Hedgehog Posted March 15, 2013 Share Posted March 15, 2013 I think the best way to do it is to combine attack and strength into one skill: melee. Then there will be melee, ranged, and magic. As you become better in each skill, you become stronger and more skilled in that perspective. Being able to hit hard with a sword does not directly translate to being able to use a stronger bow, or hit harder with a spell; they're different kinds of strengths. 2 Link to comment Share on other sites More sharing options...
Rinc3Wind Posted March 15, 2013 Share Posted March 15, 2013 I think the best way to do it is to combine attack and strength into one skill: melee. Then there will be melee, ranged, and magic. As you become better in each skill, you become stronger and more skilled in that perspective. Being able to hit hard with a sword does not directly translate to being able to use a stronger bow, or hit harder with a spell; they're different kinds of strengths. Does attack affect you in EOC that much anymore? Link to comment Share on other sites More sharing options...
Hedgehog Posted March 15, 2013 Share Posted March 15, 2013 The only affects that attack really has atm is allowing you to wield weapons, and, more importantly, giving melee way more abilities than ranged and magic have. Link to comment Share on other sites More sharing options...
Quyneax Posted March 15, 2013 Share Posted March 15, 2013 Being able to hit hard with a sword does not directly translate to being able to use a stronger bow, or hit harder with a spell; they're different kinds of strengths.Except that it does. Your all-round strength training (e.g. workout) improves every weapon, and someone who is strong from, say, mining all the time (0 every stat, 50 strength), would be able to swing a sword for a hell of a lot more damage than a trained person who spent two months in bed sick and just got up (50 every stat, 0 strength). The same miner would be able to draw a crossbow/bow the soldier couldn't. I'm not a fitness expert by any means, but as far as I know, people in all sorts of sports get stronger overall even if they mostly focus on one area. For example a gymnast specializing in the rings would still have strong legs. Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions 99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011) 99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012) 99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012) 99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013) 99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013) Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace 30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted Link to comment Share on other sites More sharing options...
Unknown_Warrior Posted March 15, 2013 Share Posted March 15, 2013 Being able to hit hard with a sword does not directly translate to being able to use a stronger bow, or hit harder with a spell; they're different kinds of strengths.Except that it does. Your all-round strength training (e.g. workout) improves every weapon, and someone who is strong from, say, mining all the time (0 every stat, 50 strength), would be able to swing a sword for a hell of a lot more damage than a trained person who spent two months in bed sick and just got up (50 every stat, 0 strength). The same miner would be able to draw a crossbow/bow the soldier couldn't. I'm not a fitness expert by any means, but as far as I know, people in all sorts of sports get stronger overall even if they mostly focus on one area. For example a gymnast specializing in the rings would still have strong legs. That's applying real life physique to a game genre which never dealt in that.By that notion, Agility should also train strength. Dragon Drops : 5 Dragon Medium Helmets, 3 Dragon Claws, 3 Dragon platelegs, 2 Dragon plateskirts, 2 Dragon Hatchets, 2 Dragon Spears, 7 pairs of Dragon Boots, 1 Dragon pickaxe, 10 Dragon defenders, 3 Dragon 2h swords, 1 Dragon armour Slice, 1 Dragon armour Lump, 1 Dragon chainbody, 1 Dragon kiteshield, 1 Dragon hasta, 1 Dragon ward, 25 Dragon knives pairsThe Warrior's Blog , Herblore Habitat - Efficient and profitable[hide=Stats and logs].:Adventurer's Log:.[/hide] Link to comment Share on other sites More sharing options...
Hedgehog Posted March 15, 2013 Share Posted March 15, 2013 Swinging a sword and pulling back a bowstring use different muscles (I think). Regardless, being super buff doesn't translate to having increased mental acuity. Link to comment Share on other sites More sharing options...
Sy_Accursed Posted March 15, 2013 Share Posted March 15, 2013 I know some discussion already occurred on this but especially as EoC split prayers into 'attack and 'strength' even for ranged and mage. I really think It'd make sense to rename Attack to something like Swordsmanship or Warrior or Melee.Then make it so that it effects accuracy for melee, whilst mage and ranged do it for their classes; whilst Strength effects the max hit for all classes.It would make sense, as others have touched on, theres the current type of strength where you literally throw your whole power into smashing a weapon into them. But there's also strength to pulling a bow tighter to fire harder or fling something harder, heck even avoiding recoil on crossbows via strength would give it a bit more punch. And as for magic it could make sense in both the sense of flinging the spell away from your stronger and mental strength to channel the magic into a more forceful hit. I know it'd be a departure from what Strength currently is, but it wouldn't be outside the realms of what a strength skill could encompass. Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue Link to comment Share on other sites More sharing options...
Ammako Posted March 15, 2013 Share Posted March 15, 2013 (i do agree, the current system is absolutely shit, doesn't display how skilled people are at alllll.)But the previous system prevented Mages and Rangers from getting max combat without training Melee. Link to comment Share on other sites More sharing options...
Quyneax Posted March 15, 2013 Share Posted March 15, 2013 That's applying real life physique to a game genre which never dealt in that.By that notion, Agility should also train strength.The game deals with real life physique and physics all the time. Yes, there are always things changed to fit the game, and things related to magic, but overall, we are humans and all 'basics' concerning humans are expected to hold. As evidenced by the fact that you can train strength through fishing and wield a primal maul with perfect skill (though not many abilities), there is such a thing as 'all-round strength'. And yes, agility courses could totally train strength, I'd be up for that. Agility is next (and the only one) on the list of combat skill candidates. Swinging a sword and pulling back a bowstring use different muscles (I think). Regardless, being super buff doesn't translate to having increased mental acuity.We don't have a mental acuity skill at all :(. We do have the magic skill of course, which takes its place when combat magic is concerned. But physical strength/capability as prerequisite for magical strength is a pretty basic idea that exists in numerious fantasy settings. Again, I think it makes perfect sense that a sickly yet skilled mage casts less powerful (purely in the sense of power-filled) spells than a strong yet unskilled apprentice, although the mage might cast more complex ones, which can achieve greater things in the end. Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions 99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011) 99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012) 99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012) 99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013) 99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013) Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace 30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted Link to comment Share on other sites More sharing options...
AirlessWig Posted March 15, 2013 Share Posted March 15, 2013 Let us bind implings again Click here for my guide on how to solo the D Kings Link to comment Share on other sites More sharing options...
Platinum_Myr Posted March 15, 2013 Share Posted March 15, 2013 I don't mind sacrificing realism for obtaining good gameplay. That means converting strength to a general skill applying to all range/mage/melee would be good. It fixes a lot of the disparity between the styles and doesn't feel too out of place. Maxed since Sunday, January 9th, 2014Completionist since Wednesday, June 4th, 2014 Link to comment Share on other sites More sharing options...
Unknown_Warrior Posted March 16, 2013 Share Posted March 16, 2013 Why don't they just fix 'levels mattering' by applying a simple formula:(Stat/3)+2x(Wep tier/3) = Weapon power Say you're lvl 99 Attack and using a Drygore rapier (lvl 90), with my formula it'd have the accuracy of a lvl 93 weapon.Pot up with an overload? It'll have the accuracy of a T98 weapon.Same applies for strength to melee weapon damage, range and mage to both their respective accuracy and strengths and defence and constitution to armour rating and lifepoints boost respectively. Dragon Drops : 5 Dragon Medium Helmets, 3 Dragon Claws, 3 Dragon platelegs, 2 Dragon plateskirts, 2 Dragon Hatchets, 2 Dragon Spears, 7 pairs of Dragon Boots, 1 Dragon pickaxe, 10 Dragon defenders, 3 Dragon 2h swords, 1 Dragon armour Slice, 1 Dragon armour Lump, 1 Dragon chainbody, 1 Dragon kiteshield, 1 Dragon hasta, 1 Dragon ward, 25 Dragon knives pairsThe Warrior's Blog , Herblore Habitat - Efficient and profitable[hide=Stats and logs].:Adventurer's Log:.[/hide] Link to comment Share on other sites More sharing options...
Ambler Posted March 16, 2013 Share Posted March 16, 2013 Let us bind implings againThis. One thing I was surprised to see not working in Beta. :( 1 ^^My blog of EoC PvM, lols and Therapy.^^My livestream- Currently: Offline :(Offical Harpy Therapist of the Mad[hide=Lewtations]Barrows drops: Dharok's helm x2, Guthan's helm, Ahrim's top, Hood and skirt, Torag's hammers, Karils skirt, Karil's top, Torag's helm, Verac's skirt, Verac's Flail, Dharok's Platebody.Dag kings drops: Lost count! :wall:4k+ Glacors, 7 Ragefires, 4 Steadfasts, 4 Glaivens, 400+ shards![/hide] Link to comment Share on other sites More sharing options...
Saradomin_Mage Posted March 16, 2013 Share Posted March 16, 2013 Let us bind implings againThis. One thing I was surprised to see not working in Beta. :(Can't target then cast bind? Granted it is more tedious ... In real life MMO you don't get 99 smithing by making endless bronze daggers. Link to comment Share on other sites More sharing options...
Ambler Posted March 16, 2013 Share Posted March 16, 2013 Invalid Target or something. :/ ^^My blog of EoC PvM, lols and Therapy.^^My livestream- Currently: Offline :(Offical Harpy Therapist of the Mad[hide=Lewtations]Barrows drops: Dharok's helm x2, Guthan's helm, Ahrim's top, Hood and skirt, Torag's hammers, Karils skirt, Karil's top, Torag's helm, Verac's skirt, Verac's Flail, Dharok's Platebody.Dag kings drops: Lost count! :wall:4k+ Glacors, 7 Ragefires, 4 Steadfasts, 4 Glaivens, 400+ shards![/hide] Link to comment Share on other sites More sharing options...
Z_Berenice Posted March 16, 2013 Share Posted March 16, 2013 I'm still waiting for non-target aoe abilities. 2 Link to comment Share on other sites More sharing options...
Quyneax Posted March 17, 2013 Share Posted March 17, 2013 Why don't they just fix 'levels mattering' by applying a simple formula:(Stat/3)+2x(Wep tier/3) = Weapon power Say you're lvl 99 Attack and using a Drygore rapier (lvl 90), with my formula it'd have the accuracy of a lvl 93 weapon.Pot up with an overload? It'll have the accuracy of a T98 weapon.Same applies for strength to melee weapon damage, range and mage to both their respective accuracy and strengths and defence and constitution to armour rating and lifepoints boost respectively.That does require that the exponential formula be applied after you determine weapon power. For damage, it is simply trading our 2:25 level:weapon ratio with a 1:2 ratio. Personally I prefer multiplication. Ex.:Maximum hit = C * ([stuff goes here] + (8 + [level]) * (64 + .1 * [weapon damage]) / 16)Which is based on the max hit formula we had pre-EoC, but it takes current weapon damage values. The C can be anything (to not spoil the lovely powers of two), I made the following table with C = 1.059: Weapon Level Damage New max Old max Factor Primal rapier 99 1212 1,312 1311 1.00 Promethium rapier 90 1102 1,130 1192 0.95 Gorgonite rapier 80 980 944 1060 0.89 Katagon rapier 70 857 773 927 0.83 Argonite rapier 60 735 619 795 0.78 Zephyrium rapier 50 612 481 662 0.73 Fractite rapier 40 490 359 530 0.68 Kratonite rapier 30 367 253 397 0.64 Marmaros rapier 20 245 164 265 0.62 Bathus rapier 10 112 90 122 0.73 Novite rapier 1 61 42 62 0.67 There curve is a bit steeper and a bit... curvier (not a linear progression). If you wanted a little more linear progression, you could for example add level to the whole thing. To help damage at lower levels, it helps to add a constant, for example 8. Doing both, you get (C = .974): Weapon Level Damage New max Old max Factor Primal rapier 99 1212 1,311 1311 1.00 Promethium rapier 90 1102 1,135 1192 0.95 Gorgonite rapier 80 980 954 1060 0.90 Katagon rapier 70 857 787 927 0.85 Argonite rapier 60 735 635 795 0.80 Zephyrium rapier 50 612 499 662 0.75 Fractite rapier 40 490 377 530 0.71 Kratonite rapier 30 367 270 397 0.68 Marmaros rapier 20 245 178 265 0.67 Bathus rapier 10 112 100 122 0.82 Novite rapier 1 61 47 62 0.76 Haven't looked at using weapons below or above your strength level, too tired now, but I think this is worth considering. The linear progression means that strength and attack levels offer lower percentual increases as you level up, while the levels take longer to get. Personally I don't like that, so I would prefer this system. Ideally the C should be accounted for in the weapon damage stat, but for now it sort of works to compare different formulas. Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions 99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011) 99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012) 99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012) 99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013) 99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013) Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace 30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted Link to comment Share on other sites More sharing options...
ACK Posted March 17, 2013 Share Posted March 17, 2013 Why people don't like EoC ? its the best update Jagex ever made since 2001No EoC, Runescape is boring and i would like to see more high-level abilities and mixed combat style abilities Link to comment Share on other sites More sharing options...
Fallstar Posted March 17, 2013 Share Posted March 17, 2013 Why people don't like EoC ? its the best update Jagex ever made since 2001No EoC, Runescape is boring and i would like to see more high-level abilities and mixed combat style abilities I say the same thing about the spider Eek, but people never take me seriously for some reason. Probably something to do with me not providing any reasons for my opinions, but hey, screw the haters. 2 Asmodean <3 Link to comment Share on other sites More sharing options...
Quyneax Posted March 17, 2013 Share Posted March 17, 2013 Perhaps all the reason someone needs to like an update is that it's boring without it, eh? Perhaps it pays to offer constructive criticism? Anyway, tables for both formulas mentioned in my earlier post, with all weapons used at level 99:Variant 1: Weapon Level Damage New max Old max Factor Primal rapier 99 1212 1,312 1311 1.00 Promethium rapier 99 1102 1,234 1201 1.03 Gorgonite rapier 99 980 1,147 1079 1.06 Katagon rapier 99 857 1,060 956 1.11 Argonite rapier 99 735 974 834 1.17 Zephyrium rapier 99 612 887 711 1.25 Fractite rapier 99 490 800 589 1.36 Kratonite rapier 99 367 713 466 1.53 Marmaros rapier 99 245 627 344 1.82 Bathus rapier 99 112 533 211 2.52 Novite rapier 99 61 496 160 3.10 Variant 2: Weapon Level Damage New max Old max Factor Primal rapier 99 1212 1,311 1311 1.00 Promethium rapier 99 1102 1,239 1201 1.03 Gorgonite rapier 99 980 1,159 1079 1.07 Katagon rapier 99 857 1,079 956 1.13 Argonite rapier 99 735 1,000 834 1.20 Zephyrium rapier 99 612 920 711 1.29 Fractite rapier 99 490 840 589 1.43 Kratonite rapier 99 367 760 466 1.63 Marmaros rapier 99 245 681 344 1.98 Bathus rapier 99 112 594 211 2.82 Novite rapier 99 61 561 160 3.51 Much more power with low-tier weapons, which is nice. Unarmed max hit would be 453 and 521 respectively, at 99 strength. Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions 99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011) 99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012) 99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012) 99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013) 99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013) Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace 30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted Link to comment Share on other sites More sharing options...
Blutters Posted March 17, 2013 Share Posted March 17, 2013 It really bothers the hell out of me when I'm meleeing and it spams my chatbox saying I don't have a target. If you click a targetable entity, it should automatically become your target! I thought I could get around this frustration by pressing "T" and clicking a monster, then pressing an ability key, but at least with melee when you do that it tells you you're not close enough. Why can't my character just run into melee range?? Related more to the ability bar itself, we should be able to further customize each key and select what option it corresponds to on the item and have multiple keys for the same item, just with different options. I have NO idea why they didn't think of that/do that already. JaGEx was smart enough to have your familiar attack your current target if you have familiar option set to attack and you put it on the action bar, yet we can't have one keybind for attack and one for special move, practically making it worthless. Link to comment Share on other sites More sharing options...
Th e Doctor Posted March 17, 2013 Share Posted March 17, 2013 I would like the abilities to auto target and attack the nearest targetable monsters. Armadyl Drops : 4 Hilts; 3 Chestplates; 2 Chainskirts; 1 Helmet; 1 Buckler; 2 Shard 1; 2 Shard 2; 1 Shard 3Nex : 1 Zaryte BowKalphite King : 1 Drygore Rapier ; 1 Drygore Longsword : 1 Drygore Offhand Rapier : 1 Drygore Offhand Longsword Link to comment Share on other sites More sharing options...
Sy_Accursed Posted March 17, 2013 Share Posted March 17, 2013 I would like the abilities to auto target and attack the nearest targetable monsters. I dunno if thats a good idea.I mean what if your near a dungeon wall and the thing on the other side of the wall is closer than the things your attacking?What if your in a multi-enemy room and only wanna fight one thing?What if your running through somewhere/standing around using chat and accidentally trigger something? Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue Link to comment Share on other sites More sharing options...
Deletion Posted March 17, 2013 Share Posted March 17, 2013 It could be toggle-able? Link to comment Share on other sites More sharing options...
Th e Doctor Posted March 17, 2013 Share Posted March 17, 2013 I would like the abilities to auto target and attack the nearest targetable monsters. I dunno if thats a good idea.I mean what if your near a dungeon wall and the thing on the other side of the wall is closer than the things your attacking?What if your in a multi-enemy room and only wanna fight one thing?What if your running through somewhere/standing around using chat and accidentally trigger something? Easily fixable with a limited range or not being able to go through walls Armadyl Drops : 4 Hilts; 3 Chestplates; 2 Chainskirts; 1 Helmet; 1 Buckler; 2 Shard 1; 2 Shard 2; 1 Shard 3Nex : 1 Zaryte BowKalphite King : 1 Drygore Rapier ; 1 Drygore Longsword : 1 Drygore Offhand Rapier : 1 Drygore Offhand Longsword Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now