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Travion's Turn based RPG

Here is a brief description of an idea for a turn-based RPG.
A better formatted, edited, downloadable article which you can comment on is available in Google Docs.
https://docs.google.com/document/d/1xWebtfr0ffNbOIpo4b2mgsSM9Z8V_o_1vplqQC_Tfws/edit?usp=sharing
Formation:
Each team is made up of a Main Character and 5 heroes(increase in deployable heroes as main character levels up). The formation of the team is made up of 9 empty tiles (3x3). Player can choose where to deploy his heroes and main character. Each of the 9 empty tiles can be separately upgraded corresponding to main character level. Front 3 tiles gives HP/Def/Block. Middle 3 tiles gives Attack/Critical Damage ModifieCritical Chance. Back 3 tiles gives Elemental Resistance/Speed/Dodge.

Combat Mechanics:

There are 9 unoccupied tiles between the 9 tiles on each end. These unoccupied tiles can be occupied during combat. They provide various fixed *negative* bonuses and are not upgradeable.
Example: -10% HP, -10%Attk, -5 rage per skill use, Then next row -20%HP, -20% Attk, -10 rage per skills use; Last row -30%HP, -30% Attk, -15 rage per skill use.
As the player occupies a tile further inside, the negative bonuses value increases. Each hero and main character can either move or attack from the same position. If they choose to move, they can only move one tile per turn. The objective is that first row of centre tile must be occupied for 5 turns, the inner row of centre tile for 4 turns and the last row of centre tile for 3 turns. The hero can continue to push further in to occupy another tile after one has been occupied. If 6 tiles have been successfully occupied by either team, the team wins the battle. If a team has less than 6 total heroes alive, he/she can not win the battle via centre tiles occupation. He/she must either first resurrect the dead heroes or kill enemy main character. If a non-main hero is killed while occupying a centre tile, the tile reverts to neutral grey. A player can simply choose not to occupy center tiles and use all his ranged heroes to attack from his corner tiles to avail the formation bonuses. If he kills opponent's main character before opponent has occupied all 6 tiles, he wins.
If a main character is killed and is not resurrected within 2 turns of death, the game also ends.
The main character has a "rage" meter which automatically generates when dealing damage/receiving damage/meditating/skipping turn/using skills, depending on the main Character Class type. Rage is consumed to perform main character's skills. When combat starts, depending on the speed stat, the order of turn is decided among both Team A and Team B. Turn order is mixed and can be made of alternating heroes from both teams or even 6 heroes of a single team. The higher the speed stat, the faster the hero acts as well as how often the hero acts. When a main character gets his turn, 6 skills which were manually pre-set before are shown below the character. The other 5 heroes auto attack and auto use skills. Their skills do not require any rage. Combat does not have any duration of turns because a fully defensive build resolves a battle in a very long time. The time taken for each battle is punishment enough.
In PVP, combat resolution awards position based on: Maximum damage done, Maximum Damage taken, Maximum HP healed. 1st position in all of the three criteria awards 15 points, 2nd position awards 10 points, 3rd position awards 5 points. The Overall Result is calculated by adding up the total points score.
In 1versus1 PVP, 6 characters are in each team. In multiplayer PVP, 1 main character and 1 hero for each player is taken.
There is a 8 seconds time limit for each main character during their turn. If they don't act, the main character performs only a basic attack skill against a random opponent.

Main Character Classes and their predefined skills:

A. Necromancer: The HP & DEF of all the Necromancer's summoned units is increased by 15% permanently.

Skill 1. - "Soul Trap"- Basic attack with rage-leech. Removes a fixed amount of rage from targeted enemy and restores the same amount of rage. If target has no rage, skill will just restores rage. CD 0 turns.
Skill 2 - Summon "Storm of crows"- attacks all enemies and %chance to cause enemy max HP% bleed per turn for 6 turns. CD 2 turns. This bleed effect can stack 3 times.
Skill 3 - Erect a "Flag of Truce" - All enemies *and* including playecaster are unable to cast offensive skills for 3 turns. They can only use their first basic attack skill during this effect or a non-damaging skill. Can not be dispelled. CD 5 turns.
Skill 4 - Summon a random Golem [one out of Light, Dark, Fire, Water, Electro and Wind] with respective resistances, damage type and with *taunt* ability. Taunt lasts for 3 turns but Golem lasts until destroyed. The Golem and the Taunt can not be dispelled.
CD 4 turns.
Skill 5 - "Blood Pool" - After casting, if enemy *Direct skill damage* to Golem destroys it, the Golem will explode and damage all enemies and add a non-DoT debuff for fixed duration. Blood pool and it's non-DoT debuff can not be dispelled.
Skill 6 - "Soul Transfer" - With W-A-S-D keys, select spell to transfer respective caster main attributes to Golem.
Explanation example- WADS-transfer STRENGTH +50%STR; SAWD-transfer INTELLECT + 50%INT., DWAS-transfer Maximum HP + 50% HP etc. The stat which is transferred causes a reduction of the same amount on the main character. Lasts for 5 turns. CD 3 turns.
Skill 7 - "Mirror-Mere" - Summon a crown of bones circling the caster which has 1 HP. Crown causes all skills directed at Golem to reflect back at enemy caster. If crown/main character takes 1 damage, crown explodes, causing %HP damage to GOLEM. This active skill icon is not visible to the opponents. [[Countered by any AOE opponent skill]]
Skill 8 - "Well of Souls" - Tap into the well of souls to add a healing/turn buff to self at the expense of DoT damage to Golem for fixed turns. Can not be dispelled.
Skill 9 - "Mired entropy" - Slow down casting rate of self (-100%) but increase all damage of Golem by 300% for fixed turns. Additionally, if any enemy attacks self, spread the slow-down to attacker. Can be dispelled by Cleric.
Skill 10 - "Bone wall" - Erect a permanent bone wall [stays until destroyed] which has it's own HP, around self and golem. If wall is attacked, it leeches *double* the amount of rage from the opponent which was used for the attack skill. Can be dispelled by Cleric.
Skill 11 - "Reanimation" - Cast a buff on self which lasts for fixed turns. If self is killed while buff is active, resurrect self with *full* Rage meter. Can not be dispelled.
Skill 12 - "Summon Undead Army" - Summons 3 undead minions to each of the occupied tiles out of the three front tiles of the opponent. These minions can not be targeted by single target attacking skills. They are only affected by AOE skills and by the dispel skill of the Cleric. Visually, they are depicted as a mass of arms and heads within a circle in front of the opponent-occupied front tiles. The opponent's front liners must first destroy these minions before targeting others. They persist until destroyed. Their numbers can be stacked to 12 minions for each front tile. CD: 5 turns.
Can be dispelled.

B. Mage: The attack is increased by 10% and the speed is increased by 5% permanently.

Skill 1 - "Zap" - Zaps a target with a lightning bolt which has a 40% chance of slowing their speed. Also restores rage. CD 0 turns.
Skill 2 - "Teleport" - Switches a hero or self or an enemy target with another target. If target is friendly, increase their defense by 30% for 3 turns. If target is hostile, decrease their defense by 30% for 3 turns. Can not teleport enemy main character or NPC Boss. CD 2 turns.
Skill 3 - "Meteor Rain" - AOE damage skill that affects all opponents. Hits 3 times and each hit has a 20% chance of adding one stack of burning. Burning lasts for 3 turns. Burning can be stacked 3 times. CD 3 turns.
Skill 4 - "Arcane Shield" - Erects a shield around self that absorbs damage. From next turn, every turn, this shield erects a similar shield around one random friendly target. If shield on main character is destroyed, all other shields will dissipate. Lasts until shield HP is zero. CD 5 turns. Can be dispelled by Cleric.
Skill 5 - "Chronomancy" - All opponents have all their skills CD increased by 2 turn and all friendlies have their speed increased by 100%. CD 5 turns. Speed is increased for 4 turns. Can not be dispelled.
Skill 6 - "Confusion" - Target opponent targets a random friendly. If target uses AOE skill, all opponents affected. Lasts 4 turns. CD. 2 turns. Can be dispelled by Cleric.
Skill 7 - "Polymorph" - Target opponent's HP/DEF decreased by 30% and is unable to attack. Target friendly has their HP/DEF/ATTACK increased by 30%. Lasts for 3 turns. CD 4 turns. Can be dispelled by Cleric.
Skill 8 - "Choke" - Target opponent is lifted into mid-air and telekinetically choked for 6 turns. A choked target loses 10% of maximum HP per turn. While choked, target is unable to attack or use skills. Choked target can be healed or buffed. Can not target enemy main character or NPC Boss. Can be dispelled. CD 4 turns.
Skill 9 - "Geomancy" - Erect a monolith on an empty tile. [[Must have a dead ally in order to use]]. Every turn, the monolith increases critical strike chance of whole team by 10% upto a maximum of 70%. Monolith has 16% of the total maximum HP of whole
team and can be targeted by enemy skills. Can not be dispelled. Can only erect once per battle.
Skill 10 - "Sonic Implosion" - Affects all opponents and friendlies including self. Everyone is unable to use skills except the basic skill attack. Lasts 4 turns. CD. 4 turns.
Skill 11 - "Snow Storm" - Damages all opponents and decreases their speed by 50% for 2 turns. CD 4 turns.
Skill 12 - "Armageddon" - Damages all opponents and adds two stacks of burning. CD 5 turns.

C. Cleric: The healing ability of the Cleric is increased by 30% permanently and has a 50% chance of resisting any status effects.

Skill 1 - "Rejuvenate" - Target friendly or self to heal depending on their Maximum HP. Can not target opponents. Recovers rage. CD 0 turns.
Skill 2 - "Word of Light" - Target friendly to bolster HP & Def for 2 turns. Or target undead enemy to deal damage. CD 2 turns. Positive Buff can be dispelled.
Skill 3 - "Consecrate" - Target all friendlies to reverse the effect of DOT debuffs. Damaging debuffs will now heal instead. Two random negative status conditions will be removed from each ally. Can target all enemies to dispel one random buff. CD 2 turns.
Skill 4 - "Healing Pool" - Target all friendlies to add a buff that heals them by 5% of their maximum HP per turn. Lasts 10 turns. Can be dispelled. CD 13 turns.
Skill 5 - "Invocation" - Target self to gain a shield that mitigates 50% damage. The shield consumes rage per turn. Rage can be affected by other opponent skills. During invocation, Cleric can not gain rage. Shield can not be dispelled and lasts for 6 turns.
CD 9 turns.
Skill 6 - "Evocation" - Target self or a friendly wherein the target is replaced by a divine angel with 100% stats. If the angel's HP is reduced to 0, the angel leaves and the target is left with their original stats before the evocation. Lasts for 15 turns or until angel's HP is depleted. CD 25 turns. Can be dispelled.
Skill 7 - "Revelation" - Target all enemies to cause their attacks or skills to affect themselves. Or target all friendlies and increase their final damage output by 15%. Revelation lasts for 3 turns. Can be dispelled. CD 10 turns.
Skill 8 - "Edict of the Light" -Can be cast on all friendlies. Paladins, Rangers, Berserkers, Mages & Clerics gain a buff that doubles the amount of rage gained in combat. Assassins, Necromancers, Arch-Demons & Master Vampires gain a rage penalty wherein they gain 20% less rage in combat. Monks do not get any rage-gain or rage-penalty. Can not be cast on opposition team. This Edict can be cast only once per battle and lasts for 8 turns. Can be dispelled.
Skill 9 - "Exorcism" - Immediately unsummon all of the enemy's summoned creatures. CD 5 turns.
Skill 10 - "Prayer of Grace" - Adds 3 stacks of "Grace" to all friendlies. Grace automatically resurrects a unit with 11% HP after it has received a killing blow. These stacks of Grace last until end of battle. They can not be stacked further. Prayer of
Grace can only be used once per battle. Can not be dispelled.
Skill 11 - "Baptism" - Adds a buff to all friendlies which mitigates any critical damage received. Lasts for 4 turns. CD 5 turns. Can be dispelled.
Skill 12 - "Absolution" - An AOE attack that reverses the highest base stat of each enemy with its lowest base stat. This reversal lasts for 7 turns. Can not be dispelled. [[In most cases HP is reversed with the weakest stats]]

D. Paladin: The HP of the Paladin is increased by 45% permanently.

Skill 1 - "Honor" - Inflict 100% damage + 30% of maximum HP as extra damage. Recovers rage. CD 0 turns.
Skill 2 - "Service" - Cast a buff on all friendlies wherein all damage others receive is instead directed at the Paladin. Paladin takes 30% of this damage. Service lasts for 1 turns. CD 2 turn. Can not be dispelled.
Skill 3 - "Sacrifice" - Sacrifice 50% of HP to give all friendlies a damage absorption shield of the same amount. Shield lasts for 3 turns. CD 4 turns. Can be dispelled.
Skill 4 - "Justice" - Cast a buff on all friendlies that causes them to reflect 40% of received damage. Lasts for 1 turn. CD 4 turns. [[If all friendlies are hit by an AOE skill, then all of them reflect 40% of the damage each. Opponent caster might die]].
Can be dispelled.
Skill 5 - "Courage" - Increases block rate to 80%, decreases own attack by 80% and taunts all middle tiles opponents to attack him. Lasts 3 turns. CD 4 turns. Can not be dispelled. [[If Paladin's normal stats have block rate above 80%, then using this skill
will provide 10% extra block rate thereby bringing the block rate to 90%. His attack will correspondingly decrease by 90% for the duration of this skill]].
Skill 6 - "Nobility" - Increase elemental resistance by 40%. Every 2nd damaging spell the paladin receives is negated. This is only for magical attacks and includes skills. Lasts 4 turns. CD 5 turns. Can not be dispelled.
Skill 7 - "Generosity" - On use, the ally with the lowest current HP gets the Paladin's HP & Defence stats. Any damage to the ally will also damage the Paladin. The damage is not modified in any way. After Generosity ends, the ally will revert back to his original stats. Only one ally can be affected by this skill at a time. Lasts for 3 turns. CD 5 turns.
Can be dispelled.
Skill 8 - "Mercy" - Can only affect enemy target who has less than 60% HP remaining. On using this skill, the target regains full HP but target's rage is depleted to zero and all the rage is given to each of the Paladin's allies. If target had 50 rage, 50 rage is given to each of the Paladin's allies. Furthermore, the target will not gain any rage from any source for 3 turns. If target is an NPC monster or a hero that uses no rage, then target's action meter will be reset to the lowest position.
Skill 9 - "Faith" - On using this skill, Paladin gains a Faith buff. His HP is reduced to 1 HP and he becomes invulnerable to 9 killing attacks. He dies on the 10th. Only one stack of Faith is possible. Paladin also can not be healed during this buff and becomes immune to any Damage Over Time effects. This buff can not be dispelled.
Skill 10 - "Hope" - Paladin chooses an ally to be his vessel of Hope. If the Paladin dies before this ally, the Paladin's maximum HP and Defence is added to the ally's stats for the duration of the battle. If the ally dies before the Paladin, the ally's maximum HP & Defence is added to the Paladin's stats for the duration of the battle. Hope can only be used once per battle. Can not be dispelled.
Skill 11 - "Loyalty" - The Paladin uses this skill on all his allies to bring immunity to any mind-controlling effects and those effects that lowers speed or skill cool-down. Lasts for 6 turns. CD 9 turns. Can be dispelled.
Skill 12 - "Perseverance" - Buff that heals self for 5% maximum HP whenever the Paladin successfully blocks/parries/dodges an attack. Buff lasts 4 turns. CD 4 turns. Can not be dispelled.

E. Ranger: The attack of the Ranger is increased by 15% permanently.

Skill 1 - "True Shot" - Inflicts 100% damage with a critical hit chance depending on the amount of rage in the rage pool. Restores Rage. CD 0 turns.
Skill 2 - "Multi Shot" - Hits 3 random enemies. CD 6 turns.
Skill 3 - "Ricochet Shot" - Hits one enemy for 100%, then 2nd enemy for 80%, then 3rd enemy for 60%, then 4th enemy for 40%, then 5th enemy for 20%. Total 5 enemies hit. The first target is manually chosen. Then the remaining order is random. CD 6 turns.
Skill 4 - "Toxic Shot" - Hits target enemy for 10% damage and applies a poison stack. Poison inflicts 10% of target's HP as damage for 5 turns. A target can have 5 stacks of poison. CD 0 turns.
Skill 5 - "Webbed Shot" - Hits target enemy for 100% damage and applies a webbed debuff which decreases speed by 50%. Lasts for 6 turns. CD 8 turns. Can be dispelled.
Skill 6 - "Far Shot" - Hits a targeted back tile hero or main character for 300% damage. Skill has zero critical chance rating. CD 15 turns.
Skill 7 - "First Aid" - Heals self and all adjacent tiles' Heroes for 20% of their HP. CD 3 turns.
Skill 8 - "Mark & Track" - Marks an enemy target & damages it. Every successive attack from all sources on the marked target increases by 10% damage. Stacks 5 times. 10%/20%/30%/40%/50%. Hits for 30% damage. Lasts for 7 turns. Can be dispelled.
Skill 9 - "Set Traps" - Set three invisible traps on any of the occupied friendly tiles. If the occupied tile is hit, causes 100% damage to attacker. Traps last until detonated. CD 3 turns. Can not be dispelled.
Skill 10 - "Foresight" - Select two allies. If these allies are about to be hit, attack the aggressor for 25% damage. Foresight lasts for 3 turns. CD 5 turns.[[ If the attack is an AOE with multiple hits, the aggressor will be attacked multiple times.]]
Skill 11 - "Stamina" - On use, fill 40% of rage pool but decrease Attack by 30% for 3 turns. CD 6 turns.
Skill 12 - "Dweller of the Wilds" - Years in the Wilds has taught the Ranger how to effectively camouflage himself. Increases dodge rate to 80% and performs full draws of his arrows wherein his attack increases by 20% each time he successfully dodges an
attack. Can stack 10 times. Lasts for 8 turns. CD 10 turns. Can not be dispelled.

F. Assassin: The speed of the Assassin is increased by 30% permanently.

Skill 1 - "Destiny strike" - Hits target twice and gains two globes of speed. Can have 6 stacks of Globe of speed. Each globe increases speed by 20% and lasts for 12 turns. Restores rage. Globes can not be dispelled. CD 0 turns.
Skill 2 - "Preparation" - The Assassin studies his opponent and prepares for one turn. Gains 40% increased critical hit rate against that opponent for 8 turns. CD 9 turns. Can not be dispelled.
Skill 3 - "Mist and Shadows" - The Assassin vanishes in a cloud of smoke, reappears behind each enemy, slices once then reappears behind another enemy and so on until 4 opponents are hit. This skill can not be dodged, blocked, parried or counter-attacked.
Each hit has a 50% defense/armor-penetration value.
Skill 4 - "Slice and Dice" - Slices a front row target 5 times. Each hit dealing 20%/40%/60%/80%/100% damage. This skill has a 40% critical hit chance.
Skill 5 - "Time is an eternity" - When the skill is used, starts at 10% extra dodge rate. Each time an ally sustains damage, increase dodge rate by 15%. Caps at 100% dodge rate. Buff duration lasts till 100% dodge rate is reached, then lasts for another 4 turns.
CD 12 turns.
Skill 6 - "Now you see me, now you don't" - After using this skill, the Assassin parries every 2nd physical attack from any source. Whenever he parries an attack, he also becomes immune to magical damage for that turn. Lasts 3 turns. CD 5 turns.
Skill 7 - "Did you lose a finger?" - Affects any target that has taunt or taunt like ability active. The Assassin hits that target and reduces it's attack by 40%. Lasts 4 turns. CD 5 turns.
Skill 8 - "Your blood to mine" - Hits a target and converts 100% of damage into HP. CD 2 turns.
Skill 9 - "You bore me" - Every time the Assassin receives a critical hit, the critical damage taken is applied to this attack and the Assassin hits the source of the criticality. Lasts for 4 turns. CD 5 turns.
Skill 10 - "Want not, waste not" - For every 10% of HP lost, the Assassin's attack increases by 20%. Lasts for 9 turns. CD 11 turns.
Skill 11 - "Shield of Daggers" - Forms a shield of daggers that damages any opponent that attacks the Assassin. Lasts 4 turns. CD 5 turns.
Skill 12 - "Die with me" - Continuously attacks a target by losing only 5% of current HP per hit. The damage is 100% + 5% of HP for first hit, 100% + 10% of HP for second hit, 100% + 15% of HP for third hit, etc. until a critical strike is landed. The critical strike chance for each hit is a flat 40%. CD 15 turns.

G. Berserker: The maximum Rage pool of the berserker is permanently increased by 100%.

Skill 1 - "Fury" - Hits an enemy for 100% damage, gain rage and also gain a buff that gives rage whenever the Berserker takes damage. Buff lasts 1 turn. CD 0 turns. Can not be dispelled.
Skill 2 - "Blood Rage" - For every tile of enemy that is alive, Berserker gains 5% attack and a 5% damage absorption shield. Lasts for 3 turns. CD 6 turns. [[Maximum cap with maximum summoned creatures: 45% attack + 45% damage absorption]] Can not be
dispelled.
Skill 3 - "Blood Chant" - Lowers the defence of all front line enemies by 30% and damages them by 30%. Lasts 3 turns. CD 5turns. Can be dispelled.
Skill 4 - "Crimson Shear" - Consumes all available rage and damages all front tile enemies. Back & middle tile enemies not affected. If there are opponents' summoned creatures in own team's front tiles, also damages them. Damage dealt depends on amount of rage consumed. CD 7 turns.
Skill 5 - "Blood-bath" - Consumes all available rage and damages a single front tile enemy. Damage depends on rage consumed. CD 6 turns.
Skill 6 - "Blood pact" - Targets a friendly ally with highest or second highest attack stat. 30% of ally's attack is added to Berserker and 30% of Berserker's HP is added to ally. Both do not lose any stats in this stats switch. Blood pact lasts until either Berserker or Ally is killed. Can not be dispelled. CD 30 turns.
Skill 7 - "Rage of the Bear" - Attack all front tile enemies and 40% of the total damage inflicted is buffed as HP for the Berserker. Lasts 2 turns. CD 4 turns.
Skill 8 - "Wolf Pack" - Target a front line enemy and call 3 random allies to perform a basic attack at the enemy. CD 4 turns.
Skill 9 - "Heart of the Bear" - Perform a maximum HP check against all front tile enemies. If their HP is lower than the Berserker's HP, stuns them for 1 turn. CD 6 turns.
Skill 10 - "Charge of the Boar" - Charges against the frontlines of the enemy and performs a maximum Attack check against each enemy. If their Attack is lower than the Berserker's, they switch places with the hero behind them for 1 turn. If the enemy's
formation has only 1 middle tile hero deployed, only one hero is switched. If there is no middle tile hero deployed, back tiles heroes are switched instead. The switch lasts for 1 turn. CD 10 turns.
Skill 11 - "Challenge of the Bear" - The Berserker challenges a single enemy from any tile. That enemy can only attack the Berserker. Lasts for 3 turns. CD 6 turns. Can be dispelled.
Skill 12 - "Warrior of Odin" - The Berserker gains immunity to physical attacks and fire based spells for 3 turns. Can not be dispelled. CD 12 turns.

H. Arch-Demon: The HP and Attack of the Arch-Demon is increased by 21% and 8% permanently.

Skill 1 - "Summon Imps" - Summon 3 imps to a position directly facing the enemy's front tile. Newly summoned imps are immune to all damage for 1 turn. Gain 5 rage. A total of 12 imps can be summoned in front of each occupied enemy front tile. These imps have low damage, medium HP and Defence and steal 1 rage each whenever they damage the opponent. Imps only deal fire damage. Imps can be dispelled.
[[The maximum possible summoned creatures in this game is 12 + 12 + 12 + 1 Golem for Necromancer. If front tile is occupied by only one enemy hero, only 12 maximum imps can be summoned. If front tile is completely unoccupied, the imps are summoned in front of the middle tiles etc.]].
Skill 2 - "Sulphur" - All enemies get a 30% penalty to fire resistance. Lasts 6 turns. CD 7 turns. Does not deal any damage. Can be dispelled.
Skill 3 - "Silent Vibration" - The Veil begins to shatter as the senses stop working. The Attack stat of each enemy is interchanged with the lowest base stat. Affects all enemies. Lasts 8 turns. CD 9 turns. Does not deal any damage. Can not be dispelled.
Skill 4 - "Unquenchable Thirst" - All enemies stop recovering HP from any source and receive a 16% of damage as fire damage over time effect for 7 turns. CD 9 turns. Can not be dispelled.
Skill 5 - "Possession" - Possess two heroes wherein they only target and attack the enemy's main character. Can not possess enemy main character or NPC boss. Lasts for 5 turns. CD 6 turns. Can be dispelled.
Skill 6 - "Lust" - Targets any enemy and chooses it as the Object Of Lust. All other enemies target and attack each other. The Object of Lust transforms into a beautiful maiden with 30% reduction of all stats. Lasts for 3 turns. CD 5 turns. Can be dispelled.
Skill 7 - "Gluttony" - Targets main enemy character. The enemy main character loses manual control of his/her skills. Healing themselves is the first preference. Or He/she continuously uses damaging skills on their heroes randomly. Lasts 3 turns. CD 5 turns. Can be dispelled.
Skill 8 - "Greed" - Throws a bone to any enemy character. That character is randomly attacked by another enemy character and the bone is taken. This character is then again attacked by another character. This continues until all the enemy characters have
been damaged and the bone is left with the original enemy character. The bone then explodes and damages this character. Lasts until the bone explodes. CD 6 turns. Can not be dispelled.
Skill 9 - "Sloth" - Affects all enemy middle and back tiles. Their speed is reduced by 60% and attack is reduced by 16%. Lasts for 3 turns. CD 5 turns. Can be dispelled.
Skill 10 - "Wrath" - Consumes all rage to cast a lava spewing volcano that erupts continuously to hit all enemies with lava 10 times.Damage depends on rage consumed. Every hit from the lava has a 30% chance to apply one stack of burning. Maximum stacks of burning is 5 times. CD 6 turns. Burning can be dispelled. Lava causes fire-damage.
Skill 11 - "Envy" - Targets one enemy character. All other enemies transfer 30% of their HP to this character and this character has their attack reduced by 50%. Spell lasts for 4 turns. CD 8 turns. Can be dispelled.
Skill 12 - "Pride" - Transform into the infernal form of a Duke of Hell. Gain 30% extra HP, 20% extra attack, 20% extra defence. While in infernal form, send out ripples of energy every alternate turn that dispels one debuff on own team. Infernal form lasts for 15 turns. When infernal form's HP is reduced to zero, transform back to original form with original stats. Can only use once per battle. Can not be dispelled.

I. Master Vampire: Has a separate Blood Pool along with the Rage Pool. Every skill used fills the Blood pool by a flat 5%. Blood is consumed every time the Master Vampire is killed, resurrects it with the amount of blood in the blood pool and places the Master Vampire at the end of the action meter. Blood pool's capacity is the same as the Master Vampire's Maximum HP.

Skill 1 - "Beyond the Grave" - Beguile a middle tile opponent into approaching and attacking it's tombstone. If the attack hits, bite the attacker for the same damage sustained. If the attack is dodged, parried or blocked, convert the target into a temporary minion for 1 turn. Gain rage. Gain blood. CD 1 turn.
Skill 2 - "Solitary existence" - Depart from the world and all it's attention. Four random opponents will not target the Master Vampire for the next 3 turns. If these opponents are subsequently attacked by the Master Vampire, the skill will be cancelled. CD 6 turns. Can be dispelled. Gain blood.
Skill 3 - "The Dark Gift" - Target an opponent non-main hero and perform an Attack check. If their Attack is lower, convert them into your Vampire Fledgling for the duration of the battle. The converted enemy hero will only perform their basic attack skill against their team for the whole battle. Can only convert once per battle. Vampire fledgling will continue to attack their team even when the Master Vampire is permanently killed. Requires full rage pool. Can not be dispelled. Gain blood.
Skill 4 - "Preternatural Grace" - Increase Dodge by 50%, Parry by 50% & Block by 50% for 2 turns. CD 5 turns. Can not be dispelled. Gain blood.
Skill 5 - "Thirst for blood" - Targets the opponent with the highest HP, bites the opponent for 30% of his HP and heals for the same amount. CD 6 turns. Gain blood.
Skill 6 - "Blood of the Damned" - Gain 30% damage mitigation to all physical attacks and 50% penalty to damage from all fire based spells. Lasts 4 turns. CD 8 turns. Can not be dispelled. Gain blood.
Skill 7 - "Preternatural Speed" - Increase speed by 10% of own speed + the speed of the opponent with the highest speed stat. Lasts 7 turns. CD 7 turns. Can not be dispelled. Gain blood.
Skill 8 - "Spell Gift" - Persuade a target front tile opponent to stop attacking for 2 turns. CD 5 turns. Can be dispelled.
Skill 9 - "Mind Gift" - Performs an Intellect check with a front tile opponent. If the opponent fails, the opponent switches places with a random opponent directly behind him for 3 turns. If the opponent wins, rupture the opponent's blood vessels, damaging for 100% damage and add a stack of bleed for 4 turns. Bleeding causes 5% of maximum HP loss per turn. Bleed can be dispelled. Gain Blood.
Skill 10 - "Fire Gift" - Spontaneously combust a front tile opponent, damaging it and adds 5 stacks of burning. Can have maximum 5 stacks of burning. Burning lasts for 4 turns. Burning can be dispelled. CD 6 turns. Gain Blood.
Skill 11 - "Cloud Gift" - Rise up to the skies and spontaneously combust all enemies, damaging them and adding 1 stack of burning. Burning lasts for 4 turns. Burning can be dispelled. CD 8 turns. Gain Blood.
Skill 12 - "Child Of the Millenia" - Gain 80% fire resistance, neutralize any HP leech damage on self and dispels all debuff on self every turn before starting the turn. Lasts 6 turns. CD 6 turns. Gain Blood.

J. Monk: The Monk is immune to any rage stealing effects or skills. Also has a 50% chance to resist any harmful status effects.

Skill 1 - "Meditation" - The Monk silently meditates and fills 33% of his Rage pool. CD 0 turns.
Skill 2 - "Gaia’s Benediction" - Calls out to Gaia and the world rumbles. Targets the ally main character and buff him/her with 20% increased HP and 8% increased Attack while all enemies are stunned for 1 turn. Buff lasts for 3 turns. CD 6 turns. Can not be dispelled.
Skill 3 - "Horn of Eld" - Blows the Horn Of Eld and all allies gain a Veil of Disparity. The Veil does not absorb or mitigate damage but collects it. After 1 turn, the Veil collapses and damages enemy main character depending on the damage collected. CD 12 turns. Can be dispelled.
Skill 4 - "Skyward Clarity" - Clear the skies and dispel 2 random harmful status effects on all allies or one beneficial status effect on all enemies. CD 1 turn.
Skill 5 - "Summon Dragon" - Summon Aetherwing the Dragon to a spot in front of an enemy occupied front tile. The dragon has a basic attack and an AOE attack that hits all enemy front tiles. The AOE attack is activated every 3rd turn. Aetherwing lasts until defeated. Must be dispelled 3 times by the opponent in order to unsummon the Dragon. CD 8 turns.
Skill 6 - "Phase-form" - Changes the Monk's form into an ethereal one that can not be harmed by any source. Ethereal form is also immune to all status effects. While active, Monk can only cast non-damaging skills that affect allies. Lasts 2 turns. CD 5 turns.
Skill 7 - "ScatterWind" - Perform a rage check on all enemies. If the enemy has lower rage than the Monk, pushes aside the enemy and randomly switches their tile positions. Lasts for 1 turn. Does not deal any damage. Can not be dispelled. CD 6 turns.
Skill 8 - "Frost breath" - Freeze a non-main opponent hero into solid ice. The frozen hero can not attack or use skills but is also immune to all damage. Lasts for 3 turns. CD 4 turns. Can be dispelled.
Skill 9 - "Mnemonic" - Decreases cool down of the previous used skill by 15 turns. CD 15 turns.
Skill 10 - "Wind rider" - Entire ally group gains 50% extra speed. This buff lasts indefinitely. If an ally with this active buff sustains any damage, he loses this skill. Can not be dispelled.
Skill 11 - "Animal Magnetism" - Target an enemy non-main hero to do your bidding for 2 turns. CD 7 turns. Can be dispelled.
Skill 12 - "Path Of The Free" - The Monk worships and Glorifies his God. Resurrect all dead allies with 20% HP. CD 30 turns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Non-main heroes have 3 types of skills. A basic attack, an advanced attack or skill that repeats every 3rd or 5th or 7th turn, and an
ultimate skill that occurs every 10th or 12th or 15th turn. Non-main heroes have no rage pool or rage consumption.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All the above skills need to be optimized for cool down timers, damage value, buff value & duration.
submitted by AluOwt to gameideas

[KDNF] 11/27-12/6 Live and First Server Updates: Counter->Damage Amp on DPS Time & Tower of Deception

11/27 FS SOURCE, 11/29 Live SOURCE, 12/6 Live SOURCE, 12/5 FS SOURCE. This is the 11/27 First Server, 11/29 Live, 12/5 First Server, and 12/6 Live updates smashed together. It is a bit messy, I figured it would be better than 4 separate posts though. Fiend War monster names and 11/29 bug fixes aren’t translated at the moment.
For reference, the groggy pattern is those precious few seconds where the boss is doing nothing substantial and vulnerable to DPS (I’ve seen it referred to in English guides as “safe DPS time” mostly), i.e. Hiero falling on the ground after most of his berserks.
[Character (11/29 Live)]
Joint Smash
Movement distance of the 1st hit (elbow) attack increased, and now stops in-place upon a successful attack.
Cancellable skills can now be activated immediately upon a 2nd hit (kneel) successful attack.
Z axis determination[/hitbox] improved to be able to strike lying enemies.
Giant Swing
Tooltips about skill key additional input added to the skill description.
Rotation amount reduced upon acquiring Turn Heel. (3->1)
Turn Heel version attack power readjusted in accordance with the rotation amount reduction. (total attack power is the same as before)
Corkscrew Blow
Functionality added to cast the skill by cancelling Ducking Dash and Sway.
[Tayberrs (11/29 Live)]
Reward payment method of single/normal Tayberrs changed.
  • When Boss - Silver Harbat is killed the payment method of the following items obtained at a certain chance is changed.
Item Content
Rift Detection Stone No longer drops in the dungeon and is paid to the inventory
Rift Reaction Stone No longer drops in the dungeon and is paid to the inventory when acquired
Celestial Card Book[/Draw] No longer drops in the dungeon when acquired and is paid to the inventory as a special reward after the clear rewards
Tayberrs Epic Equipment [[Same as Celestial Card Book]].
  • If Boss - Silver Harbat is killed, reward acquisition is now available during the resurrection guidance UI that is output upon death.
    • The condition where the rewards are not obtainable is maintained when resurrection is impossible.
  • If the slots in the inventory are full the rewards are paid by mail.
[Mini War [[Event]] (11/29 Live)]
Some locations of White Tiger installed in the mini war magic garden changed.
Damage of mini war contamination zones raised.
[Client Tray (11/29 Live)]
Client tray sending functionality added to minimize the game window and hide it in the tray without closing it.
  • If the tray menu is selected the D&F client is minimized to a system tray window in the lower-right hand corner of Windows.
  • The minimized D&F game window can be reactivated at any time through the tray button.
  • This can be done through the newly added button in the ESC menu.
If there are important notifications in the game while the game window is minimized, the tray icon will notify by a notification window. Notifications break down as follows:
  • Whisper
  • Party Invitation
  • Mailbox
  • Trade
Tray notification settings can be turned ON/OFF by right-clicking the tray icon -> notification settings [menu].
[Additional Changes (11/29 Live)]
Some elemental additional damage option item tooltips sorted.
  • Previous: Applies as the highest elemental attack you have.
  • Changed: Applies as the highest elemental damage of your attacking elements.
Some groggy patterns of the following monsters no longer activate as a counter, and an additional damage increase effect is applied during groggy patterns.
The counter determination applied when striking during a groggy[/safe DPS time] pattern gave relatively favorable balance to items with additional damage[/elenore] [options]. To solve this problem we modified the counter to no longer activate during a groggy pattern. Instead, dealt damage is amplified during a groggy pattern so that the difficulty is not raised.
Content Monster
Fiend War 자력의 마그네틱
자력의 폴라
식물의 아이비
인류 배신자 : 핀베르
슈뢰딩거
우주 분쇄기 : 크러셔
어둠의 액시온
중력의 바이스
빛의 유클리드
코스모 핀드 : 로젠 - 검은우주
코스모 핀드 : 로젠 - 순백우주
Luke Raid Nightmarish Nerbe
High-reinforced Argos
Quatro Manus Mark-2
Evil Sword Veara
Fortuneteller Rosaura
The Seven Mistral
Lamenting Lampard
Moonlight Walker Yashin
Beast Dungeon Bizarrerie Anne
Hiero
Tayberrs Confined Kepros
Spennynose
Silver Harbat
[Bug Fixes (11/29 Live)]
Fiend War - Fixed additional bugs with boss Cosmo Fiend Rosen’s patterns sometimes behaving abnormally.
In situations where complex patterns of Cosmo Rosen are triggered, we’ve confirmed that P2P network communication issues can sometimes not be recovered from. In these cases, we’ve restored the network connection to recover normally.
We are making structural improvements to solve the issues arising from the network environment of Fiend War, among them are to correct the relatively clear cases of patterns of Rosen that have a large impact by raising their priority. Patterns of other monsters have also been studied and are in preparation for structural improvements.
High quality fixes take time, and we apologize for the inconvenience to adventurers. We will continue to track and improve problems so that play is smooth.
[[Other Bug Fixes Omitted For Now]]
[Tragedy of Albion Mansion Event (12/6 Live)]
A notification system message is now output if the evidence items are not acquired that drop in the ‘Tragedy of Albion Mansion’ normal dungeon.
If the evidence items are not acquired when the dungeon is cleared, the retry and return to town functionality is now restricted.
[Developer Note (11/27 First Server)]
The counter determination applied when striking during a groggy[/safe DPS time] pattern gave relatively favorable balance to items with additional damage[/elenore] [options]. To solve this problem we modified the counter to no longer activate during a groggy pattern. Instead, dealt damage is amplified during a groggy pattern so that the difficulty is not raised.
[Groggy Determination Improvements (11/27 First Server)]
Some groggy patterns of the following monsters no longer activate as a counter, and an additional damage increase effect is applied during groggy patterns.
Content Section Monster Name
Fiend War 자력의 마그네틱
자력의 폴라
식물의 아이비
인류 배신자 : 핀베르
슈뢰딩거
우주 분쇄기 : 크러셔
어둠의 액시온
중력의 바이스
빛의 유클리드
코스모 핀드 : 로젠 - 검은우주
코스모 핀드 : 로젠 - 순백우주
Luke Raid Nightmarish Nerbe
High-reinforced Argos
Quatro Manus Mark-2
Evil Sword Veara
Fortuneteller Rosaura
The Seven Mistral
Lamenting Lampard
Moonlight Walker Yashin
Beast Dungeon Bizarrerie Anne
Hiero
Tayberrs Confined Kepros
Spennynose
Silver Harbat
Box added to NPC Seria’s shop that contains Fiend War, Luke Raid, Beast Dungeon, and Tayberrs dungeon entrance materials.
  • The box applies only to First Server.
[Tower of Deception (12/5 First Server)]
The entrance requirements for the Tower of Deception are as follows.
Entrance Level 95
Daily Entrance Amount 1 per character
Weekly Character Entrance Restriction Up to 5
Consumed FP 0
Exorcism Restriction 4606
Party Restrictions Partying not available
Token Restriction None
Consumables Restriction None
Startup CDs are applied to awakening skills in Tower of Deception.
Characters are assigned to the dungeon upon dungeon entry.
  • Up to 5 characters can be assigned.
  • Only assigned characters can enter the dungeon.
After reset, if there is a Avarice Cache reward remaining, the dungeon cannot be entered until the reward is received.
Cannot be entered if Goblin Pad is not authenticated.
Each floor of Tower of Deception consists of 1-2 rooms.
Each floor is generated at random, and there is a certain chance that a dungeon appears with better rewards.
Dropped items when defeating monsters are automatically put in the Avarice Cache, accumulating in the Avarice Cache.
New Reward System - Avarice Cache
Acquired items from Tower of Deception are kept in the Avarice Cache and classified into 2 types: locked rewards and weekly selectable rewards.
  • Locked Rewards
    • 1) Locked rewards acquired upon a clearing a floor.
    • 2) Locked rewards acquired from clearing 7 floors or every Thursday FP reset.
  • Selectable Rewards
    • 1) Up to 3 items from the items acquired in the tower can be selected and acquired.
    • 2) 1 selection opportunity is given at floors 3/5/7, up to 3 times.
    • 3) Selectable rewards acquired from clearing 7 floors or every Thursday FP reset.
The Avarice Cache can be viewed by the following methods.
  • Clicking Avarice Cache after clearing the dungeon
  • Clicking Avarice Cache in NPC Simona’s menu.
Dungeons that appear once for a character will not reappear until after Thursday FP reset
Card Bind Device item for synthesizing monster cards added.
  • Divided into common, uncommon, and rare grades.
Acquired in Tower of Deception or by purchasing from NPC Simona.
When synthesizing cards you acquire cards of the same rank or higher.
  • Only cards of the same rank as the Card Bind Device can be used.
    • Example) Only rare cards can be used with a rare grade Card Bind Device.
  • Up to 5 cards can be synthesized at once. The more cards synthesized at a time the higher the chance there is for a higher grade card to appear.
  • There is a certain chance that a upgraded card appears.
    • Example) Uncommon card synthesis produces an upgraded rare card
Products added to NPC Simona’s shop.
  • Purchasable with the Tower of Deception confirmation reward item ‘Deluded Mind’.
    • Tower of Deception Epic Weapon Selection Box (1 time purchase limit per character)
    • Tower of Deception By-Class Random Epic Weapon Jar
    • Card Bind Device [Uncommon]
    • Card Bind Device [Rare]
New common and uncommon grade monster cards added to the Harlem area.
  • The cards drop at a certain rate when defeating normal monsters in the Harlem area.
  • A dropped card when defeating normal monsters will be from 1 of the new cards at random.
Harlem area - Rare and unique grade monster card drop rate increased.
Summoner - Fixed a bug where the party synergy effects were missing in the status icon tooltip of the Spirit Summon: Fusion Spirit Hailom skill.
Fixed a bug where the level 75 unique totem ‘Broken Sign’ item’s enemy movement speed/attack speed reduction option amount did not apply normally.
Fixed a bug where sometimes missions of assault mode dungeons cannot be accepted.
/* My Own Notes */
A joke as I don't have a proper char to transfer to First Server, but here is a sneak peek of HIGH OCTANE TOWER OF DECEPTION GAMEPLAY.
Tower of Deception may be localized as Tower of Deceit. Neople seems to be favoring shorter names for DFOG to avoid stuff getting cut off li...
Neople will almost certainly do this eventually, but it doesn’t really make any sense to have unified armor while having separate DPS and support Crusader accessories and special equipment. Support Crusader soloing damage is pretty pitiful at the high end, and with the 95 cap item removal of VIT to a male Crusader specific skill, female Crusaders don’t have the survivability they used to have in 7sins and such.
submitted by MetalPlateMage to DFO

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