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* Battle Traits

Postby Kyrit » 06/24/2015 3:20 PM

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Kyrit
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Postby Kyrit » 06/24/2015 3:21 PM

~*Regarding Restricted and Shrine Traits*~


* Restricted Traits
       Restricted Traits must be applied for before your pet can be said to possess it. Here is the thread in which to request Restricted Traits. There is no limit to the amount of Restricted Traits you may apply for, though you must explain your reasoning behind giving your pet this trait. Some Restricted Traits may have a requirement that must be met as well, such as a prerequisite of wings in order to ask for Wingstorm. Traits that have a requirement will have the term "Prerequisite" listed in their information here

* Shrine Traits
       To acquire one of the Shrine Trait, a pet must meet certain prerequisites listed in their information here. Once a pet meets these requirements, it can seek the aid of Evelon's lesser deities at Keirn, Temple of the Voices. Upon completion of a quest, the pet will be rewarded the requested trait.
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Postby Kyrit » 06/24/2015 3:21 PM

~*Elemental Traits*~


Acid
A
Acid Rain - AP//Acid - This creature summons acidic rainfall that covers the battlefield – and anything standing on it. (Deals Acid damage to everyone but the user)
Acidic AbsorptionAutomatic//Acid – This creature draws in acidic energies, drawing new vigor from a power that was meant to harm it. (Negates Acid damage; restores Endurance equal to 1/4 the damage that would have been dealt)

B
Bioaccumulation - Automatic//Acid (Prerequisite) - This creature's poison is more potent against carnivores. (Boosts Spit Poison/Virulent Poison's power against an opponent with the Diet 'Carnivore')

L
Lethal Dose - Automatic//Acid - This creature's power is boosted by being around an Acid-aligned ally. (Gains a bonus to stats when its ally has the Acid Element)

M
Miasma - AP//Acid - This creature releases a cloud of poisonous gas that weakens the opponent. (Opponent takes a penalty to Defense)

N
Neurotoxin - One-Hit//Acid//Restricted - This creature can inject its opponent with a toxin that slowly destroys the nervous system. (Opponent takes a penalty to total chance to hit each turn)

P
Poison Immunity - Automatic//Acid - This creature is immune to poison. (Halves Acid damage received; negates Neurotoxin, Spit Poison, and Virulent Poison)

S
Spit Poison - AP//Acid - This creature spits poison in its opponent's face, lowering its defensive capabilities. (Opponent takes a penalty to Defense)

T
Toxin - AP//Acid - This creature uses the power of acid to attack its opponent. (Deals Acid damage to one opponent)

V
Virulent Poison - One-Hit//Acid//Restricted - This creature injects its opponent with a poison that lingers in the body, slowly sapping its health. (Opponent loses Endurance each turn)


Air
A
Aero - AP//Air - This creature uses the power of air to attack its opponent. (Deals Air damage to one opponent)

B
Bolstering WindsAutomatic//Air – This creature draws in airy energies, drawing new vigor from a power that was meant to harm it. (Negates Air damage; restores Endurance equal to 1/4 the damage that would have been dealt)

F
Flyby Attack - AP//Air (Aerodynamic) - This creature strikes as it flies past its opponent. (Deals additional damage to one opponent)

S
Solid Stance - Automatic//Air - This creature plants its feet firmly on the ground in preparation for wind-based attacks. (Halves Air damage received)

T
Tornado - Automatic//Air - This creature's power is boosted by being around an Air-based ally. (Gains a bonus to stats when its ally has the Air Element)

W
Windstorm - AP//Air - This creature summons gale-force winds that envelop and batter the battlefield – and anything standing on it. (Deals Air damage to everyone but the user)
Wingstorm - AP//Air//Restricted (Prerequisite) - This creature flaps its wings to create gusts of air that flatten its foes. (Opponent has 60% chance to miss)


Dark

C
Creeping Shadows - AP//Dark - This creature summons a mass of writhing shadows that covers the battlefield – and anything on it. (Deals Dark damage to everyone but the user)

D
Dark Heart - Automatic//Dark - This creature has come from the shadows and is one with the darkness. (Halves Dark damage received)
Deepening DarknessAutomatic//Dark – This creature draws in dark energies, drawing new vigor from a power that was meant to harm it. (Negates Dark damage; restores Endurance equal to 1/4 the damage that would have been dealt)

L
Life Drain - AP//Dark - This creature drains some of its opponent's life in order to heal itself. (Drains 1/4 of opponent's remaining Endurance and adds half that to its own Endurance)
Lurking Shadows - Automatic//Dark - This creature's power is boosted by being around a Dark-aligned ally. (Gains a bonus to stats when its ally has the Dark Element)

S
Shade - AP//Dark - This creature uses the power of darkness to attack its opponent. (Deals Dark damage to one opponent)
Spectral Strike - Automatic//Dark - This creature can attack non-corporeal opponents. (Can hit opponents using the Trait 'Go Ethereal')

T
The Will's Connection - Automatic//Dark (Prerequisite) - This creature gains power from the connection it has to others of the Void. (Gains a bonus to stats when its ally has the Void coloration/Dweller marking)


Earth

E
Earthquake - Automatic//Earth - This creature's power is boosted by being around an Earth-aligned ally. (Gains a bonus to stats when its ally has the Earth Element)
Earthquake Stomp - AP//Earth (Prerequisite) - This creature stomps the ground forcefully, causing a tremor that knocks all other combatants off their feet. (10% chance that all other combatants will miss their next turn)
Entangling Roots - AP//Earth - This creature summons forth roots that hold the opponent down. (Opponent becomes unable to move until it makes a successful roll to break free)
Entrenched RootsAutomatic//Earth – This creature draws in earthy energies, drawing new vigor from a power that was meant to harm it. (Negates Earth damage; restores Endurance equal to 1/4 the damage that would have been dealt)

F
Fissure - AP//Earth - This creature uses the power of earth to attack its opponent. (Deals Earth damage to one opponent)

M
Mother Nature's Son - Automatic//Earth - This creature is one with nature, and so nature is loathe to cause the creature harm. (Halves Earth damage received)

P
Pollen Spores - AP//Earth//Restricted - This creature releases a cloud of spores that temporarily obscures the opponent's vision. (Opponent has -15% from total chance to hit for the next 3 turns)

S
Sandskimmer - Automatic//Earth - This creature can travel easily over sandy terrain. (Negates Sandstorm)
Sandstorm - One-Hit//Earth - This creature summons a sandstorm that covers the battlefield. (Cuts opponent's Speed by 1/4)
Stone Spires - AP//Earth - This creature summons gigantic stone spires that crash up through the battlefield – and anything standing on it. (Deals Earth damage to everyone but the user)


Electricity

C
Conductivity - Automatic//Electricity - This creature's power is boosted by being around an Electricity-aligned ally. (Gains a bonus to stats when its ally has the Electricity Element)

L
Lightningstorm - AP//Electricity - This creature summons giant bolts of lightning that crash upon the battlefield – and anything standing on it. (Deals Electricity damage to everyone but the user)

R
Resistor - Automatic//Electricity - This creature's body allows electricity to pass harmlessly through it. (Halves Electricity damage received)

S
Static ChargeAutomatic//Electricity – This creature draws in electric energies, drawing new vigor from a power that was meant to harm it.
(Negates Electricity damage; restores Endurance equal to 1/4 the damage that would have been dealt)

V
Voltage - AP//Electricity - This creature uses the power of electricity to attack its opponent. (Deals Electricity damage to one opponent)


Energy

B
Bomber - AP//Energy - This creature uses the power of energy to attack its opponent. (Deals Energy damage to one opponent)

E
Energy SiphonAutomatic//Energy – This creature draws in ambient energies, drawing new vigor from a power that was meant to harm it.
(Negates Energy damage; restores Endurance equal to 1/4 the damage that would have been dealt)
Explosion - Automatic//Energy - This creature's power is boosted by being around an Energy-aligned ally. (Gains a bonus to stats when its ally has the Energy Element)

F
Forceful Barrage - AP//Energy - This creature summons invisible spheres of force that barrage the battlefield – and anything standing on it. (Deals Energy damage to everyone but the user)

R
Razzle Dazzle - AP//Energy - This creature distracts its opponent with a series of small explosions. (Opponent has -10% from total chance to hit for next three turns)

S
Sink - Automatic//Energy - This creature has the ability to act as an energy sink, drawing energy to it. (Halves Energy damage received)
Sonic Waves - AP//Energy//Restricted - This creature creates sonic waves that confuse the opponent. (Opponent is confused for 3 turns and may fail to attack its intended target)


Fire

F
Flame Resistant - Automatic//Fire - This creature is somewhat immune to being burned. (Halves Fire damage received)

I
Inferno - Automatic//Fire - This creature's power is boosted by being around a Fire-aligned ally. (Gains a bonus to stats when its ally has the Fire Element)

M
Meteor Fall - AP//Fire - This creature summons small flaming spheres that crash into the battlefield – and anything standing on it. (Deals Fire damage to everyone but the user)

P
Pyro - AP//Fire - This creature uses the power of fire to attack its opponent. (Deals Fire damage to one opponent)

R
Raging BlazeAutomatic//Fire – This creature draws in fiery energies, drawing new vigor from a power that was meant to harm it.
(Negates Fire damage; restores Endurance equal to 1/4 the damage that would have been dealt)


Ice

B
Blizzard - One-Hit//Ice - This creature summons an icy blizzard that coats the battlefield in ice. (Cuts opponent's Speed by 1/4)
Blubber - This creature has a thick layer of fat that protects it from the cold. (Halves Ice damage received)

C
Cold Front - Automatic//Ice - This creature's power is boosted by being around an Ice-aligned ally. (Gains a bonus to stats when its ally has the Ice Element)

F
Freezing Touch - AP//Ice - This creature can freeze others with just a touch. (10% chance that opponent will miss its next turn)
Frost - AP//Ice - This creature uses the power of ice to attack its opponent. (Deals Ice damage to one opponent)

I
Icicle Rain - AP//Ice - This creature summons sharp icicles that rain down upon the battlefield – and anything standing on it. (Deals Ice damage to everyone but the user)

P
Penetrating FrostAutomatic//Ice – This creature draws in icy energies, drawing new vigor from a power that was meant to harm it.
(Negates Ice damage; restores Endurance equal to 1/4 the damage that would have been dealt)

S
Snowshoes - Automatic//Ice - This creature can travel over snowy, icy surfaces with ease. (Negates Blizzard)


Light

B
Blinding Blaze - AP//Light - This creature summons an intensely bright light that burns the entire battlefield – and anything standing on it. (Deals Light damage to everyone but the user)

R
Ray - AP//Light - This creature uses the power of light to attack its opponent. (Deals Light damage to one opponent)

S
Shining Aura - Automatic//Light - This creature's aura shines brightly, untainted by darkness. (Halves Light damage received)
Sparkling RadianceAutomatic//Light – This creature draws in light energies, drawing new vigor from a power that was meant to harm it.
(Negates Light damage; restores Endurance equal to 1/4 the damage that would have been dealt)

T
Triumvirate's Blessing - Automatic//Light - This creature's power is boosted by being around a Light-aligned ally. (Gains a bonus to stats when its ally has the Light Element)


Metal
A
AI - Automatic//Metal - This creature's power is boosted by being around a Metal-aligned ally. (Gains a bonus to stats when its ally has the Metal Element)

B
Blade - AP//Metal - This creature uses the power of metal to attack its opponent. (Deals Metal damage to one opponent)

C
Corrosion - Automatic//Metal - This creature has the ability to corrode metal. (Halves Metal damage received)

I
Iron ForgeAutomatic//Metal – This creature draws in metallic energies, drawing new vigor from a power that was meant to harm it.
(Negates Metal damage; restores Endurance equal to 1/4 the damage that would have been dealt)

M
Metal Plating - Automatic//Metal (Prerequisite) - This creature has metal plating that helps absorb attacks. (Gains a bonus to Endurance)

S
Shrapnel - AP//Metal - This creature summons a metal sphere which bursts, sending shrapnel flying through the battlefield – and anything standing on it. (Deals Metal damage to everyone but the user)


Water
A
Absorbent - Automatic//Water - This creature absorbs water like a sponge. (Halves Water damage received)

D
Deluge - AP//Water - This creature uses the power of water to attack its opponent. (Deals Water damage to one opponent)

F
Flood - Automatic//Water - This creature's power is boosted by being around a Water-aligned ally. (Gains a bonus to stats when its ally has the Water Element)

R
Rising TideAutomatic//Water – This creature draws in watery energies, drawing new vigor from a power that was meant to harm it.
(Negates Water damage; restores Endurance equal to 1/4 the damage that would have been dealt)

T
Tsunami - AP//Water - This creature summons a gigantic wave that crashes into the battlefield – and anything standing on it. (Deals Water damage to everyone but the user)
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Postby Kyrit » 06/24/2015 3:22 PM

~*Normal Traits*~


A
Augmented Health RecoveryAP//Restricted – This creature can heal major wounds inflicted upon itself or an ally, making the recipient feel refreshed and ready to fight again. (Restores Endurance to self or ally and boosts Defense for 2 turns)
Aura SightAutomatic – This creature uses a different sort of vision during battle, making it immune to effects that require it to be able to see. (Negates Chameleon Skin, Razzle Dazzle, and Spit Poison)
Aimed StrikeActivate – This creature performs an attack that sacrifices power for accuracy. (Never misses, but only deals minimal damage)
Arterial StrikeAP//Restricted – This creature knows where to strike in order to hit the major arteries. (50% chance of critical hit)
AvoidanceAutomatic//Restricted – This creature’s fancy footwork makes it difficult to hit. (Opponent has -25% from total chance to hit)

B
BalancedAutomatic//Restricted – This creature rarely looses its footing. ( Negates Earthquake Stomp and 'x% chance opponent will miss its next turn'; halves damage from Bull Rush, Earthquake Stomp, Powerful Strike, Staggering Strike, and Tail Sweep)
BerserkerDependent//Shrine (Prerequisite) – This creature enters into a blind rage when badly injured. (Gains a bonus to Offense when its Endurance is low)
BlindsenseAutomatic – This creature can sense invisible or otherwise hidden targets. (50% chance to hit opponent using the Trait ‘Go Ethereal’)
Burst SpinAP – This creature spins swiftly in a circle, hitting all other combatants. (Deals damage to all other combatants)
Bull Rush - AP - This creature can throw all its strength into a powerful charge, which also leaves it more prone. (Gains a bonus to Offense but reduces Defense for the current and following turn.)

C
Carapace ShieldAutomatic//Restricted (Prerequisite) – This creature uses its hard outer shell to protect itself. (Reduces damage received)
Chameleon SkinAP//Restricted (Prerequisite) – This creature strikes the opponent, then camouflages itself to try to avoid retaliation. (Opponent has -20% from total chance to hit)
Chance HitOne-Use – This creature stakes its chances on a hard-hitting attack. (Deals ½ the opponent’s remaining Endurance in damage, but has a 75% chance of missing)
Combat EnduranceAutomatic – This creature has gained endurance from fighting so often. (Grants a bonus to Endurance)
ConstrictOne-Hit//Restricted (Restriction) – This creature uses its long body and strong muscles to crush opponents. (Opponent is seized and must roll a successful attack roll to get free; until free, it receives damage every turn; negated by Outmaneuvered)
CrushOne-Hit//Shrine (Prerequisite/Restriction) – This creature can use its immense bulk to flatten opponents. (Size Requirement/Deals additional damage according to size)

D
Damage Substitute - Activate//Shrine (Prerequisite) - This creature can transfer damage done to an ally to itself. (Damage an ally has taken is transferred to the user)
Damaging StrikeAP//Restricted – This creature severely injures its opponent with a powerful attack. (Deals additional damage)
Deadly Precision Automatic //Restricted – This creature’s accuracy is deadly. (Bonus to total chance to hit)
Death ThroesActivate//Shrine (Prerequisite) – This creature’s death throes are violent and cause damage to those nearby. (All other combatants take damage; attacker then dies)
DiehardDependent//Restricted – This creature hangs on to life long enough to make one last attack before it dies. (Pet can attack one more time after reaching 0 Endurance, then dies)
Divert AttentionActivate – This creature can create a diversion in order to escape from battle. (May leave the battle unscathed; no battle point gain)
DodgeAP – This creature attacks, then tries to avoid retaliation. (Opponent has -15% from total chance to hit)
Double-EdgeActivate//Restricted (Prerequisite) – This creature performs a powerful attack that causes some recoil damage. (Deals damage to opponent, but user also takes recoil damage)

E
Efficient CommanderAutomatic – This creature can command troops efficiently, thus keeping them alive longer. (Grants a bonus to ally Endurance)
Elemental SwapAP//Restricted (Prerequisite) – This creature can change its elemental affinity. (Changes one of its Elements for 3 turns)
Elusive FoeAutomatic//Shrine (Prerequisite) – This creature is incredibly hard to hit in combat. (Opponent has -35% from total chance to hit)
Enhanced RegenerationAutomatic//Restricted – This creature heals incredibly quickly, which means that minor cuts and bruises barely have a chance to affect it. (Restores Endurance every turn)
Extended ClawsAutomatic (Prerequisite) – This creature has fearsomely sharp claws. (Grants a bonus to Offense)

F
Final BlowDependent//Restricted – This creature can perform a death blow on downed foes. (Automatically wins if opponent’s Endurance falls to a specific number or lower)
First InitiativeAutomatic – This creature’s speed is unmatched. (Moves first in battle)
FoxholeDependent//Shrine (Prerequisite) – This creature can dive quickly out of harm’s way. (85% chance to dodge attacks dealing damage equal or greater than 1/4 current Endurance)

G
Go EtherealActivate//Restricted – This creature can become an ethereal, translucent being that cannot be struck by normal means. (Cannot be hit by opponents without the Traits ‘Spectral Strike’ or ‘Blindsense’ (50% to hit), or that are not using Go Ethereal themselves; lasts for 3 turns)
Guerrilla FighterAutomatic – This creature hits fast and then fades away, making an efficient fighter. (Grants a bonus to Defense; moves first unless opponent has the Trait ‘First Initiative’)

H
Hard HoovesAutomatic (Prerequisite) – This creature can use its hooves as a weapon. (Grants a bonus to Offense)
Health RecoveryAP – This creature can heal minor wounds inflicted upon itself or an ally, making the recipient feel refreshed and ready to fight again. (Restores Endurance to self or ally and boosts Defense for 2 turns)
Horrific MoanOne-Hit – This creature’s moaning causes its foes to panic, lowering their accuracy. (Opponent has -15% from total chance to hit; opponent has a chance to shake off the effect on subsequent turns)
Horrific WailOne-Hit//Restricted – This creature's wailing causes its foes to panic, lowering their accuracy. (Opponent has a percentage subtracted from total chance to hit according to level; opponent has a chance to shake off the effect on subsequent turns)
Huff and PuffOne-Hit//Restricted (Restriction) – This creature takes a deep breath and forcefully blows air at its opponent, making it difficult for the opponent to attack. (Opponent takes -40% total chance to hit)
Hyper HealingActivate//Shrine (Prerequisite) – This creature can heal damage, but suffers from fatigue after. (Heals Endurance but cuts Defense; losses stack with use)

I
IncapacitateAP//Restricted – This creature has the power to temporarily nullify one of its opponent's abilities. (Opponent cannot use/make use of selected Trait for the next 3 turns)

L
LungeActivate – This creature lunges at its opponent. (Deals additional damage)

N
Neutralize ElementsAP//Restricted – This creature can temporarily neutralize the use of all element-based attacks. (All element-based attacks cannot be used for 3 turns)

O
Opportune Sneak AttackActivate//Restricted – This creature can sneak up on inattentive foes and strike them hard. (25% chance of critical hit)
OutmaneuveredDependent – This creature can slip out of an opponent’s grip. (Negates Constrict)

P
Power DrainAP//Restricted – This creature saps its opponent's will to fight, restoring some of its own. (Opponent loses specified amount of AP; user gains half)
Power SapAP – This creature saps its opponent's will to fight. (Opponent loses specified amount of AP)
Powerful JawsAutomatic (Prerequisite) – This creature has very strong jaws filled with pointy teeth. (Grants a bonus to Offense)
Powerful StrikeOne-Hit//Restricted – This creature can deliver a powerful blow that may knock the opponent off its feet. (Deals additional damage and 10% chance opponent will miss its next turn)
PunctureActivate (Prerequisite) – This creature uses its claws or blades to stab its opponent. (Deals additional damage)
PursuitAutomatic – This creature pursues fleeing opponents. (Opponent cannot escape battle; negates Divert Attention)
Prevent HealingAP – This creature can prevent its opponent from using any sort of healing ability. (Prevents opponent from restoring Endurance)

R
RegenerationOne-Use//Restricted – This creature can make itself heal more quickly for a short amount of time, making small cuts and bruises disappear. (Restores Endurance by a set amount, decreasing each turn)
Resist DeathDependent//Restricted – This creature is very hardy, and so takes decreased damage from critical hits. (-20% damage if opponent scores a critical hit)
Rock Solid Defense - AP - This creature can substantially improve its defenses for a brief period of time. (Gains a bonus to Defense but reduces Offense for the current and following turn.)
Rousing SpeechAutomatic – This creature delivers an inspiring speech that raises the morale of its comrades, encouraging them to fight more fiercely. (Grants a bonus to ally Offense)

S
ScatterstrikeAP – This creature dashes about the battlefield, sacrificing power for the chance to hit multiple opponents at once. (Attacks all opponents but cannot deal more than a set amount of damage)
Sharp BeakAutomatic (Prerequisite) – This creature has a dangerously-shaped beak. (Grants a bonus to Offense)
Sharp SensesAutomatic – This creature uses its enhanced senses to help it land hits on its opponent. (Bonus to total chance to hit)
SnatchOne-Hit//Restricted (Restriction) – This creature can seize opponents in its jaws or claws. (25% chance of critical hit)
Snatch and SnapOne-Hit//Shrine (Prerequisite/Restriction) – This creature can crush the life out of opponents it has grabbed in its jaws. (25% chance to grab opponent; instant death if grabbed)
SoundproofAutomatic – This creature tunes out all noise during battle, making it immune to effects that require it to be able to hear. (Negates Horrific Moan, Horrific Wail, Rousing Speech, and Sonic Waves)
Spiked BodyDependent (Prerequisite) – This creature has spiny protrusions on its body that cause damage to attackers. (Causes damage to opponent when opponent attacks and hits)
Staggering StrikeOne-Hit//Shrine (Prerequisite) – This creature’s strike can deal heavy damage and make the opponent falter. (50% chance of critical hit, 25% chance of opponent missing next turn)
Stone BloodAutomatic//Restricted – This creature has thick blood, so it bleeds out much more slowly. (Reduces damage received)
Stubborn FerocityAutomatic//Shrine (Prerequisite) – This creature pushes its capabilities to the limit in battle, continuing to fight even while inflicted with wounds that would have felled others. (Endurance can reach -10 before dying)
Subduing StrikeAutomatic – This creature aims to incapacitate, not decapitate. (Opponent ‘faints’ if it looses and may battle again)
Swift ScoutAutomatic – This creature can slip in and out of enemy territory swiftly and easily. (Grants a bonus to Speed)

T
Tail SweepAP//Restricted (Prerequisite/Restriction) – This creature uses its tail as a weapon, sweeping foes off their feet. (25% chance of critical hit)
Team DefenseAutomatic – This creature helps defend its ally from attacks. (Grants a bonus to ally Defense)
Tough HideAutomatic – This creature has thick skin or fur that gives it extra defense. (Grants a bonus to Defense)

V
Veteran MindAutomatic – This creature keeps its cool in the midst of battle, tuning out distractions and keeping focused on its target. (Bonus to total chance to hit)

W
WeakenAP//Restricted – This creature can, through the use of magic, poison, or some other ability, weaken its opponent temporarily. (One of the opponent's stats, other than Endurance, is decreased by half this Trait's AP cost for the next 3 turns)
Wing BuffetActivate (Prerequisite) – This creature whacks its opponent with its wings. (Deals additional damage)
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