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		<id>https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=595167</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=595167"/>
		<updated>2022-09-07T15:43:58Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: /* All Guilds &amp;amp; Commoners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
&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;
&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 || 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 || 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 || 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.&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>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=595166</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=595166"/>
		<updated>2022-09-07T15:30:12Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: /* Paladin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
&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;
&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 || 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 || 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 || 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.&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;
 {{cat|player suggestions}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Player_suggestions_for_Guilds&amp;diff=595165</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=595165"/>
		<updated>2022-09-07T14:52:58Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: /* Paladin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
&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;
&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|| - || - || - ||  &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 || 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 || 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 || 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.&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;
 {{cat|player suggestions}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Depart_command&amp;diff=577060</id>
		<title>Depart command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Depart_command&amp;diff=577060"/>
		<updated>2021-12-11T18:23:46Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: /* Glyph of Warding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Command&lt;br /&gt;
|rp=No&lt;br /&gt;
|combat=No&lt;br /&gt;
|magic=No&lt;br /&gt;
|settings=No&lt;br /&gt;
|systems=No&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
{{com|DEPART}} will restore you to life at the nearest depart point at the cost of one or more favors, potential memory (experience) loss, and a temporary penalty to overall effectiveness.  Unless you have multiple favors and choose one of the special options below, you will also lose all coins you are carrying and all your items will go in a grave and need to be recovered.  Items placed in a grave may be damaged.  You will be healed of all wounds, but will have very low vitality, fatigue, spirit health, and concentration.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*{{tt|DEPART}}: If you have at least 3 favors, will use {{tt|DEPART FULL}} mechanics below. If you have at least 2 favors, it will use {{tt|DEPART ITEMS}}, and if you have 1 favor or less, it will use {{tt|DEPART GRAVE}}&amp;lt;ref&amp;gt;[[Post:Changes:_Departing,_dying,_giving!_-_08/30/2016_-_23:55]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*{{tt|DEPART GRAVE}}: (1 favor) Lose all coins, 1 favor (if you have one), items go in grave.&lt;br /&gt;
*{{tt|DEPART COINS}}: (2 favors) Same as normal depart, but allows you to keep your coins.&lt;br /&gt;
*{{tt|DEPART ITEMS}}: (2 favors) Same as normal depart, but allows you to keep your items (but not coins).&lt;br /&gt;
*{{tt|DEPART FULL}}: (3 favors) Same as normal depart, but allows you to keep all items and coins.&lt;br /&gt;
&lt;br /&gt;
===Custom Options===&lt;br /&gt;
* {{tt|DEPART CUSTOM LIST}}: See a list of depart messages you have purchased.&lt;br /&gt;
* {{tt|DEPART CUSTOM CHOOSE #}}: Set message # as your chosen depart message.&lt;br /&gt;
* {{tt|DEPART CUSTOM CHOOSE CLEAR}}: Restores your message to defaults.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: If you depart without any favors at all, you will suffer maximum penalties, and in addition will not be healed beyond the point necessary to sustain life.&lt;br /&gt;
*New adventurers who are still wearing their [[Item:divine charm|divine charm]] get unlimited favor-free departs using just {{com|depart}} for which their items and coins will remain with them. This goes away once they attain 37 ranks in their highest skill or if they are not wearing the charm.&lt;br /&gt;
**New adventurers of first [[circle]] are also given 5 favor-free deaths in which their items will remain on their person after departing.  This benefit goes away after the fifth such death, or if you rise to 2nd circle, so don&#039;t forget to stock up on favors! (Possibly obsolete. Needs confirmation this still exists in the case where a new character removes their divine charm before reaching second circle.)&lt;br /&gt;
*[[Cleric]]s have a few spells that can remove or reduce some of the penalties associated with departing, as well as the ability to resurrect at higher levels which bypasses all penalties from departing.&lt;br /&gt;
*When attempting to depart with items, please be aware that lodged missiles and graverobbed items are not covered by this option and will remain behind.&lt;br /&gt;
* Additional {{tt|DEPART}} options are available to [[Necromancer|Necromancers]], via the [[Covetous Rebirth]] and [[Spiteful Rebirth]] metaspells, or via [[Redeemed|Redemption]].&lt;br /&gt;
&lt;br /&gt;
==Glyph of Warding==&lt;br /&gt;
Glyph of Warding will, if you have favors, reduce the favor cost of departing by 1, but automatically include DEPART ITEMS. If you do not have favors, you will still retain your items (but not coins) and suffer all other normal penalties of a favorless depart (maximum Death&#039;s Sting and loss of coins.) &lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y|p=y|r=y}}&lt;br /&gt;
*[[Death]]&lt;br /&gt;
*[[Glyph of Warding]]&lt;br /&gt;
*[[Infusion ability]]&lt;br /&gt;
*[[Rejuvenation]]&lt;br /&gt;
*[[Resurrection]]&lt;br /&gt;
{{Cat|Commands}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Banner_of_Truce&amp;diff=568831</id>
		<title>Banner of Truce</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Banner_of_Truce&amp;diff=568831"/>
		<updated>2021-10-11T16:12:27Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: Added messaging for banner release/fade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=bot&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Paladin&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Justice&lt;br /&gt;
|prereqs=Circle 20, [[Courage]] and [[Halt]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The Banner of Truce spell forestalls violence in the area for a few minutes, but is more difficult to cast if there is active combat going on at the time.  Once it forms, however, any Paladin with the spell can enhance it by casting again while in the same area, though it becomes increasingly more difficult with each cast.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=prevents combat in room&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ghostly white banner fades into view overhead.&lt;br /&gt;
|offtype=mind&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility, area of effect&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*To end the effect early use {{com|release}} {{tt|banner}}.&lt;br /&gt;
*The following messaging is sent to the entire room when this is done. &amp;quot;PALADINNAME calmly flicks one hand toward a ghostly white banner, and it begins to fade away.&amp;quot; After 9-11 seconds, the banner will drop entirely with the following message &amp;quot;The ghostly banner fades out of sight.&amp;quot; This is the same message as expiry.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shear&amp;diff=565455</id>
		<title>Shear</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shear&amp;diff=565455"/>
		<updated>2021-08-16T18:56:16Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Psychic Projection&lt;br /&gt;
|prereqs=[[Psychic Shield]] and [[Rend]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Shear spell envelops you in a magical field that can absorb a spell and reactively lash back at the caster with a blast of mental energy.  The drawback is that your own spells are subject to this barrier as well.&lt;br /&gt;
&lt;br /&gt;
The spell has a somewhat unsavory reputation since the initial pattern was of a needly sorcerous nature.  Guild-sanction revisions eliminated the sorcerous element while still retaining full functionality, leading to the rapid depreciation of the volatile original.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=stunning ward vs. all spells including caster&#039;s&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
A globe of shimmering blue fire flickers into being around you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Self Cast Blocking:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering globe of blue fire surrounding you shudders slightly.&amp;lt;br /&amp;gt;&lt;br /&gt;
The pattern of your spell is torn apart, sending the raw mana cascading back into your body!&amp;lt;br /&amp;gt;&lt;br /&gt;
You are stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering globe of blue fire suddenly extinguishes.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The stun is based on spell power vs. spell power.&lt;br /&gt;
*Backlash effect works on both beneficial spells as well as harmful spells.&lt;br /&gt;
*The backlash effect works on all spells, even those you cast regardless of target. I.e. it protects you from all spells at the cost of losing the ability to cast spells.&lt;br /&gt;
*You can {{com|release}} {{tt|shear}} to end the spell prematurely.&lt;br /&gt;
*Shear is replaceable and does not trigger the stun when doing so.&lt;br /&gt;
*Shear does not trigger on self-cast cyclic spell pulses (e.g. [[Steps of Vuan]]) but will still trigger on the initial cast as normal. (Needs verification for non-self cast cyclic pulses or pulse to group effects.)&lt;br /&gt;
*Shear appears to trigger on area of effect spells. Shear does not trigger on SVS dispels. (Tested Rend, Dispel, and Ward Break.) Shear does trigger against Hand of Tenemlor.&lt;br /&gt;
*Appears in the room {{tt|LOOK}} as: &#039;&#039;&amp;lt;caster&amp;gt; who is in a globe of blue fire.&lt;br /&gt;
*Appears in the person&#039;s {{tt|look}} as: &#039;&#039;&amp;lt;Player&amp;gt; is surrounded by a shimmering globe of blue fire.&lt;br /&gt;
*Will negate the effect of a [[Item:Black shadowsilk cloak|shadowsilk cloak]], but not all the time (Unclear if this is on purpose to allow others to look at you and see the globe in your description, or a bug).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Shear was a sorcery spell originally. The version the Moon Mage Guild teaches is a modified pattern with the sorcerous mix taken out, but it&#039;s close enough that the globe still has the appearance of a sorcery: It&#039;s a spell that conjures a strange semblance of fire, that violently reacts to spells crossing its interface, and was refined by someone who later turned out to be a very learned Necromancer.&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magical_feats&amp;diff=563265</id>
		<title>Magical feats</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magical_feats&amp;diff=563265"/>
		<updated>2021-07-17T11:40:12Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: Undo revision 562446 by RACEKING (talk) - Data incorrect - discern does not function with sorcery in the first place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Magical Feats&#039;&#039;&#039; are a new feature introduced with the release of [[DR 3.0]].  They provide a wide range of passive enhancements and bonuses to make using [[mana]], [[spells]], [[scrolls]], [[cambrinth]], and other [[:Category:Magical Items|magical items]] easier.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Magic feats are passive bonuses you can purchase with [[spell slots]].&lt;br /&gt;
* Magic Primary and Secondary guilds receive free feats (two and one respectively) appropriate to their guild.&lt;br /&gt;
* Each ability costs one [[spell slot]] and has prerequisites.&lt;br /&gt;
* You can buy as many as you&#039;d like.&lt;br /&gt;
* You can unlearn feats at a trainer for a small fee (first forgotten feat costs 1250 kronar)&lt;br /&gt;
* You may STUDY &amp;lt;trainer&amp;gt; for the syntax of what to ask.&lt;br /&gt;
You look &amp;lt;trainer&amp;gt; over, realizing they have knowledge of magical feats and can likely answer all of&lt;br /&gt;
your questions.&lt;br /&gt;
&lt;br /&gt;
:[You can ASK &amp;lt;trainer&amp;gt; ABOUT FEAT to learn about magical feats in general]&lt;br /&gt;
&lt;br /&gt;
:[You can ASK &amp;lt;trainer&amp;gt; ABOUT &amp;lt;feat name&amp;gt; to learn about it - NOTE you must spell it exactly!]&lt;br /&gt;
&lt;br /&gt;
:[You can ASK &amp;lt;trainer&amp;gt; ABOUT LEARNING &amp;lt;feat name&amp;gt; to learn that feat]&lt;br /&gt;
&lt;br /&gt;
:[You can ASK &amp;lt;trainer&amp;gt; ABOUT FORGETTING &amp;lt;feat name&amp;gt; to forget that feat]&lt;br /&gt;
&lt;br /&gt;
==Choosing Feats==&lt;br /&gt;
Feats are gained by learning them from an [[NPC]] Feat Trainer.&lt;br /&gt;
&lt;br /&gt;
There are four feat trainers in Elanthia, all of whom teach all of the feats. They are located in [[Asemath Academy]], on the streets of [[Riverhaven]] and [[Ratha]], and out near [[Boar Clan]].&lt;br /&gt;
* Magical Feat Trainer [[Ozursus]] who wanders the halls of the Asemath Academy.&lt;br /&gt;
* [[Eggleston]] who wanders the streets of [[Riverhaven]].&lt;br /&gt;
* [[Ravari]] who wanders in the theater district on the third tier of [[Ratha]].&lt;br /&gt;
* [[Orliss]] who wanders [[Boar Clan]].&lt;br /&gt;
&lt;br /&gt;
==Spell Preparation==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|Legerdemain||||50 Stealth||50 Arcana||The shrewd magician does best to hide his intentions from others.  This feat improves such attempts.||Increases difficulty of others recognizing which spell you are preparing as well as the chance others have to notice you preparing a spell when using {{com|PREPARE}} {{tt|/HIDE}}.&lt;br /&gt;
|-&lt;br /&gt;
|Silent Preparation||Alternate Preparation||100 Stealth||100 Arcana||Training with Silent Preparation allows the magician to learn [[spell_preparation|alternate spell preparations]] that are easier to conceal.||Silent preparations make it harder for others to notice you are preparing a spell when using {{com|PREPARE}} {{tt|/HIDE}} or preparing from hiding.&amp;lt;br /&amp;gt;They do not affect the chance others have to recognize which spell you are preparing.&amp;lt;br /&amp;gt;This feat will also eliminate the 3 second penalty to preparation time added when using {{com|PREPARE}} {{tt|/HIDE}}. This aspect works with any preparation as long as you know the feat, not just a silent one.&lt;br /&gt;
|-&lt;br /&gt;
|Basic Preparation Recognition||||50 Perception||50 Arcana||This feat allows for the recognition of spells as they are being prepared.||Required to see spell name/spellbook/realm of others spells as they are being prepared. For most people, it will allow you to recognize all realms except Arcane. For [[Necromancers]], they are instead blind to the Holy realm.&amp;lt;br /&amp;gt;Moon Mages get this feat for free at second circle. &amp;lt;ref name=&amp;quot;spell-rewrite&amp;quot;&amp;gt;[[Post:TEST ONLY Spell Recognition Rewrite - 04/24/2016 - 18:59]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Knowledge||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of magic spells as they are being prepared.||Allows you to see Arcane/Holy, depending on your guild, and provides a moderate bonus to detecting spell preparations.&amp;lt;ref name=&amp;quot;spell-rewrite&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Faster Targeting||||100 Primary Magic||100 Arcana||Learning this feat allows the magician to form targeting patterns faster.||Reduces targeting time by 2 seconds when using {{com|target}}.&amp;lt;br /&amp;gt;Warrior Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Battle Preparations||||100 Primary Magic||100 Arcana||This feat trains the mage for preparing offensive spells in an expedited manner.||Reduces the preparation time of all [[:Category:Battle spells|battle spells]] by 1 second.&amp;lt;br /&amp;gt;Note: This effect is small enough that latency and the way that the game handles timers makes the reduction unnoticeable most of the time.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Matrices||||100 Primary Magic||100 Arcana||With additional training such as this, a magician can form large matrices affecting a group with enhanced speed.  This training only applies to spells of a non-offensive nature.||Reduces the preparation time of all [[:Category:Standard spells|standard spells]] by 2 seconds.&amp;lt;br /&amp;gt;Note: The in-game description is wrong. The effects of the spell and whether or not it affects a group have no bearing on this feat.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Rituals||||100 Primary Magic||100 Arcana||Non-offensive spells targeted at an individual see their preparations sped up considerable with the training this magical feat provides.||Reduces the preparation time of all [[:Category:Ritual spells|ritual spells]] by 2 seconds.&amp;lt;br /&amp;gt;Note: The in-game description is wrong. The target of the spell has no bearing on this feat.&lt;br /&gt;
|-&lt;br /&gt;
|Alternate Preparation||||100 Primary Magic||100 Arcana||This feat allows the use of unorthodox and customized [[spell_preparation|spell preparations]]||This includes all non-silent alternate and illusory preparations.&amp;lt;br /&amp;gt;Necromancers get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Preparation||||100 Primary Magic||100 Arcana||Mental discipline granted by this feat allows the magician to hold spell preparations longer than normal.||Up to ~85 seconds before losing a preparation instead of ~70 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spell Casting==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sorcerous Patterns||||100 Sorcery||100 Arcana||Tact with Sorcerous Patterns reduces the chance of violently backfiring spells, as well as the severity when it occurs.||This only impacts spell casting. I.e. it does not affect the backlash rate or severity of research projects. &amp;lt;br /&amp;gt;This feat adds +20% sorcery ranks, up to a maximum of 100 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Augmentation Mastery||||100 Augmentation||100 Arcana||Specialized training increases the magician&#039;s capability with Augmentation magic.||Provides a bonus to Augmentation skill thereby raising personal mana cap for Augmentation spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;Clerics get this feat for free at second circle.&amp;lt;br /&amp;gt;This feat adds +20% Augmentation ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Debilitation Mastery||||100 Debilitation||100 Arcana||Specialized training increases the magician&#039;s capability with Debilitation magic.||Provides a bonus to Debilitation skill thereby raising personal mana cap for Debilitation spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;Reduces the duration of the [[:Category:Heavy offensive abilities|heavy offensive cooldown]] when initated by a debilitation spell.&amp;lt;br /&amp;gt;This feat adds +20% Debilitation ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Targeted Mastery||||100 Targeted Magic||100 Arcana||Specialized training increases the magician&#039;s capability with Targeted magic.||Provides a bonus to Targeted Magic skill thereby raising personal mana cap for Targeted Magic spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;Reduces the duration of the [[:Category:Heavy offensive abilities|heavy offensive cooldown]] when initiated by a TM spell.&amp;lt;br /&amp;gt;Warrior Mages get this feat for free at second circle.&amp;lt;br /&amp;gt;This feat adds +20% Targeted Magic ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Utility Mastery||||100 Utility||100 Arcana||Specialized training increases the magician&#039;s capability with Utility magic.||Provides a bonus to Utility skill thereby raising personal mana cap for Utility spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;Moon Mages get this feat for free at second circle.&amp;lt;br /&amp;gt;This feat adds +20% Utility ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Warding Mastery||||100 Warding||100 Arcana||Specialized training increases the magician&#039;s capability with Warding magic.||Provides a bonus to Warding skill thereby raising personal mana cap for Warding spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;This feat adds +20% Warding ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Improvised Rituals||||100 Primary Magic||100 Arcana||This feat allows the magician to use universal or realm-attuned ritual foci.||This feat is required to use foci that work with all spells of a given mana type and do not have charges. E.g. the staves from [[Herilo&#039;s Artifacts]]. Without the feat, only foci that work with a single spellbook and have limited charges can be used.&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Casting||||50 Primary Magic||50 Arcana||With the Cautious Casting feat, you grow more proficient at avoiding injury when backfiring spells.||&lt;br /&gt;
|-&lt;br /&gt;
|Injured Casting||||100 Primary Magic||100 Arcana||The penalty for casting spells while injured reduces with knowledge of the Injured Casting feat.||Empaths get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Area Casting||Augmentation Mastery||200 Primary Magic||200 Augmentation||This feat allows beneficial spells to be cast on all friendly targets in the same area.||Unlocks CAST AREA for beneficial spells that can already be CAST GROUP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attunement==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|Deep Attunement||||100 Attunement||100 Arcana||Magicians learning the secrets of Deep Attunement find themselves capable of faster harness regeneration.||Without the feat your base regeneration is 2.5% of your attunement pool every 6 seconds. With the feat that increases by 10% to 2.75% every 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Raw Channeling||||100 Attunement||100 Arcana||Learning the Raw Channeling feat allows the powering of cyclic spells from attunement.||Bards get this feat for free at second circle. Bards also have this ability inherently at first circle at an increased attunement cost per pulse, so earning this feat effectively only eliminates that penalty for them.&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Channeling||||100 Attunement||100 Arcana||The mana cost of channeling cyclic spells reduces when trained with the Efficient Channeling feat.||-10% mana cost for cyclic spell pulses.&amp;lt;br /&amp;gt;Clerics get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Harnessing||||100 Attunement||100 Arcana||Via the Efficient Harnessing feat you are able to reduce the strain of spellcasting on your attunement.||Casting spells, harnessing mana, charging cambrinth, and maintaining cyclic pulses from raw attunement have a 10% attunement cost reduction.&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Harnessing||||100 Attunement||100 Arcana||Holding mana becomes safer and less likely to leak with knowledge of the Cautious Harnessing feat.||&lt;br /&gt;
|-&lt;br /&gt;
|Dedicated Cambrinth Use||||100 Attunement||100 Arcana||This feat allows a cambrinth user to designate specific devices to either power cyclic spells, regular spells, or both.||Unlocks the use of {{com|invoke}} {{tt|&amp;lt;cambrinth&amp;gt; (spell/cyclic)}}. {{com|invoke}} {{tt|&amp;lt;cambrinth&amp;gt;}} on its own will allow both as normal. All options can be used both when first invoking or after a cambrinth is already invoked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|Improved Memory||||100 Scholarship||100 Arcana||This feat allows the memorization of a second scroll spell.||&lt;br /&gt;
|-&lt;br /&gt;
|Magic Theorist||||100 Scholarship||50 Arcana||The Magic Theorist feat allows a magician to learn spell scrolls from other realms.||This feat is not required to learn cross-guild scrolls of the same mana type. E.g. a Cleric can temporarily {{com|invoke}} Paladin spells without this feat.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Memorized spell scrolls can be forgotten using [[Release command|{{tt|RELEASE SCROLL}}]] {{tt|spellname}}.&lt;br /&gt;
&lt;br /&gt;
==[[Magical Research|Research]]==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Game Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|Symbiotic Research||||200 Arcana||||Grants the ability to RESEARCH basic symbioses||Allows research of the Activate, Cast and Harness symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Mental Matrices||Symbiotic Research||300 Augmentation||||Allows research of symbioses that affect mental capabilities||Allows research of the Discern, Impress, Remember and Resolve symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Physical Matrices||Symbiotic Research||300 Augmentation||||Allows research of symbioses that affect body capabilities||Allows research of the Avoid, Endure, Spring and Strengthen symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Scholar||Symbiotic Research||300 Augmentation||200 Scholarship||Allows research of symbioses improve scholarly abilities||Allows research of the Examine, Learn and Perform symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Survivalist||Symbiotic Research||300 Augmentation||200 Outdoorsmanship||Allows research of symbioses improve wilderness survival||Allows research of the Explore, Harvest, Heal and Watch symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
{{cat|Magic}}&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lay_Ward&amp;diff=560983</id>
		<title>Lay Ward</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lay_Ward&amp;diff=560983"/>
		<updated>2021-06-29T22:00:34Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: Updated to state spell is integrity barrier, not potency barrier. https://discord.com/channels/619301383451181075/831336521620652032/859551315927367691&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=lw&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Any&lt;br /&gt;
|magic=Analogous Patterns&lt;br /&gt;
|spellbook=Analogous Patterns&lt;br /&gt;
|prereqs=[[Burden]], [[Gauge Flow]], [[Ease Burden]] or [[Strange Arrow]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=Magical barriers come in many shapes and sizes, but Lay Ward has the distinction of being the simplest.  The spell conjures up a brief-lived aura of &amp;quot;static&amp;quot; around the caster, which hinders spells that pass through it.  It takes almost no effort for the caster to compensate for his own ward, so beneficial spells can come in and his own spells can leave without problem.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=integrity barrier against spells&lt;br /&gt;
|messaging=&#039;&#039;&#039;LUNAR:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A white static briefly appears around your arms and spreads imperceptibly around you to form your ward.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A glowing amber mist briefly appears around your arms and spreads imperceptibly around you to form your ward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOLY:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A silver static briefly appears around your arms and spreads imperceptibly around you to form your ward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIFE:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A crimson mist briefly appears around your arms and spreads imperceptibly around you to form your ward.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
* Can be purchased at the Crossing Artificer [[Herilo&#039;s Artifacts]].&lt;br /&gt;
* Can be purchased at the Ratha Artificer [[Kalazashi&#039;s House of Majik]].&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aspects_of_the_All-God&amp;diff=551245</id>
		<title>Aspects of the All-God</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aspects_of_the_All-God&amp;diff=551245"/>
		<updated>2021-04-06T01:17:12Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Aspects of the All-God&lt;br /&gt;
|abbrev=ALL&lt;br /&gt;
|minprep=50&lt;br /&gt;
|castcap=600&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|maxduration=-&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Antinomic Sorcery&lt;br /&gt;
|prereqs=20th circle&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Monotheism is a rare thing in Elanthia, and yet every yokel hears of the All-God early in life.  Our guildsmen are taught to extol the disparate virtues of the Thirteen, but at the same time, how could one abjure what is essentially the sum of their beliefs?  And so the All-God ever exists in the margins of other religions -- the god of gods who are mere facets of creation.  Harnessing such a deep-rooted mythos comes easy to an antinomic godling.  Coaxed by the right Elemental blend, it might assume any facet that is convenient for its sorcerer, or all of them, albeit in ways poorly understood.&lt;br /&gt;
|buffs=Augmentation skill, Debilitation skill, Sorcery skill, Targeted Magic skill, Utility skill, Warding skill,&lt;br /&gt;
|debuffs=Primary Magic skill, Augmentation skill, Debilitation skill, Targeted Magic skill, Utility skill, Warding skill,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Rapid alignment change.  Nonstandard alignments.&lt;br /&gt;
|messaging=Skuyaseor&#039;s metamorphosis manifests as a heavenly, mouthwatering scent of grapefruits and quinces.  Your deep-seated harmony with Drogor is unwoven by dint of sorcerous realignment, setting off a maelstrom of spiritual distortion in the vicinity until it comes to fruition.&lt;br /&gt;
&lt;br /&gt;
You open up your soul to the influence of the All-God.  Consciousness flees as your spiritual essence is subtly spun into a deific design.  Soon, a new outlook on the world takes root, even though something is not quite right...  You are now an element of the divine meaning with which the All-God suffuses this plane of being.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=augmentation, utility&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
[[Cleric_3.0#Others|New alignment options]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*[[Ritual spells]] require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
*The [[Magical feats|magical feat]] Improvised Rituals is required for use of universal ritual [[Focus (item)|foci]] such as the {{ilink|w|slender alabaster staff with a silver cobra coiled along it}}. &amp;lt;br/&amp;gt;&lt;br /&gt;
*Limited use foci attuned to the Antinomic Sorcery Spellbook such as the {{ilink|i|Jade apple}} can be used to cast Aspects of the All-God without knowledge of the Improvised Rituals magical feat.&lt;br /&gt;
*Will cause [[Antinomic Corruption]] (&#039;&#039;&#039;POTENTIAL SPOILERS&#039;&#039;&#039;)&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Slender_metal_necklace_strung_with_tiny_wooden_varna_charms&amp;diff=550419</id>
		<title>Item:Slender metal necklace strung with tiny wooden varna charms</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Slender_metal_necklace_strung_with_tiny_wooden_varna_charms&amp;diff=550419"/>
		<updated>2021-03-29T06:52:15Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: Adding third party messaging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=necklace&lt;br /&gt;
|look=The blackened wooden charms resemble crows with exaggerated wings created from interlocking stars.  A solid black circle is positioned as if held by each creature&#039;s opened beak.&lt;br /&gt;
|MTag=metal, wood&lt;br /&gt;
|STag=crow, wing, star, beak&lt;br /&gt;
|type=jewelry&lt;br /&gt;
|wearloc=neck&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=218,750&lt;br /&gt;
|lsize=3&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
* {{com|study}}&lt;br /&gt;
: The metal necklace is unfamiliar to you, but seems receptive.&lt;br /&gt;
: The metal necklace is a special token of the Rakash.  With a focused prayer to Mrod while clutching it, you could be returned to Siksraja if Mrod answers the request.&lt;br /&gt;
: [You believe you could RUB it to activate it.  It bonds to the first to use it, and cannot be undone.]&lt;br /&gt;
* {{com|rub}}&lt;br /&gt;
: You kneel.&lt;br /&gt;
: Gazing up at the heavens, your eyes are instinctively drawn towards Katamba.  You bow your head and begin a quiet prayer to Mrod.&lt;br /&gt;
: Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
: The shadows lengthen and Katamba sings.  You feel your heart slow, steady and rhythmic.  With a deep breath filling your lungs, you recall the scent of pine and the taste of cold, clear water.  You feel Katamba&#039;s gravity and hear the fluttering of wings.  You long for the hunt, for the pack, for home.&lt;br /&gt;
: Roundtime: 7 sec.&lt;br /&gt;
&lt;br /&gt;
: Your heart continues its steady beat and the air becomes cold and crisp.  The sky becomes wider, expansive and endless, and a cool breeze plays across your skin.  A crow calls, and you feel Mrod draw closer, watching you, an experience somewhere between welcoming and spiritually shattering.&lt;br /&gt;
: Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
: You feel as if Katamba has blossomed, sending whorls of deep shadow raking across the land, and a deep growl begins to rumble in your throat.  Mrod reaches, pulling you along, and mountains, forests, streams and fields seem to race by in a blur.  Others join the breathless sprint, the Great Pack howling in unity, and homes shine in the distance.&lt;br /&gt;
: The illusion shatters, and you stumble, finding yourself... &lt;br /&gt;
&lt;br /&gt;
: [Siksraja, Cawrs Cels]&lt;br /&gt;
: Surrounded by a considerable quantity of cleared land planted with flax to the north and west, the lake to the south and the village to the east, is a circle of rough logs enclosing an area whose tamped down soil is covered with a fine layer of blackened cinders.  Stacked in a good-sized woodpile outside the circle are both aged wood and some fresh cut logs.  The odor of pinesap mingles with the faint scent of burnt wood.&lt;br /&gt;
: You also see a basalt Mrod statue.&lt;br /&gt;
: Obvious paths: northeast, south, west.&lt;br /&gt;
: Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
* Others see&lt;br /&gt;
&lt;br /&gt;
: RAKASH goes wide eyed and bounds to his feet!  Whorls of deep shadow rake across his body as if clawing him closer, and RAKASH sprints away, disappearing into the shadowy darkness!&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Veil_of_Ice&amp;diff=549300</id>
		<title>Veil of Ice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Veil_of_Ice&amp;diff=549300"/>
		<updated>2021-03-26T09:39:23Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: Added notes from discord discussion, starting https://discordapp.com/channels/619301383451181075/619330353659904010/824928147077333023&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=voi&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|magic=Elemental Magic&lt;br /&gt;
|spellbook=Water Manipulation&lt;br /&gt;
|prereqs=[[Ice Patch]] or [[Frostbite]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The Veil of Ice spell interferes with targeted magic in ways that aren&#039;t truly understood.  Many believe the spell, through the act of maintaining its frosty shape, works at odds with the matrices needed for targeted magic.  In any case, the spell is safe, and is fairly effective.  It will weaken each time a targeted attack is cast at you, but does not interfere with your own spells being cast successfully.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Ablative TM barrier.&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
A veil of ice forms around you.&lt;br /&gt;
&lt;br /&gt;
The veil of ice suddenly shatters and melts from around you.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Conceals features:&amp;lt;br&amp;gt;&lt;br /&gt;
A veil of ice covers your face and obscures your features.&lt;br /&gt;
&lt;br /&gt;
*Does not work against USOL, Fire Rain, Ring of Spears, and Rimefang per Grejuva and Koror in Discord. &amp;quot;Veil of Ice is a barrier specifically against TARGETable spells.&amp;quot; This may also extend to PYRE and ABAN - it seems to specifically exclude AOE Cyclic TM.&lt;br /&gt;
&lt;br /&gt;
*Per same discussion, is an integrity ward that is of above average strength for not having self-interference.&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dragon_Form&amp;diff=546412</id>
		<title>Dragon Form</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dragon_Form&amp;diff=546412"/>
		<updated>2021-03-08T23:41:33Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: Added brawling, per discord conversation in Barbarian channel.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=barbarian&lt;br /&gt;
|prereqs=1&lt;br /&gt;
|slots=2&lt;br /&gt;
|diff=intro&lt;br /&gt;
|type=form&lt;br /&gt;
|contest1=-&lt;br /&gt;
|skill=augmentation&lt;br /&gt;
|path=Horde&lt;br /&gt;
|desc=A practicioner of the dragon form wields weapons with increased deadliness.&lt;br /&gt;
|buffs=Large Blunt skill, Large Edged skill, Polearms skill, Small Blunt skill, Small Edged skill, Staves skill, Twohanded Blunt skill, Twohanded Edged skill, Brawling skill,&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Only held melee weapon. Brawling is buffed if no weapon is held.&lt;br /&gt;
|messaging=&#039;&#039;&#039;Start:&#039;&#039;&#039; You slowly center yourself, your mind growing quiet as a quickly building rage surges through your body, your limbs quaking with its boundless strength.  A terrible roar of fury and bloodlust rips from your throat as the Form of the Dragon consumes you, only a thread of control fighting back the descent into a berserker&#039;s madness.&amp;lt;br /&amp;gt;&#039;&#039;&#039;End:&#039;&#039;&#039; You feel your inner fire cool as you finish practicing the Form of the Dragon.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=542856</id>
		<title>Breaking and Entering</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=542856"/>
		<updated>2020-12-20T18:14:52Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: /* Cooldown Times */  added paladins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
The &#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039; system allows individuals or groups to enter properties to steal items and gain experience.  The system entered the Test server in 433 (January 2020) and was released to all 3 instances in 433 (February 2020).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* The system takes advantage of the {{com|BURGLE}} verb. It should only work in justice areas that are outdoors.&lt;br /&gt;
* There is an {{com|AVOID}} {{tt|!CRIME}} setting, which prevents people from leading you into a B&amp;amp;E instance, even if you&#039;re in their group.&lt;br /&gt;
* [[Thief|Thieves]] will want to make use of some [[Khri]]. There are three Khri that give an advantage:&lt;br /&gt;
:* [[Khri Slight]] has a skill-based chance to protect you from mistakes made due to a mistake while entering.&amp;lt;ref&amp;gt;[[Post:Less_and_less_time_to_burgle_-_09/15/2020_-_18:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* The other khri that are beneficial are currently undocumented. ([[Khri_Hasten|Hasten]], [[Khri_Calm|Calm]], [[Khri_Plunder|Plunder]])&lt;br /&gt;
* Survival [[Skillsets|skillset placement]] has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown.&lt;br /&gt;
&lt;br /&gt;
===Warnings===&lt;br /&gt;
* Failure is determined by the player doing something wrong, there is no random &amp;quot;snake eyes&amp;quot; failure.&lt;br /&gt;
* The fine for being caught can potentially be quite high. (Your overall criminal history plays a part in the calculations of fines.)&lt;br /&gt;
* Getting caught in [[Justice#Clan_Justice|Clan Justice]] (e.g. [[Knife Clan]]) will result in your right hand being chopped off.&lt;br /&gt;
* Stay out of sight. Either dark of night, [[Stealth skill|stealth]] or [[Invisibility|invisibility]] is required to enter via {{tt|burgle}}.  You can safely move around unhidden inside. (You won&#039;t learn &#039;&#039;additional&#039;&#039; stealth while searching surfaces unless you&#039;re hidden or invisible.)&lt;br /&gt;
* Don&#039;t linger. Unless you&#039;re a very fast [[Thief]] using all the [[Khri]] advantages, you don&#039;t have time to get loot out of every room.&lt;br /&gt;
* Don&#039;t do it too often. There&#039;s a message when the cooldown expires. You will automatically fail and be arrested if you {{com|burgle}} while under the cooldown timer.&lt;br /&gt;
* Watch your inventory count. If you are 10 or fewer items from your [[Inventory (concept)|inventory limit]] you will automatically fail.&lt;br /&gt;
* Paladins: you will learn [[Thievery skill|Thievery]] via {{com|burgle}}, even if you don&#039;t take anything inside the domicile.&lt;br /&gt;
* Put/send away all [[Vanity pet|vanity pets]] and [[Ranger companion|Ranger companions]] before you burgle.  Breaking and entering &#039;&#039;will&#039;&#039; eat them.&lt;br /&gt;
* You will auto fail if there is a guard in the room when you burgle, or when you exit through the window.&lt;br /&gt;
&lt;br /&gt;
===Subscription Levels===&lt;br /&gt;
* [[Premium]] subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly.&lt;br /&gt;
* [[F2P]] Characters don&#039;t grant extra rooms, and they don&#039;t grant lower cooldown for better survival skillset placement. They also have a very low chance of finding loot, even using Khri.&lt;br /&gt;
&lt;br /&gt;
===Getting In and Getting Out===&lt;br /&gt;
* You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get.&lt;br /&gt;
:* A lockpick or lockpick ring will train [[Locksmithing]] on success.&lt;br /&gt;
:* A heavy rope will train [[Athletics]] on success.&lt;br /&gt;
:* The item in your right hand will take precedence. If you are wearing a lockpick ring and holding a rope, the rope will be used.&lt;br /&gt;
:* If both a lockpick ring and rope are worn, and neither is held in the hand, the lockpick ring will be used.&lt;br /&gt;
* To exit a burglarized domicile, return to the kitchen (where you always enter) and {{com|Go}} {{tt|Window}}.&lt;br /&gt;
* Groups need to enter together (otherwise you&#039;d go to separate microsegs). After that, you can split up.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
* Entry method experience is granted on exit.&lt;br /&gt;
* You get half experience if you are caught in the home, or exit the home with a guard in the room you started in.&lt;br /&gt;
* You gain additional experience from {{com|SEARCH}}ing or {{com|RUMMAGE}}ing through each surface in the rooms, [[Thievery]] and [[Stealth]] (if you&#039;re hidden/invisible).&lt;br /&gt;
:* &amp;lt;s&amp;gt;&#039;&#039;Note: you will receive this experience for the action; it is not dependent on finding an item to award the EXP.&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
::* As per GM [[Javac]], &amp;quot;You do not get experience for finding nothing. You can search/rummage again on that container to try and find something.&amp;quot;&lt;br /&gt;
:* &#039;&#039;Note: if you fail to find something on a surface, you can re-search/re-rummage it to try again, with an equal chance to pick something up the 2nd time. However, only 1 item may be picked up per surface, per {{tt|BURGLE}}, so move onto another room if you find an item.&#039;&#039;&lt;br /&gt;
* Survival primary behaves slightly differently. Each Survival primary increases the entry method experience. Entering with a group of 3 or more survival primes will allow you to learn both athletics and locksmithing entry method skills in the same burgle.&lt;br /&gt;
&lt;br /&gt;
==Cooldown Times==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! F2P&amp;lt;br/&amp;gt;Cooldown || Standard Acct&amp;lt;br/&amp;gt;Cooldown || Premium Acct&amp;lt;br/&amp;gt;Cooldown&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | [[Thief|Thieves]] &lt;br /&gt;
| 60 min || 25 min || 20 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Primary&lt;br /&gt;
| 60 min || 30 min || 25 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Secondary&lt;br /&gt;
| 60 min || 40 min || 35 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Tertiary&lt;br /&gt;
| 60 min || 50 min || 45 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Paladin&lt;br /&gt;
| 60 min?? || 60 min?? || 55 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your entire group uses the best time, and your entire group benefits from a premium character in your group.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Having a Premium character in your group, regardless of their skillset placement, reduces the cooldown by five minutes.&lt;br /&gt;
* As an example, if a Premium [[Bard]] (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown. (Standard Thief = 25 minutes, -5 minutes for a Premium character.)&lt;br /&gt;
&lt;br /&gt;
Cooldown is in real life time, logged in and/or out.&lt;br /&gt;
&lt;br /&gt;
===Checking Cooldown===&lt;br /&gt;
You can use {{tt|BURGLE RECALL}} to determine how long you should wait. There is also a HELP option, so {{tt|HELP VERB BURGLE}} as well as {{tt|BURGLE HELP}} will give you this information.  Additionally, you will receive the following message when the cooldown timer is up:&lt;br /&gt;
: &#039;&#039;A tingling on the back of your neck draws attention to itself by disappearing, making you believe the heat is off from your last break in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you attempt to {{tt|burgle}} before your cooldown timer is up, you will immediately be charged with a crime and taken into custody if you attempt to do it in a justice zone.&lt;br /&gt;
&lt;br /&gt;
==Rooms==&lt;br /&gt;
* All houses contain a Kitchen and a Bedroom.&lt;br /&gt;
* Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room.&lt;br /&gt;
:* [[Free accounts]] do not unlock additional rooms, regardless of their skillset placement.&lt;br /&gt;
:* Paladins can {{com|BURGLE}} at the risk of learning [[thievery]], but will not unlock any additional rooms.&lt;br /&gt;
:* Example: having a Moon Mage and a Barbarian will unlock two additional rooms, the Sanctum and the Armory.&lt;br /&gt;
* Non-F2P Survival primary also behaves slightly differently, with each Survival primary in the group unlocking a random room that isn&#039;t already unlocked.&lt;br /&gt;
:* Example: a Thief, Necromancer, or Ranger operating alone will enter a domicile with three rooms (the Kitchen, the Bedroom, and... something else).&lt;br /&gt;
:* Example: having a Moon Mage and a Thief will unlock two additional rooms. The Moon Mage will unlock the Sanctum. The Thief will (randomly) unlock one of the &#039;&#039;remaining&#039;&#039; choices, either the Armory, Library or Work Room.&lt;br /&gt;
* If you have every room unlocked, and extra non-F2P survival primes who don’t have a room to randomly unlock, they will instead add some time to the microseg.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room || Searchable Surface|| Unlocked by [[Skillsets|Primary Skillset]] || Notes&lt;br /&gt;
|-&lt;br /&gt;
| Kitchen || counter || All || &#039;&#039;&#039;The exit room.&#039;&#039;&#039; Always present, regardless of guild.&lt;br /&gt;
|-&lt;br /&gt;
| Bedroom || bed || All || Always present, regardless of guild.&lt;br /&gt;
|-&lt;br /&gt;
| Armory || rack || Weapon Primary || Survival Primary guilds can randomly unlock this room.&lt;br /&gt;
|-&lt;br /&gt;
| Library || bookshelf || Lore Primary || Survival Primary guilds can randomly unlock this room.&lt;br /&gt;
|-&lt;br /&gt;
| Sanctum || desk || Magic Primary || Survival Primary guilds can randomly unlock this room.&lt;br /&gt;
|-&lt;br /&gt;
| Work Room || table || [[Commoners]] || Survival Primary guilds can randomly unlock this room.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
Each room has a specific focus on items available, and in some cases, thematic appearance. &lt;br /&gt;
===Kitchen===&lt;br /&gt;
&#039;&#039;&#039;[[Breaking and Entering/Kitchen loot|Kitchen loot list]]&#039;&#039;&#039;&lt;br /&gt;
:* This room focuses on [[Alchemy]] tools, kitchen-themed weapons and armor, kitchen-themed toys and random food &amp;amp; drink items&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
&#039;&#039;&#039;[[Breaking and Entering/Bedroom loot|Bedroom loot list]]&#039;&#039;&#039;&lt;br /&gt;
:* This room focuses on [[Locksmithing]] trainers, along with verbed clothing, jewelry &amp;amp; toys with Zoluren famous faces &amp;amp; places themes&lt;br /&gt;
&lt;br /&gt;
===Armory===&lt;br /&gt;
&#039;&#039;&#039;[[Breaking and Entering/Armory loot|Armory loot list]]&#039;&#039;&#039;&lt;br /&gt;
:* This room focuses on weapons, armor, shields &amp;amp; ammo&lt;br /&gt;
&lt;br /&gt;
===Library===&lt;br /&gt;
&#039;&#039;&#039;[[Breaking and Entering/Library loot|Library loot list]]&#039;&#039;&#039;&lt;br /&gt;
:* This room focuses on musical instruments, [[Trader jewelry]] items, pre-filled [[compendium]]s, [[scroll stacker]]s, [[companion slate]]s, cambrinth items and verbed toys &amp;amp; props&lt;br /&gt;
&lt;br /&gt;
===Sanctum===&lt;br /&gt;
&#039;&#039;&#039;[[Breaking and Entering/Sanctum loot|Sanctum loot list]]&#039;&#039;&#039;&lt;br /&gt;
:* This room focuses on cambrinth &amp;amp; gaethzen items, {{ilink|i|memory orb}}s, telescopes, cases &amp;amp; divination tools, belt-worn skinning knives and single-use enchanted items (minion identification, backtrace, etc.)&lt;br /&gt;
&lt;br /&gt;
===Work Room===&lt;br /&gt;
&#039;&#039;&#039;[[Breaking and Entering/Work Room loot|Work Room loot list]]&#039;&#039;&#039;&lt;br /&gt;
:* This room focuses on crafting system tools &amp;amp; consumable products (oil, pins, etc.), [[lockpick ring]]s and crafting-themed containers&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*in testing cunning seems to decrease my fine but this needs more testing&lt;br /&gt;
{{RefAl|r=y}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Shift_Moonbeam&amp;diff=542099</id>
		<title>Talk:Shift Moonbeam</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Shift_Moonbeam&amp;diff=542099"/>
		<updated>2020-12-06T20:24:44Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Locate shift in 3.0+==&lt;br /&gt;
Since the range of locate shifting was increased in 3.0, there are a few unknowns. The details I&#039;ve listed are assuming there&#039;s no tiered unlock for distance based on skill. We know that there&#039;s a minimum hard requirement for locate shifting of 100 ranks, but not whether that applies to all ranges or just to one zone shifts like it did previous to 3.0. E.g. two zones unlocks at x ranks, three zones unlocks at y ranks, etc. What I&#039;d be interested in knowing is a) if there are any lower circle characters that can locate shift only 1 zone and what your ranks in Lunar Magic and Utility are, and b) if there are any higher circle characters that can locate shift 3 or more zones and what your respective skills are.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 18:15, 31 August 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
Able to shift 1 zone starting at 100 ranks. Able to shift 2 zones starting at 454 ranks - hadn&#039;t tried since 440, likely 450. Utility ranks alone determine - it&#039;s an extremely hard break at 100, at a minimum. [[User:VOROSR|VOROSR]] ([[User talk:VOROSR|talk]]) 14:24, 6 December 2020 (CST)&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Astral_travel&amp;diff=531637</id>
		<title>Talk:Astral travel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Astral_travel&amp;diff=531637"/>
		<updated>2020-10-12T19:32:15Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several travel attempts has led me convinced that while Grazir&#039;s mana is flowing swiftly, although it may make it less &amp;quot;stressful&amp;quot; to move around (i.e. requiring less concentration or harnesed mana), it also raises the difficulty of percieving your area. I never walked in circles or wrong directiosn when mana streams are low, while at swift mana streams I frequently do. --[[User:Niaura|Niaura]] 22:28, 3 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skills Required ==&lt;br /&gt;
What is the bottom amount of abilities (circles, experience, stats, etc.) that a moon mage needs to begin Astral Travel?&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to undertake and complete the Astral Travel quest at Circle 25th, with the caveat that you&#039;ll almost certainly need help getting to the first shard to start your journey. You can study and memorize shards as soon as you have completed the quest, skills permitting. However, even with magics well outscaling my level, I was unable to actually enter the astral plane at even the easiest shards via Teleport /or/ Moongate until I hit 40th circle and grabbed Braun&#039;s Conjecture. Once I did so, I had no problems getting in via Moongate, and it was relatively easy to navigate any of the shards I had memorized... with the caveat that I have 200+ in all magics+astrology and didn&#039;t touch Dor&#039;na&#039;torna or any of the island shards, and I had Cautious Harnessing, which I believe makes a TREMENDOUS difference to the process. This is with Braun&#039;s Conjecture, Aura Sight, and Artificer&#039;s Eye up. Rolagi&#039;s a little iffy if the mana&#039;s at one extreme or the other, if I don&#039;t have a casting of MEF at middling-high mana. [[User:VOROSR|VOROSR]] ([[User talk:VOROSR|talk]]) 14:32, 12 October 2020 (CDT)&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_new_player_guide&amp;diff=531384</id>
		<title>Empath new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_new_player_guide&amp;diff=531384"/>
		<updated>2020-10-08T21:46:45Z</updated>

		<summary type="html">&lt;p&gt;VOROSR: corrected HoH req to include circle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Empath specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction to Empaths==&lt;br /&gt;
Empaths are best known for their healing abilities. No other guild is able to heal the wounds of others, or even their own wounds, with the proficiency of an Empath. The official Play.net description of the Empath guild says that &amp;quot;Empaths are highly attuned to other living creatures, allowing them to heal the wounds of others. Such powers have their [[Empathic Shock|drawbacks]], however; since Empaths are so close to the pain of the living beings around them, if they so much as try to harm another living creature they will lose their ability to heal for a time. If they kill, such ability can be lost forever.&lt;br /&gt;
&lt;br /&gt;
That doesn&#039;t mean, however, that Empaths are barred from combat. Many choose the path of the Battle Empath, with defensive skills and abilities often outstripping those of the hunters they seek out to heal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Game play wise, Empath [[skillset]]s are Lore primary, Magic and Survival secondary, and Weapon and Armor tertiary. This means that Empaths are exceptionally suited for healing, teaching, and [[crafting]] while still having access to a great deal of magic and combat survivability. Most people choose to play an Empath do so because they want to be able to heal other people. Empaths are generally unable to directly attack creatures or other players directly (such as swinging a sword) but do have access to tools which allow them to hunt and kill creatures.&lt;br /&gt;
&lt;br /&gt;
The Empath guild circling requirements have virtually no skills that require combat, so Empaths also make good characters for people looking to stay in town, craft, socialize, or just don&#039;t like combat.&lt;br /&gt;
&lt;br /&gt;
===Making your Empath===&lt;br /&gt;
Every race has the potential to become a great Empath. However here are a few considerations in selecting the race for your Empath. Social empaths may prefer races that can train mental [[attributes]] faster, while combat empaths will want a balance. &lt;br /&gt;
&lt;br /&gt;
====Tails==== &lt;br /&gt;
The [[First Aid]] skill is a key skill for advancing in the Empath guild. Although there are other options to train first aid, such as [[anatomy charts]] in compendiums, the most effective way of training first aid still comes from keeping bleeders tended. A pet tail bleeder is a huge advantage to the combat empath, because bleeders at any other location run the risk of being hit, increasing its severity and possibly stunning the empath. A pet tail bleeder also benefits the social empath as most people do not have tail wounds, and it is possible to maintain a tail bleeder through heavy transfers of wounds. As long as self-healing is targeted (avoiding the use of [[Regenerate]] or [[Fountain of Creation]]), the tail wound can be kept.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following races have tails: [[S&#039;kra Mur]], [[Prydaen]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Empath [[Attributes]]====&lt;br /&gt;
Joining the Empath guild requires 10 [[Stamina]], 9 [[Wisdom]] and 9 [[Intelligence]]. If your chosen starting race does not have these by default, the Empath Guildleaders are able to bump you up to this minimum when you join. Doing so will deduct the appropriate amount of [[Time Development Point]]s and coin at the time it is done.&lt;br /&gt;
&lt;br /&gt;
Early on it does not matter much what attributes you train. You cannot &amp;quot;break&amp;quot; a character or go wrong by spending TDPs on any attribute. Don&#039;t stress over what to spend TDPs on too much. Until you get more comfortable with the DragonRealms systems, it&#039;s best to approach a somewhat balanced approach to attributes. Training all attributes to 20 or 30 before choosing to specialize will give you a strong foundation for your character to branch off from.&lt;br /&gt;
&lt;br /&gt;
While these attributes may have other uses, these are their biggest impacts on an Empath.&lt;br /&gt;
&lt;br /&gt;
* [[Discipline]], [[Intelligence]], and [[Wisdom]] are the &amp;quot;mental&amp;quot; attributes. Most Empaths favor these in their training by raising them first or higher than other attributes.&lt;br /&gt;
** &#039;&#039;&#039;[[Discipline]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Discipline is the biggest contributor to concentration and increases fatigue recovery. Higher discipline means an Empath can take more wounds without needing to rest. This is a very valuable attribute to train as an Empath.&lt;br /&gt;
** &#039;&#039;&#039;[[Intelligence]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Also increases the size of [[experience]] pools.&lt;br /&gt;
** &#039;&#039;&#039;[[Wisdom]]&#039;&#039;&#039;: Increases rate at which [[experience]] becomes usable ranks.&lt;br /&gt;
* &#039;&#039;&#039;[[Stamina]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Stamina is crucial to determining the size of a character&#039;s [[Vitality]] and [[Fatigue]] pools and recovery. Affects how much weight a character [[Encumbrance|can carry]].&lt;br /&gt;
* &#039;&#039;&#039;[[Charisma]]&#039;&#039;&#039;: Improves the amount of experience from teaching and effects [[Manipulation]] and [[Shifting]].&lt;br /&gt;
* [[Strength]], [[Agility]] and [[Reflex]] are all physical attributes which mainly effect combat and some survival skills. These tend to be low priorities to Empaths compared to the other attributes.&lt;br /&gt;
** &#039;&#039;&#039;[[Strength]]&#039;&#039;&#039;: Improves [[Encumbrance]] and how much weight a character can drag. Used in weapon, shield and other combat skills.&lt;br /&gt;
** &#039;&#039;&#039;[[Agility]]&#039;&#039;&#039;: Used to improve parry skill and ability to do fine motor tasks such as [[crafting]], [[Skinning]], or [[Locksmithing]].&lt;br /&gt;
** &#039;&#039;&#039;[[Reflex]]&#039;&#039;&#039;: Primarily used for evading and surviving in combat.&lt;br /&gt;
&lt;br /&gt;
====Role-playing Considerations====&lt;br /&gt;
&lt;br /&gt;
Traditionally, Empaths have often been played as cheerful, selfless healers who eschew violence. Even now, many players believe that Empaths are supposed to be that way, and those who stray from that path are flouting the guild&#039;s teachings. This belief is the result of several factors:&lt;br /&gt;
#&#039;&#039;&#039;a misunderstanding of supernatural [[Empathy skill|empathy]]&#039;&#039;&#039;: In the everyday sense, when we describe someone as empathic, we mean that he understands another person&#039;s feelings by putting himself in that person&#039;s shoes -- and usually that he feels sympathetic or compassionate as a result. Supernatural empathy doesn&#039;t really have anything to do with people&#039;s feelings. It is a breaking down of the barrier that separates two beings, allowing the Empath to sense and manipulate life essences. (As an extreme example, the [[First Empaths]] could not tolerate being around other people due to their godlike empathy.)&lt;br /&gt;
#&#039;&#039;&#039;a misunderstanding of [[Empathic Shock|empathic shock]]&#039;&#039;&#039;: Empaths who directly cause injury or pain to another living being experience Empathic shock. Many people (including Empaths) misinterpret this as a punishment for violating the guild&#039;s moral teachings, similar to the way a Paladin&#039;s soul declines when he engages in dishonorable or unchivalrous deeds. Although some Empaths may choose to attach moral significance to empathic shock, it is simply an automatic physiological reaction that arises by virtue of the Empath&#039;s heightened sensitivity to the life forces around him. If you lived in a cave for a year, and then wandered out into the noonday sun, the bright light would hurt your eyes, and you would be temporarily blinded. This is much like empathic shock, which is pain followed by a temporary insensitivity that is caused by over-stimulation of one&#039;s empathic senses.&lt;br /&gt;
#&#039;&#039;&#039;early guild mechanics that limited empathy to the transference of wounds&#039;&#039;&#039;: The Empathy skill used to be called &amp;quot;Transference.&amp;quot; This is paralleled by the guild&#039;s own belief that empathy should be &amp;quot;channeled only into the transference of injuries, so as to prevent it from growing too great, as it has with [the First Empaths].&amp;quot; In the wake of [[Jomay]], who was accused of spreading an empathic plague that maimed and killed hundreds, the Empaths&#039; Guild attempted to eradicate knowledge of all other empathic powers from the public record. See [[Shift Debacle]] for a summary of this history.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because early PC Empaths were generally helpless and totally reliant on other adventurers for training, protection, and income, a lot of ideas developed about how Empaths were supposed to be treated and how they were supposed to behave. This attitude has largely waned, as Empaths now have ways to train, defend themselves, and make money that don&#039;t involve other adventurers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In short, there is nothing wrong with going the traditional route if you want, but the guild&#039;s lore allows for a lot more flexibility in character design. As GM Armifer put it, &amp;quot;Empathy doesn&#039;t make people &#039;&#039;nice&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==How to Empath==&lt;br /&gt;
&lt;br /&gt;
Here is some recommended reading for those who are new to the guild or returning after a long break.&lt;br /&gt;
*[[Empath Healing]]: An explanation of how to heal others and yourself.&lt;br /&gt;
*[[Empathy skill]]: Includes a list of methods for training Empathy.&lt;br /&gt;
*[[Link ability]]: This ability allows Empaths to temporarily benefit from the increased skill of other adventurers. The persistent link is also required for certain advanced healing techniques. The guild does not teach this ability; you must learn it from another Empath.&lt;br /&gt;
*[[Manipulate ability]]: Using his empathic senses, the Empath can manipulate the minds of creatures, causing them to fight each other instead of the Empath. This provides the earliest method for killing creatures that are not constructs. It also allows you to train empathy in combat! Once you have about 50 ranks in effective empathy, you can learn this from another Empath.&lt;br /&gt;
*[[Perceive Health]]: At about 50 ranks (average of empathy and attunement), the Empath can begin to sense the life essences of those around them. This ability is very helpful, as you can sense even the most stealthy of beings. (However, you will not see the names of those who are in hiding, only that someone is there.) With more skill, you can see certain health details, such as disease, poison, or vitality loss. With high skill, you can sense people who are several rooms away. This teaches a small amount of empathy (less than healing or manipulation).&lt;br /&gt;
*[[Shift ability]]: This ability allows Empaths to permanently alter the appearance of other people. The guild does not teach shifting. Shifting is prohibited by the guild and is illegal in [[Zoluren]] and [[Therengia]]. Nonetheless, you can undergo a quest to learn this at 30th circle.&lt;br /&gt;
*[[Empath hunting ladder]]: Unlike living creatures and the undead, constructs are magically animated and have no life force. Therefore, Empaths can hunt them without experiencing empathic shock. To check whether something is a construct, {{com|perceive}} it. For a construct, it will say, &amp;quot;You sense that a [monster] will not cause shock if you attack it.&amp;quot; Empaths who cast [[Absolution]] can also hunt the undead without experiencing empathic shock.&lt;br /&gt;
*[[Empathic shock]]: Empathic shock is an automatic physiological reaction to inflicting injury on a living being. This article explains the lore, what causes shock, and how being shocked affects your abilities as an Empath.&lt;br /&gt;
&lt;br /&gt;
===Empath Ability Checklist===&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Ability!!When to Learn!!How to Learn!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Touch command|diagnostic link]]||Circle: 1||learned automatically||see detailed information about patient&#039;s wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Perceive_command#Empath_Options|perceive health self]]||Circle: 1||learned automatically||see detailed information about your own wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|external wound transference]]||Circle: 1||learned automatically||transfer patient&#039;s external wounds to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Empathic_Shock|shock transference]]||Circle: 1||learned automatically||transfer half of Empath&#039;s shock to you&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|vitality transference]]||Circle: 1||learned automatically||give some of your vitality to patient&lt;br /&gt;
|-&lt;br /&gt;
|[[Link ability|link]]||Circle: 1||from a PC Empath||temporarily share skill with another player&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|internal wound transference]]||Empathy: 6||learned automatically||transfer patient&#039;s internal wounds to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|external scar transference]]||Empathy: 7||learned automatically||transfer patient&#039;s external scars to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|internal scar transference]]||Empathy: 8||learned automatically||transfer patient&#039;s internal scars to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Magical Feats|Injured Casting (feat)]]||Circle: 2||learned automatically||reduce penalty for casting spells while injured&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|poison transference]]||Empathy: 40*||learned automatically||transfer patient&#039;s poison to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing|shock transference]]||Circle: 10||learned automatically||take shock from Shocked Empaths&lt;br /&gt;
|-&lt;br /&gt;
|[[Perceive Health|perceive health]]||Empathy/Attunement: 50||learned automatically||see other life essences, even if hidden&lt;br /&gt;
|-&lt;br /&gt;
|[[Manipulate ability|manipulate]]||Empathy: 50||from a PC Empath||force other creatures to fight each other instead of you&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|disease transference]]||Empathy: 80*||learned automatically||transfer patient&#039;s disease to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Shift ability|shift]]||Circle: 30||quest||permanently alter another person&#039;s appearance&lt;br /&gt;
|-&lt;br /&gt;
|[[Persistent Link|persistent link]]||Empathy: 300||from a PC Empath||diagnostic link lasts as long as Empath and patient are in the same room&lt;br /&gt;
|-&lt;br /&gt;
|[[Wound Redirect|wound redirection]]||Circle: 60 (Empathy: 320)||ask [guildleader] about wound redirect||change where patient&#039;s wounds appear on your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Unity Link|Unity link]]||Circle: 70 (Empathy: 380)||ask [guildleader] about unity||instantly heal patient of all wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Hand of Hodierna|Hand of Hodierna]]||Circle: 80 (Empathy: 440)||ask [guildleader] about Hand of Hodierna||passively (and gradually) heal patient&#039;s wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Wound_Reduction|wound reduction]]||Empathy: 450||learned automatically||reduce severity of wounds transferred to your body&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Some poisons and diseases require more skill to transfer than others. The ranks indicated here are the minimum requirements for the simplest conditions.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Because of the low population, Empaths in Plat receive manipulation from the guildleader at first circle.&lt;br /&gt;
&lt;br /&gt;
==Dedicated Healer/Support Character==&lt;br /&gt;
&lt;br /&gt;
===Suggested Spell and Feat Progression===&lt;br /&gt;
&lt;br /&gt;
The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells and feats earlier than listed here. If you have the magic ranks to cast Cure Disease, Flush Poisons, Heal, Regenerate, and Fountain of Creation earlier than listed, I would take those spells sooner. See [[:Category:Empath_spells#Summary%20of%20Spell%20Information|this table]] for rank requirements. (Note: ritual spells also require about the same number of ranks in [[Arcana skill|arcana]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I have prioritized healing, support, and scholarly spells and feats. However, since there are more spell slots than such abilities, some combat buffs are included. If you want to emphasize combat more than was done here, see the [[Empath_new_player_guide#Suggested_Spell_and_Feat_Progression_2|suggested spell and feat progression for combat Empaths]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. If you are nosy, you may like the [[Magical feats|Basic Preparation Recognition and Advanced Spell Knowledge feats]] These reveal what spells people are preparing around you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The research feats at the end of the list let you add a single stat or skill buff to any of your standard spells, greatly increasing the challenge of casting. (This is good for training at high levels.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you want to practice [[Sorcery]], you will need the [[Magical feats|Magic Theorist]] feat, and you may also want to invest in Sorcerous Patterns to reduce sorcerous backlash. (Without this feat, if you follow the progression below, you can only use [[:Category:Ranger spells|other life mana spells]].)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Circle!!Spell!!Effect/Comment!!Cost!!Prerequisites!!Magic.Ranks&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Heal Wounds]]||heals wounds||1||none||3&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Heal Scars]]||heals scars||1||Heal Wounds||6&lt;br /&gt;
|-&lt;br /&gt;
|3||||||||||9&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Vitality Healing]]||restores vitality||2||Heal Scars||12&lt;br /&gt;
|-&lt;br /&gt;
|5||||||||||15&lt;br /&gt;
|-&lt;br /&gt;
|6||[[Refresh]]||-fatigue, +fatigue recovery||2||Heal Scars||18&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Blood Staunching]]||prevents blood loss (prereq)||1||Heal Scars||21&lt;br /&gt;
|-&lt;br /&gt;
|8||||||||||24&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Gift of Life]]||+stamina, +empathy skill (prereq)||2||Refresh||27&lt;br /&gt;
|-&lt;br /&gt;
|10||||||||||30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Iron Constitution]]||-damage from serious hits (warding trainer, prereq)||2||Heal Scars||33&lt;br /&gt;
|-&lt;br /&gt;
|12||||||||||36&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Mental Focus]]||+intelligence, +concentration/recovery (prereq)||2||Heal Scars||39&lt;br /&gt;
|-&lt;br /&gt;
|14||[[Innocence]]||forces target to disengage; prevents facing/advancing (prereq)||1||Iron Constitution||42&lt;br /&gt;
|-&lt;br /&gt;
|15||||||||||45&lt;br /&gt;
|-&lt;br /&gt;
|16||||||||||48&lt;br /&gt;
|-&lt;br /&gt;
|17||[[Lethargy]]||pulsing fatigue damage, agility debuff (debilitation trainer, prereq)||3||Refresh||51&lt;br /&gt;
|-&lt;br /&gt;
|18||||||||||54&lt;br /&gt;
|-&lt;br /&gt;
|19||[[Paralysis]]||immobilizes and knocks down (to train TM in anticipation of Guardian Spirit)||2||Lethargy||57&lt;br /&gt;
|-&lt;br /&gt;
|20||||||||||60&lt;br /&gt;
|-&lt;br /&gt;
|22||[[Gauge Flow]]||unlocks magical research* (prereq)||2||||66&lt;br /&gt;
|-&lt;br /&gt;
|24||[[Lay Ward]]||potency barrier against spells (great for PvE)||1||Gauge Flow, Ease Burden or Strange Arrow||72&lt;br /&gt;
|-&lt;br /&gt;
|26||||||||||78&lt;br /&gt;
|-&lt;br /&gt;
|28||[[Manifest Force]]||ablative physical damage barrier (great for PvP)||2||Gauge Flow, Ease Burden or Strange Arrow||84&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Cure Disease]]||cures disease||1||Blood Staunching||90&lt;br /&gt;
|-&lt;br /&gt;
|32||[[Flush Poisons]]||cures poison||1||Blood Staunching||98&lt;br /&gt;
|-&lt;br /&gt;
|34||[[Magical feats|Deep Attunement]]||+harness regeneration||1||100 Attunement, 100 Arcana||106&lt;br /&gt;
|-&lt;br /&gt;
|36||[[Magical feats|Efficient Harnessing]]||-harness cost||1||100 Attunement, 100 Arcana||114&lt;br /&gt;
|-&lt;br /&gt;
|38||[[Magical feats|Utility Mastery]]||increases your personal cap for utility spells||1||100 Utility, 100 Arcana||122&lt;br /&gt;
|-&lt;br /&gt;
|40||||||||||130&lt;br /&gt;
|-&lt;br /&gt;
|42||[[Heal]]||heals most severe wounds/scars (up to 4)||2||Vitality Healing||138&lt;br /&gt;
|-&lt;br /&gt;
|44||||||||||146&lt;br /&gt;
|-&lt;br /&gt;
|46||||||||||154&lt;br /&gt;
|-&lt;br /&gt;
|48||[[Heart Link]]||protects from bleeding, poison, disease, and vitality loss||3||Mental Focus and Cure Disease or Flush Poisons||162&lt;br /&gt;
|-&lt;br /&gt;
|50||||||||||170&lt;br /&gt;
|-&lt;br /&gt;
|52||[[Awaken]]||-stuns/unconsciousness||2||Mental Focus||178&lt;br /&gt;
|-&lt;br /&gt;
|54||||||||||186&lt;br /&gt;
|-&lt;br /&gt;
|56||||||||||194&lt;br /&gt;
|-&lt;br /&gt;
|58||[[Nissa&#039;s Binding]]||puts target to sleep (AoE debilitation)||2||Compel or Awaken||202&lt;br /&gt;
|-&lt;br /&gt;
|60||||||||||210&lt;br /&gt;
|-&lt;br /&gt;
|62||[[Dispel]]||dispels one magical effect||2||two AP spells||218&lt;br /&gt;
|-&lt;br /&gt;
|64||[[Magical feats|Raw Channeling]]||power cyclics directly from attunement||1||100 Attunement, 100 Arcana||226&lt;br /&gt;
|-&lt;br /&gt;
|66||[[Magical feats|Efficient Channeling]]||-cyclic cost||1||100 Attunement, 100 Arcana||234&lt;br /&gt;
|-&lt;br /&gt;
|68||||||||||242&lt;br /&gt;
|-&lt;br /&gt;
|70||[[Regenerate]]||gradually heals wounds/scars (cyclic, great for hunting)||2||circle 30, Heal||250&lt;br /&gt;
|-&lt;br /&gt;
|72||||||||||260&lt;br /&gt;
|-&lt;br /&gt;
|74||||||||||270&lt;br /&gt;
|-&lt;br /&gt;
|76||[[Fountain of Creation]]||heals all wounds/scars||3||circle 30, Heal||280&lt;br /&gt;
|-&lt;br /&gt;
|78||||||||||290&lt;br /&gt;
|-&lt;br /&gt;
|80||[[Guardian Spirit]]||summons combat &amp;quot;pet&amp;quot; (cyclic, trains TM)||2||circle 20, Innocence and Compel or Paralysis||300&lt;br /&gt;
|-&lt;br /&gt;
|82||||||||||310&lt;br /&gt;
|-&lt;br /&gt;
|84||||||||||320&lt;br /&gt;
|-&lt;br /&gt;
|86||[[Tranquility]]||+discipline, +defense against vs. will/fortitude attacks (prereq)||3||Mental Focus||330&lt;br /&gt;
|-&lt;br /&gt;
|88||||||||||340&lt;br /&gt;
|-&lt;br /&gt;
|90||||||||||350&lt;br /&gt;
|-&lt;br /&gt;
|92||[[Perseverance of Peri&#039;el]]||ablative vitality barrier (ritual)||3||circle 30, Tranquility and Iron Constitution||360&lt;br /&gt;
|-&lt;br /&gt;
|94||||||||||370&lt;br /&gt;
|-&lt;br /&gt;
|96||[[Aggressive Stance]]||+evasion skill, +brawling skill||2||Iron Constitution and Heart Link or Gift of Life||380&lt;br /&gt;
|-&lt;br /&gt;
|98||||||||||390&lt;br /&gt;
|-&lt;br /&gt;
|100||||||||||400&lt;br /&gt;
|-&lt;br /&gt;
|102||[[Aesandry Darlaeth]]||+reflex, +recovery from balance/immobilization/webbing (cyclic)||3||circle 20, Aggressive Stance||410&lt;br /&gt;
|-&lt;br /&gt;
|105||[[Circle of Sympathy]]||allows Empaths to share attunement||1||circle 40, Mental Focus and Gift of Life||425&lt;br /&gt;
|-&lt;br /&gt;
|108||[[Vigor]]||+agility, +strength||1||Gift of Life||440&lt;br /&gt;
|-&lt;br /&gt;
|111||[[Adaptive Curing]]||allows preemptive casting of Flush Poisons and Cure Disease*||1||Cure Disease or Flush Poisons||455&lt;br /&gt;
|-&lt;br /&gt;
|114||[[Magical feats|Augmentation Mastery]]||increases your personal cap for augmentation spells||1||||470&lt;br /&gt;
|-&lt;br /&gt;
|117||[[Magical feats|Warding Mastery]]||increases your personal cap for warding spells||1||||485&lt;br /&gt;
|-&lt;br /&gt;
|120||[[Magical feats|Group Supporter]]||+potency of casting beneficial spells on groups||1||||500&lt;br /&gt;
|-&lt;br /&gt;
|123||[[Magical feats|Team Player]]||-penalty for casting beneficial on others||1||||515&lt;br /&gt;
|-&lt;br /&gt;
|126||[[Magical feats|Faster Battle Preparations]]||shortens prep time for battle spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||530&lt;br /&gt;
|-&lt;br /&gt;
|129||[[Magical feats|Dedicated Cambrinth Use]]||designate how cambrinth is used (cyclics, standard, or both)||1||||545&lt;br /&gt;
|-&lt;br /&gt;
|132||[[Magical feats|Improved Memory]]||memorize a second spell scroll||1||100 Scholarship, 100 Arcana||560&lt;br /&gt;
|-&lt;br /&gt;
|135||[[Magical feats|Improvised Rituals]]||allows universal and realm-attuned foci||1||100 Primary Magic, 100 Arcana||575&lt;br /&gt;
|-&lt;br /&gt;
|138||[[Magical feats|Symbiotic Research]]||unlocks Activate, Cast, and Harness symbioses||1||||590&lt;br /&gt;
|-&lt;br /&gt;
|141||[[Magical feats|Mental Matrices]]||unlocks Discern, Impress, Remember, and Resolve symbioses||1||Symbiotic Research||605&lt;br /&gt;
|-&lt;br /&gt;
|144||[[Magical feats|Physical Matrices]]||unlocks Avoid, Endure, Spring, and Strengthen symbioses||1||Symbiotic Research||620&lt;br /&gt;
|-&lt;br /&gt;
|147||[[Magical feats|Scholar]]||unlocks Examine, Learn, and Perform symbioses||1||Symbiotic Research||635&lt;br /&gt;
|-&lt;br /&gt;
|150||[[Magical feats|Survivalist]]||unlocks Explore, Harvest, Heal, and Watch symbioses||1||Symbiotic Research||650&lt;br /&gt;
|}&lt;br /&gt;
*[[Gauge Flow]] is required to access the [[Magical research]] system. This is intended as an alternative training method for non-combat magic skills, particularly at high levels. Gauge Flow appears earlier than you really need it, because Empaths trained to those circle requirements will lack the magic skills to complete some of the more useful projects. Since you will eventually want to use magical research, I put it here rather than wasting spell slots on other choices.&lt;br /&gt;
*Adaptive Curing is found only on randomly dropped spell scrolls. If you&#039;re lucky enough to find the scroll earlier, go ahead and use it.&lt;br /&gt;
*applies to the following recommended battle spells: Lay Ward, Lethargy, Awaken, Dispel, and Nissa&#039;s Binding&lt;br /&gt;
&lt;br /&gt;
==Combat Empath==&lt;br /&gt;
&lt;br /&gt;
[[Empath hunting ladder]]: creatures that Empaths can hunt without experiencing [[Empathic Shock]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I will continue to expand this, but for now, here is a suggested [[:Category:Empath Spells|spell]] and [[Magical Feats|magical feat]] progression for combat-oriented [[Empaths]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two routes you can take for training a combat Empath. The first, which is most effective, relies on your magic, particularly your [[Guardian Spirit]], tactics, and Empathy to bring down creatures. To this end, you will want to focus heavily on your mentals, though you may want to wear heavier armors, which will require some strength. You will want to focus on living creatures, which you will Manipulate, and support your Guardian Spirit by casting [[Paralysis]] and [[Lethargy]] on the creature it is fighting. You will also want to engage that creature, and utilize [[Tactics]] on it for further balance and position debuffing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
While in combat, you can choose between your three cyclic spells, each having advantages and disadvantages.&lt;br /&gt;
*[[Regenerate]] - This will heal you, which will help prevent any enemies from getting the better of you. This is largely a defensive option.&lt;br /&gt;
*[[Guardian Spirit]] - Your spirits strength is determined by your skill in TM, and as the spirit fights, it will train your TM. The more mana you put into the cyclic, the stronger the spirit will be. Since TM is a secondary trained skill, this represents a fairly effective way to take down creatures or other players.&lt;br /&gt;
*[[Aesandry Darlaeth]] - This is a less popular option. While the Reflex and balance and recovery pulsing is useful, this is often considered to be lackluster compared to Regenerate or Guardian Spirit. I personally find this useful when supporting other hunters, or when stepping into a new hunting grounds.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The second route you can take while training a combat Empath is to find the various constructs in the land, and fight them directly with weapons. This is largely viewed as a secondary hobby for most Empaths, though training a handful of weapons can be an effective means for increasing your TDPs. Typically, an Empath won&#039;t rely on their weapons to do anything very effectively, though it might surprise someone if they&#039;re focusing on rushing you and ignoring your Guardian Spirit, and you&#039;re able to dish out some punishment with a weapon or two. That said, attacking PCs will accrue Empathic Shock, so make sure you know what you&#039;re getting into! Your spell options probably won&#039;t vary much between these two routes, though weapons will undoubtedly trail behind your magics, so you may not want to use your Guardian Spirit in constructs while training weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Stat Contests for Debilitation===&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. Be aware that casting [[Nissa&#039;s Binding]] in town will upset the locals!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Empaths&#039;&#039;&#039;&lt;br /&gt;
*Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&lt;br /&gt;
*Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success&lt;br /&gt;
*Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Of the Debilitation spells available to Empaths, the breakdown is as follows;&lt;br /&gt;
*Mind - [[Nissa&#039;s Binding]]&lt;br /&gt;
*Magic - [[Lethargy]]&lt;br /&gt;
*Spirit - [[Compel]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
===Suggested Spell and Feat Progression===&lt;br /&gt;
&lt;br /&gt;
The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells earlier than listed here, especially with the mastery feats. I would recommend getting [[Absolution]] (80 ranks in utility and arcana) and the cyclic spells ([[Guardian Spirit]], [[Aesandry Darlaeth]], and [[Regenerate]]) as early as you are able to cast them. (The cyclic spells require 200-250 ranks to begin casting with minimal mana.) See [[:Category:Empath_spells#Summary%20of%20Spell%20Information|this table]] for rank requirements. (Note: ritual spells also require about the same number of ranks in [[Arcana skill|arcana]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I have prioritized combat-oriented spells and included some spells that improve self-sufficiency/survivability. You may shift the order if you would like to emphasize healing ability more than I have.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. For PvP combat, the recognition feats may be beneficial in that you can see what your opponent is doing (and try to react accordingly). Some people also recommend the &amp;quot;faster&amp;quot; prep feats.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Circle!!Spell!!Effect/Comment!!Cost!!Prerequisites!!Magic.Ranks&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Heal Wounds]]||heals wounds||1||N/A||3&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Heal Scars]]||heals scars||1||Heal Wounds||6&lt;br /&gt;
|-&lt;br /&gt;
|3||||||||||9&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Refresh]]||-fatigue, +fatigue recovery||2||Heal Scars||12&lt;br /&gt;
|-&lt;br /&gt;
|5||||||||||15&lt;br /&gt;
|-&lt;br /&gt;
|6||||||||||18&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Lethargy]]||pulsing fatigue damage, agility debuff||3||Refresh||21&lt;br /&gt;
|-&lt;br /&gt;
|8||||||||||24&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Paralysis]]||immobilizes and knocks down (to train TM in anticipation of Guardian Spirit)||2||Lethargy||27&lt;br /&gt;
|-&lt;br /&gt;
|10||||||||||30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Iron Constitution]]||-damage from serious hits (prereq, becomes good at high levels)||2||Heal Scars||33&lt;br /&gt;
|-&lt;br /&gt;
|12||||||||||36&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Gift of Life]]||+stamina, +empathy skill (prereq)||2||Refresh||39&lt;br /&gt;
|-&lt;br /&gt;
|14||||||||||42&lt;br /&gt;
|-&lt;br /&gt;
|15||[[Aggressive Stance]]||+evasion skill, +brawling skill||2||Iron Constitution and Heart Link or Gift of Life||45&lt;br /&gt;
|-&lt;br /&gt;
|16||||||||||48&lt;br /&gt;
|-&lt;br /&gt;
|17||[[Vitality Healing]]||restores vitality (you might want it even earlier)||2||Heal Scars||51&lt;br /&gt;
|-&lt;br /&gt;
|18||[[Blood Staunching]]||prevents blood loss (prereq)||1||Heal Scars||54&lt;br /&gt;
|-&lt;br /&gt;
|19||[[Strange Arrow]]||puncture/electrical damage (prereq)||1||none||57&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Lay Ward]]||potency barrier against spells (great for PvE)||1||Gauge Flow, Ease Burden or Strange Arrow||60&lt;br /&gt;
|-&lt;br /&gt;
|22||||||||||66&lt;br /&gt;
|-&lt;br /&gt;
|24||[[Manifest Force]]||ablative physical damage barrier (great for PvP)||2||Gauge Flow, Ease Burden or Strange Arrow||72&lt;br /&gt;
|-&lt;br /&gt;
|26||[[Cure Disease]]||cures disease||1||Blood Staunching||78&lt;br /&gt;
|-&lt;br /&gt;
|28||||||||||84&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Absolution]]||allows Empath to attack the undead without shock&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||2||Cure Disease or Flush Poisons||90&lt;br /&gt;
|-&lt;br /&gt;
|32||||||||||98&lt;br /&gt;
|-&lt;br /&gt;
|34||[[Mental Focus]]||+intelligence, +concentration/recovery (prereq)||2||Heal Scars||106&lt;br /&gt;
|-&lt;br /&gt;
|36||[[Compel]]||forces target to leave room (prereq)||1||Mental Focus||114&lt;br /&gt;
|-&lt;br /&gt;
|38||||||||||122&lt;br /&gt;
|-&lt;br /&gt;
|40||||||||||130&lt;br /&gt;
|-&lt;br /&gt;
|42||[[Nissa&#039;s Binding]]||puts target to sleep (AoE debilitation)||2||Compel or Awaken||138&lt;br /&gt;
|-&lt;br /&gt;
|44||[[Magical feats|Deep Attunement]]||+harness regeneration||1||100 Attunement, 100 Arcana||146&lt;br /&gt;
|-&lt;br /&gt;
|46||[[Magical feats|Efficient Harnessing]]||-harness cost||1||100 Attunement, 100 Arcana||154&lt;br /&gt;
|-&lt;br /&gt;
|48||[[Innocence]]||forces target to disengage; prevents facing/advancing (prereq)||1||Iron Constitution||162&lt;br /&gt;
|-&lt;br /&gt;
|50||||||||||170&lt;br /&gt;
|-&lt;br /&gt;
|52||||||||||178&lt;br /&gt;
|-&lt;br /&gt;
|54||[[Tranquility]]||+discipline, +defense against vs. will/fortitude attacks (prereq)||3||Mental Focus||186&lt;br /&gt;
|-&lt;br /&gt;
|56||[[Vigor]]||+agility, +strength||1||Gift of Life||194&lt;br /&gt;
|-&lt;br /&gt;
|58||[[Magical feats|Utility Mastery]]||increases your personal cap for utility spells||1||100 Utility, 100 Arcana||202&lt;br /&gt;
|-&lt;br /&gt;
|60||||||||||210&lt;br /&gt;
|-&lt;br /&gt;
|62||[[Awaken]]||-stuns/unconsciousness||2||Mental Focus||218&lt;br /&gt;
|-&lt;br /&gt;
|64||[[Magical feats|Raw Channeling]]||power cyclics directly from attunement||1||100 Attunement, 100 Arcana||226&lt;br /&gt;
|-&lt;br /&gt;
|66||[[Magical feats|Efficient Channeling]]||-cyclic cost||1||100 Attunement, 100 Arcana||234&lt;br /&gt;
|-&lt;br /&gt;
|68||||||||||242&lt;br /&gt;
|-&lt;br /&gt;
|70||[[Guardian Spirit]]||summons combat &amp;quot;pet&amp;quot; (cyclic, trains TM)||2||circle 20, Innocence and Compel or Paralysis||250&lt;br /&gt;
|-&lt;br /&gt;
|72||||||||||260&lt;br /&gt;
|-&lt;br /&gt;
|74||||||||||270&lt;br /&gt;
|-&lt;br /&gt;
|76||[[Aesandry Darlaeth]]||+reflex, +recovery from balance/immobilization/webbing (cyclic)||3||circle 20, Aggressive Stance||280&lt;br /&gt;
|-&lt;br /&gt;
|78||||||||||290&lt;br /&gt;
|-&lt;br /&gt;
|80||||||||||300&lt;br /&gt;
|-&lt;br /&gt;
|82||[[Perseverance of Peri&#039;el]]||ablative vitality barrier (ritual)||3||circle 30, Tranquility and Iron Constitution||310&lt;br /&gt;
|-&lt;br /&gt;
|84||||||||||320&lt;br /&gt;
|-&lt;br /&gt;
|86||[[Heal]]||heals most severe wounds/scars (up to 4)||2||Vitality Healing||330&lt;br /&gt;
|-&lt;br /&gt;
|88||||||||||340&lt;br /&gt;
|-&lt;br /&gt;
|90||[[Regenerate]]||gradually heals wounds/scars (cyclic, great for hunting)||2||circle 30, Heal||350&lt;br /&gt;
|-&lt;br /&gt;
|92||||||||||360&lt;br /&gt;
|-&lt;br /&gt;
|94||[[Dispel]]||dispels one magical effect||2||two AP spells||370&lt;br /&gt;
|-&lt;br /&gt;
|96||[[Flush Poisons]]||cures poison||1||Blood Staunching||380&lt;br /&gt;
|-&lt;br /&gt;
|98||[[Magical feats|Magic Theorist]]||learn spells designed for other mana types||1||100 Scholarship, 50 Arcana||390&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Magical feats|Improved Memory]]||memorize a second spell scroll||1||100 Scholarship, 100 Arcana||400&lt;br /&gt;
|-&lt;br /&gt;
|102||[[Magical feats|Sorcerous Patterns]]||-sorcerous backlash||1||100 Sorcery, 100 Arcana||410&lt;br /&gt;
|-&lt;br /&gt;
|105||[[Magical feats|Targeted Mastery]]||increases your personal cap for TM spells||1||100 TM, 100 Arcana||425&lt;br /&gt;
|-&lt;br /&gt;
|108||[[Magical feats|Debilitation Mastery]]||increases your personal cap for debilitation spells||1||100 Debilitation, 100 Arcana||440&lt;br /&gt;
|-&lt;br /&gt;
|111||[[Magical feats|Augmentation Mastery]]||increases your personal cap for augmentation spells||1||100 Augmentation, 100 Arcana||455&lt;br /&gt;
|-&lt;br /&gt;
|114||[[Magical feats|Warding Mastery]]||increases your personal cap for warding spells||1||100 Warding, 100 Arcana||470&lt;br /&gt;
|-&lt;br /&gt;
|117||[[Magical feats|Legerdemain]]||easier to conceal spell preps||1||50 Stealth, 50 Arcana||485&lt;br /&gt;
|-&lt;br /&gt;
|120||[[Magical feats|Alternate Preparation]]||prereq||1||100 PM, 100 Arcana||500&lt;br /&gt;
|-&lt;br /&gt;
|123||[[Magical feats|Silent Preparation]]||can learn spell preps that are easy to conceal||1||Alternate Preparation, 100 Stealth, 100 Arcana||515&lt;br /&gt;
|-&lt;br /&gt;
|126||||||||||530&lt;br /&gt;
|-&lt;br /&gt;
|129||||||||||545&lt;br /&gt;
|-&lt;br /&gt;
|132||[[Fountain of Creation]]||heals all wounds/scars||3||circle 30, Heal||560&lt;br /&gt;
|-&lt;br /&gt;
|135||[[Burden]]||-strength||1||Gauge Flow, Ease Burden or Strange Arrow||575&lt;br /&gt;
|-&lt;br /&gt;
|138||[[Adaptive Curing]]||allows preemptive casting of Flush Poisons and Cure Disease||1||Cure Disease or Flush Poisons||590&lt;br /&gt;
|-&lt;br /&gt;
|141||[[Magical feats|Faster Battle Preparations]]||shortens prep time for battle spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||605&lt;br /&gt;
|-&lt;br /&gt;
|144||[[Magical feats|Faster Targeting]]||shortens targeting time for targeted spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||620&lt;br /&gt;
|-&lt;br /&gt;
|147||[[Magical feats|Faster Rituals]]||shortens prep time for ritual spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||635&lt;br /&gt;
|-&lt;br /&gt;
|150||[[Magical feats|Basic Preparation Recognition]]||recognize introductory and basic spells (advanced warning in PvP)||1||50 Perception, 50 Arcana||650&lt;br /&gt;
|}&lt;br /&gt;
*Absolution requires 80 ranks of [[Utility skill|utility magic]] and [[Arcana skill|arcana]] to cast. The spell can be learned from the scroll sold at [[Sierack&#039;s Reagents]] in Shard. According to GM Armifer, it takes less significantly less [[Arcana skill|arcana]] skill to learn the spell than to use the spell.&lt;br /&gt;
*applies to the following recommended battle spells: Awaken, Burden, Compel, Dispel, Lay Ward, Lethargy, and Nissa&#039;s Binding&lt;br /&gt;
*applies to the following recommended targeted spells: Strange Arrow and Paralysis&lt;br /&gt;
*applies to the following recommended ritual spells: Absolution and Perseverance of Peri&#039;el&lt;br /&gt;
&lt;br /&gt;
=Finding More Help=&lt;br /&gt;
Finding your community and additional IC (in character) and OOC (out of character) help is much more easier now.  You can join the DR [[Discord]] at any time and secure an invite to a Guild Discord or you can find any of the following characters below that have volunteered their time to assisting new and returning characters:&lt;br /&gt;
&lt;br /&gt;
;Volunteers may sign up or remove their names at will.&lt;br /&gt;
* [[Kaelie]] - Current Empath [[Mentor]]&lt;br /&gt;
&amp;lt;!--- Please keep the Mentor on top and add your name alphabetically below. --&amp;gt;&lt;br /&gt;
* [[Inauri]]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Empaths,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>VOROSR</name></author>
	</entry>
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