IN RE: Guild of Arcane Arts: +5% Spell Damage Increase Society of Clothiers: +1% Resist bump to all resists Bardic Collegium: +1 Faster Casting Order of Engineers: +3 Dexterity Bonus Guild of Healers: 5% Bandage Healing Bonus Maritime Guild: +2 Hit Point Regeneration Merchant’s Association: +2 Mana Regeneration Mining Cooperative: +3 Strength Bonus League of Rangers: +3 Intelligence Bonus Guild of Assassins: +5% Swing Speed Increase Warrior’s Guild: +5% Hit Chance Increase Buffs will not go over caps Guys, what is the best one to get? I am unsure that we need anything here since most of us are at the cap. It says it doesn't help us go over the cap... so what's the use? I think we need to see something changed here. What are some ideas you guys have to rework this so that its worth our city's funds? There is a few of these that just simply do not make sense. Personally the "Merchant's Association" bonus should be to crafting skills, not mana regen? No? Like something useful would be a bonus to crafting "luck" so you are a lil more lucky in the items you create or even a bonus to skill gains. Like the Mana Regen bonus should be in the "Society of Clothiers", since mana users are more likely to wear cloth or light leathers. The "Maritime Guild" bonuses should be to finding SOS, fishing nets, sea monster loot tables, and fishing items in my opinion. "Mining Cooperative" should be a bonus to finding rarer veins like Agapite, Verite, Valorite. "Guild of Assasins" should be a dexterity bonus, as "Warrior's Guild" should be strength, and "Guild of Arcane Arts" should be intelligence and these should allow to bump you up past the cap. "League of Rangers" should increase archer range for example not intelligence. "Bardic Collegium" should have something to do with music like a bonus to peace, discord, provoke. "Order of Engineers" would be what? Tinkers? I don't get it. Also I feel the "Tamer's Guild" should be represented here... perhaps adding another stable slot? What are your thoughts? ~ Sue.