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		<id>https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=610472</id>
		<title>Player suggestions for Guilds</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=610472"/>
		<updated>2023-02-21T21:30:04Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: /* Warrior Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cat|Player suggestions}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Barbarian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Add darkvision to Owl form || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Allow berserks and meditations to be individually ended || 60 second hard cooldown on Famine and Volcano berserks.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || New Ability  || 1-slot metaspell called Wyvern form that adds a +Expertise boost to Dragon form. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || New Ability  || 1-slot metaspell called Falcon form form that adds quick aim to first shot with Eagle form. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Add +Offhand to Dragon form to bring in line with Oath of the Firstborn. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Remove hard cooldown timer from Mana Torment roar. || Barbarian roars&#039; poor ability to ablate vs. willpower barriers and the voice pool system already balances the roar.  Roar would be very niche even without hard timer, and abilities such as HULP have no such cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Overall Guild Design  || Remove hard cap on number of forms and meditations that can be run simultaneously, or add masteries to expand the total number available. || Significant balance repercussions.  Will need to be evaluated by GMs.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Fix Staunch/Dispel meditations so they are truly &amp;quot;free.&amp;quot;  They currently do not check number of active meditations (i.e. they bypass the meditation limit) but then count as an active meditation themselves. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Redesign CHOKE as a Barbarian-only grappling ACM. || Need for grapple and built-in ACM cooldown should be sufficient balance.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Rakkor|| Ability Rebalance  || Increase damage mitigation on Tenacity || Tenacity is a purposefully weak ability, balanced around mitigation from Volcano. Volcano has been nerfed. Tenacity should be brought in line with other middle-of-the-pack barriers.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Rakkor|| Ability Rebalance  || Increase damage mitigation on Toad || Toad is a purposefully weak ability, balanced around mitigation from Volcano. Volcano has been nerfed. Toad should be brought in line with other middle-of-the-pack barriers.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Sekmeht || Ability Messaging  || Remove the fluffy messaging during a berserk, but leave the start/end messaging || Way too much messaging when you are running all berserks at the same time and impacts RP (Drooling...etc. in serious situations and during speeches).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bard==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Rakkor || Spell Update  || DALU - Change contest from mind/willpower to contesting /fortitude || Bards need a Debil that does not contest /willpower. DALU is the obvious choice.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Remove the ability for the Naga to turn and engage the Bard in BTN. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Change DEMA from Magic/Fort to Spirit/Fort OR Spirit/Reflex. Change the description or nature of the spell to more spirit based, like Grizzly Claws, if need be. || The current difficult position of Charm makes stat splits much more punishing for a Bard. Instead of using Magic for a potentially extremely useful Debuff, which shares no assistance from Charisma, utilize the contest Spirit, which makes use of Charisma at least in the secondary stat. &lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Completely redesign GJ. Make it a pulsing Charm vs. Willpower which attempts to dispel 1 opponent spell each pulse. Call it something completely different if needed for Lore purposes. || Will need to be evaluated.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Consolidate HODI and BOTF into 1 single spell. || Increase spell slot cost to 3.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Increase the maximum sleep duration for DALU from the current maximum of 5 seconds. || The spell does a lot, but has an incredibly long pulse timing of 16 seconds and takes 3 pulses to reach maximum effect. With diminishing returns, the sleep effect should have a longer duration.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Significantly increase the damage of Scream Concussive. Make it armor piercing, unable to be parried, impact damage weighted. Make it Charm vs. Reflex if needed. || Possibly change cooldown RT.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Change the function of Scream Dissonance. Charm vs. Fort stun, disarm, head damage somewhat similar to mental blast. || Possibly change cooldown RT.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Remove the -DISC for Bluff Amaze. Increase bonus to Charisma to +20%. Increase duration to a maximum of 40 minutes. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Change Bluff Distract from a one time hiding bonus to a Charm vs. Reflex contest to lower an opponents Parry skill by up to -20%. This makes it more like a cool &#039;feint&#039; and makes more sense for a weapon secondary Guild compared to survival tertiary. || Length of duration will need to be evaluated.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Quality of Life || Vastly increase the Inspiration pool, or vastly increase the rate of it&#039;s natural regen. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Quality of Life || Inform us of what Bluff Dodge actually does. If it reduces or offensive factor, at least let us know what the range is. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Attribute Rebalance || Increase the benefit Charisma over 100 gives to the abilities fueled by Mojo, such as Segue, Screams, and Bluffs. || At the moment, going from 100 Charisma to 150 Charisma results in a 10% increase to the utilization of abilities such as Screams and Playact.  Meanwhile, going from 10 Charisma to 100 Charisma results in an over 300% increase.  With such a titanic investment in Charisma, an increase in the value Charisma provides not only to the power of these skills, but to the amount they can be used should be adjusted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cleric==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Rakkor || Spell Rebalance || Remove 4th pulse from capped AE cast. ||  In a post barrier review world where everyone is squishier, the top end damage of AE needs to be toned down as a first of potentially several measures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Empath==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| SPICYDIAPSID || Expansion of Existing System || Expand the existing Manipulate system with additional functionality, such as also viewing anyone the Empath has a Link with as a friend. ||  Manipulate is an thematically interesting ability that could extend well for group contexts.  It would need global limits, timeouts, and learning cooldowns with the suggested expansion.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| Kythryn || Expansion of Existing System || Expand the existing Manipulate system with EXTENDED, QUICK and CAREFUL options. ||  Offer an EXTENDED option what would let the manipulated creature stay linked even in a different room (possible multiple rooms away with advanced Empathy skill) with an increase to Empathy skill learned, a QUICK version for a reduced or removed RT but reduced Empathy skill and a CAREFUL option for an added bonus to success (if you are just under the natural cap to succeed) but with an increased RT.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| Kythryn || Expansion of Existing System || Update PERCIEVE HEALTH to sense birds in the area; new MANIPULATE MESSANGER creating a &amp;quot;homing pigeon&amp;quot; system ||  Update the PERCIEVE HEALTH system to show different bird types (maybe specific to an area, like kestrels in Horse Clan, seagulls near the ocean, etc.), which would become the basis for a new Manipulate that the Empath could use to temporarily tame the bird to carry a piece of paper, small item, etc. when directed to a target/person.  Each bird type could have different pros &amp;amp; cons (ie. shorter distance but can carry more weight, faster but carries less weight, etc.). With enough Empathy skill, the bird would also wait for a short amount of time at the target and would return to the Empath carrying an item as well.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| [[Akeiro]] || Spell Rebalancing || Update FoC to interact with ADC, allowing a fully healed empath to store a high-mana FoC to &amp;quot;activate&amp;quot; later at a time of their choosing.|| Current FoC sees extremely limited use from high level empaths as it&#039;s rare that heal and regenerate are not stripping wounds almost as fast as they can come in, this would give this spell strong utility for setting up a one-time activated strong heal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moon Mage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mage || Rakkor || Spell Rebalance || Remove 3rd meta tier, capping accuracy and damage at second meta tier RE: Burn and IFL ||  Since the inception of Iyqaromos Fire-Lens, Burn has not been a spell in their arsenal, it has been the spell in their arsenal. In a post barrier review world where everyone is squishier, the top end damage of a full-strength IFL-empowered Burn needs to be toned down.&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mage || SPICYDIAPSID || Spell Rebalance || Roll the effects of Shape Moonblade into Moonblade.  Leave Moonblade at 1 spell slot. || Curreny Shape Moonblade genuinely feels as though it should be a part of the base spell or that it should do something more substantial a la Empower Moonblade.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Necromancer==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Necromancer|| - || - || - ||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Paladin==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change CRC to standard duration, standard prep spell. This would allow it to stay up through a typical Paladin fight without needing to recast, and would allow more than 4 uses against a given target with a cast. || No notes.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change CRC contest to Mind or Spirit vs. While I&#039;d prefer it to not be vs. Will, it&#039;s at least justifiable to use it if it&#039;s on a shared contest with our other options. Right now it&#039;s our only Charm contest, which has... some overlap with our Spirit contest, sorta. || No notes. Uptick in use likely, but CRC already has considerable use limitations in the form of cooldowns on use and on target.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || New Spell || As a metaspell or new spell, give us a ranged weapon buff. Ideally HT at a minimum, certainly doesn&#039;t have to be all. I can see something thematic along the lines of HT and Xbow, but tossing LT in would be nice from a balance perspective. || Revisit the reason our ranged buff got pulled post 3.x, since I think that was a thing that happened, aye?&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Remove the 100 rank cap and the degradation on Glyph of Light, making it a bog-standard 20% buff. Can scale off Conviction if desired. If removing decay is too much an ask, make it refreshable. || None needed.  Anyone who wants a 20% can get it by 400 ranks in Sorcery with a runestone, this just makes it native for people who don&#039;t wanna do sorcery for fluff reasons.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change Shatter to be a -DF, not a -Shield. Shield is rarely, if ever stanced by experienced opponents in PvP, and is rarely effective against creature. -Shield does nothing if opponent isn&#039;t stanced into Shield, for melee attacks. Changing to -DF makes it useful against any opponent. || Paladin-only effect of stripping shield to 0 should probably go, but could allow shield-strip exclusively for ranged attacks without busting anything too bad, as that invokes regular ranged DFA mechanics instead of risking one-shots or null effect like melee does.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Make Glyph of Bonding a dispel resistance. Options include &amp;quot;Negate any dispel at cost of Soul Pool per incoming dispel&amp;quot;, &amp;quot;Make a number of spells undispellable for a duration&amp;quot;, &amp;quot;Spell seal anyone who throws a successful dispel at you&amp;quot;, or others. GoB currently does literally nothing, but &amp;quot;Bonding&amp;quot; spells thematically fits and fills a niche. || Might be better to address dispels at the source instead of giving guilds a band-aid. Dispel protection would require we not get anything that &amp;quot;must&amp;quot; be dispelled, a la old barrier stacking. Should only apply to native spells.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Make Protect Self consistent. Right now it&#039;s a mystery box that sometimes works, sometimes doesn&#039;t, and has hefty costs. Update it, or at least reveal what it does, how, etc. || Minimal concerns. Most escape/anti-CC options or other &amp;quot;emergency buttons&amp;quot; are already clear, consistent, and easily understood - see Khri Vanish, Scream Defiance, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok (full credit Warbrolus) || Spell redesign || Make AG be spell duration pause + dispel protection for the last 5 native buffs cast by the Paladin. Should be mutually exclusive with Glyph of Bonding providing dispel protection. Retain the favor cost, and give it at least 90 minute duration at max cast, per normal ritual duration. || Might be better to address dispels at the source instead of giving guilds a band-aid. Dispel protection would require we not get anything that &amp;quot;must&amp;quot; be dispelled, a la old barrier stacking. Native spells only is thematic and prevents out-of-guild shenanigans.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || Turn Soldier&#039;s Prayer into a two-way, signature, non-ablative anti-sorcery integrity barrier, strong enough at max cast to prevent any sorcery - including cross-realm - from being cast by or on the Paladin, barring RoF. Should also strip any active, non-Holy spell effects on the Paladin while in use. Possible this could be a Glyph of Bonding rework instead, but Soldier&#039;s Prayer needs some love. || Restricting options generally has less balance concerns, though this would certainly upset the PvP meta and its abiding love of grabbing DF/IP out-of-mana (including by Paladins.)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || If not the above, turn Soldier&#039;s Prayer into a battle-duration, battle-prep spell, preferably with a lower mana cost. || Minimal. Even if it only costs 50, and a Paladin devotes all their prep time to using it, and is only fighting one opponent, they&#039;ll still run out of mana first due to tertiary attunement, so it wouldn&#039;t be total spell protection. It would simply make it viable to recast mid-fight.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok (credit Warbrolus) || Spell redesign || Make Bond Armaments buff shield&#039;s weapon stats based on potency and shield weight, sufficient to make SLAM a viable option with shields. Ideally include an effective FOI stat, but unsure of technical feasability. || Minimal.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || Make Hands of Justice an anti-stealth tool, rather than an anti-theft tool. Options include reflexively unhiding stealthers engaged with you, a Revelation-style effect letting us use Conviction instead of Perception against individuals who have struck us from stealth recently, or others. || Depends on implementation.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || New Spell || New meta spell (1 slot) that allows you to select which element SK converts physical damage to || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || Quality of Life || Provide messaging for when SK is able to be used against same target again.  || No balancing needed. &lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || Quality of Life || Reduce time-to-track target by skill in Scouting, ultimately achieving pre-change &amp;quot;instant&amp;quot; tracking time.  || No balancing needed. &lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Reduce Syamelyo Kuniyo spell slot cost.  || Overpriced for its utility.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || &amp;quot;Cast Plague&amp;quot; option for Awaken Forest to directly produce plague spawn if PLS is known.&lt;br /&gt;
  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Bear Strength a normal buff, move status protection to new battle spell, adjust slot cost.  || Unnecessary holdover from Held Mana spell system.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Give Carrion Call bonus damage/effects against corporeal undead if Plague of Scavengers is known, a la old PLS.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Carrion Call Area of Effect.  || Ranger TM spells lack variety.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Devitalize DFA (ignore evasion, only block?), target vitality directly.  || Ranger TM spells lack variety / targeting fatigue is a poor effect.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add meta spell for Essence of Yew to choose one strong SvS resistance instead of weak omni resist. || Add adaptability to jack-of-all guild.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add meta spell to provide Targeted Magic buff to See the Wind  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add toggle on/off to 3rd party cast messaging for Oath of the Firstborn.  Actual oath doesn&#039;t seem to matter but can be OOC for the character  || Currently based only on race.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add nerve poison to Harawep&#039;s Bonds.  || Underpowered spell, previously had poison - nerve damage is immune to SvS damage ban.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || New Spell || Boost to Parry and Shield skills.  || Improve defense of defense-heavy guild.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Change Beseech Wind to Refresh to long duration pulsing effect.  || Currently has no value.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Quadruple duration and reduce activation time for Beseech Elanthia to Petrify.  || Currently has limited value.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Beseech Dark to Sing - add passive spot, toggle off 3rd party messaging or reduce spam, remove stun/prone at end, allow use when not already in dark area.  || Overly punishing for limited utility.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Beseech Elanthia to Cradle - remove environmental restrictions  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Add &amp;quot;Perceive Nature&amp;quot; or similar ability - brief RT to sense current bonus level and nature level of the room in greater detail without requiring howling and pacing.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Increase Scouting experience from HUNT action.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Increase accuracy and damage of CLAW while Claws of the Cougar is active.  || The spell is supposed to provide claws to increase damage, but they do not perform as well as PUNCH.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Allow Rangers to sense when another Ranger uses Scout Awareness or a Thief uses Mark against them.  || Paladins and Thieves can sense a Scout, but Rangers can&#039;t sense a Scout or Mark.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Speed up trails.  They&#039;re currently so much slower than manually walking they aren&#039;t worth using. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Revisit trail exp.  It is almost impossible to train scouting to cap with trails. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Limited number of perma-tacks.  Spouse for sure.  Others maybe?  Scales with rangering ranks. || potential, but tracking is so limited it is unlikely&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Scout Guild-Go trail: respects barriers, but can always track to the nearest guild || potential, but tracking is so limited it is unlikely&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Guild Focus || The name SCOUTING holds the skill back.  Rename to something else (Naturalism?) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Beseech Update || Beseech Refresh boosts vitatily regen || potential influence on blance due to vit shield&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Beseech Update || Beseech seal to give same chance to keep scrolls as a raise. || Death mechnics and scrolls are a touchy subject&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || Compost to AP@0 slots || Everyone can be elanthia&#039;s janitor&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || AP-Compost + metaspell 1slot enhances wilderness level of area || ??&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || AP-Compost + metaspell 1slot raise life mana in area || ??&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thief==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Thief|| - || - || - ||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trader==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Rakkor || Spell Update || Add a 1 slot, bog standard reactor that protects against both Physical and Elemental || Their current reactors are useless for PvP purposes, but are great in PvE. Rather than continue to tweak TRC and IR and unbalance them in PvE, a new spell should be added to handle the PvP gap. See submission from the &amp;quot;Design a Spell&amp;quot; contest at Simucon.&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || New Spell || Single-target hard CC spell (stun, immobilize, or stun/unconscious).  || Traders completely lack reliable CC outside of speculate coin, which has many limitations.  A spell-based option would be a huge boon.&lt;br /&gt;
|-  &lt;br /&gt;
| Trader || Malkien || New Spell || Target magic training spell that does not consume Starlight Aura.  || Non-sorcerous training options that don&#039;t consume SLA would make young Traders much easier.&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || New Spell || SvS protection spell, suggested ablative barrier vs. reflex or vs. fortitude. || Traders don&#039;t have much native SvS protection.  A moderate-powered SvS barrier that contests one of the three defenses would be useful, particularly a vs. fortitude or vs. reflex barrier (no one outside Barbarians currently has a vs. reflex barrier).   &lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || Overall Guild Design || Review contests of current (and upcoming) SvS abilities to provide consistency in offensive contest selection.  || Traders only have three native debil abilities and they are all different contests (magic, spirit, and finesse).  I would personally suggest Trader spells lean hard into the charm contest to give their guild magic a unique flavor outside of bog-standard magic and mind contests.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Mage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Rakkor || Spell Update || Add a 1 slot, bog standard reactor that protects against both Physical and Elemental || Like other unique barriers, GI continues to be troublesome to balance. A repeat hit to the same area in X number of seconds can be devastating, but those same hits spaced out over a protracted period of time are inconsequential. Rather than continue to tweak GI and unbalance it for PvE, a new spell should be added to handle the PvP gap.&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Rakkor || Spell Update || 3% damage reduction to Lightning Bolt || Lightning Bolt continues to perform slightly too well in the post barrier review reality. Pure elemental damage spells are really strong, especially with the frequency that the spell can be targeted when used by a Warrior Mage with Pathway Quickness. A minor damage tweak is needed. - This is false. Lightning bolt hits single target TM damage caps. It does the exact same damage as non DFA spells after testing multiple spells against capped defenses. Also, pathway Quickness is a 1 second reduction of target time. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || Make PW Precastable || PW needing to be targeted removed the usefullness of the spell. The 10 seconds it takes to target to push or pull back against an at level opponnent is better served targeted a damage spell. Allow PW to be precast and add a cool down between uses. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || Rework YS || Armor rank buffs serve no purpose after hitting hinderance cap. This spell was on the block for a rework years ago then fell off the radar. Suggest a slight reduction to armor hinderance, or make it a reactor to allow for auto stand. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Rework || Pathways || Pathways, other than quickness, serve no purpose once spells can be cast at cap mana. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || ES || ES only protects against elemental damage. increase the damage mitigation since it cost a barrier slot and performs at par or slightly less than other 1 slot barriers that provide more mitigation to both physical and elemental.&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || Shockwave || Improve the knock back/out of room function of the spell. It already has subpar damage and needs a long target time since it is a AOE. Current the spell&#039;s utility does very little at cap. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || Chain Lightning || Either bring back the multi strike capability of the spell or include nerve damage again. Most if not all AOEs dont have enough DPS or utility to justify the long target times.  &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Rework || Pathway Barrage || Should be on par with current ACMS as far as amplified damage and accuracy goes. Current damage bonus/accuracy bonuses are not noticeable or measurable in testing vs just casting the spell and then immediately attacking with a weapon. Increase the charge cost to perform to compensate.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==All Guilds &amp;amp; Commoners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Rakkor || Quality of Life || Update AIM functionality to both load and aim a held aimed weapon in the same manner that TARGET both preps and “aims” a targeted magic spell at a hostile. || Allows AIMed weapons to be viable in PvP.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Rakkor || Quality of Life || Vitality protection added to all guild spellbook reactors in a non-stacking fashion || By adding the vitality protection to all guild spellbook reactors, this will increase build diversity and allow for additional experimentation and optimization. Note, running more than one guild spellbook reactor will not double the vitality protection, it is hard capped at 10%.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Tambellis || Spell/Ability Expansion || Add more &amp;quot;Charm&amp;quot; abilities and Spells. || At the moment, Charm (and Charisma) is in a terrible state. There are only 8 Charm based spells, and only 3 Charm based abilties. Charisma is the ONLY stat not used in any defensive contests and is the only Attacking Contest with 0 spells that are hard CC and castable (not cyclic) and not a &#039;calm&#039;, and of the 8 Charm based spells 5 are signature.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Malkien || Overall Game Balance || Cooldown or Diminishing Return on Spell Seal/Ward Strips || Despite being more penalizing then effects like stun and immobilize, spell seal functions like Huldah&#039;s Pall and ward/buff strip functions like Ward Break or Rend lack any form of cooldown or diminishing returns.  These effects warp the entire metagame around them, and the need to protect against them render entire builds (such as Bard charm builds or Barbarian fear builds) non-viable.  Giving them diminishing returns would go a long way towards balancing this.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Malkien || Overall Game Balance || Diversify Allocation of SvS Stats and Contests || The dominance of magic/mind contests and the double-dipping allowed in the mental stats for vs. willpower (by far the most common contest) stifle ability to make off-meta builds.  Combined with the spell seal/ward strip spells all being vs. willpower and the problem is compounded.  Suggest switching some contests (such as making vs. willpower Charisma/Wisdom/Discipline) and evaluating the contest of 1-2 abilities per guild should help with diversity of viable stat allocation. &lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Vanzok || Overall Game Balance || Make Defense-Ignoring abilities, including Ranged, no longer ignore, but instead penalize the defense(s) previously ignored, based on Armor skillset placement. Could also make it a Defending contest, as originally suggested by Kodius - https://elanthipedia.play.net/Post:Autostance_-_01/16/2014_-_00:32 - but not implemented. || Right now DFA is king, and backstab/shatter/Eliminate risk one-shotting people who don&#039;t know what they&#039;re doing and are stanced Shield. This would help offset both of those.&lt;br /&gt;
|}&lt;br /&gt;
 {{cat|player suggestions}}&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=610471</id>
		<title>Player suggestions for Guilds</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=610471"/>
		<updated>2023-02-21T21:29:54Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: /* Warrior Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cat|Player suggestions}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Barbarian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Add darkvision to Owl form || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Allow berserks and meditations to be individually ended || 60 second hard cooldown on Famine and Volcano berserks.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || New Ability  || 1-slot metaspell called Wyvern form that adds a +Expertise boost to Dragon form. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || New Ability  || 1-slot metaspell called Falcon form form that adds quick aim to first shot with Eagle form. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Add +Offhand to Dragon form to bring in line with Oath of the Firstborn. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Remove hard cooldown timer from Mana Torment roar. || Barbarian roars&#039; poor ability to ablate vs. willpower barriers and the voice pool system already balances the roar.  Roar would be very niche even without hard timer, and abilities such as HULP have no such cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Overall Guild Design  || Remove hard cap on number of forms and meditations that can be run simultaneously, or add masteries to expand the total number available. || Significant balance repercussions.  Will need to be evaluated by GMs.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Fix Staunch/Dispel meditations so they are truly &amp;quot;free.&amp;quot;  They currently do not check number of active meditations (i.e. they bypass the meditation limit) but then count as an active meditation themselves. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Redesign CHOKE as a Barbarian-only grappling ACM. || Need for grapple and built-in ACM cooldown should be sufficient balance.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Rakkor|| Ability Rebalance  || Increase damage mitigation on Tenacity || Tenacity is a purposefully weak ability, balanced around mitigation from Volcano. Volcano has been nerfed. Tenacity should be brought in line with other middle-of-the-pack barriers.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Rakkor|| Ability Rebalance  || Increase damage mitigation on Toad || Toad is a purposefully weak ability, balanced around mitigation from Volcano. Volcano has been nerfed. Toad should be brought in line with other middle-of-the-pack barriers.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Sekmeht || Ability Messaging  || Remove the fluffy messaging during a berserk, but leave the start/end messaging || Way too much messaging when you are running all berserks at the same time and impacts RP (Drooling...etc. in serious situations and during speeches).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bard==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Rakkor || Spell Update  || DALU - Change contest from mind/willpower to contesting /fortitude || Bards need a Debil that does not contest /willpower. DALU is the obvious choice.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Remove the ability for the Naga to turn and engage the Bard in BTN. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Change DEMA from Magic/Fort to Spirit/Fort OR Spirit/Reflex. Change the description or nature of the spell to more spirit based, like Grizzly Claws, if need be. || The current difficult position of Charm makes stat splits much more punishing for a Bard. Instead of using Magic for a potentially extremely useful Debuff, which shares no assistance from Charisma, utilize the contest Spirit, which makes use of Charisma at least in the secondary stat. &lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Completely redesign GJ. Make it a pulsing Charm vs. Willpower which attempts to dispel 1 opponent spell each pulse. Call it something completely different if needed for Lore purposes. || Will need to be evaluated.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Consolidate HODI and BOTF into 1 single spell. || Increase spell slot cost to 3.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Increase the maximum sleep duration for DALU from the current maximum of 5 seconds. || The spell does a lot, but has an incredibly long pulse timing of 16 seconds and takes 3 pulses to reach maximum effect. With diminishing returns, the sleep effect should have a longer duration.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Significantly increase the damage of Scream Concussive. Make it armor piercing, unable to be parried, impact damage weighted. Make it Charm vs. Reflex if needed. || Possibly change cooldown RT.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Change the function of Scream Dissonance. Charm vs. Fort stun, disarm, head damage somewhat similar to mental blast. || Possibly change cooldown RT.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Remove the -DISC for Bluff Amaze. Increase bonus to Charisma to +20%. Increase duration to a maximum of 40 minutes. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Change Bluff Distract from a one time hiding bonus to a Charm vs. Reflex contest to lower an opponents Parry skill by up to -20%. This makes it more like a cool &#039;feint&#039; and makes more sense for a weapon secondary Guild compared to survival tertiary. || Length of duration will need to be evaluated.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Quality of Life || Vastly increase the Inspiration pool, or vastly increase the rate of it&#039;s natural regen. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Quality of Life || Inform us of what Bluff Dodge actually does. If it reduces or offensive factor, at least let us know what the range is. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Attribute Rebalance || Increase the benefit Charisma over 100 gives to the abilities fueled by Mojo, such as Segue, Screams, and Bluffs. || At the moment, going from 100 Charisma to 150 Charisma results in a 10% increase to the utilization of abilities such as Screams and Playact.  Meanwhile, going from 10 Charisma to 100 Charisma results in an over 300% increase.  With such a titanic investment in Charisma, an increase in the value Charisma provides not only to the power of these skills, but to the amount they can be used should be adjusted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cleric==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Rakkor || Spell Rebalance || Remove 4th pulse from capped AE cast. ||  In a post barrier review world where everyone is squishier, the top end damage of AE needs to be toned down as a first of potentially several measures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Empath==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| SPICYDIAPSID || Expansion of Existing System || Expand the existing Manipulate system with additional functionality, such as also viewing anyone the Empath has a Link with as a friend. ||  Manipulate is an thematically interesting ability that could extend well for group contexts.  It would need global limits, timeouts, and learning cooldowns with the suggested expansion.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| Kythryn || Expansion of Existing System || Expand the existing Manipulate system with EXTENDED, QUICK and CAREFUL options. ||  Offer an EXTENDED option what would let the manipulated creature stay linked even in a different room (possible multiple rooms away with advanced Empathy skill) with an increase to Empathy skill learned, a QUICK version for a reduced or removed RT but reduced Empathy skill and a CAREFUL option for an added bonus to success (if you are just under the natural cap to succeed) but with an increased RT.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| Kythryn || Expansion of Existing System || Update PERCIEVE HEALTH to sense birds in the area; new MANIPULATE MESSANGER creating a &amp;quot;homing pigeon&amp;quot; system ||  Update the PERCIEVE HEALTH system to show different bird types (maybe specific to an area, like kestrels in Horse Clan, seagulls near the ocean, etc.), which would become the basis for a new Manipulate that the Empath could use to temporarily tame the bird to carry a piece of paper, small item, etc. when directed to a target/person.  Each bird type could have different pros &amp;amp; cons (ie. shorter distance but can carry more weight, faster but carries less weight, etc.). With enough Empathy skill, the bird would also wait for a short amount of time at the target and would return to the Empath carrying an item as well.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| [[Akeiro]] || Spell Rebalancing || Update FoC to interact with ADC, allowing a fully healed empath to store a high-mana FoC to &amp;quot;activate&amp;quot; later at a time of their choosing.|| Current FoC sees extremely limited use from high level empaths as it&#039;s rare that heal and regenerate are not stripping wounds almost as fast as they can come in, this would give this spell strong utility for setting up a one-time activated strong heal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moon Mage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mage || Rakkor || Spell Rebalance || Remove 3rd meta tier, capping accuracy and damage at second meta tier RE: Burn and IFL ||  Since the inception of Iyqaromos Fire-Lens, Burn has not been a spell in their arsenal, it has been the spell in their arsenal. In a post barrier review world where everyone is squishier, the top end damage of a full-strength IFL-empowered Burn needs to be toned down.&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mage || SPICYDIAPSID || Spell Rebalance || Roll the effects of Shape Moonblade into Moonblade.  Leave Moonblade at 1 spell slot. || Curreny Shape Moonblade genuinely feels as though it should be a part of the base spell or that it should do something more substantial a la Empower Moonblade.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Necromancer==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Necromancer|| - || - || - ||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Paladin==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change CRC to standard duration, standard prep spell. This would allow it to stay up through a typical Paladin fight without needing to recast, and would allow more than 4 uses against a given target with a cast. || No notes.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change CRC contest to Mind or Spirit vs. While I&#039;d prefer it to not be vs. Will, it&#039;s at least justifiable to use it if it&#039;s on a shared contest with our other options. Right now it&#039;s our only Charm contest, which has... some overlap with our Spirit contest, sorta. || No notes. Uptick in use likely, but CRC already has considerable use limitations in the form of cooldowns on use and on target.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || New Spell || As a metaspell or new spell, give us a ranged weapon buff. Ideally HT at a minimum, certainly doesn&#039;t have to be all. I can see something thematic along the lines of HT and Xbow, but tossing LT in would be nice from a balance perspective. || Revisit the reason our ranged buff got pulled post 3.x, since I think that was a thing that happened, aye?&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Remove the 100 rank cap and the degradation on Glyph of Light, making it a bog-standard 20% buff. Can scale off Conviction if desired. If removing decay is too much an ask, make it refreshable. || None needed.  Anyone who wants a 20% can get it by 400 ranks in Sorcery with a runestone, this just makes it native for people who don&#039;t wanna do sorcery for fluff reasons.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change Shatter to be a -DF, not a -Shield. Shield is rarely, if ever stanced by experienced opponents in PvP, and is rarely effective against creature. -Shield does nothing if opponent isn&#039;t stanced into Shield, for melee attacks. Changing to -DF makes it useful against any opponent. || Paladin-only effect of stripping shield to 0 should probably go, but could allow shield-strip exclusively for ranged attacks without busting anything too bad, as that invokes regular ranged DFA mechanics instead of risking one-shots or null effect like melee does.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Make Glyph of Bonding a dispel resistance. Options include &amp;quot;Negate any dispel at cost of Soul Pool per incoming dispel&amp;quot;, &amp;quot;Make a number of spells undispellable for a duration&amp;quot;, &amp;quot;Spell seal anyone who throws a successful dispel at you&amp;quot;, or others. GoB currently does literally nothing, but &amp;quot;Bonding&amp;quot; spells thematically fits and fills a niche. || Might be better to address dispels at the source instead of giving guilds a band-aid. Dispel protection would require we not get anything that &amp;quot;must&amp;quot; be dispelled, a la old barrier stacking. Should only apply to native spells.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Make Protect Self consistent. Right now it&#039;s a mystery box that sometimes works, sometimes doesn&#039;t, and has hefty costs. Update it, or at least reveal what it does, how, etc. || Minimal concerns. Most escape/anti-CC options or other &amp;quot;emergency buttons&amp;quot; are already clear, consistent, and easily understood - see Khri Vanish, Scream Defiance, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok (full credit Warbrolus) || Spell redesign || Make AG be spell duration pause + dispel protection for the last 5 native buffs cast by the Paladin. Should be mutually exclusive with Glyph of Bonding providing dispel protection. Retain the favor cost, and give it at least 90 minute duration at max cast, per normal ritual duration. || Might be better to address dispels at the source instead of giving guilds a band-aid. Dispel protection would require we not get anything that &amp;quot;must&amp;quot; be dispelled, a la old barrier stacking. Native spells only is thematic and prevents out-of-guild shenanigans.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || Turn Soldier&#039;s Prayer into a two-way, signature, non-ablative anti-sorcery integrity barrier, strong enough at max cast to prevent any sorcery - including cross-realm - from being cast by or on the Paladin, barring RoF. Should also strip any active, non-Holy spell effects on the Paladin while in use. Possible this could be a Glyph of Bonding rework instead, but Soldier&#039;s Prayer needs some love. || Restricting options generally has less balance concerns, though this would certainly upset the PvP meta and its abiding love of grabbing DF/IP out-of-mana (including by Paladins.)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || If not the above, turn Soldier&#039;s Prayer into a battle-duration, battle-prep spell, preferably with a lower mana cost. || Minimal. Even if it only costs 50, and a Paladin devotes all their prep time to using it, and is only fighting one opponent, they&#039;ll still run out of mana first due to tertiary attunement, so it wouldn&#039;t be total spell protection. It would simply make it viable to recast mid-fight.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok (credit Warbrolus) || Spell redesign || Make Bond Armaments buff shield&#039;s weapon stats based on potency and shield weight, sufficient to make SLAM a viable option with shields. Ideally include an effective FOI stat, but unsure of technical feasability. || Minimal.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || Make Hands of Justice an anti-stealth tool, rather than an anti-theft tool. Options include reflexively unhiding stealthers engaged with you, a Revelation-style effect letting us use Conviction instead of Perception against individuals who have struck us from stealth recently, or others. || Depends on implementation.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || New Spell || New meta spell (1 slot) that allows you to select which element SK converts physical damage to || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || Quality of Life || Provide messaging for when SK is able to be used against same target again.  || No balancing needed. &lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || Quality of Life || Reduce time-to-track target by skill in Scouting, ultimately achieving pre-change &amp;quot;instant&amp;quot; tracking time.  || No balancing needed. &lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Reduce Syamelyo Kuniyo spell slot cost.  || Overpriced for its utility.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || &amp;quot;Cast Plague&amp;quot; option for Awaken Forest to directly produce plague spawn if PLS is known.&lt;br /&gt;
  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Bear Strength a normal buff, move status protection to new battle spell, adjust slot cost.  || Unnecessary holdover from Held Mana spell system.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Give Carrion Call bonus damage/effects against corporeal undead if Plague of Scavengers is known, a la old PLS.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Carrion Call Area of Effect.  || Ranger TM spells lack variety.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Devitalize DFA (ignore evasion, only block?), target vitality directly.  || Ranger TM spells lack variety / targeting fatigue is a poor effect.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add meta spell for Essence of Yew to choose one strong SvS resistance instead of weak omni resist. || Add adaptability to jack-of-all guild.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add meta spell to provide Targeted Magic buff to See the Wind  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add toggle on/off to 3rd party cast messaging for Oath of the Firstborn.  Actual oath doesn&#039;t seem to matter but can be OOC for the character  || Currently based only on race.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add nerve poison to Harawep&#039;s Bonds.  || Underpowered spell, previously had poison - nerve damage is immune to SvS damage ban.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || New Spell || Boost to Parry and Shield skills.  || Improve defense of defense-heavy guild.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Change Beseech Wind to Refresh to long duration pulsing effect.  || Currently has no value.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Quadruple duration and reduce activation time for Beseech Elanthia to Petrify.  || Currently has limited value.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Beseech Dark to Sing - add passive spot, toggle off 3rd party messaging or reduce spam, remove stun/prone at end, allow use when not already in dark area.  || Overly punishing for limited utility.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Beseech Elanthia to Cradle - remove environmental restrictions  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Add &amp;quot;Perceive Nature&amp;quot; or similar ability - brief RT to sense current bonus level and nature level of the room in greater detail without requiring howling and pacing.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Increase Scouting experience from HUNT action.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Increase accuracy and damage of CLAW while Claws of the Cougar is active.  || The spell is supposed to provide claws to increase damage, but they do not perform as well as PUNCH.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Allow Rangers to sense when another Ranger uses Scout Awareness or a Thief uses Mark against them.  || Paladins and Thieves can sense a Scout, but Rangers can&#039;t sense a Scout or Mark.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Speed up trails.  They&#039;re currently so much slower than manually walking they aren&#039;t worth using. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Revisit trail exp.  It is almost impossible to train scouting to cap with trails. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Limited number of perma-tacks.  Spouse for sure.  Others maybe?  Scales with rangering ranks. || potential, but tracking is so limited it is unlikely&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Scout Guild-Go trail: respects barriers, but can always track to the nearest guild || potential, but tracking is so limited it is unlikely&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Guild Focus || The name SCOUTING holds the skill back.  Rename to something else (Naturalism?) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Beseech Update || Beseech Refresh boosts vitatily regen || potential influence on blance due to vit shield&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Beseech Update || Beseech seal to give same chance to keep scrolls as a raise. || Death mechnics and scrolls are a touchy subject&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || Compost to AP@0 slots || Everyone can be elanthia&#039;s janitor&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || AP-Compost + metaspell 1slot enhances wilderness level of area || ??&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || AP-Compost + metaspell 1slot raise life mana in area || ??&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thief==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Thief|| - || - || - ||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trader==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Rakkor || Spell Update || Add a 1 slot, bog standard reactor that protects against both Physical and Elemental || Their current reactors are useless for PvP purposes, but are great in PvE. Rather than continue to tweak TRC and IR and unbalance them in PvE, a new spell should be added to handle the PvP gap. See submission from the &amp;quot;Design a Spell&amp;quot; contest at Simucon.&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || New Spell || Single-target hard CC spell (stun, immobilize, or stun/unconscious).  || Traders completely lack reliable CC outside of speculate coin, which has many limitations.  A spell-based option would be a huge boon.&lt;br /&gt;
|-  &lt;br /&gt;
| Trader || Malkien || New Spell || Target magic training spell that does not consume Starlight Aura.  || Non-sorcerous training options that don&#039;t consume SLA would make young Traders much easier.&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || New Spell || SvS protection spell, suggested ablative barrier vs. reflex or vs. fortitude. || Traders don&#039;t have much native SvS protection.  A moderate-powered SvS barrier that contests one of the three defenses would be useful, particularly a vs. fortitude or vs. reflex barrier (no one outside Barbarians currently has a vs. reflex barrier).   &lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || Overall Guild Design || Review contests of current (and upcoming) SvS abilities to provide consistency in offensive contest selection.  || Traders only have three native debil abilities and they are all different contests (magic, spirit, and finesse).  I would personally suggest Trader spells lean hard into the charm contest to give their guild magic a unique flavor outside of bog-standard magic and mind contests.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Mage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Rakkor || Spell Update || Add a 1 slot, bog standard reactor that protects against both Physical and Elemental || Like other unique barriers, GI continues to be troublesome to balance. A repeat hit to the same area in X number of seconds can be devastating, but those same hits spaced out over a protracted period of time are inconsequential. Rather than continue to tweak GI and unbalance it for PvE, a new spell should be added to handle the PvP gap.&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Rakkor || Spell Update || 3% damage reduction to Lightning Bolt || Lightning Bolt continues to perform slightly too well in the post barrier review reality. Pure elemental damage spells are really strong, especially with the frequency that the spell can be targeted when used by a Warrior Mage with Pathway Quickness. A minor damage tweak is needed. - This is false. Lightning bolt hits single target TM damage caps. It does the exact same damage as non DFA spells after testing multiple spells against capped defenses. Also, pathway Quickness is a 1 second reduction of target time. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || Make PW Precastable || PW needing to be targeted removed the usefullness of the spell. The 10 seconds it takes to target to push or pull back against an at level opponnent is better served targeted a damage spell. Allow PW to be precast and add a cool down between uses. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || Rework YS || Armor rank buffs serve no purpose after hitting hinderance cap. This spell was on the block for a rework years ago then fell off the radar. Suggest a slight reduction to armor hinderance, or make it a reactor to allow for auto stand. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Rework || Pathways || Pathways, other than quickness, serve no purpose once spells can be cast at cap mana. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || ES || ES only protects against elemental damage. increase the damage mitigation since it cost a barrier slot and performs at par or slightly less than other 1 slot barriers that provide more mitigation to both physical and elemental.&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || Shockwave || Improve the knock back/out of room function of the spell. It already has subpar damage and needs a long target time since it is a AOE. Current the spell&#039;s utility does very little at cap. &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Spell Update || Chain Lightning || Either bring back the multi strike capability of the spell or include nerve damage again. Most if not all AOEs dont have enough DPS or utility to justify the long target times.  &lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Jeffe || Rework || Pathway Barrage || Should be on par with current ACMS as far as amplified damage and accuracy goes. Current damage bonus/accuracy bonuses are not noticeable or measurable in testing vs just casting the spell and then immediately attacking with a weapon. Increase the charge cost to perform to compensate.   &lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==All Guilds &amp;amp; Commoners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Rakkor || Quality of Life || Update AIM functionality to both load and aim a held aimed weapon in the same manner that TARGET both preps and “aims” a targeted magic spell at a hostile. || Allows AIMed weapons to be viable in PvP.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Rakkor || Quality of Life || Vitality protection added to all guild spellbook reactors in a non-stacking fashion || By adding the vitality protection to all guild spellbook reactors, this will increase build diversity and allow for additional experimentation and optimization. Note, running more than one guild spellbook reactor will not double the vitality protection, it is hard capped at 10%.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Tambellis || Spell/Ability Expansion || Add more &amp;quot;Charm&amp;quot; abilities and Spells. || At the moment, Charm (and Charisma) is in a terrible state. There are only 8 Charm based spells, and only 3 Charm based abilties. Charisma is the ONLY stat not used in any defensive contests and is the only Attacking Contest with 0 spells that are hard CC and castable (not cyclic) and not a &#039;calm&#039;, and of the 8 Charm based spells 5 are signature.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Malkien || Overall Game Balance || Cooldown or Diminishing Return on Spell Seal/Ward Strips || Despite being more penalizing then effects like stun and immobilize, spell seal functions like Huldah&#039;s Pall and ward/buff strip functions like Ward Break or Rend lack any form of cooldown or diminishing returns.  These effects warp the entire metagame around them, and the need to protect against them render entire builds (such as Bard charm builds or Barbarian fear builds) non-viable.  Giving them diminishing returns would go a long way towards balancing this.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Malkien || Overall Game Balance || Diversify Allocation of SvS Stats and Contests || The dominance of magic/mind contests and the double-dipping allowed in the mental stats for vs. willpower (by far the most common contest) stifle ability to make off-meta builds.  Combined with the spell seal/ward strip spells all being vs. willpower and the problem is compounded.  Suggest switching some contests (such as making vs. willpower Charisma/Wisdom/Discipline) and evaluating the contest of 1-2 abilities per guild should help with diversity of viable stat allocation. &lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Vanzok || Overall Game Balance || Make Defense-Ignoring abilities, including Ranged, no longer ignore, but instead penalize the defense(s) previously ignored, based on Armor skillset placement. Could also make it a Defending contest, as originally suggested by Kodius - https://elanthipedia.play.net/Post:Autostance_-_01/16/2014_-_00:32 - but not implemented. || Right now DFA is king, and backstab/shatter/Eliminate risk one-shotting people who don&#039;t know what they&#039;re doing and are stanced Shield. This would help offset both of those.&lt;br /&gt;
|}&lt;br /&gt;
 {{cat|player suggestions}}&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=610470</id>
		<title>Player suggestions for Guilds</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=610470"/>
		<updated>2023-02-21T21:07:59Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: /* Warrior Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cat|Player suggestions}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Barbarian==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Add darkvision to Owl form || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Allow berserks and meditations to be individually ended || 60 second hard cooldown on Famine and Volcano berserks.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || New Ability  || 1-slot metaspell called Wyvern form that adds a +Expertise boost to Dragon form. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || New Ability  || 1-slot metaspell called Falcon form form that adds quick aim to first shot with Eagle form. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Add +Offhand to Dragon form to bring in line with Oath of the Firstborn. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Remove hard cooldown timer from Mana Torment roar. || Barbarian roars&#039; poor ability to ablate vs. willpower barriers and the voice pool system already balances the roar.  Roar would be very niche even without hard timer, and abilities such as HULP have no such cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Overall Guild Design  || Remove hard cap on number of forms and meditations that can be run simultaneously, or add masteries to expand the total number available. || Significant balance repercussions.  Will need to be evaluated by GMs.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Quality of Life  || Fix Staunch/Dispel meditations so they are truly &amp;quot;free.&amp;quot;  They currently do not check number of active meditations (i.e. they bypass the meditation limit) but then count as an active meditation themselves. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Malkien || Ability Rebalance  || Redesign CHOKE as a Barbarian-only grappling ACM. || Need for grapple and built-in ACM cooldown should be sufficient balance.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Rakkor|| Ability Rebalance  || Increase damage mitigation on Tenacity || Tenacity is a purposefully weak ability, balanced around mitigation from Volcano. Volcano has been nerfed. Tenacity should be brought in line with other middle-of-the-pack barriers.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Rakkor|| Ability Rebalance  || Increase damage mitigation on Toad || Toad is a purposefully weak ability, balanced around mitigation from Volcano. Volcano has been nerfed. Toad should be brought in line with other middle-of-the-pack barriers.&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian || Sekmeht || Ability Messaging  || Remove the fluffy messaging during a berserk, but leave the start/end messaging || Way too much messaging when you are running all berserks at the same time and impacts RP (Drooling...etc. in serious situations and during speeches).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bard==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Rakkor || Spell Update  || DALU - Change contest from mind/willpower to contesting /fortitude || Bards need a Debil that does not contest /willpower. DALU is the obvious choice.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Remove the ability for the Naga to turn and engage the Bard in BTN. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Change DEMA from Magic/Fort to Spirit/Fort OR Spirit/Reflex. Change the description or nature of the spell to more spirit based, like Grizzly Claws, if need be. || The current difficult position of Charm makes stat splits much more punishing for a Bard. Instead of using Magic for a potentially extremely useful Debuff, which shares no assistance from Charisma, utilize the contest Spirit, which makes use of Charisma at least in the secondary stat. &lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Completely redesign GJ. Make it a pulsing Charm vs. Willpower which attempts to dispel 1 opponent spell each pulse. Call it something completely different if needed for Lore purposes. || Will need to be evaluated.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Consolidate HODI and BOTF into 1 single spell. || Increase spell slot cost to 3.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Spell Rebalance || Increase the maximum sleep duration for DALU from the current maximum of 5 seconds. || The spell does a lot, but has an incredibly long pulse timing of 16 seconds and takes 3 pulses to reach maximum effect. With diminishing returns, the sleep effect should have a longer duration.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Significantly increase the damage of Scream Concussive. Make it armor piercing, unable to be parried, impact damage weighted. Make it Charm vs. Reflex if needed. || Possibly change cooldown RT.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Change the function of Scream Dissonance. Charm vs. Fort stun, disarm, head damage somewhat similar to mental blast. || Possibly change cooldown RT.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Remove the -DISC for Bluff Amaze. Increase bonus to Charisma to +20%. Increase duration to a maximum of 40 minutes. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Ability Rebalance || Change Bluff Distract from a one time hiding bonus to a Charm vs. Reflex contest to lower an opponents Parry skill by up to -20%. This makes it more like a cool &#039;feint&#039; and makes more sense for a weapon secondary Guild compared to survival tertiary. || Length of duration will need to be evaluated.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Quality of Life || Vastly increase the Inspiration pool, or vastly increase the rate of it&#039;s natural regen. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Quality of Life || Inform us of what Bluff Dodge actually does. If it reduces or offensive factor, at least let us know what the range is. || No balancing needed.&lt;br /&gt;
|-&lt;br /&gt;
| Bard || Tambellis || Attribute Rebalance || Increase the benefit Charisma over 100 gives to the abilities fueled by Mojo, such as Segue, Screams, and Bluffs. || At the moment, going from 100 Charisma to 150 Charisma results in a 10% increase to the utilization of abilities such as Screams and Playact.  Meanwhile, going from 10 Charisma to 100 Charisma results in an over 300% increase.  With such a titanic investment in Charisma, an increase in the value Charisma provides not only to the power of these skills, but to the amount they can be used should be adjusted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cleric==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cleric || Rakkor || Spell Rebalance || Remove 4th pulse from capped AE cast. ||  In a post barrier review world where everyone is squishier, the top end damage of AE needs to be toned down as a first of potentially several measures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Empath==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| SPICYDIAPSID || Expansion of Existing System || Expand the existing Manipulate system with additional functionality, such as also viewing anyone the Empath has a Link with as a friend. ||  Manipulate is an thematically interesting ability that could extend well for group contexts.  It would need global limits, timeouts, and learning cooldowns with the suggested expansion.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| Kythryn || Expansion of Existing System || Expand the existing Manipulate system with EXTENDED, QUICK and CAREFUL options. ||  Offer an EXTENDED option what would let the manipulated creature stay linked even in a different room (possible multiple rooms away with advanced Empathy skill) with an increase to Empathy skill learned, a QUICK version for a reduced or removed RT but reduced Empathy skill and a CAREFUL option for an added bonus to success (if you are just under the natural cap to succeed) but with an increased RT.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| Kythryn || Expansion of Existing System || Update PERCIEVE HEALTH to sense birds in the area; new MANIPULATE MESSANGER creating a &amp;quot;homing pigeon&amp;quot; system ||  Update the PERCIEVE HEALTH system to show different bird types (maybe specific to an area, like kestrels in Horse Clan, seagulls near the ocean, etc.), which would become the basis for a new Manipulate that the Empath could use to temporarily tame the bird to carry a piece of paper, small item, etc. when directed to a target/person.  Each bird type could have different pros &amp;amp; cons (ie. shorter distance but can carry more weight, faster but carries less weight, etc.). With enough Empathy skill, the bird would also wait for a short amount of time at the target and would return to the Empath carrying an item as well.&lt;br /&gt;
|-&lt;br /&gt;
| Empath|| [[Akeiro]] || Spell Rebalancing || Update FoC to interact with ADC, allowing a fully healed empath to store a high-mana FoC to &amp;quot;activate&amp;quot; later at a time of their choosing.|| Current FoC sees extremely limited use from high level empaths as it&#039;s rare that heal and regenerate are not stripping wounds almost as fast as they can come in, this would give this spell strong utility for setting up a one-time activated strong heal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moon Mage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mage || Rakkor || Spell Rebalance || Remove 3rd meta tier, capping accuracy and damage at second meta tier RE: Burn and IFL ||  Since the inception of Iyqaromos Fire-Lens, Burn has not been a spell in their arsenal, it has been the spell in their arsenal. In a post barrier review world where everyone is squishier, the top end damage of a full-strength IFL-empowered Burn needs to be toned down.&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mage || SPICYDIAPSID || Spell Rebalance || Roll the effects of Shape Moonblade into Moonblade.  Leave Moonblade at 1 spell slot. || Curreny Shape Moonblade genuinely feels as though it should be a part of the base spell or that it should do something more substantial a la Empower Moonblade.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Necromancer==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Necromancer|| - || - || - ||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Paladin==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change CRC to standard duration, standard prep spell. This would allow it to stay up through a typical Paladin fight without needing to recast, and would allow more than 4 uses against a given target with a cast. || No notes.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change CRC contest to Mind or Spirit vs. While I&#039;d prefer it to not be vs. Will, it&#039;s at least justifiable to use it if it&#039;s on a shared contest with our other options. Right now it&#039;s our only Charm contest, which has... some overlap with our Spirit contest, sorta. || No notes. Uptick in use likely, but CRC already has considerable use limitations in the form of cooldowns on use and on target.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || New Spell || As a metaspell or new spell, give us a ranged weapon buff. Ideally HT at a minimum, certainly doesn&#039;t have to be all. I can see something thematic along the lines of HT and Xbow, but tossing LT in would be nice from a balance perspective. || Revisit the reason our ranged buff got pulled post 3.x, since I think that was a thing that happened, aye?&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Remove the 100 rank cap and the degradation on Glyph of Light, making it a bog-standard 20% buff. Can scale off Conviction if desired. If removing decay is too much an ask, make it refreshable. || None needed.  Anyone who wants a 20% can get it by 400 ranks in Sorcery with a runestone, this just makes it native for people who don&#039;t wanna do sorcery for fluff reasons.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell Update || Change Shatter to be a -DF, not a -Shield. Shield is rarely, if ever stanced by experienced opponents in PvP, and is rarely effective against creature. -Shield does nothing if opponent isn&#039;t stanced into Shield, for melee attacks. Changing to -DF makes it useful against any opponent. || Paladin-only effect of stripping shield to 0 should probably go, but could allow shield-strip exclusively for ranged attacks without busting anything too bad, as that invokes regular ranged DFA mechanics instead of risking one-shots or null effect like melee does.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Make Glyph of Bonding a dispel resistance. Options include &amp;quot;Negate any dispel at cost of Soul Pool per incoming dispel&amp;quot;, &amp;quot;Make a number of spells undispellable for a duration&amp;quot;, &amp;quot;Spell seal anyone who throws a successful dispel at you&amp;quot;, or others. GoB currently does literally nothing, but &amp;quot;Bonding&amp;quot; spells thematically fits and fills a niche. || Might be better to address dispels at the source instead of giving guilds a band-aid. Dispel protection would require we not get anything that &amp;quot;must&amp;quot; be dispelled, a la old barrier stacking. Should only apply to native spells.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Ability redesign || Make Protect Self consistent. Right now it&#039;s a mystery box that sometimes works, sometimes doesn&#039;t, and has hefty costs. Update it, or at least reveal what it does, how, etc. || Minimal concerns. Most escape/anti-CC options or other &amp;quot;emergency buttons&amp;quot; are already clear, consistent, and easily understood - see Khri Vanish, Scream Defiance, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok (full credit Warbrolus) || Spell redesign || Make AG be spell duration pause + dispel protection for the last 5 native buffs cast by the Paladin. Should be mutually exclusive with Glyph of Bonding providing dispel protection. Retain the favor cost, and give it at least 90 minute duration at max cast, per normal ritual duration. || Might be better to address dispels at the source instead of giving guilds a band-aid. Dispel protection would require we not get anything that &amp;quot;must&amp;quot; be dispelled, a la old barrier stacking. Native spells only is thematic and prevents out-of-guild shenanigans.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || Turn Soldier&#039;s Prayer into a two-way, signature, non-ablative anti-sorcery integrity barrier, strong enough at max cast to prevent any sorcery - including cross-realm - from being cast by or on the Paladin, barring RoF. Should also strip any active, non-Holy spell effects on the Paladin while in use. Possible this could be a Glyph of Bonding rework instead, but Soldier&#039;s Prayer needs some love. || Restricting options generally has less balance concerns, though this would certainly upset the PvP meta and its abiding love of grabbing DF/IP out-of-mana (including by Paladins.)&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || If not the above, turn Soldier&#039;s Prayer into a battle-duration, battle-prep spell, preferably with a lower mana cost. || Minimal. Even if it only costs 50, and a Paladin devotes all their prep time to using it, and is only fighting one opponent, they&#039;ll still run out of mana first due to tertiary attunement, so it wouldn&#039;t be total spell protection. It would simply make it viable to recast mid-fight.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok (credit Warbrolus) || Spell redesign || Make Bond Armaments buff shield&#039;s weapon stats based on potency and shield weight, sufficient to make SLAM a viable option with shields. Ideally include an effective FOI stat, but unsure of technical feasability. || Minimal.&lt;br /&gt;
|-&lt;br /&gt;
| Paladin|| Vanzok || Spell redesign || Make Hands of Justice an anti-stealth tool, rather than an anti-theft tool. Options include reflexively unhiding stealthers engaged with you, a Revelation-style effect letting us use Conviction instead of Perception against individuals who have struck us from stealth recently, or others. || Depends on implementation.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || New Spell || New meta spell (1 slot) that allows you to select which element SK converts physical damage to || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || Quality of Life || Provide messaging for when SK is able to be used against same target again.  || No balancing needed. &lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Rakkor || Quality of Life || Reduce time-to-track target by skill in Scouting, ultimately achieving pre-change &amp;quot;instant&amp;quot; tracking time.  || No balancing needed. &lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Reduce Syamelyo Kuniyo spell slot cost.  || Overpriced for its utility.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || &amp;quot;Cast Plague&amp;quot; option for Awaken Forest to directly produce plague spawn if PLS is known.&lt;br /&gt;
  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Bear Strength a normal buff, move status protection to new battle spell, adjust slot cost.  || Unnecessary holdover from Held Mana spell system.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Give Carrion Call bonus damage/effects against corporeal undead if Plague of Scavengers is known, a la old PLS.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Carrion Call Area of Effect.  || Ranger TM spells lack variety.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Make Devitalize DFA (ignore evasion, only block?), target vitality directly.  || Ranger TM spells lack variety / targeting fatigue is a poor effect.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add meta spell for Essence of Yew to choose one strong SvS resistance instead of weak omni resist. || Add adaptability to jack-of-all guild.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add meta spell to provide Targeted Magic buff to See the Wind  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add toggle on/off to 3rd party cast messaging for Oath of the Firstborn.  Actual oath doesn&#039;t seem to matter but can be OOC for the character  || Currently based only on race.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Spell Update || Add nerve poison to Harawep&#039;s Bonds.  || Underpowered spell, previously had poison - nerve damage is immune to SvS damage ban.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || New Spell || Boost to Parry and Shield skills.  || Improve defense of defense-heavy guild.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Change Beseech Wind to Refresh to long duration pulsing effect.  || Currently has no value.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Quadruple duration and reduce activation time for Beseech Elanthia to Petrify.  || Currently has limited value.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Beseech Dark to Sing - add passive spot, toggle off 3rd party messaging or reduce spam, remove stun/prone at end, allow use when not already in dark area.  || Overly punishing for limited utility.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Beseech Update || Beseech Elanthia to Cradle - remove environmental restrictions  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Add &amp;quot;Perceive Nature&amp;quot; or similar ability - brief RT to sense current bonus level and nature level of the room in greater detail without requiring howling and pacing.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Increase Scouting experience from HUNT action.  || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Increase accuracy and damage of CLAW while Claws of the Cougar is active.  || The spell is supposed to provide claws to increase damage, but they do not perform as well as PUNCH.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Xelten || Quality of Life || Allow Rangers to sense when another Ranger uses Scout Awareness or a Thief uses Mark against them.  || Paladins and Thieves can sense a Scout, but Rangers can&#039;t sense a Scout or Mark.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Speed up trails.  They&#039;re currently so much slower than manually walking they aren&#039;t worth using. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Revisit trail exp.  It is almost impossible to train scouting to cap with trails. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Limited number of perma-tacks.  Spouse for sure.  Others maybe?  Scales with rangering ranks. || potential, but tracking is so limited it is unlikely&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Quality of Life || Scout Guild-Go trail: respects barriers, but can always track to the nearest guild || potential, but tracking is so limited it is unlikely&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Hanryu || Guild Focus || The name SCOUTING holds the skill back.  Rename to something else (Naturalism?) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Beseech Update || Beseech Refresh boosts vitatily regen || potential influence on blance due to vit shield&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Beseech Update || Beseech seal to give same chance to keep scrolls as a raise. || Death mechnics and scrolls are a touchy subject&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || Compost to AP@0 slots || Everyone can be elanthia&#039;s janitor&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || AP-Compost + metaspell 1slot enhances wilderness level of area || ??&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || Webba80 || Spell Update || AP-Compost + metaspell 1slot raise life mana in area || ??&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thief==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Thief|| - || - || - ||  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trader==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Rakkor || Spell Update || Add a 1 slot, bog standard reactor that protects against both Physical and Elemental || Their current reactors are useless for PvP purposes, but are great in PvE. Rather than continue to tweak TRC and IR and unbalance them in PvE, a new spell should be added to handle the PvP gap. See submission from the &amp;quot;Design a Spell&amp;quot; contest at Simucon.&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || New Spell || Single-target hard CC spell (stun, immobilize, or stun/unconscious).  || Traders completely lack reliable CC outside of speculate coin, which has many limitations.  A spell-based option would be a huge boon.&lt;br /&gt;
|-  &lt;br /&gt;
| Trader || Malkien || New Spell || Target magic training spell that does not consume Starlight Aura.  || Non-sorcerous training options that don&#039;t consume SLA would make young Traders much easier.&lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || New Spell || SvS protection spell, suggested ablative barrier vs. reflex or vs. fortitude. || Traders don&#039;t have much native SvS protection.  A moderate-powered SvS barrier that contests one of the three defenses would be useful, particularly a vs. fortitude or vs. reflex barrier (no one outside Barbarians currently has a vs. reflex barrier).   &lt;br /&gt;
|-&lt;br /&gt;
| Trader || Malkien || Overall Guild Design || Review contests of current (and upcoming) SvS abilities to provide consistency in offensive contest selection.  || Traders only have three native debil abilities and they are all different contests (magic, spirit, and finesse).  I would personally suggest Trader spells lean hard into the charm contest to give their guild magic a unique flavor outside of bog-standard magic and mind contests.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Mage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Rakkor || Spell Update || Add a 1 slot, bog standard reactor that protects against both Physical and Elemental || Like other unique barriers, GI continues to be troublesome to balance. A repeat hit to the same area in X number of seconds can be devastating, but those same hits spaced out over a protracted period of time are inconsequential. Rather than continue to tweak GI and unbalance it for PvE, a new spell should be added to handle the PvP gap.&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mage || Rakkor || Spell Update || 3% damage reduction to Lightning Bolt || Lightning Bolt continues to perform slightly too well in the post barrier review reality. Pure elemental damage spells are really strong, especially with the frequency that the spell can be targeted when used by a Warrior Mage with Pathway Quickness. A minor damage tweak is needed. - This is false. Lightning bolt hits single target TM damage caps. It does the exact same damage as non DFA spells after testing multiple spells against capped defenses. Also, pathway Quickness is a 1 second reduction of target time. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==All Guilds &amp;amp; Commoners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Player Suggestions for Guilds&lt;br /&gt;
|-&lt;br /&gt;
! Guild !! Suggestor !! Category !! Suggestion !! Balance Notes&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Rakkor || Quality of Life || Update AIM functionality to both load and aim a held aimed weapon in the same manner that TARGET both preps and “aims” a targeted magic spell at a hostile. || Allows AIMed weapons to be viable in PvP.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Rakkor || Quality of Life || Vitality protection added to all guild spellbook reactors in a non-stacking fashion || By adding the vitality protection to all guild spellbook reactors, this will increase build diversity and allow for additional experimentation and optimization. Note, running more than one guild spellbook reactor will not double the vitality protection, it is hard capped at 10%.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Tambellis || Spell/Ability Expansion || Add more &amp;quot;Charm&amp;quot; abilities and Spells. || At the moment, Charm (and Charisma) is in a terrible state. There are only 8 Charm based spells, and only 3 Charm based abilties. Charisma is the ONLY stat not used in any defensive contests and is the only Attacking Contest with 0 spells that are hard CC and castable (not cyclic) and not a &#039;calm&#039;, and of the 8 Charm based spells 5 are signature.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Malkien || Overall Game Balance || Cooldown or Diminishing Return on Spell Seal/Ward Strips || Despite being more penalizing then effects like stun and immobilize, spell seal functions like Huldah&#039;s Pall and ward/buff strip functions like Ward Break or Rend lack any form of cooldown or diminishing returns.  These effects warp the entire metagame around them, and the need to protect against them render entire builds (such as Bard charm builds or Barbarian fear builds) non-viable.  Giving them diminishing returns would go a long way towards balancing this.&lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Malkien || Overall Game Balance || Diversify Allocation of SvS Stats and Contests || The dominance of magic/mind contests and the double-dipping allowed in the mental stats for vs. willpower (by far the most common contest) stifle ability to make off-meta builds.  Combined with the spell seal/ward strip spells all being vs. willpower and the problem is compounded.  Suggest switching some contests (such as making vs. willpower Charisma/Wisdom/Discipline) and evaluating the contest of 1-2 abilities per guild should help with diversity of viable stat allocation. &lt;br /&gt;
|-&lt;br /&gt;
| All Guilds || Vanzok || Overall Game Balance || Make Defense-Ignoring abilities, including Ranged, no longer ignore, but instead penalize the defense(s) previously ignored, based on Armor skillset placement. Could also make it a Defending contest, as originally suggested by Kodius - https://elanthipedia.play.net/Post:Autostance_-_01/16/2014_-_00:32 - but not implemented. || Right now DFA is king, and backstab/shatter/Eliminate risk one-shotting people who don&#039;t know what they&#039;re doing and are stanced Shield. This would help offset both of those.&lt;br /&gt;
|}&lt;br /&gt;
 {{cat|player suggestions}}&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ravens_Family&amp;diff=582683</id>
		<title>Ravens Family</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ravens_Family&amp;diff=582683"/>
		<updated>2022-02-01T21:06:22Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations}}&lt;br /&gt;
&lt;br /&gt;
*Disclaimer&#039;s waiver of liability*&lt;br /&gt;
This is a player run group and page, but never fear the Elanthipedia mods have nothing else to do in life besides edit our page. Thank you mods for all your hard work and dedication to making sure everyone knows you do important stuff. &lt;br /&gt;
&lt;br /&gt;
== Raven’s Crest ==&lt;br /&gt;
Intricately carved darkstone crest with purple gold inlay creates a filigree border and highlights a single branch stretching across the bottom of the shield. Crushed white diamonds form a glittery moon framing a detailed raven of blackened moonsilver with a blood ruby eye.&lt;br /&gt;
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== Raven’s Standard ==&lt;br /&gt;
A towering elven silk standard with detailed embroidery mounted on a black willow frame. Void black feathers are stitched into the wings of a raven with ruby red eyes, the fierce creature glares over the shoulder of a howling monkey. Tail raised in defiance, the monkey stands posed for battle.  &lt;br /&gt;
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==The Court of Ravens==&lt;br /&gt;
The first colors of sunrise are reflected on the ceramic tiles that decorate the town wall, a large building stands out amongst the townhomes that line the city street.  A stylized raven adorns the flag that decorates the austere building.  A pair of gnomes stand guard in front of the doors, blocking people from entering the clubhouse.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Stop right there!”  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Charging towards the crowd, weapons in hand, the gnomish guards slam into the knees of the irritated onlookers. Cries of pain mix with disgruntled shouts of indignation rise up from the gathered masses as the pair push and shove the group into a haphazard line. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Don’t make me ham hammer you,” one of the guards exclaims while bashing a young paladin in the side of the head with a ham shaped hammer. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“We are lining them up, not knocking them down!” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Wielding a giant wrench, the second guard charges the first, completely abandoning his people herding mission.  The pair slam into each other and fall to the ground at the feet of the shocked crowd. The epic battle ends as quickly as it began when a brave onlooker attempts to breach the clubhouse door. Both gnomish warriors pounce upon the man and effectively separate his soul from his being, rolling the corpse back into the crowd knocking several people over in the process. &lt;br /&gt;
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“Guard the doors, don’t kill the vic… oh, nevermind.” An Elven woman dressed in leather sighs and shakes her head.  “Do what you want, but remember we need three of them.”  Stepping out from the crowd she gazes at the body with thinly veiled contempt as she makes her way to the door that opens just enough to allow her entry. &lt;br /&gt;
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A circling raven begins to carefully watch the restless crowd, landing on the shoulder of a slender human man. A whisper from his handler sends the great bird back into the air, peppering the crowd with berry colored droppings.  The man steps through the door, holding it open just long enough for his feathered companion to swoop through before pulling it shut behind him. &lt;br /&gt;
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The tinkling first notes of a masterful ballad draws the crowds attention, a stunning Elven Bardess steps out from the building holding a delicate silversteel triangle.  Coaxing impossibly beautiful notes from the simple instrument, she masterfully lulls the crowd into a blissful silence, even the gnomish guards fall quiet.  Slowly she begins to increase the tempo of her song, building up layers of complex notes driving into the very beings of her audience. &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
The last notes of the piece drift away on a fall breeze and the crowd begins to stir just as the doors burst open and a dreamy eyed Halfling man wearing a bright purple vest under a charcoal topcoat  tumbles out the door as if shoved from behind.  A brilliantly bedazzled velvet tophat is thrown at the back of his head before the doors slam shut again behind him. &lt;br /&gt;
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“Welcome ladies and gentlemen,” the Halfling announces as he scoops up the top hat and spins it on his finger before placing it on his head. “For the first time ever, we are opening the Court of Ravens to three lucky people for an exclusive tour!”&lt;br /&gt;
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A few head shakes and the formerly entranced crowd begins to regain their senses. Disgruntled muttering turns into frustrated shouts as the people once again try to move toward the door of the clubhouse.  A ghostly moan escapes the dead body at their feet as it begins to shimmer and then disappears into nothingness. &lt;br /&gt;
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“Now, now.  There is no reason to get upset, we will choose quickly and get started!”  The halfling gives the crowd a crooked smile and steps back toward the doors to nudge the gnomish guards who seem to have forgotten their posts entirely. &lt;br /&gt;
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“I am a paying member of Raven’s court and it is open to me whenever I wish, you imbecile”, an obnoxiously overdressed Elothean man declares, stepping towards the door.&lt;br /&gt;
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“In your place, halfbreed,” a masked S’kra mur man steps in front of the Elothean, slapping him soundly.  The man steps back in shock, obviously not used to such treatment. He opens his mouth to speak when a second S’kra punches him in the throat. Rendered speechless, he drops to his knees.  Anyone else that may have been contemplating protest finds themselves falling quickly into line when several more S’kra folks emerge from the crowd.  Nodding to the halfling and stepping around the tussling gnomes, the group enters the building, &lt;br /&gt;
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“As I was saying, today, three lucky individuals will be chosen to take this once in a lifetime tour.”  The halfling steps toward the crowd and puts on a show of looking over each person.  He stands next to the disgruntled Elothean and gives him a sly smile before shoving him towards the door. &lt;br /&gt;
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“I know, so excited you can’t even speak!” He chuckles as the man tries to wheeze out a protest, but his bruised vocal chords fail him. &lt;br /&gt;
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“You look like you could use some excitement, or a personality,” the Halfling says, eyeing a elderly S’kra woman up and down.  Her scales flush and she trills softly at the attention, the grating  sound of clicking claws fills the air.  Taking a step back the man looks her over once more before shaking his head.  “Nope, too needy.”&lt;br /&gt;
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A commotion rises from the crowd as a dapper gnomish gentleman is shoved through the masses and up to the front doors.  Wide eyed, he looks around frantically and attempts to bolt, only to be beaned in the head by a ham shaped hammer, knocking him to the ground. &lt;br /&gt;
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“Our final lucky visitor will be you,” the Halfing announces, nodding to a S’kra man who strides purposefully towards the door. He looks over the Elothean man with barely disguised disgust, obviously displeased with the company he is being asked to keep.  The door opens and he makes his way into the clubhouse. &lt;br /&gt;
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“Okay folks, we know you are disappointed, but the lucky three have been chosen so the rest of you should go ahead and be on your way.”  Waving dismissively at the crowd, the Halfling pulls the Gnome to his feet and directs him through  the door.  The Elothean drops to the ground and crosses his arms in silent protest leaving the gnomish guards no other option but to drag him by the feet through the door, much to their delight.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Raven’s Court foyer, with its gilded marble tiles and green and gold carpet accenting polished wooden walls oozes luxury. There are low tables and high-backed chairs set up to allow for conversation and paintings featuring landscapes across Elanthia. The Halfling hops up on one of the low tables near the center of the foyer and watches as the gnomish visitor tries fruitlessly to hide behind one of the chairs. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Welcome to the Court of Ravens,” the Halfling says, waving his top hat with a flourish. “This is the foyer, not much happens in a foyer, but this one is ours.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rising from her seat along the back of the foyer, a striking human woman with plaited void black hair, gazes at the group unimpressed.  She watches the gnomish guards begin playing a macabre tug of war with the Elothean’s legs while he howls in pain.  Stepping over the protesting man she exits to the sunroom, unmoved by the Elothean’s predicament. &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
A swashbuckling S’kra slips around the warring gnomes and drops a plate of ham between them. Distracted, they release the Elothean who scrambles across the floor and tries fruitlessly to stand, all pretense of dignity dropped.  A Kaldar woman sits in a chair next to him and taps his arm lightly. A flash of pain and a swirl of warmth, his wounds transfer to her, disappearing as quickly as they formed.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
The Elothean guest stands and attempts to adjust his clothing, glaring at his captors he begins to complain loudly about how he has been treated only to to be cut off unceremoniously by a Dwarf in a loincloth. Shoving him back to the ground, the Dwarf begins to dance seductively. Scandalized, the Elothean sits in stunned silence unsure where to look as the pot bellied dancer girates to a song only he can hear. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Are we touring or just torturing the halfbreed?”  The S’kra volunteer asks, observing the chaos unamused. “I have other things to do today, and I was kind of hoping to get more Raven information out of this at least.” &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
“Oh right,” the Halfling says with a chuckle, motioning to an elegant Human paladin who drags the dancing Dwarf out of the room by his braided beard. “This room is less exciting than the rest, but we are in the process of remodeling, so it is all a work in progress.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A tall S’kra man dressed in a traditional gamantang works at hammering a hook into the ornate front door.  He hangs an intricate darkstone crest and steps back to admire his work.  Purple gold inlay highlights the border of the crest and a single branch that stretches across the bottom. Crushed white diamonds create a glittery moon that frames  a detailed raven of blackened moonsilver with a blood ruby eye. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Elothean gasps and leaps to his feet yelling for the clerk while storming towards the man at the door. The S’kra draws his blade and the charging elitist nitwit runs himself through. Rolling his eyes the S’kra pulls back his blade as the Elothean drops to the floor in a heap. &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
“Hey! What have I told you about this!” The uniformed desk clerk, alerted by the scuffle, charges into the foyer stopping in his tracks at the sight of the dead Elothean. Shaking his head, he backs out of the room muttering under his breath. “They really do not pay me enough for this.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With a chuckle, the Halfling leaps from the low table and intercepts the trembling gnome before he could follow the clerk out of the foyer.  Putting his arm around the terrified fellow he motions to the others in the room and leads them all to the clubhouse dining room. “This way, more to see!”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The stunning dining room is surrounded by a lush water garden with fountains set in each corner.  The expertly crafted ebony tables are set with gilded china and crystal glassware. A harried waitress stands near a detailed menu near the foyer watching in horror as the gnomish guards tumble in from the foyer, fighting over who gets to carry a plate of ham. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Marry me?” A square jawed Elothean sits across the table from a grinning Elven woman, she rolls her eyes at the question and grabs a decadent cupcake from the pile on the plate in front of her and swats his hand away.  “I will pay your bail?”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“You already do that,” the Elf replies with a shrug. The Elothean chuckles as she stands up and reaches across the table to smoosh a cupcake into his face. He grabs her wrist and unceremoniously pulls  her across the table sending the dinnerware flying and plopping her in his lap. Laughing, she settles herself against his chest and blots the frosting off his cheek with the expensive linen napkins. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Then you should marry me.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Eh, we’ll see.” &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
A low hiss comes from the S’kra guest as he looks around the room, eyes settling on an Elothean woman seated at a back table. Her void black hair is worn braided and pinned in a coronet, she is flipping through the pages of a notebook, at home in the chaos around her. The dueling gnomes crash through the center of the dining room and land in a bloodied heap next to her chair. She laughs as they struggle to stand, she heals their wounds with a tap on their arms, bruises blossom and fade away. Reaching into her bag she pulls out two roasted snowbeast hams and hands them to the gnomes. “Everything I own smells like bacon because of you two.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“What’s with all the halfbreeds,” the S’kra hisses at his Halfling host, motioning to a balding Elothean man helping himself to the dessert cart. “These seem quite at home.”&lt;br /&gt;
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“Some know their place,” the Halfling responds with a shrug.”For these few, their place is here.” &lt;br /&gt;
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The S’kra narrows his eyes and glares at the Elothean woman as a S’kra man steps over the distracted gnomes to join her at her table. She shows him something written in her notebook, when the visiting S’kra hisses again drawing their attention. The room falls silent as the visitor stalks toward the table. He only makes it a few feet before dropping to the floor in a heap, a blue eyed S’kra standing over him.  &lt;br /&gt;
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The gnome visitor gasps and turns to run out of the dining hall, only to be intercepted by his host.  Draping his arm around the trembling man’s shoulder the Halfling steers him around the edge of the room and into the ballroom. &lt;br /&gt;
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“We protect our own, an insult against one is an insult against us all.” The trembling Gnome nods solemnly, following where he is led. &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
The spacious ballroom has arched ceilings with stunning stained glass panels. The opulent crystal chandeliers drip diamonds and send a kaleidoscope of color to play across the dance floor. A clubhouse staff member is slumped in a corner, he raises his head to protest as the Halfling leads his motley crew of ruffians into the pristine space. He quickly thinks better of taking action and instead covers his eyes to avoid the sight of warring gnomes scratching up his freshly polished floor. &lt;br /&gt;
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The acoustically perfect designed ballroom carries the sound of minstrels playing softly behind a screen along a far wall.  A golden eyed S’kra man can also be heard, pontificating to everyone and no one in general.  “ I did that one thing that one time, when I helped someone, but then something happened and I had to stop.”&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
Propped up against the glass doors a towering silk standard hangs from a black willow frame.  Detailed embroidery features void black feathers that are stitched into the wings of a raven with ruby red eyes, the fierce creature glares over the shoulder of a howling monkey. Tail raised in defiance, the monkey stands posed for battle.  &lt;br /&gt;
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“Well, this is it,” the Halfling says nodding to his still trembling guest.  “How lucky you are to have learned so much!”&lt;br /&gt;
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“Um, sir,” the gnome squeaks, his voice barely above a whisper. “ I don’t know what I should have learned.”&lt;br /&gt;
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“Oh!  I knew I was leaving something out!”  The Halfling spins away from his captive audience  and motions to the people around him. “We are the Ravens. We are everywhere and nowhere. We can move in silence, leaving only a trail of screams. Where there is injustice, we will be the justice, where there is justice, we will be the injustice.  We are the protectors and the criminals. Everything, and nothing.”  The Halfling waggles his fingers at the wide eyed Gnome and doffs his tophat in a low dramatic bow, the people around him shift and look away, visibly trying not to laugh. &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
“Okay that was a lot.”  Patting the Gnome on the back in an attempt to reassure him, the Halfling smiles at his friends. “ The Province’s have royalty that barrels through our lands unchecked. They take advantage of the masses and allow the guilded to behave as if they are gods, lording over the everyday man.  We stand against that as a voice for the voiceless, someone to stand up for the underrepresented people in our world. We answer to no one but ourselves.  We will serve as blades for hire, if the price is right and the cause fits our whim.” &lt;br /&gt;
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The Gnome visibly relaxes for the first time, he nods solemnly to the Halfling and opens his mouth to speak, only to be silenced by a blade in his back. &lt;br /&gt;
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“This seriously took all day, are we done now?”  A stout Human steps over the Gnome and shakes his head at the people around him. “I have other things to do, you know.” &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ravens_Family&amp;diff=582682</id>
		<title>Ravens Family</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ravens_Family&amp;diff=582682"/>
		<updated>2022-02-01T21:05:03Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations}}&lt;br /&gt;
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*Disclaimer&#039;s wavier of liability*&lt;br /&gt;
This is a player run group and page, but never fear the Elanthipedia mods have nothing else to do in life besides edit our page. Thank you mods for all your hard work and dedication to making sure everyone knows you do important stuff. &lt;br /&gt;
&lt;br /&gt;
== Raven’s Crest ==&lt;br /&gt;
Intricately carved darkstone crest with purple gold inlay creates a filigree border and highlights a single branch stretching across the bottom of the shield. Crushed white diamonds form a glittery moon framing a detailed raven of blackened moonsilver with a blood ruby eye.&lt;br /&gt;
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== Raven’s Standard ==&lt;br /&gt;
A towering elven silk standard with detailed embroidery mounted on a black willow frame. Void black feathers are stitched into the wings of a raven with ruby red eyes, the fierce creature glares over the shoulder of a howling monkey. Tail raised in defiance, the monkey stands posed for battle.  &lt;br /&gt;
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==The Court of Ravens==&lt;br /&gt;
The first colors of sunrise are reflected on the ceramic tiles that decorate the town wall, a large building stands out amongst the townhomes that line the city street.  A stylized raven adorns the flag that decorates the austere building.  A pair of gnomes stand guard in front of the doors, blocking people from entering the clubhouse.  &lt;br /&gt;
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“Stop right there!”  &lt;br /&gt;
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Charging towards the crowd, weapons in hand, the gnomish guards slam into the knees of the irritated onlookers. Cries of pain mix with disgruntled shouts of indignation rise up from the gathered masses as the pair push and shove the group into a haphazard line. &lt;br /&gt;
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“Don’t make me ham hammer you,” one of the guards exclaims while bashing a young paladin in the side of the head with a ham shaped hammer. &lt;br /&gt;
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“We are lining them up, not knocking them down!” &lt;br /&gt;
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Wielding a giant wrench, the second guard charges the first, completely abandoning his people herding mission.  The pair slam into each other and fall to the ground at the feet of the shocked crowd. The epic battle ends as quickly as it began when a brave onlooker attempts to breach the clubhouse door. Both gnomish warriors pounce upon the man and effectively separate his soul from his being, rolling the corpse back into the crowd knocking several people over in the process. &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
“Guard the doors, don’t kill the vic… oh, nevermind.” An Elven woman dressed in leather sighs and shakes her head.  “Do what you want, but remember we need three of them.”  Stepping out from the crowd she gazes at the body with thinly veiled contempt as she makes her way to the door that opens just enough to allow her entry. &lt;br /&gt;
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A circling raven begins to carefully watch the restless crowd, landing on the shoulder of a slender human man. A whisper from his handler sends the great bird back into the air, peppering the crowd with berry colored droppings.  The man steps through the door, holding it open just long enough for his feathered companion to swoop through before pulling it shut behind him. &lt;br /&gt;
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The tinkling first notes of a masterful ballad draws the crowds attention, a stunning Elven Bardess steps out from the building holding a delicate silversteel triangle.  Coaxing impossibly beautiful notes from the simple instrument, she masterfully lulls the crowd into a blissful silence, even the gnomish guards fall quiet.  Slowly she begins to increase the tempo of her song, building up layers of complex notes driving into the very beings of her audience. &lt;br /&gt;
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The last notes of the piece drift away on a fall breeze and the crowd begins to stir just as the doors burst open and a dreamy eyed Halfling man wearing a bright purple vest under a charcoal topcoat  tumbles out the door as if shoved from behind.  A brilliantly bedazzled velvet tophat is thrown at the back of his head before the doors slam shut again behind him. &lt;br /&gt;
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“Welcome ladies and gentlemen,” the Halfling announces as he scoops up the top hat and spins it on his finger before placing it on his head. “For the first time ever, we are opening the Court of Ravens to three lucky people for an exclusive tour!”&lt;br /&gt;
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A few head shakes and the formerly entranced crowd begins to regain their senses. Disgruntled muttering turns into frustrated shouts as the people once again try to move toward the door of the clubhouse.  A ghostly moan escapes the dead body at their feet as it begins to shimmer and then disappears into nothingness. &lt;br /&gt;
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“Now, now.  There is no reason to get upset, we will choose quickly and get started!”  The halfling gives the crowd a crooked smile and steps back toward the doors to nudge the gnomish guards who seem to have forgotten their posts entirely. &lt;br /&gt;
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“I am a paying member of Raven’s court and it is open to me whenever I wish, you imbecile”, an obnoxiously overdressed Elothean man declares, stepping towards the door.&lt;br /&gt;
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“In your place, halfbreed,” a masked S’kra mur man steps in front of the Elothean, slapping him soundly.  The man steps back in shock, obviously not used to such treatment. He opens his mouth to speak when a second S’kra punches him in the throat. Rendered speechless, he drops to his knees.  Anyone else that may have been contemplating protest finds themselves falling quickly into line when several more S’kra folks emerge from the crowd.  Nodding to the halfling and stepping around the tussling gnomes, the group enters the building, &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“As I was saying, today, three lucky individuals will be chosen to take this once in a lifetime tour.”  The halfling steps toward the crowd and puts on a show of looking over each person.  He stands next to the disgruntled Elothean and gives him a sly smile before shoving him towards the door. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“I know, so excited you can’t even speak!” He chuckles as the man tries to wheeze out a protest, but his bruised vocal chords fail him. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“You look like you could use some excitement, or a personality,” the Halfling says, eyeing a elderly S’kra woman up and down.  Her scales flush and she trills softly at the attention, the grating  sound of clicking claws fills the air.  Taking a step back the man looks her over once more before shaking his head.  “Nope, too needy.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A commotion rises from the crowd as a dapper gnomish gentleman is shoved through the masses and up to the front doors.  Wide eyed, he looks around frantically and attempts to bolt, only to be beaned in the head by a ham shaped hammer, knocking him to the ground. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Our final lucky visitor will be you,” the Halfing announces, nodding to a S’kra man who strides purposefully towards the door. He looks over the Elothean man with barely disguised disgust, obviously displeased with the company he is being asked to keep.  The door opens and he makes his way into the clubhouse. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Okay folks, we know you are disappointed, but the lucky three have been chosen so the rest of you should go ahead and be on your way.”  Waving dismissively at the crowd, the Halfling pulls the Gnome to his feet and directs him through  the door.  The Elothean drops to the ground and crosses his arms in silent protest leaving the gnomish guards no other option but to drag him by the feet through the door, much to their delight.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Raven’s Court foyer, with its gilded marble tiles and green and gold carpet accenting polished wooden walls oozes luxury. There are low tables and high-backed chairs set up to allow for conversation and paintings featuring landscapes across Elanthia. The Halfling hops up on one of the low tables near the center of the foyer and watches as the gnomish visitor tries fruitlessly to hide behind one of the chairs. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Welcome to the Court of Ravens,” the Halfling says, waving his top hat with a flourish. “This is the foyer, not much happens in a foyer, but this one is ours.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rising from her seat along the back of the foyer, a striking human woman with plaited void black hair, gazes at the group unimpressed.  She watches the gnomish guards begin playing a macabre tug of war with the Elothean’s legs while he howls in pain.  Stepping over the protesting man she exits to the sunroom, unmoved by the Elothean’s predicament. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A swashbuckling S’kra slips around the warring gnomes and drops a plate of ham between them. Distracted, they release the Elothean who scrambles across the floor and tries fruitlessly to stand, all pretense of dignity dropped.  A Kaldar woman sits in a chair next to him and taps his arm lightly. A flash of pain and a swirl of warmth, his wounds transfer to her, disappearing as quickly as they formed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Elothean guest stands and attempts to adjust his clothing, glaring at his captors he begins to complain loudly about how he has been treated only to to be cut off unceremoniously by a Dwarf in a loincloth. Shoving him back to the ground, the Dwarf begins to dance seductively. Scandalized, the Elothean sits in stunned silence unsure where to look as the pot bellied dancer girates to a song only he can hear. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Are we touring or just torturing the halfbreed?”  The S’kra volunteer asks, observing the chaos unamused. “I have other things to do today, and I was kind of hoping to get more Raven information out of this at least.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Oh right,” the Halfling says with a chuckle, motioning to an elegant Human paladin who drags the dancing Dwarf out of the room by his braided beard. “This room is less exciting than the rest, but we are in the process of remodeling, so it is all a work in progress.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A tall S’kra man dressed in a traditional gamantang works at hammering a hook into the ornate front door.  He hangs an intricate darkstone crest and steps back to admire his work.  Purple gold inlay highlights the border of the crest and a single branch that stretches across the bottom. Crushed white diamonds create a glittery moon that frames  a detailed raven of blackened moonsilver with a blood ruby eye. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Elothean gasps and leaps to his feet yelling for the clerk while storming towards the man at the door. The S’kra draws his blade and the charging elitist nitwit runs himself through. Rolling his eyes the S’kra pulls back his blade as the Elothean drops to the floor in a heap. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Hey! What have I told you about this!” The uniformed desk clerk, alerted by the scuffle, charges into the foyer stopping in his tracks at the sight of the dead Elothean. Shaking his head, he backs out of the room muttering under his breath. “They really do not pay me enough for this.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With a chuckle, the Halfling leaps from the low table and intercepts the trembling gnome before he could follow the clerk out of the foyer.  Putting his arm around the terrified fellow he motions to the others in the room and leads them all to the clubhouse dining room. “This way, more to see!”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The stunning dining room is surrounded by a lush water garden with fountains set in each corner.  The expertly crafted ebony tables are set with gilded china and crystal glassware. A harried waitress stands near a detailed menu near the foyer watching in horror as the gnomish guards tumble in from the foyer, fighting over who gets to carry a plate of ham. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Marry me?” A square jawed Elothean sits across the table from a grinning Elven woman, she rolls her eyes at the question and grabs a decadent cupcake from the pile on the plate in front of her and swats his hand away.  “I will pay your bail?”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“You already do that,” the Elf replies with a shrug. The Elothean chuckles as she stands up and reaches across the table to smoosh a cupcake into his face. He grabs her wrist and unceremoniously pulls  her across the table sending the dinnerware flying and plopping her in his lap. Laughing, she settles herself against his chest and blots the frosting off his cheek with the expensive linen napkins. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Then you should marry me.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Eh, we’ll see.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A low hiss comes from the S’kra guest as he looks around the room, eyes settling on an Elothean woman seated at a back table. Her void black hair is worn braided and pinned in a coronet, she is flipping through the pages of a notebook, at home in the chaos around her. The dueling gnomes crash through the center of the dining room and land in a bloodied heap next to her chair. She laughs as they struggle to stand, she heals their wounds with a tap on their arms, bruises blossom and fade away. Reaching into her bag she pulls out two roasted snowbeast hams and hands them to the gnomes. “Everything I own smells like bacon because of you two.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“What’s with all the halfbreeds,” the S’kra hisses at his Halfling host, motioning to a balding Elothean man helping himself to the dessert cart. “These seem quite at home.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Some know their place,” the Halfling responds with a shrug.”For these few, their place is here.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The S’kra narrows his eyes and glares at the Elothean woman as a S’kra man steps over the distracted gnomes to join her at her table. She shows him something written in her notebook, when the visiting S’kra hisses again drawing their attention. The room falls silent as the visitor stalks toward the table. He only makes it a few feet before dropping to the floor in a heap, a blue eyed S’kra standing over him.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The gnome visitor gasps and turns to run out of the dining hall, only to be intercepted by his host.  Draping his arm around the trembling man’s shoulder the Halfling steers him around the edge of the room and into the ballroom. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“We protect our own, an insult against one is an insult against us all.” The trembling Gnome nods solemnly, following where he is led. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The spacious ballroom has arched ceilings with stunning stained glass panels. The opulent crystal chandeliers drip diamonds and send a kaleidoscope of color to play across the dance floor. A clubhouse staff member is slumped in a corner, he raises his head to protest as the Halfling leads his motley crew of ruffians into the pristine space. He quickly thinks better of taking action and instead covers his eyes to avoid the sight of warring gnomes scratching up his freshly polished floor. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The acoustically perfect designed ballroom carries the sound of minstrels playing softly behind a screen along a far wall.  A golden eyed S’kra man can also be heard, pontificating to everyone and no one in general.  “ I did that one thing that one time, when I helped someone, but then something happened and I had to stop.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Propped up against the glass doors a towering silk standard hangs from a black willow frame.  Detailed embroidery features void black feathers that are stitched into the wings of a raven with ruby red eyes, the fierce creature glares over the shoulder of a howling monkey. Tail raised in defiance, the monkey stands posed for battle.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Well, this is it,” the Halfling says nodding to his still trembling guest.  “How lucky you are to have learned so much!”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Um, sir,” the gnome squeaks, his voice barely above a whisper. “ I don’t know what I should have learned.”&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Oh!  I knew I was leaving something out!”  The Halfling spins away from his captive audience  and motions to the people around him. “We are the Ravens. We are everywhere and nowhere. We can move in silence, leaving only a trail of screams. Where there is injustice, we will be the justice, where there is justice, we will be the injustice.  We are the protectors and the criminals. Everything, and nothing.”  The Halfling waggles his fingers at the wide eyed Gnome and doffs his tophat in a low dramatic bow, the people around him shift and look away, visibly trying not to laugh. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“Okay that was a lot.”  Patting the Gnome on the back in an attempt to reassure him, the Halfling smiles at his friends. “ The Province’s have royalty that barrels through our lands unchecked. They take advantage of the masses and allow the guilded to behave as if they are gods, lording over the everyday man.  We stand against that as a voice for the voiceless, someone to stand up for the underrepresented people in our world. We answer to no one but ourselves.  We will serve as blades for hire, if the price is right and the cause fits our whim.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Gnome visibly relaxes for the first time, he nods solemnly to the Halfling and opens his mouth to speak, only to be silenced by a blade in his back. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“This seriously took all day, are we done now?”  A stout Human steps over the Gnome and shakes his head at the people around him. “I have other things to do, you know.” &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sickly_blightwater_nyad&amp;diff=484102</id>
		<title>Sickly blightwater nyad</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sickly_blightwater_nyad&amp;diff=484102"/>
		<updated>2018-01-26T18:24:25Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Sickly Blightwater Nyad&lt;br /&gt;
|MinCap=160&lt;br /&gt;
|MaxCap=250&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|134|Blighted Tangle (134)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Poachable=No&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Resembling a bizarre sculpture of murky grey water more than anything living, the nyad may have been breathtakingly beautiful once, but all that remains now is this wretched creature.  Bits of rotting vegetation cling to the terribly attenuated limbs of the blightwater nyad and her sickly yellow eyes blaze with hatred, reflecting the madness consuming her very being.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
It is wearing a {{cloot|a|tattered shroud woven from rotting reeds and vines}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying a {{cloot|w|rotting driftwood staff}}. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The nyad appears immune to all poisons and fire.&amp;lt;br&amp;gt;&lt;br /&gt;
==2018==&lt;br /&gt;
TM, Parry, and Deb hard capped at exactly 250.  &lt;br /&gt;
{{Cat|Fae,Nyad}}&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sickly_blightwater_nyad&amp;diff=484101</id>
		<title>Sickly blightwater nyad</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sickly_blightwater_nyad&amp;diff=484101"/>
		<updated>2018-01-26T18:22:46Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Sickly Blightwater Nyad&lt;br /&gt;
|MinCap=160&lt;br /&gt;
|MaxCap=250&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|134|Blighted Tangle (134)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Poachable=No&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Resembling a bizarre sculpture of murky grey water more than anything living, the nyad may have been breathtakingly beautiful once, but all that remains now is this wretched creature.  Bits of rotting vegetation cling to the terribly attenuated limbs of the blightwater nyad and her sickly yellow eyes blaze with hatred, reflecting the madness consuming her very being.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
It is wearing a {{cloot|a|tattered shroud woven from rotting reeds and vines}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying a {{cloot|w|rotting driftwood staff}}. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The nyad appears immune to all poisons and fire.&amp;lt;br&amp;gt;&lt;br /&gt;
==2018==&lt;br /&gt;
==2018==&lt;br /&gt;
TM, Parry, and Deb hard capped at exactly 250.  &lt;br /&gt;
{{Cat|Fae,Nyad}}&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rotting_deadwood_dryad&amp;diff=484100</id>
		<title>Rotting deadwood dryad</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rotting_deadwood_dryad&amp;diff=484100"/>
		<updated>2018-01-26T18:18:35Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Rotting Deadwood Dryad&lt;br /&gt;
|MinCap=150&lt;br /&gt;
|MaxCap=250&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Attack Range=melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|134|Blighted Tangle (134)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The deadwood dryad is a rather fearsome creature, looking much like a tree that has twisted over many long and painful years into the form of the wretched, yet oddly beautiful, woman before you.  Massive, branch-like claws sweep outward from her arms in place of hands, each tapering to a wicked thorn.  Evidence of severe blight and rot cover her entire body and her eyes glisten with a disturbing green glow.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Inventory===&lt;br /&gt;
It is wearing nothing!&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying nothing!&lt;br /&gt;
===Spells===&lt;br /&gt;
*Casts [[casts spell::Swarm]].&amp;lt;br /&amp;gt;&lt;br /&gt;
*Spell Prep: A rotting deadwood dryad begins to wave its arms in a magical fashion.&lt;br /&gt;
*Spell Cast: A circle of blue and green light radiates outward from a rotting deadwood dryad. Almost immediately, hundreds of stinging insects explode from their hiding places!&amp;lt;br /&amp;gt;&lt;br /&gt;
::::::::::::&lt;br /&gt;
===Recall Information===&lt;br /&gt;
The deadwood dryad, like many things living in the Vela&#039;tohr region, suffers from the unnatural blight plaguing the land and warping most inhabitants into cursed creatures who serve as guardians for Asketi&#039;s Temple.&lt;br /&gt;
{{Cat|Fae,Dryads}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
A rotting deadwood dryad whispers to the desiccated trees all around, &amp;quot;I shall avenge you, my sisters...  The mortals will pay their penance for your deaths!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A rotting deadwood dryad begins to cry hysterically, thick tears of black sap dripping down her cheeks.&lt;br /&gt;
&lt;br /&gt;
A rotting deadwood dryad howls in wretched misery, her visage twisting and cracking under the strain to send a light shower of bark crumbling to the ground.&lt;br /&gt;
&lt;br /&gt;
==2018==&lt;br /&gt;
TM, Parry, and Deb hard capped at exactly 250.&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Engraved_inkpot&amp;diff=483723</id>
		<title>Item:Engraved inkpot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Engraved_inkpot&amp;diff=483723"/>
		<updated>2018-01-21T05:25:46Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=Engraved Inkpot&lt;br /&gt;
|noun=APPLY&lt;br /&gt;
|look=There appears to be something written on it.&lt;br /&gt;
An inkpot reads: Demrris&#039; Resolve&lt;br /&gt;
|type=casts spell, magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|source=Droughtman&#039;s Maze, Prize Concourse&lt;br /&gt;
|cost=100 Indicia&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|spellcast=Demrris&#039; Resolve&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Apply Inkpot to apply Tattoo.&lt;br /&gt;
&lt;br /&gt;
INVOKE Tattoo to begin preparing the spell.&lt;br /&gt;
&lt;br /&gt;
Base Prep is 3 Mana.&lt;br /&gt;
&lt;br /&gt;
Tattoo has unlimited uses. &lt;br /&gt;
&lt;br /&gt;
No Cooldown.&lt;br /&gt;
&lt;br /&gt;
Requires sorcery if users magic is not elemental.&lt;br /&gt;
&lt;br /&gt;
Can be used along side a normal tattoo.&lt;br /&gt;
&lt;br /&gt;
Can only have 1 Magical Tattoo.&lt;br /&gt;
&lt;br /&gt;
Removed at Tattoo shops.&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Engraved_inkpot&amp;diff=483722</id>
		<title>Item:Engraved inkpot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Engraved_inkpot&amp;diff=483722"/>
		<updated>2018-01-21T05:25:11Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=Engraved Inkpot&lt;br /&gt;
|noun=APPLY&lt;br /&gt;
|look=There appears to be something written on it.&lt;br /&gt;
An inkpot reads: Demrris&#039; Resolve&lt;br /&gt;
|type=casts spell, magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|source=Droughtman&#039;s Maze, Prize Concourse&lt;br /&gt;
|cost=100 Indicia&lt;br /&gt;
|sourcetype=other&lt;br /&gt;
|spellcast=Demrris&#039; Resolve&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Apply Inkpot to apply Tattoo.&lt;br /&gt;
&lt;br /&gt;
INVOKE Tattoo to begin preparing the spell.&lt;br /&gt;
&lt;br /&gt;
Base Prep is 3 Mana.&lt;br /&gt;
&lt;br /&gt;
Tattoo has unlimited uses. &lt;br /&gt;
&lt;br /&gt;
No Cooldown.&lt;br /&gt;
&lt;br /&gt;
Requires sorcery if users magic is not elemental.&lt;br /&gt;
&lt;br /&gt;
Can be used along side a normal tattoo.&lt;br /&gt;
&lt;br /&gt;
Can only have 1 Magical Tattoo.&lt;br /&gt;
&lt;br /&gt;
Removed at Tattoo shops.&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Engraved_inkpot&amp;diff=483721</id>
		<title>Item:Engraved inkpot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Engraved_inkpot&amp;diff=483721"/>
		<updated>2018-01-21T05:24:39Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=Engraved Inkpot&lt;br /&gt;
|noun=APPLY&lt;br /&gt;
|look=There appears to be something written on it.&lt;br /&gt;
An inkpot reads: Demrris&#039; Resolve&lt;br /&gt;
|type=casts spell, magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|source=Droughtman&#039;s Maze, Prize Concourse&lt;br /&gt;
|cost=100 Indicia&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|spellcast=Demrris&#039; Resolve&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Apply Inkpot to apply Tattoo.&lt;br /&gt;
&lt;br /&gt;
INVOKE Tattoo to begin preparing the spell.&lt;br /&gt;
&lt;br /&gt;
Base Prep is 3 Mana.&lt;br /&gt;
&lt;br /&gt;
Tattoo has unlimited uses. &lt;br /&gt;
&lt;br /&gt;
No Cooldown.&lt;br /&gt;
&lt;br /&gt;
Requires sorcery if users magic is not elemental.&lt;br /&gt;
&lt;br /&gt;
Can be used along side a normal tattoo.&lt;br /&gt;
&lt;br /&gt;
Can only have 1 Magical Tattoo.&lt;br /&gt;
&lt;br /&gt;
Removed at Tattoo shops.&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Engraved_inkpot&amp;diff=483720</id>
		<title>Item:Engraved inkpot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Engraved_inkpot&amp;diff=483720"/>
		<updated>2018-01-21T05:22:54Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: Created page with &amp;quot;{{Item |name=Engraved Inkpot |noun=APPLY |look=There appears to be something written on it.  An inkpot reads: Demrris&amp;#039; Resolve |type=casts spell, magic |weight=5 |appcost=0 |s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=Engraved Inkpot&lt;br /&gt;
|noun=APPLY&lt;br /&gt;
|look=There appears to be something written on it.&lt;br /&gt;
An inkpot reads: Demrris&#039; Resolve&lt;br /&gt;
|type=casts spell, magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|source=Droughtman&#039;s Maze, Prize Concourse&lt;br /&gt;
|cost=100 Indicia&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|spellcast=Demrris&#039; Resolve&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Apply Inkpot to apply Tattoo.&lt;br /&gt;
&lt;br /&gt;
INVOKE Tattoo to begin preparing the spell.&lt;br /&gt;
&lt;br /&gt;
Base Prep is 3 Mana.&lt;br /&gt;
&lt;br /&gt;
Unlimited Uses.&lt;br /&gt;
&lt;br /&gt;
No Cooldown.&lt;br /&gt;
&lt;br /&gt;
Requires sorcery if users magic is not elemental.&lt;br /&gt;
&lt;br /&gt;
Can be used along side a normal tattoo.&lt;br /&gt;
&lt;br /&gt;
Can only have 1 Magical Tattoo.&lt;br /&gt;
&lt;br /&gt;
Removed at Tattoo shops.&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Yvhh_la%27tami&amp;diff=465248</id>
		<title>Yvhh la&#039;tami</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Yvhh_la%27tami&amp;diff=465248"/>
		<updated>2017-02-24T15:43:51Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Yvhh La&#039;tami&lt;br /&gt;
|Image File=latami.jpg&lt;br /&gt;
|MinCap=160&lt;br /&gt;
|MaxCap=231&lt;br /&gt;
|BodyType=Quadruped&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;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Ilithi, Qi&#039;Reshalia&lt;br /&gt;
|City=Aesry, Shard&lt;br /&gt;
|MapList=*{{rmap|99b| Aesry Cliffs (99b)}}&lt;br /&gt;
|MapList2=*{{rmap|65| Under the Gondola (65)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a la&#039;tami hide&lt;br /&gt;
|Skin Weight=6&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|RequiredRanks=100&lt;br /&gt;
|Manipulated=y&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The yvhh la&#039;tami is a large long-legged lizard-like creature that scrambles up and down the vertical rock faces with ease, its sturdy sharp claws clinging to the cracks.  A pair of membranous wings project from the sides of its body and enable it to glide through the air from ledge to ledge.  When at rest, it folds its wings against its body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Evasion soft caps @ 231.  Shield in the soft cap @196.  Still Learning LC at 196. Stealths teach at 215 ~ Illimin&lt;br /&gt;
&lt;br /&gt;
Still learning shield at 239 but barely, hard cap might be 240 now.&lt;br /&gt;
~ Mindspawn&lt;br /&gt;
&lt;br /&gt;
Looks like the skins are averaging 420 lirums when max arranged. Hard cap in Tactics is 245. - Opticus&lt;br /&gt;
&lt;br /&gt;
Dancing with 4, training very quickly - Paladin w/ 160s shield/defending, 145 parry - Airys&lt;br /&gt;
&lt;br /&gt;
Softcap offense and defense at 190. Offense and defense only dabble after 200. - 2017&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Death: An yvhh la&#039;tami sinks upon its belly, its wings crumpling lifelessly.&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Yvhh_la%27tami&amp;diff=465247</id>
		<title>Yvhh la&#039;tami</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Yvhh_la%27tami&amp;diff=465247"/>
		<updated>2017-02-24T15:43:34Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Yvhh La&#039;tami&lt;br /&gt;
|Image File=latami.jpg&lt;br /&gt;
|MinCap=13=160&lt;br /&gt;
|MaxCap=231&lt;br /&gt;
|BodyType=Quadruped&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;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Ilithi, Qi&#039;Reshalia&lt;br /&gt;
|City=Aesry, Shard&lt;br /&gt;
|MapList=*{{rmap|99b| Aesry Cliffs (99b)}}&lt;br /&gt;
|MapList2=*{{rmap|65| Under the Gondola (65)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a la&#039;tami hide&lt;br /&gt;
|Skin Weight=6&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|RequiredRanks=100&lt;br /&gt;
|Manipulated=y&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The yvhh la&#039;tami is a large long-legged lizard-like creature that scrambles up and down the vertical rock faces with ease, its sturdy sharp claws clinging to the cracks.  A pair of membranous wings project from the sides of its body and enable it to glide through the air from ledge to ledge.  When at rest, it folds its wings against its body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Evasion soft caps @ 231.  Shield in the soft cap @196.  Still Learning LC at 196. Stealths teach at 215 ~ Illimin&lt;br /&gt;
&lt;br /&gt;
Still learning shield at 239 but barely, hard cap might be 240 now.&lt;br /&gt;
~ Mindspawn&lt;br /&gt;
&lt;br /&gt;
Looks like the skins are averaging 420 lirums when max arranged. Hard cap in Tactics is 245. - Opticus&lt;br /&gt;
&lt;br /&gt;
Dancing with 4, training very quickly - Paladin w/ 160s shield/defending, 145 parry - Airys&lt;br /&gt;
&lt;br /&gt;
Softcap offense and defense at 190. Offense and defense only dabble after 200. - 2017&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Death: An yvhh la&#039;tami sinks upon its belly, its wings crumpling lifelessly.&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Vela%27tohr_bloodvine&amp;diff=464802</id>
		<title>Vela&#039;tohr bloodvine</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Vela%27tohr_bloodvine&amp;diff=464802"/>
		<updated>2017-02-04T07:50:05Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Vela&#039;tohr Bloodvine&lt;br /&gt;
|MinCap=120&lt;br /&gt;
|MaxCap=195&lt;br /&gt;
|BodyType=Plant&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|132|Bloodvines (132)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The sinuous vine&#039;s slender body undulates beneath a mantle of red-tinged leaves covering it like plate armor.  The glistening, toxic liquid coating the serrated blood-red thorns indicates this is surely some species of flesh-eating plant.  Though eyeless, you have the uncanny impression that it looks upon you with ill intent.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
It is wearing nothing!&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying nothing!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These can be very swarmy, especially with more than one adventurer in the area.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
====Thorns====&lt;br /&gt;
A dessicated vela&#039;tohr bloodvine rears back, flexing in a manner that causes its thorns to flare wide.  The vela&#039;tohr bloodvine suddenly hurls a blood-red thorn at you!&lt;br /&gt;
&lt;br /&gt;
The {{sloot|w|Blood-red thorn}}s lodge and give poison.  This special attack has a chance of hitting much harder than their other attacks even after they stop being able to hit you normally and will almost always stun you when this happens.&lt;br /&gt;
&lt;br /&gt;
====Digest====&lt;br /&gt;
When they kill you, the bloodvines will secrete digestive enzymes which will destroy your chest and abdomen - effectively digesting you. This will make it much harder for you to be healed and raised.&lt;br /&gt;
&lt;br /&gt;
A shriveled vela&#039;tohr bloodvine slithers over your corpse, coiling itself around your torso.  Its thorns secrete a sickly-sweet smelling liquid that coats your upper body.  Your flesh dissolves rapidly, allowing the vela&#039;tohr bloodvine to absorb and digest your remains easily.&amp;lt;br /&amp;gt;&lt;br /&gt;
A shriveled vela&#039;tohr bloodvine continues to secrete the sickly-sweet smelling liquid from its thorns, dissolving more of your torso into a noisome goo as it feeds.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finished with its meal, a shriveled vela&#039;tohr bloodvine slithers off your corpse.&lt;br /&gt;
&lt;br /&gt;
Example of the sort of damage they do via this method:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You appear to be dead!  Other than that...&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You have a completely destroyed chest area with nearly all flesh and bone torn away revealing a gaping hole, a completely destroyed abdomen with nearly all flesh and bone torn away revealing a gaping hole.&lt;br /&gt;
&lt;br /&gt;
You are bleeding severely from the abdomen and severely from the chest.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Soft caps around ~160.&lt;br /&gt;
&lt;br /&gt;
Updated Min cap. Was not able to handle these sub 120 defense with buffs. 2/2017&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Eidolon_steed&amp;diff=464801</id>
		<title>Eidolon steed</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Eidolon_steed&amp;diff=464801"/>
		<updated>2017-02-04T07:47:56Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Eidolon Steed&lt;br /&gt;
|MinCap=100&lt;br /&gt;
|MaxCap=140&lt;br /&gt;
|BodyType=Quadruped&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|68a| Darkling Woods (68a)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=steed hoof&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Blue-tinged milky eyes gaze hatefully back at you from deep within their sockets and the dark steed breathes laboriously through a gape-mouth dripping with spittle.  Its thin skin stretches over a prominent ribcage beneath a dirt-encrusted saddle blanket bearing the crest of the Ferdahl&#039;s cavalry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Eidolon steeds can break through webs.&lt;br /&gt;
&lt;br /&gt;
Hits like a truck.&lt;br /&gt;
&lt;br /&gt;
Weapons softcap @135? ranks. Still training tactics well @146 ranks. 12/16/2015&lt;br /&gt;
Not training parry@156 ranks. 12/16/2015&lt;br /&gt;
&lt;br /&gt;
Parry does not move off dabbling @ 135&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Zombie_stomper&amp;diff=434027</id>
		<title>Zombie stomper</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Zombie_stomper&amp;diff=434027"/>
		<updated>2015-12-24T04:41:48Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|MinCap=460&lt;br /&gt;
|MaxCap=670&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|121|Boar Clan (121)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Bits of rotting flesh drop off this large rotting biped.  The tattered remains of a once-colorful jersey hang from its torso, and flaps of leather hang from ancient boots on its massive feet.  The whole horrid mess is covered in a thick layer of mud.  A look of combined rage and puzzlement adorns what&#039;s left of its face.  Perhaps dinner is late?&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
At 550 shield, 543 evasion, and 483 MO I can&#039;t dance with four without dancing badger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot and Equipment===&lt;br /&gt;
It is wearing the {{cloot|a|tatters of a mud-soaked togball uniform}}, some {{cloot|i|rotting leather boots}}.&amp;lt;br&amp;gt;&lt;br /&gt;
It is carrying nothing!&lt;br /&gt;
&lt;br /&gt;
===Recall===&lt;br /&gt;
Years ago, Boar Clan had a different [[togball]] field than the slick modern one used today.  Unfortunately, it was placed on top of an ancient graveyard, whose spirits did not appreciate the use to which their final resting place as a playground.  Details are shrouded in mystery, but the players became cursed to wander the field as undead.  The field itself fell into swampy disrepair.&lt;br /&gt;
&lt;br /&gt;
===DR 3.0 Caps===&lt;br /&gt;
&#039;&#039;&#039;Evasion:&#039;&#039;&#039; &amp;lt;600 soft cap. Does not move off dabbbling. 688 hard cap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;  &amp;gt;729 w/snipe&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Zombie_stomper&amp;diff=434026</id>
		<title>Zombie stomper</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Zombie_stomper&amp;diff=434026"/>
		<updated>2015-12-24T04:40:54Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|MinCap=460&lt;br /&gt;
|MaxCap=670&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|121|Boar Clan (121)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Bits of rotting flesh drop off this large rotting biped.  The tattered remains of a once-colorful jersey hang from its torso, and flaps of leather hang from ancient boots on its massive feet.  The whole horrid mess is covered in a thick layer of mud.  A look of combined rage and puzzlement adorns what&#039;s left of its face.  Perhaps dinner is late?&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
At 550 shield, 543 evasion, and 483 MO I can&#039;t dance with four without dancing badger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot and Equipment===&lt;br /&gt;
It is wearing the {{cloot|a|tatters of a mud-soaked togball uniform}}, some {{cloot|i|rotting leather boots}}.&amp;lt;br&amp;gt;&lt;br /&gt;
It is carrying nothing!&lt;br /&gt;
&lt;br /&gt;
===Recall===&lt;br /&gt;
Years ago, Boar Clan had a different [[togball]] field than the slick modern one used today.  Unfortunately, it was placed on top of an ancient graveyard, whose spirits did not appreciate the use to which their final resting place as a playground.  Details are shrouded in mystery, but the players became cursed to wander the field as undead.  The field itself fell into swampy disrepair.&lt;br /&gt;
&lt;br /&gt;
===DR 3.0 Caps===&lt;br /&gt;
&#039;&#039;&#039;Evasion:&#039;&#039;&#039; 688 hard cap&lt;br /&gt;
&#039;&#039;&#039;Evasion:&#039;&#039;&#039; &amp;lt; 600 soft cap. Does not move off dabbbling.&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;  &amp;gt;729 w/snipe&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Orc_reiver&amp;diff=410650</id>
		<title>Orc reiver</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Orc_reiver&amp;diff=410650"/>
		<updated>2015-05-31T07:04:04Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|MinCap=280&lt;br /&gt;
|MaxCap=350&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Rossman&#039;s Landing&lt;br /&gt;
|MapList=*{{rmap|34 | Ruined Village (34)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&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;
Small, thankfully unidentifiable black creatures crawl around in the orc reiver&#039;s greasy grey hair.  With fastidious personal habits of a peccary in a mud-pit, the reiver stops from time to time to pick one of the insects off her scalp and pop it into her mouth, smacking her lips greedily as she chews.  Standing no more than a hand&#039;s width higher than the average human, the reiver&#039;s musculature is considerably more dense, with thick bones and an almost ape-like curve to its skull.&lt;br /&gt;
&lt;br /&gt;
A red bear paw has been tattooed on her shoulder, identifying her as a member of the [[member of::red bear clan]] of [[race is::orc]]s.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
* {{cloot|w|rusty steel battle-axe}}&lt;br /&gt;
* {{cloot|a|rusty iron ring mail}}&lt;br /&gt;
* {{cloot|i|fraying cloth bag}}&lt;br /&gt;
* {{cloot|i|crudely-sewn hide sack}}&lt;br /&gt;
&lt;br /&gt;
===Hunting Info===&lt;br /&gt;
*Body Type: Biped&lt;br /&gt;
*Attacks: Claws, Pounds and Weapons&lt;br /&gt;
*Weapon Caps: 295 ranks to 365+ ranks&lt;br /&gt;
&lt;br /&gt;
===Box Information===&lt;br /&gt;
Very poor boxes when compared to [[Adan&#039;f]] [[Adan&#039;f Shadow Mage|mage]]/[[Adan&#039;f Blood Warrior|warrior]] boxes. You can pop most of the reiver boxes with 240 {{skill|lockpicking}} and 250 {{skill|disarm}}. These are easier boxes than Orc Raider boxes.&lt;br /&gt;
&lt;br /&gt;
===3.1===&lt;br /&gt;
&lt;br /&gt;
Hunted here semi-easily at 300 evasion and 280 shield without buffs. &lt;br /&gt;
&lt;br /&gt;
You are certain that the orc reiver is healthy.&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that the orc reiver is somewhat fatigued.&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that it is not quite as strong as you are. (40)&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that it is not quite as agile as you are. (40)&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that it is somewhat less disciplined than you are.(45)&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that it is somewhat less quick to react than you are.(45)&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that it is not quite as conditioned as you are.(40)&amp;lt;br/&amp;gt;&lt;br /&gt;
Taking stock of its offensive abilities, and defending with a lumium round sipar and a solid nightstick, you are certain that the orc reiver is a worthy opponent.&amp;lt;br/&amp;gt;&lt;br /&gt;
Taking stock of its defensive abilities, and attacking with a solid nightstick, you are certain that the orc reiver is a very easy opponent.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you attacked with a solid nightstick, you are certain that the enemy would train acceptably.(300)&amp;lt;br/&amp;gt;&lt;br /&gt;
If you threw the nightstick at the enemy you are certain that it would train acceptably.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you defended by parrying attacks, you are certain that the enemy would train acceptably.(311)&amp;lt;br/&amp;gt;&lt;br /&gt;
If you defended by evading attacks, you are certain that the enemy would train somewhat poorly.(350, Does not move from dabbling, survival prime)&amp;lt;br/&amp;gt;&lt;br /&gt;
If you defended by blocking attacks, you are certain that the enemy would train acceptably.(300)&amp;lt;br/&amp;gt;&lt;br /&gt;
If you attempted to beguile the enemy with tactics, you are certain that it would train somewhat poorly.(335)&amp;lt;br/&amp;gt;&lt;br /&gt;
If you attempted to debilitate the enemy, you are certain that it would train rather well.(300)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Box difficulty ranges from &amp;quot;At level&amp;quot; to &amp;quot;Have an edge on you&amp;quot; @ 250 + locksmithing bonus&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Orc Bandit]]&lt;br /&gt;
* [[Orc Raider]]&lt;br /&gt;
* [[Orc Scout]]&lt;br /&gt;
* [[Orc Clan-Chief]]&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Orc_reiver&amp;diff=410649</id>
		<title>Orc reiver</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Orc_reiver&amp;diff=410649"/>
		<updated>2015-05-31T06:59:22Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|MinCap=280&lt;br /&gt;
|MaxCap=350&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Rossman&#039;s Landing&lt;br /&gt;
|MapList=*{{rmap|34 | Ruined Village (34)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&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;
Small, thankfully unidentifiable black creatures crawl around in the orc reiver&#039;s greasy grey hair.  With fastidious personal habits of a peccary in a mud-pit, the reiver stops from time to time to pick one of the insects off her scalp and pop it into her mouth, smacking her lips greedily as she chews.  Standing no more than a hand&#039;s width higher than the average human, the reiver&#039;s musculature is considerably more dense, with thick bones and an almost ape-like curve to its skull.&lt;br /&gt;
&lt;br /&gt;
A red bear paw has been tattooed on her shoulder, identifying her as a member of the [[member of::red bear clan]] of [[race is::orc]]s.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
* {{cloot|w|rusty steel battle-axe}}&lt;br /&gt;
* {{cloot|a|rusty iron ring mail}}&lt;br /&gt;
* {{cloot|i|fraying cloth bag}}&lt;br /&gt;
* {{cloot|i|crudely-sewn hide sack}}&lt;br /&gt;
&lt;br /&gt;
===Hunting Info===&lt;br /&gt;
*Body Type: Biped&lt;br /&gt;
*Attacks: Claws, Pounds and Weapons&lt;br /&gt;
*Weapon Caps: 295 ranks to 365+ ranks&lt;br /&gt;
&lt;br /&gt;
===Box Information===&lt;br /&gt;
Very poor boxes when compared to [[Adan&#039;f]] [[Adan&#039;f Shadow Mage|mage]]/[[Adan&#039;f Blood Warrior|warrior]] boxes. You can pop most of the reiver boxes with 240 {{skill|lockpicking}} and 250 {{skill|disarm}}. These are easier boxes than Orc Raider boxes.&lt;br /&gt;
&lt;br /&gt;
===3.1===&lt;br /&gt;
&lt;br /&gt;
Hunted here semi-easily at 300 evasion and 280 shield without buffs. &lt;br /&gt;
&lt;br /&gt;
You are certain that the orc reiver is healthy.&lt;br /&gt;
You are certain that the orc reiver is somewhat fatigued.&lt;br /&gt;
You are certain that it is not quite as strong as you are. (40)&lt;br /&gt;
You are certain that it is not quite as agile as you are. (40)&lt;br /&gt;
You are certain that it is somewhat less disciplined than you are.(45)&lt;br /&gt;
You are certain that it is somewhat less quick to react than you are.(45)&lt;br /&gt;
You are certain that it is not quite as conditioned as you are.(40)&lt;br /&gt;
Taking stock of its offensive abilities, and defending with a lumium round sipar and a solid nightstick, you are certain that the orc reiver is a worthy opponent.&lt;br /&gt;
Taking stock of its defensive abilities, and attacking with a solid nightstick, you are certain that the orc reiver is a very easy opponent.&lt;br /&gt;
If you attacked with a solid nightstick, you are certain that the enemy would train acceptably.(300)&lt;br /&gt;
If you threw the nightstick at the enemy you are certain that it would train acceptably.&lt;br /&gt;
If you defended by parrying attacks, you are certain that the enemy would train acceptably.(311)&lt;br /&gt;
If you defended by evading attacks, you are certain that the enemy would train somewhat poorly.(350, Does not move from dabbling, survival prime)&lt;br /&gt;
If you defended by blocking attacks, you are certain that the enemy would train acceptably.(300)&lt;br /&gt;
If you attempted to beguile the enemy with tactics, you are certain that it would train somewhat poorly.(335)&lt;br /&gt;
If you attempted to debilitate the enemy, you are certain that it would train rather well.(300)&lt;br /&gt;
&lt;br /&gt;
Box difficulty ranges from &amp;quot;At level&amp;quot; to &amp;quot;Have an edge on you&amp;quot; @ 250 + locksmithing bonus&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Orc Bandit]]&lt;br /&gt;
* [[Orc Raider]]&lt;br /&gt;
* [[Orc Scout]]&lt;br /&gt;
* [[Orc Clan-Chief]]&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Small_peccary_(1)&amp;diff=406105</id>
		<title>Small peccary (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Small_peccary_(1)&amp;diff=406105"/>
		<updated>2015-04-24T05:38:25Z</updated>

		<summary type="html">&lt;p&gt;CATHLULU2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Small Peccary&lt;br /&gt;
|Image File=Bristlebackedpeccary.jpg&lt;br /&gt;
|MinCap=175&lt;br /&gt;
|MaxCap=250&lt;br /&gt;
|new=Yes&lt;br /&gt;
|BodyType=Quadruped&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;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Therengia, Ilithi&lt;br /&gt;
|City=Langenfirth, Horse Clan&lt;br /&gt;
|MapList=*{{rmap|40a| Gwenalion Fens (40a)}}&lt;br /&gt;
|MapList2=*{{rmap|71|Gilen Osto Steppes (71)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a stubby tusk&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|RequiredRanks=106&lt;br /&gt;
|MaxVal=150 Lirums&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|InitCost=6&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
At first glance, you think &amp;quot;boar&amp;quot; but when you see the peccary in full, and notice the three-toed hind feet, you realize this is a different animal entirely.  However, like the common boar, the tiny eyes and massive snout are caged behind two mean-looking curved tusks.  Its startlingly white lips contrast sharply with its dark grey, almost black hide.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
It is wearing nothing!&amp;lt;br&amp;gt;&lt;br /&gt;
It is carrying nothing!&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* [[Peccary]]&lt;br /&gt;
* [[Bristle-backed Peccary]]&lt;br /&gt;
&lt;br /&gt;
==3.1 Notes==&lt;br /&gt;
* Peccary in swamp trolls still land good hits now and then at 180 defense and 30 reflex.&lt;br /&gt;
* Soft cap weapons at 220.&lt;/div&gt;</summary>
		<author><name>CATHLULU2</name></author>
	</entry>
</feed>