Mage Support Spells
#1
Posted 16 January 2009 - 01:14 AM
Mages do not often find a use in parties except if they are forced to be around to open Vortex Gates and the like. To make them more balanced in terms of their magic use, I would like to propose giving them some extra support spells. A lot of them are actually in-game already and can be incorporated through Scroll drops.
Admittedly, a lot of these spells are used by Clerics, which I feel have a bit too much of a workload sometimes, so why not share some of their spells with Mages (although the actual spell routine would, in role-play, be different for Clerics and Mages, despite the result being more or less the same). To reduce the risk of unbalancing, and also as an incentive to train Mages, these spells should probably be only available to the Archmaster levels at least.
My arguments might be a little weak at the moment; it's late at night!
Vision
With their expertise with magic, I would be very surprised if Mages were not able to detect other entities, either instinctively or with their magic. While the /library description talks about the user having an enhanced sense of people, I've imagined it being like a shockwave of light that lingers around anyone it hits, including those who are concealed.
Haste
Currently it is self-cast only; I would like to propose making it possible to cast it on other characters as a kind of single-crit version of Blessed Haste.
Enhance
This might be pushing it a bit, but I would think that skilled Mages would be able to enchant other people's weapons to augment their potential, like the charm placed on the Great Axe. It would make a Mage a very useful addition to the party in places where you need all the healing you can get.
What do people think?
Main crits:
Crane
Europa
Don't kill the
#2
Posted 16 January 2009 - 01:39 AM
Haste, not so sure. Are you saying that the haste spell would just be cast on other characters? If i'm right in saying that haste normally regenerates one more stamina than the mage has on initial regeneration (5 stam mage regens 4 stam in the time it'd regen 3 with haste), this would mean that if cast on a berserker/ranger with 6/7 stamina they could be regenerating the full stamina of a level 30 in half the time. That'd be awesome pvp, but would it be too poweful?
And last but not least, I think the enhance is a good idea, something to give mages a reason to be in larger parties.
It'd be cool if you had to collect the scrolls of vision and enhance for your mage, a whole new area could be created haha.
#3
Posted 16 January 2009 - 01:51 AM
And yes, having to collect scrolls for said Mage spells opens a huge opportunity for boss drops, and a Scroll of Mage Vision or Mage Enhance can be developed without any server code changes, if knowledge serves me correctly.
Edited by Crane, 16 January 2009 - 01:53 AM.
Main crits:
Crane
Europa
Don't kill the
#4
Posted 16 January 2009 - 02:24 AM
Vision - Definitely, Gareth pretty much hit it on the head and you would think if you have the power to make others invisible you would have the power to see reveal hidden players.
Enhance - I think that it would be cool especially if you made it something like enchant. Ex, The Mage conjures up a bright ball of electric energy and starts to chant over your Halberd. Of course that would into coding and we are trying to stay far away from that as possible. So the regular enhance would be fine.
Haste - I don't think it would be as overpowered as you would think, Haste last 3 rounds and for a nice chunk of mana, to make a mage cast this on a party would be pretty much useless because the amount of time it would take to cast on all of them, some of the alts would already of lost it. In a Pt however it might be so/so but would you trade your rounding or damage dealing ability to make an ally's come back faster?
I also like making dispel take off opponents buffs maybe just one buff for each time casted, and for a huge mana cost of course.
#5
Posted 16 January 2009 - 02:29 AM
id say vision and hance , and if your saying blessed haste, why not.. i mean it totally would make it ezier to boss, and also give a point to bringing a mage along...
sidenote: aware it says multi alt, but id support vision/blessed haste on 1a.
Edited by Achilles, 16 January 2009 - 02:30 AM.
#6
Posted 16 January 2009 - 02:40 AM
#7
Posted 16 January 2009 - 06:28 AM
#8
Posted 16 January 2009 - 08:49 AM
I like the idea of haste being an any-cast spell.
I do not think mages really justify enhance. Perhaps they should be able to provide armor spells for other characters though...
-Proverbs 4:7
#9
Posted 16 January 2009 - 11:08 AM
And just to clarify, Haste would have to be cast on each crit individually... the party form will remain in the domain of Blessed Haste.
Edited by Crane, 16 January 2009 - 11:10 AM.
Main crits:
Crane
Europa
Don't kill the
#10
Posted 16 January 2009 - 02:04 PM
#11
Posted 17 January 2009 - 01:32 AM
Dispell
At present, it works in a similar way to Cleanse (and it's /library description says "Description coming soon - Pandilex.5."). I would like to propose that it have the chance of removing buffs from a target crit...
For each spell in turn, the chance of removal (as a percentage):
(Caster's Intelligence * 3) + Caster's Level - (Target's Wisdom * 2.5) - Target's Level
For a level 30 Mage with 20 Intelligence versus a level 30 target with 20 Wisdom, this will amount to a 10% chance of successful removal per spell per cast of Dispell; as a consequence, there is a chance of more than one spell can be removed with a single cast. The cost of continuously casting Dispell will eventually outweigh the cost of the target having Enhance cast back on them, say, but casting it on a target is a viable option if you know they have a lot of buffs on them, because at least one will surely be dispelled.
Spells that can be removed with Dispell:
Almighty Retribution
Aura of Protection
Blessed Force
Blessed Haste
Call upon Deity
Champion's Strength
Consecrated Embrace
Divine Prayer
Enhance
Enhanced Sphere
Gaea's Blessing
Greater Pact (although it won't help you much)
Haste
Holy Speed
Holy Might
Lesser Pact
Mana Shroud
Morph (might need testing for balance)
Righteous Fury
Shield Self
Sphere
Stoneform
Subdue
Thornshield
What is NOT affected:
Cleanse
Did I miss any spells that aren't already covered in some form?
EDIT: Put the spells in alphabetical order, and forgot Consecrated Embrace and the Pacifist spells. Note that drunkenness, Divine Light and Hypnotise are cured with Dispell already, with a 100% chance of success (unless the spell fizzles).
ADDENDUM: Dispell probably shouldn't remove buffs if self-cast or cast on a crit in the same party... in this case it should do what it does already, remove harmful effects.
ADDENDUM DUO: Messages...
(no spells removed, or no spells to remove)
Caster tried to cast Dispell on you, but you resisted.
Target resisted your Dispell.
Target resisted Caster's Dispell.
(spells removed)
You cast Dispell on Target, removing the effects of Hypnotism, Enhance, Morph. (as an example - this would probably be a particularly lucky Dispell, or the Druid has low Wisdom. Note that Dispell can still remove things that would be useful to the attacking Mage and his/her allies, like Hypnotise)
Caster cast Dispell on you, removing the effects of Hypnotism, Enhance, Morph.
Caster cast a spell on Target.
Hopefully that now makes the proposal complete.
Edited by Crane, 17 January 2009 - 02:25 AM.
Main crits:
Crane
Europa
Don't kill the
#12
Posted 17 January 2009 - 04:11 AM
I wish to add another spell to this list...
Dispell
At present, it works in a similar way to Cleanse (and it's /library description says "Description coming soon - Pandilex.5."). I would like to propose that it have the chance of removing buffs from a target crit...
For each spell in turn, the chance of removal (as a percentage):
(Caster's Intelligence * 3) + Caster's Level - (Target's Wisdom * 2.5) - Target's Level
For a level 30 Mage with 20 Intelligence versus a level 30 target with 20 Wisdom, this will amount to a 10% chance of successful removal per spell per cast of Dispell; as a consequence, there is a chance of more than one spell can be removed with a single cast. The cost of continuously casting Dispell will eventually outweigh the cost of the target having Enhance cast back on them, say, but casting it on a target is a viable option if you know they have a lot of buffs on them, because at least one will surely be dispelled.
Spells that can be removed with Dispell:
Almighty Retribution
Aura of Protection
Blessed Force
Blessed Haste
Call upon Deity
Champion's Strength
Consecrated Embrace
Divine Prayer
Enhance
Enhanced Sphere
Gaea's Blessing
Greater Pact (although it won't help you much)
Haste
Holy Speed
Holy Might
Lesser Pact
Mana Shroud
Morph (might need testing for balance)
Righteous Fury
Shield Self
Sphere
Stoneform
Subdue
Thornshield
What is NOT affected:
Cleanse
Did I miss any spells that aren't already covered in some form?
EDIT: Put the spells in alphabetical order, and forgot Consecrated Embrace and the Pacifist spells. Note that drunkenness, Divine Light and Hypnotise are cured with Dispell already, with a 100% chance of success (unless the spell fizzles).
ADDENDUM: Dispell probably shouldn't remove buffs if self-cast or cast on a crit in the same party... in this case it should do what it does already, remove harmful effects.
ADDENDUM DUO: Messages...
(no spells removed, or no spells to remove)
Caster tried to cast Dispell on you, but you resisted.
Target resisted your Dispell.
Target resisted Caster's Dispell.
(spells removed)
You cast Dispell on Target, removing the effects of Hypnotism, Enhance, Morph. (as an example - this would probably be a particularly lucky Dispell, or the Druid has low Wisdom. Note that Dispell can still remove things that would be useful to the attacking Mage and his/her allies, like Hypnotise)
Caster cast Dispell on you, removing the effects of Hypnotism, Enhance, Morph.
Caster cast a spell on Target.
Hopefully that now makes the proposal complete.
*clap*
#13
Posted 17 January 2009 - 02:47 PM
#14
Posted 17 January 2009 - 10:30 PM
I wish to add another spell to this list...
Dispell
At present, it works in a similar way to Cleanse (and it's /library description says "Description coming soon - Pandilex.5."). I would like to propose that it have the chance of removing buffs from a target crit...
For each spell in turn, the chance of removal (as a percentage):
(Caster's Intelligence * 3) + Caster's Level - (Target's Wisdom * 2.5) - Target's Level
For a level 30 Mage with 20 Intelligence versus a level 30 target with 20 Wisdom, this will amount to a 10% chance of successful removal per spell per cast of Dispell; as a consequence, there is a chance of more than one spell can be removed with a single cast. The cost of continuously casting Dispell will eventually outweigh the cost of the target having Enhance cast back on them, say, but casting it on a target is a viable option if you know they have a lot of buffs on them, because at least one will surely be dispelled.
Spells that can be removed with Dispell:
Almighty Retribution
Aura of Protection
Blessed Force
Blessed Haste
Call upon Deity
Champion's Strength
Consecrated Embrace
Divine Prayer
Enhance
Enhanced Sphere
Gaea's Blessing
Greater Pact (although it won't help you much)
Haste
Holy Speed
Holy Might
Lesser Pact
Mana Shroud
Morph (might need testing for balance)
Righteous Fury
Shield Self
Sphere
Stoneform
Subdue
Thornshield
What is NOT affected:
Cleanse
Did I miss any spells that aren't already covered in some form?
EDIT: Put the spells in alphabetical order, and forgot Consecrated Embrace and the Pacifist spells. Note that drunkenness, Divine Light and Hypnotise are cured with Dispell already, with a 100% chance of success (unless the spell fizzles).
ADDENDUM: Dispell probably shouldn't remove buffs if self-cast or cast on a crit in the same party... in this case it should do what it does already, remove harmful effects.
ADDENDUM DUO: Messages...
(no spells removed, or no spells to remove)
Caster tried to cast Dispell on you, but you resisted.
Target resisted your Dispell.
Target resisted Caster's Dispell.
(spells removed)
You cast Dispell on Target, removing the effects of Hypnotism, Enhance, Morph. (as an example - this would probably be a particularly lucky Dispell, or the Druid has low Wisdom. Note that Dispell can still remove things that would be useful to the attacking Mage and his/her allies, like Hypnotise)
Caster cast Dispell on you, removing the effects of Hypnotism, Enhance, Morph.
Caster cast a spell on Target.
Hopefully that now makes the proposal complete.
I really like this idea. I would like it even more, if Justice Zone was added to the list.
-Proverbs 4:7
#15
Posted 17 January 2009 - 10:43 PM
People say the Mage should be the loner class; personally, I feel they should be the masters of magic, and not just offensive magic but support magic too. At present they seem a little biased towards offensive uses, as most of their defensive and support magic is self-cast only.
It's probably clear enough in my above proposal, but this wouldn't make Dispell, and hence Mages, totally overpowered, because high-level and high-Wisdom crits do have a chance of resisting their attempts to disrupt their buffs! I'm not sure if the formula is perfectly balanced or not, but hopefully it's fair. A crit with just Enhance will likely resist several attempts to have the buff removed, but something with several armour buffs in place... there's a weakness in the magic somewhere!!
ADDENDUM: So it's fair and there's no doubt as to what has been removed, messages like "The stat increasing spell has worn off." should be displayed as if the spell wore off naturally. This is especially the case for Justice Zone, since the fact that it has been removed would otherwise only be obvious to the casting Mage and the target Pacifist, as other players would only see "Caster cast a spell on Target.".
ADDENDUM DUO: I forgot one buff in the above list... Protect. It probably won't help you much, as it's simple enough to re-cast, but it is a buff nonetheless.
Edited by Crane, 17 January 2009 - 10:54 PM.
Main crits:
Crane
Europa
Don't kill the
#16
Posted 18 January 2009 - 01:50 PM
Character Name: Wind on both servers!
#17
Posted 19 January 2009 - 01:09 AM
Thanks for your support and input on this everyone. I wonder what JLH thinks of this...
Edited by Crane, 19 January 2009 - 01:31 AM.
Main crits:
Crane
Europa
Don't kill the
#18
Posted 22 January 2009 - 02:54 PM
Love the dispell idea. I've often wondered what the spell itself actually does at the moment? Great idea.
Was thinking though, with the amount of ac that druids/mages can get with their own spells + almighty retribution, if mana shroud was added to that then surely we might get to the point where no damage can be dealt? Could make it too strong.
#19
Posted 02 February 2009 - 02:56 PM
ADDENDUM: A random idea, although probably not possible because it is a brand new spell:
Disorientate
The basics of many combat systems is to break an opponent's root while maintaining your own; this is true for both hand-to-hand martial arts and magic disciplines. To the young and bloodthirsty mind, killing one's opponent is the only way to follow this principle, but the devoted disciple will discover non-lethal ways of uprooting their adversary, especially if the objective is to teach or humiliate rather than slaughter. The Disorientate spell is one such way of throwing their opponent off-balance, by focussing an intense sonic beam in their direction to derange the inner ear.
Cost: 30 mana, all stamina (does not require full stamina)
Minimum Level: 20
Effect on player (if successful): Target player loses all stamina and has to wait 10 seconds for it to recharge (unless a Nightshade Elixir is used).
Effect on monster (if successful): Target monster cannot attack or cast spells for 10 seconds (including self-healing).
Chance of success as % (versus player): (Caster's Intelligence * Caster's Current Stamina) + Caster's Level - (Target's Wisdom * 2) - Target's Charisma - Target's Level
Chance of success as % (versus monster): (Caster's Intelligence * Caster's Current Stamina) + Caster's Level - (Target's Wisdom * 2) - (Target's Magical Rating * 30) - 20 (If monster is set so it cannot be hypnotised, subtract 40% from the success rate, so if it was 59%, for example, it becomes 19%... the percentages are always bound between 0% and 100%... negative values are considered 'never' and values higher than 100% are considered 'always')
Invalid Targets: Anything on a noPK square; objects.
You could use this spell on an enemy party leader to stop them running away, casting it on a Cleric to stop them healing for a while, or risk using it on a tough monster so you have a chance to heal up. The drawback is that it drains the Mage's stamina (meaning that the Mage itself cannot engage in a follow-up attack, or buff teammates) and the spell has a good chance of failure. The success rates may need refining.
Messages:
(Failure)
Caster tried to cast Disorientate on you, but you resisted.
Target resisted your Disorientate.
Target resisted Caster's Disorientate.
(Success)
You disorientated Target!
Caster emits an intense sonic beam in your direction, deranging your inner ear.
Caster disorientated Target.
EDIT: Against monsters, the word "a" or "an" is prefixed to the target name in the same colour as the previous text, unless the monster is a "person" like Captain Wylsen.
Edited by Crane, 02 February 2009 - 04:36 PM.
Main crits:
Crane
Europa
Don't kill the
#20
Posted 02 February 2009 - 09:03 PM
on a higher level this idea wouldnt be that bad.. because it wouldnt be used to suicide.. post arch probably would be best bet to keep people from suiciding lol..
#21
Posted 02 February 2009 - 10:12 PM
#22
Posted 02 February 2009 - 11:31 PM
#23
Posted 02 February 2009 - 11:44 PM
Generally, the chance of success is fairly low at first, and only becomes reasonable when you have 5 stamina; a level 40 Mage with maximum stamina will have a high chance of success against all but the toughest of bosses. The idea is that you gamble on an entire bar of stamina to stun an enemy for a bit... if successful, you have some breathing space to do what you want with other crits; if you fail, you have a Mage with no stamina and a little less mana (the cost might be a little too low). There is also the gambit of replacing, say, a Ranger or Berserker with a Mage to cast such spells.
I am probably not selling myself too well, but this last suggestion was always going to be a bit of a long shot!
ADDENDUM: As always, if cast on an enemy Mage, they have a chance to counterspell it.
Edited by Crane, 02 February 2009 - 11:52 PM.
Main crits:
Crane
Europa
Don't kill the
#24
Posted 03 February 2009 - 08:32 PM
2) Haste: Opposed. With increased stamina on high level characters, I think this is subject to abuse. It's also not clear how it interacts with Holy Might. In general, I'm not in favor of things that allow more power-training of a small group of characters.
3) Enhance: Opposed. Clerics have so little going for them, I don't see a need to give this to mages also.
4) Dispell: I llike the idea of this very much. I asked JLH a few years ago for a similar spell/ability/potion, but was told that the way in which NM stores spell effects would make this very difficult to implement. (I think they actually modify values and then set a list of expiration timers. It's not stored on a per-character basis.) It's a shame, since this would really be the spell that mages should have.
5) Disorient: This seems to be overly powerful, even with a low percentage of success. This would mean with a few mages, I could cause a creature like Imhotep or the Blue Dragon or Resca to be completely still and not attack for likely long periods of time. I don't think that's a stable spell effect, and it would make designing boss creatures much more troublesome.
#25
Posted 03 February 2009 - 08:47 PM
I think a boss like Resca would be immune to Disorientate because he has very high Wisdom, judging by the damage I do with Beam. Of course, if the cast is successful, it would be a very powerful effect.
Main crits:
Crane
Europa
Don't kill the
#26
Posted 03 February 2009 - 10:24 PM
...
4) Dispell: I llike the idea of this very much. I asked JLH a few years ago for a similar spell/ability/potion, but was told that the way in which NM stores spell effects would make this very difficult to implement. (I think they actually modify values and then set a list of expiration timers. It's not stored on a per-character basis.) It's a shame, since this would really be the spell that mages should have.
...
Could the source code for the sparring arenas be reused for this one? They seem to have little trouble clearing the buffs on characters at the start of a fight.
Edited by Crane, 03 February 2009 - 10:25 PM.
Main crits:
Crane
Europa
Don't kill the
#27
Posted 06 February 2009 - 08:24 PM
#28
Posted 09 November 2009 - 05:32 PM
You cast Dispell upon yourself removing all magic from the vicinity. Don't really like the ideas for Dispell so far, so, as a 4 stam usage square buff remover i.e. You use 4 stamina to cast the spell, and all buffs from every char/camou/invis (not covert as it's not magic) etc etc are totally removed in the square that it is casted within. Costs 100mp to cast and is available at level 27.
Spell can only be casted upon self.
2. Detect
Don't really like the idea of revealing a whole square through vision that should be reserved for clerics, however, would like to see a 2 stam spell, costs 50mp and last for 2 mins that warns you if something walks onto your square invis/camou/covert. i.e. You cast Detect upon yourself. You sense the presence of another being nearby. Bought at level 28.
Spell can only be casted upon self.
3. Vamparic Touch
You cast Vamparic Touch upon a Bunny stealing its life aura for 40 points of damage. Basically a hp robbing spell that does 40 damage returned to the caster as hp at a cost of 10mp, bought at level 26. Would enable mages to stay away from town for slightly longer than they can now.
4. Concentrate
You cast Concentrate upon yourself placing you into a deep trance. Uses all your stamina with no stamina regain for 60 seconds, but in that time you recharge all your mp. Costs 20mp and 50hp to cast (can suicide if mage is below 50hp). Available at level 30.
5. Ressurect Dead
You cast Resurrect Dead upon yourself returning the last departed soul. 5 stamina cast and 200mp it would return the last character to die back to the square. Stamina cost is to ensure that a pker cannot use the spell to constantly pk one character. Available at level 32.
6. Revive
You cast Revive upon JLH returning him to full strength. 5 stamina to cast and 50mp. You simply transfer your full stamina to become their full stamina thus leaving yourself weak and defenseless. Especially good if someone is dying to be healed and a cleric has just used all thier stamina. Available at level 29.
7. Soul Drain I had to put one offensive spell in there
You cast Soul Drain upon JLH. JLH"You feel your life force escaping your body." Does no initial damage however, every 10 seconds the spell removes 100hp from the player it is casted on and lasts for 30 seconds (300 damage in total, cleanse/dispell does counteract it). Available at level 36. Costs 3 stamina and 50mp to cast, the mage can continue to cast attacking spells in addition. This would make a level 36+ mage powerful, but rightly so in my opinion.
I could come up with spells all day, but those are enough to go on with. You should notice that a lot of the spells are for higher levels because mages get nothing really after Beam/AoP. There should be an offensive spell for level 34+ that does massive damage to monsters only (since players will whine about pvp), since beam is pretty pathetic for a master of magic to be casting.
#29
Posted 09 November 2009 - 06:25 PM
-Proverbs 4:7
#30
Posted 09 November 2009 - 10:43 PM
1. Dispell
You cast Dispell upon yourself removing all magic from the vicinity. Don't really like the ideas for Dispell so far, so, as a 4 stam usage square buff remover i.e. You use 4 stamina to cast the spell, and all buffs from every char/camou/invis (not covert as it's not magic) etc etc are totally removed in the square that it is casted within. Costs 100mp to cast and is available at level 27.
Spell can only be casted upon self.
Supported, but probably at a higher level than 27.
2. Detect
Don't really like the idea of revealing a whole square through vision that should be reserved for clerics, however, would like to see a 2 stam spell, costs 50mp and last for 2 mins that warns you if something walks onto your square invis/camou/covert. i.e. You cast Detect upon yourself. You sense the presence of another being nearby. Bought at level 28.
Spell can only be casted upon self.
Supported, also probably at a higher level maybe.
3. Vamparic Touch
You cast Vamparic Touch upon a Bunny stealing its life aura for 40 points of damage. Basically a hp robbing spell that does 40 damage returned to the caster as hp at a cost of 10mp, bought at level 26. Would enable mages to stay away from town for slightly longer than they can now.
Love this idea.
4. Concentrate
You cast Concentrate upon yourself placing you into a deep trance. Uses all your stamina with no stamina regain for 60 seconds, but in that time you recharge all your mp. Costs 20mp and 50hp to cast (can suicide if mage is below 50hp). Available at level 30.
Like this idea. In a similar suggestion, the mages armor count went to 0 while 'concentrate' is casted(as your concentrating and wont notice anyone coming). Free pk if you cast it at the wrong time.
5. Ressurect Dead
You cast Resurrect Dead upon yourself returning the last departed soul. 5 stamina cast and 200mp it would return the last character to die back to the square. Stamina cost is to ensure that a pker cannot use the spell to constantly pk one character. Available at level 32.
Dont like this.
6. Revive
You cast Revive upon JLH returning him to full strength. 5 stamina to cast and 50mp. You simply transfer your full stamina to become their full stamina thus leaving yourself weak and defenseless. Especially good if someone is dying to be healed and a cleric has just used all thier stamina. Available at level 29.
Good support spell for bossing. Maybe people wont get mad as much about people bringing "mana #h#r#s" along lol. Perhaps a higher lvl requirement though.
7. Soul Drain I had to put one offensive spell in there
You cast Soul Drain upon JLH. JLH"You feel your life force escaping your body." Does no initial damage however, every 10 seconds the spell removes 100hp from the player it is casted on and lasts for 30 seconds (300 damage in total, cleanse/dispell does counteract it). Available at level 36. Costs 3 stamina and 50mp to cast, the mage can continue to cast attacking spells in addition. This would make a level 36+ mage powerful, but rightly so in my opinion.
Wouldnt be extremely powerful, but likely used. I like the idea and the level requirement seems fitting.
I could come up with spells all day, but those are enough to go on with. You should notice that a lot of the spells are for higher levels because mages get nothing really after Beam/AoP. There should be an offensive spell for level 34+ that does massive damage to monsters only (since players will whine about pvp), since beam is pretty pathetic for a master of magic to be casting.
I agree with that statement. Tried to get devastate added for 10-15mill gold forever(1alt only), but oh well. I dont see myself playing long enough to get 15mill again, so oh well. Anyways, i like most of these ideas.
Edited by Apocalypto, 09 November 2009 - 10:44 PM.
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