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		<id>https://elanthipedia.play.net/index.php?title=Recall_command&amp;diff=544384</id>
		<title>Recall command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Recall_command&amp;diff=544384"/>
		<updated>2021-01-19T22:35:11Z</updated>

		<summary type="html">&lt;p&gt;PHUBB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;{{tt|RECALL}} [[page type is::command]]&#039;&#039;&#039; is the ability to remember various bits of information regarding various aspects of Elanthian lore such as famous people, holidays and the Immortals.&lt;br /&gt;
&lt;br /&gt;
[[Bard]]s are especially adept at recalling this information and through their travels and special guild training are able to recall events that happened in the distant past.&lt;br /&gt;
&lt;br /&gt;
Also see [[Recall History]] and [[Evoke]] for related [[:Category:Bard Abilities|Bard abilities]]. &lt;br /&gt;
&lt;br /&gt;
Also see [[Instrument recall|a list of recalls for instruments]].&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Use==&lt;br /&gt;
Recalling information uses and teaches the {{skill|Scholarship}}. Recalls are tiered and as your skill increases you will find yourself recalling more and more information.&lt;br /&gt;
&lt;br /&gt;
A small amount of {{skill|Scholarship}} (approximately 50 ranks), {{stat|Charisma}} (~15) and {{stat|Intelligence}} (12) are needed to make use of any of the recalls.&lt;br /&gt;
&lt;br /&gt;
For their respective guilds as applicable, [[Bardic Mojo]], [[Devotion|Clerical Devotion]], and [[Soul State|Paladin Soul State]] make a slight difference in the skillcheck, although they will not allow bypassing of hard-coded minimums.  Having low [[Bardic Mojo]] will also prevent the [[Bard]] from using {{tt|RECALL}} in the first place.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
* {{tt|RECALL HELP}} -- Displays this information.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{tt|RECALL}} &#039;&#039;&amp;lt;critter|npc|person|item&amp;gt;&#039;&#039;&lt;br /&gt;
:The above options -may- provide special insights depending on guild and {{skill|Scholarship}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* {{tt|recall area}} -- Attempts to tell if there are location based recalls nearby. Will not track through portals.&lt;br /&gt;
* {{tt|RECALL CARAVAN}}:&lt;br /&gt;
: Traders can use this in an attempt to remember where a Caravan is parked. The results can vary based on both the recall ability of the trader and the distance from the caravan.&lt;br /&gt;
: Recall Caravan is simply a tool for traders who may have left a caravan briefly to attend other matters and forgot where they left it. &lt;br /&gt;
: &#039;&#039;Note: This is &#039;&#039;&#039;not&#039;&#039;&#039; part of the main Recall system, and does not award experience as a result, nor is it likely to. The verb recall was used simply because it made the most sense.&#039;&#039;&lt;br /&gt;
* {{tt|RECALL FAMOUS}} &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039; -- Tries to recall information about &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039;.&lt;br /&gt;
* {{tt|Recall HEAVENS}} &#039;&#039;&amp;lt; celestial object&amp;gt;&#039;&#039; -- Recalls what prophetic areas a heavenly body holds sway over.&lt;br /&gt;
* {{tt|Recall HEAVENS}} [[Grazhir]] -- Recalls the Names of Grazhir shards you&#039;ve learned.&lt;br /&gt;
* {{tt|RECALL HERB}} -- Lists common healing herbs.&lt;br /&gt;
* {{tt|RECALL HERB}} (&#039;&#039;&amp;lt;herb/wound&amp;gt;&#039;&#039;):&lt;br /&gt;
: If an herb name is specified, displays information on given herb.&lt;br /&gt;
: If a wound is specified, displays appropriate herb(s) for that wound.&lt;br /&gt;
: Wound options include internal or external, all body parts, and scars.&lt;br /&gt;
: Examples: back scars, internal head, exterior scars, neck &lt;br /&gt;
* {{tt|RECALL HISTORY}} -- Makes an attempt to see what you know about this area.&lt;br /&gt;
* {{tt|RECALL HOLIDAY}} -- Tries to recall the current and next holiday.&lt;br /&gt;
* {{tt|RECALL HOLIDAY}} &#039;&#039;&amp;lt;holiday name&amp;gt;&#039;&#039; -- It will give specific information on that day.&lt;br /&gt;
* {{tt|RECALL HOLIDAY LIST}} -- Will list the more common holidays.&lt;br /&gt;
* {{tt|RECALL IMMORTAL}} &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039; -- Tries to recall information about &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039;.&lt;br /&gt;
* {{tt|RECALL MOUNT}} -- Recalls facts about any mounts you may own.&lt;br /&gt;
* {{tt|RECALL NEXUS}} -- Recalls common Nexus gathering points.&lt;br /&gt;
* {{tt|RECALL WARRANT}} -- Recalls any outstanding warrants you may have.&lt;br /&gt;
&lt;br /&gt;
==Recall Types==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
All guilds may attempt to {{tt|RECALL}} &#039;&#039;&amp;lt;critter&amp;gt;&#039;&#039;.  Various information can be gained depending on {{Skill|Scholarship}} and the type of critter.  The creature must be in the same room as you for this to work.&lt;br /&gt;
*Certain creatures have descriptive information:&lt;br /&gt;
:*[[Black Ape]]&lt;br /&gt;
:*[[Black Goblin]]&lt;br /&gt;
:*[[Black Marble Gargoyle]]&lt;br /&gt;
:*[[Cave Troll]]&lt;br /&gt;
:*[[Faenrae Chanter]]&lt;br /&gt;
:*[[Field Goblin]]&lt;br /&gt;
:*[[Ghoul Crow]]&lt;br /&gt;
:*[[Goblin Shaman]]&lt;br /&gt;
:*[[Goblin Zombie]]&lt;br /&gt;
:*[[Icy Blue Ghast]]&lt;br /&gt;
:*[[Mountain Giant]]&lt;br /&gt;
:*[[Pirate]]&lt;br /&gt;
:*[[Rotting Deadwood Dryad]]&lt;br /&gt;
:*[[Snow Goblin]]&lt;br /&gt;
:*[[Spriggan]]&lt;br /&gt;
:*[[Wildland Goblin]]&lt;br /&gt;
*You can tell which magic a creature uses.  From easiest to hardest to determine:&lt;br /&gt;
:*Spells that belong to your guild&#039;s spellbooks&lt;br /&gt;
:*Spells that are of your mana type, but not your guild&#039;s spellbooks&lt;br /&gt;
:*Spells that are not of your mana type&lt;br /&gt;
*You can determine if a creature carries boxes.&lt;br /&gt;
&lt;br /&gt;
*The timer on learning between successive recall &amp;lt;critters&amp;gt; is 1500 seconds (25min).&lt;br /&gt;
:The cooldown timer for use is real life time, logged in or not.&lt;br /&gt;
:The timer &#039;&#039;&#039;only&#039;&#039;&#039; resets if you gain experience.  It&#039;s fine to input the command early.  If you don&#039;t gain experience you are not penalized.&lt;br /&gt;
&lt;br /&gt;
=== Famous ===&lt;br /&gt;
[[Bard]]s can recall details about famous figures or groups in [[Elanthia]]&#039;s history.&amp;lt;ref&amp;gt;[[Post:Recall_Famous_-_8/7/2005_-_12:30:00]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each listing is broken down into several cumulative tiers of information based on {{skill|Scholarship}}.&lt;br /&gt;
*[[Amfitro]], [[Andraethu]], [[Arhat]], [[Arinni]]&lt;br /&gt;
*[[Bembo]], [[Braushocra]], [[Byron]]&lt;br /&gt;
*[[Corik]]&lt;br /&gt;
*[[Daralaendra]] ,[[Darkensi]], [[Dunshade]]&lt;br /&gt;
*[[Emuin]]&lt;br /&gt;
*[[Glacis]], [[Grell]], [[Grishnok]]&lt;br /&gt;
*[[Theren#Jeladric_Theren_IV|Jeladric Theren]]&lt;br /&gt;
*[[Kukalakai]]&lt;br /&gt;
*[[Lanival]], [[Lasarhhtha]]&lt;br /&gt;
*[[Mibgluc]], [[Morganae]]&lt;br /&gt;
*[[Nissa]]&lt;br /&gt;
*[[Octa]], [[Ocular]]&lt;br /&gt;
*[[Prayk]]&lt;br /&gt;
*[[Ragge]], [[Ralel]]&lt;br /&gt;
*[[Sadiaer]], [[Sidhlot]], [[Sirolarn]], [[Siryn]], [[Sorrow]]&lt;br /&gt;
*[[Tatia]], [[Teiro]], [[Tenebraus]], [[Tezirah]], [[Trimbolt]], [[Twando]]&lt;br /&gt;
*[[Vorclaf]]&lt;br /&gt;
*[[Woolly]], [[World Dragon]], [[Wren]]&lt;br /&gt;
*[[Yabul]]&lt;br /&gt;
&lt;br /&gt;
=== Herbs ===&lt;br /&gt;
[[Ranger]]s, [[guild association is::Empath]]s, [[Bard]]s, and [[Necromancer]]s recall some basic information about various [[Healing Herbs|herb]]s in Elanthia.  With a few exceptions, this will only give information about herbs that are foragable.  More specifically, it includes only those herbs listed in the generic RECALL HERB.  [[Rangers]] have the easiest skillchecks, while [[Bards]] have the hardest.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
:* RECALL HERB - Lists common healing herbs&lt;br /&gt;
:* RECALL HERB &amp;lt;herb&amp;gt; - Gives the body part the herb heals and the general type of areas where the herb can be found.&lt;br /&gt;
:* RECALL HERB &amp;lt;wound&amp;gt; - Lists the herb(s) that will heal that body part as well as the general type of areas where the herb(s) can be found.  Valid wound options are:&lt;br /&gt;
::* any specific body part, torso or limbs&lt;br /&gt;
::* internal, external&lt;br /&gt;
::* scars&lt;br /&gt;
::* any combination of the above options with at most one from each category&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
[[Bard|Bards]] can recall the history in various locations around [[Elanthia]].  Details about how to use the ability can be found [[Recall_History|here]].&lt;br /&gt;
&lt;br /&gt;
=== Holiday ===&lt;br /&gt;
Elanthian Holidays can be recalled by [[Bard]]s, [[guild association is::Cleric]]s, or [[guild association is::Trader]]s. &lt;br /&gt;
*There are four categories of holidays, and each of the three Guilds may find some of them easier to remember than others.&amp;lt;ref&amp;gt;[[Post:Recall_Holiday_-_3/7/2006_-_10:27:08]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*This ability has a 5 minute learning timer.&lt;br /&gt;
There are three ways to use this ability:&lt;br /&gt;
*{{tt|RECALL HOLIDAY LIST}} provides a list of all holidays that may be recalled.&lt;br /&gt;
*{{tt|RECALL HOLIDAY}} on its own lists several pieces of information:&lt;br /&gt;
:*The current holiday and the day it starts.&lt;br /&gt;
:*The next holy week and the day it starts.&lt;br /&gt;
:*The next secular holiday and the day it starts.&lt;br /&gt;
*{{tt|RECALL HOLIDAY &amp;lt;holiday&amp;gt;}} provides specific details about the holiday selected.  In order from easiest to hardest to recall this is:&lt;br /&gt;
:*What category of holiday it is: i.e. holy week, minor holiday, etc.&lt;br /&gt;
:*The day it begins and how many days it lasts.&lt;br /&gt;
:*Details about the holiday itself such as its origins, common practices, or history.  This section is broken into different tiers of difficulty so a skilled character may recall more details than a less skilled one.&lt;br /&gt;
&lt;br /&gt;
Holy Weeks:&lt;br /&gt;
*[[Chadatru holiday|Chadatru]], [[Divyaush holiday|Divyaush]], [[Eluned holiday|Eluned]], [[Everild holiday|Everild]], [[Faenella holiday|Faenella]], [[Glythtide holiday|Glythtide]], [[Hav&#039;roth holiday|Hav&#039;roth]], [[Hodierna holiday|Hodierna]], [[Kertigen holiday|Kertigen]], [[Tamsine holiday|Tamsine]], [[Truffenyi holiday|Truffenyi]]&lt;br /&gt;
&lt;br /&gt;
Major Holidays:&lt;br /&gt;
*[[Anlandu]], [[Blufandu]], [[Jeolandu]], [[Lormandu]], [[Shosandu]], &lt;br /&gt;
&lt;br /&gt;
Minor/Secular Holidays:&lt;br /&gt;
*[[Aesthene&#039;s Close holiday|Aesthene&#039;s Close]], [[Day of Mourning]], [[Aurilae&#039;s Sacrifice]], [[Sicle Grove holiday|Sicle Grove]], [[Surmirae Anladorlo]]&lt;br /&gt;
&lt;br /&gt;
=== Immortal ===&lt;br /&gt;
Immortals can be {{tt|Recall}}ed by a [[Bard]], [[Cleric]], or [[Paladin]].&amp;lt;ref&amp;gt;[[Post:Recall_Immortal_-_8/7/2005_-_12:40:09]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Cleric]]s have the easiest skill checks while [[Bard]]s have the hardest.&lt;br /&gt;
*Only the [[Thirteen]] and their aspects can be recalled at this time.  [[:Category:Immortals#Other Immortals|Other pantheons]] cannot.  The [[World Dragon]] may be recalled as a [[Recall#Famous|Famous]] historical figure.&lt;br /&gt;
*As you become more skilled, you gain more information about the immortal.&lt;br /&gt;
*The information recalled is cumulative and from easiest to hardest is:&lt;br /&gt;
:*The god&#039;s animal symbol.&lt;br /&gt;
:*The other two aspects of the god.  For example, recalling [[Albreda]] will list [[Tamsine]] and [[Harawep]] as her other aspects.&lt;br /&gt;
:*General information about the god&#039;s sphere of influence and worship practices.  This information is broken down into several tiers of difficulty, so not all information may be available if you lack the skill.&lt;br /&gt;
*The experience timer on Recall Immortal is 6 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
For most guilds and items this is simply fluff messaging.  &lt;br /&gt;
:&#039;&#039;E.g. You suddenly remember the location of your &amp;lt;item&amp;gt;.&#039;&#039;&lt;br /&gt;
[[Bard|Bards]] can recall certain items while holding them to get additional information.&lt;br /&gt;
:*All instruments have a detailed physical description, details on how it is played, or even its cultural significance, although not all instruments have all of these.&lt;br /&gt;
:* [[Neithrel bands]]&lt;br /&gt;
:* {{ilink|i|Ashcloak sewn heavily with misshapen shards of scarlet rhodochrosite}}&lt;br /&gt;
&lt;br /&gt;
=== Nexus ===&lt;br /&gt;
No one really understands the forces behind a [[Nexus point]], be they divine or otherwise, but over time such points have become common gathering points for trade, services, learning and more.  From an academic standpoint, it should be noted that Nexus points are a separate and unique entity from the Bardic Nexus enchante.  While the enchante also has beneficial effects to those nearby and excels with additional support from others, the benefits conveyed are quite different.&lt;br /&gt;
&lt;br /&gt;
Little formal research has been done into the matter, as most simply accept these regions without question in much the same way as breathing -- it simply happens without thought or notice.  Some researchers have noted groups performing ritual sacrifices at Nexus points.  Scholars believe these rituals simply bring together like-minded individuals who benefit from the company of one another.  Members of the clergy, however, believe these sites to be touched by the divine because of the offerings made and the benefits bestowed.&lt;br /&gt;
&lt;br /&gt;
Whatever the reason, many of the identified Nexus points have proven to be pivotal locations in conflicts, celebrations, miracles, trade and other important events throughout recorded history.  Whether outside forces truly act upon the areas or these events are simply coincidence, the beneficial effects of gathering at a Nexus have been clearly noted.&lt;br /&gt;
&lt;br /&gt;
[To see a list of established Nexus points, please see {{tt|RECALL NEXUS LIST}}.]&lt;br /&gt;
&lt;br /&gt;
=== Warrants ===&lt;br /&gt;
Based on circle, it will notify a character if they have an active warrant, and will provide more information at higher circles.&lt;br /&gt;
&lt;br /&gt;
Circle (0-19) are told if they have a warrant or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
Circle (20-49) are told if they have a warrant or not, and where it is.&amp;lt;br /&amp;gt;&lt;br /&gt;
Circle (50-99) are told if they have a warrant or not, where it is, and what the crime is.&amp;lt;br /&amp;gt;&lt;br /&gt;
Circle 100+ are told if they have a warrant or not, where it is, what the crime is, and what the fine is.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timers and Learning==&lt;br /&gt;
*Recall teaches {{Skill|Scholarship}} if the topic being recalled is a challenge.&lt;br /&gt;
*Recalling the general categories of Holiday, Immortal, Famous, Herb, Item and Creature all have separate timers, although they behave similarly:&lt;br /&gt;
:*Recalls in the same category that are done before the timer is up teach progressively less and less {{Skill|Scholarship}}.&lt;br /&gt;
:*You can recall the same category up to 10 times before you will gain no more experience until the timer expires.&lt;br /&gt;
:*You can recall the same topic 10 time or 10 different topics and, if the difficultly of the topic is the same, you will learn the same amount.&lt;br /&gt;
:*The timer is fully reset for a given category every time you recall something from it.&lt;br /&gt;
*Recall History behaves in a similar manner except that each history location has a separate timer.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Notes==&lt;br /&gt;
*In some cases, there is no difference between the message for failing the scholarship skill check and the message indicating there is nothing to recall.&lt;br /&gt;
*For example, getting the message, &#039;&#039;&amp;quot;You give a &amp;lt;critter&amp;gt; a look of sudden recognition.&amp;quot;&#039;&#039; when trying to {{tt|RECALL &amp;lt;critter&amp;gt;}} could mean one of two things:&lt;br /&gt;
:*there is something that you can recall on the critter but you failed the check due to lack of skill, or...&lt;br /&gt;
:*there is nothing that you can recall at all for that critter.&lt;br /&gt;
*Recall was originally a Bard only ability.  When expanded to include other guilds a caveat was put in place requiring that Bards have access to every recall, although they don&#039;t necessarily have to be the best at it.&amp;lt;ref&amp;gt;[[Post:Recall 2.0 - 11/21/2007 - 01:28:20]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Commands,Bard abilities}}&lt;/div&gt;</summary>
		<author><name>PHUBB</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Races&amp;diff=543305</id>
		<title>Category:Races</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Races&amp;diff=543305"/>
		<updated>2020-12-31T07:33:39Z</updated>

		<summary type="html">&lt;p&gt;PHUBB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Races==&lt;br /&gt;
There are seven races common to the five provinces of [[Kermoria]]:&lt;br /&gt;
*[[:Category:Human|Human]]&lt;br /&gt;
*[[:Category:Elf|Elf]]&lt;br /&gt;
*[[:Category:Dwarf|Dwarf]]&lt;br /&gt;
*[[:Category:Elothean|Elothean]]&lt;br /&gt;
*[[:Category:Gor&#039;Tog|Gor&#039;Tog]]&lt;br /&gt;
*[[:Category:Halfling|Halfling]] (Olvi)&lt;br /&gt;
*[[:Category:S&#039;Kra Mur|S&#039;Kra Mur]]&lt;br /&gt;
&lt;br /&gt;
There are two races from the west of Kermoria:&lt;br /&gt;
*[[:Category:Rakash|Rakash]]&lt;br /&gt;
*[[:Category:Prydaen|Prydaen]]&lt;br /&gt;
&lt;br /&gt;
There are two races that have come to Kermoria from [[Albaria]]:&lt;br /&gt;
*[[:Category:Gnome|Gnome]]&lt;br /&gt;
*[[:Category:Kaldar|Kaldar]]&lt;br /&gt;
&lt;br /&gt;
==NPC Races==&lt;br /&gt;
Other races from Albaria:&lt;br /&gt;
*[[Gorbesh]]&lt;br /&gt;
*[[Ocular]]&lt;br /&gt;
*[[Luethra]]&lt;br /&gt;
*[[Shaerek]]&lt;br /&gt;
*[[Nirejis]]&lt;br /&gt;
&lt;br /&gt;
Other races of note:&lt;br /&gt;
*[[:Category:Adan&#039;f|Adan&#039;f]]&lt;br /&gt;
*[[:Category:Akul&#039;tiz|Akul&#039;tiz]]&lt;br /&gt;
*[[:Category:Elpalzi|Elpalzi]]&lt;br /&gt;
*[[:Category:Goblin|Goblin]]&lt;br /&gt;
*[[:Category:Kather|Kather]]&lt;br /&gt;
*[[:Category:Kobold|Kobold]]&lt;br /&gt;
*[[:Category:Merelew|Merelew]]&lt;br /&gt;
*[[:Category:Orc|Orc]]&lt;br /&gt;
*[[:Category:Ogre|Ogre]]&lt;br /&gt;
*[[:Category:S&#039;Kra Kor|S&#039;Kra Kor]]&lt;br /&gt;
*[[:Category:S&#039;lai|S&#039;lai]]&lt;br /&gt;
*[[:Category:Troll|Troll]]&lt;br /&gt;
*[[:Category:Trollkin|Trollkin]]&lt;br /&gt;
*[[:Category:Vykathi|Vykathi]]&lt;br /&gt;
*[[:Category:Xala&#039;shar|Xala&#039;shar]]&lt;br /&gt;
&lt;br /&gt;
== Other Information ==&lt;br /&gt;
* [[Post: Racial Age Messaging: the Quickening - 5/17/2010 19:32:44 | GM Armifer&#039;s Racial Age Changes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>PHUBB</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_healing&amp;diff=543191</id>
		<title>Empath healing</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_healing&amp;diff=543191"/>
		<updated>2020-12-28T04:59:49Z</updated>

		<summary type="html">&lt;p&gt;PHUBB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps the most iconic and useful [[page type is::ability]] an [[guild association is::Empath]] has is to heal the ailments of other adventurers. With skill, one can even snatch a fallen adventurer away from the jaws of death itself.&lt;br /&gt;
&lt;br /&gt;
==Healing patients==&lt;br /&gt;
&lt;br /&gt;
Warning: It is recommended that you not attempt to transfer injuries, poison, or disease until you have the ability to heal these conditions, yourself. For example, healing scars requires a second spell, [[Heal Scars]], and more skill in magic to cast. Curing your own poison and disease requires the more challenging [[Flush Poisons]] and [[Cure Disease]] spells.&lt;br /&gt;
&lt;br /&gt;
===Linking===&lt;br /&gt;
&lt;br /&gt;
An Empath heals people by transferring their injuries to his own body and then casting healing spells on his own body.&lt;br /&gt;
&lt;br /&gt;
The first step is to establish a diagnostic link with your patient by {{com|TOUCH}}ing him. This displays detailed information about the person&#039;s wounds, vitality, and any disease or poison that may be present.&lt;br /&gt;
&lt;br /&gt;
With sufficient [[Empathy skill|empathy skill]], you can specify the severity of wounds that you wish to see.&lt;br /&gt;
&lt;br /&gt;
{{com|TOUCH}} &amp;lt;PATIENT&amp;gt; [OPTION]&lt;br /&gt;
*MINOR&lt;br /&gt;
*HARMFUL&lt;br /&gt;
*DAMAGING&lt;br /&gt;
*WOUND OR WOUND &amp;lt;INJURY SEVERITY&amp;gt;&lt;br /&gt;
*SEVERE&lt;br /&gt;
*DEVASTATING&lt;br /&gt;
*USELESS&lt;br /&gt;
*BLEEDING OR BLEEDING &amp;lt;INJURY SEVERITY&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Familiar window ====&lt;br /&gt;
&lt;br /&gt;
It is possible in most [[front_end|game clients]] to send this information to a dedicated window so that it is not lost in the scroll of the main story window. This is typically done via the Familiar window.&lt;br /&gt;
&lt;br /&gt;
* In StormFront: Wound information can be sent to the FAMILIAR window. This can be opened by going into the Windows menu (in the upper left by default) and clicking the eye icon by Familiar. The window can then be re-sized or positioned as needed. If the window is closed, the wound information will default back to the story window.&lt;br /&gt;
&lt;br /&gt;
====Breaking Empathic Links====&lt;br /&gt;
&lt;br /&gt;
{{com|BREAK}} [ALL|&amp;lt;PATIENT&amp;gt;]: this command breaks an empathic link and halts any wound transfers in process. There are several reasons you may want to break a link:&lt;br /&gt;
*You realize that you are taking a wound that will kill you if you finish the transfer.&lt;br /&gt;
*You are taking vitality from a deader, or your vitality is running too low.&lt;br /&gt;
*You attempted a partial transfer that failed, instead starting a full or wild transfer.&lt;br /&gt;
*You start taking a wound your patient doesn&#039;t want you to take, such as a bleeder.&lt;br /&gt;
*You realize that your patient is a fellow Empath. (You don&#039;t gain empathy experience from live Empaths.)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Leaving the room, {{com|lie|lying}} down, {{com|fall|falling}}, or {{com|faint|fainting}} will also break empathic links, although that may not be as quick as {{com|break|breaking}} the link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Persistent Link====&lt;br /&gt;
&lt;br /&gt;
This ability must be learned from a fellow adventurer. As long as you and the patient are in the same room, a persistent link will not break. You can also check this patient&#039;s wounds without touching him by typing {{com|PERCEIVE}} HEALTH &amp;lt;PATIENT&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Hand of Hodierna ability (see below) requires a persistent link.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|LINK}} &amp;lt;PATIENT&amp;gt; PERSISTENT&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|LINK}} &amp;lt;PATIENT&amp;gt; PERSISTENT CANCEL: this command breaks the persistent link with your patient&lt;br /&gt;
&lt;br /&gt;
===Transferring wounds and scars===&lt;br /&gt;
&lt;br /&gt;
At low levels of skill, wounds will transfer slowly, and you may not be able to take more than one wound at a time without having your link break.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|TAKE}} &amp;lt;PATIENT&amp;gt; [INTERNAL] &amp;lt;BODY PART&amp;gt; [SCAR] [PART|HALF|MOST] [CAREFUL|QUICK]: for transferring individual wounds or scars. For example:&lt;br /&gt;
*TAKE MELETE HEAD: transfers external head wound at normal speed&lt;br /&gt;
*TAKE MELETE INTERNAL ABDOMEN SCAR QUICK: transfers internal abdomen scar at maximum speed&lt;br /&gt;
*TAKE MELETE CHEST HALF CAREFUL: transfers half of an external chest wound as carefully as possible&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Valid Body Part Options:&lt;br /&gt;
*HEAD&lt;br /&gt;
*RIGHT EYE&lt;br /&gt;
*LEFT EYE&lt;br /&gt;
*NECK&lt;br /&gt;
*CHEST&lt;br /&gt;
*ABDOMEN&lt;br /&gt;
*BACK&lt;br /&gt;
*RIGHT ARM&lt;br /&gt;
*LEFT ARM&lt;br /&gt;
*RIGHT HAND&lt;br /&gt;
*LEFT HAND&lt;br /&gt;
*RIGHT LEG&lt;br /&gt;
*LEFT LEG&lt;br /&gt;
*TAIL (the Empath must have a tail)&lt;br /&gt;
*SKIN (the nerves are &amp;quot;internal skin&amp;quot;)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It requires 6 ranks of empathy to take internal wounds, 7 ranks of empathy to take external scars, and 8 ranks of empathy to take internal scars.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|TAKE}} &amp;lt;PATIENT&amp;gt; [CAREFUL|QUICK] [ALL EXTERNAL|ALL INTERNAL] [ALL WOUNDS|ALL SCARS] [EVERYTHING]: for transferring multiple wounds at once. For example:&lt;br /&gt;
*TAKE MELETE EVERYTHING: transfers all external and internal wounds and scars&lt;br /&gt;
*TAKE MELETE QUICK ALL SCARS: transfers all external and internal scars at maximum speed&lt;br /&gt;
&lt;br /&gt;
====Optional syntax: partial transfers====&lt;br /&gt;
&lt;br /&gt;
By default, TAKE will transfer the entire wound. If you are concerned with over-healing or just want to reduce the patient&#039;s wound to a manageable level, it might be better to only take PART, HALF, or MOST of the wound. Unsuccessful outcomes result from a lack of empathy skill:&lt;br /&gt;
*You fail to take anything.&lt;br /&gt;
*You lose focus and take the whole wound.&lt;br /&gt;
*You lose control and wildly transfer the whole wound at an increased speed.&lt;br /&gt;
&lt;br /&gt;
====Optional syntax: speed====&lt;br /&gt;
&lt;br /&gt;
The QUICK option increases the speed of the transfer and the amount of empathy experience you gain, but it requires more skill to pull off. When quickly transferring a partial wound, there is an increased risk of losing control and transferring all of a wound. This also makes it more difficult to reduce wound severity. (See below.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The CAREFUL option decreases the speed of the transfer, but it reduces the amount of skill needed. When carefully transferring a partial wound, there is a decreased risk of losing control and transferring all of a wound. This also makes it easier to reduce wound severity. (See below.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transferring vitality, poison, and disease===&lt;br /&gt;
&lt;br /&gt;
You can restore the patient&#039;s vitality by sacrificing your own. Be aware that patients with more stamina than you have more vitality than you, so what looks like a manageable loss to them may be devastating to you.&lt;br /&gt;
&lt;br /&gt;
{{com|TAKE}} &amp;lt;PATIENT&amp;gt; VITALITY [CAREFUL|QUICK]&lt;br /&gt;
&lt;br /&gt;
As with wounds, some poisons and diseases are worse than others. Usually the TOUCH output provides some indication of the severity of poison, but with disease, you just have to know about each disease and what you can handle.&lt;br /&gt;
&lt;br /&gt;
{{com|TAKE}} &amp;lt;PATIENT&amp;gt; [CAREFUL|QUICK] [BODY PART] POISON: If you do not specify a body part, you will attempt to transfer all poison.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|TAKE}} &amp;lt;PATIENT&amp;gt; [CAREFUL|QUICK] &amp;lt;DISEASE&amp;gt;: Below are the disease options.&lt;br /&gt;
*DISEASE (transfers all disease)&lt;br /&gt;
*CONSUMPTION&lt;br /&gt;
*FLESHROT&lt;br /&gt;
*GANGRENE&lt;br /&gt;
*INFECTION&lt;br /&gt;
&lt;br /&gt;
===Transferring empathic shock===&lt;br /&gt;
&lt;br /&gt;
[[Empathic Shock]] is a condition that results from overloading your empathic senses by directly causing harm to another living creature. Empaths who are suffering from shock have a diminished ability to use abilities that require empathy, such as healing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can transfer half of another Empath&#039;s shock to yourself if you wish; you will then be shocked until your senses recover. Multiple Empaths can spread the shock around in a &amp;quot;shock circle&amp;quot; so that no one Empath has a lot of shock.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|TAKE}} &amp;lt;PATIENT&amp;gt; SHOCK&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shock scars will remain even after the shock has worn off. They cannot be healed, but they have no mechanical effect.&lt;br /&gt;
&lt;br /&gt;
===Advanced options for highly skilled Empaths===&lt;br /&gt;
&lt;br /&gt;
====Wound reduction====&lt;br /&gt;
&lt;br /&gt;
With sufficient skill, you will automatically reduce the severity of wounds that you transfer to yourself. The wound you receive may be reduced by as much as 50%, but this requires extremely high levels of skill:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
450 ranks is the minimum amount of empathy to see transferred wound reduction on external fresh wounds. You need more than that to start reducing internals, external scars, and internal scars. At that level of empathy, the wound reduction would be very, very minimal. It might not even show up at that level due to rounding errors, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It takes 1,050 ranks to cap the reduction of all types of injuries (which is, yes, still 1/2.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s also harder to reduce wounds that are being transferred quickly and easier to reduce wounds that are being transferred carefully. So transferring carefully will allow you to reduce external wounds slightly earlier than 450 ranks of effective empathy. Of course, you&#039;d need more than 1,050 empathy to cap wound reductions for quickly transferred wounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If for some reason you don&#039;t want to reduce wound severity, add &amp;quot;normal&amp;quot; to the end of the command:&lt;br /&gt;
*TAKE MELETE LEFT ARM INTERNAL NORMAL&lt;br /&gt;
&lt;br /&gt;
====Wound redirection====&lt;br /&gt;
&lt;br /&gt;
Normally, when you transfer a patient&#039;s chest wound, you receive a chest wound. The redirect ability is used by Empaths to change where a transferred wound will appear. This ability is taught by guildleaders and requires both 60th circle and 320 effective empathy ranks to learn or use. ([[Empathic Shock]] may reduce your effective ranks.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A redirect will last for five minutes or until you cancel it, whichever comes first.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once your body part is destroyed (useless-level wound), you will not be able to direct additional wounds to it. If the body part is destroyed during a redirected transfer, the remaining wound will not be transferred at all. (In other words, if you are redirecting a lethal chest wound to your right leg, and you lose all of your leg, the patient&#039;s remaining chest wound will not automatically transfer to your chest.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|REDIRECT}} ALL TO &amp;lt;YOUR BODY PART&amp;gt;: redirects all transferred wounds and scars to selected body part&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|REDIRECT}} &amp;lt;PATIENT&#039;S BODY PART&amp;gt; TO &amp;lt;YOUR BODY PART&amp;gt;: chooses a specific body part to redirect&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|REDIRECT}} CHECK: shows your current redirection status&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|REDIRECT}} CANCEL: cancels any current redirection&lt;br /&gt;
&lt;br /&gt;
====Unity link====&lt;br /&gt;
&lt;br /&gt;
The ultimate manifestation of healing ability, the unity link allows an Empath to instantly assume every wound on a patient but with no redirection or reduction in severity. This brand of healing thus leaves the Empath with every single wound the patient had, but as a new application of Empathy, it leaves the patient with no scarring and it teaches better than &amp;quot;vanilla&amp;quot; healing does.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unity is taught by guildleaders and requires 70th circle and around 380 effective empathy ranks to learn and use.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There is a skill-based cool-down between uses, starting at three minutes and possible to work down to one minute.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|LINK}} &amp;lt;PATIENT&amp;gt; UNITY&lt;br /&gt;
&lt;br /&gt;
====Hand of Hodierna====&lt;br /&gt;
&lt;br /&gt;
This is a high-level ability (80th circle&#039;s worth or around 440 empathy) that is taught by guildleaders. It is a passive ability that transfers wounds from patient to Empath without any action from the Empath, once they have established the persistent link and then invoked the Hand of Hodierna link. There is no redirection or reduction in severity.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is a fairly slow transfer; it starts out a little random, hence a bit more dangerous to the Empath than normal healing. For amount healing X on the patient, the Empath gets anything between 1X and 3X in wound, so they have to be pretty careful and on top of things to make sure that their multiple patients and wounds don&#039;t pile up too quickly. Thus you have no way to know what was going to come across or exactly how bad it will be. The randomness decreases with skill until the Empath consistently gets a 1:1 transfer at around 600 ranks. However, since this is a slow healing ability, the most you will ever get at once is nine points of &amp;quot;wound,&amp;quot; which is about halfway to a bleeder, for reference.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Empath starts with the ability to form two such links at 80th circle/440 ranks, three at around 500 ranks, and four at around 560 ranks. In addition to reducing randomness, additional skill allows an Empath to transfer more wound per person, though the total amount still caps out fairly low.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Hand of Hodierna is meant to teach quite well, though not in such large bursts as vanilla healing or unity and is mainly aimed at group hunting situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|LINK}} &amp;lt;PATIENT&amp;gt; HODIERNA: establishes a manifestation of the Hand of Hodierna link&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|LINK}} &amp;lt;PATIENT&amp;gt; HODIERNA CANCEL: ends a specific manifestation of the Hand of Hodierna link&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|LINK}} ALL HODIERNA CANCEL: ends all manifestations of the Hand of Hodierna link&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Over-healing===&lt;br /&gt;
&lt;br /&gt;
It is possible to be too eager to help. If you transfer a lethal wound or scar to yourself, you will die. It is also possible to bleed to death. (Vitality drops to 0.) This is known as &amp;quot;over-healing,&amp;quot; and it is often disdainfully viewed as a beginner&#039;s error.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you are perfectly healthy, transferring an entire &amp;quot;useless&amp;quot; level wound or scar to a vital area will kill you. (Vital areas include the head, neck, chest, abdomen, and back.) This is a possibility when working with dead patients.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
More commonly, over-healing happens when the Empath fails to pay attention to the gradual accumulation of wounds and scars. Once a vital wound reaches &amp;quot;useless&amp;quot; level, you die. Similarly, if you manage to acquire a useless-level scar while transferring scars from a patient, you will die. (If, however, you get a useless-level scar by healing your own wounds and ignoring your scars, you will not die unless you try to transfer additional scars from the patient.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that some of your wounds may be hidden from the {{com|HEALTH}} output. This is especially true of scars when you already have wounds to the same body part. Always check yourself with the {{com|PERCEIVE|PERCEIVE HEALTH SELF}} command; it gives TOUCH-like details for your own wounds and scars.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only way to prevent over-healing is to pay attention. A novice who tries to transfer a lethal wound will probably find that the link breaks before the entire wound is transferred, but it is far safer for the novice to team up with a more experienced Empath.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
More experienced Empaths can prevent over-healing by using the partial transfer options, healing themselves, and then transferring the patient&#039;s remaining wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Wound redirection can also be employed. (For example, if you can&#039;t safely transfer an entire wound to your chest, redirect it to your leg.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Wound reduction can increase the number of wounds you can safely transfer to your own body before you need to heal yourself, but unless you can predict the reduction with 100% accuracy, you probably shouldn&#039;t take an otherwise-lethal wound under the assumption that it will be reduced to a survivable level.&lt;br /&gt;
&lt;br /&gt;
===Other pitfalls===&lt;br /&gt;
&lt;br /&gt;
Death is not the only problem caused by wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Activities that may be hindered by wounds and/or scars:&lt;br /&gt;
*transferring additional wounds/scars to that part&lt;br /&gt;
*tending wounds (arm or hand wounds)&lt;br /&gt;
*[[Harness Ability skill|harnessing]] [[mana]] (nerve wounds)&lt;br /&gt;
*{{com|invoke|invoking}} [[cambrinth]] (head wounds)&lt;br /&gt;
*holding [[cambrinth]] (missing arm or hand)&lt;br /&gt;
*defending yourself in combat&lt;br /&gt;
*[[Locksmithing skill|disarming traps and picking locks]]&lt;br /&gt;
*cleaning and [[Performance skill|playing instruments]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Moreover, if you are holding something when your arm or hand acquires a useless-level wound, you will drop that item. The system will prevent other people from picking up that item for some time, but if you leave the room, the protection will cease.&lt;br /&gt;
&lt;br /&gt;
===Healing etiquette===&lt;br /&gt;
&lt;br /&gt;
====Ask before healing====&lt;br /&gt;
&lt;br /&gt;
Do not assume that every injured person wants you to heal them. They may have reasons for not wanting your help, such as the desire to tend their own wounds for first aid experience, the desire to hold out for a particular Empath, a dislike of you or your race, or an aversion to empathic healing in general.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Accordingly, you should always ask if the person wants to be healed before actually healing him. If the person doesn&#039;t respond, take that as a no.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the person is on the verge of death and is unable to respond due to unconsciousness or immobility, few would object to your taking emergency life saving measures.&lt;br /&gt;
&lt;br /&gt;
====Take turns with other Empaths====&lt;br /&gt;
&lt;br /&gt;
When two or more Empaths are in the room, it is expected that they will take turns healing patients to spread the experience and tips around. If you healed the last patient, and another patient comes in for healing, wait a reasonable amount of time (for the other Empath to respond) before healing him yourself. Once an Empath has &amp;quot;claimed&amp;quot; a patient by touching him, you should refrain from touching that patient unless the other Empath asks for help or declines to heal the person.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When a novice Empath is present, it is considered polite to allow the novice to take the easy wounds before stepping in to finish healing the patient.&lt;br /&gt;
&lt;br /&gt;
====Offer tips to Empaths who heal you====&lt;br /&gt;
&lt;br /&gt;
Patients are generally expected to offer tips or payment for being healed. What is considered to be an appropriate amount depends on the severity of the patient&#039;s injuries, the patient&#039;s means, and other factors. For example, if you are wearing a small fortune in gear and accessories, a tip of only a few silvers&#039; worth of gems may not be well received. Similarly, if the Empath made a house call to a distant location, a larger tip may be in order.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some Empaths are happy to work for free and may even refuse tips, but it&#039;s always polite to offer. A few may insist on payment up front.&lt;br /&gt;
&lt;br /&gt;
===Common settings for healing===&lt;br /&gt;
&lt;br /&gt;
See the etiquette section above for common courtesies that Empaths are expected to follow while healing.&lt;br /&gt;
&lt;br /&gt;
====Stationary/guild healing====&lt;br /&gt;
&lt;br /&gt;
There are some designated areas where Empaths can work on patients.  Such areas include the Crossing Infirmary (or more recently, right inside the guildhall).  However, any area where adventurers commonly gather can be a place to offer healing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Advantages:&lt;br /&gt;
*Depending on the location and time of day, patients will come to you.&lt;br /&gt;
*Such places are usually free of hostile creatures.&lt;br /&gt;
*Gathering places are often the center of social activity.&lt;br /&gt;
*Such places are often good places to teach or listen to classes, and many have conveniences like trash cans, things to forage, etc., allowing you to train other skills between patients.&lt;br /&gt;
*You are likely to find other Empaths who can help you, especially if you&#039;re working at the guild.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Disadvantages:&lt;br /&gt;
*There may be more Empaths than patients.&lt;br /&gt;
*Gathering spots are often populated by AFK scripters who add to the spam/clutter without contributing anything to the social/role-playing environment.&lt;br /&gt;
*During odd hours, you may be the only person there.&lt;br /&gt;
&lt;br /&gt;
====Field healing====&lt;br /&gt;
&lt;br /&gt;
Those who are more daring may venture into hunting grounds and offer to heal hunters.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Advantages:&lt;br /&gt;
*You don&#039;t have to wait for patients to come to you.&lt;br /&gt;
*You don&#039;t have to share patients with other Empaths.&lt;br /&gt;
*Being able to handle yourself in combat is often a source of pride among the less passive Empaths.&lt;br /&gt;
Disadvantages:&lt;br /&gt;
*You must be able to defend yourself against the creatures in the area. (It helps to cast defensive buffs and wards before going into hunting areas.)&lt;br /&gt;
*The patient may acquire additional injuries while you are in the process of transferring wounds, making over-healing more likely.&lt;br /&gt;
*You may be injured by hostile creatures, making over-healing more likely.&lt;br /&gt;
*As you accumulate wounds, your defenses are penalized.&lt;br /&gt;
*In a high-scroll environment, it can be harder to keep track of what&#039;s going on.&lt;br /&gt;
*Hunters are sometimes hidden or not responsive.&lt;br /&gt;
&lt;br /&gt;
====Triage====&lt;br /&gt;
&lt;br /&gt;
Unlike most other settings, the normal rules of etiquette do not apply during triage. For example, Empaths are not expected to take turns or refrain from healing each other&#039;s patients. Tipping is also not expected, although many will accept tips if offered.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike regular healing, triage Empaths aren&#039;t usually focused on getting someone fully healed before moving on. Rather, the focus is on getting wounded fighters back into battle. This may mean that you only heal those injuries that prevent a corpse from holding life.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If there isn&#039;t enough manpower to heal everyone, here is the general order of priority for triage patients:&lt;br /&gt;
#live front-line fighters&lt;br /&gt;
#live support personnel (Clerics, draggers, etc.)&lt;br /&gt;
#dead front-line fighters&lt;br /&gt;
#dead support personnel&lt;br /&gt;
#live people who aren&#039;t fighting, supporting, or helping triage&lt;br /&gt;
#dead people who aren&#039;t fighting, supporting, or helping triage&lt;br /&gt;
#AFK scripters (not everyone would put them at the bottom)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is considered very bad form to over-heal during triage. A dead Empath only adds to the workload. If you accidentally over-heal during triage, the most courteous practice is to {{com|DEPART}} (especially if there are other patients).&lt;br /&gt;
&lt;br /&gt;
==Healing yourself==&lt;br /&gt;
&lt;br /&gt;
Once you have transferred your patient&#039;s injuries to your own body, you cast healing spells on your own wounds to heal them. Empath spells are cast like traditional spells and can be used with or without cambrinth. However, [[Empathic shock]] diminishes your ability to use them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your skill with [[Utility skill|Utility magic]] determines how much mana you can channel into healing spells. The [[Magical Feats|Utility Mastery feat]] also increases the amount of mana you can put into utility spells. The more mana you use, the more powerful the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heal Wounds]] and [[Heal Scars]] are the only options for novices. Once you prepare the spell and provide enough mana to power it, {{com|CAST}} with the following syntax:&lt;br /&gt;
:{{com|CAST}} &amp;lt;BODY PART&amp;gt; [EXTERNAL|INTERNAL|REVERSE]: By default, if you specify a body part with no optional syntax, all of the spell&#039;s energy will go toward the external injury. Any remaining energy will go toward the internal injury. REVERSE reverses this order, giving priority to the internal injury. Using the EXTERNAL or INTERNAL option will treat only those injuries, even if you use enough mana to heal both. Casting [[Heal Wounds]] internally is useful if you are trying to acquire or preserve bleeders for first aid.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have about 80 ranks in utility magic, you can begin using the [[Heal]] spell. Unlike Heal Wounds and Heal Scars, Heal cures up to four wounds at a time. This spell automatically targets your most serious wounds. When treating a single wound, Heal is a less efficient use of mana than the individual healing spells, but it saves time when you are healing multiple wounds. Valid casting syntax:&lt;br /&gt;
:{{com|CAST}} [WOUND|SCAR]: If no optional syntax is specified, the spell will treat the most serious wounds and scars. The WOUND and SCAR syntax can limit the spell to just those injuries.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once you have about 250 effective ranks in utility magic (this requirement may be reduced by the utility mastery feat or appropriate buffs), you can begin using the [[Regenerate]] spell. This is a cyclic spell that will heal some of your wounds every 10 seconds; it requires a constant supply of mana. At high levels, this spell can turn an Empath into a triage machine or a nearly invincible foe. If you plan to use cyclic spells, it is worth learning the [[Magical Feats]] of Raw Channeling, Deep Attunement, and Efficient Channeling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For instant full healing, nothing beats the [[Fountain of Creation]] spell. It is an esoteric spell that requires 250 ranks in utility and 22 stamina to start using. With enough mana, it can potentially heal all of your wounds. (If you don&#039;t supply enough mana, it will start with whatever wounds are listed first in your HEALTH output.) The more injured you are, the more mana it takes. Casting this spell causes vitality loss and fatigue, and you will have to wait 60 seconds before you can cast this spell again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As powerful as those spells are, they do not treat vitality loss, poison, or disease. For that, you need [[Vitality Healing]], [[Flush Poisons]], and [[Cure Disease]]. When casting [[Flush Poisons]] and [[Cure Disease]], you &amp;lt;s&amp;gt;must&amp;lt;/s&amp;gt; *can* specify the poison or disease you wish to target, but that is not required. You can see this in your HEALTH output.&lt;br /&gt;
&lt;br /&gt;
{{cat|Empath abilities}}&lt;/div&gt;</summary>
		<author><name>PHUBB</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Perseverance_of_Peri%27el&amp;diff=542857</id>
		<title>Perseverance of Peri&#039;el</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Perseverance_of_Peri%27el&amp;diff=542857"/>
		<updated>2020-12-20T19:11:48Z</updated>

		<summary type="html">&lt;p&gt;PHUBB: Removed outdated information and references to messaging for other spells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Perseverance of Peri&#039;el&lt;br /&gt;
|abbrev=pop&lt;br /&gt;
|minprep=300&lt;br /&gt;
|castcap=800&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Protection&lt;br /&gt;
|prereqs=Circle 30, [[Tranquility]] and [[Iron Constitution]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=What cannot be avoided, must be endured.  This spell imbues the caster with inner reserves of fortitude and vitality, allowing him prevent the pain and suffering that accompany insults to the body in combat.  The pattern&#039;s name alludes to the Goddess [[Peri&#039;el]]&#039;s persistence during her mythical battle against the fearsome [[World Dragon]] -- despite grievous injuries, the Goddess persevered, and in the end it was her actions which subdued that terrible beast.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=ablative vitality barrier&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
You take a few calming breaths, allowing the pattern settle deep within you, creating an inner reserve of vitality.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*[[Ritual spells]] may require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
* The strength of the barrier is reflected in the power perceive messaging&lt;/div&gt;</summary>
		<author><name>PHUBB</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Trader_abilities&amp;diff=542720</id>
		<title>Category:Trader abilities</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Trader_abilities&amp;diff=542720"/>
		<updated>2020-12-18T01:56:45Z</updated>

		<summary type="html">&lt;p&gt;PHUBB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of [[guild association is::Trader]] abilities.&lt;br /&gt;
&lt;br /&gt;
=Basic Abilities=&lt;br /&gt;
These are attained at first joining the guild.&lt;br /&gt;
* Market Advantages (Haggling Bonus)&lt;br /&gt;
* Contract Trading&lt;br /&gt;
* Pack Animals &amp;amp; Caravans&lt;br /&gt;
* Trade Route Justice&lt;br /&gt;
* [[Rumor System]]&lt;br /&gt;
* [[Ledger]]s&lt;br /&gt;
* [[Embroidery]] Bonus&lt;br /&gt;
* Gem Pouch Verbs (GATHER, UNTIE, COMBINE)&lt;br /&gt;
&lt;br /&gt;
=Circle Based Abilities=&lt;br /&gt;
{| width=100%&lt;br /&gt;
|-valign=top&lt;br /&gt;
| width=65%|&lt;br /&gt;
{|  width=98% class=wikitable&lt;br /&gt;
!    Circle    !! Ability  !!  Notes&lt;br /&gt;
|-&lt;br /&gt;
|Circle 2 || [[Commodity Trading]] || &lt;br /&gt;
|-&lt;br /&gt;
|Circle 3|| [[Therengia Trading]] || &lt;br /&gt;
|-&lt;br /&gt;
|Circle 5 || Interprovincial Trading || &lt;br /&gt;
|-&lt;br /&gt;
| ||Trader Shop Access: Crossing|| &lt;br /&gt;
|-&lt;br /&gt;
| || [[Hireling]]: Attendant || &lt;br /&gt;
|-&lt;br /&gt;
|Circle 8 || [[Hireling]]: Locate Level 1: In-Town || &lt;br /&gt;
|-&lt;br /&gt;
|Circle 10 || Caravan Corpse Dragging || &lt;br /&gt;
|-&lt;br /&gt;
|Circle 12 || Gem Pouch Selling || (Typically available at this circle) &lt;br /&gt;
|-&lt;br /&gt;
||| [[Speculate command#Speculate_Coin|Speculate Coin]] || Guildleader [[Kworlin]] in [[Muspar&#039;i]]&lt;br /&gt;
|-&lt;br /&gt;
| || Access to [[Banquet Halls]] || &lt;br /&gt;
|-&lt;br /&gt;
|Circle 15 || [[Shardstar Shipping]] Services || &lt;br /&gt;
|-&lt;br /&gt;
| || [[item:fur packing crate|Fur Packing Crates]] and Services || &lt;br /&gt;
|-&lt;br /&gt;
|Circle 17 || Hireling: Crier Level 1: In-Town || &lt;br /&gt;
|-&lt;br /&gt;
|Circle 20 || Access to Market Tables || &lt;br /&gt;
|-&lt;br /&gt;
| || Certificates and Coupons || &lt;br /&gt;
|-&lt;br /&gt;
| || Trader Shop Access: Muspar&#039;i|| &lt;br /&gt;
|-&lt;br /&gt;
| || [[Trader Jewelry]]  || (begins around 80-100 Appraisal)&lt;br /&gt;
|-&lt;br /&gt;
|Circle 23|| Hireling: Locate Level 2: In-Province|| &lt;br /&gt;
|-&lt;br /&gt;
| Circle 25  || Horse Trading  || &lt;br /&gt;
|-&lt;br /&gt;
|   || Caravan Stable Transfers  || &lt;br /&gt;
|-&lt;br /&gt;
|   || Hireling: Messenger Level 1: In-Town  || &lt;br /&gt;
|-&lt;br /&gt;
|  || [[Player Owned Caravans]]   || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 28  || Hireling: Crier Level 2: In-Town and Surrounding Areas  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 30  || Auctioneering  || &lt;br /&gt;
|-&lt;br /&gt;
|   || [[Player owned shop]]   || (Surfaces: 1/1)&lt;br /&gt;
|-&lt;br /&gt;
|   || Hireling: Delivery Level 1: In-Town  || &lt;br /&gt;
|-&lt;br /&gt;
|  Circle 35  || Storage Boxes included with caravan rentals  || &lt;br /&gt;
|-&lt;br /&gt;
|   || Stable Multiple Horses  || &lt;br /&gt;
|-&lt;br /&gt;
|   || Kregkeirels Rentals on Aesry  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 35  || [[Horses#Teaching_Adventurers_and_Horses|Advanced Riding]] technique   || (learn)&lt;br /&gt;
|-&lt;br /&gt;
| Circle 38  || Hireling: Messenger Level 2: In-Province  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 40  || Plaza Shops (Surfaces: 1/2)  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 43  || Hireling: Delivery Level 2: In-Province  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 45  || [[Speculate command#Speculate_Chaffer|Speculate Chaffer]]  || Guildleader [[Imaar]] in [[Ratha]]&lt;br /&gt;
|-&lt;br /&gt;
|   || [[Horses#Teaching_Adventurers_and_Horses|Advanced Riding]] technique   || (teach)&lt;br /&gt;
|-&lt;br /&gt;
|   || Plaza Shops (Surfaces: 2/2)  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 48  || Hireling: Locate Level 3: All Provinces  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 50  || Trader Shop Access: Ratha  || &lt;br /&gt;
|-&lt;br /&gt;
|   || Financing: Remote Gem Shops  || &lt;br /&gt;
|-&lt;br /&gt;
|   || Financing: Remote Furriers  || &lt;br /&gt;
|-&lt;br /&gt;
|   || Plaza Shops (Surfaces: 2/3)  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 55  || Adoptions  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 60  || Plaza Shops (Surfaces: 3/4)  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 63  || Hireling: Delivery Level 3: All Provinces  ||&lt;br /&gt;
|-&lt;br /&gt;
| Circle 65  || Speculate Luck || Automatically learned.   Overwrites bad (and good) luck when used.   Duration grows as you circle.  Seems to cap out at 35 minutes duration with a 20 minute CD (to be confirmed).  &lt;br /&gt;
|-&lt;br /&gt;
| Circle 70  || Plaza Shops (Surfaces: 3/5)  || &lt;br /&gt;
|-&lt;br /&gt;
|  Circle 75  || Trader Shop Access: [[Emmiline&#039;s Cottage]]  || &lt;br /&gt;
|-&lt;br /&gt;
|    || Plaza Shops (Surfaces: 4/5)  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 80  || Plaza Shops (Surfaces: 4/6)  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 90  || Plaza Shops (Surfaces: 5/7)  || &lt;br /&gt;
|-&lt;br /&gt;
| Circle 100  || Plaza Shops (Surfaces: 5/8)  || &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{{cat|Guild abilities}}&lt;/div&gt;</summary>
		<author><name>PHUBB</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_the_Dark_to_Sing&amp;diff=539353</id>
		<title>Beseech the Dark to Sing</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_the_Dark_to_Sing&amp;diff=539353"/>
		<updated>2020-11-24T03:49:33Z</updated>

		<summary type="html">&lt;p&gt;PHUBB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=ranger&lt;br /&gt;
|prereqs=40th Circle, Quest&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=beseech&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=-&lt;br /&gt;
|cost=30 [[Align|Spirit Alignment]]&lt;br /&gt;
|costs=30&lt;br /&gt;
|desc=Beseech the Dark to Sing allows the Ranger to see in dark rooms for a limited time.&lt;br /&gt;
|buffs=Perception skill,&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=darkvision&lt;br /&gt;
|messaging=&amp;gt;align 35&lt;br /&gt;
&lt;br /&gt;
&amp;gt; beseech dark to sing&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You begin to chant as you attempt to connect with the sounds around you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the darkness I cry!  Bring sight to me!&amp;lt;br /&amp;gt;&lt;br /&gt;
Reveal all that is there friend, foe, and thing!&amp;lt;br /&amp;gt;&lt;br /&gt;
Take what I have learned!  So shall I see!&amp;lt;br /&amp;gt;&lt;br /&gt;
I join the choir, and make the dark sing!&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You feel your spirit weaken.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stillness comes over you as you concentrate on the area around you.  A chill runs up the back of your neck as you focus on the sounds.  You begin to hear you heart beating and the sounds around you become more vibrant.  You begin to make soft clicks with your tongue.  The clicks echo throughout the area.  The sounds begins to sing in your ears.  In tune with the area and your senses heightened, your hearing becomes your sight and all is revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you exhale you visualize water vapors in front of you.&lt;br /&gt;
&lt;br /&gt;
Small flying insects dart about your new-found field of vision.&lt;br /&gt;
&lt;br /&gt;
The brilliant colors swirl in and out of focus as you strain to listen.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look&amp;lt;br /&amp;gt;&lt;br /&gt;
Your vision parts the darkness and you see...&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;room name and description as usual&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your senses are overwhelmed, as your connection with nature is lost!&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
You will suffer a stun when the effect wears off.&lt;br /&gt;
&lt;br /&gt;
==Quest==&lt;br /&gt;
See [[Beseech the Dark to Sing Quest]].&lt;/div&gt;</summary>
		<author><name>PHUBB</name></author>
	</entry>
</feed>