Empaths and Combat:
A guide to surviving the fields.




Please note that the following guide has been modified from Challeirra McBrynne's original comments and now includes additional and up-to-date information which takes into account the more recently-released spells and abilities at our disposal.

Reading this section is HIGHLY recommended, whether or not you ever intend to frequent the fields during your career as an Empath.

 


 

Introduction


By now we all know (or should know) that as Empaths, we cannot even attempt to harm a living creature without receiving what is known as empathtic shock.  This means that we cannot hunt as a means of subsistence, but we can, in the thick of battle, aid or heal those who do.  It is also important that an Empath be able to survive or escape combat during invasions or surprise attacks, for a dead Empath does no good to anyone.

Luckily, we have methods of both avoiding and surviving combat at our disposal, and as with the other guilds, we can always use the armor, parry, evasion, and shield skills to defend ourselves.  So, if you're a new player and wish to learn how to get those first 10 ranks of required Evasion, by all means, move onto The Basics.  If you're a more experienced DragonRealms player, however, you may just wish to skip to the Intermediate or Advanced sections of this guide.  The Intermediate section covers armor and weapons and healing in more detail, whereas the Advanced section deals with spellcasting and the use of abilities in combat.

 

The Basics


Before you head out to a hunting ground for the first time, you should be review the following elements:  

Armor | Balance | Encumbrance | Fatigue | Favors | Health | Mana | Stance | Vitality

You should be constantly aware of these things while in battle, as they can determine how well (or how poorly) you perform as a combatant or a medic.  (Please see the Intermediate section for more advice on actual healing in combat.)  Once you've read over this section, investigate the Shipyard for worthy foes to practice your new knowledge upon.  You may also visit the Hunting Grounds to research other locations to practice at once you've achieved your first 10 ranks of Evasion.

 

Armor:
Commands: INV ARMOR, APPRAISE

One thing you'll always need before heading into the fields is a full set of armor that is in good condition.  Simply type INV ARMOR to see a list of the armor your wearing and then APPRAISE your armor pieces to see what they protect.  Your full set of armor needs to cover the head, neck, eyes, chest, abdomen, back, arms, and legs.  The armor should be in mint condition or better.

At the moment, you shouldn't worry about what type of armor to use or how many pieces it's in, so long as it covers your entire body.  In fact, it's not a bad idea to test different armor types to get a feel for them so that you can later decide which you'd like to concentrate on.  Remember, though, that wearing multiple types of armor at once is much more hindering than wearing a single type, so it's best to get just leather pieces, chain pieces, etc.

The beginning player should try checking the Empaths' shelf, the Clerics' Chest, and the Paladins' Rack for free pieces of armor.  Some things can be found in hunting areas for free, too, but finding them can be dangerous -- check the Getting Equipped Cheap page for details.  Anything else can be bought at the Armory for a decent price.  If you want to learn Parry in addition to Evasion, keep your eye out for a free weapon, too.

 

Balance:
Commands: BALANCE, BRAWL HELP
Shown in battle prompt.

Unlike those of other guilds, we can't use attacks to regain our balance during battle.  Therefore, we must resort to using spells and brawling to improve our position in the heat of combat.  If you start to become overwhelmed by your opponent, they'll be able to get better hits on you, and if your balance is thrown off completely, you can get knocked to the floor and seriously trounced.  The following may improve your performance in combat:

Sphere of Protection:  The first spell in the book of Protection, attainable at 5th circle.  It doesn't necessarily improve your balance, but it will help you evade better.  If you don't get hit, you're less likely to fall into unfavorable positions with your opponent overwhelming you.

Aesandry Darlaeth:  Requires Internal Wound Healing.  Unlike SOP, this spell will actually improve your balance, but it will require more from you to maintain, slowly draining your vitality.  It is not recommended for those under 10th circle, but it's definitely something to think about for the future!

(More information on spells and abilities can be found in the Advanced section of this guide.)

Lastly, there's brawling maneuvers.  Typing BRAWL HELP will bring up the following list: Circle, Weave, Bob, Shove, Tackle and Grapple.  The ones you'll want to use for balance are circle, grapple, and shove.  If you circle around your opponent well enough, you can throw it off balance.  Alternatively, you can grapple your opponent and THEN circle, thereby flinging it around and really, physically throwing it off balance.  For more information on brawling effectively, review the Advanced section of this guide.

 

Encumbrance:
Commands: ENCUMBRANCE (ENC), INFO

Your encumbrance is your burden.  If you're carrying around a lot of heavy armor or herbs, you may find yourself weighted down with a heavy burden.  Unfortunately, having such a burden will seriously hinder your evasion during combat.  It is advised, therefore, that you empty out your mortar and sell those skins before heading into battle.  If you're a bit of a packrat, you may eventually wish to purchase vault space (requires 5 gold) to hold those extra items.  As for your armor, though, you will likely have to live with that burden for some time until you can afford the more expensive, less burdensome and hindering types.

If you decide later on to wear heavy plate armor and parry, rather than evade, your encumbrance is not quite as crucial.  Something else to keep in mind, though:  if you ever get in a tight spot and you weigh a ton, it may be difficult for someone to drag you out of combat... and then it may be difficult for them to drag your corpse!  So no matter what armor you use, always try to make a point of selling those skins and emptying that mortar.

 

Fatigue:
Commands: FATIGUE (FAT), HEALTH
Shown in battle prompt.

Fatigue can be caused by a number of things.  Luckily, we don't have to worry about swinging a sword, nor do brawling maneuvers cause it.  Swimming in a tough area, healing many wounds, and dragging heavy corpses, however, can all cause fatigue.  If you become completely exhausted, you will collapse where you stand.  Keep in mind that you can't heal or properly defend yourself while prone, and spells are much more difficult to cast when you're exhausted.

Fatigue can, in a way, be counteracted.  Once you're 6th circle, you can choose the Refresh spell, which will help you recover your fatigue level at a quicker rate and even increase it beyond its normal limits.

 

Favors:
Commands: INFO, EXP

Although favors aren't an integral part of combat, they are nonetheless an important element of survival.  Should you actually die, you'll want to be able to return from your brush with Urrem'tier.  With less than 3 favors, there's a chance you wont.  If you're below 5th circle, you've got five "free" favors, and when you depart, you'll retain your gear.

But, it's never to soon to start thinking about your first real favors!  It's a good idea to have at least 5 at all times -- you never know when there will be an invasion.  To learn more about getting favors for the first time, check out Micwolf's page.

 

Health:
Commands: HEALTH, LOOK <person> WOUNDS

As an Empath, you'll often be carrying around a set of wounds or scars, which can hinder your defensive abilities.  It's always a good idea to heal yourself as much as possible before heading into combat.  That way, you can dodge if you need to dodge or have room to take the wounds of your group members, if need be.

The HEALTH command also shows your fatigue and vitality levels, and whether or not you're bleeding, poisoned, etc.  You can look directly at someone's wounds (as not to see the scroll of their fluff), to see if they need healing before you try to touch them.

 

Mana:
Commands: MANA, HARNESS HELP

You'll want to be able to cast defensive spells or heal yourself while in the fields, so try your best to find a spot with sufficient mana.  If you're hunting with a group, tell your party what the mana's like in a room -- they will probably be more than happy to accommodate so that you can do your work.

Typing MANA at any time shows your attunement with the mana in that area.  Remember, it doesn't mean how much mana you HAVE, but how much mana you have contact with and can manipulate for your spells.  Type HARNESS HELP for a list of messaging options. 

HARNESS WARN is a good one:  It will warn you when you prepare a spell that will require most of your attunement.  And, when you type MANA with this feature on, you'll also see an ascii graph showing the level of your attunement so that you can quickly gauge it without having to read the actual message.  Very useful.

 

Stance:
Commands: STANCE, STANCE HELP

As with the other guilds, Empaths can set their stance to prefer a certain style of fighting.  For example, if you wanted to train your shield skill, you would equip a shield and type STANCE SHIELD to begin blocking with it.  You can type STANCE at any time to see how your stance is set.  If you're brawling, you'll notice that, too.

Stance is also customizable.  Let's say you wanted to evade all the time and parry only when you had to -- no shield.  You would type:  STANCE SHIELD 0, to set your shield to zero, STANCE EVASION 100, to evade with 100 percent of your skill, and STANCE PARRY 80.  That's right, you get 180 points to dish out between your defensive stances.

As for your attack stance:  You'll want to keep this at 0 if you're only evading attacks, but if you plan to brawl, you should set it to 100 or you won't do very well.  The 180 points for your defensive stances don't apply to your attack/offensive stance, for which you only have 100.

And remember!  If you set your stance to parry, make sure you've got a weapon in your right hand.  If you set it to shield, have a shield.

 

Vitality:
Commands: HEALTH
Shown in battle prompt.

Vitality is, in a sense, your life pool or life essence.  If you've ever played a different RPG, you would know vitality as your "Hit Points."  Here, however, we never see vitality in terms of points, only percentages and descriptions.  If you get hit or heal someone's vitality during battle, you will find your own essence wavering.  (For a complete list of Vitality messages, visit the Healing section of this site.)

To counteract this loss of life essence, we Empaths can choose to learn the Vitality Healing spell at 6th circle.  However, it cannot be cast upon others, so we must transfer our own vitality to our patients, instead.

When you touch someone, you will see their vitality loss (if any), in a percentage.  Remember, though, that your own vitality "pool" may be smaller than that of your patient, so keep a close eye on your health at all times.  The consequences of allowing your vitality to drain completely should be rather clear at this point.

 

So...

Now that you've reviewed these elements, you'll want to visit the Shipyard to battle your first foes: ship rats.  When you no longer gain experience at the Shipyard, you'll probably want to visit the Goblin Fields and try your hand in combat with some musk hogs.  If you've never hunted before, you may wish to read Micwolf's section on Hunting Etiquette, as well, before charging into the fields.

Once you've become comfortable with the basics of combat, continue on to the Intermediate section to find out what else you can do to become a successful field medic.

 

Intermediate


-Choosing an armor type.
-Using a weapon or shield.
-Setting your stance accordingly.
-Healing during combat.


Choosing an armor type.

There are ways to make any armor type effective, so feel free to choose your armor type by roleplaying preference, and then gear your techniques toward its use.  Leather, light chain, and heavy plate are the most popular types, being the easiest to find, but there are also heavy chain, light plate, and half plate armor types available.  Let's go through the most popular ones:

Leather:
Flexible and relatively light, leather armor allows you to best use your reflexes when dodging creatures.  They don't protect as well as the other armors do, but the idea is that with leathers, one can dodge and not get hit in the first place!

Not all leather is equal, though.  Some can be rather heavy, while still offering a minimal amount of protection.  Other types are light as a feather.  You can pick up a free coat in rock trolls, which covers the upper body, or buy a set of leathers at the Wolf Clan, Riverhaven, Ratha, or Shard, that covers the full torso and limbs.  A mask and gloves can be purchased in Shard or Ratha and covers the head, neck, eyes, and hands.

Light chain:  
Medium weight, medium hindrance, medium protection.  If you like a well-rounded armor, this is for you.  It leaves you with the option of using any of your defenses equally well, so it doesn't force you into any one training option.
Free chain shirts, which only cover the upper body, can be picked up in marauders, or you can just buy the shirt and greaves at the Crossing armory. Theren also sells hauberks, and Shard sells full body chain (though it's a lot more expensive). A Shard chain balaclava is a great helmet, and mail gloves can be found almost anywhere.  If you have the money to splurge, well-forged chain is a good option, preferable to anything store-bought.

Heavy plate: 
If you want to be an impenetrable fortress, you want heavy plate armor.  It's very heavy and hindering, but it protects much better than anything else.  It lends itself to using shield and parry, because it'll be much harder to dodge in.

There isn't much heavy plate to be found for free, but you can pick up a set of massive plate armor in Dirge for just over a plat, or gleaming silver-white plate in Theren.  Helmets and gauntlets can both be found in the Crossing for a reasonable price.  You can also find good forged plate -- just ask around at your local Paladin guild.

Now, before you continue, there's one thing that should be pointed out.  Evasion, being a survival skill, is a bit easier to learn than parry, or shield.  Survival skills are among our Secondary skill sets, whereas parry and shield are among our Tertiary skill sets.  In this respect, choosing leather can be an advantage.  However, there is no BEST route to go, really, because you can make any armor work for you if you pair the right skills.

Even still, there's no harm in learning more than one armor!

 

Using a weapon or shield.
Even if you tend to wear leathers and train evasion, weapon and shield skills should not be overlooked.  It's never a bad idea to train multiple skills, for one thing, and for those Empaths who think using a weapon is in some way harmful or against the guild:  think again.  Defending oneself is key in the battlefield, and there's nothing against the guild but the intent of causing harm.  If you don't intend to cause harm with your sword (i.e. strike with it), then what's the problem?  Don't use your guild as an excuse to run around unarmed and without defenses!

Now!  For those of you who still refuse to train a weapon (and even for those who don't), there's also shield.  An advantage to using a shield is that opponents firing ranged weapons at you will be easier to block with a nice big shield than with a sword.  Of course, there are other reasons to use a weapon and shield, and let's not forget that brawling is considered a weapon skill.

Other reasons to learn a weapon or shield:

Teaching purposes:  Not only is it fun teaching weapon skills to Barbarians, but it's also not a bad idea to pick up some teaching or scholarship along the way, and giving others the chance to do the same.

Parrying and Blocking:  Having skill with your weapon can help you parry more effectively, while having skill in shield can help you block those ranged attacks.

Forging and Fletching:  While most Empaths will never have the weapon skills to forge a fantastic blade, it can be fun to try!  For fletching, you only need 10 ranks in a bow skill for making arrows and only 10 ranks of short bow and 20 ranks of long bow (respectively) to make a bow.

Knowledge:  If we're parrying with a weapon, we should know how to handle it properly for defense.  Or, as it has once been explained, knowledge in a weapon could help one understand the wounds caused by that kind of weapon. (In other words, it's as easily justifiable IC as not.)  Oh, and did I  mention TDPs?

A few final comments:
If you do want to use a weapon, something light, strong, and well-balanced is recommended.  There's no need to weigh yourself down with a giant thousand-ton two-handed killing machine when you can't take advantage of its real power.  Then again, that giant sword might look awfully intimidating to those that don't know any better!

 

Setting your stance accordingly.
Stance depends on two things:  armor type and other defenses (such as a weapon or shield).  You'll want to set your stance accordingly depending on the combination of armor and defenses that you use.

For leather users: You'll want to use 100% of your evasion, and generally back it up with 80% of your parry.  A few leather users carry shields, but those are hindering, and using leather means you want to be hindered as little as possible.  However, it's not a good idea to waste defenses, so parrying as a backup is a good strategy.

For chain users:  Though chain armor may vary, for the most part you're open to using which ever defenses you like, and they'll all work moderately well with chain.  If you train them all equally, you can set your stances to 60% each, or change it depending on where you want to concentrate.

For plate users:  Shield is usually the best defense to use with plate armor. It requires the least maneuvering in order to block the most attacks.  This should also be backed up with parrying, as evasion won't do you much good.

For brawling:  If you plan to brawl during combat, don't forget to have your attack stance at 100% or you'll do a terrible job of it!

And remember: you can also DODGE or PARRY while you're in combat, which will give a slight edge to either of those defenses. 

 

Healing during combat.
First thing's first!  Become familiar with the battle prompt and its messaging.  You need to know what "battered" means, for example.  Also, try to get in a little combat-only practice before attempting to heal much in battle -- you may find it to be a bit hectic at first, with all sorts of messages and such flying past on your screen.

Now, there are two ways you can get healing experience while in combat.  You can be a wandering field medic, asking the wounded if they would like to be healed and moving on, or you can find yourself a few hunting buddies to run around with.

Some things to keep in mind:

Mana:  Always check the mana in a room before you start healing.  You really don't want to take a whole bunch of wounds, become a fountain of blood, and then realize you haven't the mana to stop the bleeding.  If you're hunting with a group, let them know what the mana's like.  Chances are, they'll accommodate.

Wounds:  The scars and wounds you take will accumulate, making it more and more difficult for you to dodge your opponents.  Try not to take on all of your patient's wounds at once during a tough fight.  You could get hit in the wrong spot and then it'd all be over.

Etiquette:  If you're not with a group that knows your intentions, always ask before healing.  Some people don't want to be healed, and that's that.  They may be saving their wounds for another Empath's touch or be too busy or distracted to deal with you.  If so, just nod politely and continue on your way.

Brains:  If you're not at least a Battle Empath by title, try to stay in the Healerie during an invasion.  Nothing is worse than an Empath running out into the fields with good intentions and foolishly getting struck down because they didn't use their brains.  Some invading creatures don't even have to look at you to kill you, whereas others can take you out with a single arrow.  Stay in the Healerie and let the wounded come to you, because a dead Empath never did anyone any good.

 

 

Advanced

-Brawling effectively.
-Using spells and abilities in combat.


Brawling effectively.
Weapons are somewhat difficult for Empaths to learn, as we can often only get them through a class, or by parrying.  However, brawling is the one weapon skill we can train directly.  An brawling Empath, believe it or not, can really tip the scales of a tough fight.  So, here's how it works:

First, make sure your attack stance is at 100%, or you'll fail miserably.  Your ranks are the most important factor, followed closely by your balance.  Assuming you have your stance, armor, burden, etc., all in order, and you have enough ranks to take on the enemy you're facing, your balance is what will make or break you in the fight.

Brawling is also hindered if you're holding a weapon (in your right hand) in which you have less than your brawling ranks.  Parrying isn't as effective while brawling, and you won't be using the weapon to attack with, so it's suggested that you put away your weapon or swap it with your right hand if you've enough evasion to escape your opponent's attacks.

Though the brawling maneuvers include bobbing and weaving, these don't seem to do much good.  Rather, try circling and shoving your opponent repeatedly to try to knock them off balance.  Once you can grapple them, try circling again to fling them around.  These are excellent ways to practice your skill or even help your group members during a fight.  Another trick is to advance on your opponent, wait until you reach melee, and tackle them to the ground.  (This can also be done from hiding.)  

So, if you find one of your party members struggling with a creature, try performing some of these brawling maneuvers on it.  You'll soon notice how much easier it is to brawl when your opponent is facing (or being faced by) more than one individual.  This is due to the multi opponent factor.  Once you get up there and throw your opponent around, that group member of yours should have a much easier time hitting it -- thereby tipping the scales in a fight.

 

Using spells and abilities in combat.
In order to be a truly effective field Empath, you'll not only want to master your brawling techniques and defenses, but also those few combat spells and abilities actually available to us.  Sure, you can have someone keep a constant guard on you or just retreat over and over... but ideally, you'll want to firmly stand your ground, or better yet, become an even more valuable and effective group member.  Read below to see what it takes.

Spellcasting:
First off, all of our basic spells are very important for peforming well in the fields amongst the wounded.  If you intend to do much healing out there, you'll want to at least have the four basic healing spells (see the Magic page), as well as Vitality Healing.  Other spells are more combat oriented, and I'll describe those below.

Sphere of Protection (SOP):  Min. prep of 5, must be 6th+ circle.  This spell, when cast upon yourself, will allow you to evade attacks more easily.  If you prefer to parry instead of dodge, you probably wont want to cast this spell too often, but when you do, the boost to your evasion should be noticeable.  Furthermore, SOP takes a lot more mana to cast (and lasts for a shorter period) than does a spell like Refresh, but once you've become ardent in the magical arts, your sphere will cover your entire group with a regular cast.

Innocence:  Min. prep of 5, requires SOP.  This spell, combining life magic with your power of influence, attempts to convince your opponents that you're not a threat.  If successful, your opponents will retreat from you (but still might attack someone else in the room) or leave the room altogether.  If powerful enough, the spell will also cause your influence to linger, offering you short term protection (which you can then use to pick up any items on the ground, etc.).  Be wary of casting this spell in the presence of the undead, however, for it will anger them and cause them to attack you with redoubled ferocity. 

Guardian Spirit (GS):  Min. prep of 8, requires Innocence.  New and improved!  This spell now calls upon a tangible guardian spirit (one of several types) to accompany you during your adventures.  If you need immediate protection while you heal someone, this spell can be extremely useful.  Once you've summoned your guardian, ASK <guardian> FOR COMMANDS to see what he or she can do.  Although more difficult to prep at higher mana levels, this spell lasts much longer than a spell like SOP.  In addition, if you're hunting alone, and a creature repeatedly tries to attack you or turn against your guardian, the guardian spirit may not only defend, but return attacks... even killing your opponent without causing you any shock (since you're not the one doing the harm).

Aesandry Darlaeth (AD):  Min. prep of 10 held mana, requires IWH.  This spell significantly boosts your evasion, aids your reflexes, and maintains your balance while you hold mana for it.  The drawback to Aesandry Darlaeth is that it slowly drains your vitality, which can be a bit risky during combat.  However, a great technique is to prep the Vitality Healing spell while you're holding mana for AD, and then cast VH using that extra held mana.  After that, quickly cast AD again to maintain your position.

Using abilities:
Our abilities, on the other hand, are a bit more difficult to master all-around.  The one combat-oriented ability we have (as of now) is Manipulate, and we currently only know of the manipulation of friendship, to be more precise.  For the minute details on manipulate, please visit the Abilities page.  Otherwise, I've described its use below.

Manipulate:  As explained on the Abilities page, Manipulate is a link form that doesn't require you to touch your opponent, but rather to extend your influence over your opponent, convincing them that you are friend, not foe.  Should you succeed, your new friend may retreat from you (or never advance to begin with) and leave the room OR advance upon someone else in the room.  It is more likely for a new 'friend' to advance upon another creature if no other PCs are present besides yourself.

Now, some points to take note of.  If you fail to successfully manipulate a creature, you will take a significant drop in your concentration, and while it's low, you'll be unable to cast spells without having them backfire.  The only thing you can do is wait for your concentration to return.  Should you manipulate creatures while you're with a group, it's quite possible that the creatures will advance on your group members.  You can use the reverse effect on the undead to your advantage, however.  Manipulating an undead creature causes it to cease its current engagements and immediately advance upon you, thereby diverting it from another member of your group.

And lastly, if you're using this ability to hunt by yourself and gain a little loot, remember to brawl creatures (to knock them off balance) so that your 'friends' have an easier time killing the 'foes.'  Otherwise, it could take ages for two of the same creatures to battle to the death.  But remember, if the link between you and your befriended creature has long since broken (they'll still continue to fight a foe), and they finally kill the opposing creature, they WILL come after you.  So be prepared to manipulate a single creature more than once!

Which is fine, right?  It teaches Empathy.

To manipulate a creature:
MANIPULATE FRIENDSHIP <creature>
This can also be used to manipulate a specific creature.
MANIPULATE FRIENDSHIP THIRD <creature>, for example.

Enjoy!

 


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