plays a part in activating magical items and scrolls (though this is not usually a problem for pures who can train in those skills for cheap).

 

Intuition (INT):  Intuition helps with dodging, and every bit of that helps archers.

 

In conclusion, a rough order of the importance of stats for an empathic archer is WIS, INF, DEX, STR, AGI.  Those five should all be strong.  LOG and INT should have good middling stats for experience gaining purposes.  CON should be middling as well, though some people swear by it.  AUR needs to be high enough for society purposes, and my personal belief is that if there is a stat to be sacrificed, it’s DIS.

 

See §1.3 for Eiadh’s sample stats.

 

 

§1.1 Let’s talk about Race

 

Obviously there are different roleplaying reasons for choosing differing races.  Tsalim would kill me if I didn’t put in a word for picking a race that you WANT to ROLEPLAY.  GemStone is, after all, a roleplaying game, and race is one of the most important defining characteristics of any character’s roleplay.  Familiarize yourself with each race’s history and culture before making such an important choice.

 

However, each race also has its own set of bonuses to different stats, and now you can see how this will affect different aspects of your archery.  So, in the name of informed decisions, let’s compare some numbers.

 

Racial Bonuses for Starting Statistics

 

STR

CON

DEX

AGL

DIS

AUR

INT

LOG

WIS

INF

Aelotoi

-5

0

5

10

5

0

5

5

0

-5

Burghal Gnome

-15

10

10

10

-5

5

5

10

0

-5

Dark Elf

0

-5

10

5

-10

10

5

0

5

-5

Dwarf

10

15

0

-5

10

-10

0

5

0

-10

Elf

0

0

5

15

-15

5

0

0

0

10

Forest Gnome

-10

10

5

10

5

0

0

5

5

-5

Giantman

15

10

-5

-5

0

-5

0

-5

0

5

Half Elf

0

0

5

10

-5

0

0

0

0

5

Half Krolvin

10

10

0

5

0

0

0

-10

-5

-5

Halfling

-15

10

15

10

-5

-5

10

5

0

-5

Human

5

0

0

0

0

0

5

5

0

0

Sylvankind

0

0

10

5

-5

5

0

0

0

0

Erithians

-5

10

0

0

5

0

0

5

0

10

Figure 1.1.1

Really, the most important stats to look at are WIS, INF, STR, DEX, and then AGL and CON.

 

And for CON, remember your Max HPs = Racial Base HP + CON bonus

 

 

Racial Base Hit Points

Human

150

Giantman

200

Half-elf

135

Dark Elf

120

Elf

130

Sylvankind

130

Dwarf

140

Halfling

100

Aelotoi

120

Burghal Gnome

90

Forest Gnome

100

Half-Krolvin

165

Erithian

120

Figure 1.1.2

 

My interpretation of all those numbers: As you can see, Elves make pretty good empath archers, as would a Half-Elf or Giantman.  Elves are agile and have a good INF bonus.  Half-Elves are similar.  Giantman are strong, so they can shoot bigger bows quicker, and also have lots of HP. Sylvankind and Humans could certainly be viable as well, and maybe Erithians, though they’d be slower.  Dark Elves, Aelotoi, Dwarves, and Half-Krol all fall in a middle range, I’d say.  They may be weak in some important areas, but strong in others.  Gnomes of course would be super slow archers, unless they used smaller bows, and they’re losing out in INF, too.  I think Gnomes get a bonus to crossbow cocking roundtimes.  Halflings face the same problem as Gnomes, but of course all the smaller races have good DEX and AGL bonuses.  Halflings also get a +40 elemental TD bonus, +20 sorcerer TD bonus, MIU bonus, and disease resistance, but none of those areas will you be lacking in as an empath anyway.

 

If you’re really into numbers you can look at more bonuses and growth stuff here:

http://www.play.net/gs4/info/stats.asp

 

 

§1.2 Tsoran’s Spreadsheet (or how to make life easier)

 

Go get Tsoran’s GS4 Spreadsheet from http://www.tsoran.com 

At the time of writing this guide, the current version is V2.4.1, and that’s what I’ll be using.

 

Got it?  Unzipped it?  Good.

 

Right, then, we’re going to focus on the top part of this spreadsheet right now.  It looks like this.  (If we look at little parts at a time, it’s not so intimidating).

 

                                                Figure 1.2.1

 

1.) Enter your character name where it says “Enter Character Name Here” in blue.

 

2.) In that drop down box, change Class to Empath, and Race to whichever race you think you want to be.  Change your Target Level to a level where you want your stats to be ideal at.

 

3.) Now we play with stats.  Try sticking some numbers in the column under Modified Stats.  As you can see, all ten stats must add up to 660 and no stat can be less than 20.  In addition, no more than four of your stats can exceed 70 before the profession bonus.  Empaths get a stat bonus of 10 to WIS and INF, so having an 80 in one of those stats counts as having a 70 for this purpose.

 

4.) Alright, we’ve stuck numbers in there.  Let’s take a look at what we’ve got so far.  In this view, we can see what our stat bonuses are to start with, how our stats will grow over the first five levels, and what our stats will look like at our Target Level (in this case, 20).  I’m gonna draw in brown.

 

                                                            Figure 1.2.2

 

 

5.) See?  Now, to see what my stats and bonuses will look like at level 100 or any intermediate level, I can move the little scroll bar at the bottom to the right.  Think I’ll master CoL by level 25, and I want 8 spirit?  Then I’ll just check to make sure that my AUR at level 25 is at least 75.  I scroll over and check, and it’s not; it’s at 72.  So I try moving my AUR up a point and maybe my LOG down a point and check again… Now it’s 73, not good enough.  So I move AUR up one more point and LOG down one more point, and finally by level 26 my AUR is at 75, giving me 8 spirit points.  Good enough for me.  (See Figure 1.2.3)  In this manner you can tweak your stats how you like. 

 

 

 

 

                                                            Figure 1.2.3

6.) The final consideration for your stats is to optimize how many TPs you’re getting per level.  I’ve circled where that’s located above.  Basically, you want both of those numbers to be as high as possible.  Try moving a point from one stat into another (particularly WIS or INF) and see what it does.  When you’re satisfied/frustrated, stop.  This doesn’t have to be terribly important to start off with.

 

§1.3 Eiadh’s Sample Stats

 

Just to give you an idea, these are Eiadh’s starting stats (remember she’s an Elf) and current stats at level 69.  They are optimized for MTPs, STR/AGI/DEX, and having 9 spirit points by level 66. 

 

STR

 

87

95

CON

 

45

66

DEX

 

83

100

AGL

 

80

95

DIS

 

32

67

AUR

 

57

86

LOG

 

59

88

INT

 

54

79

WIS

P,M

83

100

INF

S,M

80

100

 

 

 

 

                     Figure 1.3.1

 

 

 

 

 

 

§2.0 Skills

 

I’m not going to give you a rundown of ALL the skills here, since that can be found on play.net pretty easily.  Let’s just get into training plans.  This is a basic plan that should work for most empath archers, and you can always tweak it however you want.  It should be a good place to start from, at the very least.  I’m gonna break down into four types of skills, permanent, terminal, variable, and higher-level terminal.

 

(A clarification of terms: 1x means you’ll train in a skill once each level; 2x means twice each level; 1.5x means once for one level and twice the next and so forth, and so forth.  But, for instance, being a certain x overall is different; maybe you didn’t train at all in something from Levels 0-50, and then 1x’d it from Level 51-100, and now you’re approximately .5x overall.)

 

1.) Permanent skills.  You will train in these EVERY level.

 

1x Ranged Weapons

2x Perception

2x First Aid

1.5x Harness Power

2x Spell Research

 

2.) Terminal skills.  You will train these up to a certain number of ranks by training once per level and then STOP.  In a vague order of priority:

 

Physical Fitness, until your HPs reach your Max HP, based on your race and CON bonus.

6 or 15 or 35 or 50 or 70 ranks of Armor Use*

24 ranks of Spirit Mana Control (SMC)

30 ranks Magic Item Use

30 ranks Arcane Symbols

10 ranks Climbing

4 ranks Swimming

5 ranks Mental Lore, Telepathy, whenever possible

3 ranks Multi-opponent Combat (MoC), whenever possible

3 ranks Spirit Lore: Summoning, whenever possible

 

*This depends on what time of armor you are aiming for.  More on that in §4.??

 

3.) Variable skills.  You want to start with the base amount I suggest, but then you want to train in them as often as possible whenever you have the spare points.

 

1x Spell Aiming (I managed to get to about 1.5x by cap)

.5x Mental Lore: Manipulation

Physical Fitness, however much you can afford, up to 1x overall or so by level 100.

SMC, start training every other level as soon as possible, moving up to every level as soon as possible.  (I got to 60 ranks and stopped.)

.2x Combat Maneuvers (CM) (I got to .4x by cap)

Magic Item Use (I stopped at 40 ranks)

Arcane Symbols (I stopped at 40 ranks)

 

4.) Higher-level terminal skills.  Those skills you trained in #2 will hold you for awhile, but you need to have trained in them more by certain higher levels. 

 

By Level 66:

30 (total) ranks of Climbing

20 (total) ranks of Swimming

 

By Level 100:

20 (total) ranks of Mental Lore, Telepathy by 100.

More ranks of Spirit Lore: Summoning

More ranks MoC

 

Note: If you just can’t work all the skills you need into a level, don’t worry.  You can always overtrain that skill later, when you have more points.

 

§2.1 A word on lores

Empaths have lots of lores available to them that confer different benefits.  You’re pretty much not going to have all the lores for all the benefits (not even if you were a runestaff empath) because they’re designed to give empaths variations for individual taste.  For a complete list of lores with benefits, go to https://www.play.net/gs4/info/spells/lores.asp.

 

A rundown:

Mental Lore: Telepathy

Mental Lore: Divination

Mental Lore: Transformation

Mental Lore: Manipulation

Spirit Lore: Summoning

Spirit Lore: Blessings

 

Note: Mental Lore: Transference and Spirit Lore: Religion confer no benefits on empaths.

 

Mental Lore: Telepathy

Main benefit: 1110 Empathic Assault.  1117 Empathic Link

What it does: For 1110: Adds CS cycles.  The first CS aftershock for 1110 you get is free.  You get an additional cycle at 5, 20, 40, 65, and 100 ranks of ML: Telepathy for a total of 6 possible cycles.  For 1117: increases the number of creatures you can link. 

My recommendation: I think going past 20 ranks in this is not worth it as an archer empath, and shouldn’t be too high of a priority once you have 5 ranks.  Empathic Link is currently pretty broken and definitely is never worth it for the mana cost. 

 

Mental Lore: Divination

Main benefit: 1110 Empathic Assault

What it does: Reduces the target’s TD for the CS aftershock attacks. 

My recommendation: You can’t have all the lores, and something’s gotta go.  I picked this one to not train in.  Additional attacks generally yield more damage than a higher endroll, assuming you can hit the target (and you ought to be able to).

 

Mental Lore: Transformation

Main benefit: Reducing healing roundtime, 1125 Troll’s Blood

What it does: Every rank acts as an additional level for the purpose of decreasing healing roundtime.  First rank reduces a second off limb healing, then next off nerve healing, then next off head/neck healing, then next off organ healing.  Therefore, 4 ranks total per an entire second off healing roundtime.  For Troll’s Blood, it increases the number of HPs healed per pulse.

My recommendation: healing roundtime decreases by level anyway, so this was not a high priority.  Not worth it for Troll’s Blood.  I am trying to get up to the requisite number of ranks post-cap so that I have no healing roundtime.

 

Mental Lore: Manipulation

Main benefit: 1106 Boneshatter, 1110 Empathic Assault

What it does: Makes 1106 useable at low levels by increasing damage.  For 1110 it ‘modifies the warding margin.’ 

My recommendation: This is the bread and butter lore for lower level empaths (until about level 45-50, I’d say).  As far as we can tell, ML: Manipulation acts as pseudo-spell ranks for increasing 1106’s effectiveness.  At higher levels, no ML: Manipulation is needed, but at low levels, having some helps a WHOLE LOT.  I never had less than .5x until I had about 40 ranks, and then I felt no need to go beyond 40 ranks.

 

Spirit Lore: Summoning

Main Benefit: 111 Fire Spirit, 125 Call Lightning, 110 Unbalance

What it does: Increases the .DF of your 111 bolt, and increases the possible max target number for splashes of 111.  You add another possible target at ranks 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105, 120, 136, 153, 171, and 190.  For Call Lightning, the cloud forms faster by a second at ranks 10, 20, 30, 40, 50, 60 and 70.  Adds damage to Unbalance.

My recommendation: Really not worth it for the Call Lightning, Unbalance, or the .DF benefits of Fire Spirit, but can be worth it to increase possible targets.  Fire Spirit is good in swarm situations since the splash can stun other critters.  However, this was a low priority for me, since Fire Spirit can already splash on a good number of critters with luck, and we now have 1120 for swarm control.

 

Spirit Lore: Blessings

Main Benefit: 1125 Troll’s Blood, 211 Bravery, 215 Heroism

What it does: Increases Heroism’s AS bonus by 1 for every 10 ranks.  Also makes 211 and 215 able to be cast on others for a 1 minute duration at some ridiculous number of ranks.  For Troll’s Blood, shortens the time between pulses by 1 second at 5, 11, 18, 26, 35, 45, 56, 68, 81, 95, 110, 126, 143, 161, 180, and 200 ranks.

My recommendation: Totally not worth it.  Maybe if you’re post cap and desperate for things to add to AS, but otherwise, no.

 

In conclusion:  I found Mental Lore: Manipulation, Mental Lore: Telepathy, and Spirit Lore: Summoning to be the most useful, in that descending order.

 

§2.2 Eiadh’s Sample Skills

 

Just to give you an idea, here were Eiadh’s skills at level 40:

Armor Use

35

(0.9X)

Ranged Weapons

41

(1.0X)

Combat Maneuvers

3

(0.1X)

Physical Fitness

41

(1.0X)

Climbing

20

(0.5X)

Swimming

4

(0.1X)

Perception

82

(2.0X)

First Aid

82

(2.0X)

Arcane Symbols

29

(0.7X)

Magic Item Use

40

(1.0X)

Harness Power

62

(1.5X)

Spell Aiming

53

(1.3X)

Spirit Mana Control

28

(0.7X)

Spell Research

82

(2.0X)

    Major Spirit

25

(0.6X)

    Minor Spirit

30

(0.7X)

    Empath

27

(0.7X)

Mental Lore

23

(0.6X)

    Divination

 

 

    Manipulation

23

(0.6X)

Figure 2.2.1

 

I had more climbing than I recommend because I’m always encumbered.  Always.

 

Eiadh’s skills at 69:

Armor Use

35

(0.5X)

Ranged Weapons

70

(1.0X)

Combat Maneuvers

18

(0.3X)

Multi-Opponent Combat

2

(0.0X)

Physical Fitness

70

(1.0X)

Climbing

35

(0.5X)

Swimming

25

(0.4X)

Perception

140

(2.0X)

First Aid

140

(2.0X)

Trading

4

(0.1X)

Arcane Symbols

34

(0.5X)

Magic Item Use

40

(0.6X)

Harness Power

100

(1.4X)

Spell Aiming

94

(1.3X)

Spirit Mana Control

51

(0.7X)

Spell Research

140

(2.0X)

    Major Spirit

30

(0.4X)

    Minor Spirit

40

(0.6X)

    Empath

70

(1.0X)

Spiritual Lore

2

(0.0X)

    Blessings

 

 

    Religion

 

 

    Summoning

2

(0.0X)

Mental Lore

48

(0.7X)

    Divination

 

 

    Manipulation

42

(0.6X)

    Telepathy

6

(0.1X)

Figure 2.2.2

 

And Eiadh’s Skills at 100:

Armor Use

50

(0.5X)

Ranged Weapons

101

(1.0X)

Combat Maneuvers

35

(0.3X)

Multi-Opponent Combat

3

(0.0X)

Physical Fitness

101

(1.0X)

Climbing

40

(0.4X)

Swimming

30

(0.3X)

Perception

202

(2.0X)

First Aid

202

(2.0X)

Trading

6

(0.1X)

Arcane Symbols

40

(0.4X)

Magic Item Use

40

(0.4X)

Harness Power

142

(1.4X)

Spell Aiming

156

(1.5X)

Spirit Mana Control

60

(0.6X)

Spell Research

202

(2.0X)

    Major Spirit

40

(0.4X)

    Minor Spirit

46

(0.5X)

    Empath

116

(1.1X)

Spiritual Lore

3

(0.0X)

    Blessings

 

 

    Religion

 

 

    Summoning

3

(0.0X)

Mental Lore

83

(0.8X)

    Divination

 

 

    Manipulation

43

(0.4X)

    Telepathy

20

(0.2X)

    Transference

 

 

    Transformation

20

(0.2X)

Figure 2.2.3

 

You’ll see I did things like have just under 1.5x Harness Power with 6 ranks of Trading instead.  Minor deviations from the plan won’t result in being unable to hunt, so if you want some sort of skill, just play around in the spreadsheet to fit it in.

 

§3.0 Spells

 

Which spells you train in is probably much less in debate than which spells you train in first.  The way I see it, there are three different possible paths: rescuing, spell proficiency, and weapon proficiency.  They all end up in the same place, but they emphasize different aspects of being an empath first.  Pick the one most suited for what you want to accomplish soonest.  I picked rescuing, but my second choice would be weapon proficiency.  Note: These are just sketches: pick one you like and alter it to get spells when you want them.

 

It may be difficult to see the differences of these as written here, but try plugging them into Tsoran’s spreadsheet.

 

Rescue warpath first: This means you prioritize being able to fog back dead bodies as soon as possible.  This is, of course, in addition to hunting well.  This path may be less in demand as it once was.

Recommended order of spells:

            By level 1: 101, 201, 1102

            By level 2: 101, 202, 1103

            By level 4 103, 202, 1105

            By level 9: 103, 207, 1110

            By level 17: 111, 215, 1110

            By level 24: 118, 215, 1117

            By level 30: 130, 215, 1117

            By level 40: 130, 225, 1127

            Then start 2xing the 1100s until you get to 1x empath circle.

 

This is how this would translate graphically for the first 13 levels:

Level:  0   1   2   3   4   5   6   7   8   9   10  11  12

100s: |   | 1 |   | 1 | 1 |   |   |   |   |   | 1 | 1 | 1 |  

200s: | 1 |   | 1 |   |   | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 

1100: | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |   |   |   |

 

Spell proficiency first: This means you prioritize being able to use lots of spells to support you in your hunting as soon as possible.  Most notably 1106, Boneshatter, but also 201 Calm, 111 Fire Spirit, 110 Unbalance, 1110 Empathic Assault, and 214 Bind.

Recommended order of spells:

            By level 1: 101, 201, 1102

            By level 2: 101, 202, 1103

            By level 4 103, 202, 1105

            By level 12: 111, 202, 1113

            By level 25: 111, 215 1126

            By level 34: 120, 215, 1135

            And so forth, balancing whether you want 225 more or 130 more, or whether you use 214 more or 110 more.

 

 

Weapon proficiency first: This means you prioritize being able to swing a weapon with all its oomph, as well as defensive ability and spell support.

            By level 1: 101, 201, 1102

            By level 2: 101, 202, 1103

            By level 4 103, 202, 1105

            By level 17: 103, 215, 1118

            By level 29: 115, 215, 1130

            By level 32: 120, 215, 1130

            By level 36: 120, 219, 1134

            And so forth, balancing whether you want 225 more or 130 more, or whether you use 214 more or 110 more.

 

§3.1   Spell Landmarks

 

As you may have guessed from the above paths, there seem to be several “landmark” spells in the life of an empath, particularly an archer empath.  These are 101, 103, 107, 110, 111, 120, 130, 140, 201, 211, 214, 215, 219, 225, 240, 1101-1105, 1109, 1110, 1111-1114, 1119, 1125, 1130.  You can look them all up on the play.net; I’ll do a quick rundown here:

 

101: +10 STD (Spirit TD), +10 bolt DS

103: +10 DS

107: +15 STD, +25 bolt DS

110: Unbalance, knocks target to ground

111: Fire spirit, bolt attack spell

120: +15 DS, +20 STD, +1 DS for every 2 ranks in MnS over 20

130: Fog in

140: Wall of Force, +100 DS for 90 seconds

201: Calm, prevents target from attacking

211: +15 AS

215: +25 AS, increased HP and mana recovery, resistance to sheer fear

219: +30 TD, +30 EDS

225: Fog to

240: Spirit Slayer, chance to repeat attacks for no mana, you won’t want this til 60s, 70s.

1101-1105: Healing spells

1109: +15 AS, +15 STD, +25 DS, +1 DS for every 2 ranks in Empath over 9

1111-1114: Scar healing spells

1119: +25 STD, +1 TD for every 2 ranks in Empath over 19, also + ½ of TD bonus to

DS.

1130: +20 AS, +20 DS, +1 AS/DS per 2 ranks in Empath over 30

 

§4.0 Equipment

 

Equipment can make or break you.  So, are you going to use a bow?  A crossbow?  Can you use both?  (Yes, you can.)

 

§4.1   Bow choice

§4.2   Crossbow choice

§4.3   Arrows

See also §5.0, Arrow Management, Macros, and You.

§4.4   Armor