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	<updated>2026-05-08T14:19:25Z</updated>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ushnish&amp;diff=588423</id>
		<title>Ushnish</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ushnish&amp;diff=588423"/>
		<updated>2022-05-12T22:30:36Z</updated>

		<summary type="html">&lt;p&gt;JPIZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}__NOEDITSECTION__&lt;br /&gt;
The &amp;quot;Serpent of Discord,&amp;quot; &#039;&#039;&#039;Ushnish&#039;&#039;&#039; brings disease, old age, ice ages, floods, and famines.  Ushnish&#039;s anger is what causes lava to flow and the fires of the [[World Dragon]] to explode up and out.  His tantrums are well known for causing earthquakes.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
Viper&lt;br /&gt;
&lt;br /&gt;
==Other Aspects==&lt;br /&gt;
Neutral - [[Hav&#039;roth]]&amp;lt;br&amp;gt;&lt;br /&gt;
Light - [[Peri&#039;el]]&lt;br /&gt;
&lt;br /&gt;
==Altar Locations==&lt;br /&gt;
*Crossing Temple, [[RanikMap2a|Eyes of the 13]]&lt;br /&gt;
*Western side of [[RanikMap1|The Crossing]], west the Pawn Shop.&lt;br /&gt;
*Slab in the Temple situated beyond the [[RanikMap14a|Gate of Souls]]&lt;br /&gt;
*In the [[RanikMap60|Forest of Night]] - no favor orbs&lt;br /&gt;
*[[RanikMap67d|Shard, Temple of Darkness]] - no favor orbs&lt;br /&gt;
*The Stone Construct at the Golden Heights of [[RanikMap47|Muspar&#039;i]] in the northern part of town&lt;br /&gt;
&lt;br /&gt;
==Proper Offerings==&lt;br /&gt;
*[[Giant Thicket Viper|viper]] sacs&lt;br /&gt;
*[[Copperhead Viper|Copperhead Viper]] skins&lt;br /&gt;
*viper beads&lt;br /&gt;
*parchment viper primers&lt;br /&gt;
*Immortal Ushnish cards&lt;br /&gt;
* [[Item:Viper_grass|Viper grass]]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
* S&#039;Kra Mur believe that Ushnish gave them two Gifts:  Intelligence, Strength.&lt;br /&gt;
* It is believed that he first created the [[S&#039;Kra Mur]] as monstrous beasts with which to torment [[Human]]s. &lt;br /&gt;
:Additional Reading: [[S&#039;Kra Mur Origins]]&lt;br /&gt;
* Ushnish&#039;s staff is named [[Indakar Grkhh&#039;a]] ([[S&#039;Kra Mur Lexicon|Thunder Bringer]] or Bringer of Thunder)&lt;br /&gt;
* Created the [[Merrows]].&lt;br /&gt;
&lt;br /&gt;
==Artwork and Depictions==&lt;br /&gt;
As with all the [[Immortals]], various works of art to the god can be found throughout the realms.&lt;br /&gt;
===[[Temple of the North Wind]] Frieze===&lt;br /&gt;
Found NE from the entrance:&lt;br /&gt;
: &#039;&#039;Each frieze portrays people powerless in the face of nature&#039;s fury.  Sharks feed on men swept overboard as stormy seas swamp a ship.  Families flee a village in the path of lava pouring from a volcano.  Searchers hunt through the ruins of a town destroyed by a wind storm, digging out bodies.  Skeletally thin figures scavenge for food in a field killed by drought.  A viper coils around a wasted woman dying from plague.  Etched beneath the images are the words, &amp;quot;Terror and Pain: Destructive Rage.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Muspar&#039;i]] Temple of Hav&#039;roth===&lt;br /&gt;
Found in the Grand Gallery is a fresco:&lt;br /&gt;
: &#039;&#039;The colorful painting depicts the creation of the S&#039;Kra Mur.  Ushnish is shown elevating the race from base creatures.  Hav&#039;roth stands in the center of a group of S&#039;Kra, instilling them with intelligence and learning.  Peri&#039;el completes the transformation, teaching them the gifts of the tail.&#039;&#039;&lt;br /&gt;
Found in the southwest room of the semidome is a fresco:&lt;br /&gt;
: &#039;&#039;A detailed mural of Ushnish is painted upon the inside of the semidome far above.  Purplish-red garnets and panels of glossy black obsidian inlay highlight the scene of the god standing with fearsome eyes blazing in the middle of a panorama of natural disasters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
{{SSearch|ushnish+viper}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
[[Category:Immortals]]&lt;/div&gt;</summary>
		<author><name>JPIZ</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Xala%27shar_vanquisher&amp;diff=544151</id>
		<title>Xala&#039;shar vanquisher</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Xala%27shar_vanquisher&amp;diff=544151"/>
		<updated>2021-01-13T23:51:17Z</updated>

		<summary type="html">&lt;p&gt;JPIZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Xala&#039;shar Vanquisher&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Knife Clan&lt;br /&gt;
|MapList=*{{rmap|5b | Knife Clan, Xala&#039;shar camp (5b)}}&lt;br /&gt;
|simulevel=156&lt;br /&gt;
|simulevel=156&lt;br /&gt;
|naturallevel=152&lt;br /&gt;
|weaponlevel=155&lt;br /&gt;
|defenselevel=157&lt;br /&gt;
|level=156&lt;br /&gt;
|MinCap=800&lt;br /&gt;
|MaxCap=1100&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The Xala&#039;shar vanquisher is an unusual combination of metal and man, hopping about with surprising agility. Bone-like steel bars have been fused to its skin along the length of its arms, legs and spine to create an odd type of armor plating. Its metallic surface is scribed with a fluid but cryptic scrawl. Half of the vanquisher&#039;s face has been melted away, the rancid flesh peeling back to reveal the skull beneath. His single eye gives no hint of humanity about him, the last shreds of sanity melted away with his face. &lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
You recall everything noteworthy about a hulking Xala&#039;shar vanquisher... which is apparently nothing.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
&lt;br /&gt;
They are known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
It is wearing some {{cloot|a|decrepit leather armor heavily patched with rusted steel wire}}, a leather cuirbouilli coat, some decrepit leather armor heavily patched with rusted steel wire.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying a {{cloot|w|serrated-edged scimitar with a black bone hilt}}, and a war club.&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
A Xala&#039;shar vanquisher slams the dark steel plates attached along the length of its arms together before quickly drawing them against each other with a metallic screech, sending a shower of burning blue sparks hurtling towards &amp;lt;i&amp;gt;&amp;lt;player&amp;gt;&amp;lt;/i&amp;gt;&#039;s face!&amp;lt;br /&amp;gt;&lt;br /&gt;
The shower of burning blue sparks tears into &#039;&#039;&amp;lt;player&amp;gt;&#039;&#039;&#039;s face! they desperately claws at their eyes, grimacing in agony.&amp;lt;br /&amp;gt;&lt;br /&gt;
(This move destroys both internal eyes, blinding the target so that all they see is &amp;quot;A Dark Place&amp;quot; exits: none, wherever they go. This condition can be healed by an empath.) &lt;br /&gt;
&lt;br /&gt;
{{Cat|Xala&#039;shar|vanquisher}}&lt;/div&gt;</summary>
		<author><name>JPIZ</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Asaren_celpeze_(5)&amp;diff=529629</id>
		<title>Asaren celpeze (5)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Asaren_celpeze_(5)&amp;diff=529629"/>
		<updated>2020-09-23T22:05:54Z</updated>

		<summary type="html">&lt;p&gt;JPIZ: /* Background Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=No&lt;br /&gt;
|Critter Name=Asaren celpeze&lt;br /&gt;
|Image File=asarencelpeze.jpg&lt;br /&gt;
|Province=Qi&#039;Reshalia&lt;br /&gt;
|City=Mer&#039;Kresh&lt;br /&gt;
|MapList=*{{rmap|107a | South Barricade, Mer&#039;Kresh (107a)}}&lt;br /&gt;
|simulevel=105&lt;br /&gt;
|naturallevel=105&lt;br /&gt;
|weaponlevel=105&lt;br /&gt;
|defenselevel=105&lt;br /&gt;
|MinCap=550&lt;br /&gt;
|MaxCap=800&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a celpeze eye&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=500&lt;br /&gt;
|Boxes=no&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{disambig2|Asaren Celpeze}}&lt;br /&gt;
==Location==&lt;br /&gt;
In Ratha, there is only 1 possible tier:&lt;br /&gt;
* [[Asaren celpeze (1)]]: Found in the &#039;&#039;&#039;Ruined Neighboorhood&#039;&#039;&#039; on the first tier.&lt;br /&gt;
In Mer&#039;Kresh, there are 4 possible tiers:&lt;br /&gt;
* [[Asaren celpeze (2)]]: Found in the &#039;&#039;&#039;Iden Araba&#039;&#039;&#039; (outer) ring of the canals.  Will also have [[Spiny bloodfish (1)]].&lt;br /&gt;
* [[Asaren celpeze (3)]]: Found in the &#039;&#039;&#039;Eyen Araba&#039;&#039;&#039; (inner) ring of the canals.  Will also have [[Spiny bloodfish (2)]].&lt;br /&gt;
* [[Asaren celpeze (4)]]: Found between the South Barricade and the Gate climbing paths.&lt;br /&gt;
* [[Asaren celpeze (5)]]: Found between the North Barricade and the Rocks climbing paths.&lt;br /&gt;
&lt;br /&gt;
===Background Info===&lt;br /&gt;
Celpeze are known to inhabit the island of M&#039;riss.  They frequently hop onto certain areas of the otherwise-secure city of Mer&#039;kresh and, given their very strong combat abilities, are often capable of dismantling whatever hapless player characters happen to be passing through the area. Celpeze found at the southern barricade entrance range from 350-650. Celpeze found by the northern baricade entrance range from 550-800. The canals contain a mix of both.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The asaren celpeze is a mottled lizard the size of a large hunting cat. Elven for &amp;quot;sea lizard&amp;quot;, the asaren celpeze are generally content to bask on rocks or beaches near the ocean. Their tough hide is prized for armor, and their pointed teeth valued for many uses, from arrow points to being ground for alchemical compounds. Right now it is in full threat display: crest standing straight up, tail switching back and forth, and jewel-like eyes open wide.&lt;br /&gt;
&lt;br /&gt;
==={{ilink|i|celpeze anatomy chart|Anatomy Chart}}===&lt;br /&gt;
The asaren celpeze is a mottled lizard the size of a large hunting cat. The artist has depicted the creature in full threat display with its crest standing straight up. A more subtle sign of danger is the secretion glistening on the stinger at the end of its tail. At the bottom of the chart, the author notes that the lizard&#039;s pointed teeth are often used for arrowheads or ground up for alchemical purposes.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Poison Attack===&lt;br /&gt;
An asaren celpeze lurches forward to stab its tail stinger at you!&amp;lt;br /&amp;gt;&lt;br /&gt;
The asaren celpeze&#039;s tail lashes at you.  You block the tail with your &#039;&#039;&amp;lt;shield&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Special Treasure===&lt;br /&gt;
The Celpeze sometimes have lumps of ambergris in their gizzards:&lt;br /&gt;
*You find a medium green lump of ambergris in the gizzard of an asaren celpeze!&lt;br /&gt;
*You find a medium yellow lump of ambergris in the gizzard of an asaren celpeze!&lt;br /&gt;
&lt;br /&gt;
===Combat Info===&lt;br /&gt;
*Hunt in packs:&lt;br /&gt;
**&amp;quot;A pack of 3 celpezes just arrived!&amp;quot;&lt;br /&gt;
**&amp;quot;A pack of 2 celpezes just arrived!&amp;quot;&lt;br /&gt;
*Attacks with tail, which is poisoned.&lt;br /&gt;
*All targeted with ranged attacks are half effective.&lt;br /&gt;
*Resistant to fire damage.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
* Evasion softcapped at 740.&lt;br /&gt;
* Stealth learning well at 840.&lt;br /&gt;
* Perception learning well at over 1000.&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
{{PostLink}}&lt;/div&gt;</summary>
		<author><name>JPIZ</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Magical_tattoo&amp;diff=526235</id>
		<title>Category:Magical tattoo</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Magical_tattoo&amp;diff=526235"/>
		<updated>2020-08-03T20:35:43Z</updated>

		<summary type="html">&lt;p&gt;JPIZ: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
The &#039;&#039;&#039;magical tattoo&#039;&#039;&#039; system was released during the [[Droughtman&#039;s Challenge 426]] (2018) event.  Unlike the common [[Tattoo|cosmetic tattoos]], these limited release designs are imbued with a non-signature spell and can be used by all magic users.  Sorcery hazards will apply when casting outside your natural mana type.  Magical tattoos are not usable by [[Non-Magic User|non-magic users]] (thieves, barbarians, commoners).&lt;br /&gt;
&lt;br /&gt;
A new variant was introduced during [[Su Helmas: Seeds of Entropy]] (2019): [[Teleportation tattoo|teleportation tattoos]]. They are unlimited use, require a moon to be up, and have a twenty roisaen cooldown. Most of the these tattoos are enchanted with fixed destinations, though a version with a resettable destination was also released. With all permutations, there is a small chance that you may be teleported to a random location. Teleportation tattoos can be used by non-magic users.&lt;br /&gt;
&lt;br /&gt;
*{{com|apply}} {{tt|my inkpot}} (Using a magical tattoo inkpot with a pre-existing cosmetic [[Tattoo|tattoo]]):&lt;br /&gt;
:You carefully remove the lid of the inkpot.  &#039;&#039;&#039;Ignoring&#039;&#039;&#039; the instructions on the lid, you trace your tattoo with the included needle.  After a little work, you discard the inkpot.&lt;br /&gt;
&lt;br /&gt;
*{{com|study}} {{tt|inkpot}}: (using a magical tattoo inkpot with a pre-existing cosmetic [[Tattoo|tattoo]]):&lt;br /&gt;
:You believe if you were to APPLY the ink contained within the inkpot, you would imbue your existing tattoo with the miniaturized runestones, &#039;&#039;&#039;instead of&#039;&#039;&#039; following the instructions.&lt;br /&gt;
&lt;br /&gt;
You can have only one magical tattoo, but its effects can also be applied to a normal cosmetic tattoo. Magical tattoos are removed at tattoo shops or with a {{ilink|i|dirty inkpot}}.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
* {{com|APPLY}} to wear a magical tattoo&lt;br /&gt;
:* If you already have a magical tattoo, and attempt to apply another magical tattoo, you will receive the message:&lt;br /&gt;
:: &#039;&#039;As you bring the ink covered needle near your existing magical tattoo, the needle begins to vibrate violently.  Thinking better of continuing, you return the needle to the inkpot.&#039;&#039;&lt;br /&gt;
* {{com|FOCUS}} TATTOO to check the spell contained in the tattoo and other relative info.&lt;br /&gt;
* {{com|INVOKE}} TATTOO to prepare the spell. &lt;br /&gt;
:* When &#039;&#039;invoked&#039;&#039; with no mana cost specified, &amp;lt;s&amp;gt;an alternate base mana cost native to the tattoo will be used. (confirm 5 or 20 mana base)&amp;lt;/s&amp;gt; the spell&#039;s base cost will be used (check discussion page to see a paste).&lt;br /&gt;
:* Unlimited use and no cooldowns. &lt;br /&gt;
:* Will remain with you thru death.&lt;br /&gt;
:* Utilizes [[Arcana skill]] to prepare.&lt;br /&gt;
:* Cannot be invoked while hidden or invisible&lt;br /&gt;
* {{com|STUDY}} TATTOO to check the set location of a [[Teleportation tattoo]].&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{#ask:[[item type is::magical tattoo]]|?Item casts spell|?Source is|order=asc|format=table}}&lt;br /&gt;
* &#039;&#039;&#039;See also [[Teleportation tattoo]]s for that sub-genre of magical tattoo items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Removing and Storage==&lt;br /&gt;
If you have an existing teleportation tattoo, you can APPLY one of the removal inkpots to remove the teleport spell and store it in the inkpot.  The design of the tattoo will remain, becoming a simple [[Tattoo|cosmetic tattoo]], which can then accept a new teleportation or magical tattoo spell.&lt;br /&gt;
&lt;br /&gt;
The inkpot will then be stored with the target-location spell that was contained in your tattoo. You can now safely apply a different tattoo if you choose to, however keep in mind there is a 30 RL-day cooldown on reapplying a removed tattoo, so as not to allow people to constantly swap between teleportation &amp;amp; magical tattoos. &lt;br /&gt;
&lt;br /&gt;
Some other things to keep in mind:&lt;br /&gt;
* Tattoos bought from shops and special custom tattoos are not removed when using these. If you have a teleportation or magical tattoo stored in a custom or store-bought [[Tattoo|cosmetic tattoo]] design, only the spell will be stored in the inkpot. Your old tattoo will be safe and secure.&lt;br /&gt;
* Only tattoo designs that were applied to empty skin from a teleportation or magical inkpot will have the tattoo spell &#039;&#039;&#039;and&#039;&#039;&#039; tattoo design removed.&lt;br /&gt;
* When replacing a previously removed tattoo, the tattoo description for the inkpot will overwrite whatever the previous tattoo was. For example if you have a {{ilink|i|blank inkpot}} that has a stored tattoo of &amp;quot;a red rose&amp;quot;, but your current (old) tattoo was &amp;quot;a white skull&amp;quot;, once you store your teleportation or magical tattoo in that blank inkpot, the next time you APPLY the tattoo from the inkpot (after 30 days has elapsed) the tattoo will now be &amp;quot;a red rose&amp;quot; - the old tattoo is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Variations of removal inkpots include:&lt;br /&gt;
{{#ask:[[item type is::removal tattoo]]|?Source is|order=asc|format=table}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* {{com|study}}: Upon opening the lid, you see instructions detailing how to APPLY a tattoo of ripples in water.  The ink has been specially created with miniaturized runestones allowing you to cast spells from your tattoo, after applied.&lt;br /&gt;
You believe if you were to APPLY the ink contained within the inkpot, you would imbue your existing tattoo with the miniaturized runestones, instead of following the instructions.&lt;br /&gt;
&lt;br /&gt;
* {{com|apply}}: You carefully remove the lid of the inkpot.  Ignoring the the instructions on the lid, you trace your tattoo with the included needle.  After a little work, you discard the inkpot.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[Tattoo]]&lt;br /&gt;
* [[Teleportation_tattoo|Teleportation tattoo]]&lt;br /&gt;
* [[Brand]]&lt;br /&gt;
* The end loot available during the [[Droughtman&#039;s Challenge 426]] had an array of various alternate designs for purchase on the &#039;&#039;&#039;tan easel&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;These inkpots are empty. Use them to REMOVE your current runic tattoo. When reapplied the inkpot will form the listed tattoos&#039;&#039;&lt;/div&gt;</summary>
		<author><name>JPIZ</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bardic_scream&amp;diff=447082</id>
		<title>Bardic scream</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bardic_scream&amp;diff=447082"/>
		<updated>2016-06-22T21:20:45Z</updated>

		<summary type="html">&lt;p&gt;JPIZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With their superior vocal training, Bards are able to focus their voices to do some extraordinary tasks.  Bardic Screams are taught by the Guild and provide a variety of tools to aid the Bard in whatever situation they may come across.&lt;br /&gt;
&lt;br /&gt;
Screams are currently in the process of being rewritten and will be much more user-friendly after the rewrite.&lt;br /&gt;
&lt;br /&gt;
==Concussive==&lt;br /&gt;
* As of 3.1, available at level 1; previous entry listed level 20.&lt;br /&gt;
* Basic damage-dealing attack that scales similarly to [[throwing blade]]s. Due to a bug it taught [[light blunt]] instead of [[vocals]] for a short period of time.&lt;br /&gt;
* 10 second re-use timer.&lt;br /&gt;
&lt;br /&gt;
==Defiance==&lt;br /&gt;
Scream Defiance was rewritten and released on 1/10/2008, and is a short duration defense/utility buff that will do the following:&lt;br /&gt;
*Attempts to remove a stun, each pulse, which is random based on [[charisma]] (high enough charisma can virtually negate the chance to fail)&lt;br /&gt;
*Helps the Bard maintain a minimum of solid balance if not completely prone in combat.&lt;br /&gt;
*Reduces incoming damage by both a percentage and a flat amount (can reduce incoming damage to 0), based on the bard&#039;s mojo.&lt;br /&gt;
&lt;br /&gt;
The duration of the ability is based on [[Vocals_skill|vocal lore]] skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable changes from the original version of the ability:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*You can now scream while immobile&lt;br /&gt;
*You will no longer go hoarse from use but you will lose mojo (thus effectiveness)&lt;br /&gt;
*Scream Defiance no longer generates a justice check for disturbing the peace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miscellaneous Info:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Taught at 32nd circle by any Guild Leader&lt;br /&gt;
*Requires and uses [[Bardic Mojo]]&lt;br /&gt;
*Note: killing other players will hurt your mojo!&lt;br /&gt;
&lt;br /&gt;
==Havoc==&lt;br /&gt;
*As of 3.1, available at level 1; previous entry listed level 40.&lt;br /&gt;
*Wave of sound that can unbalance the target or knock them back.&lt;br /&gt;
*Chance of knockdown as well if the target loses too much balance.&lt;br /&gt;
*15 second re-use timer&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
[[page type is::ability| ]][[guild association is::bard| ]]{{Cat|Bard abilities}}&lt;/div&gt;</summary>
		<author><name>JPIZ</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sarkranis%27s_Empath_Guide&amp;diff=372210</id>
		<title>Sarkranis&#039;s Empath Guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sarkranis%27s_Empath_Guide&amp;diff=372210"/>
		<updated>2014-07-19T02:08:10Z</updated>

		<summary type="html">&lt;p&gt;JPIZ: /* How to Empath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Role-playing Considerations==&lt;br /&gt;
&lt;br /&gt;
Traditionally, Empaths have often been played as cheerful, selfless healers who eschew violence. Even now, many players believe that Empaths are supposed to be that way, and those who stray from that path are flouting the guild&#039;s teachings. This belief is the result of several factors:&lt;br /&gt;
#&#039;&#039;&#039;a misunderstanding of supernatural [[Empathy skill|empathy]]&#039;&#039;&#039;: In the everyday sense, when we describe someone as empathic, we mean that he understands another person&#039;s feelings by putting himself in that person&#039;s shoes -- and usually that he feels sympathetic or compassionate as a result. Supernatural empathy doesn&#039;t really have anything to do with people&#039;s feelings. It is a breaking down of the barrier that separates two beings, allowing the Empath to sense and manipulate life essences. (As an extreme example, the [[First Empaths]] could not tolerate being around other people due to their godlike empathy.)&lt;br /&gt;
#&#039;&#039;&#039;a misunderstanding of [[Empathic Shock|empathic shock]]&#039;&#039;&#039;: Empaths who directly cause injury or pain to another living being experience Empathic shock. Many people (including Empaths) misinterpret this as a punishment for violating the guild&#039;s moral teachings, similar to the way a Paladin&#039;s soul declines when he engages in dishonorable or unchivalrous deeds. Although some Empaths may choose to attach moral significance to empathic shock, it is simply an automatic physiological reaction that arises by virtue of the Empath&#039;s heightened sensitivity to the life forces around him. If you lived in a cave for a year, and then wandered out into the noonday sun, the bright light would hurt your eyes, and you would be temporarily blinded. This is much like empathic shock, which is pain followed by a temporary insensitivity that is caused by over-stimulation of one&#039;s empathic senses.&lt;br /&gt;
#&#039;&#039;&#039;early guild mechanics that limited empathy to the transference of wounds&#039;&#039;&#039;: The Empathy skill used to be called &amp;quot;Transference.&amp;quot; This is paralleled by the guild&#039;s own belief that empathy should be &amp;quot;channeled only into the transference of injuries, so as to prevent it from growing too great, as it has with [the First Empaths].&amp;quot; In the wake of [[Jomay]], who was accused of spreading an empathic plague that maimed and killed hundreds, the Empaths&#039; Guild attempted to eradicate knowledge of all other empathic powers from the public record. See [[Shift Debacle]] for a summary of this history.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because early PC Empaths were generally helpless and totally reliant on other adventurers for training, protection, and income, a lot of ideas developed about how Empaths were supposed to be treated and how they were supposed to behave. This attitude has largely waned, as Empaths now have ways to train, defend themselves, and make money that don&#039;t involve other adventurers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In short, there is nothing wrong with going the traditional route if you want, but the guild&#039;s lore allows for a lot more flexibility in character design. As GM Armifer put it, &amp;quot;Empathy doesn&#039;t make people &#039;&#039;nice&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==How to Empath==&lt;br /&gt;
&lt;br /&gt;
Here is some recommended reading for those who are new to the guild or returning after a long break.&lt;br /&gt;
*[[Empath Healing]]: An explanation of how to heal others and yourself.&lt;br /&gt;
*[[Empathy skill]]: Includes a list of methods for training Empathy.&lt;br /&gt;
*[[Link ability]]: This ability allows Empaths to temporarily benefit from the increased skill of other adventurers. The persistent link is also required for certain advanced healing techniques. The guild does not teach this ability; you must learn it from another Empath.&lt;br /&gt;
*[[Manipulate ability]]: Using his empathic senses, the Empath can manipulate the minds of creatures, causing them to fight each other instead of the Empath. This provides the earliest method for killing creatures that are not constructs. It also allows you to train empathy in combat! Once you have about 50 ranks in effective empathy, you can learn this from another Empath.&lt;br /&gt;
*[[Perceive Health]]: At about 50 ranks (average of empathy and attunement), the Empath can begin to sense the life essences of those around them. This ability is very helpful, as you can sense even the most stealthy of beings. (However, you will not see the names of those who are in hiding, only that someone is there.) With more skill, you can see certain health details, such as disease, poison, or vitality loss. With high skill, you can sense people who are several rooms away. This teaches a small amount of empathy (less than healing or manipulation).&lt;br /&gt;
*[[Shift ability]]: This ability allows Empaths to permanently alter the appearance of other people. The guild does not teach shifting. Shifting is prohibited by the guild and is illegal in [[Zoluren]] and [[Therengia]]. Nonetheless, you can undergo a quest to learn this at 30th circle.&lt;br /&gt;
*[[Construct]]: Unlike living creatures and the undead, constructs are magically animated and have no life force. Therefore, Empaths can hunt them without experiencing empathic shock. To check whether something is a construct, {{com|perceive}} it. For a construct, it will say, &amp;quot;You sense that a [monster] will not cause shock if you attack it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Dedicated Healer/Support Character==&lt;br /&gt;
&lt;br /&gt;
===Suggested Spell and Feat Progression===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
==Combat Empath==&lt;br /&gt;
&lt;br /&gt;
I will continue to expand this, but for now, here is a suggested [[:Category:Empath Spells|spell]] and [[Magical Feats|magical feat]] progression for combat-oriented [[Empaths]].&lt;br /&gt;
&lt;br /&gt;
===Suggested Spell and Feat Progression===&lt;br /&gt;
&lt;br /&gt;
The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells earlier than listed here, especially with the mastery feats. I would recommend getting the cyclic spells ([[Guardian Spirit]], [[Aesandry Darlaeth]], and [[Regenerate]]) as early as you are able to cast them. (They require 200-250 ranks to begin casting with minimal mana.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I have prioritized combat-oriented spells and included some spells that improve self-sufficiency/survivability. You may shift the order if you would like to emphasize healing ability more than I have.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. For PvP combat, the recognition feats may be beneficial in that you can see what your opponent is doing (and try to react accordingly). Some people also recommend the &amp;quot;faster&amp;quot; prep feats, but I have heard that they only decrease spell prep time by a second.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Circle!!Spell!!Effect/Comment!!Cost!!Prerequisites!!Magic.Ranks&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Heal Wounds]]||||1||none||3&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Heal Scars]]||||1||Heal Wounds||6&lt;br /&gt;
|-&lt;br /&gt;
|3||||||||||9&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Refresh]]||-fatigue, +fatigue recovery||2||Heal Scars||12&lt;br /&gt;
|-&lt;br /&gt;
|5||||||||||15&lt;br /&gt;
|-&lt;br /&gt;
|6||||||||||18&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Lethargy]]||pulsing fatigue damage (prereq)||3||Refresh||21&lt;br /&gt;
|-&lt;br /&gt;
|8||||||||||24&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Paralysis]]||non-damaging immobilizer (to train TM in anticipation of Guardian Spirit)||2||Lethargy||27&lt;br /&gt;
|-&lt;br /&gt;
|10||||||||||30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Iron Constitution]]||-damage from serious hits (prereq, becomes good at high levels)||2||Heal Scars||33&lt;br /&gt;
|-&lt;br /&gt;
|12||||||||||36&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Gift of Life]]||+stamina, +empathy skill (prereq)||2||Refresh||39&lt;br /&gt;
|-&lt;br /&gt;
|14||||||||||42&lt;br /&gt;
|-&lt;br /&gt;
|15||[[Aggressive Stance]]||+evasion skill, +brawling skill||2||Iron Constitution and Heart Link or Gift of Life||45&lt;br /&gt;
|-&lt;br /&gt;
|16||[[Blood Staunching]]||stops bleeding (prereq)||1||Heal Scars||48&lt;br /&gt;
|-&lt;br /&gt;
|17||||||||||51&lt;br /&gt;
|-&lt;br /&gt;
|18||[[Vitality Healing]]||can be a life saver; you might want it even earlier||2||Heal Scars||54&lt;br /&gt;
|-&lt;br /&gt;
|19||[[Strange Arrow]]||prereq||1||none||57&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Lay Ward]]||potency barrier against spells||1||Gauge Flow, Ease Burden or Strange Arrow||60&lt;br /&gt;
|-&lt;br /&gt;
|22||||||||||66&lt;br /&gt;
|-&lt;br /&gt;
|24||[[Manifest Force]]||ablative physical damage barrier||2||Gauge Flow, Ease Burden or Strange Arrow||72&lt;br /&gt;
|-&lt;br /&gt;
|26||[[Cure Disease]]||||1||Blood Staunching||78&lt;br /&gt;
|-&lt;br /&gt;
|28||||||||||84&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Mental Focus]]||+intelligence, +concentration/recovery (prereq)||2||Heal Scars||90&lt;br /&gt;
|-&lt;br /&gt;
|32||[[Compel]]||forces target to leave room (prereq)||1||Mental Focus||98&lt;br /&gt;
|-&lt;br /&gt;
|34||||||||||106&lt;br /&gt;
|-&lt;br /&gt;
|36||||||||||114&lt;br /&gt;
|-&lt;br /&gt;
|38||[[Nissa&#039;s Binding]]||puts target to sleep (AoE debilitation)||3||Compel or Awaken||122&lt;br /&gt;
|-&lt;br /&gt;
|40||[[Magical Feats|Deep Attunement]]||+harness regeneration||1||100 Attunement, 100 Arcana||130&lt;br /&gt;
|-&lt;br /&gt;
|42||[[Magical Feats|Efficient Harnessing]]||-harness cost||1||100 Attunement, 100 Arcana||138&lt;br /&gt;
|-&lt;br /&gt;
|44||[[Innocence]]||forces target to disengage; prevents facing/advancing (prereq)||1||Iron Constitution||146&lt;br /&gt;
|-&lt;br /&gt;
|46||||||||||154&lt;br /&gt;
|-&lt;br /&gt;
|48||||||||||162&lt;br /&gt;
|-&lt;br /&gt;
|50||[[Tranquility]]||+discipline, +defense against vs. will/fortitude attacks (prereq)||3||Mental Focus||170&lt;br /&gt;
|-&lt;br /&gt;
|52||[[Vigor]]||+agility, +strength||1||Gift of Life||178&lt;br /&gt;
|-&lt;br /&gt;
|54||[[Magical Feats|Utility Mastery]]||allows you to channel more mana into utility spells||1||100 Utility, 100 Arcana||186&lt;br /&gt;
|-&lt;br /&gt;
|56||||||||||194&lt;br /&gt;
|-&lt;br /&gt;
|58||[[Awaken]]||-stuns/unconsciousness||2||Mental Focus||202&lt;br /&gt;
|-&lt;br /&gt;
|60||[[Magical Feats|Raw Channeling]]||power cyclics directly from attunement||1||100 Attunement, 100 Arcana||210&lt;br /&gt;
|-&lt;br /&gt;
|62||[[Magical Feats|Efficient Channeling]]||-cyclic cost||1||100 Attunement, 100 Arcana||218&lt;br /&gt;
|-&lt;br /&gt;
|64||||||||||226&lt;br /&gt;
|-&lt;br /&gt;
|66||[[Guardian Spirit]]||summons combat &amp;quot;pet&amp;quot; (cyclic, trains TM)||2||circle 20, Innocence and Compel or Paralysis||234&lt;br /&gt;
|-&lt;br /&gt;
|68||||||||||242&lt;br /&gt;
|-&lt;br /&gt;
|70||||||||||250&lt;br /&gt;
|-&lt;br /&gt;
|72||[[Aesandry Darlaeth]]||+reflex, +recovery from balance/immobilization/webbing (cyclic)||3||circle 20, Aggressive Stance||260&lt;br /&gt;
|-&lt;br /&gt;
|74||||||||||270&lt;br /&gt;
|-&lt;br /&gt;
|76||||||||||280&lt;br /&gt;
|-&lt;br /&gt;
|78||[[Perseverance of Peri&#039;el]]||ablative vitality barrier (ritual)||3||circle 30, Tranquility and Iron Constitution||290&lt;br /&gt;
|-&lt;br /&gt;
|80||||||||||300&lt;br /&gt;
|-&lt;br /&gt;
|82||[[Heal]]||heals most severe wounds/scars (prereq)||2||Vitality Healing||310&lt;br /&gt;
|-&lt;br /&gt;
|84||||||||||320&lt;br /&gt;
|-&lt;br /&gt;
|86||[[Regenerate]]||gradually heals wounds/scars (cyclic, great for hunting)||2||circle 30, Heal||330&lt;br /&gt;
|-&lt;br /&gt;
|88||||||||||340&lt;br /&gt;
|-&lt;br /&gt;
|90||[[Dispel]]||dispels one magical effect||2||two AP spells||350&lt;br /&gt;
|-&lt;br /&gt;
|92||[[Flush Poisons]]||especially after Poisons are released for alchemy||1||Blood Staunching||360&lt;br /&gt;
|-&lt;br /&gt;
|94||[[Magical Feats|Magic Theorist]]||learn spells designed for other mana types||1||100 Scholarship, 50 Arcana||370&lt;br /&gt;
|-&lt;br /&gt;
|96||[[Magical Feats|Improved Memory]]||memorize a second spell scroll||1||100 Scholarship, 100 Arcana||380&lt;br /&gt;
|-&lt;br /&gt;
|98||[[Magical Feats|Sorcerous Patterns]]||-sorcerous backlash||1||100 Sorcery, 100 Arcana||390&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Magical Feats|Targeted Mastery]]||allows you to channel more mana into TM spells||1||100 TM, 100 Arcana||400&lt;br /&gt;
|-&lt;br /&gt;
|102||[[Magical Feats|Debilitation Mastery]]||allows you to channel more mana into debilitation spells||1||100 Debilitation, 100 Arcana||410&lt;br /&gt;
|-&lt;br /&gt;
|105||[[Magical Feats|Augmentation Mastery]]||allows you to channel more mana into augmentation spells||1||100 Augmentation, 100 Arcana||425&lt;br /&gt;
|-&lt;br /&gt;
|108||[[Magical Feats|Warding Mastery]]||allows you to channel more mana into warding spells||1||100 Warding, 100 Arcana||440&lt;br /&gt;
|-&lt;br /&gt;
|111||[[Magical Feats|Legerdemain]]||easier to conceal spell preps||1||50 Stealth, 50 Arcana||455&lt;br /&gt;
|-&lt;br /&gt;
|114||[[Magical Feats|Alternate Preparation]]||prereq||1||100 PM, 100 Arcana||470&lt;br /&gt;
|-&lt;br /&gt;
|117||[[Magical Feats|Silent Preparation]]||can learn spell preps that are easy to conceal||1||Alternate Preparation, 100 Stealth, 100 Arcana||485&lt;br /&gt;
|-&lt;br /&gt;
|120||||||||||500&lt;br /&gt;
|-&lt;br /&gt;
|123||||||||||515&lt;br /&gt;
|-&lt;br /&gt;
|126||[[Fountain of Creation]]||heals all wounds/scars||3||circle 30, Heal||530&lt;br /&gt;
|-&lt;br /&gt;
|129||[[Burden]]||-strength||1||Gauge Flow, Ease Burden or Strange Arrow||545&lt;br /&gt;
|-&lt;br /&gt;
|132||[[Adaptive Curing]]||allows preemptive casting of Flush Poisons and Cure Disease||1||Cure Disease or Flush Poisons||560&lt;br /&gt;
|-&lt;br /&gt;
|135||||||||||575&lt;br /&gt;
|-&lt;br /&gt;
|138||||||||||590&lt;br /&gt;
|-&lt;br /&gt;
|141||||||||||605&lt;br /&gt;
|-&lt;br /&gt;
|144||||||||||620&lt;br /&gt;
|-&lt;br /&gt;
|147||||||||||635&lt;br /&gt;
|-&lt;br /&gt;
|150||||||||||650&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{cat|Empath,Empath Abilities}}&lt;/div&gt;</summary>
		<author><name>JPIZ</name></author>
	</entry>
</feed>