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	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EVERAN</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EVERAN"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/EVERAN"/>
	<updated>2026-04-25T18:42:19Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://gswiki.play.net/index.php?title=White_Haven&amp;diff=67200</id>
		<title>White Haven</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=White_Haven&amp;diff=67200"/>
		<updated>2015-08-18T19:01:21Z</updated>

		<summary type="html">&lt;p&gt;EVERAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:White haven.jpg|170px|thumb|right|Ut Prosim]]&lt;br /&gt;
&#039;&#039;&#039;White Haven&#039;&#039;&#039; is a great house located in the town of [[Icemule Trace]], and a member of the [[Co-operative Houses of Elanthia]], or [[CHE]].&lt;br /&gt;
&lt;br /&gt;
It often provides various services at its public courtyard, and is a focus of the community of adventurers in the [[Icemule Trace]] and [[Pinefar|Pinefar Trading Post]] region.&lt;br /&gt;
&lt;br /&gt;
== Bylaws, Charter, and Joining Information ==&lt;br /&gt;
&lt;br /&gt;
===PURPOSE OF THE HOUSE===&lt;br /&gt;
&lt;br /&gt;
White Haven is established as a beacon of hope to the citizens of Icemule against a world torn by differences. We strive to set an example by providing service and fellowship to all and seek to foster unity while enhancing the wisdom of our members. We strive to promote a more unified and peaceful Icemule and Elanthia through our mission which is: To offer hope by fostering a peaceful and harmonious coexistence of all citizens of Icemule and Elanthia through our service and by striving to advance the wisdom of our members.&lt;br /&gt;
&lt;br /&gt;
===STATEMENT OF GOVERNING===&lt;br /&gt;
&lt;br /&gt;
The governing body is composed of seven Officer Positions.  The Luminary and Sage each bear ultimate responsibility and authority for the House as a whole.  The Impresario, Financier, Liaison, Maven, and Lore Master are responsible for ensuring the functions and duties of their respective positions are satisfactorily met.  Each Officer serves voluntarily to fulfill the responsibilities of the Elanthia House System rules.  Additionally, they fulfill other duties as specifically delegated within the authority of the Luminary and Sage. The Luminary and Sage have authority over, and overall responsibility for, the House&#039;s activities.  All Officers are subject to impeachment power of the Officers (see “Impeachment”).&lt;br /&gt;
&lt;br /&gt;
===HOUSE OFFICERS===&lt;br /&gt;
&lt;br /&gt;
White Haven has chosen seven Primary House Officer Positions.  Their responsibilities and roles are defined below.  House bylaws and policies are subject to change upon a majority vote of officers.  As they bear the ultimate responsibility for the well-being of the House, the Luminary and Sage have the combined authority to overturn the majority vote for any issue with the supporting vote of one other Officer.  The Luminary will have the final say in the event that a tie-breaking vote is necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Luminary and Sage:&#039;&#039;&#039; The Chairman and Co-Chairman of the House. Will act as a guiding light to not only Members and Officers of the House, but to the community at large. These leaders of the organization bear ultimate responsibility for the actions of the House as a whole. The Luminary and Sage have authority over all decisions and actions of the House organization and are also ultimately responsible for the same. As such, each may proxy for any other officer responsibilities in the event of absence, vacancy or need., or (at their discretion) delegate necessary functions (temporarily or permanently) to another Officer, with the assuming Officer&#039;s permission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.  Impresario:&#039;&#039;&#039; House record-keeper.  Works alongside other Officers and members to organize and maintain all House events both recurring and unique.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Financier:&#039;&#039;&#039; Chief financial officer and responsible for maintaining the financial records of the House and seeing that all debts are paid and expenses are accounted. Responsible for withdrawing approved funds from the House coffers.  Facilitates strategic thinking with the other Officers about short and long-term financial vitality. Establishes a Ledger that tells the Officers at a glance how the House is doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Liaison:&#039;&#039;&#039; The Public Relations contact for White Haven. Responsibilities include interfacing with local authorities and managing relations with other CHEs and MHOs. The Liaison&#039;s goals include recruitment of new members and promoting House tenets and standards in the community.  Liaison is responsible for promotion/drawing people in for community events.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5.  Maven:&#039;&#039;&#039; Assists the Impresario with correspondence and event-planning.  Also acts as the main contact for renting out the House Chapel, Ballroom, Banquet Hall and Greenhouse for public and private events. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Lore Master:&#039;&#039;&#039; Responsible for being a leader in education of Elanthian history, lore/magical studies, and current events to actively share that information freely with others and be a go-to source of information when needed. Oversees the House Library, and is responsible for at least one (1) yearly tutorial event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Officers Are Expected To:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: - Assist in event planning and organization.&lt;br /&gt;
&lt;br /&gt;
: - Attend weekly meetings and events when possible.&lt;br /&gt;
&lt;br /&gt;
: - Abide by Gemstone IV policy and bylaws of the house and Officer Handbook.&lt;br /&gt;
&lt;br /&gt;
: - Set an example as a productive citizen and house member.&lt;br /&gt;
&lt;br /&gt;
===TERMS OF OFFICE===&lt;br /&gt;
&lt;br /&gt;
The seven offices -  Luminary, Sage, Impresario, Financier, Liaison, Maven, and Lore Master are established for life, subject to the impeachment power of the combined vote as described below.&lt;br /&gt;
&lt;br /&gt;
At any time, Officers may retire from their office. General members will then have opportunity to apply to succeed them in their responsibilities.  Only those individuals who have been members of the House for a minimum of (4) months are eligible to apply for Officership, unless special circumstance and a unanimous vote from all the remaining Officers applies.  The application process must be done both publicly (announced personally their intention to apply at a House meeting) and privately (e-mail to the House officers). The successor chosen by majority vote of the current Officers becomes the new Officer. The retiring Officer becomes simply a general member. An updated list of Officers will be added to these bylaws as needed by the Impresario or Luminary.&lt;br /&gt;
&lt;br /&gt;
Should an Officer retire or otherwise disappear without notification for an extended period of time (in excess of 60 days), then the unfilled Officer position may be filled by another Officer upon receiving a majority vote of the remaining officers. Should no Officer receive a winning vote, the remaining Luminary or Sage will have the final say. Should no Officer volunteer to fill the position, the position will be announced publicly and applications accepted from the general membership. Upon the retirement, or advancement of the any officer position, these offices will be filled as follows: The Officers will elect a successor by majority vote.  If no current Officer desires to volunteer for the open position, the position will be announced publicly and applications accepted from the general member for the position. The remaining Officers will interview and by vote, induct a succeeding Officer.&lt;br /&gt;
&lt;br /&gt;
===IMPEACHMENT===&lt;br /&gt;
&lt;br /&gt;
The House Officers (other than the Officer being impeached) may, by unanimous vote, replace or remove an Officer from their station. If the Officer being impeached is the Luminary or Sage, a new Luminary or Sagel will be selected from among the remaining Officers. In such instances, the remaining Luminary, Sage, or a GM will invest the new Luminary or Sage. Impeachment is an extreme action. It indicates a failing of the House Officers and Leaders to practice what they preach -- peaceful and harmonious coexistence -- and therefore it should never happen except in the direst circumstances. Impeachment may also be grounds for expulsion from House membership. See Article VII.B for guidelines.&lt;br /&gt;
&lt;br /&gt;
===BYLAWS===&lt;br /&gt;
&lt;br /&gt;
====Article I Name:====&lt;br /&gt;
The name of this officially recognized House is White Haven.&lt;br /&gt;
&lt;br /&gt;
====Article II Membership Requirements:====&lt;br /&gt;
&lt;br /&gt;
1. A member must be at least level 5. The member must pay dues as described below. The member must not be a member of any other House, nor be on the CHE blacklist. The member must have read and agreed to follow the House System Rules and these bylaws.&lt;br /&gt;
&lt;br /&gt;
2. The applicant is required to follow the procedure as explained in Article X of these bylaws.&lt;br /&gt;
&lt;br /&gt;
3. The applicant must be sponsored by at least one House Officer or current member and not be objected to by any Officer. If there is no such objection after one week&#039;s notice, the Luminary or Sage will induct the applicant. A rejected applicant is free to request reconsideration at any time subject to the same requirements.&lt;br /&gt;
&lt;br /&gt;
4. Once approved for membership, the applicant will be contacted to establish an appointment for their induction.&lt;br /&gt;
&lt;br /&gt;
5. Upon induction, applicants will pay 50,000 silver in a one time membership due. 50,000 silvers will be automatically given to the House Clerk.&lt;br /&gt;
&lt;br /&gt;
6. Membership is unrestricted by consideration of nationality race, creed, life-style, size, color, sex or age.&lt;br /&gt;
&lt;br /&gt;
7. The member must provide the officers with an e-mail address upon induction and payment of initial dues, for purposes of notification of House activities&lt;br /&gt;
&lt;br /&gt;
====Article III Membership Services:====&lt;br /&gt;
&lt;br /&gt;
1. Social Standing (friends!).&lt;br /&gt;
&lt;br /&gt;
2. Coat of Arms: Available to be added as appropriate at the local Engraver.&lt;br /&gt;
&lt;br /&gt;
3. Storage Facility: Increased locker size.&lt;br /&gt;
&lt;br /&gt;
4. Includes all non-membership services at no additional fee.&lt;br /&gt;
&lt;br /&gt;
5. Hot Springs: The Hot Springs is the House Pool, where members may relax and swim as their heart desires.&lt;br /&gt;
&lt;br /&gt;
6. Greenhouse: The Greenhouse will be maintained by the House as a place for special events such as weddings and parties. The Greenhouse may be reserved, free of charge, for such private events by non-members whom have asked an officer of the house for such, or reserved for such use by members.&lt;br /&gt;
&lt;br /&gt;
7. Library, Music Room, Curiosity Room and Lounge: These rooms, maintained by the House are also for member use.&lt;br /&gt;
&lt;br /&gt;
8. Workshop: The workshop is designed for the use of the House Mage and other Members as designated below for the purposes of enchanting. Members and Officers may use the workshop at will for the purposes of Enchanting, Recharging magical items and Imbedding spells. Non-members may use the Workshop only when accompanied by a House Officer or Member.&lt;br /&gt;
&lt;br /&gt;
====Article IV Non-Membership Services:====&lt;br /&gt;
&lt;br /&gt;
1. Grand Courtyard: The Grand Courtyard will be maintained by the House as a place for all citizens to find healing, and for all empaths and clerics to work at their chosen professions in relative peace and quiet (compared to the city streets). This room is an Earthnode. There will also be a monument promoting those individuals, Houses, and other organizations which provide monetary support to the House. &lt;br /&gt;
&lt;br /&gt;
2. White Haven Banquet Hall: The Banquet hall will be maintained by the House as a place for special events such as wedding receptions and parties. The Banquet Hall may be reserved for such private events, for a fee, by non-members whom have asked the Impresario for such, or reserved for such use by members.&lt;br /&gt;
 &lt;br /&gt;
3. Chapel and Meeting Room and Guest Rooms: The Chapel will be maintained by the House, for use of weddings and prayer services. The Chapel may also be reserved for a fee by non-members who have asked the Impresario for such. The Meeting Room, also maintained by the House, shall be used for member and Officer Meetings. White Haven also has Guest rooms that shall be maintained by the House, for use by members and their guests, or for non-members who have rented them from the Impresario, for private purposes. &lt;br /&gt;
&lt;br /&gt;
4. Lockshop: The Lockshop will be maintained by the House as a place for all citizens to find locksmiths willing to open containers for tips and for all locksmiths of suitable skill to pick locks in relative peace and quiet (compared to the city streets). Accessible through the Courtyard, through the Arch, and available to the public.&lt;br /&gt;
&lt;br /&gt;
====Article V Membership====&lt;br /&gt;
&lt;br /&gt;
1. Categories of membership in this House are General Member, Officer and Emeritus Founder.&lt;br /&gt;
&lt;br /&gt;
: - &#039;&#039;&#039;A. General Member:&#039;&#039;&#039;  A player who has met minimum House and government standards for membership and paid 50,000 silvers in lifetime dues. General members do not pay quarterly dues.&lt;br /&gt;
&lt;br /&gt;
: - &#039;&#039;&#039;B. Officers:&#039;&#039;&#039;  A general member who has shown a desire and initiative to assist and serve their fellow house members. They are placed in office by a majority vote of Officers, with the Luminary giving a tie-break vote if necessary.  Officers must have been a member of the house for a minimum of (4) months, unless special circumstances and a unanimous vote of remaining Officers applies.  They are required to complete an Officer application and complete an interview process with the current board of Officers. Once chosen for office, additional authority, privileges, and responsibilities are added upon their shoulders as detailed in these bylaws.&lt;br /&gt;
&lt;br /&gt;
:: At any time, Officers may retire from their office. General members will then have opportunity to apply to succeed them in their responsibilities. Only individuals who have been a member of the House for at least (4) months are eligible to apply, unless special circumstances as well as a unanimous vote of the remaining Officers applies.  The application process must be done both publicly (announced personally their intention to apply at a House meeting or Event) and privately (e-mail to the House officers). The successor chosen by majority vote of the current Officers becomes the new Officer. The retiring Officer becomes simply a general member.&lt;br /&gt;
&lt;br /&gt;
: - &#039;&#039;&#039;C. Emeritus Founders:&#039;&#039;&#039; White Haven Founders are no longer active and have passed their responsibilities down to our current Officers. Current members and Officers pay tribute and give thanks for the efforts and vision which lead the establishment of our noble and long-standing House: White Haven, the only Official House in Icemule Trace.&lt;br /&gt;
&lt;br /&gt;
Our Emeritus Founding Officers are as follows:&lt;br /&gt;
Tivas, Sigurd, Llyleth, Everan, Gwendolyne d&#039;Britannia, Xyelin, Pacioli&lt;br /&gt;
&lt;br /&gt;
====Article VI Finances:====&lt;br /&gt;
&lt;br /&gt;
1. Membership contributions to General House Funds will be considered donations to the House.&lt;br /&gt;
&lt;br /&gt;
2. Purpose of General House Fund: The General Funds can be drawn upon by the Chandler for House expenses, House entertainment (parties), loans, etc. Members are not required to contribute to General House Fund.&lt;br /&gt;
&lt;br /&gt;
3. Contributions do not entitle a member to special privileges.&lt;br /&gt;
&lt;br /&gt;
4. Contributions will not be accepted in lieu of dues or loan payments.&lt;br /&gt;
&lt;br /&gt;
5. Contributions must be reported to the Financier so that possible discrepancies in the accounts (system) may be found and clarified.&lt;br /&gt;
&lt;br /&gt;
6. Dues: A one-time induction fee of 50,000 is charged upon acceptance of membership to White Haven. No quarterly dues are paid by House members. If the House should ever have financial difficulty, House Officers will organize fundraising auctions, hunts, etc., as necessary.&lt;br /&gt;
&lt;br /&gt;
====Article VII Rules and Regulations:====&lt;br /&gt;
&lt;br /&gt;
A. House Rules&lt;br /&gt;
&lt;br /&gt;
: - 1. No violence on House Grounds or at House events.&lt;br /&gt;
&lt;br /&gt;
: - 2. It is the duty of every Member and/or Officer to uphold House White Haven&#039;s Statement of Purpose, while setting an example as a productive citizen of any town or city.&lt;br /&gt;
&lt;br /&gt;
: - 3. Theft from the House Vaults by an Officer with access is an inexcusable offense.&lt;br /&gt;
&lt;br /&gt;
: - 4. In following the bylaws set apart by the Founders, members will strive to adhere to and abide by the general rules and policies of Gemstone IV.  Violation of these rules may result in expulsion from the house and/or impeachment from an Officer position.&lt;br /&gt;
&lt;br /&gt;
B. Termination&lt;br /&gt;
&lt;br /&gt;
: - 1. In the event that a member or Officer violates these rules and/or bylaws the Luminary and Sage are responsible to act as mediator(s), gathering facts from witnesses and those involved. The Luminary and Sage will remain neutral parties at all times.&lt;br /&gt;
&lt;br /&gt;
: - 2. The Luminary and Sage may terminate a membership for failure to adhere to House rules and bylaws, provided the member was offered an opportunity to have a hearing at which the member was permitted to defend against the termination. Such hearing will consist of the Luminary, Sage, and all Officers who can attend. Members involved in the matter may attend with permission of the Luminary and Sage, but will not have a voice in the matter.&lt;br /&gt;
&lt;br /&gt;
: - 3. The Luminary and Sage will determine whether termination is necessary after the hearing.  If the Luminary and Sage do not agree on the matter, the Impresario will provide a tie-break vote.&lt;br /&gt;
&lt;br /&gt;
: - 4. If terminated, a member may be allowed to re-apply for membership after 90 days while demonstrating eligibility for membership.&lt;br /&gt;
&lt;br /&gt;
: - 5. The Luminary and Sage will be the final judges on what constitutes noncompliance with these rules, regulations and bylaws while considering the advisory votes of other Officers and while subject to the impeachment power of the Officers.&lt;br /&gt;
&lt;br /&gt;
====Article VIII Regalia:====&lt;br /&gt;
&lt;br /&gt;
* House Colors: White and Gold&lt;br /&gt;
* House Pin: A white-gold bear&#039;s head pin, under which are inscribed the words Hope, Wisdom, and Service&lt;br /&gt;
* House Tenets: Hope, Wisdom, and Service&lt;br /&gt;
* House Motto: Ut Prosim - That I may serve.&lt;br /&gt;
* House Coat-of-Arms: The shield is engraved with the image of a large white polar bear crouched, as if protecting her young. Surrounding her, in gold scroll work are engraved the words:&amp;quot;Hope, Service, Wisdom&amp;quot;. Set into the background in pale pearl lettering is the phrase, &amp;quot;Ut Prosim&amp;quot;. A gold and white banner stretches underneath which reads &amp;quot;White Haven&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Article IX – Current Officer List:====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luminary:&#039;&#039;&#039;  Laelithonel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sage:&#039;&#039;&#039;  Javell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impresario:&#039;&#039;&#039;  Niadja&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Financier:&#039;&#039;&#039;  Faulkil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liaison:&#039;&#039;&#039;  Jeril&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maven:&#039;&#039;&#039;  Abrimel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lore Master:&#039;&#039;&#039;  Jandrian&lt;br /&gt;
&lt;br /&gt;
====Article X: Membership Application Process====&lt;br /&gt;
&lt;br /&gt;
1. Before induction a player must have read and agreed to the GemStone IV House system.&lt;br /&gt;
&lt;br /&gt;
2. Before induction a player must have read and agreed to the House bylaws set forth here.&lt;br /&gt;
&lt;br /&gt;
3.. Applicants will complete the application found at the [http://housewhitehaven.weebly.com Official White Haven Website] (or e-mail the completed application to housewhitehaven@gmail.com)&lt;br /&gt;
&lt;br /&gt;
4. Officers will review each application and discuss the applicants based on their responses.&lt;br /&gt;
&lt;br /&gt;
5. After one (1) week, if no Officer objects to the applicant’s membership a time frame will be scheduled with the applicant for induction.&lt;br /&gt;
&lt;br /&gt;
The Membership Application is as follows:&lt;br /&gt;
*Contact email&lt;br /&gt;
*Character Name&lt;br /&gt;
*Sponsor&lt;br /&gt;
*Race&lt;br /&gt;
*Profession&lt;br /&gt;
*Current locker location&lt;br /&gt;
*Why you wish to be a member of House White Haven&lt;br /&gt;
*How you can contribute to our community at White Haven and Icemule?&lt;br /&gt;
*What does the House White Haven Mission statement mean to you?&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://housewhitehaven.weebly.com/ Official Website for House White Haven]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Cooperative%20Houses%20of%20Elanthia%20(CHE%60Great%20Houses)/White%20Haven/view Officials Folder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:CHE]]&lt;/div&gt;</summary>
		<author><name>EVERAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_Beast&amp;diff=61142</id>
		<title>Spirit Beast</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_Beast&amp;diff=61142"/>
		<updated>2015-04-06T03:00:54Z</updated>

		<summary type="html">&lt;p&gt;EVERAN: /* Spirit beast enhancives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spirit Beasts&#039;&#039;&#039; premiered at Ebon Gate 2014.  Similar to [[siegery (saved post)|siegery]], but with much more depth, spirit beasts battle one another like Pokemon&amp;lt;TM&amp;gt;.  See [[spirit beast stats]] for more information about specific beasts. &lt;br /&gt;
&lt;br /&gt;
GM Auchand redeveloped Spirit Beasts shortly after their debut and introduced [[Talondown Arena]] aboard [[The Firebird]] airship for players to battle each other and [[NPC]] Spirit Beast masters.&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6977&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/09/2014 11:50 PM EDT&lt;br /&gt;
| subject = Re: Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&#039;&#039;&#039;Spirit Beasts: A Primer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spirit Beasts are the spiritual essences of creatures that have dwelled in a given locale. Enterprising players can bind them to a talisman and make them fight for you to gain levels and become more powerful. The talismans are available off-the-shelf. The work? That&#039;s on you.&lt;br /&gt;
&lt;br /&gt;
===Binding===&lt;br /&gt;
&lt;br /&gt;
In order to bind a Spirit Beast, you&#039;ll need a talisman, purchased at my shop, &#039;&#039;&#039;Ilixil&#039;s Bestiary&#039;&#039;&#039;. (You may remember Ilixil, the extremely unfortunate scientist, from that time that he got devoured by his pet shade-skinks. He got better.) More than that, you&#039;re going to need to prepare that talisman. Preparing a talisman isn&#039;t hard if you have a bit of [[Magic Item Use]] training, but the good news is that anyone can do the preparation for you. But how do you prepare a talisman?&lt;br /&gt;
&lt;br /&gt;
Blood. Lots of blood. You&#039;re going to have to go out and slaughter creatures that have blood. The stronger they are, the better the quality of their blood will be. That means that beasts from the Rift are going to provide you with some amazing quality life-liquid, and kobolds are... well, not. You can collect this blood using syringes and vials that I also sell. Noticing a trend here?&lt;br /&gt;
&lt;br /&gt;
Once you have a vial full of blood, you&#039;re going to pour it on your talisman. If you&#039;re exceptionally bad with magical items, your talisman&#039;s probably going to break at this point.****** Otherwise, you&#039;ll either succeed famously or not do so well. Good news: you can try again. You won&#039;t even need to buy a new vial!&lt;br /&gt;
&lt;br /&gt;
Now you&#039;re going to have to find a beast. The good news is that common beasts, the first type that you&#039;ll be able to bind, are everywhere. Most of the wilds around your various towns have a few different options. Every beast has its own strengths and weaknesses, which we&#039;ll go into soon enough. You can invoke your talisman anywhere to see if you can find a Spirit Beast there.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve successfully invoked a talisman, you can attune it to a specific beast. Finally, once you&#039;re sure you&#039;ve found the beast of your dreams (or at least one that&#039;s mildly acceptable) you&#039;ll offer the talisman to the beast. Only a prepared talisman can be offered. Anyone can bind a beast, but it will definitely help a bit if you have some [[Spiritual Lore, Summoning]] skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you have low MIU your talisman CAN break and you&#039;ll lose it AND have to buy a new one and start over. It&#039;s best to have someone high level with high MIU do the pour for you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beast Statistics===&lt;br /&gt;
&lt;br /&gt;
Every beast has its own strengths and weaknesses, as I mentioned before. They are all competitive, but may require different tactics to be successful in battle. The traits of beasts are as follows:&lt;br /&gt;
&lt;br /&gt;
Power - The strength of a beast&#039;s attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Defense - The ability of a beast to defend itself.&amp;lt;br&amp;gt;&lt;br /&gt;
Speed - How fast a beast is.&amp;lt;br&amp;gt;&lt;br /&gt;
Insight - How well a beast can determine its opponent&#039;s tactics. This is important!&amp;lt;br&amp;gt;&lt;br /&gt;
Accuracy - The likelihood a beast is going to hit with its normal attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Health - A measure of the beast&#039;s life force.&lt;br /&gt;
&lt;br /&gt;
All of these traits also have different growth rates. A creature may start off with a lot of Power but not grow very much, or may begin with middling Insight but have a quick growth rate!&lt;br /&gt;
&lt;br /&gt;
In addition to these traits are ones that don&#039;t generally change: &lt;br /&gt;
&lt;br /&gt;
Special Attack - The type of special attack that the creature does.&lt;br /&gt;
&lt;br /&gt;
Elemental Attunement - The element that a creature is bound to. Attuned creatures will do and take more or less damage from other elementally attuned creatures depending on their attunement.&lt;br /&gt;
&lt;br /&gt;
The elements are as follows:&lt;br /&gt;
&lt;br /&gt;
Fire - weakest against Water, weak against Earth, strong against Air, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Water - weakest against Spirit, weak against Air, strong against Earth, strongest against Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Earth - weakest against Air, weak against Water, strong against Fire, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Air - weakest against Spirit, weak against Fire, strong against Water, strongest against Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - weakest against Fire, weakest against Earth, strongest against Water, strongest against Air&amp;lt;br&amp;gt;&lt;br /&gt;
Wild Magic - weakest against elements, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Rift Armament - weakest against Spirit, strongest against elements&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
The entire reason you want to bind a Spirit Beast is so that you can have it fight other people&#039;s Spirit Beasts, right? So you&#039;d best get good at fighting. When you summon your beast, it&#039;s going to start attacking its opponent at will. But this isn&#039;t just a matter of strength against strength! No, sir. You need to guide your beast in order to have it do its best.&lt;br /&gt;
&lt;br /&gt;
Your creature&#039;s going to settle into a stance as soon as it begins the fight: Turtle, Wolf, Serpent, Hare, or Crane.&lt;br /&gt;
&lt;br /&gt;
Turtle is strong against Hare and Crane; is weak against Serpent and Wolf.&amp;lt;br&amp;gt;&lt;br /&gt;
Wolf is strong against Hare and Turtle; is weak against Crane and Serpent.&amp;lt;br&amp;gt;&lt;br /&gt;
Serpent is strong against Turtle and Wolf; is weak against Crane and Hare.&amp;lt;br&amp;gt;&lt;br /&gt;
Hare is strong against Serpent and Crane; is weak against Wolf and Turtle.&amp;lt;br&amp;gt;&lt;br /&gt;
Crane is strong against Wolf and Serpent; is weak against Hare and Turtle.&lt;br /&gt;
&lt;br /&gt;
Your creature&#039;s Insight may give you a glimpse at what stance your opponent&#039;s beast is in, but otherwise you&#039;re going to have to watch the fight and try to adjust your tactics accordingly. If it seems like your beast is taking a lot of damage and doing very little, you may want to switch to an opposing stance.&lt;br /&gt;
&lt;br /&gt;
Oh, but it&#039;s not as simple as that. If things are going especially bad, you can tell your creature to guard, which means that it will take much less damage at the cost of being poor at attacks. This can be a lifesaver if you&#039;re taking a pounding and need some time to figure out how to turn things around. When you&#039;re ready to go back on the offensive, tell your creature to strike.&lt;br /&gt;
&lt;br /&gt;
And then there are special attacks! Every beast has a special ability. You should only tell your beast to attack when you&#039;re certain that you&#039;re in a stance stronger than your opponent&#039;s, as special attacks are much more damaging then. They won&#039;t do much, and some won&#039;t work at all, if you&#039;re in a same or inferior stance!&lt;br /&gt;
&lt;br /&gt;
===Customizations===&lt;br /&gt;
&lt;br /&gt;
You can customize a lot about your beast! There are potions for sale in my shop that allow you to improve the traits of your beast. These can help you improve already good traits (like making a beast with a lot of Power really, really strong) or shore up ones that your beast lacks (such as enhancing the Insight on a beast that&#039;s not very aware). There&#039;s a limit on how much potions can do, but I might be convinced to do a little more for you. Wink wink, nudge nudge.&lt;br /&gt;
&lt;br /&gt;
I can also work on your beast&#039;s appearance. You want your twitchy giant rat to look like a snarling fanged rodent? I can do it. Want it to look like a snake? Probably not. I can change its basic appearance and the greater detail when you look at it while it&#039;s fighting for you. But that&#039;s not all! I can even change what its special attack looks like, within reason.&lt;br /&gt;
&lt;br /&gt;
===Onward and Upward===&lt;br /&gt;
&lt;br /&gt;
Once your first beast reaches its twentieth training (don&#039;t worry, that will take a bit) you&#039;ll be able to bind your first uncommon beast. Uncommon beasts are a bit harder to find, lurking in special locales. And once you&#039;ve gotten one of those to its twentieth train, there are rumors abounding about legendary beasts that only exist in a single place. These will obviously take some serious hunting to find, but the good news is that you have pleeeeenty of work to do before then, now, don&#039;t you?&lt;br /&gt;
&lt;br /&gt;
==Q&amp;amp;A 1==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6991&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/10/2014 2:13 PM EDT&lt;br /&gt;
| subject = Re: Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&#039;&#039;How many different spirit beasts are there totally; including common, uncommon and legendary? We need to know how many pokeba... erm talismans to buy to collect them all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are currently 107 Spirit Beasts. Of those, 39 are common, 16 are uncommon, and 52 are legendary. If you want to be a Pokem--er, Battle Pet--er, Spirit Beast master, well... that would take quite a bit of time. Each talisman holds three Spirit Beasts: one common, one uncommon, and one rare. You have to reach max level with the common to bind an uncommon, and max level with the uncommon to bind a rare. Yeah, I know the numbers are a little skewed if legendary beasts make up a plurality of the system. This is because legendary beasts are found in individual rooms. Uncommon beasts are found in parts of areas (and no, not giving hints!) Common beasts are realm-wide except in towns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Are there kobolds with katanas?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, but if you&#039;re clever, you can use the system to find out exactly what happens when a kobold attempts to use advanced armor and weaponry. It&#039;s... not pretty. I&#039;m only half-joking here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What is the benefit of having high quality blood?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It makes offering a talisman to a beast a bit easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Off the shelf. Since there will be possibly some folks who cannot take all their characters to EG, is it possible to pick up talismans at EG to give to another character?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yup!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creature types. Does the talisman picked up affect the creature that can be summoned with it? So far, I&#039;ve seen rat and roa&#039;ter - will there be a list of creatures (common/uncommon) that we can find, or is that now an in-game puzzle and left to discovery?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an immediate next project, I&#039;m thinking about doing some sort of enchiridion (let&#039;s not call it a Pokedex) for people who&#039;d like to collect information on beast locations. Finding all the common beasts should be relatively easy, as you can step outside a town and start attuning. Common beasts are available in the surroundings of Wehnimer&#039;s, Kharam Dzu, Solhaven, River&#039;s Rest, Icemule Trace, Zul Logoth, Pinefar, Ta&#039;Vaalor, and Ta&#039;Illistim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Or, will this merchant come back in a month or so after we&#039;ve had time to tinker?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I intend to make customization for the talismans broadly available. I&#039;ll probably restrict modification of the beasts themselves (i.e. special attacks, custom look descriptions) to me for a bit, as they&#039;re a little tough to do at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How will one know relative statistics of spirit creature, in order to best make use of stances and/or strategies?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a good question. In testing, I found that a high-power, low-intuition creature like a [[roa&#039;ter]] could definitely get its butt kicked by even a low-health, speedy creature like a rat if played well. Insight is kind of a fun stat. But yeah, currently you can look at your talisman to get a readout of relative stats. Like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;look talis&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
A simple clay talisman is currently attuned to a spectral thrak of 1 train.&lt;br /&gt;
&lt;br /&gt;
Its Power is high.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Defense is low.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Speed is low.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Insight is moderate.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Accuracy is moderate.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Health is moderate.&lt;br /&gt;
&lt;br /&gt;
Its Power will grow slowly.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Defense will grow quickly.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Speed will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Insight will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Accuracy will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Health will grow at a moderate pace.&lt;br /&gt;
&lt;br /&gt;
Its Insight has been enhanced by 1 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;5) Potions for the spirit beast are temporary or permanent additions to creature&#039;s statistics?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Permanent. There&#039;s not currently a potion for clearing stat additions, but I&#039;m thinking that&#039;ll be useful to have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6) Binding common/uncommon. If I have a 20th level common rat spirit, that will enable my talisman to attract an uncommon creature (which, I assume, will be as powerful as a 20th level common rat spirit?). So.. the talisman can store multiple creatures.. or do the spirit creatures trade places?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The talismans hold three creatures, one of each tier. It&#039;s an unlock system, basically. And yeah, it&#039;s automatic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Homelands&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Darn, I missed a tick in not making this system like M:TG. Think of all the silver it would have brought in if your beast choice was random on purchase? I didn&#039;t do that because I&#039;m not a jerk. Well, I am, but not on that level. Right?&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7214&lt;br /&gt;
| author = PENNINGTONB1&lt;br /&gt;
| date = 10/18/2014 2:38 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Congratulations&lt;br /&gt;
}}&#039;&#039;&amp;gt;Congratulations to Sepher for binding the first ever Spirit Beast, a griffin found near Ta&#039;Illistim!&lt;br /&gt;
&lt;br /&gt;
Woo! Thanks. So far, it&#039;s been a hell of a lot of fun to play with.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a little guide with some tidbits about the beasts from Ilixil (the NPC creator).&lt;br /&gt;
&lt;br /&gt;
===First step===&lt;br /&gt;
&#039;&#039;&#039;So first step: get your gear and collect blood&lt;br /&gt;
&lt;br /&gt;
You need a syringe and a vial for this part. &#039;&#039;&#039;Before you head out, PUT your vial on your syringe so that the blood has a repository to be drawn into.&#039;&#039;&#039; Next, you have to kill things and DRAW their blood. Creatures&#039; blood also has a level of quality associated with it, and the higher the level of the creature you&#039;re drawing from, the better the blood will be. Leopards in the Gyldemar Forest yielded &amp;quot;moderate&amp;quot; quality blood while war griffins in OTF yielded an &amp;quot;incredible&amp;quot; quality. The process of drawing blood is thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kill the creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KNEEL&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DRAW creature WITH SYRINGE (this removes the creature as if you had looted it; you don&#039;t get treasure)&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;K&amp;gt;draw leo with syr&amp;lt;br&amp;gt;&lt;br /&gt;
You draw some of a mastodonic leopard&#039;s blood into your syringe. The leopard shrivels and decays away &amp;lt;br&amp;gt;&lt;br /&gt;
until naught but dust is left.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 3 secs.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, &#039;&#039;&#039;you&#039;ll need to repeat this process 9 more times to completely fill your vial.&#039;&#039;&#039; You need a full vial to prepare your talisman. If you [[LOOK]] at the syringe, you can tell about how much blood you&#039;ve collected.&lt;br /&gt;
&lt;br /&gt;
*1-3 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. A bit of sluggish war griffin blood sloshes inside, deep red in color.&lt;br /&gt;
*4-6 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. It is about half full of dark red war griffin blood.&lt;br /&gt;
*7-9 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. The syringe is mostly full of war griffin blood.&lt;br /&gt;
*10 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. The syringe is full to the brim with war griffin blood, which appears to be of incredible quality.&lt;br /&gt;
&lt;br /&gt;
Note that you don&#039;t see the quality until you&#039;ve drawn a full vial&#039;s worth.&lt;br /&gt;
&lt;br /&gt;
===Second step===&lt;br /&gt;
&#039;&#039;&#039;Now that you&#039;ve got a full vial, you must UNLOCK SYRINGE to remove the vial from the syringe and then prepare your talisman by POURing the vial onto the talisman.&#039;&#039;&#039; It looks like this:&lt;br /&gt;
;Success&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;unlock my syr&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully twist and unlock a small crystal vial from a thin silver syringe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;pour my vial on my talis&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the mastodonic leopard blood in your vial over the surface of a rippled clay talisman. A faint thrum of a sensation akin to stirring awareness answers from within the blood-drenched talisman. The blood seeps into the surface of your talisman, and a feeling of faint satisfaction wells up from within.&amp;lt;br&amp;gt;&lt;br /&gt;
The vial is now empty. [These can be reused.]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Failure&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my via on my tali&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the triton radical blood in your vial over the surface of a painted clay talisman.  A faint thrum of a sensation akin to stirring awareness answers from within the blood-drenched talisman.  As quickly as it came, it flickers out like a dying candle, and the blood beads on the surface of the the talisman as it rejects your offering.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Major Failure (Talisman breaks)&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my via on my tali&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the troll king blood in your vial over the surface of a simple red and white orb. A faint thrum of sensation akin to stirring awareness answers from within the blood-drenched orb. Cracks form all over the surface of a simple red and white orb just seconds before it crumbles away in your hands. Perhaps you just weren&#039;t skilled enough to prepare the orb, but now, you&#039;ll never know for sure. The blood on your hands commingles with the dusty remnants of the orb as if to compound your miserable failure. You get the feeling you just aren&#039;t skilled enough to prepare the vial. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Third step===&lt;br /&gt;
Now your talisman is ready to take on a spirit beast, but first you have to find one. &#039;&#039;&#039;Go out into your local wilds and INVOKE TALISMAN.&#039;&#039;&#039; This will show you what beasts are around, if any. Note that you &#039;&#039;&#039;can INVOKE in a single room multiple times and the results may be different.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invoking looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You focus your thoughts on a rippled clay talisman, attempting to align yourself with the spirits floes within the area, but fail to detect anything at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And again for different results:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You focus your thoughts on a rippled clay talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.&lt;br /&gt;
&lt;br /&gt;
You detect the presence of a common griffin spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
You sense the presence of at least one spirit whose nature you cannot discern.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fourth step===&lt;br /&gt;
Found something you like? Great. &#039;&#039;&#039;Now you have to ATTUNE TALISMAN to bring the spirit beast within the reach of your talisman so you can offer it.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
That looks like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You tighten your grip on a rippled clay talisman, willing it to attune to the presence of the griffin spirit lingering in the area.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fifth step===&lt;br /&gt;
&#039;&#039;&#039;And finally, you OFFER TALISMAN to bind the beast to your talisman.&#039;&#039;&#039; I managed a couple failures on this and was told that one is major and one is minor, so I&#039;ll show those two as well as the success messaging.  It is highly recommended to KNEEL before OFFERing.&lt;br /&gt;
&lt;br /&gt;
Minor failure:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. A stray thought causes you to lose your focus, and the blood seeps back into the talisman.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 14 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major failure (I had to reapply blood to the talisman after this):&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that evaporates into the air, and you sense that the spirit you are trying to summon is little pleased with your offering.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 20 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Success:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that illuminates a shrouded form hanging in the air before you. The spirit drifts closer to a charred clay talisman, its outline glowing as it nears. Golden light spills from the surface of the talisman, consuming the spirit. A thrill of satisfaction echoes up your arm and through your body.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 18 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s it. Now you&#039;ve got a spirit beast to fight with. If you look at your talisman, you should see something like this:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;It&#039;s clay talisman that binds the spirits of the dead. What more do you want?&lt;br /&gt;
&lt;br /&gt;
A rippled clay talisman is currently attuned to a spectral griffin of 1 train.&lt;br /&gt;
&lt;br /&gt;
Its Power is moderate and will grow quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Defense is low and will grow slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Speed is moderate and will grow quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Insight is moderate and will grow at a measured pace.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Accuracy is moderate and will grow at a measured pace.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Health is moderate and will grow slowly.&lt;br /&gt;
&lt;br /&gt;
It is attuned to the element of air.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enhancing and battling===&lt;br /&gt;
&#039;&#039;&#039;At this point, you may also enhance your spirit beast with the flacons sold in the same shop you bought you talismans at.&#039;&#039;&#039; Each spirit beast can be enhances a maximum of 20 times, and as of now there is no way to undo what you enhance, so be careful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To make your beast fight, you have to POINT TALISMAN AT character and they must do the same to you. This initiates a match.&lt;br /&gt;
&lt;br /&gt;
The commands you can give your spirit beast once the battle has started look are: ATTACK, GUARD, STRIKE, and SWITCH.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Attack: This uses your creatures special move. You must store up energy (this is automatically gained as your beast progresses through the fight) to use this move.&lt;br /&gt;
&lt;br /&gt;
:Guard: Basically a defensive stance. You can use it to give you extra time to figure out how you want to fight your enemy.&lt;br /&gt;
&lt;br /&gt;
:Strike: An offensive stance. Your beast will automatically continue it&#039;s basic attack in this mode.&lt;br /&gt;
&lt;br /&gt;
:Switch: You can alternate between five different stance -- Turtle, Wolf, Serpent, Hare, or Crane -- each with their own merit. I&#039;ll leave this for everyone to figure out, since I barely have it figure out myself.&lt;br /&gt;
&lt;br /&gt;
Finally, Ilixil came out and battled with us as well as answered some questions. Here are some of the things he said spirit beasts (he was volunteering information based on what was happening during fights, and just in general, so there&#039;s not really any discernible order for each piece of information; I&#039;ll make notes where I think they&#039;re necessary):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;Ilixil says, &amp;quot;I should mention that legendary beasts have unique abilities.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: Casilla asked how soon you can use the beasts again after you&#039;ve lost/completed a match&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;You can use them immediately again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;You&#039;ll have to get a common to twenty trains, bind an uncommon, get it to twenty trains, and then get a legendary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I&#039;ll probably craft a potion that will allow you to remove bad pours.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Because... it would be a shame to have to get rid of your talisman and train a whole new beast because of a poor choice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;When that time comes, I&#039;ll be customizing beasts in various ways.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: someone was making suggestions for beasts:&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;If there are beasts that the talismans cannot yet sense, I am always open to suggestions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: the talismans&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;I will say that these are magicked to detect the spiritual floes around all of the major towns, so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I believe you might find a silverback near Icemule.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla asks, &amp;quot;Do spirits switch stances on their own if their insight is high enough?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;They do not.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;That is, however, an intriguing suggestion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: beast enhancive potions&amp;lt;br&amp;gt;&lt;br /&gt;
Laelithonel asks, &amp;quot;So common spirit only needs one dose of a certain potion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Laelithonel, Ilixil says, &amp;quot;The potions are not necessary. They merely allow you more control over your beast&#039;s strengths and weaknesses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Japhrimel asks, &amp;quot;If we get a spirit can we remove it? or would we need a new talisman?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Japhrimel, Ilixil says, &amp;quot;There is no way to remove a spirit currently, I&#039;m afraid. Some of my future plans...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Future plans are future plans.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil chuckles.&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;At any rate, I would rather enjoy it if there were a way to reimburse people for putting effort into training a spirit they decide they do not want.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: someone sancted&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;They will not, by the way, fight in places that are sanctuaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Ilixil, Demyse says, &amp;quot;Have thoughts turned inward for future experimentings? As in some of the most powerful creatures in this world aren&#039;t beasts or animal.. but those which stand as adventurers of Elanthia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Demyse, Ilixil says, &amp;quot;Some of the creatures are not beasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Ilixil, Riend says, &amp;quot;You can customize the look of your creature, if I recall correctly. Is this option fairly open or must it remain the same type of creature it was to begin with?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;It&#039;ll have to remain roughly similar to that creature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;A rat will have to remain some sort of rodent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I&#039;m more likely to be all right with it if it&#039;s merely a cosmetic change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;There is a Sheruvian legendary beast, I know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;She...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;...is unpleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Now, in addition to standard tactics...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;...elemental attunement can definitely change a fight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;That&#039;s not something that you can change about your beast, mind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla asks, &amp;quot;Do I have to attune it? Does it find an element on its own?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;Attunements are indelible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You say, &amp;quot;They&#039;re innate to the creatures, if they have one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla says, &amp;quot;So this guy [kiramon] is just neutral.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil nods at Casilla.&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;So, it&#039;s worth noting that again, it can be a hindrance or a help.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And done! Someone post this stuff on kp.org, would ya? Thanks! (editor&#039;s note: you&#039;re welcome, subheadings added by me)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;The commands you can give your spirit beast once the battle has started look are: ATTACK, GUARD, STRIKE, and SWITCH. -Me&lt;br /&gt;
&lt;br /&gt;
Oh, and you &#039;&#039;&#039;TELL&#039;&#039;&#039; it to do these things.&lt;br /&gt;
&lt;br /&gt;
Kind of important.&lt;br /&gt;
&lt;br /&gt;
~Brian, Sepher&#039;s player&lt;br /&gt;
&lt;br /&gt;
==Common spirit beasts==&lt;br /&gt;
&lt;br /&gt;
Originally compiled by Eruheran&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Town&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Spirit Beasts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Broken Lands (WL)||[[Spirit_beast_stats#hyena|hyena]], [[Spirit_beast_stats#jackal|jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| Cysaegir||[[Spirit_beast_stats#butterfly|butterfly]], [[Spirit_beast_stats#aelotoi_guardsman|aelotoi guardsman]]&lt;br /&gt;
|-&lt;br /&gt;
| Ebon Gate||[[Spirit_beast_stats#swamp_witch|swamp witch]], [[Spirit_beast_stats#mire_wight|mire wight]], [[Spirit_beast_stats#giant_mantis|giant mantis]], [[Spirit_beast_stats#skeletal_warrior|skeletal warrior]]&lt;br /&gt;
|-&lt;br /&gt;
| Four Winds Isle||[[Spirit_beast_stats#snapping_turtle|snapping turtle]], [[Spirit_beast_stats#great_tortoise|great tortoise]], [[Spirit_beast_stats#capuchin_monkey|capuchin monkey]], [[Spirit_beast_stats#seagull|seagull]]&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace||[[Spirit_beast_stats#thyril|thyril]], [[Spirit_beast_stats#penguin|penguin]], [[Spirit_beast_stats#timber_wolf|timber wolf]], [[Spirit_beast_stats#vereri|vereri]], [[Spirit_beast_stats#silverback_orc|silverback orc]], [[Spirit_beast_stats#snowcat|snowcat]] &lt;br /&gt;
|-&lt;br /&gt;
| Pinefar||[[Spirit_beast_stats#arctic_wolverine|arctic wolverine]], [[Spirit_beast_stats#seeker|seeker]], [[Spirit_beast_stats#glacei|glacei]], [[Spirit_beast_stats#fox|fox]], [[Spirit_beast_stats#snowy_owl|snowy owl]]  &lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest||[[Spirit_beast_stats#aardvark|aardvark]], [[Spirit_beast_stats#pale_crab|pale crab]], [[Spirit_beast_stats#chimera|chimera]], [[Spirit_beast_stats#krolvin|krolvin]], [[Spirit_beast_stats#pirate|pirate]] &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Valley (WL)||[[Spirit_beast_stats#mare|mare]], [[Spirit_beast_stats#pony|pony]], [[Spirit_beast_stats#stallion|stallion]]&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven||[[Spirit_beast_stats#shan|shan]], [[Spirit_beast_stats#lobster|lobster]], [[Spirit_beast_stats#fenghai|fenghai]], [[Spirit_beast_stats#roa.27ter|roa&#039;ter]], [[Spirit_beast_stats#daggerbeak|daggerbeak]], [[Spirit_beast_stats#hound|hound]], [[Spirit_beast_stats#alleycat|alleycat]]  &lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim||[[Spirit_beast_stats#griffin|griffin]], [[Spirit_beast_stats#moulis_sapling|moulis sapling]], [[Spirit_beast_stats#yeti|yeti]], [[Spirit_beast_stats#kiramon|kiramon]]  &lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor||[[Spirit_beast_stats#hawk|hawk]], [[Spirit_beast_stats#fanged_rodent|fanged rodent]], [[Spirit_beast_stats#urgh|urgh]], [[Spirit_beast_stats#wolfshade|wolfshade]], [[Spirit_beast_stats#bobcat|bobcat]], [[Spirit_beast_stats#grass_snake|grass snake]]  &lt;br /&gt;
|-&lt;br /&gt;
| Teras||[[Spirit_beast_stats#tsark|tsark]], [[Spirit_beast_stats#water_elemental|water elemental]], [[Spirit_beast_stats#fire_elemental|fire elemental]], [[Spirit_beast_stats#cinder_wasp|cinder wasp]], [[Spirit_beast_stats#wind_wraith|wind wraith]] &lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing||[[Spirit_beast_stats#kobold|kobold]], [[Spirit_beast_stats#rat|rat]], [[Spirit_beast_stats#rolton|rolton]], [[Spirit_beast_stats#goblin|goblin]], [[Spirit_beast_stats#thrak|thrak]], [[Spirit_beast_stats#manticore|manticore]]&lt;br /&gt;
|-&lt;br /&gt;
| Zul Logoth||[[Spirit_beast_stats#krynch|krynch]], [[Spirit_beast_stats#bat|bat]], [[Spirit_beast_stats#whelk|whelk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spirit beast enhancives==&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#f0f0f0;&amp;quot;|Stat&lt;br /&gt;
! style=&amp;quot;background:#f0f0f0;&amp;quot;|Fluid color&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Power || Indigo&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Defense || Emerald&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Speed || Gold&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Insight || Violet&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Accuracy || Mauve - also Saffron for common&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Health || Crimson&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Clear&amp;lt;br&amp;gt;enhancives|| Black&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spirit Beasts 2.1==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Game Design Discussions&lt;br /&gt;
| topic = Spirit Beasts&lt;br /&gt;
| messagenum = 56&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 03/14/2015 03:23 PM EDT&lt;br /&gt;
| subject = Spirit Beasts 2.1: Arenas!&lt;br /&gt;
}}&amp;lt;i&amp;gt;Editor&#039;s note: &#039;&#039;&#039;[[Talondown Arena]]&#039;&#039;&#039; information appears on that page. Only Spirit Beast system info here.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armaments, beast experience potions, and common and uncommon Spirit Beast enhancements are all available for purchase or winning at the Talondown Arena!&lt;br /&gt;
&lt;br /&gt;
Max Speed bonus now allows your beast to attack once every 7 seconds, up from 5. This was to compensate for the overwhelming speed of high-level fights, which were becoming a hindrance to strategizing even for experienced players. Speed ranks have been adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
To positively readjust the value of Speed, extremely high levels of Speed now qualify beasts for the &amp;quot;Blinding Speed&amp;quot; buff, which begins as a passive 3% boost to attack avoidance and climbs from there.&lt;br /&gt;
&lt;br /&gt;
Accuracy has now been considerably improved. Base special attack damage has been reduced slightly, but it is now boosted by Accuracy. Beasts with average levels of Accuracy should see no noticeable damage change, but those with high Accuracy will see more damage out of their special attacks. Furthermore, Accuracy now provides a chance to do more--but still reduced--damage while guarding.&lt;br /&gt;
&lt;br /&gt;
Experience &#039;til next is now shown on Spirit Beast talismans!&lt;br /&gt;
&lt;br /&gt;
==Spirit Beasts 2.0==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Game Design Discussions&lt;br /&gt;
| topic = Spirit Beasts&lt;br /&gt;
| messagenum = 15&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 03/06/2015 07:16 PM EST&lt;br /&gt;
| subject = Spirit Beasts 2.0 Release&lt;br /&gt;
}}Some avid players of Spirit Beasts have noticed changes to their talismans today. There are quite a few updates as part of the 2.0 release, but the most pertinent one&#039;s you&#039;ll be seeing right now are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clearer Info&#039;&#039;&#039; - Numerical values now exist for all Spirit Beast stats, accompanied by rough values appropriate for in-character discussion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat&#039;&#039;&#039; - It&#039;s been rebalanced around recent fight tracking to even out the gaps between certain overperforming and underperforming spirit beasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Beast Armaments&#039;&#039;&#039; - You&#039;ll now be able to collect and use armaments for your Spirit Beasts. These come in three different levels: Lesser, Sturdy, and Potent armaments. More powerful armaments can do things like allow your beast access to new skills; all armaments will modify its stats in new and interesting ways. PUT armaments in your talisman to add them, DISARM the talisman to remove them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level-matching&#039;&#039;&#039; - You can now FLIP your talisman and it will level match for lower-level beasts. Beasts will gain experience according to their actual levels, meaning that experienced Spirit Beast gladiators can help their friends gain experience more quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fight Notifications&#039;&#039;&#039; - RUBbing your talisman while it&#039;s worn will now tune you in to receive fight notifications as they happen across Elanthia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Spirit Beast Elements&#039;&#039;&#039; - Wild Magic (strong against spirit, weak against elements) and Rift Armament (strong against elements, weak against spirit).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Spirit Beast Special Abilities&#039;&#039;&#039; - Frailty (weak against criticals), Troll&#039;s Tenacity (has a chance to struggle for life), and Leech (has a chance to drain health on normal attacks), all acquired through equipment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Replacement Potions&#039;&#039;&#039; - Tired of your Spirit Beast? No problem! They can now be modified with replacement potions, which will trade out your existing beast with another of the same rarity level. All mechanical enhancements will be maintained. All physical customizations are removed by these.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Classes&#039;&#039;&#039; - Beasts are now sorted into classes: Humanoids, Beasts, Elementals, Arthropods, and Aberrations. This is ultra-important for armaments!&lt;br /&gt;
&lt;br /&gt;
Auchand&lt;br /&gt;
&lt;br /&gt;
==Oct 2014 Updates==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6969&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/19/2014 12:29 AM EDT&lt;br /&gt;
| subject = Spirit Beasts Updates&lt;br /&gt;
}}I&#039;m starting a running thread for any improvements to the Spirit Beasts system that will be coming out over the next few days, as players find bugs and quirks.&lt;br /&gt;
&lt;br /&gt;
The following fixes and updates have been rolled out for Spirit Beasts:&lt;br /&gt;
&lt;br /&gt;
* Blood vials should now be POURable without a target to remove any blood that&#039;s in them&lt;br /&gt;
* Last names should no longer be appearing as part of the stance checks&lt;br /&gt;
* Potions to clear enhancements are now available in Ilixil&#039;s Bestiary&lt;br /&gt;
* Improved the granularity of stat descriptions in the LOOK of talismans&lt;br /&gt;
* Level-based stat growth is now reflected in the LOOK of talismans&lt;br /&gt;
* Fixed a typo in air elemental vs. elemental messaging&lt;br /&gt;
&lt;br /&gt;
A note on creature stats:&lt;br /&gt;
&lt;br /&gt;
I&#039;ve gotten a few questions emailed to me about how Spirit Beasts are statted. For the most part, the stat descriptions available from your creatures&#039; talismans should be sufficient to determine its strengths and weaknesses, but in the interest of satisfying hungry minds, I&#039;ll spill the following. All Spirit Beasts begin with base level 1 stats ranging from 90 to 140 points, and can have stat growth levels from 1 to 4 points per level. In a talisman&#039;s LOOK, the (base stat + (stat growth * level)) is presented as a rough estimate of the stat, using the following criteria:&lt;br /&gt;
&lt;br /&gt;
:Pathetic: Under 100&lt;br /&gt;
:Low: 100 to 115&lt;br /&gt;
:Moderate: 115 to 130&lt;br /&gt;
:Above Average: 130 to 145&lt;br /&gt;
:High: 145 to 160&lt;br /&gt;
:Very High: 160 to 175&lt;br /&gt;
:Extraordinary: 175 to 190&lt;br /&gt;
:Monumental: 190 to 210&lt;br /&gt;
:Godlike: 210+ &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common&#039;&#039;&#039; Spirit Beasts have base level 1 stats ranging from 90 to 130 and have a growth potential from 1 to 3 points per level. This means that, at maximum, a common spirit beast with a fully potion-enhanced stat, maximum stat growth, and with a 130 base stat can achieve a 170, or &amp;quot;very high&amp;quot; rating for that stat. They have a stat pool of 635 points and a growth pool of 12 points. This means that when I was statting them out, I had that number of points to play with, with the stipulations that the stat numbers did not go above 130 or under 90, and the stat growth did not go over 3 or under 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon&#039;&#039;&#039; Spirit Beasts have a stat pool of 645 points and a growth pool of 14 points. They have a stat range from 90-140 and a growth range of 1-4 points. In addition, some (but not all) of them have access to unique abilities instead of the common ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legendary&#039;&#039;&#039; Spirit Beasts have a stat pool of 655 points and a growth pool of 16 points. They have a stat range from 90-140 and a growth range of 1-4 points, but they all have unique special abilities like Sympathy, Bleed, Airwall, Bone Shield, and more cool stuff. Doing the math, a legendary beast&#039;s maximum enhanced stat could reach 220 provided that they started at 140 and had a growth potential of 4.&lt;br /&gt;
&lt;br /&gt;
Enhanced stats are not counted in the LOOK of your Spirit Beast talisman.&lt;br /&gt;
&lt;br /&gt;
A note on leveling beasts:&lt;br /&gt;
&lt;br /&gt;
There are diminishing experience returns for playing the same player multiple times in a row in order to discourage scripting. Spreading the wealth is a good idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7323&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 5:37 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}Some more updates:&lt;br /&gt;
* Fixed a problem with stance information getting unset (this was causing people to see their last names or garbage information in place of stances; please email me at gs4-auchand@play.net if this persists!)&lt;br /&gt;
* Insight now provides a chance to auto-switch to counter your opponent&lt;br /&gt;
* Slightly raised the value of Defense&lt;br /&gt;
* Slightly increased penalty for being in the wrong stance when attacking&lt;br /&gt;
* Horses can now be bound in the Shadow Lands&lt;br /&gt;
* Two beasts can now be bound in Cysaegir&lt;br /&gt;
* Roltons now use the &#039;Stampede&#039; special attack instead of &#039;False Security&#039;&lt;br /&gt;
* Cinder Wasps now have access to the &#039;Stinging Swarm&#039; special attack instead of &#039;Sky Rend&#039;&lt;br /&gt;
* Foxes can now be bound in Pinefar&lt;br /&gt;
* Hounds can now be bound in Solhaven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7356&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 8:40 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Adjustments have been made to how both Insight and Speed benefits are calculated, improving both stats because they were undervalued versus creatures of corresponding Defense or Power.&lt;br /&gt;
* Ebon Gate creatures added! Swamp witches, mire wights, giant mantises, and skeletal warriors are now available on the Ebon Gate grounds.&lt;br /&gt;
* Owls have been added to Pinefar.&lt;br /&gt;
* Manticores have been added to Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7356&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 8:40 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Wolves are now Timber Wolves.&lt;br /&gt;
* Timber Wolves and Wolfshades have access to the new &amp;quot;We Are Pack&amp;quot; special ability instead of &amp;quot;Bestial Fury.&amp;quot;&lt;br /&gt;
* Hyenas and Jackals added to the Broken Lands.&lt;br /&gt;
* Spirit Beasts can now be bound on Four Winds Isle: snapping turtles, great tortoises, capuchin monkeys, and seagulls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7444&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/22/2014 12:30 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}&amp;gt;do we need more blood for each tier as we go along (tier being common to uncommon to legendary) (the one I dont mind finding out on my own)&lt;br /&gt;
&lt;br /&gt;
Nope. Same amount of blood. Don&#039;t let someone unskilled with MIU handle the pour, though, as they can still break!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;do they all share the same original enhancements since we just pour the flacons on the talisman itself? (The main question I have since I want to be sure I buy more flacons if that is the case)&lt;br /&gt;
&lt;br /&gt;
Enhancements are stored separately. The ones for sale at EG only work on common spirit beasts.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;The potions sound like an excellent general alchemy item to me.&lt;br /&gt;
&lt;br /&gt;
I agree. I don&#039;t have any sway over the alchemy system, but I&#039;ll suggest it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;Are the talismans destroyed sometimes on failure? Should I grab a few for the future? &lt;br /&gt;
&lt;br /&gt;
&amp;gt;No, they aren&#039;t destroyed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The only time a talisman can be destroyed is if someone with insufficient MIU pours blood on it&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;1. Does losing still progress them? If not, can it, at least a little?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t plan on incentivizing losing at this time. I might eventually. They seem to be gaining levels fast enough already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;2. Is it weighted by level? So if my level 10 rolton beats a level 1 mantis, do I get much less progression for it, and vice versa?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is weighted by level. The good news is that reverse weighting is true as well, so if you defeat a beast that&#039;s much higher in level, you&#039;ll get more exp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;Also could we PLEASE declare the locations of the legendary spirit beasts an in game puzzle/secret and keep it off the boards?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I would like that as well. Due to the incredible difficulty of finding them, I think I may release a compendium that gives rough clues, but we&#039;ll see how hard finding the Uncommon Beasts is for more people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;I am guessing that Rift beasts would fall in the uncommon or rare type categories&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There aren&#039;t any beasts in the Rift, but I imagine there will be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7461&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/22/2014 12:17 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Spirit Battles are now allowed in sanctuaries, but not sanctuaries that are in town.&lt;br /&gt;
* Spirit Battles are now allowed in town.&lt;br /&gt;
* Fixed an issue that was causing artificially long levels. Like, really long. All experience gained will still count toward your leveling progress.&lt;br /&gt;
* Updated the LOOK on talismans to include customization information about Spirit Beasts.&lt;br /&gt;
* To make the Guard and Strike duality more useful, Guard and Strike commands are no longer visible to one&#039;s opponents. In addition, guarding will now restore a small percentage of your beast&#039;s health per attacking turn. The bonus for defending and penalty to attacking while guarding have both been increased slightly. As a note, Guard and Strike only affect standard attacks.&lt;br /&gt;
* Added a check to POURing vials and potions that requires that the recipient item be held in your other hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7602&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/25/2014 2:10 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}Catscratch Fever Update!&lt;br /&gt;
* The new &amp;quot;Catscratch Fever&amp;quot; special ability is applied to all common and uncommon cats.&lt;br /&gt;
* Added alleycats around Solhaven, snowcats around Icemule, bobcats in Ta&#039;Vaalor.&lt;br /&gt;
* Added two uncommon cats--a warcat and a tomcat.&lt;br /&gt;
* Added one legendary cat, a very special warcat.&lt;br /&gt;
* Added seven new uncommon beasts.&lt;br /&gt;
* Adjusted the look of talismans, especially when customized.&lt;br /&gt;
* Made it easier to find common beasts using INVOKE. Uncommon and legendaries still have a significant chance not to show and may require a multiple checks in the same room or area.&lt;br /&gt;
* A few beasts have gained/lost/changed elemental alignment to be more in-line with original guidelines (i.e. most (but not all) flying creatures are attuned to air.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Teaser==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6969&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/09/2014 10:11 PM EDT&lt;br /&gt;
| subject = Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&amp;gt;invoke talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You focus your thoughts on a small glass talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.&amp;lt;br&amp;gt;&lt;br /&gt;
You detect the presence of a common rat spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attune talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You tighten your grip on a small glass talisman, willing it to attune to the presence of the rat spirit lingering in the area.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;offer talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You hold out your clay talisman and reach out with your mind, calling to the rat spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that illuminates a shrouded form hanging in the air before you. The spirit drifts closer to a simple clay talisman, its outline glowing as it nears. Golden light spills from the surface of the talisman, consuming the spirit. A thrill of satisfaction echoes up your arm and through your body.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Why, it&#039;s almost like I should try and challenge someone else with one of these spirits!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;point talisman at paidreg&amp;lt;br&amp;gt;&lt;br /&gt;
You challenge Paidreg to a Spirit Battle, offering your 1st train rat up against his 1st train roa&#039;ter! (Paidreg has 45 seconds to respond by POINTing his clay talisman back at you.)&lt;br /&gt;
&lt;br /&gt;
Paidreg accepts your challenge to a Spirit Battle!&lt;br /&gt;
&lt;br /&gt;
You raise your clay talisman skyward and call out to the spirit dwelling within. The ephemeral spirit of a twitchy giant rat erupts forth in a blaze of energy and begins advancing on Paidreg, who counters a moment later by thrusting his clay talisman toward you. The spectral form of a plump red roa&#039;ter crackles into existence, rising to defend him!&amp;lt;br&amp;gt;&lt;br /&gt;
The battle will begin in 10 seconds.&lt;br /&gt;
&lt;br /&gt;
The spirits begin to clash with one another!&lt;br /&gt;
&lt;br /&gt;
Your giant rat snaps at Paidreg&#039;s red roa&#039;ter!&amp;lt;br&amp;gt; &lt;br /&gt;
A weak strike! &amp;lt;br&amp;gt;&lt;br /&gt;
...13 damage!&amp;lt;br&amp;gt;&lt;br /&gt;
A twitchy giant rat gathers a bit of energy from fighting.&lt;br /&gt;
&lt;br /&gt;
What do you folks think? Want to know more?&lt;br /&gt;
&lt;br /&gt;
[[category:Games]]&lt;/div&gt;</summary>
		<author><name>EVERAN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_Beast&amp;diff=61141</id>
		<title>Spirit Beast</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_Beast&amp;diff=61141"/>
		<updated>2015-04-06T02:59:46Z</updated>

		<summary type="html">&lt;p&gt;EVERAN: /* Spirit beast enhancives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spirit Beasts&#039;&#039;&#039; premiered at Ebon Gate 2014.  Similar to [[siegery (saved post)|siegery]], but with much more depth, spirit beasts battle one another like Pokemon&amp;lt;TM&amp;gt;.  See [[spirit beast stats]] for more information about specific beasts. &lt;br /&gt;
&lt;br /&gt;
GM Auchand redeveloped Spirit Beasts shortly after their debut and introduced [[Talondown Arena]] aboard [[The Firebird]] airship for players to battle each other and [[NPC]] Spirit Beast masters.&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6977&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/09/2014 11:50 PM EDT&lt;br /&gt;
| subject = Re: Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&#039;&#039;&#039;Spirit Beasts: A Primer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spirit Beasts are the spiritual essences of creatures that have dwelled in a given locale. Enterprising players can bind them to a talisman and make them fight for you to gain levels and become more powerful. The talismans are available off-the-shelf. The work? That&#039;s on you.&lt;br /&gt;
&lt;br /&gt;
===Binding===&lt;br /&gt;
&lt;br /&gt;
In order to bind a Spirit Beast, you&#039;ll need a talisman, purchased at my shop, &#039;&#039;&#039;Ilixil&#039;s Bestiary&#039;&#039;&#039;. (You may remember Ilixil, the extremely unfortunate scientist, from that time that he got devoured by his pet shade-skinks. He got better.) More than that, you&#039;re going to need to prepare that talisman. Preparing a talisman isn&#039;t hard if you have a bit of [[Magic Item Use]] training, but the good news is that anyone can do the preparation for you. But how do you prepare a talisman?&lt;br /&gt;
&lt;br /&gt;
Blood. Lots of blood. You&#039;re going to have to go out and slaughter creatures that have blood. The stronger they are, the better the quality of their blood will be. That means that beasts from the Rift are going to provide you with some amazing quality life-liquid, and kobolds are... well, not. You can collect this blood using syringes and vials that I also sell. Noticing a trend here?&lt;br /&gt;
&lt;br /&gt;
Once you have a vial full of blood, you&#039;re going to pour it on your talisman. If you&#039;re exceptionally bad with magical items, your talisman&#039;s probably going to break at this point.****** Otherwise, you&#039;ll either succeed famously or not do so well. Good news: you can try again. You won&#039;t even need to buy a new vial!&lt;br /&gt;
&lt;br /&gt;
Now you&#039;re going to have to find a beast. The good news is that common beasts, the first type that you&#039;ll be able to bind, are everywhere. Most of the wilds around your various towns have a few different options. Every beast has its own strengths and weaknesses, which we&#039;ll go into soon enough. You can invoke your talisman anywhere to see if you can find a Spirit Beast there.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve successfully invoked a talisman, you can attune it to a specific beast. Finally, once you&#039;re sure you&#039;ve found the beast of your dreams (or at least one that&#039;s mildly acceptable) you&#039;ll offer the talisman to the beast. Only a prepared talisman can be offered. Anyone can bind a beast, but it will definitely help a bit if you have some [[Spiritual Lore, Summoning]] skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you have low MIU your talisman CAN break and you&#039;ll lose it AND have to buy a new one and start over. It&#039;s best to have someone high level with high MIU do the pour for you.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Beast Statistics===&lt;br /&gt;
&lt;br /&gt;
Every beast has its own strengths and weaknesses, as I mentioned before. They are all competitive, but may require different tactics to be successful in battle. The traits of beasts are as follows:&lt;br /&gt;
&lt;br /&gt;
Power - The strength of a beast&#039;s attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Defense - The ability of a beast to defend itself.&amp;lt;br&amp;gt;&lt;br /&gt;
Speed - How fast a beast is.&amp;lt;br&amp;gt;&lt;br /&gt;
Insight - How well a beast can determine its opponent&#039;s tactics. This is important!&amp;lt;br&amp;gt;&lt;br /&gt;
Accuracy - The likelihood a beast is going to hit with its normal attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Health - A measure of the beast&#039;s life force.&lt;br /&gt;
&lt;br /&gt;
All of these traits also have different growth rates. A creature may start off with a lot of Power but not grow very much, or may begin with middling Insight but have a quick growth rate!&lt;br /&gt;
&lt;br /&gt;
In addition to these traits are ones that don&#039;t generally change: &lt;br /&gt;
&lt;br /&gt;
Special Attack - The type of special attack that the creature does.&lt;br /&gt;
&lt;br /&gt;
Elemental Attunement - The element that a creature is bound to. Attuned creatures will do and take more or less damage from other elementally attuned creatures depending on their attunement.&lt;br /&gt;
&lt;br /&gt;
The elements are as follows:&lt;br /&gt;
&lt;br /&gt;
Fire - weakest against Water, weak against Earth, strong against Air, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Water - weakest against Spirit, weak against Air, strong against Earth, strongest against Fire&amp;lt;br&amp;gt;&lt;br /&gt;
Earth - weakest against Air, weak against Water, strong against Fire, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Air - weakest against Spirit, weak against Fire, strong against Water, strongest against Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - weakest against Fire, weakest against Earth, strongest against Water, strongest against Air&amp;lt;br&amp;gt;&lt;br /&gt;
Wild Magic - weakest against elements, strongest against Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
Rift Armament - weakest against Spirit, strongest against elements&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighting===&lt;br /&gt;
&lt;br /&gt;
The entire reason you want to bind a Spirit Beast is so that you can have it fight other people&#039;s Spirit Beasts, right? So you&#039;d best get good at fighting. When you summon your beast, it&#039;s going to start attacking its opponent at will. But this isn&#039;t just a matter of strength against strength! No, sir. You need to guide your beast in order to have it do its best.&lt;br /&gt;
&lt;br /&gt;
Your creature&#039;s going to settle into a stance as soon as it begins the fight: Turtle, Wolf, Serpent, Hare, or Crane.&lt;br /&gt;
&lt;br /&gt;
Turtle is strong against Hare and Crane; is weak against Serpent and Wolf.&amp;lt;br&amp;gt;&lt;br /&gt;
Wolf is strong against Hare and Turtle; is weak against Crane and Serpent.&amp;lt;br&amp;gt;&lt;br /&gt;
Serpent is strong against Turtle and Wolf; is weak against Crane and Hare.&amp;lt;br&amp;gt;&lt;br /&gt;
Hare is strong against Serpent and Crane; is weak against Wolf and Turtle.&amp;lt;br&amp;gt;&lt;br /&gt;
Crane is strong against Wolf and Serpent; is weak against Hare and Turtle.&lt;br /&gt;
&lt;br /&gt;
Your creature&#039;s Insight may give you a glimpse at what stance your opponent&#039;s beast is in, but otherwise you&#039;re going to have to watch the fight and try to adjust your tactics accordingly. If it seems like your beast is taking a lot of damage and doing very little, you may want to switch to an opposing stance.&lt;br /&gt;
&lt;br /&gt;
Oh, but it&#039;s not as simple as that. If things are going especially bad, you can tell your creature to guard, which means that it will take much less damage at the cost of being poor at attacks. This can be a lifesaver if you&#039;re taking a pounding and need some time to figure out how to turn things around. When you&#039;re ready to go back on the offensive, tell your creature to strike.&lt;br /&gt;
&lt;br /&gt;
And then there are special attacks! Every beast has a special ability. You should only tell your beast to attack when you&#039;re certain that you&#039;re in a stance stronger than your opponent&#039;s, as special attacks are much more damaging then. They won&#039;t do much, and some won&#039;t work at all, if you&#039;re in a same or inferior stance!&lt;br /&gt;
&lt;br /&gt;
===Customizations===&lt;br /&gt;
&lt;br /&gt;
You can customize a lot about your beast! There are potions for sale in my shop that allow you to improve the traits of your beast. These can help you improve already good traits (like making a beast with a lot of Power really, really strong) or shore up ones that your beast lacks (such as enhancing the Insight on a beast that&#039;s not very aware). There&#039;s a limit on how much potions can do, but I might be convinced to do a little more for you. Wink wink, nudge nudge.&lt;br /&gt;
&lt;br /&gt;
I can also work on your beast&#039;s appearance. You want your twitchy giant rat to look like a snarling fanged rodent? I can do it. Want it to look like a snake? Probably not. I can change its basic appearance and the greater detail when you look at it while it&#039;s fighting for you. But that&#039;s not all! I can even change what its special attack looks like, within reason.&lt;br /&gt;
&lt;br /&gt;
===Onward and Upward===&lt;br /&gt;
&lt;br /&gt;
Once your first beast reaches its twentieth training (don&#039;t worry, that will take a bit) you&#039;ll be able to bind your first uncommon beast. Uncommon beasts are a bit harder to find, lurking in special locales. And once you&#039;ve gotten one of those to its twentieth train, there are rumors abounding about legendary beasts that only exist in a single place. These will obviously take some serious hunting to find, but the good news is that you have pleeeeenty of work to do before then, now, don&#039;t you?&lt;br /&gt;
&lt;br /&gt;
==Q&amp;amp;A 1==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6991&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/10/2014 2:13 PM EDT&lt;br /&gt;
| subject = Re: Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&#039;&#039;How many different spirit beasts are there totally; including common, uncommon and legendary? We need to know how many pokeba... erm talismans to buy to collect them all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are currently 107 Spirit Beasts. Of those, 39 are common, 16 are uncommon, and 52 are legendary. If you want to be a Pokem--er, Battle Pet--er, Spirit Beast master, well... that would take quite a bit of time. Each talisman holds three Spirit Beasts: one common, one uncommon, and one rare. You have to reach max level with the common to bind an uncommon, and max level with the uncommon to bind a rare. Yeah, I know the numbers are a little skewed if legendary beasts make up a plurality of the system. This is because legendary beasts are found in individual rooms. Uncommon beasts are found in parts of areas (and no, not giving hints!) Common beasts are realm-wide except in towns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Are there kobolds with katanas?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, but if you&#039;re clever, you can use the system to find out exactly what happens when a kobold attempts to use advanced armor and weaponry. It&#039;s... not pretty. I&#039;m only half-joking here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What is the benefit of having high quality blood?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It makes offering a talisman to a beast a bit easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Off the shelf. Since there will be possibly some folks who cannot take all their characters to EG, is it possible to pick up talismans at EG to give to another character?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yup!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creature types. Does the talisman picked up affect the creature that can be summoned with it? So far, I&#039;ve seen rat and roa&#039;ter - will there be a list of creatures (common/uncommon) that we can find, or is that now an in-game puzzle and left to discovery?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an immediate next project, I&#039;m thinking about doing some sort of enchiridion (let&#039;s not call it a Pokedex) for people who&#039;d like to collect information on beast locations. Finding all the common beasts should be relatively easy, as you can step outside a town and start attuning. Common beasts are available in the surroundings of Wehnimer&#039;s, Kharam Dzu, Solhaven, River&#039;s Rest, Icemule Trace, Zul Logoth, Pinefar, Ta&#039;Vaalor, and Ta&#039;Illistim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Or, will this merchant come back in a month or so after we&#039;ve had time to tinker?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I intend to make customization for the talismans broadly available. I&#039;ll probably restrict modification of the beasts themselves (i.e. special attacks, custom look descriptions) to me for a bit, as they&#039;re a little tough to do at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How will one know relative statistics of spirit creature, in order to best make use of stances and/or strategies?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a good question. In testing, I found that a high-power, low-intuition creature like a [[roa&#039;ter]] could definitely get its butt kicked by even a low-health, speedy creature like a rat if played well. Insight is kind of a fun stat. But yeah, currently you can look at your talisman to get a readout of relative stats. Like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;look talis&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
A simple clay talisman is currently attuned to a spectral thrak of 1 train.&lt;br /&gt;
&lt;br /&gt;
Its Power is high.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Defense is low.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Speed is low.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Insight is moderate.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Accuracy is moderate.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Health is moderate.&lt;br /&gt;
&lt;br /&gt;
Its Power will grow slowly.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Defense will grow quickly.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Speed will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Insight will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Accuracy will grow at a moderate pace.&amp;lt;BR&amp;gt;&lt;br /&gt;
Its Health will grow at a moderate pace.&lt;br /&gt;
&lt;br /&gt;
Its Insight has been enhanced by 1 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;5) Potions for the spirit beast are temporary or permanent additions to creature&#039;s statistics?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Permanent. There&#039;s not currently a potion for clearing stat additions, but I&#039;m thinking that&#039;ll be useful to have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6) Binding common/uncommon. If I have a 20th level common rat spirit, that will enable my talisman to attract an uncommon creature (which, I assume, will be as powerful as a 20th level common rat spirit?). So.. the talisman can store multiple creatures.. or do the spirit creatures trade places?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The talismans hold three creatures, one of each tier. It&#039;s an unlock system, basically. And yeah, it&#039;s automatic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Homelands&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Darn, I missed a tick in not making this system like M:TG. Think of all the silver it would have brought in if your beast choice was random on purchase? I didn&#039;t do that because I&#039;m not a jerk. Well, I am, but not on that level. Right?&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7214&lt;br /&gt;
| author = PENNINGTONB1&lt;br /&gt;
| date = 10/18/2014 2:38 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Congratulations&lt;br /&gt;
}}&#039;&#039;&amp;gt;Congratulations to Sepher for binding the first ever Spirit Beast, a griffin found near Ta&#039;Illistim!&lt;br /&gt;
&lt;br /&gt;
Woo! Thanks. So far, it&#039;s been a hell of a lot of fun to play with.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a little guide with some tidbits about the beasts from Ilixil (the NPC creator).&lt;br /&gt;
&lt;br /&gt;
===First step===&lt;br /&gt;
&#039;&#039;&#039;So first step: get your gear and collect blood&lt;br /&gt;
&lt;br /&gt;
You need a syringe and a vial for this part. &#039;&#039;&#039;Before you head out, PUT your vial on your syringe so that the blood has a repository to be drawn into.&#039;&#039;&#039; Next, you have to kill things and DRAW their blood. Creatures&#039; blood also has a level of quality associated with it, and the higher the level of the creature you&#039;re drawing from, the better the blood will be. Leopards in the Gyldemar Forest yielded &amp;quot;moderate&amp;quot; quality blood while war griffins in OTF yielded an &amp;quot;incredible&amp;quot; quality. The process of drawing blood is thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kill the creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;KNEEL&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DRAW creature WITH SYRINGE (this removes the creature as if you had looted it; you don&#039;t get treasure)&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;K&amp;gt;draw leo with syr&amp;lt;br&amp;gt;&lt;br /&gt;
You draw some of a mastodonic leopard&#039;s blood into your syringe. The leopard shrivels and decays away &amp;lt;br&amp;gt;&lt;br /&gt;
until naught but dust is left.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 3 secs.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, &#039;&#039;&#039;you&#039;ll need to repeat this process 9 more times to completely fill your vial.&#039;&#039;&#039; You need a full vial to prepare your talisman. If you [[LOOK]] at the syringe, you can tell about how much blood you&#039;ve collected.&lt;br /&gt;
&lt;br /&gt;
*1-3 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. A bit of sluggish war griffin blood sloshes inside, deep red in color.&lt;br /&gt;
*4-6 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. It is about half full of dark red war griffin blood.&lt;br /&gt;
*7-9 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. The syringe is mostly full of war griffin blood.&lt;br /&gt;
*10 doses&lt;br /&gt;
:A small crystal vial is locked into place within the syringe. The syringe is full to the brim with war griffin blood, which appears to be of incredible quality.&lt;br /&gt;
&lt;br /&gt;
Note that you don&#039;t see the quality until you&#039;ve drawn a full vial&#039;s worth.&lt;br /&gt;
&lt;br /&gt;
===Second step===&lt;br /&gt;
&#039;&#039;&#039;Now that you&#039;ve got a full vial, you must UNLOCK SYRINGE to remove the vial from the syringe and then prepare your talisman by POURing the vial onto the talisman.&#039;&#039;&#039; It looks like this:&lt;br /&gt;
;Success&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;unlock my syr&amp;lt;br&amp;gt;&lt;br /&gt;
You carefully twist and unlock a small crystal vial from a thin silver syringe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;pour my vial on my talis&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the mastodonic leopard blood in your vial over the surface of a rippled clay talisman. A faint thrum of a sensation akin to stirring awareness answers from within the blood-drenched talisman. The blood seeps into the surface of your talisman, and a feeling of faint satisfaction wells up from within.&amp;lt;br&amp;gt;&lt;br /&gt;
The vial is now empty. [These can be reused.]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Failure&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my via on my tali&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the triton radical blood in your vial over the surface of a painted clay talisman.  A faint thrum of a sensation akin to stirring awareness answers from within the blood-drenched talisman.  As quickly as it came, it flickers out like a dying candle, and the blood beads on the surface of the the talisman as it rejects your offering.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Major Failure (Talisman breaks)&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;pour my via on my tali&amp;lt;br&amp;gt;&lt;br /&gt;
You pour the troll king blood in your vial over the surface of a simple red and white orb. A faint thrum of sensation akin to stirring awareness answers from within the blood-drenched orb. Cracks form all over the surface of a simple red and white orb just seconds before it crumbles away in your hands. Perhaps you just weren&#039;t skilled enough to prepare the orb, but now, you&#039;ll never know for sure. The blood on your hands commingles with the dusty remnants of the orb as if to compound your miserable failure. You get the feeling you just aren&#039;t skilled enough to prepare the vial. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Third step===&lt;br /&gt;
Now your talisman is ready to take on a spirit beast, but first you have to find one. &#039;&#039;&#039;Go out into your local wilds and INVOKE TALISMAN.&#039;&#039;&#039; This will show you what beasts are around, if any. Note that you &#039;&#039;&#039;can INVOKE in a single room multiple times and the results may be different.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Invoking looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You focus your thoughts on a rippled clay talisman, attempting to align yourself with the spirits floes within the area, but fail to detect anything at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And again for different results:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You focus your thoughts on a rippled clay talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.&lt;br /&gt;
&lt;br /&gt;
You detect the presence of a common griffin spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
You sense the presence of at least one spirit whose nature you cannot discern.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fourth step===&lt;br /&gt;
Found something you like? Great. &#039;&#039;&#039;Now you have to ATTUNE TALISMAN to bring the spirit beast within the reach of your talisman so you can offer it.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
That looks like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You tighten your grip on a rippled clay talisman, willing it to attune to the presence of the griffin spirit lingering in the area.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fifth step===&lt;br /&gt;
&#039;&#039;&#039;And finally, you OFFER TALISMAN to bind the beast to your talisman.&#039;&#039;&#039; I managed a couple failures on this and was told that one is major and one is minor, so I&#039;ll show those two as well as the success messaging.  It is highly recommended to KNEEL before OFFERing.&lt;br /&gt;
&lt;br /&gt;
Minor failure:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. A stray thought causes you to lose your focus, and the blood seeps back into the talisman.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 14 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Major failure (I had to reapply blood to the talisman after this):&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that evaporates into the air, and you sense that the spirit you are trying to summon is little pleased with your offering.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 20 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Success:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You hold out your clay talisman and reach out with your mind, calling to the kiramon spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that illuminates a shrouded form hanging in the air before you. The spirit drifts closer to a charred clay talisman, its outline glowing as it nears. Golden light spills from the surface of the talisman, consuming the spirit. A thrill of satisfaction echoes up your arm and through your body.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 18 sec.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s it. Now you&#039;ve got a spirit beast to fight with. If you look at your talisman, you should see something like this:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;It&#039;s clay talisman that binds the spirits of the dead. What more do you want?&lt;br /&gt;
&lt;br /&gt;
A rippled clay talisman is currently attuned to a spectral griffin of 1 train.&lt;br /&gt;
&lt;br /&gt;
Its Power is moderate and will grow quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Defense is low and will grow slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Speed is moderate and will grow quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Insight is moderate and will grow at a measured pace.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Accuracy is moderate and will grow at a measured pace.&amp;lt;br&amp;gt;&lt;br /&gt;
Its Health is moderate and will grow slowly.&lt;br /&gt;
&lt;br /&gt;
It is attuned to the element of air.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enhancing and battling===&lt;br /&gt;
&#039;&#039;&#039;At this point, you may also enhance your spirit beast with the flacons sold in the same shop you bought you talismans at.&#039;&#039;&#039; Each spirit beast can be enhances a maximum of 20 times, and as of now there is no way to undo what you enhance, so be careful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To make your beast fight, you have to POINT TALISMAN AT character and they must do the same to you. This initiates a match.&lt;br /&gt;
&lt;br /&gt;
The commands you can give your spirit beast once the battle has started look are: ATTACK, GUARD, STRIKE, and SWITCH.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Attack: This uses your creatures special move. You must store up energy (this is automatically gained as your beast progresses through the fight) to use this move.&lt;br /&gt;
&lt;br /&gt;
:Guard: Basically a defensive stance. You can use it to give you extra time to figure out how you want to fight your enemy.&lt;br /&gt;
&lt;br /&gt;
:Strike: An offensive stance. Your beast will automatically continue it&#039;s basic attack in this mode.&lt;br /&gt;
&lt;br /&gt;
:Switch: You can alternate between five different stance -- Turtle, Wolf, Serpent, Hare, or Crane -- each with their own merit. I&#039;ll leave this for everyone to figure out, since I barely have it figure out myself.&lt;br /&gt;
&lt;br /&gt;
Finally, Ilixil came out and battled with us as well as answered some questions. Here are some of the things he said spirit beasts (he was volunteering information based on what was happening during fights, and just in general, so there&#039;s not really any discernible order for each piece of information; I&#039;ll make notes where I think they&#039;re necessary):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;Ilixil says, &amp;quot;I should mention that legendary beasts have unique abilities.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: Casilla asked how soon you can use the beasts again after you&#039;ve lost/completed a match&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;You can use them immediately again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;You&#039;ll have to get a common to twenty trains, bind an uncommon, get it to twenty trains, and then get a legendary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I&#039;ll probably craft a potion that will allow you to remove bad pours.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Because... it would be a shame to have to get rid of your talisman and train a whole new beast because of a poor choice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;When that time comes, I&#039;ll be customizing beasts in various ways.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: someone was making suggestions for beasts:&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;If there are beasts that the talismans cannot yet sense, I am always open to suggestions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: the talismans&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;I will say that these are magicked to detect the spiritual floes around all of the major towns, so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I believe you might find a silverback near Icemule.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla asks, &amp;quot;Do spirits switch stances on their own if their insight is high enough?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;They do not.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;That is, however, an intriguing suggestion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: beast enhancive potions&amp;lt;br&amp;gt;&lt;br /&gt;
Laelithonel asks, &amp;quot;So common spirit only needs one dose of a certain potion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Laelithonel, Ilixil says, &amp;quot;The potions are not necessary. They merely allow you more control over your beast&#039;s strengths and weaknesses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Japhrimel asks, &amp;quot;If we get a spirit can we remove it? or would we need a new talisman?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Japhrimel, Ilixil says, &amp;quot;There is no way to remove a spirit currently, I&#039;m afraid. Some of my future plans...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Future plans are future plans.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil chuckles.&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;At any rate, I would rather enjoy it if there were a way to reimburse people for putting effort into training a spirit they decide they do not want.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Re: someone sancted&amp;lt;br&amp;gt;&lt;br /&gt;
Ilixil says, &amp;quot;They will not, by the way, fight in places that are sanctuaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking quietly to Ilixil, Demyse says, &amp;quot;Have thoughts turned inward for future experimentings? As in some of the most powerful creatures in this world aren&#039;t beasts or animal.. but those which stand as adventurers of Elanthia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Demyse, Ilixil says, &amp;quot;Some of the creatures are not beasts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Ilixil, Riend says, &amp;quot;You can customize the look of your creature, if I recall correctly. Is this option fairly open or must it remain the same type of creature it was to begin with?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;It&#039;ll have to remain roughly similar to that creature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;A rat will have to remain some sort of rodent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;I&#039;m more likely to be all right with it if it&#039;s merely a cosmetic change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;There is a Sheruvian legendary beast, I know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;She...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;...is unpleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;Now, in addition to standard tactics...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;...elemental attunement can definitely change a fight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;That&#039;s not something that you can change about your beast, mind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla asks, &amp;quot;Do I have to attune it? Does it find an element on its own?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Casilla, Ilixil says, &amp;quot;Attunements are indelible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You say, &amp;quot;They&#039;re innate to the creatures, if they have one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Casilla says, &amp;quot;So this guy [kiramon] is just neutral.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ilixil nods at Casilla.&lt;br /&gt;
&lt;br /&gt;
Ilixil says, &amp;quot;So, it&#039;s worth noting that again, it can be a hindrance or a help.&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And done! Someone post this stuff on kp.org, would ya? Thanks! (editor&#039;s note: you&#039;re welcome, subheadings added by me)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;The commands you can give your spirit beast once the battle has started look are: ATTACK, GUARD, STRIKE, and SWITCH. -Me&lt;br /&gt;
&lt;br /&gt;
Oh, and you &#039;&#039;&#039;TELL&#039;&#039;&#039; it to do these things.&lt;br /&gt;
&lt;br /&gt;
Kind of important.&lt;br /&gt;
&lt;br /&gt;
~Brian, Sepher&#039;s player&lt;br /&gt;
&lt;br /&gt;
==Common spirit beasts==&lt;br /&gt;
&lt;br /&gt;
Originally compiled by Eruheran&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Town&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Spirit Beasts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Broken Lands (WL)||[[Spirit_beast_stats#hyena|hyena]], [[Spirit_beast_stats#jackal|jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| Cysaegir||[[Spirit_beast_stats#butterfly|butterfly]], [[Spirit_beast_stats#aelotoi_guardsman|aelotoi guardsman]]&lt;br /&gt;
|-&lt;br /&gt;
| Ebon Gate||[[Spirit_beast_stats#swamp_witch|swamp witch]], [[Spirit_beast_stats#mire_wight|mire wight]], [[Spirit_beast_stats#giant_mantis|giant mantis]], [[Spirit_beast_stats#skeletal_warrior|skeletal warrior]]&lt;br /&gt;
|-&lt;br /&gt;
| Four Winds Isle||[[Spirit_beast_stats#snapping_turtle|snapping turtle]], [[Spirit_beast_stats#great_tortoise|great tortoise]], [[Spirit_beast_stats#capuchin_monkey|capuchin monkey]], [[Spirit_beast_stats#seagull|seagull]]&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace||[[Spirit_beast_stats#thyril|thyril]], [[Spirit_beast_stats#penguin|penguin]], [[Spirit_beast_stats#timber_wolf|timber wolf]], [[Spirit_beast_stats#vereri|vereri]], [[Spirit_beast_stats#silverback_orc|silverback orc]], [[Spirit_beast_stats#snowcat|snowcat]] &lt;br /&gt;
|-&lt;br /&gt;
| Pinefar||[[Spirit_beast_stats#arctic_wolverine|arctic wolverine]], [[Spirit_beast_stats#seeker|seeker]], [[Spirit_beast_stats#glacei|glacei]], [[Spirit_beast_stats#fox|fox]], [[Spirit_beast_stats#snowy_owl|snowy owl]]  &lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest||[[Spirit_beast_stats#aardvark|aardvark]], [[Spirit_beast_stats#pale_crab|pale crab]], [[Spirit_beast_stats#chimera|chimera]], [[Spirit_beast_stats#krolvin|krolvin]], [[Spirit_beast_stats#pirate|pirate]] &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Valley (WL)||[[Spirit_beast_stats#mare|mare]], [[Spirit_beast_stats#pony|pony]], [[Spirit_beast_stats#stallion|stallion]]&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven||[[Spirit_beast_stats#shan|shan]], [[Spirit_beast_stats#lobster|lobster]], [[Spirit_beast_stats#fenghai|fenghai]], [[Spirit_beast_stats#roa.27ter|roa&#039;ter]], [[Spirit_beast_stats#daggerbeak|daggerbeak]], [[Spirit_beast_stats#hound|hound]], [[Spirit_beast_stats#alleycat|alleycat]]  &lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim||[[Spirit_beast_stats#griffin|griffin]], [[Spirit_beast_stats#moulis_sapling|moulis sapling]], [[Spirit_beast_stats#yeti|yeti]], [[Spirit_beast_stats#kiramon|kiramon]]  &lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor||[[Spirit_beast_stats#hawk|hawk]], [[Spirit_beast_stats#fanged_rodent|fanged rodent]], [[Spirit_beast_stats#urgh|urgh]], [[Spirit_beast_stats#wolfshade|wolfshade]], [[Spirit_beast_stats#bobcat|bobcat]], [[Spirit_beast_stats#grass_snake|grass snake]]  &lt;br /&gt;
|-&lt;br /&gt;
| Teras||[[Spirit_beast_stats#tsark|tsark]], [[Spirit_beast_stats#water_elemental|water elemental]], [[Spirit_beast_stats#fire_elemental|fire elemental]], [[Spirit_beast_stats#cinder_wasp|cinder wasp]], [[Spirit_beast_stats#wind_wraith|wind wraith]] &lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing||[[Spirit_beast_stats#kobold|kobold]], [[Spirit_beast_stats#rat|rat]], [[Spirit_beast_stats#rolton|rolton]], [[Spirit_beast_stats#goblin|goblin]], [[Spirit_beast_stats#thrak|thrak]], [[Spirit_beast_stats#manticore|manticore]]&lt;br /&gt;
|-&lt;br /&gt;
| Zul Logoth||[[Spirit_beast_stats#krynch|krynch]], [[Spirit_beast_stats#bat|bat]], [[Spirit_beast_stats#whelk|whelk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spirit beast enhancives==&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#f0f0f0;&amp;quot;|Stat&lt;br /&gt;
! style=&amp;quot;background:#f0f0f0;&amp;quot;|Fluid color&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Power || Indigo&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Defense || Emerald&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Speed || Gold&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Insight || Violet&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Accuracy || Mauve - also Saffron&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Health || Crimson&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Clear&amp;lt;br&amp;gt;enhancives|| Black&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spirit Beasts 2.1==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Game Design Discussions&lt;br /&gt;
| topic = Spirit Beasts&lt;br /&gt;
| messagenum = 56&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 03/14/2015 03:23 PM EDT&lt;br /&gt;
| subject = Spirit Beasts 2.1: Arenas!&lt;br /&gt;
}}&amp;lt;i&amp;gt;Editor&#039;s note: &#039;&#039;&#039;[[Talondown Arena]]&#039;&#039;&#039; information appears on that page. Only Spirit Beast system info here.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armaments, beast experience potions, and common and uncommon Spirit Beast enhancements are all available for purchase or winning at the Talondown Arena!&lt;br /&gt;
&lt;br /&gt;
Max Speed bonus now allows your beast to attack once every 7 seconds, up from 5. This was to compensate for the overwhelming speed of high-level fights, which were becoming a hindrance to strategizing even for experienced players. Speed ranks have been adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
To positively readjust the value of Speed, extremely high levels of Speed now qualify beasts for the &amp;quot;Blinding Speed&amp;quot; buff, which begins as a passive 3% boost to attack avoidance and climbs from there.&lt;br /&gt;
&lt;br /&gt;
Accuracy has now been considerably improved. Base special attack damage has been reduced slightly, but it is now boosted by Accuracy. Beasts with average levels of Accuracy should see no noticeable damage change, but those with high Accuracy will see more damage out of their special attacks. Furthermore, Accuracy now provides a chance to do more--but still reduced--damage while guarding.&lt;br /&gt;
&lt;br /&gt;
Experience &#039;til next is now shown on Spirit Beast talismans!&lt;br /&gt;
&lt;br /&gt;
==Spirit Beasts 2.0==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Game Design Discussions&lt;br /&gt;
| topic = Spirit Beasts&lt;br /&gt;
| messagenum = 15&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 03/06/2015 07:16 PM EST&lt;br /&gt;
| subject = Spirit Beasts 2.0 Release&lt;br /&gt;
}}Some avid players of Spirit Beasts have noticed changes to their talismans today. There are quite a few updates as part of the 2.0 release, but the most pertinent one&#039;s you&#039;ll be seeing right now are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clearer Info&#039;&#039;&#039; - Numerical values now exist for all Spirit Beast stats, accompanied by rough values appropriate for in-character discussion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat&#039;&#039;&#039; - It&#039;s been rebalanced around recent fight tracking to even out the gaps between certain overperforming and underperforming spirit beasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spirit Beast Armaments&#039;&#039;&#039; - You&#039;ll now be able to collect and use armaments for your Spirit Beasts. These come in three different levels: Lesser, Sturdy, and Potent armaments. More powerful armaments can do things like allow your beast access to new skills; all armaments will modify its stats in new and interesting ways. PUT armaments in your talisman to add them, DISARM the talisman to remove them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Level-matching&#039;&#039;&#039; - You can now FLIP your talisman and it will level match for lower-level beasts. Beasts will gain experience according to their actual levels, meaning that experienced Spirit Beast gladiators can help their friends gain experience more quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fight Notifications&#039;&#039;&#039; - RUBbing your talisman while it&#039;s worn will now tune you in to receive fight notifications as they happen across Elanthia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Spirit Beast Elements&#039;&#039;&#039; - Wild Magic (strong against spirit, weak against elements) and Rift Armament (strong against elements, weak against spirit).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Spirit Beast Special Abilities&#039;&#039;&#039; - Frailty (weak against criticals), Troll&#039;s Tenacity (has a chance to struggle for life), and Leech (has a chance to drain health on normal attacks), all acquired through equipment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Replacement Potions&#039;&#039;&#039; - Tired of your Spirit Beast? No problem! They can now be modified with replacement potions, which will trade out your existing beast with another of the same rarity level. All mechanical enhancements will be maintained. All physical customizations are removed by these.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Classes&#039;&#039;&#039; - Beasts are now sorted into classes: Humanoids, Beasts, Elementals, Arthropods, and Aberrations. This is ultra-important for armaments!&lt;br /&gt;
&lt;br /&gt;
Auchand&lt;br /&gt;
&lt;br /&gt;
==Oct 2014 Updates==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6969&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/19/2014 12:29 AM EDT&lt;br /&gt;
| subject = Spirit Beasts Updates&lt;br /&gt;
}}I&#039;m starting a running thread for any improvements to the Spirit Beasts system that will be coming out over the next few days, as players find bugs and quirks.&lt;br /&gt;
&lt;br /&gt;
The following fixes and updates have been rolled out for Spirit Beasts:&lt;br /&gt;
&lt;br /&gt;
* Blood vials should now be POURable without a target to remove any blood that&#039;s in them&lt;br /&gt;
* Last names should no longer be appearing as part of the stance checks&lt;br /&gt;
* Potions to clear enhancements are now available in Ilixil&#039;s Bestiary&lt;br /&gt;
* Improved the granularity of stat descriptions in the LOOK of talismans&lt;br /&gt;
* Level-based stat growth is now reflected in the LOOK of talismans&lt;br /&gt;
* Fixed a typo in air elemental vs. elemental messaging&lt;br /&gt;
&lt;br /&gt;
A note on creature stats:&lt;br /&gt;
&lt;br /&gt;
I&#039;ve gotten a few questions emailed to me about how Spirit Beasts are statted. For the most part, the stat descriptions available from your creatures&#039; talismans should be sufficient to determine its strengths and weaknesses, but in the interest of satisfying hungry minds, I&#039;ll spill the following. All Spirit Beasts begin with base level 1 stats ranging from 90 to 140 points, and can have stat growth levels from 1 to 4 points per level. In a talisman&#039;s LOOK, the (base stat + (stat growth * level)) is presented as a rough estimate of the stat, using the following criteria:&lt;br /&gt;
&lt;br /&gt;
:Pathetic: Under 100&lt;br /&gt;
:Low: 100 to 115&lt;br /&gt;
:Moderate: 115 to 130&lt;br /&gt;
:Above Average: 130 to 145&lt;br /&gt;
:High: 145 to 160&lt;br /&gt;
:Very High: 160 to 175&lt;br /&gt;
:Extraordinary: 175 to 190&lt;br /&gt;
:Monumental: 190 to 210&lt;br /&gt;
:Godlike: 210+ &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common&#039;&#039;&#039; Spirit Beasts have base level 1 stats ranging from 90 to 130 and have a growth potential from 1 to 3 points per level. This means that, at maximum, a common spirit beast with a fully potion-enhanced stat, maximum stat growth, and with a 130 base stat can achieve a 170, or &amp;quot;very high&amp;quot; rating for that stat. They have a stat pool of 635 points and a growth pool of 12 points. This means that when I was statting them out, I had that number of points to play with, with the stipulations that the stat numbers did not go above 130 or under 90, and the stat growth did not go over 3 or under 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncommon&#039;&#039;&#039; Spirit Beasts have a stat pool of 645 points and a growth pool of 14 points. They have a stat range from 90-140 and a growth range of 1-4 points. In addition, some (but not all) of them have access to unique abilities instead of the common ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legendary&#039;&#039;&#039; Spirit Beasts have a stat pool of 655 points and a growth pool of 16 points. They have a stat range from 90-140 and a growth range of 1-4 points, but they all have unique special abilities like Sympathy, Bleed, Airwall, Bone Shield, and more cool stuff. Doing the math, a legendary beast&#039;s maximum enhanced stat could reach 220 provided that they started at 140 and had a growth potential of 4.&lt;br /&gt;
&lt;br /&gt;
Enhanced stats are not counted in the LOOK of your Spirit Beast talisman.&lt;br /&gt;
&lt;br /&gt;
A note on leveling beasts:&lt;br /&gt;
&lt;br /&gt;
There are diminishing experience returns for playing the same player multiple times in a row in order to discourage scripting. Spreading the wealth is a good idea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7323&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 5:37 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}Some more updates:&lt;br /&gt;
* Fixed a problem with stance information getting unset (this was causing people to see their last names or garbage information in place of stances; please email me at gs4-auchand@play.net if this persists!)&lt;br /&gt;
* Insight now provides a chance to auto-switch to counter your opponent&lt;br /&gt;
* Slightly raised the value of Defense&lt;br /&gt;
* Slightly increased penalty for being in the wrong stance when attacking&lt;br /&gt;
* Horses can now be bound in the Shadow Lands&lt;br /&gt;
* Two beasts can now be bound in Cysaegir&lt;br /&gt;
* Roltons now use the &#039;Stampede&#039; special attack instead of &#039;False Security&#039;&lt;br /&gt;
* Cinder Wasps now have access to the &#039;Stinging Swarm&#039; special attack instead of &#039;Sky Rend&#039;&lt;br /&gt;
* Foxes can now be bound in Pinefar&lt;br /&gt;
* Hounds can now be bound in Solhaven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7356&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 8:40 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Adjustments have been made to how both Insight and Speed benefits are calculated, improving both stats because they were undervalued versus creatures of corresponding Defense or Power.&lt;br /&gt;
* Ebon Gate creatures added! Swamp witches, mire wights, giant mantises, and skeletal warriors are now available on the Ebon Gate grounds.&lt;br /&gt;
* Owls have been added to Pinefar.&lt;br /&gt;
* Manticores have been added to Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7356&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/20/2014 8:40 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Wolves are now Timber Wolves.&lt;br /&gt;
* Timber Wolves and Wolfshades have access to the new &amp;quot;We Are Pack&amp;quot; special ability instead of &amp;quot;Bestial Fury.&amp;quot;&lt;br /&gt;
* Hyenas and Jackals added to the Broken Lands.&lt;br /&gt;
* Spirit Beasts can now be bound on Four Winds Isle: snapping turtles, great tortoises, capuchin monkeys, and seagulls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7444&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/22/2014 12:30 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}&amp;gt;do we need more blood for each tier as we go along (tier being common to uncommon to legendary) (the one I dont mind finding out on my own)&lt;br /&gt;
&lt;br /&gt;
Nope. Same amount of blood. Don&#039;t let someone unskilled with MIU handle the pour, though, as they can still break!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;do they all share the same original enhancements since we just pour the flacons on the talisman itself? (The main question I have since I want to be sure I buy more flacons if that is the case)&lt;br /&gt;
&lt;br /&gt;
Enhancements are stored separately. The ones for sale at EG only work on common spirit beasts.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;The potions sound like an excellent general alchemy item to me.&lt;br /&gt;
&lt;br /&gt;
I agree. I don&#039;t have any sway over the alchemy system, but I&#039;ll suggest it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;Are the talismans destroyed sometimes on failure? Should I grab a few for the future? &lt;br /&gt;
&lt;br /&gt;
&amp;gt;No, they aren&#039;t destroyed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The only time a talisman can be destroyed is if someone with insufficient MIU pours blood on it&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;1. Does losing still progress them? If not, can it, at least a little?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t plan on incentivizing losing at this time. I might eventually. They seem to be gaining levels fast enough already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;2. Is it weighted by level? So if my level 10 rolton beats a level 1 mantis, do I get much less progression for it, and vice versa?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is weighted by level. The good news is that reverse weighting is true as well, so if you defeat a beast that&#039;s much higher in level, you&#039;ll get more exp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;Also could we PLEASE declare the locations of the legendary spirit beasts an in game puzzle/secret and keep it off the boards?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I would like that as well. Due to the incredible difficulty of finding them, I think I may release a compendium that gives rough clues, but we&#039;ll see how hard finding the Uncommon Beasts is for more people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;I am guessing that Rift beasts would fall in the uncommon or rare type categories&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There aren&#039;t any beasts in the Rift, but I imagine there will be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7461&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/22/2014 12:17 PM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}* Spirit Battles are now allowed in sanctuaries, but not sanctuaries that are in town.&lt;br /&gt;
* Spirit Battles are now allowed in town.&lt;br /&gt;
* Fixed an issue that was causing artificially long levels. Like, really long. All experience gained will still count toward your leveling progress.&lt;br /&gt;
* Updated the LOOK on talismans to include customization information about Spirit Beasts.&lt;br /&gt;
* To make the Guard and Strike duality more useful, Guard and Strike commands are no longer visible to one&#039;s opponents. In addition, guarding will now restore a small percentage of your beast&#039;s health per attacking turn. The bonus for defending and penalty to attacking while guarding have both been increased slightly. As a note, Guard and Strike only affect standard attacks.&lt;br /&gt;
* Added a check to POURing vials and potions that requires that the recipient item be held in your other hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 7602&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/25/2014 2:10 AM EDT&lt;br /&gt;
| subject = Re: Spirit Beasts Updates&lt;br /&gt;
}}Catscratch Fever Update!&lt;br /&gt;
* The new &amp;quot;Catscratch Fever&amp;quot; special ability is applied to all common and uncommon cats.&lt;br /&gt;
* Added alleycats around Solhaven, snowcats around Icemule, bobcats in Ta&#039;Vaalor.&lt;br /&gt;
* Added two uncommon cats--a warcat and a tomcat.&lt;br /&gt;
* Added one legendary cat, a very special warcat.&lt;br /&gt;
* Added seven new uncommon beasts.&lt;br /&gt;
* Adjusted the look of talismans, especially when customized.&lt;br /&gt;
* Made it easier to find common beasts using INVOKE. Uncommon and legendaries still have a significant chance not to show and may require a multiple checks in the same room or area.&lt;br /&gt;
* A few beasts have gained/lost/changed elemental alignment to be more in-line with original guidelines (i.e. most (but not all) flying creatures are attuned to air.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auchand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Teaser==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Quests/Sagas/Events&lt;br /&gt;
| topic = Ebon Gate Festival&lt;br /&gt;
| messagenum = 6969&lt;br /&gt;
| author = GS4-AUCHAND&lt;br /&gt;
| date = 10/09/2014 10:11 PM EDT&lt;br /&gt;
| subject = Ebon Gate Teaser: Spirit Beasts&lt;br /&gt;
}}&amp;gt;invoke talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You focus your thoughts on a small glass talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.&amp;lt;br&amp;gt;&lt;br /&gt;
You detect the presence of a common rat spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;attune talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You tighten your grip on a small glass talisman, willing it to attune to the presence of the rat spirit lingering in the area.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;offer talisman&amp;lt;br&amp;gt;&lt;br /&gt;
You hold out your clay talisman and reach out with your mind, calling to the rat spirit lingering in the area. Sudden warmth draws your attention to your hands, where beads of blood begin welling from the surface of your talisman. The blood rises in a cloud of sanguine mist that illuminates a shrouded form hanging in the air before you. The spirit drifts closer to a simple clay talisman, its outline glowing as it nears. Golden light spills from the surface of the talisman, consuming the spirit. A thrill of satisfaction echoes up your arm and through your body.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Why, it&#039;s almost like I should try and challenge someone else with one of these spirits!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;point talisman at paidreg&amp;lt;br&amp;gt;&lt;br /&gt;
You challenge Paidreg to a Spirit Battle, offering your 1st train rat up against his 1st train roa&#039;ter! (Paidreg has 45 seconds to respond by POINTing his clay talisman back at you.)&lt;br /&gt;
&lt;br /&gt;
Paidreg accepts your challenge to a Spirit Battle!&lt;br /&gt;
&lt;br /&gt;
You raise your clay talisman skyward and call out to the spirit dwelling within. The ephemeral spirit of a twitchy giant rat erupts forth in a blaze of energy and begins advancing on Paidreg, who counters a moment later by thrusting his clay talisman toward you. The spectral form of a plump red roa&#039;ter crackles into existence, rising to defend him!&amp;lt;br&amp;gt;&lt;br /&gt;
The battle will begin in 10 seconds.&lt;br /&gt;
&lt;br /&gt;
The spirits begin to clash with one another!&lt;br /&gt;
&lt;br /&gt;
Your giant rat snaps at Paidreg&#039;s red roa&#039;ter!&amp;lt;br&amp;gt; &lt;br /&gt;
A weak strike! &amp;lt;br&amp;gt;&lt;br /&gt;
...13 damage!&amp;lt;br&amp;gt;&lt;br /&gt;
A twitchy giant rat gathers a bit of energy from fighting.&lt;br /&gt;
&lt;br /&gt;
What do you folks think? Want to know more?&lt;br /&gt;
&lt;br /&gt;
[[category:Games]]&lt;/div&gt;</summary>
		<author><name>EVERAN</name></author>
	</entry>
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