Keyleth/Player Guide

From Deez Nuts' Sword Coast Campaign
Jump to navigation Jump to search

Keyleth Siannodel - Player Guide

Keyleth is a Level 8 Elf Ranger (Swarmkeeper) with the Guide background. Keyleth is a member of the Emerald Enclave and follows the Talons of Veylan.

This guide reflects Keyleth's current Level 8 build. At level 8 she rebuilt around battlefield control and saving-throw support: Wisdom was pushed to 20 (Spell Save DC 16) and Strength dropped to 10, so she is now a ranged controller and "mage slayer," not a melee striker.

Overview

Role in the Party: Ranged Damage Dealer, Battlefield Controller, Anti-Caster Disruptor, Skirmish Support

Core Strengths:

  • High consistent ranged damage (Hunter's Mark + Extra Attack + Gathered Swarm)
  • Strong battlefield control (Web, Entangle, Faerie Fire, Silence, Gathered Swarm push)
  • Anti-caster pressure via the Mage Slayer feat (break enemy concentration)
  • Incredible mobility (45 ft speed walking/climbing/swimming, 10 ft flying)
  • Best survivalist and tracker (Survival +11 expertise)
  • Excellent stealth (Stealth +7, Cloak of Elvenkind)
  • Strong saves and mental resilience (WIS +5, Guarded Mind, Advantage vs charm)
  • Elemental resistance (fire and poison)

Core Stats:

  • AC: 18 (Dragon Scale Mail of the Wyrmwood + Shield)
  • HP: 76 (Max)
  • Speed: 45 ft (walking/climbing/swimming), 10 ft flying (with Writhing Tide)
  • Initiative: +4 (+Advantage 1/LR from Talons of Veylan)
  • Proficiency Bonus: +3

Ability Scores:

  • STR 10 (+0) | DEX 19 (+4) | CON 16 (+3)
  • INT 12 (+1) | WIS 20 (+5) | CHA 8 (-1)

Saving Throws:

  • Strength: +3
  • Dexterity: +7 (Advantage vs charm)
  • Constitution: +3
  • Intelligence: +1
  • Wisdom: +5
  • Charisma: -1
  • Special: Advantage vs the breath weapons of Dragons; Guarded Mind (re-roll a failed INT/WIS/CHA save 1/short rest)

Spell Save DC: 16 | Spell Attack Bonus: +8 | Spellcasting Modifier: +5 (Wisdom)

COMBAT - What Can I Do On My Turn?

Weapon Attacks

Weapon Attack Bonus Damage Roll Damage Type Range Mastery / Properties
Longbow, +1 +10 1d8+7 (+1d6 Hunter's Mark) Piercing 150/600 ft Slow (reduce target speed 10 ft); Ammunition, Heavy, Two-Handed
Longbow (backup) +9 1d8+6 (+1d6 Hunter's Mark) Piercing 150/600 ft Slow; Ammunition, Heavy, Two-Handed
Shortsword +7 1d6+4 (+1d6 Hunter's Mark) Piercing Melee Vex (advantage on next attack vs target); Finesse, Light
Wyrmreaver (Longsword) +4 1d8+1 + 1d6 radiant (+1d6 Hunter's Mark) Slashing/Radiant Melee Sap (target has Disadvantage on next attack); Versatile; 1 Charge = +3d6 radiant

Attack Bonus Breakdown (Longbow +1): +4 DEX, +3 Proficiency, +1 Magic, +2 Archery Fighting Style = +10

Damage Breakdown (Longbow +1): +4 DEX, +1 Magic, +2 Bracers of Archery = +7

IMPORTANT - Wyrmreaver and your Strength: At level 8 your Strength is now 10 (+0). Wyrmreaver hits at only +4 and adds just +1 to damage, so it is no longer an efficient damage option - even on a hit, the Sword Coast rarely lets you reach melee anyway. Treat Wyrmreaver as a situational radiant-burst / utility weapon (the +3d6 radiant charge, Sap to weaken a boss's attack), not a primary attack. Your bow and your spells are your real combat engine. See the magic-item recommendations below for an item that could make Wyrmreaver relevant again without relying on Strength.

Hunter's Mark (Your Sustained Damage Engine)

Hunter's Mark: Always prepared, can cast 3 times per Long Rest WITHOUT spending a spell slot.

Feature Effect Resource Cost When to Use
Hunter's Mark (Free) Mark creature, +1d6 force per hit 3/Long Rest (no slot) Start of combat on priority target
Hunter's Mark (Slot) Same effect 1st-level slot 4th+ combat of the day
Move Hunter's Mark Move mark to new target (bonus action) No additional cost When the marked target dies

Synergy with Mage Slayer: Every Hunter's Mark hit is damage dealt - if the target is a spellcaster concentrating on a spell, that damage triggers Concentration Breaker (see below), giving them Disadvantage on the save to keep their spell. Marking the enemy mage is often your best opening.

Gathered Swarm (YOUR SIGNATURE ABILITY)

Gathered Swarm: Once per turn, immediately after you hit a creature with an attack, choose ONE:

Option Effect Save When to Use
Damage Extra 1d6 piercing None Maximum damage / boss fights
Push Move target up to 15 ft horizontally STR save DC 16 Battlefield control, hazards, peel off allies
Move Self Move yourself 5 ft horizontally None Reposition without provoking opportunity attacks

Note: Your Gathered Swarm push DC is now 16 (up from 14) thanks to WIS 20 - the push is far more reliable and is a real control tool now, not just a gimmick. Movement is horizontal only; you cannot knock prone until level 11. Hellfire Pixies (Infernal Pact) deal 1d6 fire on the swarm option where applicable.

Mage Slayer Feat (NEW - Anti-Caster)

Keyleth has taken the Mage Slayer feat. This is a major addition and changes how you approach enemy spellcasters.

Benefit Effect Notes
Ability Score Increase +1 DEX (already included: DEX 19) -
Concentration Breaker When you damage a creature that is concentrating, it has Disadvantage on the save to maintain concentration Triggers on ANY damage you deal - each arrow, Hunter's Mark, Gathered Swarm, etc.
Guarded Mind 1/Short or Long Rest, if you fail an INT, WIS, or CHA save you can choose to succeed instead Your panic button vs domination, fear, banishment, illusions

How to use it: Identify the enemy caster and make them YOUR target. With Extra Attack you get two damage instances per turn, each forcing the enemy to roll concentration at Disadvantage - this shreds enemy buffs, summons, and control spells. Pair with the Slow mastery on your longbow to also cut the caster's escape speed, and with Silence to shut off their verbal-component spells entirely.

Offensive Spells (By Category)

Damage Spells:

Spell Level Cast Time Range Effect Save/Attack Conc. When to Use
Thorn Whip Cantrip 1 Action 30 ft 2d6 piercing, pull 10 ft Attack +8 No Pull enemy into a hazard or off a ledge; drag a fleeing caster back
Hail of Thorns 1st 1 Bonus Action Self → next ranged hit +1d10 piercing AoE around target (scales with slot) DEX 16 No When enemies are clustered
Ensnaring Strike 1st 1 Bonus Action Next attack Restrain target (1d6/2d6 piercing per turn) STR 16 Yes Lock down a single melee threat or caster
Zephyr Strike 1st 1 Bonus Action Self Advantage on one attack, +1d8, +30 ft move, no opportunity attacks None Yes Mobility + burst
Absorb Elements 1st 1 Reaction Self Resistance to the triggering element, +1d6 next melee hit None No React to breath weapons / elemental spells

Control / Debuff Spells (your level-8 emphasis):

Spell Level Cast Time Range Effect Save Conc. When to Use
Faerie Fire 1st (Always Prepared) 1 Action 60 ft / 20 ft cube Targets outlined, can't benefit from Invisibility, attacks vs them have Advantage DEX 16 Yes Party-wide accuracy buff; reveal hidden/invisible foes
Entangle 1st 1 Action 90 ft / 20 ft square Restrains creatures, difficult terrain STR 16 Yes Area lockdown, hold a chokepoint
Web 2nd (Always Prepared) 1 Action 60 ft / 20 ft cube Restrains creatures in area, difficult terrain, flammable DEX 16 Yes Control multiple grounded enemies
Ensnaring Strike 1st 1 Bonus Action Next attack Restrain single target STR 16 Yes Lock down a priority target
Silence 2nd (Ritual) 1 Action 120 ft / 20 ft sphere No sound; blocks Verbal-component spells; immune to thunder None Yes Hard-counter an enemy caster; safe ritual scouting

Support / Healing Spells:

Spell Level Cast Time Effect When to Use
Cure Wounds 1st/2nd 1 Action Heal 2d8+5 (1st) / 4d8+5 (2nd) Emergency healing / pick an ally up
Longstrider 1st 1 Action +10 ft speed (can target others) Pre-combat / chase buff

Utility Spells:

Spell Level Effect Notes
Pass without Trace 2nd +10 Stealth to party (30 ft) 1/LR free via Elven Lineage, or by slot
Speak with Animals 1st Talk to beasts 3/LR (Talons of Veylan)

Cantrips:

Cantrip Effect When to Use
Guidance +1d4 to one ability check Use this constantly out of combat - see Social section
Thorn Whip 2d6 + pull 10 ft Reposition enemies at range
Mage Hand Spectral hand Traps, levers, retrieving objects
Druidcraft Minor nature effects Weather, flames, flavor

Defensive Abilities

Ability Effect Resource When to Use
Guarded Mind (Mage Slayer) Succeed on a failed INT/WIS/CHA save 1/Short Rest vs fear, charm, domination, banishment
Gathered Swarm: Move Self Move 5 ft without provoking 1/turn Escape melee, reposition
Writhing Tide 10 ft flying + hover, 1 min 3/Long Rest Reach height, avoid ground hazards
Dragon Scale Mail of the Wyrmwood AC 18 (w/ shield), fire resistance Always Always on
Talon Initiate (Rank 2) Resistance to one dragon element LR to change Set to expected breath type
Absorb Elements Reaction resistance to one element 1st-level slot Breath weapons / elemental spells
Cloak of Elvenkind Advantage on Stealth; disadvantage to be seen Attuned Hood up to vanish
Advantage on DEX Saves / vs Charm Fey Ancestry + Elf traits Always Fireballs, traps, charms

Reactions

Reaction Trigger Effect Cost
Opportunity Attack Enemy leaves reach Make an attack (can trigger Gathered Swarm) None
Absorb Elements You take acid/cold/fire/lightning/thunder Resistance + 1d6 next melee hit 1st-level slot

Passive Abilities (Always On)

Ability Effect Notes
Extra Attack Attack twice per Attack action Two damage instances = two concentration checks for Mage Slayer
Archery Fighting Style +2 ranged attack rolls In your +10
Bracers of Archery +2 attack & damage with bows In your stats
Roving (Deft Explorer) +10 ft speed; climb & swim equal to walk 45 ft each
Expertise: Survival Double proficiency +11 Survival
Darkvision See in darkness 120 ft Improved range
Fey Ancestry Advantage vs charm, immune magical sleep Elf
Keen Senses Proficiency in Survival Elf
Trance 4-hour Long Rest Elf
Fire Resistance Dragon Scale Mail Always
Poison Resistance Talons of Veylan Rank 2 Always
Advantage on Initiative (1/LR) Talons of Veylan Rank 1 Declare before rolling

SOCIAL SITUATIONS

The player wants Keyleth to be better in social scenes. The honest truth: Charisma is still her dump stat (CHA 8, -1), so she is not the party's face. But WIS 20 makes her the party's best READER of people, and a few tricks let her contribute meaningfully without high Charisma.

Skill Bonuses

Skill Bonus Notes
Survival (WIS) +11 Expertise - elite tracker/forager/navigator
Insight (WIS) +8 Your social superpower - detect lies, read intentions
Acrobatics (DEX) +7 Balance, tumble
Stealth (DEX) +7 Sneaking (+Advantage from Cloak of Elvenkind)
Perception (WIS) +5 Notice details
Animal Handling (WIS) +5 Calm/handle beasts
Medicine (WIS) +5 Stabilize, diagnose
Investigation (INT) +4 Find clues
Athletics (STR) +3 Climb/swim/grapple (note: STR dropped to 10)
Deception (CHA) +2 Proficient despite low CHA
Arcana / History / Nature / Religion (INT) +1 Knowledge
Persuasion / Intimidation / Performance (CHA) -1 Avoid leading with these

Passive Scores

  • Passive Insight: 18 (elite - you passively catch most lies)
  • Passive Perception: 15
  • Passive Investigation: 14

How to Contribute Socially (with -1 Charisma)

  • Be the lie detector, not the talker. With Insight +8 and passive Insight 18, let the face-character do the persuading while you read the room and feed them intel ("he's hiding something," "she's afraid, not angry").
  • Use Guidance. You can add +1d4 to an ally's (or your own) Persuasion/Deception/Insight check out of combat. Quietly buffing the party's negotiator is a real, repeatable contribution.
  • Play to proficiency, not stat. You ARE proficient in Deception (+2). For a quick bluff or a poker face you are better than untrained party members.
  • Speak with Animals (3/LR) opens whole conversations and information sources others simply cannot access - lean into this as YOUR social niche.
  • Intimidation through reputation: As a Talons of Veylan dragonslayer and Emerald Enclave member, let your deeds and gear do the talking even when your Charisma can't.

Social Features

  • Speak with Animals: Communicate with beasts (3/Long Rest)
  • Guidance: +1d4 to any ability check (out of combat)
  • Guide Background: Wilderness/navigation authority
  • Emerald Enclave Member: Authority on nature matters
  • Talons of Veylan: Dragonslayer reputation

Languages

  • Common, Dwarvish, Elvish, Giant, Undercommon

EXPLORATION

Movement & Senses

  • Walking Speed: 45 ft (35 ft Wood Elf + 10 ft Roving)
  • Climbing / Swimming Speed: 45 ft each
  • Flying Speed: 10 ft (Writhing Tide, 1 min, 3/LR)
  • Darkvision: 120 ft

Useful Exploration Abilities

  • Survival +11 (Expertise): Best tracker, forager, navigator in the party
  • Pass without Trace: +10 Stealth to the whole party (1/LR free, or by slot)
  • Speak with Animals: Gather info from local wildlife (3/LR)
  • Silence (Ritual): Cast for free as a ritual to scout/sneak with zero downside
  • Mage Hand / Thorn Whip: Trigger traps and manipulate objects at range
  • Trance: 4-hour Long Rest
  • Cartographer's Tools: Map-making

COMMON TACTICS

Opening Combat (Turn 1)

Standard (Damage/Disruption):

  1. Bonus Action: Hunter's Mark (free, 3/LR) on the priority target - usually the enemy caster
  2. Move: Position at 60-150 ft, behind cover, hood up (Cloak of Elvenkind)
  3. Action: Attack once with Longbow +1 (Extra Attack arrives turn 2)
  4. After Hit: Gathered Swarm - damage, or push (DC 16) to reposition a threat
  5. Slow mastery: If you hit a runner/caster, cut its speed 10 ft

Control Opening (multiple enemies):

  1. Action: Web or Entangle on the cluster (DEX/STR save DC 16)
  2. Then: Pick off restrained targets with Advantage; use Gathered Swarm push to shove stragglers back into the area

Battlefield Control (Your Level-8 Focus)

The player asked to lean into battlefield control - here is the toolkit, roughly in order of reach:

  • Web (2nd): 20 ft cube, restrain a cluster, lasts up to 1 hour. Your bread-and-butter lockdown.
  • Entangle (1st): 20 ft square restraint + difficult terrain at 90 ft - great for chokepoints and you keep a slot free.
  • Faerie Fire (1st): Turn a tough fight in the party's favor - everyone gets Advantage on the lit targets, and it cancels invisibility.
  • Silence (2nd ritual): Drop it on enemy casters to deny Verbal spells - a control effect that needs no save.
  • Gathered Swarm Push (DC 16): Reposition one enemy 15 ft every turn after a hit - peel attackers off allies, shove foes into your own Web/Entangle, or off ledges.
  • Thorn Whip: Pull a key enemy 10 ft - into a hazard, off a wall, or away from a downed ally.

Combo: Web/Entangle (restrained = auto-fail STR) + Gathered Swarm Push lets you slide restrained enemies wherever you want. Restrained creatures also grant Advantage, which stacks your Mage Slayer concentration pressure.

Fighting Enemy Spellcasters (Mage Slayer Playbook)

  1. Mark the caster with Hunter's Mark.
  2. Attack twice - each hit forces a concentration save at Disadvantage (Concentration Breaker), very likely dropping their spell.
  3. Use Slow to keep them from kiting away.
  4. If they rely on words, drop Silence on them - no Verbal spells at all.
  5. If they hit you with a mind effect and you fail, use Guarded Mind to succeed instead.

Boss Fight Tactics

  • Hunter's Mark on the boss; attack twice each turn for steady damage.
  • If the boss concentrates on a buff/summon, your Mage Slayer keeps it from sticking.
  • Wyrmreaver Sap: If you do end up adjacent, a Wyrmreaver hit gives the boss Disadvantage on its next attack - a defensive use that doesn't depend on your low Strength.
  • Breath weapon incoming? Pre-set Talon Initiate resistance, use Absorb Elements, lean on Advantage vs dragon breath.

If You're Stuck in Melee

Your melee is weak now (STR 0). Don't trade blows - get out:

  • Gathered Swarm: Move Self 5 ft (no opportunity attack)
  • Zephyr Strike (no opportunity attacks + 30 ft move)
  • Writhing Tide to fly up 10 ft
  • Then resume shooting

RESOURCE MANAGEMENT

Resource Total Recharge Use For
Hit Dice (d10) 8 Long Rest Short-rest healing
Hunter's Mark (Free) 3 Long Rest Cast without a slot
Gathered Swarm 1/turn Always Damage / push (DC 16) / move self
Writhing Tide 3 Long Rest 10 ft flying, 1 min
Spell Slots (1st) 4 Long Rest Control & reactions
Spell Slots (2nd) 3 Long Rest Web, Silence, Cure Wounds
Guarded Mind 1 Short Rest Re-roll a failed INT/WIS/CHA save
Pass without Trace (Lineage) 1 Long Rest Party stealth
Longstrider (Lineage) 1 Long Rest +10 ft speed
Speak with Animals 3 Long Rest Talk to beasts
Hellhound Whistle 5 charges (see item) Ensnaring Strike / Cordon of Arrows / Erupting Earth
Wyrmreaver Charge 1 (see item) +3d6 radiant burst
Potion of Healing 1 - Emergency self-heal

MAGIC ITEMS & GEAR (Current)

Item Type Effect Attuned?
Longbow, +1 Weapon +1 to hit/damage; Slow mastery -
Bracers of Archery Wondrous +2 attack & damage with bows; proficiency with longbows Yes
Dragon Scale Mail of the Wyrmwood Medium Armor AC 15 base (18 w/ shield); fire resistance; dragon-sense Yes
Cloak of Elvenkind Wondrous Advantage on Stealth; disadvantage for others to see you Yes
Wyrmreaver Longsword +1; +1d6 radiant; 1 charge = +3d6 radiant; Sap mastery Requires attunement (not currently attuned)
Ring of Spell Storing Ring Stores up to 5 levels of spells cast by you or an ally Requires attunement (not currently attuned)
Hellhound Whistle Wondrous 5 charges; cast Ensnaring Strike, Cordon of Arrows, or Erupting Earth -
Potion of Healing Potion Heal 2d4+2 -

Attunement note: You can attune to 3 items and are currently using all three slots (Bracers, Dragon Scale Mail, Cloak). Wyrmreaver and the Ring of Spell Storing both require attunement and are therefore inactive right now. Decide deliberately: the Bracers (your core ranged DPS) and the armor (AC + fire resistance) are nearly always worth keeping. The Cloak is swappable. Consider attuning the Ring of Spell Storing for a stored control/utility spell, or Wyrmreaver only when you expect to need its radiant burst.

Targeted to what the player wants to do better: social interaction, battlefield control, and getting value out of melee/Wyrmreaver without high Strength. Treat these as wishlist items to ask the DM about or hunt for in Rise of Tiamat.

For Social Interaction (working around CHA 8)

  • Eloquence-style / "Glibness" effect items (e.g., a charm/circlet that grants Glibness, or Eyes/Headband that set a flat Charisma check): These let you treat low Charisma rolls as a fixed high number, neutralizing your -1 entirely. The cleanest fix for "I want to be better socially."
  • Cloak/Medallion of Thoughts or a Helm of Telepathy: Plays to your reader-of-people strength - read intent or whisper to allies, turning Insight into an active advantage.
  • Ring of Spell Storing (you already own it!): Have a Charisma caster in the party load it with a social spell like Charm Person, Suggestion, Enthrallment, or Calm Emotions - it casts at THEIR DC, so you get a high-CHA effect despite your -1. This is the single most efficient social upgrade available to you right now.
  • Pipes of Haunting / Instrument of the Bards (if attunable): Gives you a Charisma-independent way to influence crowds and create effect.

For Battlefield Control

  • Staff of the Woodlands or Staff of Swarming Insects: On-theme nature control - Entangle/Wall of Thorns or an insect swarm/Insect Plague - more area lockdown that uses YOUR spell DC 16.
  • Wand of Web / Wand of Entangle / "Snare" items: Extra daily castings of your favorite restraints so you don't burn spell slots holding the line.
  • Boots/Cloak that grant repositioning (Boots of Flying, Winged Boots, Cape of the Mountebank): More reliable mobility than Writhing Tide, so you can always reach the angle that lets your push/Web hit the most enemies.
  • Bracers/Gloves that add a rider to your shots (e.g., something granting prone, frighten, or extra push): Stacks with Gathered Swarm so every arrow does control work, not just damage.
  • Sentinel/"reach-control" items or a Spike-growth focus: Anything that punishes enemy movement complements your Slow mastery and zone spells.

For Melee / Making Wyrmreaver Relevant Again (without Strength)

  • A Weapon of Finesse property, or an item letting a weapon use DEX (e.g., a "Duelist's" enchantment, Weapon of Warning with finesse, or a rapier-style replacement): Your DEX is 19 (+4). Any way to attack with DEX instead of STR turns Wyrmreaver's +4/+1 into roughly +9/+5 overnight. Ask the DM whether Wyrmreaver can be re-forged with a finesse property.
  • Gauntlets of Ogre Power or a Belt of Giant Strength: Sets your Strength to a fixed high value (19+), instantly fixing melee accuracy AND your Athletics/grapple game.
  • Glamoured/returning thrown options or a "homing" enchantment: Lets you keep your distance while still landing the radiant burst the player likes about Wyrmreaver.
  • Cleanest of all - lean into reach control instead of melee: Honestly, given STR 0, the best "melee" upgrade may be items that let you fight FROM range while applying melee-style debuffs (see the control list). The player noted plans to close with Wyrmreaver kept falling apart - a Strength-fixing item is the prerequisite for that to ever work.

QUICK REFERENCE

Combat Priority Checklist

Start of Turn:

  1. Is Hunter's Mark up? If not, cast it (bonus action) - usually on the enemy caster.
  2. Marked target dead? Move the mark (bonus action, free).
  3. In range (60-150 ft)? Use cover / Cloak.
  4. Attack TWICE (Extra Attack) - two damage instances = two Mage Slayer concentration checks.
  5. After a hit: Gathered Swarm - damage, push (DC 16), or move self.

Reactions: Absorb Elements vs elemental hits; Opportunity Attack (triggers Gathered Swarm); Guarded Mind if you fail a mind save.

Key Numbers

  • Longbow +1: +10 to hit, 1d8+7 (+1d6 Hunter's Mark)
  • Spell Save DC 16 | Spell Attack +8 | Gathered Swarm Push DC 16
  • AC 18 | HP 76 | Speed 45 ft | Darkvision 120 ft
  • Passive Insight 18 | Survival +11

Remember These Critical Things

  1. Hunter's Mark first - usually on the enemy caster - it powers both your damage and Mage Slayer.
  2. Attack TWICE - two concentration checks at Disadvantage for casters.
  3. Gathered Swarm every hit - your push is now reliable at DC 16.
  4. You are a controller now, not a melee striker - STR is 0; let the bow and spells do the work.
  5. Mage Slayer makes you the anti-caster - hunt enemy spellcasters.
  6. Use Guidance and your Ring of Spell Storing to contribute socially despite CHA -1.
  7. Guarded Mind is your save against fear/charm/domination - don't forget it.

Common Mistakes to Avoid

  1. Forgetting your second attack (and a second Mage Slayer trigger).
  2. Trying to fight in melee with Wyrmreaver at +4/+1 - reposition and shoot instead.
  3. Leaving Wyrmreaver/Ring of Spell Storing unattuned when you actually need them (you have 3 slots - plan attunement before a big fight).
  4. Casting two concentration spells (Hunter's Mark vs Web/Faerie Fire) - pick one.
  5. Standing still - you have 45 ft of movement and a 10 ft fly; keep angles open for your control spells.
  6. Leading social scenes with Persuasion (-1) instead of Insight (+8) and Guidance.