<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TFOWLER</id>
	<title>Elanthipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TFOWLER"/>
	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/TFOWLER"/>
	<updated>2026-06-08T14:25:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Experience&amp;diff=403349</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Experience&amp;diff=403349"/>
		<updated>2015-04-02T17:35:59Z</updated>

		<summary type="html">&lt;p&gt;TFOWLER: added expertise to the 180 sec exp pulse category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
:&#039;&#039;For the game command, see {{com|experience}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience&#039;&#039;&#039;, or &#039;&#039;&#039;exp&#039;&#039;&#039;, is the general term for all of the [[skill]] learning your character has attained.  &lt;br /&gt;
&lt;br /&gt;
In [[DragonRealms]], your ranks in a skill are increased by using it.  This is manifested by experience being granted for each action your character takes.  The amount of experience gained is scaled to the difficulty of that action for your character at that time, and how successful your character is in performing it.  It is common for a task that is very simple or unchallenging to grant zero experience.&lt;br /&gt;
&lt;br /&gt;
Experience can potentially be lost as a consequence of character [[death]], although this can be easily [[Favors|avoided]].&lt;br /&gt;
&lt;br /&gt;
==Experience pools and pulses==&lt;br /&gt;
===Experience pools===&lt;br /&gt;
Every skill has its own individual pool, which fills with field experience as you obtain it. The current amount of field experience in your pool ranges from empty (clear) to mind lock (full).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Factors that determine maximum pool size (in descending order of importance):&lt;br /&gt;
#whether the skill is in your primary, secondary, or tertiary skillset&lt;br /&gt;
#the number of ranks you have in the skill&lt;br /&gt;
#{{stat|Intelligence}}&lt;br /&gt;
#{{stat|Discipline}} (Note:  It was planned for 3.0 to remove discipline from the experience pool effects, but as posted by Socharis on 1/18/13, &amp;quot;...So I looked into this, and Discipline was never taken out - It&#039;s not as significant as intelligence, but it definitely increases your [experience] pool size.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Amount Learning&lt;br /&gt;
!Mindstate Fraction&lt;br /&gt;
!Amount Learning&lt;br /&gt;
!Mindstate Fraction&lt;br /&gt;
|-&lt;br /&gt;
|clear||0/34||analyzing||18/34&lt;br /&gt;
|-&lt;br /&gt;
|dabbling||1/34||studious||19/34&lt;br /&gt;
|-&lt;br /&gt;
|perusing||2/34||focused||20/34&lt;br /&gt;
|-&lt;br /&gt;
|learning||3/34||very focused||21/34&lt;br /&gt;
|-&lt;br /&gt;
|thoughtful||4/34||engaged||22/34&lt;br /&gt;
|-&lt;br /&gt;
|thinking||5/34||very engaged||23/34&lt;br /&gt;
|-&lt;br /&gt;
|considering||6/34||cogitating||24/34&lt;br /&gt;
|-&lt;br /&gt;
|pondering||7/34||fascinated||25/34&lt;br /&gt;
|-&lt;br /&gt;
|ruminating||8/34||captivated||26/34&lt;br /&gt;
|-&lt;br /&gt;
|concentrating||9/34||engrossed||27/34&lt;br /&gt;
|-&lt;br /&gt;
|attentive||10/34||riveted||28/34&lt;br /&gt;
|-&lt;br /&gt;
|deliberative||11/34||very riveted||29/34&lt;br /&gt;
|-&lt;br /&gt;
|interested||12/34||rapt||30/34&lt;br /&gt;
|-&lt;br /&gt;
|examining||13/34||very rapt||31/34&lt;br /&gt;
|-&lt;br /&gt;
|understanding||14/34||enthralled||32/34&lt;br /&gt;
|-&lt;br /&gt;
|absorbing||15/34||nearly locked||33/34&lt;br /&gt;
|-&lt;br /&gt;
|intrigued||16/34||mind lock||34/34&lt;br /&gt;
|-&lt;br /&gt;
|scrutinizing||17/34&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience pulses===&lt;br /&gt;
This field experience is gradually converted into actual ranks. When field experience is converted to ranks, it is called a pulse.  The size of the pulse is calculated as a fraction of your total pool size.  The primary factor affecting this fraction is whether the skill is primary, secondary, or tertiary; higher Wisdom also increases this fraction. However, secondary skills under 50 ranks will drain like primary skills&amp;lt;ref&amp;gt;[[Post:Low_level_ranks,_EXP,_and_you!_-_7/11/2008_-_8:58:48]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Minor_exp_change_-_02/05/2015_-_20:51]]&amp;lt;/ref&amp;gt;, and tertiary skills under 25 ranks will drain like secondary skills.&amp;lt;ref&amp;gt;[[Post:Minor_exp_change_-_02/06/2015_-_10:57]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Skillset&lt;br /&gt;
!Time to Pulse From Mind Lock to Clear&lt;br /&gt;
|-&lt;br /&gt;
|Primary||40-60 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Secondary||50-80 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Tertiary||70-100 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skills pulse in groups every 200 seconds, with each group being offset from the previous one by 20 seconds.  These skill groupings are arranged by skillset in the order they appear in the experience list in game, with the exception of certain guild-only skills which are located with their historical group.  The order and timing of the pulses is fixed, meaning the pulses happen at the exact same time for the same skills for every single player in the game.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Relative Time Offset&lt;br /&gt;
!Skill Group&lt;br /&gt;
|-&lt;br /&gt;
|0 sec.||Shield Usage, Light Armor, Chain Armor, Brigandine, Plate Armor, Defending&lt;br /&gt;
|-&lt;br /&gt;
|20 sec.||Parry Ability, Small Edged, Large Edged, Twohanded Edged&lt;br /&gt;
|-&lt;br /&gt;
|40 sec.||Small Blunt, Large Blunt, Twohanded Blunt, Slings, Bow, Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|60 sec.||Staves, Polearms, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon, Melee Mastery&lt;br /&gt;
|-&lt;br /&gt;
|80 sec.||Missile Mastery, Primary Magic, Attunement, Arcana, Targeted Magic, Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|100 sec.||Debilitation, Utility, Warding, Sorcery, Evasion, Athletics, Perception, &#039;&#039;Scouting&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|120 sec.||Stealth, Locksmithing, Thievery, First Aid, Outdoorsmanship&lt;br /&gt;
|-&lt;br /&gt;
|140 sec.||Skinning, &#039;&#039;Backstab&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|160 sec.||Forging, Engineering, Outfitting, Alchemy, Enchanting, Scholarship, Mechanical Lore, Appraisal, &#039;&#039;Bardic Lore&#039;&#039;, &#039;&#039;Trading&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|180 sec.||Performance, Tactics, &#039;&#039;Astrology&#039;&#039;, &#039;&#039;Empathy&#039;&#039;, &#039;&#039;Thanatology&#039;&#039;, &#039;&#039;Expertise&#039;&#039;,&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Endurance, Summoning, and Theurgy are currently missing from this list.&lt;br /&gt;
&lt;br /&gt;
==Stats and learning==&lt;br /&gt;
&lt;br /&gt;
Mental statistics now have a greater effect on the experience system. Intelligence and Wisdom affect all skills equally and have diminishing returns that are not logarithmically diminishing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{stat|Intelligence}}&#039;&#039;&#039;: Maximum size of experience pools&lt;br /&gt;
*&#039;&#039;&#039;{{stat|Wisdom}}&#039;&#039;&#039;: Pulse size&lt;br /&gt;
*&#039;&#039;&#039;{{stat|Discipline}}&#039;&#039;&#039;: Experience pool size, minor effect.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The effect of Intelligence and Wisdom is a percentage and not dependent on how many ranks you have in the skill. The effects of these stats can&#039;t be &amp;quot;tested&amp;quot; in an hour. This is something that assists you over the course of your entire career.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Soft Caps&#039;&#039;&#039;: Because of the recent changes to the experience system, the point of diminishing returns is no longer known. However, even if it were known, each of these stats affects other systems, so it&#039;s usually not a good idea to stop training mental stats. Discipline, in particular, affects many things.&lt;br /&gt;
&lt;br /&gt;
==Experience drain at login==&lt;br /&gt;
&lt;br /&gt;
Experience drain at login is based on when you last logged out of the game. Starting at 30 minutes, you will drain a percentage of your experience equal to the number of minutes that you have been logged out divided by 360 (or 480 if you received a warning within the last six months).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When you&#039;re logged out, experience drains at a static rate, regardless of skillset placement, ranks, or stats. (Technically, the experience doesn&#039;t actually pulse until you log back in.)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Time Logged Out&lt;br /&gt;
!%Pulsed (Clean)&lt;br /&gt;
!%Pulsed (Warning)&lt;br /&gt;
|-&lt;br /&gt;
|30 minutes||8.33%||6.25%&lt;br /&gt;
|-&lt;br /&gt;
|1 hour||16.67%||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|2 hours||33.33%||25%&lt;br /&gt;
|-&lt;br /&gt;
|3 hours||50%||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|4 hours||66.67%||50%&lt;br /&gt;
|-&lt;br /&gt;
|5 hours||83.33%||62.5%&lt;br /&gt;
|-&lt;br /&gt;
|6 hours||100%||75%&lt;br /&gt;
|-&lt;br /&gt;
|7 hours||100%||87.5%&lt;br /&gt;
|-&lt;br /&gt;
|8 hours||100%||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As of 03/12/2015, players who have received a warning within the last six months drain over eight hours instead of not being able to drain experience at login.&amp;lt;ref&amp;gt;[[Post:Login Experience Drain - 03/12/2015 - 21:32]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Obsolete experience mechanics==&lt;br /&gt;
&lt;br /&gt;
===Overall state of mind===&lt;br /&gt;
&#039;&#039;&#039;The overall state of mind system was temporarily disabled in July 2009, meaning that your mind state will always be &amp;quot;clear.&amp;quot; Mind murk will return in some form at an unspecified time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall mind states decreased the rate at which you absorbed experience into new ranks. Whenever you are &amp;quot;mind locked&amp;quot; in a skill, you cannot not add new experience in the field pool of that skill until it pulses back down below mind lock.  Under the overall mind state system, if you continued to gain experience while you were mind locked, the experience spilled over into the &amp;quot;mind state&amp;quot; pool. When you were mind locked in skills for an extended period of time, your mind state worsened.&lt;br /&gt;
&lt;br /&gt;
The consequence of having a degraded mindstate was that you would absorb a diminished amount of field experience with each skill pulse, with the penalized percentage being lost entirely.&lt;br /&gt;
&lt;br /&gt;
The overall mind states were as follows:&lt;br /&gt;
#clear&lt;br /&gt;
#fluid&lt;br /&gt;
#murky&lt;br /&gt;
#very murky&lt;br /&gt;
#thick: penalty begins&lt;br /&gt;
#very thick&lt;br /&gt;
#dense&lt;br /&gt;
#very dense&lt;br /&gt;
#stagnant&lt;br /&gt;
#very stagnant&lt;br /&gt;
#frozen: no longer absorbing experience&lt;br /&gt;
#very frozen&lt;br /&gt;
&lt;br /&gt;
The learning penalty increased as your mind state worsened until you stopped absorbing any experience at &amp;quot;frozen.&amp;quot; (Being &amp;quot;very frozen&amp;quot; simply meant that it took even longer for your mind state to improve.) The only way to improve a poor mind state was to stop gaining field experience for a while. This gave your overall mind state pool a chance to drain.&lt;br /&gt;
&lt;br /&gt;
If you improved your pool size or pulse rate, it took longer to mind lock, and therefore, you could train for longer periods of time without filling your mind state pool. However, the best way to avoid a poor mind state was to avoid being mind locked in multiple skills for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
When the new experience system was released, mind states were disabled. At the time GMs stated that the mind state system would return, but not in the way it was previously implemented.&lt;br /&gt;
&lt;br /&gt;
===Wall cycle===&lt;br /&gt;
Under earlier versions of the DR game engine, the rate of experience absorption varied by rank depending on skillset placement, following a two- (primary), four- (secondary), or eight-rank (tertiary) cycle.  The last rank of the cycle was known as a &amp;quot;wall rank&amp;quot; since it was the slowest and hardest to gain, most especially for the tertiary skillset eight-rank cycle.&lt;br /&gt;
&lt;br /&gt;
The wall cycle paradigm for experience gain was removed in the mid 2000&#039;s &amp;lt;sup&amp;gt;(precise date?)&amp;lt;/sup&amp;gt;. Technically, there is still a wall cycle of two ranks for every skill because the system wouldn&#039;t accommodate removing it entirely, however, the difference between a wall rank and a non-wall rank was made to be negligible. Now, primary skills always pulse better than secondary skills which always pulse better than tertiary skills.&lt;br /&gt;
&lt;br /&gt;
===Experience pool states===&lt;br /&gt;
&lt;br /&gt;
The experience pool states under the old system were:&lt;br /&gt;
#clear&lt;br /&gt;
#learning&lt;br /&gt;
#thoughtful&lt;br /&gt;
#pondering&lt;br /&gt;
#concentrating&lt;br /&gt;
#muddled&lt;br /&gt;
#very muddled&lt;br /&gt;
#perplexing&lt;br /&gt;
#perplexed&lt;br /&gt;
#bewildering&lt;br /&gt;
#bewildered&lt;br /&gt;
#dazed&lt;br /&gt;
#mind lock&lt;br /&gt;
&lt;br /&gt;
==RP messaging==&lt;br /&gt;
Ranks in each skill are numerical. However, there is also a role-playing system of nomenclature set up for skills, to make it easier to integrate into game-play.&lt;br /&gt;
&lt;br /&gt;
;Ranks 1-49 / Novice&lt;br /&gt;
&#039;&#039;Within the above range:&#039;&#039;&lt;br /&gt;
*+ 0-09 = Lowly&lt;br /&gt;
*+ 10-19 = Promising&lt;br /&gt;
*+ 20-29 = Able&lt;br /&gt;
*+ 30-39 = Trained&lt;br /&gt;
*+ 40-49 = Full&lt;br /&gt;
&lt;br /&gt;
;Ranks 50-99 / Practitioner&lt;br /&gt;
&lt;br /&gt;
;Ranks 100-149 / Dilettante&lt;br /&gt;
&lt;br /&gt;
;Ranks 150-199 / Aficionado&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the above ranges:&#039;&#039;&lt;br /&gt;
*+ 0-09 = Beginning&lt;br /&gt;
*+ 10-19 = Competent&lt;br /&gt;
*+ 20-29 = Proficient&lt;br /&gt;
*+ 30-39 = Experienced&lt;br /&gt;
*+ 40-49 = Skilled&lt;br /&gt;
&lt;br /&gt;
;Ranks 200-299 / Adept&lt;br /&gt;
&lt;br /&gt;
;Ranks 300-399 / Expert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the above ranges:&#039;&#039;&lt;br /&gt;
*Rated by degrees 0-99&lt;br /&gt;
&lt;br /&gt;
;Ranks 400-499 / Professional&lt;br /&gt;
&lt;br /&gt;
;Ranks 500-599 / Authority&lt;br /&gt;
&lt;br /&gt;
;Ranks 600-699 / Genius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the above ranges:&#039;&#039;&lt;br /&gt;
*+ 20-39 = Exceptional&lt;br /&gt;
*+ 40-59 = Outstanding&lt;br /&gt;
*+ 60-79 = Renowned&lt;br /&gt;
*+ 80-99 = True&lt;br /&gt;
&lt;br /&gt;
;Ranks 700-799 / Savant&lt;br /&gt;
&lt;br /&gt;
;Ranks 800-899 / Master&lt;br /&gt;
&lt;br /&gt;
;Ranks 900-999 / Grand Master&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the above ranges:&#039;&#039;&lt;br /&gt;
*+ 20-39 = Distinguished&lt;br /&gt;
*+ 40-59 = Venerated&lt;br /&gt;
*+ 60-79 = Exalted&lt;br /&gt;
*+ 80-99 = Transcendent&lt;br /&gt;
&lt;br /&gt;
;Ranks 1000-1249 / Guru&lt;br /&gt;
&lt;br /&gt;
;Ranks 1250+ / Legend&lt;br /&gt;
&lt;br /&gt;
==Bonus experience pools==&lt;br /&gt;
During [[experience 3.0]], when skills were combined, the &amp;quot;lost&amp;quot; experience was moved into the bonus pools, one for each skillset. When experience is absorbed through the normal method, an equal amount is removed from the appropriate bonus pool and added to permanent experience. This effectively doubles learning rates in the skillset so long as experience remains in the bonus pools.&lt;br /&gt;
&lt;br /&gt;
The metric used is an arbitrary unit, the amount of bits that it takes to move a skill from 0 to 200. As the amount of actual necessary bits increases, this does not actually allow calculation, but does give a relative amount of experience left.&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
To view how much experience is left use {{com|experience}} {{tt|bonus}}. When there is no longer any experience left, you will receive the message &amp;quot;You do not have any experience in your bonus pools.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To toggle absorption, use {{tt|experience bonus toggle}} &#039;&#039;&amp;lt;skillset&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y|r=y}}&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
*[[Skillsets]]&lt;br /&gt;
*[http://www.elanthia.org/Learning/ Demystifying the Experience System]: [[User:Isharon|Isharon]]&#039;s explanation of the experience system (a good link to share with new players)&lt;br /&gt;
&lt;br /&gt;
{{cat|Skills|*}}[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>TFOWLER</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shift_ability&amp;diff=402926</id>
		<title>Shift ability</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shift_ability&amp;diff=402926"/>
		<updated>2015-03-30T20:57:31Z</updated>

		<summary type="html">&lt;p&gt;TFOWLER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Shift ability&#039;&#039;&#039; allows [[Empath]]s to change the physical appearance of other adventurers, from hair and eye color to the shape of the nose, face, body, and other features. Highly skilled Empaths can even change a character from male to female or even make someone appear to be younger or older.&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===Quest===&lt;br /&gt;
Once you have attained 30th circle, the ability to Shift is gained by completing a quest. Details are considered an in-game secret, but you can find some hints if you read &#039;&#039;[[The Twist of Mindy (book)|The Twist of Mindy]]&#039;&#039; and &#039;&#039;[[Jomay&#039;s Story (book)|Jomay&#039;s Story]]&#039;&#039;. Then speak to the lutenist in the Crossing Temple.&lt;br /&gt;
&lt;br /&gt;
===Skills and stats===&lt;br /&gt;
Shifting relies heavily on [[Empathy skill|Empathy]], but [[Scholarship skill|Scholarship]] and [[Appraisal skill|Appraisal]] also play a role. [[Charisma]] doesn&#039;t affect which options are available to you when you type {{tt|shift help}}. Rather, it is a secondary factor that, like race, affects how difficult it is to perform the shift.&lt;br /&gt;
&lt;br /&gt;
The difficulty of year shifts was reduced on June 18, 2010, when the new aging mechanics were released. Year shifts are now about as difficult as month shifts used to be.&lt;br /&gt;
:I had the following skills when the age shift option opened: Empathy (457), Mechanical Lore (217), Scholarship (461), and Appraisal (372). -- Sarkranis&lt;br /&gt;
:I had the following skills when the age shift option opened: Empathy (450),  Mechanical Lore (243), Scholarship (339), and Appraisal (405). -- Sophieann Love 11.04.11&lt;br /&gt;
:I had the following skills when the age shift option opened: Empathy (435),  Mechanical Lore (288), Scholarship (365), and Appraisal (387). -- Parcere Subjectis 11.05.11&lt;br /&gt;
:I had the following skills when the age shift option opened: Empathy(497), Mechanical Lore(255), Scholarship(353), and Appraisal(331). -- [[Mizehra]] 05.08.12&lt;br /&gt;
:I had the following skills when the age shift option opened: Empathy(413), Mechanical Lore(304), Scholarship(421), and Appraisal(360).    -- Alry Tyrrien 06.19.12&lt;br /&gt;
:I had the following skills when the age shift option opened: Empathy(452), Mechanical Lore(0), Scholarship(364), and Appraisal(359).    -- Ahwen Mokein 03.30.15&lt;br /&gt;
&lt;br /&gt;
==Legality==&lt;br /&gt;
&lt;br /&gt;
The guild&#039;s official stance is that shifting is dangerous and therefore forbidden. (That&#039;s why it&#039;s not taught by guildleaders.) Attempting to shift within the guild results in the Empath and the shiftee being forcibly removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
At first, the guild merely tried to suppress this knowledge. However, as of 34 Shorka 406 (August 30, 2012), shifting is also illegal. Empaths who are caught shifting within a justice zone will be charged with the crime of forbidden practices. (You can use the {{com|JUSTICE}} command to check whether you&#039;re in a justice zone.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Shift Debacle]] for background information and a summary of the current conflict within the guild.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
To initiate a shift, you must first have a [[Empath Healing#Diagnostic Link|diagnostic link]] with your target. Next, offer the shift to your subject by entering the appropriate command for the type of shift you wish to perform (see below). Your target must then accept the shift by entering {{tt|ACCEPT TRANSFORM}}. Finally, you begin the shift by entering {{tt|SHIFT (player)}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that in [[The Fallen]], confirmation steps aren&#039;t necessary, and you can change someone&#039;s appearance without his consent!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since the various [[:Category:Races|races]] are so physically different, many shift options are dependent on the race of your subject.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Both you and your subject will be completely immobilized while a shift is in progress, so pick a safe spot before starting. Shifting is also considered somewhat taboo among many of the Empath guild&#039;s leaders, and if you attempt a shift inside a guildhall, you will be expelled.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although you are immobilized you can still speak (but not whisper).&lt;br /&gt;
&lt;br /&gt;
==Help menu==&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT HELP}} - This help screen.&lt;br /&gt;
*{{tt|SHIFT HELP GENERAL}} - General information on the SHIFT System. (IC)&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You think briefly back on the final conversation you had with [[Bruwster]] when he taught you to alter features...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;The Shift ability is a talent rooted back in the days before the fall of the [[Seven-Star Empire]], allowing the user to alter the appearance of others. It is unknown why the ability cannot be done upon oneself directly. Previous [[Empaths]] who attempted to do so have failed miserably, causing themselves to experience sudden lashes of pain.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;To use it, the Empath must first establish an [[Empath Healing#Diagnostic Link|empathic link]] with the recipient. From there, the Empath needs to firmly picture what sort of metamorphosis they want to cause on the patient. Oddly enough, the simplest forms to picture and to enact are those that are closest to the Empath&#039;s own physique and not the ones closest to the patient&#039;s. The sole exception to this is realigning a person back to their original appearance...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;The Empath then creates a base mental link to the patient, thrusting the image into the mind. It is believed that Empaths used to be able to simply go from this step straight into altering features, but now the patient must also relax his or her body, mentally agreeing to the change, before the Empath can complete the final step and attempt the transformation.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
*{{tt|SHIFT HELP SPECIAL}} - General information on the SHIFT System. (OOC)&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The Shift skill is an ability that allows you to alter other players&#039; physical appearances. As time goes on, other abilities will be introduced deriving from this base system.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To alter another player&#039;s appearance, you must first establish an [[Empath Healing#Diagnostic Link|Empathic link]] via {{tt|TOUCH }}. After that, you can SHIFT the patient&#039;s appearance by {{tt|SHIFT {player}{body area} {end result} }}. The patient then has the option of accepting or refusing the Shift. ({{tt|ACCEPT TRANSFORMATION}}). Finally, the Empath must SHIFT {player} to initiate the Shift process.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After successfully completing a Shift, the Empath will be unable to shift again for a set period of time. This duration depends upon the Empath&#039;s skills and the difficulty of the Shift.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
*{{tt|SHIFT HELP ATTRIBUTE}} - Describes what body parts you are presently able to shift.&lt;br /&gt;
**{{tt|SHIFT HELP HAIR}} - Listing of possible HAIR shiftings.&lt;br /&gt;
**{{tt|SHIFT HELP EYES}} - Listing of possible EYE shiftings.&lt;br /&gt;
**{{tt|SHIFT HELP SKIN}} - Listing of possible SKIN shiftings.&lt;br /&gt;
**{{tt|SHIFT HELP FEATURES}} - Listing of possible FEATURE shiftings.&lt;br /&gt;
**{{tt|SHIFT HELP FACE}} - Listing of possible FACE shiftings.&lt;br /&gt;
**{{tt|SHIFT HELP NOSE}} - Listing of possible NOSE shiftings&lt;br /&gt;
**{{tt|SHIFT HELP BODY}} - Listing of possible BUILD and HEIGHT shiftings.&lt;br /&gt;
**{{tt|SHIFT HELP AGE}} - Listing of possible AGE shiftings.&lt;br /&gt;
*{{tt|SHIFT {player} {body area} {end result} }} - Sends a shift link invitation to another player.&lt;br /&gt;
*{{tt|SHIFT {player} {body area} ORIGINAL}} - Causes the body part to return to its original form.&lt;br /&gt;
*{{tt|SHIFT {player} }} - If a shift link has been accepted, initiates the shift process.&lt;br /&gt;
*{{tt|SHIFT CANCEL}} - Prematurely ends a shift attempt.&lt;br /&gt;
*{{tt|SHIFT EVALUATE}} - Evaluates a shift in progress.&lt;br /&gt;
&lt;br /&gt;
==Features and syntax==&lt;br /&gt;
&lt;br /&gt;
To make this section easier to read and to reduce the amount of redundant and contradictory information, some of the feature lists have been moved to [[Character Manager]]. (There are links below each command.) Those lists also indicate which features are available in the Character Manager and which are Shift-only.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The options &#039;&#039;absent&#039;&#039;, &#039;&#039;standard&#039;&#039;, and &#039;&#039;original&#039;&#039; don&#039;t appear verbatim in a character&#039;s description.&lt;br /&gt;
*&#039;&#039;&#039;absent&#039;&#039;&#039;: feature is not mentioned in the description&lt;br /&gt;
*&#039;&#039;&#039;standard&#039;&#039;&#039;: the default value for your race (often absent)&lt;br /&gt;
*&#039;&#039;&#039;original&#039;&#039;&#039;: the value that the character had when he left the [[Character Manager]] (often inaccurate)&lt;br /&gt;
&lt;br /&gt;
See also: [[Shift Options by Race]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Hair===&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT {player} BEARD {LONGer, SHORTer or FREEZE} }}: affects beards &#039;&#039;and&#039;&#039; mustaches&lt;br /&gt;
:The &amp;quot;freeze&amp;quot; option removes the facial hair line from the player&#039;s description. It only works when the player is clean shaven.&lt;br /&gt;
*{{tt|SHIFT {player} HAIR LENGTH {SHORTer or LONGer} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Hair Length|Options]]&#039;&#039;&#039;: reduces or increases hair length by one step&lt;br /&gt;
*{{tt|SHIFT {player} HAIR COLOR {color} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Hair Color|Options]]&#039;&#039;&#039;: grey, white, snow-white, silver, platinum, silver-gilt, flaxen, blonde, ash-blonde, honey, golden, amber, bright orange, red, ginger, red-gold, strawberry, auburn, russet, golden brown, mouse brown, light brown, brunette, brown, dark brown, black, blue-black, bright green, deep blue, deep purple, lavender, &#039;&#039;original&#039;&#039;&lt;br /&gt;
*{{tt|SHIFT {player} HAIR STREAK {color} }}&lt;br /&gt;
**&#039;&#039;&#039;Options&#039;&#039;&#039;: grey, white, snow-white, silver, platinum, silver-gilt, flaxen, blonde, ash-blonde, honey, golden, amber, bright orange, red, ginger, red-gold, strawberry, auburn, russet, golden brown, mouse brown, light brown, brunette, brown, dark brown, black, blue-black, bright green, deep blue, deep purple, lavender, &#039;&#039;standard&#039;&#039;, &#039;&#039;original&#039;&#039;, &#039;&#039;absent&#039;&#039;&lt;br /&gt;
*{{tt|SHIFT {player} HAIR TEXTURE {texture} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Hair Texture|Options]]&#039;&#039;&#039;: fine, thick, curly, wavy, straight, peppered, &#039;&#039;original&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following characters cannot receive hair shifts:&#039;&#039;&#039;&lt;br /&gt;
*[[Gor&#039;Togs]] and [[S&#039;Kra Mur]]: they don&#039;t have hair.&lt;br /&gt;
*bald characters&amp;lt;ref&amp;gt;[[Post:Shifting from baldness? - 01/12/2015 - 13:05]]&amp;lt;/ref&amp;gt;: It is currently not possible to shift from baldness.&amp;lt;ref&amp;gt;[[Post:Shifting from baldness? - 01/12/2015 - 12:43]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT {player} LEFT EYE {color} }}&lt;br /&gt;
*{{tt|SHIFT {player} RIGHT EYE {color} }}&lt;br /&gt;
*{{tt|SHIFT {player} BOTH EYES {color} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Eye Color|Colors]]&#039;&#039;&#039;: blue, gold, crystal blue, sapphire, turquoise, blue-green, emerald, crystal green, moss-green, leaf-green, green, jade, hazel, topaz, milky blue, amber, ale-brown, brown, dark, dark brown, black, silver, milky white, steely grey, stormy grey, grey, blue-grey, violet, red, &#039;&#039;original&#039;&#039;, clear colored&lt;br /&gt;
*{{tt|SHIFT {player} EYES SHAPE {shape} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Eye Shape|Options]]&#039;&#039;&#039;: vary by race&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Skin===&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT {player} SKIN/FUR/SCALES COLOR {color} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Skin Color|Options]]&#039;&#039;&#039;: vary by race&lt;br /&gt;
*{{tt|SHIFT {player} PRIMARY MARKINGS {option} }}: fur markings for [[Prydaen]] and [[Rakash]]&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Fur Markings (Primary Markings)|Options]]&#039;&#039;&#039;: vary by race&lt;br /&gt;
*{{tt|SHIFT {player} SECONDARY COLOR {color} }}: face-masking for [[Prydaen]] and [[Rakash]]&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Face-Masking (Secondary Color)|Options]]&#039;&#039;&#039;: white, silver, grey, blonde, tan, ruddy, sable, silvered black, black, sepia, &#039;&#039;standard&#039;&#039;, &#039;&#039;original&#039;&#039;, &#039;&#039;absent&#039;&#039;&lt;br /&gt;
*{{tt|SHIFT {player} SECONDARY MARKINGS {marking} }}: for [[Prydaen]]&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Secondary Markings|Options]]&#039;&#039;&#039;: stripes, spots, rosettes, marbling, &#039;&#039;standard&#039;&#039;, &#039;&#039;absent&#039;&#039;, &#039;&#039;original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT {player} DIMPLES {PRESENT or ABSENT} }}: having dimples alters emotes like {{com|smile}}&lt;br /&gt;
*{{tt|SHIFT {player} CHIN {PRESENT or ABSENT} }}: cleft chin&lt;br /&gt;
*{{tt|SHIFT {player} TUFTED TAIL {PRESENT or ABSENT} }}: for [[Prydaen]]&lt;br /&gt;
*{{tt|SHIFT {player} BELLY {PRESENT or ABSENT} }}: gives the [[S&#039;Kra Mur]] &amp;quot;a pale silver underbelly&amp;quot;&lt;br /&gt;
*{{tt|SHIFT {player} EAR SHAPE {shape} }}: not available to [[S&#039;Kra Mur]]&lt;br /&gt;
**&#039;&#039;&#039;Options&#039;&#039;&#039;: slightly pointed ears, pointed ears, &#039;&#039;standard&#039;&#039;, &#039;&#039;original&#039;&#039;&lt;br /&gt;
*{{tt|SHIFT {player} TAIL SHAPE {shape} }}: for [[S&#039;Kra Mur]], [[Prydaen]], and [[Rakash]]&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Tail Shape|Options]]&#039;&#039;&#039;: slender tail, crooked tail, long tail, stubby tail, thick tail, kinked tail, straight tail, curving tail, &#039;&#039;original&#039;&#039;&lt;br /&gt;
*{{tt|SHIFT {player} DISTINGUISHING MARK {shape} }}&lt;br /&gt;
**&#039;&#039;&#039;Options&#039;&#039;&#039;: elegant arched eyebrows, heavy jowls, laugh lines, missing tooth, frown lines around her mouth, generous mouth, pouting lips, &#039;&#039;standard&#039;&#039;, &#039;&#039;absent&#039;&#039;, &#039;&#039;original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Face===&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT {player} FACE SHAPE {shape} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Face Shape|Options]]&#039;&#039;&#039;: vary by race&lt;br /&gt;
*{{tt|SHIFT {player} TUFTED EARS {PRESENT or ABSENT} }}: for [[Prydaen]]&lt;br /&gt;
*{{tt|SHIFT {player} HEAD CREST {PRESENT or ABSENT} }}: gives the [[S&#039;Kra Mur]] &amp;quot;a flexible ridged crest which follows the shape of his/her skull&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Nose===&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT {player} NOSE SHAPE {shape} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Nose Shape|Options]]&#039;&#039;&#039;: vary by race&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT {player} HEIGHT {SHORTer or TALLer} }}&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Height|Options]]&#039;&#039;&#039;: reduces or increases height by one step&lt;br /&gt;
*{{tt|SHIFT {player} BUILD {shape} }}: With the exception of &amp;quot;matronly,&amp;quot; all builds are now available to both sexes.&lt;br /&gt;
**&#039;&#039;&#039;[[Character Manager#Nose Shape|Options]]&#039;&#039;&#039;: rotund, portly, pot-bellied, slender, emaciated, scrawny, thin, lean, wiry, plump, stout, matronly, lithe, lissome, athletic, brawny, burly, svelte, stocky, shapely, hefty, curvaceous, generous, fat, &#039;&#039;standard&#039;&#039;, &#039;&#039;original&#039;&#039;&lt;br /&gt;
*{{tt|SHIFT {player} GENDER {male or female} }}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Age===&lt;br /&gt;
&lt;br /&gt;
*{{tt|SHIFT {player} AGE {a YEAR} {YOUNGer or OLDer} }}: makes the character &#039;&#039;appear&#039;&#039; younger or older; the chronological age doesn&#039;t change&lt;br /&gt;
&lt;br /&gt;
==Bugs and troubleshooting==&lt;br /&gt;
The current shifting system has several problems and can be unpredictable. The most common errors are &amp;quot;There is a problem with the shifting system. Try again later.&amp;quot; and &amp;quot;Character&#039;s appearance/features cannot be altered at this time.&amp;quot; Should problems arise, try removing anything that alters or hides the characters appearance (both the Empath&#039;s and shiftee&#039;s) or any items that hide other items, including gweth or fluff hiders. Items in the character&#039;s hair and certain types of jewelry are often required to be removed, though some &amp;quot;floating&amp;quot; and atmospheric jewelry do not interfere with shifting. If removing the items alone does not help, re-logging will sometimes solve the problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The error &amp;quot;Character&#039;s appearance is too difficult to alter at this time. Perhaps another time?&amp;quot; can be caused by certain spells, such as [[Mantle of Flame]], which are intended to protect the caster from pickpockets and harm. {{com|RELEASE}} the spell, and try again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shifting is very syntax-specific. A player must type a command exactly for it to work with very few exceptions. Due to the nature of different races and shifting options, this often leads to confusion for players in regards to what is available to whom.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Play.net posts===&lt;br /&gt;
{{PostLink}}&lt;br /&gt;
&lt;br /&gt;
{{cat|Empath abilities}}&lt;/div&gt;</summary>
		<author><name>TFOWLER</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Copperhead_viper&amp;diff=402920</id>
		<title>Copperhead viper</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Copperhead_viper&amp;diff=402920"/>
		<updated>2015-03-30T14:20:25Z</updated>

		<summary type="html">&lt;p&gt;TFOWLER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Copperhead Viper&lt;br /&gt;
|MinCap=65&lt;br /&gt;
|MaxCap=90&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=yes&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;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=All range&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Sunfall Hub&lt;br /&gt;
|MapList=*{{rmap|9c | High Mountains &amp;amp; Sunfall Hub (9c)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a viper skin&lt;br /&gt;
|Skin Weight=6&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=0&lt;br /&gt;
|MaxVal=&amp;gt;213&lt;br /&gt;
|MaxArrangedVal=&amp;gt;205&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Nearly as wide as a full-grown Human, the copperhead viper is also much longer and often measures fifteen feet in length.  Fierce, deadly and the foe of all who meet it, it seems at times to express almost sentient qualities.  Some legends suggest that the viper was indeed among the races of our kind but was enchanted into the poisonous, hateful thing you now see.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Barely trained tactics at 87. Does not move tactics off clear at 89.&amp;lt;br&amp;gt;&lt;br /&gt;
Not training shield at 70, parry at 72, evasion at 70; barely moving weapons at 65. - Swoosie&lt;br /&gt;
&lt;br /&gt;
==Specific Locations==&lt;br /&gt;
Sunfall Hub -seven rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
Center room with food is safe.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
Copperhead vipers spit venom as a ranged attack. If it hits, it will do nerve damage.&lt;/div&gt;</summary>
		<author><name>TFOWLER</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Copperhead_viper&amp;diff=402919</id>
		<title>Copperhead viper</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Copperhead_viper&amp;diff=402919"/>
		<updated>2015-03-30T14:19:57Z</updated>

		<summary type="html">&lt;p&gt;TFOWLER: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Copperhead Viper&lt;br /&gt;
|MinCap=65&lt;br /&gt;
|MaxCap=90&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=yes&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;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=All range&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Sunfall Hub&lt;br /&gt;
|MapList=*{{rmap|9c | High Mountains &amp;amp; Sunfall Hub (9c)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a viper skin&lt;br /&gt;
|Skin Weight=6&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=0&lt;br /&gt;
|MaxVal=&amp;gt;213&lt;br /&gt;
|MaxArrangedVal=&amp;gt;205&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Nearly as wide as a full-grown Human, the copperhead viper is also much longer and often measures fifteen feet in length.  Fierce, deadly and the foe of all who meet it, it seems at times to express almost sentient qualities.  Some legends suggest that the viper was indeed among the races of our kind but was enchanted into the poisonous, hateful thing you now see.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Barely trained tactics at 87. Does not move tactics off clear at 89.&lt;br /&gt;
Not training shield at 70, parry at 72, evasion at 70; barely moving weapons at 65. - Swoosie&lt;br /&gt;
&lt;br /&gt;
==Specific Locations==&lt;br /&gt;
Sunfall Hub -seven rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
Center room with food is safe.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
Copperhead vipers spit venom as a ranged attack. If it hits, it will do nerve damage.&lt;/div&gt;</summary>
		<author><name>TFOWLER</name></author>
	</entry>
</feed>