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[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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  • wolpakwolpak Member Posts: 390
    Love the artificer kit. If you could add a wild Mage percent chance of backfire, that would be sweet.
    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,582
    wolpak said:

    Love the artificer kit. If you could add a wild Mage percent chance of backfire, that would be sweet.

    That is a great idea. I have to break out my wow magic and mayhem
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited January 2015
    I also want to reiterate that I used atweaks scribe scroll component as a springboard. Created by @AlexT (formerly known add aVENGER) and @wisp. This awesome mod can be found here:

    http://www.shsforums.net/forum/598-atweaks/
    Post edited by Grammarsalad on
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,457
    btw, would installing a mod that removes race/class restrictions affect this mod in anyway? I want to make an Elf (Drow) White Necromancer but unsure if removing race restrictions would break it in anyway. If so, I'll just use EEKeeper to manually change the race :3
  • AquadrizztAquadrizzt Member Posts: 1,065
    Vallmyr said:

    btw, would installing a mod that removes race/class restrictions affect this mod in anyway? I want to make an Elf (Drow) White Necromancer but unsure if removing race restrictions would break it in anyway. If so, I'll just use EEKeeper to manually change the race :3

    Wow I completely forgot to do that. If you download the version I just posted in the top thread, humans, elves and half-elves should be able to become any Specialist Mage (except Diviners) if the Core component is installed. Enjoy. :)

  • WispWisp Member Posts: 1,102
    @Grammarsalad‌
    aVENGER is @AlexT these days.
    GrammarsaladJuliusBorisov
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Thank you @wisp. Post updated
    JuliusBorisov
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,457

    Vallmyr said:

    btw, would installing a mod that removes race/class restrictions affect this mod in anyway? I want to make an Elf (Drow) White Necromancer but unsure if removing race restrictions would break it in anyway. If so, I'll just use EEKeeper to manually change the race :3

    Wow I completely forgot to do that. If you download the version I just posted in the top thread, humans, elves and half-elves should be able to become any Specialist Mage (except Diviners) if the Core component is installed. Enjoy. :)

    You just keep making this mod better and better!
    Thanks again! I owe you my life now for this amazing work!
    So.
    Yeh.
    :D
    Grammarsalad
  • FunkaveFunkave Member Posts: 31
    Hello Aquadrizzt, let me point your attention towards the last comment in the "Wild Mage Additions" topic, we need more wild magic love ;)
    Grammarsalad
  • AquadrizztAquadrizzt Member Posts: 1,065
    Funkave said:

    Hello Aquadrizzt, let me point your attention towards the last comment in the "Wild Mage Additions" topic, we need more wild magic love ;)

    I'll look into it. I generally want to refrain from working with someone else's stuff, but I'll inquire with moderators, etc. as to how I should proceed should I desire to update the mod for the EEs.

    Also, don't expect this (or any other major update to Tome and Blood) for at least several months; my semester just started and I'm going to be busy for the foreseeable future.
    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I'm fairly certain we won't be able to get the original mod creator's permission...I don't think that they are around anymore...

    That said, @funkave, the spell component of that mod (with the suggested fix to allow install) should be compatible with this mod.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited January 2015
    In other news, I have a working version of the xp drain variant for scribe scroll. I'll be holding off on doing the same for brew potion and craft wand as I want to add a few wands and scrolls first. I'm also adding a few spells to fill out some of the 'thin' levels for each school.

    Spell requests are welcome.

    Edit: the sooner the better as I will probably turn into a pumpkin next week when my class start
  • franco8737franco8737 Member Posts: 52
    edited January 2015
    @Aquadrizzt Hello, I would like to know if BP Series Party AI mod has any incompatibility issue with this mod or not. Should I install the AI script mod after this one?
  • AquadrizztAquadrizzt Member Posts: 1,065

    @Aquadrizzt Hello, I would like to know if BP Series Party AI mod has any incompatibility issue with this mod or not. Should I install the AI script mod after this one?

    There are minor issues, if any. The only thing that this mod does to NPCs is change the ones who are Diviners into true mages. When I have time, I'll look into it more fully.

    Is there a specific component of either mod that you were particularly concerned about compatibility issues?
  • franco8737franco8737 Member Posts: 52
    edited January 2015
    Sorry double posted
  • franco8737franco8737 Member Posts: 52
    edited January 2015

    @Aquadrizzt Hello, I would like to know if BP Series Party AI mod has any incompatibility issue with this mod or not. Should I install the AI script mod after this one?

    There are minor issues, if any. The only thing that this mod does to NPCs is change the ones who are Diviners into true mages. When I have time, I'll look into it more fully.

    Is there a specific component of either mod that you were particularly concerned about compatibility issues?
    Not at all. But I have encounter a bug that sometimes I have the conversation with NPC or companions the kit description of Sorcerer replaced the original conversation. This is weird. I posted my Weidu log as below for your reference.

    imageimage

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
    ~NATHANIEL/SETUP-NATHANIEL.TP2~ #0 #0 // Nathaniel NPC Mod for BGII: v4.3
    ~NATHANIEL/SETUP-NATHANIEL.TP2~ #0 #1 // Choose a portrait for Nathaniel -> Default portrait by Feuille: v4.3
    ~ADRIAN/SETUP-ADRIAN.TP2~ #0 #0 // Adrian for BGII: v3.1
    ~ADRIAN/SETUP-ADRIAN.TP2~ #0 #3 // Crossmod Content: v3.1
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.2
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #1 // Expanded Race Options: 0.2
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #2 // Hin Fist Monk: 0.2
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.2
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.2
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.2
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.2
    ~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.2
    ~MSFM.TP2~ #0 #7 // Add Staff of Wizardry: v1.41
    ~MSFM.TP2~ #0 #8 // Add custom inventory animation to the Staff of Wizardry: v1.41
    ~MSFM.TP2~ #0 #9 // Add ranged attack to the Staff of the Magi: v1.41
    ~MSFM.TP2~ #0 #10 // Add circlets: v1.41
    ~MSFM.TP2~ #0 #11 // Add robe tweaks -> Add robes with original colorsets: v1.41
    ~MSFM.TP2~ #0 #13 // Add Robes of Archimagi with colorsets from Mr. Pennyway's Cosmetic Changes mod: v1.41
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #0 // Core Revisions: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // System Change: Spell Selection through Dialogue: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #2 // Updated Spell Schools: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Armored Casting: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Universal Weapon Usability for Mages and Sorcerers: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Arcane Crafting (by Grammarsalad): 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Bloodline Sorcerer Kits: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #7 // Oracles: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #8 // New Kit: Magus: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #9 // Specialist Mages Kitpack: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Specialist Kits for Joinable NPCs: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #11 // Bloodline Kits for Joinable NPCs: 0.4
    ~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #15 // Edwin: Options -> Edwin: Red Wizard (Conjuration + Abjuration): 0.4
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
    ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
    Post edited by franco8737 on
  • AquadrizztAquadrizzt Member Posts: 1,065
    That is quite odd. I will look into it. Thank you for bringing this to my attention.
  • AquadrizztAquadrizzt Member Posts: 1,065
    I've found the error. I will fix it sometime this week or so...
    Thank you bringing it to my attention, @franco8737‌ .
  • franco8737franco8737 Member Posts: 52

    I've found the error. I will fix it sometime this week or so...
    Thank you bringing it to my attention, @franco8737‌ .

    You are welcome. BTW, is the Magus suppose to be able to use bow and arrow? My PC is having a problem that I can equip the bow but not the arrows. You may also look into this too. ;)
  • AquadrizztAquadrizzt Member Posts: 1,065

    I've found the error. I will fix it sometime this week or so...
    Thank you bringing it to my attention, @franco8737‌ .

    You are welcome. BTW, is the Magus suppose to be able to use bow and arrow? My PC is having a problem that I can equip the bow but not the arrows. You may also look into this too. ;)
    Ah, I forgot to update ammo as well. This is the actually second time that I've forgotten to do that... I'll fix that with the next patch.
  • franco8737franco8737 Member Posts: 52

    I've found the error. I will fix it sometime this week or so...
    Thank you bringing it to my attention, @franco8737‌ .

    You are welcome. BTW, is the Magus suppose to be able to use bow and arrow? My PC is having a problem that I can equip the bow but not the arrows. You may also look into this too. ;)
    Ah, I forgot to update ammo as well. This is the actually second time that I've forgotten to do that... I'll fix that with the next patch.
    Thanks @Aquadrizzt‌ . Will the Alchemist and Artificer be available in the next version too?
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited January 2015

    I've found the error. I will fix it sometime this week or so...
    Thank you bringing it to my attention, @franco8737‌ .

    You are welcome. BTW, is the Magus suppose to be able to use bow and arrow? My PC is having a problem that I can equip the bow but not the arrows. You may also look into this too. ;)
    Ah, I forgot to update ammo as well. This is the actually second time that I've forgotten to do that... I'll fix that with the next patch.
    Thanks @Aquadrizzt‌ . Will the Alchemist and Artificer be available in the next version too?
    I should answer that...and the answer is: probably, but only because the next version won't be out for a while I have the classes worked out in the abstract, but I'm a little short on specifics, especially for the artificer.

    I would love to hear any ideas you have for artificer gadgets. As many as you can think of; as much detail as possible

    Edit: autocorrect and clarity
  • KamigoroshiKamigoroshi Member Posts: 5,870
    Hm, in AD&D the Artificer kit can create various kinds of "boomsticks": namely Belt Pistols, Starwheel Pistols, Dagger-Pistols and Blunderbuss Pistols. At 5th and 9th level the chances of misfire drops for each of these pistols since they undergoe various upgrades (wheel-locks become snaplocks and finally matchlocks at 9th level).

    As for additional gadgets... how about telescopes? They could function similar to a gimped version of the Farsight or Wizard Eye spells. Let's say an Artificer could then create upgraded telescopes with a farther sight every couple of levels gained for additional Gold/EXP cost. Furthermore, each telescope could weight 1d4+1 lbs. per upgrade or something.

    But other than that? Difficult to say... Golemcrafting seems a bit over-the-top. And creating homunculi seems more like a practice fit for Alchemists than anything.
    Grammarsalad
  • DarkersunDarkersun Member Posts: 398
    Hm crafting gadgets (brainstorm unleashed):
    - Force-field (protection -> AC, Resistance etc.) Maybe different kinds of force-fields
    - Stealth Clock (invisible)
    - Laser Beam Crystal something (Damage Spell-like)
    - Grenades (ok, we have the grenade like potions already)
    - Special Traps (so many possibility, Gas, poison,spikes, explosive, holding, electric, ...)
    - Rifle like weapons / Crossbow with special effects / rapid fire crossbow
    - Electric dynamo (Storm-shield / Lightning related stuff)
    - Reactive Armor (damage on hit device thing / armor coating)
    - Craft Unique Weapons and equipment (level dependent, craft stuff like Jansen has)
    - Craft Golem/creatures things
    - Vision Goggles -> See invisible things
    - Craft special arrows -> Elemental arrows?
    - Portal device / blink device (hop the battlefield)
    - Force blast device (like the ring that knocks people out and away)
    - positive energy device (damage undead, heal living)
    - concussion grenade (area knockdown)
    - phase shifting device (ethereal - damage immunity, but can not attack)
    - Power Armor (like IWD spell iron body like) change to Golem
    - Death Ray (High level killing device)
    - Image projector (Mirror Image etc.) / Holographic ...
    - Ironman ;)
    Grammarsalad
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,457
    Oh! Oh! Can we have like science necromancy? Like creating a flesh golem or something? I love the reanimator alchemist from pathfinder because I'm absolutely obsessed with necromancy.

    Could make a Dr. Frankenstein themed character or something :D
    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Great stuff. I'm thinking of a "steampunky" but fluff can do wonders so keep them coming
    Vallmyr
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,457

    Great stuff. I'm thinking of a "steampunky" but fluff can do wonders so keep them coming

    Funnily enough I had just recently listened a steampunk opera on Bandcamp named "The Dolls of New Albion" which is about love and science!

    And necromancy.

    There is science necromancy. :D
    Grammarsalad
  • KamigoroshiKamigoroshi Member Posts: 5,870
    edited January 2015
    Necromancer, White Necromancer, Pale Master and Revenant Sorcerer... Don't we already have enough necro kits at the moment?

    That being said, "science necromancy" sounds a lot like "flesh grafting" to me. Having something like the Fleshwarper PrC from Lords of Madness would be indeed sweet to have. Not to mention allowing for brand new roleplaying styles in Irenicus' dungeon. Then again, the whole procedure of replacing your own body parts with that of Aberrations might be rather tricky (if not downright insane) to work out within the Infinity Engine.
    GrammarsaladVallmyr
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,457

    Necromancer, White Necromancer, Pale Master and Revenant Sorcerer... Don't we already have enough necro kits at the moment?

    That being said, "science necromancy" sounds a lot like "flesh grafting" to me. Having something like the Fleshwarper PrC from Lords of Madness would be indeed sweet to have. Not to mention allowing for brand new roleplaying styles in Irenicus' dungeon. Then again, the whole procedure of replacing your own body parts with that of Aberrations might be rather tricky (if not downright insane) to work out within the Infinity Engine.

    Too. . .too much necromancy? I don't understand.

    It sounds to me like that's equal to saying one can have too many Faeries! This is false as the amount of adorability in one's life is directly increased by the number of Faeries in their vicinity!

    What if. . .

    WHAT IF WE HAD UNDEAD FAERIES!? They would be like tiny adorable hellions of doom!

    Hm. . . My Fae sorceress and White necromancer PCs will speak of these matters later.


    Back on the subject of talking as a relatively normal person would, my two favorite things in fantasy are Faeries and Necromancy and so when this mod has the Sylvan Sorcerer (Fae magic!) and three different variants of necromancer, I instantly fell in love with it. It's the only mod I run atm in my Infinity Engine games. Well, I use the improved NPCs mod for BG:EE but aside from that this is the only mod I use.

    I also do like the idea of a fleshshaper sort of alchemist person. Maybe uses potions for minor buffs that gives them monsterous abilities. . .? Kind of crossing into Dr. Jekyll and Mr. Hyde but maybe RP-wise it takes a bit of the creatures flesh to create the potion. /shrugs, just throwing ideas around. I know nothing of the difficulties that is modding the infinity engine.
    Grammarsalad
  • AquadrizztAquadrizzt Member Posts: 1,065
    edited January 2015
    Something where you got certain items in certain equipment slots (representing augmented limbs, etc.) could work. Instead of using conventional magic items, you could say, equip Minotaur or Dragon Horns in your helmet slot, replace your feet with a Werewolf's, etc. Weapons are various creatures "natural" weapons, although you could augment them with magic (the most gruesome arcane crafting component ever!)

    Obviously you would have massive penalties to Charisma, and the only way to remove these items would be to destroy them permanently and equip new ones.

    We could also make use of the required level of items to prevent a character from equipping items "too powerful" for them.

    It would be very Planescape-y I think (the Intestines bracelet and the various Eyes come to mind...) so I'm absolutely down for this.

    Why bother with Gauntlets of Ogre Strength when you could have Ogre Arms of Ogre Strength?

    Opinions, @Vallmyr , @Grammarsalad , @Kamigoroshi , @Darkersun .
    Post edited by Aquadrizzt on
    VallmyrKamigoroshiGrammarsalad
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