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Hero_Lucina
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Some of these are pretty good actually! Im not sure if these types of skills are mentioned before, but here we go:

C Phantom Fliers

C Phantom Cavalry

C Phantom Armor

Basically, a unit with any of these in their C slot will be able to receive all the buffs the unit would receive as if they are of that movement type. I'm thinking this could just be for infantry units. Could work on others as long as the effects don't stack.

 

 

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Aptitude 1/2/3
A Passive
If unit is 5* and Level 40 and the total SP cost of unit's skills totals less than [insert 3 differing high SP totals], treats unit's total SP cost as [insert same SP total as tier dictates] in modes like Arena. (Higher-scoring opponents will appear.)

Essentially, this skill would let units with low SP-cost skills go against more powerful Arena opponents.

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4 hours ago, MilodicMellodi said:

Aptitude 1/2/3
A Passive
If unit is 5* and Level 40 and the total SP cost of unit's skills totals less than [insert 3 differing high SP totals], treats unit's total SP cost as [insert same SP total as tier dictates] in modes like Arena. (Higher-scoring opponents will appear.)

Essentially, this skill would let units with low SP-cost skills go against more powerful Arena opponents.

Cool idea, although giving up your A slot to use it is quite the high price. Might have a hard time actually beating the enemies if you can't use those valuable A skills. Would work better as a Seal. Although there it'd run into the problem of not being able to be equipped to a full party.

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55 minutes ago, Jotari said:

Cool idea, although giving up your A slot to use it is quite the high price. Might have a hard time actually beating the enemies if you can't use those valuable A skills. Would work better as a Seal. Although there it'd run into the problem of not being able to be equipped to a full party.

Well, I made it an A skill so it wouldn't be able to be done with the upcoming Duel skills. Sadly, this was the only way it'd be possible to do it.
I wanted to make it a C skill at the start, but...yeah.

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Fastball - Assist. Pushes an ally 2 spaces away. Enemies adjacent to pushed ally take 7 damage afterwards.

Basically an upgrade to Smite. The damage is minor, so it's usefulness will be limited. More of a "for fun" skill, though it can also be used to troll things like QR or Guard off of armors.

Dragon Ward/Divine Shield - Special, 3 charge (both). If foe's range = 1 (Dragon Ward)/2 (Divine Shield), reduces damage taken by 30%. If foe activated a special with the same attack, reduces damage to 0.

An upgraded Buckler/Holy Vestments. The complete negation on special block is powerful, but hard to time, since it procs against regular hits too.

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I mentioned it in the Arena thread, but we could really use a Subdue skill/seal. For those that don't know, it would be something that boosts your offensive power, or perhaps special activation rate, but makes it so you can never kill an enemy, only leave them at 1 HP. This would be pretty handy in Arena and when training new units.

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  • 3 months later...

I hope it is okay to necro this cause I got some ideas that striked me.

Martyr: C slots

Spoiler

Martyr Stat (Atk, Spd, Def, or Res): At start of turn, inflect Stat-3/5/7 on unit and grant Stat+3/5/7 to adjacent allies/allies within 2 spaces/all allies.

Martyr HP: At start of turn, unit loses 10/15/20 HP but cannot go below 1, and restores 5/10/15 HP to adjacent allies/allies within 2 spaces/all allies.

Martyr Status: At start of turn, neutralizes adjacent allies'/allies within 2 spaces'/all allies' penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action, and inflict all those penalties and negative status effects on unit.

Martyr Special: At start of turn, inflicts Special cooldown count+1 on unit and grants Special cooldown count-1 to adjacent allies/allies within 2 spaces/all allies.

Martyr Movement: At start of turn, inflicts status on unit restricting movement to 1 space through its next action, and adjacent allies/allies within 2 spaces/all allies can move 1 extra space. (That turn only. Does not stack.)

Martyr Target: If allies are targeted by enemy skills at the start of turn that apply penalties (from skills like Panic Ploy, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through their next action, enemy skills apply to this unit instead of allies.

Toxic: C slots

Spoiler

Toxic Stat (Atk, Spd, Def, or Res): At start of turn, grants Stat+3/5/7 to unit and inflicts Stat-3/5/7 to all allies/allies within 3 spaces/allies within 2 spaces.

Toxic HP: At start of turn, unit restores 10/15/20 HP, and all allies/allies within 3 spaces/allies within 2 spaces loses 5/10/15 HP but cannot go below 1.

Toxic Status: At start of turn, neutralizes unit's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action, and inflict all those penalties and negative status effects on all allies/allies within 3 spaces/allies within 2 spaces.

Toxic Special: At start of turn, grants Special cooldown count-1 on unit and inflects Special cooldown count+1 to all allies/allies within 3 spaces/allies within 2 spaces.

Toxic Movement: At start of turn, inflicts status on all allies/allies within 3 spaces/allies within 2 spaces restricting movement to 1 space through its next action, and unit can move 1 extra space. (That turn only. Does not stack.)

Toxic Target: C slot: If unit is targeted by enemy skills at the start of turn that apply penalties (from skills like Panic Ploy, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through the unit's next action, enemy skills apply to all allies instead of this unit.

Trap: C slots

Spoiler

Stat Trap: Once per turn, before combat if foe initiates, foes moving into 2 spaces of unit will be inflicted with Stat-3/5/7.

HP Trap: Once per turn, before combat if foe initiates, foes moving into 2 spaces of unit will lose 5/10/15 HP.

Panic Trap: Once per turn, before combat if foe initiates, converts bonuses on foe into penalties through its next action.

Gravity Trap: Once per turn, before combat if foe initiates, inflicts status on foe restricting movement to 1 space through its next action.

Flash Trap: Once per turn, before combat if foe initiates, inflicts status on foe preventing counterattacks through its next action .

Guard Trap: Once per turn, before combat if foe initiates, resets Special cooldown of foe, and inflicts the following status on foe through its next action: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)

"Class Change": C slot (Or maybe as an Assist to target only one ally.)

Spoiler

Elysian Whips: At start of turn, for 1 turn, adjacent infantry, armor, and cavalry allies gain flier movement (movement=2, moves through spaces like fliers, but cannot end turn on spaces inaccessible to their prior movement class) and skills with "effective against flying foes" are effective against allies. (If two or more skills are attempting to change an ally to two or more different movement classes, no change will take place.)

Knight Crests: At start of turn, for 1 turn, adjacent infantry, armor, and flier allies gain cavalry movement (movement=3, moves through spaces like cavalry, but cannot end turn on spaces inaccessible to their prior movement class) and skills with "effective against cavalry foes" are effective against allies. (If two or more skills are attempting to change an ally to two or more different movement classes, no change will take place.)

Master Seals: At start of turn, for 1 turn, adjacent infantry, cavalry, and flier allies gain armor movement (movement=1, moves through spaces like armor, but cannot end turn on spaces inaccessible to their prior movement class), skills with "effective against armor foes" are effective against allies, and allies gain: "Grants Atk/Spd/Def/Res+4 during combat." (If two or more skills are attempting to change an ally to two or more different movement classes, no change will take place.)

Earth Seals: At start of turn, for 1 turn, adjacent armor, cavalry, and flier allies gain infantry movement (movement=1, moves through spaces like infantry, but cannot end turn on spaces inaccessible to their prior movement class), skills with "effective against infantry foes" are effective against allies, and allies gain: "Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)" (If two or more skills are attempting to change an ally to two or more different movement classes, no change will take place.)

Ocean Seal: At start of turn, for 1 turn, adjacent magical allies deal physical damage.

Guiding Ring: At start of turn, for 1 turn, adjacent physical allies deal magical damage.

Orion's Bolt: At start of turn, for 1 turn, adjacent Rng 1 allies have Rng 2.

Hero Crest: At start of turn, for 1 turn, adjacent Rng 2 allies have Rng 1 and allies gain: "Grants Atk/Spd/Def/Res+4 during combat."

Mobility skills: B slots

Spoiler

Wings of Ambush: If a foe's HP ≤ 30/40/50%, unit can move to a space adjacent to that foe.

Ambush Route: If unit's HP ≤ 30/40/50%, unit can move to a space adjacent to any foe.

Graviton: Foes within 2 spaces/foes within 3 spaces/all foes with warp skills (Wings of Mercy, Guidance, etc.) have their destination reassigned to be adjacent to unit. Foes warped to unit end their turn immediately.

Beacon: Adjacent allies/allies within 2 spaces/all allies with warp skills (Wings of Mercy, Guidance, etc.) includes spaces adjacent to unit as additional destinations.

Obstruct 4: Foes cannot move through spaces within 2 spaces of unit, foes cannot warp to a space within 2 spaces of unit, and foes cannot warp adjacent to allies within 2 spaces of unit. (Does not affect foes with Pass skills.)

Pass 4: Unit can move through foes' spaces. Disables foes' skills that affect positioning after combat (Lunge, Hit and Run, etc.).

Hit and Flee: If unit initiates combat, unit moves to starting space before combat.

Astral Projection: Unit's movement is reduced to 0, but unit can move to a space adjacent to any ally. If unit initiated combat, unit moves to starting space before combat.

Rebellion: A slot: If unit's BST ≤ foe's BST-15/10/5, unit deals effective damage and deals +15 damage per hit.
(For all those players who complain about Surtr.)

Oppression: A slot: If unit's BST ≥ foe's BST+15/10/5, unit deals effective damage and reduces damage dealt to unit by 5 per hit.

Special/A/B/Sacred Seal Cancel: Special/A/B/Sacred Seal slots: Negates foe's Special/A/B/Sacred Seal skill.

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  • 2 weeks later...

This one came into mind because of another thread.

Hindsight: B Slot

If unit gets defeated on enemy phase the unit still remains on the field until the end of turn. 

 

Edited by Stroud
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21 minutes ago, Stroud said:

This one came into mind because of another thread.

Hindsight: B Slot

If unit gets defeated on enemy phase the unit still remains on the field until the end of turn.

That is pretty cool. Would the unit still be able to activate Mystic Boost to prevent themselves from dying?

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50 minutes ago, XRay said:

That is pretty cool. Would the unit still be able to activate Mystic Boost to prevent themselves from dying?

Damn xD Already a flaw. No, healing will be void. We don't want to break the game and I already see AR teams full of them. 

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Insult to injury: After combat, if unit attacked, inflicts the following status on target and foes within 2 spaces of target through their next actions:: "inflict penalty to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats. Calculates each stat penalty independently".

Example: If foe has Atk-7 from Chill Atk, this foe will also have Atk-7 during combat.

Wild Nature: If unit is on a forest tile, reduce damage received by 30%. Only highest value applied. Does not stack.

Basically all forest tiles are defensive tiles, but the effect doesn't stack if the forest tile is on a defensive tile. It would also be a weapon (Wild Sword, Wild Axe...)

Edited by Diovani Bressan
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12 minutes ago, Stroud said:

Damn xD Already a flaw. No, healing will be void.

It is not a flaw, it is a feature! Well, Mystic Boost is already a B slot skill, so they just need to make sure they do not release it as a Sacred Seal or something, although there is still Spring Festival Weapons. Maybe they can just limit the not dying effect to once per turn.

5 minutes ago, Stroud said:

We don't want to break the game and I already see AR teams full of them. 

Intelligent Systems already did that with VS!Azura.

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9 minutes ago, XRay said:

It is not a flaw, it is a feature! Well, Mystic Boost is already a B slot skill, so they just need to make sure they do not release it as a Sacred Seal or something, although there is still Spring Festival Weapons. Maybe they can just limit the not dying effect to once per turn.

As best as I can tell, the original proposal was not that the unit doesn't die, it's that the unit dies and leaves their body as an obstacle until the end of the turn.

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5 minutes ago, XRay said:

It is not a flaw, it is a feature! Well, Mystic Boost is already a B slot skill, so they just need to make sure they do not release it as a Sacred Seal or something, although there is still Spring Festival Weapons. Maybe they can just limit the not dying effect to once per turn.

True its a feature. InSys always likes giving new features!
I guess this will do, the idea is that you can still use this unit as a wall if its defeated so enemies cannot rush through without Pass. Obstruct Seal will not work sadly, because of the requirements.

2 minutes ago, Ice Dragon said:

As best as I can tell, the original proposal was not that the unit doesn't die, it's that the unit dies and leaves their body as an obstacle until the end of the turn.

^

16 minutes ago, Diovani Bressan said:

Insult to injury: After combat, if unit attacked, inflicts the following status on foe through its next action: "inflict penalty to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats. Calculates each stat penalty independently". Example: If foe has Atk-7 from Chill Atk, this foe will also have Atk-7 during combat.

 This could crush my AR offensive team xD I rely heavily on debuffs

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Spoiler

Passive A: Gamble 1/2/3
Effect: Grants Atk/Spd +3/5/7. Slows Special Trigger (cooldown count +2).
Inheritance Restrictions: Cavalry Only
Utility: A healthier replacement of Life and Death, with a better bonus, at the cost of severely hurting the Special Cooldown. Killer/Slaying weapons would be able to mitigate this to -1. Specials like Aether and Galeforce with a cooldown of 5 would now be 7, while Moonbow and Glimmer would now be 4.
In-Game Presence: Makes Heavy Blade and Flashing Blade (as a Seal) useful again, while also making them balanced due to Gamble's Special cooldown modifier. Makes Killer/Slaying weapons useful again as well, allowing them to mitigate the Special Cooldown raise. Makes Brave weapons useful again as well, as Gamble's stat modifier will overshadow the weapon's Spd reduction. As a skill only inheritable to Cavalry units, this will allow for them to have a better offensive presence (at the cost of their Special cooldown).
Idea: I got the idea after looking of Kieran, who happens to already come with it and is also a mounted unit. Originally, Gamble reduced the unit's hit chance in exchange for crit chance, but as there's no hit OR crit chance in FEH I had to go with another idea.

 

Edited by MilodicMellodi
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5 minutes ago, Stroud said:

 This could crush my AR offensive team xD I rely heavily on debuffs

Basically the opposite of Exalted Falchion. It would probbly be or a effect on a Exclusive Weapon, or a Exclusive Passive Skill., but it would be great.

Edit: Oops... I wrote the skill wrongly. It should be "After combat, if unit attacked, inflicts the following status on target and foes within 2 spaces of target through their next actions" instead of only the target.

Edited by Diovani Bressan
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Spoiler

Passive B: Relief 1/2
Effect: Restores 10 HP and grants Special cooldown count -1 at start of every other turn if the unit is not adjacent to an ally. (Special cooldown count -1 only granted with Relief 2)
Inheritance Restrictions: Flying Only
Utility: A Flier-exclusive upgrade for Renewal 1, as well a Passive B skill with the same "Special cooldown count -1 at start of turn" effect as Wrath (which is not usable by Fliers in FEH, although Relief's is slower than Wrath's). Gives the unit passive healing while also furthering their Special.
In-Game Presence: Allows for Fliers to have a two-turn form of Wrath (without the Wo Dao effect) while also having Renewal 3's healing. Goes well with Solo skills and weapons that have a Solo-based effect.
Idea: I've been wanting this in the game for SOOOOO LOOOONG.

Spoiler

Weapon: Ice-Cold Ducks+
Weapon Type and Might: Blue Dagger, 12 Might

Effect: If unit's Res > foe's Res, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.) After combat, if unit attacked inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.
Inheritance Restrictions: Depends on HotSpring!Elise's weapon, but most likely any dagger unit.
Utility: A Res-based version of Red-Hot Ducks+. Pairs well with any dagger-wielding unit with high Res, like Flora or Felicia.
In-Game Presence: Allows for high-Res dagger units to do more damage against enemies with lower Res. Goes well with Res Ploy.
Idea: Literally just came up with it. I can't even fully flesh it out because the weapon it's an alternate of isn't out yet.

 

Edited by MilodicMellodi
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Spoiler

Toxic Sword/Lance/Axe+

MT: 14

Refinable

Effect: +1 special cooldown. When unit activates special, boosts effect of next special by half of base effect. Every 2 special activations, unit suffers +1 max special cooldown after combat.

Spoiler

Critical Hit:

Cooldown: 6

Effect: Boosts damage dealt by 200%.

 

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33 minutes ago, GreatKnightEcho said:

Critical Hit:

Cooldown: 6

Effect: Boosts damage dealt by 200%.

Astra is already useless outside of Abyssal runs due to its long cooldown and overkill damage multiplier. A skill with an even longer cooldown and even more overkill damage multiplier is going to be flat-out worse than Astra.

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Here are a list of skills I want to improve.

Defiant Atk/Spd/Def/Res 4: Neutralizes unit's penalties (from skills like Panic, Threaten, etc.) during combat. At start of turn, if unit's HP ≤ 75%, grants Atk/Spd/Def/Res+7 to unit and all allies for 1 turn.
I want to make it usable.

Heavy/Flashing/Armored/Warding Blade 4: Grants Special cooldown charge +1 per unit's attack. If unit's Atk/Spd/Def/Res > foe's Atk/Spd/Def/Res-5, grants Special cooldown charge +2 per unit's attack instead. (Only highest value applied. Does not stack.)
Even with higher charges and lower activation requirements, I am not sure if this is a good skill.
I added the basic effect but removed its activation requirement, so this should be much more usable.

Sorcery Blade 4: Calculates damage using the lower of foe's HP, Atk, Spd, Def, or Res.
Basically punishes units with a dump stat and makes unit low on health easier to kill. And eliminated team composition and positioning requirements to make the skill more usable.

Brash Assault 4A: If unit initiates combat and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack.
I think proposed this and the following Brash Assault before somewhere. Basically turns Brash Assault into a milder Bold Fighter.

Brash Assault 4B: If unit initiates combat against a foe that can counter, unit makes a guaranteed follow-up attack.
Removed the HP requirement and it pairs well with Sturdy Impact.

Threaten Atk/Spd/Def/Res 4: At start of turn, inflicts Atk/Spd/Def/Res-5 on foes within 3 spaces through their next actions.
I am not sure if I suggested this one before. Basically expanded its range to make it more usable.

Breath of Life 4: Restores 7 HP to allies within 2 spaces after combat.
Made it easier to activate and expanded its range.

Infantry Pulse 4A: At the start of turn 1, all infantry allies have Specials fully charged.
Regular Infantry Pulse feels pretty weak and it only activates once. If it can only activate once, might as well make it powerful. And screw the HP requirement; infantry units need all the class buffs they can get.

Infantry Pulse 4B: At the start of every turn, grants Special cooldown count-1 to all infantry allies. (Stacks with similar skills.)
The effect felt weak because it activates only once. If it activates during every turn though, it should be pretty good.

— — — — — — —

I think I will just edit more skills into here:

Warp+: Weapon; Staff
Adjacent allies can move to a space adjacent to any ally.

Rescue+: Weapon; Staff
Any ally can move to a space adjacent to unit.

Berserk: Weapon; Staff
After combat, closest foe near target receive damage equal to Atk of target - Def or Res of closest foe.
Berserk+: Weapon; Staff
After combat, closest foes near target and foes within 2 spaces of target receive damage equal to Atk of target or foes within 2 spaces of target - Def or Res of closest foes.
Basically Pain but better.

Effective Adept: A Skill
If unit has effective Weapon, Atk is multiplied by 2/2.5/3 instead of 1.5 against effective targets. If foe's Weapon is effective against unit, foe's Atk is multiplied by 2/2.5/3 instead of 1.5 against unit.

Dragon Vein: Sacred Seal
Skills with "effective against dragons" are effective against unit. Calculates damage as if unit is on Defensive Terrain and foe is not on Defensive Terrain.

Sorcerer's Blade: Sacred Seal
Skills with "effective against magic foes" are effective against unit. Calculates damage using the lower of foe's Def or Res.

Iron Discipline: Sacred Seal
Skills with "effective against infantry" are effective against unit. At the start of turn, grants Special cooldown count-1.

Heavy Armor: Sacred Seal
Skills with "effective against armor" are effective against unit. Grants Def/Res+6.

Hardy Pony: Sacred Seal
Skills with "effective against cavalry" are effective against unit. Grants movement+1.

Flying Momentum: Sacred Seal
Skills with "effective against fliers" are effective against unit. Grants Atk/Spd+6.

Edited by XRay
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On ‎23‎.‎01‎.‎2019 at 11:19 PM, XRay said:

Infantry Pulse 4B: At the start of every turn, grants Special cooldown count-1 to all infantry allies. (Stacks with similar skills.)
The effect felt weak because it activates only once. If it activates during every turn though, it should be pretty good.

Can I have the same for Infantry rush? 

Ok, also got a new idea since I pulled Mikoto today and I would like to have a little adjustment.

B Skill: Tactical Realm

Support skills based on distance of Unit get one additional space.  Tatianas exclusive B Skill.

Example. If Tatiana has a Spur skill on C it will be extended for 1 Space, so it is treated like Drive. Also skills like Infantry Rush get an additional field. So instead of 2 fields they support reaches 3 fields.

I wanted to make it Tatiana exclusive, because it should be Infantry/Staff only. Goad with this skill is out of question, because it could be abused. And most of the time Infantry healers have struggle competing against cavalry/flier healers. 
It is also based a bit on Fortify, which could be her healing skill. 
 

Edited by Stroud
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1 minute ago, Stroud said:

Can I have the same for Infantry rush? 

Infantry Rush gives nearby infantry allies the Heavy Blade effect constantly, so I am not sure it needs much improvement, unlike Infantry Pulse which only activates once and the effect is pretty weak for activating only once.

To improve Infantry Rush/Flash, I would either lower its activation requirement or extend its range.
Infantry Rush/Flash 4A
Infantry allies within 2 spaces gain: "If unit's Atk/Spd > foe's Atk/Spd-3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Rush/Flash 4B
Infantry allies within 3 spaces gain: "If unit's Atk/Spd > foe's Atk/Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"

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8 minutes ago, XRay said:

Infantry Rush gives nearby infantry allies the Heavy Blade effect constantly, so I am not sure it needs much improvement, unlike Infantry Pulse which only activates once and the effect is pretty weak for activating only once.

True, it does not need too much improvement as IP. But increasing from Range 2 to 3 would be nice like your example.

Using 2-3 Units with Infantry Pulse is just inefficient for me. Tried some AR setups, but at no success. 

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Punishful Staff (Mt 12 - Rng 2): "After combat, if unit attacked, inflicts the following status on target and foes within 2 spaces of target through their next actions: "Foe's damage calculates as the foe is a staff unit".

Basically, after combat, the enemy team will be inflicted by a "unwrathful staff effect", which means the foe damage will be reduce by 50%. The foes effected by this effect will have the damage calculations as the foe was a staff unit. I put this effect on a inheritable weapon, but it could be on a exclusive weapon.

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