Empathic Healing 101

Empathic Healing 101

by Eillie Lindenleaf (Updated by various Lorekeepers 9/98)


The first thing I always say when teaching empaths is that they've chosen

the most difficult profession in GemStone. While changes to our spell list

in the future may change this, I expect we will always be the least

effective hunters.

One reason is that our training costs for physical skills such as edged

weapons, combat maneuvers, etc. are similar to those for mages and

sorcerers -- but unlike mages and sorcerers, the sword is really the only

way we can effectively fight creatures.

By making informed choices when rolling and training a character, we can

almost, but not quite, make up for our deficiencies. You'll find that at a

certain point, group hunting is by far a better choice than solo hunting --

and that you can often earn experience faster by healing than by hunting.

Just as we depend on others, they depend on us. Herbs and the healer's

tent are expensive, second-rate substitutes for an Empath. You'll find

that folks are really glad to have us around. Most enchanters give us

major discounts for their services. Most people auctioning off extra items

will give us better prices. People don't like seeing empaths die, so when

we do they come to our rescue in a big hurry.

My point here is that power-hungry, anti-social, or violent-minded people

(and I mean this in the nicest possible way <g>) will fail utterly as

empaths. (They might make great sorcerers though!) Those that enjoy

living to help others, who think there's no better feeling than saving

someone's life and getting a hug and the word "Thanks" as reward, and who

prefer roleplaying to "rollplaying," make fine empaths. :)


Type GUILD to speak Guild Speak. Only other Empaths will hear and

understand you. This way we can talk about stuff that would bore everyone

else ("Left leg please?" "Arathorn's head." "Do NOT heal that guy unless

he asks you to, he doesn't like being seen with any weakness." "Sheesh,

that fiter gave me 20 whole silvers. If I save his life only 56 more times

I can buy one Sovyn Clove!") Type COMMON again to speak normally. :)


We heal by taking on the injuries of others, then by healing ourselves.

Healing spells don't work when you cast them at other people. :)

To transfer health point loss to yourself, type TRANSFER <person's name>.

You transfer 5 health points per level (maximum is 75 health points per 

transfer); there is no way to transfer less. What this means is that as 

you advance, you must be more careful that you don't transfer too many. If

you transfer more health point loss than you can take ("overhealing"), you

die. Always check your own health (with the HEALTH command) before 

transferring other wounds! [Don't get caught up in the mad rush for 

experience] Practically speaking, your life is more valuable than anyone 

else's -- because while you're alive you can save many other lives.

To heal yourself, PREP 801 (which is officially called HEAL1) and then CAST. 

This will use one mana point. Be sure you check your mana points on occasion 

-- if you cast a spell that you don't have the power or mana for, it does 

damage to your nervous system. When you learn 806 (HEAL2), you can use it to 

heal more points at a time.

To transfer other types of damage, type TRANSFER (or just TR for short) 

<person> <area>. The areas are: Left Leg, Right Leg, Left Arm, Right Arm,

Chest, Abdomen, Back, Neck, Head. Example of usage: Omnirus has a bruised 

left leg. You would type: <tr omni left leg>. Note: You can shorten commands 

(TR for TRANSFER as well as people's names (OMNI for OMNIRUS) HOWEVER, you 

can not shorten body areas. Those must be typed out in full (LEFT LEG not LL).

To transfer hand damage, use the arm. If there's both arm and hand damage,

the first transfer will take the arm damage, second will take the hand

damage (there is no transfer hand command). Example of hand usage: Antheus 

has a bruised left hand. He doesn't have a left arm wound. You would type 

<tr anth left arm>. You will take the hand. If Antheus has a left arm minor 

and a left hand minor, typing <tr anth left arm> will first take his arm 

wound and typing <tr anth left arm> again will then take his bruised hand. 

Eyes are a little weird in that you transfer them from the head, but then 

use 805 (Organ Repair) to heal them. You don't use 804 (Head Repair 1) to 

heal eyes. Example of eye damage: Otterex has a bruised right eye. You would 

type: <tr otter head> to take the eye. There is no <transfer eye> command. 

If Otterex has an eye wound as well as a head, you would type <tr otter head> 

twice to first get the head, then again for the eye. You will then need to 

use 804 (head repair 1) to heal the head, and 805 (organ repair) to heal the 


There is also a fairly new verb, TRANSFER <person> <any>, and a new Targeted 

Healing Feature. The <transfer person any> (often called transfer any) allows

the empath to heal the worst wound on the adventurer's body first. Each

subsequent transfer any will then take the next severe ailment. With this

command, you do not need to type in a body part. Example of usage: Azure

has a fractured and bleeding right arm and a bruised left eye. You could

type <tr azure any> and you would take her right arm damage. If you

typed it again, you would take her eye damage. If you typed it once more,

you would take missing hp's. Transferring Any puts the empath in a 3 second

round time per transfer.

Transfer Any...Good or Bad? There have been many heated debates regarding

this command on the empath message boards. A lot of empaths think this 

is a godsend, and a lot think this command is what sparked the downfall

of the empath profession. Pro Any, will argue that it allows younger empaths

to keep up with the speed of healing, it makes healing easier because you

can don't need to aim for a particular body part..Any does it all. Anti-

Any will argue that yes while it does allow younger empaths to keep up, it 

just further pits empaths against each other, whoever can type <tr person

any> the fastest will get the wounds...healing is more now like a race. They

will also say that using transfer any breeds poor empaths...since you don't

have to look at people to use it, empaths tend not to develop their healing

skills. I was told there was a level 20 empath who did not know how to heal

eyes (see above note regarding eyes)!! Eye healing is something an empath

learns at 5th level. Many Anti-Any will say that using it just breeds what's

called a "vulture empath." A "vulture empath" is a an empath who heals people

as they walk in the room, without looking. If you meditate over an adventurer

but he/she isn't wounded, they may frown at you for doing such. The most

courteous thing to do is to at least LOOK or DIAGNOSE the person first (more

on that below).

Targeted Healing is a command that mostly all empaths will agree is quite

useful. Targeted Healing allows the empath to heal specific parts of his

or her body. Normally, all wounds are healed in a very specific order. For

example, you have every limb wound minor (right arm/hand, left arm/hand, 

right/left legs). To heal these, you would use spell 802. If you just 

typed, <prep 802> then <cast>, the first wound to get healed automatically

would be the right arm. Then each subsequent casting of 802 would heal

the left arm, right leg, left leg, right hand, then finally, left hand.

Why was this a pain? Well say you had a left leg minor. You also had a right

and left arm minor. Razonia comes in with a bruised left leg and asks you

for healing. If you took her left leg right now, you would compound that

minor into a bleeding fracture. This isn't good for younger empaths. 

What you would have to do before targeted healing, was to prep and cast

802 until you finally healed your left leg. Then you would be able to heal 

Razonia without penalty to you. But with targeted healing, this is no longer 

a problem. Now, all you would have to do is <prep 802> and then type <cure

left leg>. You are now instructing the spell to heal a specific part of

your body. You can cure all wounded body parts. Example, <cure right

hand>, <cure right eye>, <cure back>, etc. Remember if you type the 

specific healing spell and just <cast>, there will always be a set order

of what will get healed first. CURE is a good way to heal a certain body

part right away.

You can transfer areas as soon as you learn the spell to heal it. Empath 

Circle spells are, in order: 801 (HEAL1), 802 (LIMREP1), 803 (SYSREP1), 

804 (HEDREP1), 805 (ORGREP1), 806 (HEAL2), 807 (LIMREP2), 808 (SYSREP2), 

809 (HEDREP2), 810 (ORGREP2). The "1" spells will let you transfer and 

heal minor damage, while the "2" spells let you transfer and heal medium 

and major damage. 

If you have minor damage on an area and take minor damage there again --

either in combat or by transferring another wound -- you suddenly have

medium damage and begin bleeding. Heal yourself first.

After that, our spell list has several scar-healing spells. You can't

transfer scars from other people, normally, even with these spells. What

these do is allow you to get rid of scars on yourself. Spells 811 through 

814 (LIMREPT1 through ORGREPT1) heal minor scars, spells 815 through 818 

(LIMREPT2 through ORGREPT2) heal major ones. There are separate spells after

that for replacing blinded eyes and lost limbs (819 & 820).

You get a scar when you heal damage. Healing minor cuts and bruises on the

left leg will result in "old battle scars on the left leg." Healing a

severed right arm results in a MISSING right arm -- not a good situation to

be in. However, beyond the scar-healing spells there are herbs that can

eliminate scars and limb loss -- and a special empath trick that leaves

some people rather confused.

Let's say you're at least second level. Oghier hobbles in with a severed

right leg, which I transfer to myself. Since I'm standing, I scream and

fall to the ground. I mumble something about always forgetting to lie

down. Then I cast 807 (LIMREP2). I now have "a fractured and bleeding right

leg" and "a missing right leg." I cast 807 again, and have "minor

cuts and bruises on the right leg" and "a missing right leg." I ask

in Guild Speak, "Someone take my right leg a minute?"

You TRANSFER EILLIE RIGHT LEG. Suddenly I have no right leg damage at all,

and you have only minor cuts and bruises on the right leg now. The scar's 

gone! I transfer the right leg damage back from you and then I heal it. 

You have no scar while I just have a tiny one I can live with. In the trade, 

this is called "cleanup." In order for it to work, you shouldn't heal

major wounds down all the way, just down to minor wounds. The exception is

if you're out hunting; those minor wounds can leave you vulnerable to worse


We get no experience points for transferring wounds from other empaths --

otherwise there'd be nothing to stop us from transferring the same wound

back and forth and becoming Lords and Ladies in two days. <g>

We DO get experience from transferring from others, One trick we sometimes

use is to allow lower-level characters to take health point damage from the 

injured, while a higher-level empath takes the HP damage from the lower-level 

empath to let him keep taking more. [Note: unfortunately these days, this

practice is very rare, however you may find older empaths who do this for

younger empaths.]


DIAGNOSE <person> is not particularly useful. It will tell you whether or

not they're injured, but not what the injuries are. DIAGNOSE <person> FULL

will tell you how many health points they have, where they're injured, how

much they're bleeding, and whether they're poisoned or diseased. To use

DIAG FULL though, you have to have both hands free. If you're not sure if

a person is missing any health points, you can either wait for them to ask

for health or "blood" or you can do a <diag person full>. I recommend using

diagnose as opposed to just randomly meditating over people passing by. Many 

adventurers frown upon healers meditating over them when the are not hurt. 

There is also an APPRAISE command. You can <app player> to get a quick 

glance to see where their injuries are.

LOOK is another good choice -- you can quickly see if they have injuries. 

[However a warning with LOOK, people often wear A LOT of things. If you

look at them, their injuries and such will simply scroll off the screen.]

If they're low on health points too, they'll probably tell you

-- or else get in the habit of typing TRAN <person> once after you heal all

their obvious injuries, if you're not low on health yourself. However,

diagnosing is the only way to tell the difference between a freshly blinded

eye and one blinded by a scar.


Bleeding means you're losing health points at a certain rate per round

(about 7 seconds). TENDing a wound (first aid skill) can stop bleeding

temporarily. The more training one has in First Aid, the longer the

bandage will last and the shorter the roundtime will be. Some people in a

particular secret society have the ability to clot their blood magically;

this will look a little strange to us.

You don't earn experience from transferring health points from a bleeding

character, even if they're doing the clotting trick and aren't actually

losing blood. Get the wounds first if you can.

Poisons and diseases also remove a number of health points per round,

though the amount they remove changes from round to round. Manna bread that

has gone bad can poison you, so ALWAYS sniff it before eating it. Unless

it has a wonderful aroma, don't eat it. Eventually the poison/disease

wears off, but until then, the victim REALLY needs an empath to keep taking

the lost blood. Sometimes a poison can be too much, such as one I saw which

took 160 health points per round. There's nothing to be done about those.

Poisons and diseases are not contagious, so don't be afraid to heal someone

with one -- just watch your own health points carefully so you don't



Herbs are found in various spots around town and are often found on critters 

and in boxes. This is a list of what they are and what they cure. Ailments 

marked with an asterisk (*) denotes a SCAR. All others are wounds. 

Health Points Acantha Leaf


Minor bruises                  Ambrominas Leaf

Fractured & bleeding Ephlox Moss

Severed Ephlox Moss

*Old battle scar Cactacae Spine

*Mangled Calamia Fruit

*Missing Sovyn Clove


Minor bruises about the head Rose-Marrow Potion

Minor bruises on the neck             Rose-Marrow Potion

Lacerations & mild concussion Aloeas Stem

Bleeding from the neck             Aloeas Stem

Trauma & bleeding from the ears Aloeas Stem

Snapped bones of the neck             Aloeas Stem

*Scar across the face/neck Haphip Root

*Several facial scars/Old neck wounds Brostheras Potion

*Terrible mutilation wounds             Brostheras Potion

*Terrible scars from some serious neck injury    Brostheras Potion

Nervous System

Twitching Wolifrew Lichen

Sporadic convulsions Bolmara Potion

Uncontrollable convulsions Bolmara Potion

*Slurred speech Torban Leaf

*Constant spasms Woth Flower

*Difficult time with muscle control Woth Flower


Minor bruises and cuts Basal Moss

Deep lacerations Pothinir Grass

Gashes and serious bleeding Pothinir Grass

*Old battle scar Talneo Potion

*Painful looking scars Wingstem Potion

*Terrible permanent mutilation Wingstem Potion


bruised         Basal Moss

Swollen Pothinir Grass

Blinded Pothinir Grass

*Black and blue Talneo Potion

*Severe swelling Wingstem Potion

*Blinded Bur-Clover Potion


When big and unusual creatures enter in and around town and start attacking

people, it's a time for extra caution. Find a safe place and stay there!

Don't try to fight the attackers yourself. Again, your life is the most 

precious, for you have to stay alive in order to heal others. If anything

comes into Town Square, run to the Raging Thrak Inn to the northwest, then

go to the front desk (don't check in though). There's an earthnode there, 

which will help you absorb mana as fast as you do in TS, but creatures can 

only rarely enter the Inn. But during normal invasions (ones that happen

outside of town) empaths and clerics often gather at the North Gate. It can

get VERY hectic during these times so remember to keep your cool and don't



If one reaches negative health points, they will die. They will need a cleric

to resurrect (rezz) them. If a cleric rezzes them and they still have bleeding

wounds, they will die again. When someone dies, often they'll need both

a cleric AND an empath.

If the body is an a dangerous place, drag it to safety if you can. Get

your hands free and diagnose full. Be careful not to overheal, otherwise

there'll be one more person for the clerics to rezz.

When someone is "vaporized" or "incinerated" it means they're not only dead,

they have the most serious possible wounds on every location on the body. 

Severe vaporization (severe wounds on all body parts) can happen when someone

falls from a great height or if they get caught in what's called a void

(caused by a nasty spell called "implosion"). Incineration happens when

people fail to disarm a certain trap from boxes. There are big experience

points there for us, but don't be overeager -- you could quickly find

yourself bleeding at 50 points per round, and then be limbless when you're

done. It's really a job for two or three empaths.


The key here is to get people healed quickly, especially those that are

bleeding badly -- while maximizing everyone's chances at earning

experience, and minimizing the scars we're stuck with.

Older empaths should leave wounds and health point damage for younger ones,

handling what the younger ones cannot. However, some older empaths are

unable to hunt for experience because they can't kill creatures 10 levels

below themselves, and can earn experience only from healing. It's

definitely a balancing act.

Watch your experience; when your mind gets numb, bow out for a bit and

leave it to other empaths. If you're at MUST REST (fried), don't 

heal anyone unless nobody else can, because you won't earn any experience 

from it anyway.

If someone asks you to heal them, that patient is yours to deal with unless

you pass them on. Similarly, is someone asks me to heal them, that patient

is mine to deal with unless I refer them to someone else. However, if I've

just eaten a Sovyn Clove and am in a long roundtime, and the patient says

"Help me Eillie, I'm dying," you can help them... or if we've arranged in

advance that you get health point damage while another empath gets minor 

stuff and I get bleeders. (In that case, you'd wait until I got all the 

bleeding before transferring HPs, so you can learn from it.)

Scar cleanup is another big thing, but it takes lower priority than

healing. Unless, for example, someone died and Ravenstorm is about to go

after them with his Transference spell, and he's missing both arms.

Gladiatorial Games are fondly known as the Healer 500. This is the one

time when players fight each other for fame and glory. Nobody dies in

these, but instead fall unconscious and are dragged to the infirmary. Six

empaths can be constantly in a state of MUST REST from this event. :) We

just take turns, usually in alphabetical order, healing losers as they're

dragged in. The key is to get people healed fast, so they can move on to

the next round. If you overheal during one of these, you pass out rather

than die -- but it's still going to mess you up for a while.


Some folks don't like being healed in public, because they don't want to be

seen as weak. Others will make public comments about "blasted cocky

healers" but are quite nice folks in private.

Many Lords don't want to have their "fractured & bleeding" hands healed,

because they hunt creatures that regularly break them again anyway. This

holds true for people hunting up in the Misty Chamber (often called the


Some will be very demanding and fret over the tiniest scratch, while others

will either forget they're wounded or be so shy they'd rather bleed to

death in TS than ask for help. Others roleplay mute characters, so they

can't ask for help without breaking character. Whenever someone taps you on

the shoulder, hugs you seemingly at random, or the like, LOOK at them to

see if they're injured because they might be trying to tell you something.


TRAINING & EQUIPMENT (this gets complex!)

Every chance you get, train in Edged Weapons! The skill costs a bit more

than blunt, but there are more swords and axes out there to choose from

than clubs, maces, etc.

Wear leather armor, and train in Armor skill until you have +40 -- which is

eight times, or 7th level. Armor training will reduce your roundtimes for

using heavier armor. Other types of armor require too much training and can

cause your spells to fail -- and a failed healing spell can be dangerous. 

+40 armor skill will allow you to wear double leather without penalty. 

Double leather is the highest recommended leather type for empaths. When you

can afford to (this will be a while!), try to get the armor enchanted by

a high-level wizard. It's an expensive process but worth it. Enchanting

adds to the defensive properties of the armor. When merchants come to

town, once your armor's enchanted a bit, get it padded against criticals,

strengthened, and lightened.

Train in Shield skill often if you can. This gives you a nice bonus to

your defense.

At level 0, train twice in Minor Spiritual spells. After that try to learn

two spells every year: one Empath Circle spell, and one Major Spiritual

Circle spell. Major Spiritual has some great stuff you can use for hunting

later on: Bravery (11) and Heroism (15) both give you significant bonuses

to your AS. The Minor Spiritual Circle spells up to 3rd level are useful,

but be wary of Spirit Barrier as it lowers your AS while raising your DS.

(It's good for rescue missions, but not for hunting.) [I recommend training

in the major list (200 spell list) every year until you learn 225. Then

stop and move to the minor list (100's) until you learn 150. After you've

learned 150 (a spell that gives you +100 to your Defense-VERY GOOD for

hunting) You should go back to the major spiritual list to raise your CS

(Casting Strength) in spell 214 (bind). You could train in the empath list 

until 810 (or go farther if you want the scar removal spells right away)

and then stop to move to the minor spiritual list until you learn 150.

After you learn 225, I recommend going back and learning all the empath

spells until 850. Empath spells past 820 are not implemented (they are

not working) however, you never know when the gods will finally turn them

on so it's always good to know them.]

[So Spell Recap: 

*Train in empath base list at first until 810 (scar removal spells are

useful to have so if you choose to go farther...go ahead. Some empaths have trained in empath spells until 814 then stopped. After you stop this

list, move to the minor spiritual list (100's)

*Train in major spiritual list until 225

*Train in minor spiritual until 150

*Pick up the empath spell list, learning one spell in that and the major

spiritual list every year until you learn 850. After you've learned 850, 

double train in major spiritual every year to make your bind spell 


Always double-train in Physical Training until you reach your max HPs.

Double-train in First Aid until about 10th level, then single-train.

[Note: you could opt to single train in First Aid for a while if you


Double-train in Mana Sharing until you have a +102 in it. At about 7th

level you'll find you're constantly short of power; if you have Mana

Sharing others can send you more when you need it.

Magic Item Use is a good spell to train in. It allows a person to wave

magical items (wands, rods, etc.) However to use some wands, you will also

need Spell Aiming (more below). But there is a certain type of wand, called

a twisted wand that is VERY effective and only requires Magic Item Use Skill

(no Spell Aiming required for this type of wand). Many empaths like to use

twisted wands to hunt because they contain a good sorcerer spell. Also

many adventurers often give twisted wands as tips to empaths because they

know they are an empath favorite. Having Magic Item Use Skill will allow you

to take advantage of those wands!

Spell Aiming isn't terribly useful. None of our spells need it, except for

Fire Spirit (spell 111), which is a ways up the Minor Spiritual list and 

isn't a great spell anyway. :) It also affects one's skill with certain 

wands, but that's an expensive and difficult way to hunt.

You want to train in swimming when you can. You need one rank to swim to the

shrine in the Krolvin area and you need more to get to other hunting areas. 

Train in Climbing maybe once every three or four levels. If you have some 

spare points you can put them into Scrolls, Trading, Perception. Hiding

is fun, but not very useful without Ambush, which costs so much for us to

train in.

Additional training notes:

After you are done in learning necessary spells, it is HIGHLY recommend learning

Combat Maneuvers. It is very expensive to learn (at 20/15) however it

can be a life saving skill to know if you plan on hunting at higher 

levels. If you choose to train in Combat Maneuvers, definitely plan on

training in it by your 30's (30th level or higher). What it

does for you: the biggest benefit is it adds +1 AS to your swing every

two times you train in it. That extra attack strength adds up! It also

allows you to ambush without going into hiding. You can only ambush 

in plain sight using the Combat Maneuver skill (regular ambushing

involves hiding, which is difficult to train in.). Ambushing allows you

to kill critters in one hit! A last and very important benefit is Combat 

Maneuvers helps you to avoid maneuvering attacks. At higher levels, you

will see creatures that will throw lava, rocks or use sweeping attacks. 

CM helps you avoid those. 

The first ten times you train in a skill, it gives you +5. The next ten

times, +4, the next ten +3, the next ten +2, and after that it's always +1.

This prevents high-level characters from being utterly godlike.)


The Empath Circle list is going to go through massive changes, possibly

making a good portion of this document obsolete. :) The latest word is

that we will have 5 healing spells rather than 20, and we'll have mental

attack spells to enhance our hunting.

There are already slots for spells 825 and 830 -- Major Forget and

Intensify. Major Forget will make the victim lose its prepared spell and

the mana points required to cast it, and take nervous system damage --

while the caster will have that spell prepared plus the extra mana required

to cast it. Intensify's workings have not been revealed. 

These new spells will mean an increase in our ability to hunt, and an

excellent reason to train in the Empath Circle spell list beyond tenth

level. :)

[Note: Our spell list hasn't been changed yet but we're still hoping the 

gods will do so!]

Final words:

* Always look at a body before healing by diagnose, appraise or look.

* Don't use Transfer Any on people as they walk in the room in order to

beat out other empaths for possible wounds. This is considered being

a "vulture" and is not appreciated by other empaths and the adventurers.

* Do not heal a person if they specifically asked for another empath to

heal them. Only do so if the other empath says it's okay.

* Do not heal a body that an empath has brought in from a rescue unless the

empath specifically asks for help. We have a spell that allows us to 

bring our group from practically anywhere, to the north gate. Learn what

this spell looks like when people come to the gate! Also learn your fellow

empaths so you know who's who.

* Pay attention to what's going on around you and who's there. Many times

empaths will say, "Oh I didn't SEE you healing so-and-so." "I didn't

know you were there." Being perceptive will save you a lot of grief

in the long run (and many dirty looks!).

* With the above, don't heal a body that an empath is with, or traveling

with. Sometimes empaths will run across a dead/hurt body out in the field.

Another empath will walk up and heal the body right away, not knowing what's

going on. If you're not sure what's happening, ask if your help is needed and

be sure to look at the people present to see if they are indeed empaths or not.

* If you're a young empath and you have an injury you can't heal yourself,

ask for assistance IN GUILD, not in the COMMON tongue. Older empaths, when

a young healer asks for help, you should help them if you're able. Remember, 

if the young empaths can't count on their elders, who can they count on?

* Always thank people for their tips. You'll be surprised to see how many

empaths don't thank people for their hard earned silvers/gems and then

turn around and complain that they never get tips! Even if the tip is 10 

silvers, be sure to give them a big smile and hug if you can. Many times

new people don't have much money and will give only what they can. With

that, always welcome people when they thank you. It makes people feel good

when they know you see them and care about their well being. Empaths who

never respond in kindness to other people's kindness will not make many


* Remember, healing is a privilege, not a right. You do not have to heal

people if you don't want. You have the right to say NO.

* Do get to know your fellow empaths. You will be spending a lot of time

with them and it's good to know who they are. You will find teamwork

is an empath's best friend.

* Be polite, friendly and helpful. Don't steal and kill people. Even if 

it's "roleplayed," thieves and killers do not make many friends (they get 

official in game warnings and pay heavy fines). People who are helpful, 

polite and friendly will make lasting friendships.

* Cookies and chocolate are an empath's main source of existence! You will

find many of us who like to eat. If you have extra goodies, be sure to 

share! :)

* If you don't know something, don't get embarrassed. Ask an older empath

for advice. We all were young one so we know what it's like to be new.

* Watch your health and don't overheal.

* Be sure to leave town every once and a while. There's a big world out

there and it's very interesting to see!

* Most of all, have fun!