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=DF= February 26th Design Notes: Book 3: Reimagined: Caught in a Vise!

 
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2/27/2021 1:09:45   
  Peachii
Clairvoyant!


quote:


Verlyrus:
Book 3: Reimagined: Caught in a Vise!

Hey there, heroes!

This month's Reimagined release is here. A new quest has been added to the Sulen'Eska quest line!



Caught in a Vise takes place between Haven on the Horizon and the Dragon Rose War. The dravir of the Haven still don't trust the Vind, and something needs to be done about that... before the forces of the dragons and The Rose arrive!

Completing this quest will reward you with a new helm, and if you're lucky, a color custom cosmetic version!

Note: With this reimagined release, you may be required to replay the Dragon Rose War finale and its subsequent quest afterward.

Head over to Sulen'Eska to play "Caught in a Vise"!

Also, as part of this Reimagined release, DeathKnight has received a revamp!

There's a lot of new things here! But, please keep in mind, as with all revamps and class updates, things are subject to change!
  • Presence has been reworked into Consuming Presence and Healing Presence.
    • You begin fights in Consuming Presence.
    • When using Consuming Presence, whenever you use a skill, you take damage equal to your level, minus the number of DeathKnight relics equipped*(level/18), in exchange for +50 Boost. (This cannot defeat you).
    • That's a little complicated, but what it means is that at level 90, if you have six relics equipped, you'll take 60 damage per skill instead of 90!
    • You can shift to Healing presence using the Shift skill.
    • When using Healing Presence, whenever you use a skill, you recover HP equal to 33% of your level, increased by the number of DeathKnight relics equipped*(level/18).
    • So at level 90, with six relics equipped, you'll recover 60 HP per skill.
  • DeathKnight relics now have an even larger impact on skills. They've been split into 3 categories.
  • Blade and Belt for offensive
    • If you have an offensive relic equipped, you gain +5 Bonus/Boost/Crit for each relic (of any category) you have equipped.
    • However, if you have both relics equipped, you'll gain that boost as well as an addtional +10 to Bonus/Boost/Crit.
    • For example, if you have all relics equipped, you'll gain +40 Bonus/Boost/Crit.
  • Cape and Helm for defensive
    • If you have a defensive relic equipped, you'll gain +5 All resistance for each relic (of any category) you have equipped.
    • However, if you have both relics equipped, you'll gain an additional +10 All resistance.
    • For example, if you have all relics equippped, you'll gain a total of +40 All resistance.
  • Ring and Amulet for utility
    • These follow a similar pattern, +5 (stat) for each relic, then +10 if both are equipped. However, their impact on specific skills differs, and will be addressed below.
  • Garb of Undeath
    • Duration reduced to 2 turns.
    • Avoidance effect increased by 5 per relic (with a utility relic equipped).
  • Obliterate
    • Base damage reduced to 125% total damage.
  • Soul Slash
    • Base damage reduced to 100%.
    • DoT damage now scales off of your number of relics (from 40% base damage to 80% base damage).
  • Blood Tap
    • Now requires a hit to heal.
    • Amount healed increases with your number of relics. (from 8% max HP to 12% max HP)
  • Necrotic Presence Shift
    • Grants another turn after use.
    • Switches between Healing and Consuming presence.
    • Cooldown increased to 4 turns.
  • Inspire Weakness
    • Base damage reduced to 100%.
    • All res and Crit reduction now increases based on your number of relics (from -30 to -50).
  • Unholy Will
    • No longer attempts to stun or DoT.
    • This skill now increases your All and Health resistance by 20 for 2 turns.
    • The amount increases based on your number of relics (from 20 to 60).
  • Dark Rite
    • No longer applies a DoT or heals.
    • Now does an attack, with base damage of 100%.
    • This skill now allows you to sacrifice 25% of your HP to grant 20 Boost and Bonus for 5 turns. (This cannot kill you)
    • This amount increases based on your number of relics (from 20 to 40).
  • Strength Reap
    • Base damage increased to 100%
    • Now must hit to activate.
    • Steals 20 Boost and 20 Bonus from your target for 5 turns.
    • Applies 20 Boost and 20 Bonus to yourself for 5 turns.
    • The amount granted to yourself (not debuffed on the target) increases based on your number of relics (from 20 to 40). Always applies -20 Boost/Bonus to the target when it hits.
  • The Edge of Death
    • Removed Summon Minion.
    • This skill applies On the Edge to yourself, reducing your HP to 1, but also granting death resistance for 3 turns.
    • When On the Edge wears off (or after battle), heal 25% HP, increased up to 45% based on your relics.
  • Empowered Armor Strike
    • Base damage reduced to 100%.
    • Every DeathKnight relic increases its Boost by 30%, up from 20%.
  • Dreadblade
    • Base damage reduced to 175%.
DeathKnight also has a handy new widget that lets you know which presence you're in, as well as the number of relics you have equipped!

With this rework, my goal was to give it more of an identity as a "master of death". You'll use Consuming Presence as well as Dark Rite to sacrifice health in order to deal large amounts of damage, and then you can also use Healing Presence to regain health at the cost of damage. The DeathKnight relics are much more important to use with the class now, although not totally necessary. You also have a number of very cool tools to defy death and survive on the edge!

So, what do you think? Give it a try in game and let us know your feedback!

A number of bugs have been fixed as well.
  • Fixed a number of daggers that had improper specials.
  • Fixed the Esoterica and Dark Esoterica weapons, which were behaving oddly.
  • Fixed a number of typos in AdventureFriends Part 1 and Part 2.
  • Fixed an issue where Sciuridaehotep would act after the Witness in the Primordials challenge.
  • Fixed Female Student's head being an old version.
Finally, the Hive Ranger gear is leaving after this week. Who knows if/when it'll return? If you're interested, make sure to pick them up before they leave!

Have feedback about recent releases? Having trouble with any fights? Want to discuss all things DragonFable?

Join the discussion on the official forums!

Want to play DragonFable without using an internet browser?

Check out the Artix Games Launcher!

Follow us on Twitter for sneak peeks and updates (and feel free to tweet us your fan art and feedback too!)

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Tags: Verlyrus


< Message edited by Peachii -- 2/27/2021 1:11:21 >
DF AQW  Post #: 1
2/27/2021 5:38:43   
Dratomos
Helpful!


The new quest for Sulen'Eska quest line was a surprising one, but a very welcome addition. These reimagined versions and additions make the opening of Book 3 so much better and I do hope we'll see more of Dravir after this. It always felt like our hero was just told that "they are not all bad", we meet them very quickly, and move on without ever seeing them again.

As for the DeathKnight, I really do like this update. Maybe the biggest problem currently is the shield, as it does need a reduction in cooldowns. 9-turn cooldown for a 2-turn shield is a bit too much, compared to any other class. And the Relic armory are now much more worthy to equip and makes DeathKnight a good option for Inn. But that also makes it so that DeathKnight is not nearly as strong without them, so it's an interesting situation. And I do like how Verly has made each class feel more unique with their mechanics. But I do miss the necrotic presence.
DF AQW  Post #: 2
2/27/2021 5:46:46   
Flabagast
Member

Ah, a bonus in-between episode for my reboot!
spoiler:

Okay so, Mritha gets a proper introduction, and the Dravir get a lot more than a brief scroll of backstory before the war kicks off. We also get to know what we're about to head into rather than saying "fight the Rose, got it! ...And Dragons are here too? Okay, neat!" to ourselves before proceeding to bust some heads.

Also Dragon sass and Akanthus being Akanthus, which was nice to see too.


That helm too! Whew!

Concerning Deathknight: I haven't played around with it much, but so far it feels pretty good to use. It can certainly take more punishment now. My only gripes are that I can't see the added effects from the Deathknight items or the Consuming Presence in my stat portrait and that Dreadblade feels a bit underwhelming.
AQ DF MQ  Post #: 3
2/27/2021 6:47:10   
  DemonicDarkwraith

ArchKnight DragonFable


Really good release. I'm really glad that they are still continuing to rewrite early Book 3 even if they are still flaws from it like throwing new characters at your face and that one of more iconic classes get revamped. For now, I'm going to save my extended thoughts on the new DeathKnight stuff on a new post since I want to play more with it and that I just woke up as well as the fact that they are many more changes along the way. My first thoughts with DeathKnight revamp is that it's fun and interesting, but it needs a little bit more punch, especially on the defensive side of things.

spoiler:

I like the fact that our Dragon is coming along to the ride and that Ash doesn't know what is going on. Also, we got Dravir lore and an actual introduction with Mritha and the Rose Agent. Really looking forward how the reimagined Dragon Rose War turns out!
DF  Post #: 4
2/27/2021 7:32:37   
Kyrion
Member

This weeks release was pretty decent honestly. I like the way that the devs added a quest this month instead of a rewite to flesh out the dravir and mirtha. Gives more depth to it and it doesnt feel too rushed.


The deathknight rework however is something i didnt expect to come this soon. The class itself from what i heard was amazing. It makes the relics have more benefits and reliability on using classes. I'd say that in contents where L/D/G/E are present, i assume this wouldnt be a problem (correct me though). I have not completely tested it out to the fullest but seeing live discussions regarding the class convinced me that this is as good as techno.


As im editing this post. After a few test drives with technomancer. I can positively say that this class is absolutely incredible! Having all six deathknight relics can sit you with enough all resistance to be used at most contents while having L/D/G/E attacks basically makes you tanky. Some enemies can just deal 1 dmg per hit even. The fact that you can swap between offense and defense gives a good edge and balance to survivability and offense, its up there at techno but with more heals. It even has MPM and BPD that cryptic has. Overall, i absolutely love this class so much!

< Message edited by Kyrion -- 2/28/2021 7:15:14 >
DF AQW  Post #: 5
2/27/2021 10:49:27   
mahasamatman
Member

Do the Zeclem (DC versions) count? Or does it require the real items (meaning I'm gonna farm whatever is needed for them)?
DF  Post #: 6
2/27/2021 12:53:03   
Kurtz96
Member

Experimenting with how many relics to equip, cause having too many reduces stats and all resist. So far I am using 3: circlet, amulet (the 2 best ones), and cape (a defensive one for all resist).
Is it worth equipping all 6?
AQ DF MQ  Post #: 7
2/27/2021 15:02:53   
Necro-Knight
Member

Hey Verly!

So after wandering around with the new Death Knight following the 2/27/2021 changes, I have a suggestion to offer regarding the base-line Darkness resistance many things have across Lore. While weapon-swapping is a pretty simple process, this does rob DK of a relic bonus and one of its Offensive ones at that, so I've got two possible solutions:

Solution A) The slightly more inspired solution being changing "Inspire Weakness" from a -All, to purely -Darkness. This allows DK to wield Zeclem's Blade without any major issues against creatures that are both resistant to shadow and not alike.

The balance issue I've noticed with this solution is that the types of monsters resistant to Darkness are often resistant to the point of +100 or more, meaning the skill would need to function similar to Icebound Revenant's -200 Ice curse to truly be effective. Perhaps the strongest -Darkness effect could be reached with every relic equipped, furthering that mechanic for the class.

Solution B) A far more simple(?) solution is to let Zeclem's Blade swap between Light and Darkness element, which would keep the -all for Inspire Weakness the same and just give the Fallen Paladin/Death Knight mastery over the two elements that flow through its cursed form. This, of course, comes with changing how a weapon functions and I'm not sure how easy or difficult that is, but it's as valid of a suggestion, so I thought I'd include it. :P

Really loving the revamp so far, excellent work, DF team! ^_^
DF MQ AQW  Post #: 8
2/27/2021 18:16:20   
  DemonicDarkwraith

ArchKnight DragonFable


After tinkering with DeathKnight, it is safe to say that I have a lot of fun with it! I really love the playstyle of managing your HP to sacrificing some of your HP to get more damage or conserve with it. I also like that the skillset fits with the theme of the class now!

However, this class is not perfect by any means. Aside from the tedious grind to get a Relic DeathKnight item, Dreadblade is still unsatisfying to use as it is just a filler skill and that's it. Personally I would put the Berserker boost from Cursed Strike to make it engaging to use. As a little addendum, I definitely agree with @AstralCodex (a couple of posts below mine) at the fact that the mechanics for DeathKnight (which is the most complex of the classes that Verly made thus far) is very opaque as the DeathKnight gear affecting this class is not communicated to a casual player at all, which comes at a solution of giving more dialogue with Malifact's Ghost about the mechanics of DeathKnight and/or add a sentence to DeathKnight gear saying it affects this class itself.

All in all, this class is a good position now to be on par with other non-DC/SO classes like Techno, Ranger and BSW as it is decent in questing and bossing.

Again, thank you Verly for an awesome class revamp!

@Necro-Knight I disagree with those proposals as DeathKnight's passive is still powerful even without the blade as with all of them aside from the blade allows you to get +35 All res and +25 Bonus/Crit/Boost as well as some other shenanigans.

< Message edited by DemonicDarkwraith -- 2/27/2021 21:56:34 >
DF  Post #: 9
2/27/2021 18:43:29   
Dratomos
Helpful!


After playing with DeathKnight in A.A.R.G.H. I really liked it. It's very powerful and has great mechanics and plays well. A worthy story class and as good as Techno can be IMO. And Verly adding Necrotic Presence back made it even better.

@Kurtz96: It's worth equpping 5 of them and then any of the weapons. You can still get +50 All and -50 Health with EUD or C7 and Bracer and one of the Inn weapons. And the stats are not bad by any means now, especially with the buff DK gets from those items.
DF AQW  Post #: 10
2/27/2021 19:16:31   
Coddiwomple
Member

@mahasamatman

All Deathknight items work for the class mechanic, Zeclem, Relic, or otherwise (even the base lvl 40 items).
DF  Post #: 11
2/27/2021 20:15:30   
AstralCodex
Member

I think DeathKnight is at a decent power level, and with the new changes this morning, it now plays very dynamically with constant passive swapping as well.

I think the major complaint I have is that DeathKnight is currently incredibly mechanically complex, and none of this complexity is explained in game. As with many classes, it has a class passive that's never explained in detail in the game. However, unlike classes like ranger or pyro, DeathKnight also has complicated interactions with many pieces of gear, which is not explained in game, and likely leads to a lot of confusion. For example, I don't see how a new player without access to Forums or Discord would figure out which pieces of gear interact with DeathKnight. In fact, I suspect that many new players won't realize there's an interaction between DK gear and the class skills at all.

This can be fixed by simply adding a few paragraphs of text to Malifact's ghost. For example, he could simply say that DeathKnights are empowered by the gear he sells, and then give a brief explanation of how the passive works.

A minor complaint is that DreadBlade seems useless, since it does less than Cursed Strike and more than three times the cooldown. But this is honestly a much smaller complaint - you'll still occasionally press it as a filler skill, which seems fine.

quote:

Hey Verly!

So after wandering around with the new Death Knight following the 2/27/2021 changes, I have a suggestion to offer regarding the base-line Darkness resistance many things have across Lore. While weapon-swapping is a pretty simple process, this does rob DK of a relic bonus and one of its Offensive ones at that, so I've got two possible solutions:


This is really not an issue - you lose a negligible amount of power in exchange for getting a better weapon. The suggestion to give DK an IBR-like -res skill is also a pretty bad idea, given how easily it would be abused to cheese various bosses. The suggestion to make the Relic DK weapons swap between light/dark is better, but I don't see why it's that necessary; it's honestly quite neglible in gameplay and DeathKnight has no issue whatsoever killing bosses with high darkness res just by using another weapon.
DF  Post #: 12
2/27/2021 22:42:31   
TFS
Helpful!


I'm loving DeathKnight as well! After today's adjustment it feels like it's got a great identity as a hybrid class that has to manage both of its passives as it switches between defense and offense. Bouncing between life and death as you play both thematically fits the class as well as just being fun to interact with. While the class is already great, though, I think there are a couple things that aren't quite perfect.

First is Cursed Strike and Dreadblade. Cursed Strike already does more damage than Dreadblade with a full DK set equipped (280% vs 235%) even though Dreadblade is both the final skill and has a much longer cooldown. On top of this, Cursed Strike also now deals up to 100% additional damage depending on your missing HP, making it max out at being over 1.5x as strong as Dreadblade despite having less than 1/3rd the cooldown; this makes Dreadblade kind of a pointless filler skill. I like what DemonicDarkwraith said above and think that if Dreadblade had gotten the berserker effect instead of Cursed Strike that would have given Dreadblade a purpose. Though this would also lower the class's overall damage a fair bit, because currently the most spammable attack is also the strongest one lol.

Next would be that some of the setup turns + durations DK has still feel kind of awkward; juggling Edge+Rite and Reap+Weak doesn't quite shake out as you'd want it to, due to the number of turns needed to cast all four of these effects. When I see the Edge skill, my first thought is that I would want to combine it with Rite and then Cursed Strike (because of the HP loss boost) immediately before returning from the edge and recovering; optimally this would be executed while I'm already at low HP (to minimize the HP lost by using Edge), resulting in a fun way to turn a losing fight around and regain the advantage. However, this combo isn't actually viable because doing so would mean either forgoing using Inspire Weakness and losing 1/3rd of my damage (not worth the tradeoff), using Weakness before Edge and not being able to fully juice Dreadblade and Obliterate afterward (definitely not worth it), or just forgoing Edge altogether and only using it as a sort of panic button, which is disappointing because of the aforementioned synergy + satisfying payoff it could theoretically have.
I think Edge would be more satisfying to work into offensive phases if it gave another turn after being used (maybe only if all 6 DK items are equipped?), rather than just being as an emergency safety+heal used during defensive phase. Or maybe if Weakness got another turn on its duration, but that would be a pretty big general damage buff outside of using an Edge combo which is probably more than the class needs lol.

The last issue I have is one outside the scope of the DeathKnight class itself, and may already have a solution in the works, but one I feel is important all the same. Because the game itself never tells you that equipping specific items makes the DeathKnight class stronger (the items aren't even listed as Artifacts, despite effectively functioning as such otherwise) nor what the items themselves even do to the class, a player who doesn't read the forums/DNs/etc isn't going to have any idea that any of these mechanics even exist, going by just what's in-game. With other complex classes like Ranger or Technomancer, a player can suss out the mechanics with just trial and error, but with DeathKnight the entire mechanic is just equipping specific items without even being told what the items are; this probably isn't something most players will be able to find out on their own. While the Attack button widget could theoretically tell you which stats are being boosted, having to find specific items that don't even advertise themselves just seems very unfriendly to more casual players and I hope is something that could be addressed in the future.

On the whole, I really love this revamp. DeathKnight now has a unique playstyle (rather than just being Necromancer 2) as well as a competitive power level; it's tons of fun to interact with and a joy to use. DeathKnight now seems like the fully realized hybrid class the prior version was attempting to be, while also being built around a stronger version of the Curse mechanic that defined the original DK; it's clear that a lot of thought and care went into this class. Barring the aforementioned room for minor changes, I think the class's skillset and identity are pretty darn perfect.

< Message edited by TFS -- 2/27/2021 23:35:50 >
DF  Post #: 13
2/28/2021 0:04:34   
The ErosionSeeker
*insert cheesy pun here*


Overall, I like new DK. It's powerful, has a lot of moving gears, and generally feels like a strong class that's further augmented by Unhallowed and later Relic DeathKnight items.
Others have already left their feedback on the issue of extreme mechanical complexity that isn't mentioned in-game, so I hope I can leave some thoughts that others may not necessarily share:

Some of the skills are just... awkward.
The shield is 2/10, for 140-180. Not only is that significantly weaker than other shields, having 6 Relics equipped doesn't even make it feel way stronger the way some other DK effects do (Blood Tap increasing effectiveness by 50%, Edge increasing 66%, Unholy Will being a whopping 200% stronger with 6 Relics, etc). I'm well aware that Edge exists as a secondary means of defense, but there is a significant difference between shrugging off damage and avoiding the debuffs that come with hits.
Additionally, the choice to make Blood Tap and Strength Reap not apply if you miss is awkward and a departure from almost every other buffing attack skill in the game. I don't know if I'd call it part of the 2014 Deathknight's identity, but a lot of the skills ignoring hit check was something that was jarring to lose, especially when the Zeclem fight also had that mechanic for some of its abilities.

Two other awkward skills include Dreadblade and Inspire Weakness. Dreadblade being a pure damage skill while better skills exist makes it seem like missed potential. I was initially hoping for some Zeclem functionality to come back into a DK revamp, like possibly giving Dreadblade a similar kind of Heal Decay effect that Zeclem had.
My issue with Inspire Weakness (still) is that -50 Crit is a number that doesn't seem meaningful. Most challenge fights either have such a low crit value that negating it would not represent a significant damage reduction, or they have +200 and so renders a -50 debuff ineffective.

Finally, a lot of the animations and hit counts feel very dated. This seems to be an issue with almost all of the revamped classes, only 2 skills have ever gained hit count (Photon Bow and Obliterate). Sometimes it's because of balance, other times because of lack of animations. In this case, I feel it can be justified this time because Deathknight requires significantly more commitment to reach full power than the other best non-DC classes (requiring 3 trained classes, a relatively long gear resource grind, followed now by an Inn grind and equip checks on skills), but also because we even got a series of shiny new animations from the Zeclem monster. The existing set of stab/uppercut/purple lightning/hand thrust and the old skull rain look super janky in comparison to the detailed artwork of modern DF and even the DK armor customizations.

It goes without saying that DK v3.1 is a huge step up from v2 and even Friday night's v3.0. I imagine there will be a few more changes, likely making Cursed Strike less insane, and I'm looking forward to seeing where it goes from here.
DF AQW  Post #: 14
2/28/2021 0:43:49   
JIKIL
Member

Dreadblade is the only blemish in an otherwise perfect remaster of DK, as well as a small minor complaint that we didnt get an revamp of the skill animations that Zeclem teased me with during the multiple relic runs.

If I have to suggest how Dreadblade can tie in with the relics, have it so that it gets one more hit for each two relic equipped (totaling 6 hits) whilst keeping the same overall damage as without the relics. It would give it some nice utility with on-hit effects whilst it keeps its same function and damage as before.

Other than that, this class gets a chef's kiss from me.

< Message edited by JIKIL -- 2/28/2021 0:48:25 >
AQW  Post #: 15
3/1/2021 2:04:37   
AstralCodex
Member

I appreciate the Dreadblade/Cursed Strike fix, as the previous Cursed Strike gave DK a 9 turn damage rotation that outdamaged fully ramped up Technomancer while basically obseleting the right final skill. DK feels very good and balanced at level 90 - you do as much damage as ramped up techno right out the gate, but you lose a ton of HP each rotation.

However, I think the DeathKnight passive makes it way too good at lower levels. At level 40, with gear you can get with 6 Undead Slayer Badges, you can get 40 all! By farming for lower level gear in the random quests, you can even get 40 all at below level 20. This means DeathKnight is by far the best class at lower levels, which I don't think is intended. Most importantly, it doesn't give the class a feeling of progression - while other classes get significant resistance upgrades while you level, and classes like Baltael Soulweaver even get massive upgrades at higher level, DK has basically level 90 power at level 40 or even 20. It also doesn't benefit much from gear in the Inn either, as the Relic DK set is only a marginal upgrade over UDK, while other classes get a lot more resistance by acquiring Inn gear.

The easiest way to fix this is probably to make the +all scale to the level of the gear you're using. For example, perhaps level 40 gear would give 20 all total, scaling to level 90 gear which would give 40 all. This gives a natural sense of progression to the class and encourages upgrading your gear as you level.

I also think the miscellaneous low level gear (the level 10 Daggers of Stabina or the level 1 DeathKnight Cloak for example) would be fine without giving any all at all. After all, you wouldn't get any all at low levels anyways, and early quest bosses aren't balanced around the player having all.
DF  Post #: 16
3/1/2021 2:45:27   
Khoifish25
Member
 

What was changed in Dreadblade? Didn't get any notes on what changed aside from the existing Design Notes and according to people there have been a few changes to the new DK.
Post #: 17
3/1/2021 3:07:10   
JIKIL
Member

Dreadblade has been given cursed strikes hp scaling.
AQW  Post #: 18
3/2/2021 19:08:11   
The Jop
Member

I like the new quest, but just want to point out that it seems the hero is being newly introduced to the Dravir and Mritha in the Rose war intro even though we were introduced in the previous quest.
AQ DF MQ AQW Epic  Post #: 19
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