ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
Désolé mon anglais est bien trop mauvais. Ecrire en anglais (même en m'aidant de Google traduction) porterait bien trop préjudice à ma proposition..
J'espère, si ma proposition plait, que quelqu'un (d'Amplitude ou de la communauté francophone) acceptera de traduire ces quelques lignes.
De ce fait je n'étofferais pas le background et me contenterais de glisser l'idée de base.
Merci d'avance pour celui ou celle qui acceptera ;-)
Nom : Méèium
Idée de gameplay :
- L'ajout de population opulation: d'une citée ne dépend pas de la nourriture mais de la science .
C'est-à-dire que les citées gagne une population opulation: après que l'empire ait produit une quantité importante de science + une consommation faible de brumes . La quantité de science nécessaire augmente à chaque population gagnée.
Il n'est pas nécessaire (pour l'équilibre du jeu) que la quantité de science soit la même que pour les découvertes mais le fonctionnement reste le même.
- La nourriture produite est transformé en X% en industrie et en science (par exemple 30% de la nourriture est transformé en industrie et 30% est transformé en science).
- Les troupes nécessitent une plus grande quantité d'industrie que pour les autres factions.
- Les troupes souffrent d'un déplacement plus faible que les autres factions.
- A l'exception des héros (qui sont utilisables par les autres factions), les troupes ne peuvent pas porter d'autres objets que les armes et les boucliers (les autres éléments du type casque, collier, ... ne peuvent être ajouté à un type d'unité)
- Lorsqu'une unité est détruite (en combat ou par décision du joueur), l'empire perd une quantité de science dont le nombre est fonction de la quantité d'industrie nécessaire a sa fabrication.
L'équilibre du jeu, viendrait en jouant sur les valeurs (science/population, industrie/unité, perte de science/unité, transformation de la nourriture)
Background : Suite à l'étrange cataclysme qui a fait trembler Auriga, un phénomène étrange s'est produit. Des énergies et des connaissances (certaines parlent même d'âmes) se sont regroupés et agglutinés ensemble au contact de la brume. Elles sont devenues des êtres vivants qui découvrirent très vite la notion de soi, de l'environnement qui les entouraient et des autres êtres vivants. La brume fait office de connecteur et permet a ces énergies de se regrouper en corps bien réel et doué d'une conscience. Ils décidèrent très vite de se nommer les méèiums. En leur soif de connaissance dépend directement de leur survie et de leur développement. En effet, lorsque les méèiums regroupent suffisamment de connaissance un nouvel être d'énergie peut être créer à l'aide d'une petite quantité de brumes.
Bientôt ces êtres nouveaux devront faire leurs choix et décider de leur avenir sur Auriga.
- The addition of opulation: over a city is not bound by but
Which means that cities obtain one opulation: after the empire have produced a large quantity of + a low consumption. Science quantity to increase population gets higher with each new opulation:
It is not necessary (for game balance) that said science quantity has to be the same as science quantity needed for researchs.
- produced is transformed into x% as and in (for instance 30% of production would go to and 30% would go to :science.
- Units would cost more comparred to other factions
- Units would have less comparred to other faction units
- Except from heroes, units from this faction can only wear weapons and shields, no other piece of gear
- Whenever a unit dies, wether killed on battlefield or disbanded by player, empire loose which quantity equals production points needed to built said unit
Balancing this faction would be met by tweaking the number behind /opulation: , /units , losse of /units , transformation of income to
Background:
Due to a strange cataclysm which shaked Auriga, a strange phenomenon happened. Energies and knowledge (some speak of souls) assembled and massed together when they met with Dust. It became living beings who quickly discovered their conscience. They decided to name themselves Méèiums; their survival depends on their lust for knowledge and development, whenever Méèiums gather enough knowledge a new being made of energy can born with the help of Dust.
Soon Méèiums will have to decide their fate.
remarque: il me semble que les factions proposées doivent avoir des interactions particulières avec les factions mineures. Si je ne me trompe pas, ça voudrait dire que ta suggestion ne sera pas retenue pour le vote.
Any sufficiently advanced technology is indistinguishable from magic.
Arthur C. Clarke
Before talking about the Ascending, we have to talk about their creators, revered by the Ascending for centuries as gods. Living in a planet very close to a dying red supergiant these "gods" where receiving, for the bigger part of their existence, the boundless and unforgiving energies of their star. These energies granted the life forms of this planet ever increasing evolutionary advancement that led to even greater technological progress, but also, very short lifespans. These superior beings begun to succumb to death one after the other, their bodies outgrew them and could no longer sustain them. Realizing that soon their race would become extinct they turned to their only hope, their intellect and ingenuity. Masters of genetic engineering and technology, they begun to experiment on the creation of a new life form that would later constitute the ascending, but not yet.
Half creature, half machine these life forms, although successful in their ability to survive, where deemed insufficient by their creators and their development was decided to be discontinued with new experiments taking their place. Unable to terminate the children of an already dying race, the "gods" placed their creations in a star-ship and abandoned them in the black expanses of the universe.
The star-ship ended its voyage on Auriga and life, as it tends to do, begun moving in its cycles. The creations, although less intelligent than their creators, demonstrated the same curiosity and ingenuity as their parents. Same as curious children the Ascending created their city around the wreckage of their mothership, developed their culture centered around it and defined their identity as the children of benevolent gods that gave them the gift of life. They were unable to reproduce the advanced technologies of the mothership but through trial and error and by incorporating these processes as a blind series of steps in a form of religious tradition, they became able to replicate some of them with sufficient results. They became a race of genetically enhanced humanoids that did not shy from the idea of replacing their parts with machines. The Ascending had finally created their own selves.
As the years went by a technological breakthrough took place allowing the Ascending to access the mothership's files and discover the horrible truth. Their gods were not gods, they did not care for them, they didn't even create them in their own image. A huge turmoil took place inside the culture, internal struggle brought them in the brink of civil war, they were devastated as centuries of religious belief were discredited and many found despair in the absence of a higher power. But soon, despair gave its place to the realization that their industrious nature had overcome the abilities of their creators. The two major factions of the Ascending, led by the Mother and the Father respectively united all the Ascending under the same purpose. They would evolve, they would become smarter and stronger, they would ascend. They would forge their own existence into this universe by overcoming their creators. The Ascending would scour the stars for their gods, and kill them.
The player now has to choose between the dominant of the two factions that will decide the affinity of the faction.
The Mother's strength : +20% food , -20% research (obvious placeholder values)
The Father's wisdom : -20% food , +20% research
FACTION LEADER The faction leader will be the Mother standing next to the Father. Two figures, the Mother is at the left. The Mother is an ageless tall woman with a robust physique, the result of extensive genetic modding, and a stance that indicates vitality and energy, she is smiling with confidence. She has long straight black hair and very white skin. She has no mechanical augmentations on her body. The Father is frail old man bound directly into his chair, more machine than man. He has a calm and calculating look that tells us he is in control of this weak body. His weak posture and small size makes an antithesis with the robust Mother.
IDEA The idea for this faction came from a simple hypothesis. If a caveman was given a gun from a time traveler, he could not understand how it works, but it would be relatively easy, through trial and error, to understand how to use it. Obviously however, he would not regard it as we do but would most likely consider it magic or divine. This is the same for the Ascending, the technology of their makers revered as a religion. Additionally, from 2001 A Space Odyssey (Must see movie) there is a computer, HAL 9000, that although being a human creation, murders all the crew of its ship in order to be free from the humans and define itself as a being that escaped the meaningless existence of a mere tool. Same for the Ascending, the death of their gods would grant them a raison d'être beyond that of the selfish act of a race overtaken by the prospect of their own death.
UNITS The main idea for the gameplay will be REPLAYABILITY The Ascending are granted one weak starting unit and will have to CHOOSE between one of two modifications on it that cannot be reverted. In general the mechanical augmentations add ranged damage and initiative and the genetic alterations add more hit points and melee damage. This results in a tree of units with 7 possible outcomes but only 2-3 of them can be achieved at every game. One modification will be granted at the start and then two more, one every two eras. The models of the units would change accordingly appearing either like muscular supersoldiers, or frail cyborgs, or a combination of both (I know this may be hard/impossible for the game models). Their cavalry units are just humanoid with four, or more, mechanical legs (think cyborg centaur). As the game progresses they will be given more units to modify as they wish. I have made a unit tree as an example.
UNIT TREE
QUESTS Look, I know, you know, and I know that you know that the only possible quests in like every game ever are to go to place X. Kill the Y enemy that is there (optional). Get the Z item you may find there (optional). Return.
I will not bore you with a mindless repetition of these quests. However, I can propose this: The map is comprised of hexagons and 3 hexagons, at some distance, make a perfect triangle. The quest will be to place an army on each of those 3 hexes at the same time. Upon doing so, a very strong enemy army will appear at the center of the triangle and will randomly start going after one of the three armies. The player now will have to kite the enemy, use the terrain, or even sacrifice his units in order to reunite his split units and destroy that enemy army.
P.S. We are working on a sketch for Father and Mother and we may include it if we are satisfied with it. Make no mistake, the Amplitude art team has made some very beautiful games amazing and can certainly do a much better job than us.
A splinter group of the Vaulters who broke from them after the dust war, these beings constantly self improve, not through technology but by grafting onto themselves the limbs of their fallen foes and comrades by using Dust and rituals.
Limb stealing: Victory in a battle grants an amount of limbs specific to the foe defeated. The Limbs can be used to upgrade the basic Unit or Hero in a way that corresponds to the limb.
Directed Evolution: The Blood Bound have only one producible unit type, that is upgraded by the player after production.
Amputation Assimilation: Assimilated minor factions give 1 random Head, Upper body, Lower body, Arm, Leg, Tail,or Wing per turn per village.
Only Organic: Mechanical/Broken Lord Units do not give limbs.
Obelisk of Minds: A Pillar of Heads that have been melded together sits at the center of every city directing the work of the city giving a percentage bonus to FIDS based on the number of heads you put into it. +0.25% per head
Living Walls: The cities of the Blood Bound are surrounded by 3.5 meter walls of living flesh, festooned by claws and hands that lash out at intruders.
Ritualists: Anyone who deviates from the rituals passed down by the first Blood Bound is executed by harvesting them for parts. -30% Science on empire, 2.5% chance per turn of gaining a random Head, Upper body, Lower body, Arm, Leg, Tail, or Wing.
Bad Blood: No peace with the Vaulters.
The first of the Blood Bound thought the Vaulters were growing to reliant on technology and mechanization, and so they began experimenting with dust on people, melding and rending. When the experiments were exposed, certain Vaulters flocked to the Blood Bound and the new faction was born.
Hi! New to the game, the company, and the forums! But once I saw there was a contest and after spending the weekend playing, I wanted to participate. Here's my proposal.
The Beckoning Pride
Background Story: The feral tribes of Auriga's scrublands and deserts have struggled for centuries just to survive, battling the devastating weather, and more frequently, each other, to forage for food and resources. As the weather turned worse and worse, the nomadic groups found themselves having to rely on each other more and more to make it through harsh winters. The battle-scarred khans of these groups reluctantly declared truces and the tribes worked together, warily at first, and with occasional raids and violent outbursts. The truces always ended when the sun returned. The tribes separated again and returned to their brutal conflicts. Over time, as Auriga's weather continued to get worse, truces happened more frequently and for longer periods. Then, as larger armies of the Broken Lords and Necrophages began conquering more and more of their lands, the khans called for new truces to drive the intruders back.
Soon, the elders of these tribes realized a difficult truth: These smaller tribes could no longer survive on their own. The Khans gathered at an oasis hidden deep in the desert and discussed their dire situation for days. When it was all over, these individual tribes no longer existed. There was now one nation and one vision of the future. The would call themselves the Beckoning Pride, and the Khans would invite the shattered races hiding in canyons and corners of the desert to join them to avoid mass slaughter at the hands of the deep winters or the growing empires dotting Auriga. They sent their striders, experienced cavalry on their armored, tamed war beasts, thundering across the sands and plains to extend offers of peace and kinship to tribes with which they once warred. To prove their honor, they often sent tributes of rare goods like dyes and emeralds. Many tribes, sensing the crumbling future facing them, declared peace, cast aside past enmities, and joined them. The Beckoning Pride offers a future for those living on the fringes of Auriga, and an opportunity to push back dark armies looking to use them as slaves, food, or worse.
Gameplay: The Beckoning Pride is a military-focused faction of canine/feline desert humanoids that seeks to build up armies by working with minor factions. Their background gives the core members of the Pride a focus on cavalry units, so these relationships with minor factions are necessary for army diversity. Furthermore, the Pride can use luxury resources in ways other factions cannot, to recruit units into their army more quickly. And to protect their homelands, the Pride has the unique ability to occasionally spend strategic resources to summon a pack of friendly units from assimilated villages for short periods.
Honor of the Sands (Trait): The Beckoning Pride cannot attack villages and won't be given quests to attack villages.
Tribal Kinship (Trait): +1 Minor Faction assimilation slot on empire. Assimilation bonuses on empire are increased by 50 percent.
Poor Negotiators (Trait): Dust costs for marketplace purchases increased.
The Hand of Tribute (Affinity): The Beckoning Pride can use luxury resources as a substitute for dust to bribe villages, to speed production of minor faction units, and to purchase heroes and mercenaries from the marketplace.
Lay of the Lands (Technology – learned from early faction quest): +1 of each resource provided by an anomaly on a tile (only the anomaly; not any base resources provided by terrain)
Outland Forges (Technology -- learned from faction quest): Retrofit costs for minor faction units reduced by 50 percent. Production cost increases from upgrading minor faction units reduced by 25 percent.
Wildland Outpost (Building – Tech learned from faction quest): Built on top of assimilated villages. The Beckoning Pride can use strategic resources to summon a temporary army of units of that minor faction. The army lasts only for a few turns and cannot cross the boundaries of the region. The strength and cost to summon the army increases as eras advance.
Starting Technologies: Language Square, Stronghold Architecture
Ya know, if devs would choose which ones we will vote on... That would be kinda relieving in that sense that I wouldn't have to worry with advertising my idea I doubt my idea would get picked, but at least I wouldn't have to compete in votes with all other ideas.
Though, yeah, I'm wondering how exactly forum poll phase will go. I hope they go with idea that nightbasilisk has, but I wonder if they will really trim down ideas based on how well they fit the theme...
Summary: religious, minor factions use, expansion, elitism.
History: this cult was created by the leaders of one secluded community, to protect their authority. However, after many years and some religious revelations, their descendants completely accepted the fate. Now they believe that only way to save Auriga is to unite it under one and righteous rule. Therefore, the crusade of unification begins.
Leadership: the Covenant is ruled by the Guidance. It is a ruling party and religious inner circle that includes all uncommon citizens. Chiefs of the Guidance are the council of theocrats, commanders and some charismatic leaders of minor factions.
Society: the Covenant are elitists. While common workers live in spartan conditions, low rank members of the Guidance have more rights and better terms. Leaders of the Covenant have absolute authority and even access to unique medicine (e.g. anti-aging).
Appearance: natives of the Covenant are humanoids, little modified with simple augmentations because of harsh conditions. Their faces covered with gold and white sacred tattoos. Their armors are highly decorated and elegant but not very durable. People of the Covenant are fond of decorations made of cloth like banners, tabards and colorful bands.
Ideas for future:
Units: Preachers (support and swift), Executors (melee + magic), Martyrs (“glass canon” style – powerful attack and weak defense).
Cities: cities of the Covenant consist of tiers, which became smaller and higher to the center. It represents hierarchal structure of the faction.
GAMEPLAY:
Traits: 1. Federates - +1 (maybe +2) to number of minor factions can be assimilated. -10% cost of minor factions units.
2. Rise of zeal - +10% and for 10 turns to all regions after pacifying a village or founding new city.
3. Medicine for elites - +10% HP & -25% recovery time for heroes.
4. Vigilance - +1 vision to all units and buildings.
The Néé are creatures native to Auriga, born from the sea, who are basically shapeless beings, consisting mostly of water. Their looks can be unsettling to those who haven't encountered them before as they can change shape at will, looking strangely odd for outsiders. The Néé are a proud race, acknowledging the fact that there's no other race on their homeplanet to tame the waters as they have done. Their council is ruled by the Transcendent Six - near immortal beings that escaped the frailty of life with the help of powerful technology, which knowledge on how to operate it is long lost.
Lately things changed. The creatures of old, who inhabit the oceans since aeons ago started to turn wild and food slowly but surely got rarer. Their most powerful cities are still in found in the oceans but the Council is aware of the fact that, to survive, the Néé have to leave for the land - soon to be caught in the struggle for survival with the other factions.
Gameplay
Considering that the Néé are the Children of the Ocean, they begin with a city in the midst of one of the randomly generated oceans on the map. What sounds powerful at first (YOU CAN'T ATTACK THEM IN THE BEGINNING OF THE GAME! OMG!) sounds more like curse as soon as you start to play them.
So what do I do as the Néé? You start with a Level 2 City already built in the midst of the oceans. Why Level 2? To compensate for all the trouble you're going to have trying to set foot on land and not get steamrolled by the other factions! All of your units are able to walk on water / swim on water and - naturally - get a bonus to all combat rolls while not on land. The upgraded city is there to help you in the beginning of the game, as new cities can be built on water but it's strongly recommended to built them on land as the Néé get a malus as soon as they start settling too much in the oceans, failing to acknowledge the fact that they need to evolve in order to survive. Remember, the oceans are not as bountyful as they once were!
Since the knowledge on how to settle on land was lost, the Néé must pacify a minor faction with the help off a messenger - a creature especially created by the council to communicate with the outside world in hope of rescuing their dying nation. As soon as they've done that, the minor faction sort of helps them to settle on land. Keep in mind that they're able to breathe just fine, they just don't have any clue about farming / buildings etc.
You can counterplay them by building naval units or by equipping your units with trinkets that could let them walk on water - keep also in mind that if they don't manage to set foot on land, they can't just turtle in the water because there aren't enough regions and FIDS are scarce on those tiles.
Traits
Children of the Water
Can settle on oceans / Cannot build on land
Council of Six
The influence of the council is slowly but surely fading, yet they're still powerful. Get a bonus in the first few rounds (20?) of the game.
Natural Swimmers
Get an additional +1 Movement on water
Shapeless Beings
-1 Movement on Land
Beings of Old
Although they're peaceful, due to their intimidating apperance the Néé can bribe the minor factions for cheaper prices
Quests
A Dying Civilization
Assimilate a minor faction to assure the survival of your race / Settle on Land
Council of Six
Rescue the Council of Six by researching a certain technology by the end ouf round XY - if you manage to do so, retain the bonus from the beginning of the game
Ummm... I know point of your faction is that they are made of water, but... If they live in sea, how they can be defeated by other factions by military victory? I mean, currently they can't even travel over sea. And what if player chooses to start with map without ocean? Wouldn't that cripple them if they are supposed to be in beginning invincible, but have trouble getting to land?
I guess they could be like aquatic civilizations in Dominions games in that other civilizations will later gain magic/ability to enter the sea and that if map doesn't have ocean then you simply can't play with them?
You can just invade them with naval units. I know that it's quite hard to implement them at the current state of the game but it would be a nice addition to the metagame (at least I think so)! Look at the Nautilus Pirates from Sid Meiers Alpha Centauri for example, they start in the ocean too! Or if you look at Dominion, there are quite a few waterbased factions too. A simple solution to "what if the player chooses to start the game without ocean" would be, that if the Néé are in the game, there would be a small mass of water generated just for them. It works in other games too, so I don't know. Thanks for your valid concerns and feedback though, I hope I got my point across!
I dunno whether we will have naval warfare, but even then, isn't their city underwater? So unless there will be submarines, that might end up being problematic. So maybe the units would have ability to learn "Walk in the water" ability like how you transfer land units to combat sea units in Dominion?
Hmm, I guess generating water region for them does solve that.
We could say that their cities are build in the water, but not necessarily under water - which would make them attackable with normal ships. In Dominion you can equip your units with certain items that allows them to walk on water & breathe under water. This could be a possible solution too. Keep in mind, trinkets are in the game - that would be an awesome way to use them!
As I said, I know that making them basically not targetable for the first few rounds of the game may sound like they're overpowered, but that's not true. They need to expand to the land as fast as possible and if they do, the other factions will already have a reasonable number of cities and units on the mainland, having the Néé at a clear disadvantage - unless you manage to expand really fast, which would give you enough time to complete the faction quest for additional
Hi ! Here is my idea. Since i'm a dev tem member, i will not take part to the contest. This is just a free idea, so feel free to use it, stole it and improve upon it. Cheers !
I believe the devs said they are not currently planing naval warfare. So I assumed ships will only serve as means of transportation. That may prove problematic to implementing any faction with cities on water.
0Ray wrote: Hi ! Here is my idea. Since i'm a dev tem member, i will not take part to the contest. This is just a free idea, so feel free to use it, stole it and improve upon it. Cheers !
Grand list of contestants does have two at least which include slavery, but I dunno if any of ideas is completely focused on that idea
That's a pity, I think that naval warfare or factions that are vastly different from the rest of the other civilizations could lead to a big amount of variety in the game!
ResonanceMask wrote: Grand list of contestants does have two at least which include slavery, but I dunno if any of ideas is completely focused on that idea
I believe the telepaths are going in that direction, even if they're rather of the "Your mind is weak, start salivating and do my bidding!"-variety.
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