Home  | Login  | Register  | Help  | Play 

RE: Weapons [2022] - Read the first post!

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Info Submission >> RE: Weapons [2022] - Read the first post!
Page 12 of 12«<89101112
Forum Login
Message << Older Topic   Newer Topic >>
12/25/2024 21:01:30   
  Ianthe
 formerly In Media Res

 

From the Heromart Coloring Book of Lore: Paintbender Battlemage Armaments. Kam says:

Melee/Ranged/Magic Water Club/Club(+Polearm)/Wand, all three have a 1/3 base damage lean and a +3 accuracy lean. Click the area of player hand to swap types. Wand attack is 2 hits.

Melee and Ranged sacrifice 50% weapon damage (50% Melee) to attempt a 2 turn (50 x (85/88) x (132/109) / 0.5 / 8 / 2 / 2 = ~3.66)% Melee Prismatic Burn, so 50% Melee baseline, xHitRateMult, xOmniEleMult, /0.5 for 50% save, /8 since it's 8 elements, /2 for duration, and finally /2 for assumed # of hits. Ranged version's value is also adjusted by the RangedLean modifier. Can click the area above the player hand to fire a 4 hit skill, charging 100% Melee to do 200% Melee damage, half of which (100% Melee) is sacrificed to do a Prismatic Burn of same value per-hit as the passive effect, but this is hitting 4 times.

Magic version instead pays 1/3 of weapon damage to replenish (25 / 0.88 / 2)% Melee in MP after each hit. MC compresses a spell, standard 125% Melee MP cost, 4 hits, same +3 accuracy lean on the spell, and it sacrifices half its damage (100% Melee) to attempt an identical Prismatic Burn as the Melee/Ranged skill.

All of these inflict the Prismatic Burn with a 50% save, using player WpnMainstat/LUK vs mob DEX/LUK.

Level	5	15	35	55	75	95	115	135	150
Type	B	B	B	B	B	B	B	B	G
PowLvl	15	23	41	59	78	98	118	138	153

Melee/Ranged
Base	7	8	10	12	14	16	18	20	21
Rand	6	8	11	13	15	17	19	20	22
BtH	2	3	5	7	10	12	15	17	19

Magic
Base	5	6	8	9	11	12	14	15	16
Rand	5	6	7	10	10	13	13	15	16
BtH	2	3	5	7	10	12	15	17	19

BowBR	145	169	223	277	334	394	454	514	559
BowStat	199	251.8	370.6	489.4	614.8	746.8	878.8	1010.8	1109.8
BowBTH	1	2	5	7	9	12	14	17	19

CostLv	12	21	39	58	77	97	117	137	152
125MP	68	92	146	212	285	371	466	569	653
100SP	41	55	88	127	171	222	279	342	392
AQ  Post #: 276
12/26/2024 18:37:18   
  Kamui
 Hashire sori yo Kaze no you ni!


Sunstrike Guardian Dragon Blade

Essentially a Light clone of the other <element>strike Guardian Dragon Blades, but has a 4/5 damage lean. Neutral BtH lean. Can toggle between Melee/Ranged/Magic modes by clicking the blade, and when clicking on the handle it can summon the Sunstrike Guardian Dragon Form armour for the player. Scales, so sample numbers are below.

Level	5	15	35	55	75	95	115	135	150
Type	B	B	B	B	B	B	B	B	B
PowLvl	15	23	41	59	78	98	118	138	153

Melee/Ranged
Base	2	2	3	4	4	5	5	6	6
Rand	16	20	25	29	35	39	45	48	52
BtH	2	3	5	7	10	12	15	17	19

Magic
Base	2	2	2	3	3	4	4	5	5
Rand	11	14	19	22	26	29	33	35	38
BtH	2	3	5	7	10	12	15	17	19

Proc	20	20	20	20	20	20	20	20	20
SBR	3.29	4.04	5.85	7.81	9.99	12.38	14.36	15.6	16.5
SLS	2.99	3.78	5.56	7.34	9.22	11.2	13.18	15.16	16.65
SBtH	8.35	11.95	20.05	28.15	36.7	45.7	54.5	59.5	63.25
AQ DF MQ  Post #: 277
1/14/2025 17:51:47   
  Kamui
 Hashire sori yo Kaze no you ni!


Sleighguard Imperial Stormblade/Sleighguard Paragon Polearm/Sleighguard Frostvanala Staff

Melee/Ranged/Magic Light Claymore(Sword)/Staff/Glaive(Sword/Polearm), none have any special. Magic is neutral damage/accuracy leans, while Melee/Ranged have 0.4 base damage leans and -3 accuracy leans. MC on all three of them compresses a toggle, paying 20% Melee in SP and 20% Melee in damage from weapon attacks for Melee/Ranged, and 40% Melee in SP and 40% Melee in damage from Light spell attacks for the Magic version, to apply Barrier at end of turn worth (BaseMelee x AccuracyMult x MobLightRes x Hits / Attempts)% Melee to player after performing the corresponding attacks. SP cost is paid during the first valid hit in the turn, and BaseMelee is 40% for Melee/Ranged, and 80% for Magic, while AccuracyMult is (85/82) for Melee/Ranged, and (85/85) for Magic. Ranged version's Barrier is also adjusted by the RangedDmgLean modifier. If the total value of Barrier on the player is >= 600% Melee, then the corresponding attacks no longer pay a damage penalty, and instead the SP cost pays to have them gain +DmgDlt = to the SP cost, effectively +20% Dmg for weapon attacks for Melee/Ranged, and +20% damage for Light spells for Magic.

Level	5	15	35	55	75	95	115	135	150
Type	G	G	G	G	G	G	G	G	G
PowLvl	15	23	41	59	78	98	118	138	153

Melee/Ranged
Base	6	7	9	11	13	15	16	18	19
Rand	8	10	13	15	17	19	23	24	26
BtH	2	3	5	7	10	12	15	17	19

Magic
Base	4	4	6	7	8	9	10	11	12
Rand	7	10	11	14	16	19	21	23	24
BtH	2	3	5	7	10	12	15	17	19

CostLv	5	15	35	55	75	95	115	135	152
20SP	6	9	16	24	33	43	55	67	78
40SP	12	18	32	48	66	87	109	134	157
AQ DF MQ  Post #: 278
1/16/2025 15:59:21   
  Ianthe
 formerly In Media Res

 

GGB Rare: Underworld Archfiend's Reaver. Kam says:

Melee/Ranged/Magic Earth Sword/Scythe/Sword, these all have a 1/3 base lean and -3 accuracy lean, no specials. MC compresses a toggle that, on first attempted weapon hit of the turn, eats up to 200% Melee worth of Bleed on the enemy to boost the mainstat used for the weapon for 3 turns. Numbers below are what you get for eating 100% Melee worth of Bleed, so if at Lv 150 (PowLv 153) you eat 50% Melee worth of Bleed with the Melee mode, you'll get +58.5 to STR for 3 turns.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

Melee/Ranged
Base	5	7	10	12	14	16	18	20	21
Rand	4	6	9	12	14	16	18	19	22
BtH	1	2	4	7	9	12	14	17	19

Magic
Base	4	5	7	9	11	12	13	15	16
Rand	3	5	8	9	10	12	14	14	16
BtH	1	2	4	7	9	12	14	17	19

PowLvl	5	15	35	55	75	95	115	135	153
+STAT	41.4	43.5	57.7	70.1	81.4	91.9	101.1	109.2	117
AQ  Post #: 279
1/24/2025 1:48:50   
  Ianthe
 formerly In Media Res

 

In Frostvale Village: Glacial Short Staff

MC Ice "tome". Comes with the following spells:
- Diamond Dust: Standard Ice spell. 6 hits.
- Chilling Bite: Ice spell, 3 hits. If it hits, the mob becomes Frozen (1 turn) subject to a save at a +0 bonus (inflict with INT/LUK, resist with END/LUK). If the mob is a boss or is immune to Freeze, then instead the mob becomes Vulnerable ([hits connected] turns, +51.28% damage, Ice only) subject to the same save as above.
- Ice Missile: Efficient Ice spell (worth 150% Melee). 2 hit.
- Draw Mana: Everyone's favourite.

If spells are disabled, then you do a wand attack. 2 hits.

Bonus: All Ice damage from spells gains +2.5% damage for each Ice spell in your active inventory.
OldLv	85	NEW	NEW	NEW
Level	105	120	135	150
Type	-	-	-	G
PowLvl	105	120	135	153

Base	11	12	13	14
Rand	16	17	18	20
BtH	13	15	17	19

SPELLS
Base	141	169	199	239
Rand	141	169	200	238
Stat	793	892	991	1109.8

MP COSTS
DD/CB	408	481	559	653
IM	245	288	335	392

WAND ATTACK
BR%	415	460	505	559
S%	793	892	991	1109.8
BTH	13	15	16	19

Price	663059	3172132	15177023	72615500
Sell	331529	1586066	7588511	36307750
AQ  Post #: 280
1/24/2025 17:00:29   
  Kamui
 Hashire sori yo Kaze no you ni!


Reaper of the Sunless Winter, Ianthe says...

Clone of Glacial Short Staff above, but inflicts Eclipsed

Level	10	35	60	85	110	135	143
Type	Z	Z	Z	Z	Z	Z	Z
PowLvl	44	57	73	95	120	145	153

Base	7	8	9	11	12	14	14
Rand	10	11	13	14	17	18	20
BtH	6	7	9	12	15	18	19

SPELLS
Base	50	66	88	123	169	221	239
Rand	49	66	89	124	169	221	238
Stat	390.4	476.2	581.8	727	892	1057	1109.8
BtH	11	14	18	23	30	36	38

MP COSTS
High	134	187	253	348	466	597	642
Low	80	112	152	209	279	358	385

WAND ATTACK
BR%	232	271	319	385	460	535	559
Stat%	390.4	476.2	581.8	727	892	1057	1109.8
BTH	5	7	9	11	15	18	19

MCPrice	396	814	1474	2409	3674	5324	5940
MCSell	Z	Z	Z	Z	Z	Z	Z
AQ DF MQ  Post #: 281
1/24/2025 17:00:46   
  Kamui
 Hashire sori yo Kaze no you ni!


Might of Nogalacna the Red

Melee Fire Sword, 0.1 base lean, +3 BtH lean, no special. Toggles between two modes, by default just has regular damage, but can click to lose 25% Melee in weapon damage and pay 25% Melee in SP to attempt to inflict a 3 turn -(30 x HitMult x MobFireRes x Hits / Attempts)% DmgDlt Choke and a 3 turn (31 x HitMult x Hits / Attempts)% Melee Fire Burn on the enemy, inflicting with WpnMainstat/LUK vs enemy END/LUK, both status effects have a neutral save. HitMult is 85/88 due to accuracy lean.

Level	10	35	60	85	110	135	143
Type	Z	Z	Z	Z	Z	Z	Z
PowLvl	44	57	73	95	120	145	153

Base	14	16	19	22	25	28	29
Rand	4	5	4	4	5	6	6
BtH	6	7	9	12	15	18	19

CostLv	35	51	69	92	117	142	150
SPCost	20	28	38	52	70	90	96

MCPrice	396	814	1474	2409	3674	5324	5940
MCSell	Z	Z	Z	Z	Z	Z	Z
AQ DF MQ  Post #: 282
1/24/2025 17:01:02   
  Kamui
 Hashire sori yo Kaze no you ni!


Arcrender

Ranged Energy Lance.

Gains 4 charges per turn. Click the hilt to spend charges:
  • 12 charges: weapon becomes autohit for one turn.
  • Up to 28 charges: Empowerment (Energy/Water, +1.25% damage per charge spent, max of +35%)
  • 40 charges: Imbue (Water, 1 turn)

    You can also focus to gain 80 charges. Err, 84 with the passive bonus.

    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    Ranged
    Base	10	11	12	14	17	19	19
    Rand	4	5	7	8	7	8	10
    BtH	6	7	9	12	15	18	19
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z
  • AQ DF MQ  Post #: 283
    1/29/2025 11:37:30   
      Ianthe
     formerly In Media Res

     

    From the '25 calendar: Phantom/Spectre Chronomancer Armaments. Specter's from the Collector's Edition; Phantom's from either edition. Kam says:

    Melee/Ranged/Magic Light/Wind Sword/Scythe/Fist, Sword has neutral accuracy/damage, Scythe has 1/3 base damage lean and -3 accuracy lean, and Fist has 1/10 base damage lean and +5 accuracy lean. Toggles between default damage mode and a Burn mode as MC. Burn mode charges half weapon damage and enough % Melee in SP to total 100% Melee (so 50% Melee for Melee/Ranged, 62.5% for Magic) to attempt a (25 x HitRateMult)% Melee 4 turn Burn of the weapon's element after each hit, up to 4 times per turn, with HitRateMult being 85/85 for Melee, 85/82 for Ranged, and 85/90 for Magic. Has a 50% save, inflicting with MainStat/LUK vs mob INT/LUK (dispelling the temporal energy before the ravages of time set in). If paired with the corresponding shield of matching element, you also gain -12.5% Heal resistance, AKA boosted heal potency.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Base	5	6	8	9	11	12	14	15	16
    Rand	10	12	15	19	21	25	27	30	32
    BtH	2	3	5	7	10	12	15	17	19
    
    CostLv	12	21	39	58	77	97	117	137	152
    Burn
    50SP	20	28	44	63	85	111	140	171	196
    62.5SP	25	35	55	79	107	139	175	214	245
    
    AQ  Post #: 284
    2/3/2025 16:21:01   
      Ianthe
     formerly In Media Res

     

    Season of Gifting Winter '24 Z-Token reward (top 100 gifters): Sovereign's Mindsplitter/Grand Reaper/Horror Scepter. Kam says:

    Ice weapons, Melee/Magic/Ranged Sword/Scythe/Staff, separate items. Melee has neutral damage and -3 accuracy lean, Ranged has a 1/3 base and -3 accuracy lean, and Magic has neutral damage and accuracy leans.

    Compresses a toggle and skill for MC. Click the handle to activate a healing toggle that pays 25% weapon damage (Melee/Ranged) or 50% Melee in SP (Magic) to heal after weapon/spell hits for (Melee + Ranged)/Magic respectively. Heal value is (12.5 x HitRateMult x MagicMult)% Melee per successful hit, with HitRateMult being 85/82 for Melee/Ranged, 85/85 for Magic, and MagicMult being 1 for Melee/Ranged, 2 for Magic (basically each hit heals for 12.5% Melee x HitRate for Melee/Ranged, and 25% Melee for Magic). This can activate up to 4 times per turn.

    Clicking the blade/head of the weapon activates a built-in 4-hit skill, charging 100% Melee in SP and being a weapon-based skill for Melee/Ranged, and charging 125% Melee in MP and being a spell-based skill for Magic. This skill seeks the weaker of Ice/Darkness, and its final hit damages the mob's MP instead of HP, dealing x1.5 damage. If the mob has 0 MP at the start of the cast animation, the skill instead uses the 25% damage that would've gone to the MP damage (so 50% Melee) to have each hit attempt a permanent 2.5% Melee Burn of whichever is stronger between Ice/Darkness, inflicting with WpnMainstat/LUK vs mob's INT/LUK, 50% save.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Melee
    Base	5	6	8	9	11	12	14	15	16
    Rand	10	12	15	19	21	25	27	30	32
    BtH	2	3	5	7	10	12	15	17	19
    
    Ranged
    Base	7	8	10	12	14	16	18	20	21
    Rand	6	8	11	13	15	17	19	20	22
    BtH	2	3	5	7	10	12	15	17	19
    
    Magic
    Base	4	4	6	7	8	9	10	11	12
    Rand	7	10	11	14	16	19	21	23	24
    BtH	2	3	5	7	10	12	15	17	19
    
    CostLv	12	21	39	58	77	97	117	137	152
    50SP	10	14	22	32	43	56	70	85	98
    

    Season of Gifting '24 Community rewards: Gingerbrute Gladius Brittle

    Melee Earth sword. +0 BTH lean. No special, so *1.08 damage.

    Click to toggle between:
    - Pay 25% Melee in SP to swap the weapon to Harm. You also do an extra hit equal to [15% of an expected Melee attack]. This is affected by * [hits connected] / [hits attempted].
    - Deal -[25% Melee] weapon damage. At the end of your turn, the mob is left Bleeding (power:0.25) subject to a save at a +0 bonus (inflict with MainStat/LUK, resist with END/LUK). This is affected by * [hits connected] / [hits attempted].
    - Both effects, for both costs.
    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	6	8	12	14	17	19	21	24	26
    Rand	2	4	5	8	8	10	12	11	12
    BtH	1	2	4	7	9	12	14	17	19
    
    TOGGLE COSTS
    20%	6	9	16	24	33	43	55	67	78
    40%	12	18	32	48	66	87	109	134	157
    
    Price	35	47	178	1226	9682	77859	627513	5059007	24205166
    Sell	17	23	89	613	4841	38929	313756	2529503	12102583
    

    Gingerbrute Gumdrop Scepter

    Magic Earth sceptre.

    As above, but:
    - first mode only applies to Harm spells. The extra hit is 25% instead of 15%.
    - second mode only applies to Energy spells, and has power:1 instead of power:0.25.
    - third mode only applies to Harm spells (with the mods I just mentioned).

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	3	5	6	8	9	11	12	13	14
    Rand	5	5	10	11	14	14	16	18	20
    BtH	1	2	4	7	9	12	14	17	19
    
    TOGGLE COSTS
    20%	6	9	16	24	33	43	55	67	78
    40%	12	18	32	48	66	87	109	134	157
    
    Price	35	47	178	1226	9682	77859	627513	5059007	24205166
    Sell	17	23	89	613	4841	38929	313756	2529503	12102583


    Gingerbrute Doughbow

    Ranged Earth bow. Normal attack is two hits. No "special" special, so *1.1 damage.

    As the Melee version, but the damage on the extra hit and the Bleed power is affected by the Ranged adaptive lean. Also, while dealing Harm damage, the attack becomes 3 hits.
    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	5	7	10	12	14	16	18	20	21
    Rand	4	6	9	12	14	16	18	19	22
    BtH	1	2	4	7	9	12	14	17	19
    
    BowBR	115	145	205	265	325	385	445	505	559
    BowStat	133	199	331	463	595	727	859	991	1109.8
    BowBTH	0	1	4	6	9	11	14	16	19
    
    TOGGLE COSTS
    20%	6	9	16	24	33	43	55	67	78
    40%	12	18	32	48	66	87	109	134	157
    
    Price	35	47	178	1226	9682	77859	627513	5059007	24205166
    Sell	17	23	89	613	4841	38929	313756	2529503	12102583
    

    Frosty Gingerbrute weapons

    As above, but Ice. Scales as a Guardian weapon. Given to the top 100 gold donors.

    < Message edited by Ianthe -- 2/6/2025 11:07:17 >
    AQ  Post #: 285
    2/12/2025 10:38:47   
    Gateless
    Member

    There are 2 typos in the most recent post.


    quote:

    Ice weapons, Melee/Magic/Ranged Sword/Scythe/Staff, separate items.

    Should be:

    quote:

    Ice weapons, Melee/Ranged/Magic Sword/Scythe/Staff, separate items.



    quote:

    second mode only applies to Energy spells, and has power:1 instead of power:0.25.

    Should be:

    quote:

    second mode only applies to Earth spells, and has power:1 instead of power:0.25.


    _____________________________

    “Thus, because the wise do not find that an illusory horse and elephant are a horse and an elephant, they do not qualify as nonexistent, but because they are found by fools, they qualify as existent.”
    Post #: 286
    2/13/2025 22:08:31   
      Kamui
     Hashire sori yo Kaze no you ni!


    Passionate/Vigorous Forevermore Swornblade

    Fire/Energy weapons, click the heart in the handle to toggle Melee/Ranged/Magic, all three modes are considered Swords, and have neutral damage/accuracy leans. MC compresses three toggles, one for each of the blades on the weapon.

  • Left blade toggle charges 20% Melee in weapon damage and 30% Melee in SP (paid on first attempted weapon attack in the turn) to attempt a permanent (10 x Hits / Attempts)% Melee Burn of the weapon's element at the end of your turn. If at the time of attempting this effect the enemy already has a permanent Burn of the weapon's element that has >= 50% Melee in per-turn damage, the effect switches to attempting a (50 x (Hits/Attempts) x 2 / 2 / 8 x (132/109) = ~7.57)% Melee Prismatic Burn, lasting two turns. 50% Melee, x Hit%, x 2 for save, /2 for duration, /8 for 8 elements, and x(132/109) for omni-element.

  • Right blade toggles a similar effect, but is Poison of weapon's element. Charges the same 20% Melee in weapon damage and 30% Melee in SP, attempts a permanent (10 x Hits / Attempts)% Melee Poison of the weapon's element at the end of your turn. If at the time of attempting this effect the enemy already has a permanent Poison of the weapon's element that has >= 50% Melee in per-turn damage, the effect switches to attempting a (50 x (Hits/Attempts) x 2 / 2 / 2 x (132/109) = ~30.28)% Melee Chromatic Drain Poison, lasting two turns. Same as above, but you add another /2 since it deals half damage and heals = to damage dealt, and remove the /8 since it's not doing 8 elements, just picking a random one.

  • Middle blade toggles a similar effect, paying 10% Melee in weapon damage and 15% Melee in SP to attempt a permanent +(5 x (Hits/Attempts) / 0.85 / 1.4)% DmgTkn EleVuln of the weapon's element at end of your turn. If at the time of attempting this effect there's already a permanent >= +17% DmgTkn EleVuln of the weapon's element on the enemy, the effect instead attempts a +(25 x (Hits/Attempts) / 0.85 / 1.4)% DmgTkn EleVuln of all elements to the foe for 2 turns.

    All of these status effects have 50% saves, inflicting with WpnMainstat/LUK vs mob's CHA/LUK.

    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    Melee/Ranged
    Base	8	9	10	12	14	15	16
    Rand	16	19	22	24	27	32	32
    BtH	6	7	9	12	15	18	19
    
    Magic
    Base	6	7	8	9	10	12	12
    Rand	12	13	15	18	21	22	24
    BtH	6	7	9	12	15	18	19
    
    CostLv	35	51	69	92	117	142	150
    30SP	24	34	46	63	84	107	116
    15SP	12	17	23	31	42	54	58
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z
    
  • AQ DF MQ  Post #: 287
    Page:   <<   < prev  8 9 10 11 [12]
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Info Submission >> RE: Weapons [2022] - Read the first post!
    Page 12 of 12«<89101112
    Jump to:






    Icon Legend
    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts




    Forum Content Copyright © 2018 Artix Entertainment, LLC.

    "AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
    and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
    PRIVACY POLICY


    Forum Software © ASPPlayground.NET Advanced Edition