• 4

    posted a message on Weekly Card Design Competition 9.02 - Submission Topic

    In other words, all minions have the "All" tribe like Nightmare Amalgam .

    Banned cards:

    Available cards that will be very good:

    Posted in: Fan Creations
  • 5

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]

    From the guy who brought you Chef, another class that uses recipes and cauldrons...

    THE ALCHEMIST


    A year ago, the fallen aspect Deathwing got himself a personal chef, known as Warchef Gordo, then he devoured him because he had a fish girl fetish. Therefore, he had to find another cook. This is where Patricia Egan, alchimist from Dalaran, comes in. Alchemy and cooking aren't that far off, after all. With her ability to generate meat rather than cook it, and to make the spiciest seasonings conceivable, Patricia might turn out to be a good chef of her own.

    The Alchemist is a specialist in the art of transformation, generation, and combination; including of living material. Her specialties are:

    • UNIVERSAL TRIBAL SYNERGIES! Alchemist has cards to synergize with any and all tribes! Be it Murlocs, Dragons, Demons, or Nightmare Amalgam -like "All" cards.
    • CARD GENERATION! Be it through summoning, shuffling, or adding to hand. Small minions in particular will be focused on very often.
    • HAND SYNERGY! You're an Alchemist. More ingredients means crazier experiments! Transform cards in your hand, take advantage of your hand size, or use useless cards you're holding as a resource! There will be lots of synergy with 1-Cost cards for this reason, as they are generated by the Hero Power.
    • SNOWBALLING BOARD! Be it through aggressive tribal synergies (e.g. Murlocs), board-wide buffs à la old-school Token Druid, or quick board reloading à la Odd Paladin.

    Strengths: Early game board control, Minion swarming, Value generation, Versatility.

    Weaknesses: Few direct damage, Few big midrange-y minions.


    Showcased cards


    • MUTATING POTION [Witchwood] - Synergies with all tribes implies synergy with the "All" tribe. Get the tribal synergy you need cheaply and rapidly with this! ( Do note that I use "minion type" instead of the unofficial "tribe" term)
    • TIDAL ELEMENTAL [Classic] - Multiple tribe synergy. Both Murlocs and Pirates are aggressive, hence the aggro buff. So-called "Water" decks were a thing at the end of Gadgetzan meta. It's also an Elemental, 3rd tribal synergy on the card.

    (about Amalgamate's art: remember Simulacrum and Pure Cold guys)

    • FLYING WITCH [K&C] - Allows you to morph your midrange-y Hero Power into a value generator. K&C also introduced the "Big Spell" archetype for some classes. This will be one focus of my K&C set.
    • AMALGAMATE [Witchwood] - Tired of your useless 1-Cost minions? Use them as ingredients! Allows you to tutor a card with a Cost you can partially choose AND reduce its Cost! Extremely useful for combos. Do note that even though it uses discard, my class won't focus on discard. Here it's exceptional (like Astral Communion and Book of Specters )
    • APOTHECARY PUTRESS [KoFT] - The culprit behind the Wrathgate massacre is at it again! Generate value by transforming useless 1-Cost cards into mindless zombies!

    Planned themes for later sets


    That is, if I make it past phase I of course. That is only up to you!

    • UN'GORO - Cross-tribe synergies (think Thunder Lizard ). This expansion features a lot of tribal minions: Elementals, but also Beasts, Murlocs, and to a lesser extent Dragons.
    • KNIGHTS OF THE FROZEN THRONE - Resurrect effects, Deathrattles. Secondary focus on token generation.
    • KOBOLDS & CATACOMBS - Recruit for small minions. Token summoning and generation. Big spells.
    • WITCHWOOD - The "All" tribe since WW was the set Nightmare Amalgam was introduced. A secondary focus will be on Dragons, Murlocs, and card combination (see Amalgamate). It's as if Witchwood's flavor was made for my class to shine in.
    • BOOMSDAY - Magnetic is a natural fit since my class is focused on tribe synergy. Chemistry is already taken by Rogue, so my Alchemist's "science" will be multi-tribe cyborgs instead!
    • RASTAKHAN'S RUMBLE - Synergies with cards from any other class, as Alchemist's HP easily gives her access to cards from other classes. The Loa of Alchemists will be Shadra, the Spider.

    Posted in: Fan Creations
  • 1

    posted a message on Instructor Razuvius is pretty hard.

    I beat him a while ago as Odd Warrior with Giggling Inventor before it was nerfed to oblivion, and other stuff such as Wax Elemental, and weapon removal obviously. I made something like ~20 attemps to beat him.

    Razuvious is super hard. 4 years and 13 expansions after, he still cleaves asses in two. I don't know how people managed to beat him back in the day? 2-mana Fiery War Axe maybe? He's nothing compared to Skelesaurus Hex or Lord Slitherspear from LoE though.

    Posted in: Adventures
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    Here's my planned submission:

    (I anticipate a comment on Amalgamate's art: remember Simulacrum and Pure Cold)

    Other HPs I have considered

    Restricted to minions -

    Potions but less complicated -

    Other showcase cards I have considered

     Looks good?

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 9.02 - Discussion Topic

    Don't pay attention to the formatting. I'll redo if I submit it.

    The idea is that all minions now have all tribes like Nightmare Amalgam.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 9.01 - Final Poll

    Thanks! Simple ideas are the best.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from Wailor >>

    Out of the Alchemists, I'd say I prefer the first version.

    [...]

    Overall, the second Alchemist is the best, IMO.

    Uh, so which one is it?

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    Alright, I want to get my class out ASAP because I may not be available this WE.

    Here are 6 concepts for you to choose from. Please tell me which is best.


    #1 - Alchemist with buff HP

    Main characteristics:

    1. Synergy with any and all tribes
    2. Token summoning
    3. Small but numerous buffs
    4. Hand

    Probable showcase cards

    Note: Ankylosaurus is going to be nerfed to 5 damage if I pick him.


    #2 - Alchemist with add 2 to hand HP

    Yeah, same as the other cheese, I know, but I think I'm headed in a different direction in terms of playstyle?

     

    Main characteristics:

    1. Synergy with any and all tribes
    2. Hand synergy
    3. Token summoning
    4. Small but numerous buffs

    Probable showcase cards

     


    #3 - Alchemist with Potion HP

     

    NOTE: I can cut any of these potions from the HP if it's too complicated. If I should only keep one it will probably be the "deal 2 damage" one so I can take ideas from my Sapper class (see below).

    Main characteristics:

    1. Synergy with any and all tribes
    2. Token summoning
    3. Small but numerous buffs
    4. Hand

    Probable showcase cards

     

    I know Flavor Mixing has the same art as HP. Will change if I keep.


    #4 - Tinker

    THIS CLASS WAS MADE BY @Broeck1. We may make a coop submission, that's why I'm also posting his idea.

     

    Main characteristics:

    1. Adding cards to hand
    2. Influencing cards in hand
    3. Top & bottom of deck effects
    4. Multiples of 2
    5. Mechs

    Possible showcase cards

     

    Example: Play Scrap Rush into Robo-Engineer. 1/1 Charge is added to your hand and the 4/4 Taunt is fused into it.


    #5 - Blademaster

     

    "UNTIL YOUR NEXT TURN" -> Hero deals counter-attack damage with HP!!!!

    Main characteristics:

    1. Hero attack
    2. Hero stealth
    3. Few but solid minions
    4. Burst

    Probable showcase cards

     


    #6 - Sapper

     

    NOTE: I might limit Dynamite to minions.

    Main characteristics:

    1. Spell Damage
    2. Hand synergy
    3. Mines (="Cast when drawn" effects)
    4. Disruption more generally
    5. Mill

    Probable showcase cards

     

    Which set is best? How can it be improved

    answer fast pls my weekdays are short

    https://www.youtube.com/watch?v=VTHsOSGJHN0

    Posted in: Fan Creations
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    Further review of all classes I didn't review before

    @Shatterstar1998/Astromancer

    General concept

    • I'm wary of classes based around RNG, even directed one. I think it could be very frustrating to play with.
    • Gaze reduces that RNG but I doubt this will be enough. I can also backfire with effects like Brawl. Also you need to add "if able" at the end of your keyword definition.

    Individual cards

    • It's weird for an Astromancer class to have weapon.
    • Starscryer Sera doesn't feel Legendary.
    • Mark of Leo looks too powerful.
    • Battlecries trigger before Secrets, which means they can't be countered.

    @thepowrofcheese/Tinker

    General concept

    •  AAAAAAAAAAAAAAAARRRRRRRRRRRRGH Not gonna lie I don't like this Hero Power at all since it was the one I'd probably have picked among the 3 HPs I made for my Alchemist. I don't think I can judge this class properly because of that....

    @Pircival/Archaeologist

    General concept

    •  The Hero Portrait doesn't look like an Archaeologist
    • "Decay" is a keyword that doesn't fit Archaeologist, and that is very limited in its possible uses. Change it or get rid of it entirely.

    Individual cards

    •  Hallkeeper should say "Restore your weapon to full Durability. Gain that much Armor."
    • I don't like Decay, so I don't like Timesnipper either.
    • The Excavation is very good though!
    • Safeguard could cost 3. Healing Touch sucks.
    • Homing Locket is OP
    • Rafaam sucks, because you can only use 1 weapon at a time.
    • The second Guardian Qux is best.

    @Linkblade91/Lich

    General concept

    •  Lich is a race, not a class. I know a Worgen class won, but it still bugs me.
    • I wouldn't use tha card border.
    • The HP is good! I don't mind the Freeze keyword on a HP though.

    Individual cards

    •  The 2-Cost Rise Again.
    • Immortality Project can cost 1.
    • Kilnara can read "Set a minion's Attack to 0. Restore Health to your hero equal to Attack lost".

    Overall a promising class!

    @McF4rtson/Spiritwalker

    General concept

    •  Nothing to say. It looks promising. Don't win again pls.

    Individual cards

    •  As I said, the hammer should cost 3.
    • Spirit of the Bear's effect is too weak, like Spirit of the Rhino.

    @LarryMoments/Weather Wizard

    General concept

    •  Hero Power is Ok
    • The Forecast keyword is complicated and also OP! Just hold to your orbs and nothing will happen...

    Individual cards

    •  I don't like forecast, so obviously I don't like any of the Forecast cards.
    • Master Cloud has the potential to be super OP if you have too many Orb generators.
    • Sunburn -> "Whenever" means it doesn't complete the attack if it has less than 3 HP?

    @Nirast/Metamorpher

    I won't comment on Psychonaut since you apparently dropped it.

    General concept

    •  Your Hero Power doesn't seem to fit with the rest of your cards.
    • Amorphic is meh. It's not bad but it's not class-defining.
    • Again, not a fan of non-Warcraft classes

    Individual cards

    •  I think Metamorph:Dust can cost (1), you still have to spend resources to deal that damage.
    • The other cards are ok, but they don't feel unique.

    @Giz4Gamer/Infuser

    General concept

    • "Infuser" feels weird as a name.
    •  The Hero Power should
    • Absorb is OK

    Individual cards

    •  The cards are ok, but they don't seem to show any coherent mechanic besides reducing attack.

    @Freddoccino/Sage

    General concept

    •  This HP is identical to the previous class I've reviewed, though because I went backward, it means you came up with it first. Your wording is also better.
    • Akama isn't really a sage?
    • Evasion doesn't feel like a class keyword.

    Individual cards

    •  Alright cards overall
    • Blurry Defender has a neutral border.
    • Reaving Kama should be worded "Dealing damage to a minion with this permanently reduces Health instead"
    • Superposition -> How would it work UI-wise? It would be a nightmare to code, but I guess we can let that slide since it is never going to be in the game.

    @Phoenixfeather/???

    General concept

    • Countdown looks complicated, but I admit your cards are good.
    • What is your class identity beyond Countdown?

    Individual cards

    No remarks. They all look good and balanced, but you need more non-Countdown cards in the showcase!

    @Lathy/High Chieftain

    General concept

    • I don't like the idea that Officer is a tribe that supersedes any previous tribe. It should be marked otherwise.
    • What is your class playstyle beyond that?

    Individual cards

    •  What is the point of Operation Icecrown? Unless you opponent plays Ticking Abomination, I don't see the point.

    @Vilegloom/Blacksmith

    General concept

    • I remember there was also a minion-armor class last comp. Ok, I'll stop.
    • Your class also needs another theme beyond that.

    Individual cards

    •  I'd word Flaming Smash as "Deal 2 damage to an enemy minion (improved by your weapon's Attack")
    • Last Resource shouldn't cost as much given how difficult it is to extract value from it. Should cost 1 or even 0.
    Posted in: Fan Creations
  • 12

    posted a message on Weekly Card Design Competition 9.01 - Submission Topic

    Possible uses:

    It is similar to Reincarnate minus the Deathrattle trigger, but with a 2/1 body attached.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

     

    • Jacque was a play on Jack, and Treflez is Clubs in french (to my knowladge). So essencially he's the Jack of Clubs which also suits his Hero art as he has a massive Clubs sign on his cape.

     

    Then your hero should be named "Jacques Trèfle". I think the Blood Mage border fits what you want to do.

    Will do more reviews today. Not happy to see the Tinker though :(

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 9.01 - Discussion Topic
    Quote from linkblade91 >>

     

    Quote from Wailor>>
    Quote from Thezzy>>

    Just thought of this, but I'm not sure if it's allowed:

     I think it is allowed.

    However, you should find a new flavour for it.

    If you haven't already noticed, some people are being deleted from the website wholesale - even long-time users who are still active. This is not intentional: the move to Fandom has carpet-bombed our users for some terrible reason :/ If you've been affected, please know that we're doing whatever we can to salvage the issue.

    I note this because I couldn't find Thezzy's post of "Functional Celestia"...until I realized they were among those affected. Cards like Functional Celestia are NOT allowed, unless the theme calls for people to rework existing cards. This has always been about making/posting your own ideas, not "fixing" those that already exist.

    Apologies for not saying so sooner.

     Wait, you mean user accounts are currently being randomly deleted? Ouch.

    Posted in: Fan Creations
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    Reviews for the last 10 classes posted

    I go backwards because classes that were posted recently obviously had less reviews.

    @Noah_McGrath

    General concept

    •  Death's Door reminds me from Illusionist's Alter from last comp, but I guess I should stop saying HPs are overused since there's so little design space for them...Apart from that it's good!
    • I think you need more Spell Damage synergy. It's a natural fit in your deck.
    • I think you should change your class' name and take more Warcraft-y artwork.

    Individual cards

    • Overall I like those cards a lot!
    • Enduring Sethrak is too good because too snowbally. People who played against pre-nerf Undertaker will confirm.
    • Does Blood for Power's self damage also have the Spell Damage bonus?
    • Fiery Blood is underpowered
    • I don't like Zgrashh artwork. Effect is good.
    • Blood Seal's effect isn't clear.

    @Muddler

    General concept

    • Not a fan of the HP. I know you explained that Card in hand selection could be a thing, but it still feels weird. One possibility is to stick with the right-most card (as opposed to left-most, which will generally be an important late game card), or the lowest-Cost card, instead of a selected one. Be aware that a similar version of your hero power was already done last comp, so you should be able to bring to it a special touch.
    • You shouldn't have blank lines in your card text. Several of your cards have this issue.
    • I prefer All In to Bribe, though I don't like the name.
    • I think you should change the name and theme to something more Warcraft-y.

    Individual cards

    • Stunning Waitress has a blank like at the bottom.
    • Seductive Dancer should swap a minion with the minion on its left.
    • Beneath your Dignity should cost more. 4 or 5. More 5 than 4.
    • I think Human Shield could deal 2 damage. Also, damage numbers shouldn't be between parentheses. Only costs should.

    @SunnoxPL

    General concept

    •  Personal issue, but I don't like classes based on universes other than Warcraft.
    • The art style also doesn't fit Hearthstone. It's waaay TOO SIMPLE.
    • I think the Hero Power is too strong.
    • Fury is too similar to Overkill

    Individual cards

    • Old Nail costs too much, even when accounting for the HP. I mean, Light's Justice bro.
    • Ice Crawler (the 4/8 one) is too good with this statline. 4/6 is the max .
    • Training is OP AF. Should cost 2 or even 3.
    • Hidden weaver is a worse Saronite Chain Gang or am I missing something? Didn't you mean "Does something whenever you hero kills a minion"?

    @Shatterstar1998

    General concept

    •  The HP is too complicated. You should absolutely change it.
    • "Deal" is the same mechanic as Summoner's "Invoke" from last comp

    Individual cards

    • Unexpected Power should draw you 2 cards at baseline, otherwise it's too weak.
    • Salhadaar doesn't feel legendary
    • Uh, how does the second Salhadaar work?

    @Wailor

    General concept

    •  BUT WHY AN ALCHEMIST???? NNNNNOOOO
    • Transmute is very good keyword and also very flavorful! You should keep it, as much as it pains me to say it.
    • I prefer the first HP, though be aware that Tox's Scribbler from last comp used a similar one. Other HP have issues because you must have a minion on the board.
    • Art doesn't fit HS's style.

    Individual cards

    • Ratsearcher is excellent, should def be among your showcase.
    • Mr Clyde feels underpowered.
    • Essence of should read. "Choose a minion. It will damage any character it damages. Draw a card".
    • I don't understand how Transmute work on combustion.

    @Klipce

    General concept

    •  I don't like custom classes that come from franchises other than Warcraft, but I suppose it's a personal issue and many will disagree. Still think you should try to make it fit into the Warcraft universe. Gilneas in particular has a very film noir atmostphere, you can do a worgen detective.
    • The other issue is that you will be extremely limited in terms of the art you can use. You already used Luke for 3 minions and Layton for two, it's not good.

    Individual cards

    • Case Complete is underpowered, even when accounting for all the ways you generate Puzzles. Remember Bolvar Fordragon?
    • We won't do TGT, so you can't use Unexperienced Mount.
    • We don't do LOE so you can't use Young Explorer, unless you make it Un'Goro
    • Same for Old Gods..

    @cl4wzHS

    General concept

    •  "Jacques" takes an s at the end
    • I really don't like the card border you used. Orange and Purple don't go well together...
    • Many of your images don't show, so I can't evaluate them.
    • I don't think the restriction on Moment of Truth makes sense. It makes the card uselessly complicated.
    • Script was already used during last... Ok I stop :(

    Individual cards

    • Tommy Kruz seems UP, as I assume your Script effects have to be UP due to the very nature of script.
    • 1-mana Mad Shuffle. Would work better as basic too.
    • Bribed Dealer should be epic because it's effect is situational. Can also be 3/4.

    @Wishmaster333

    General concept

    •  As always, I'd prefer classes that fit the Warcraft universe.
    • I can't really give a detailed opinion on your class because you don't have many cards and I don't see what it's theme really is.

    Individual cards

    • Corrupted Inciter is extremely weak...
    • Strike from within can be Basic
    • Arcane monk can be a 5/6
    • Gushing blow is also extremely weak...

    @MurderyUnicorn

    General concept

    •  As always, I'd prefer classes that fit the Warcraft universe.
    • Your Hero Power is too complicated.
    • Your showcased cards don't show your class' theme very well.

    Individual cards

    • Collect energy can be abused by copying itself. Limits design space.
    • Reduction light could cost 4.
    • Silent Blocker. NOPE NOPE NOPE NOPE NOPE NOPE. Too unfair against some deck.

    @Demonxz95

    General concept

    •  Battlemage? Isn't there a better name? I really don't like it tbh.
    • The diffrent themes of your class don't seem to go well together (in particular the Freeze stuff). You need a "transversal" theme. That minion positioning thing could do it.
    • As a general way, many of your card's art could be improved.

    Individual cards

    • I love Split the Ground! Though the art doesn't fit Boomsday
    • Flaming War Axe hahaha
    • Icewielder is OP AF, it basically prevents enemy minions from attacking TWO turns after they're played!
    • Violent Slash should cost 4.
    • Fireblade seems OP.

    Will do other class' reviews, uh, later maybe.

    My classes are at the end of page 3 just in case.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    I've been thinking of a new class since several weeks, here are my ideas for now. I will possibly make a coop submission with @Broeck1 so we might end up decining on another class.

    Alchemist

    I know it's not the most original name for a class, but there's a reason it's so popular: it has a lot of potentiality! I may change it.

    Album: https://imgur.com/a/ZRCs0Hg

    Summary

    Main characteristics

    • Synergies with any and all tribes (but mostly demons and murlocs)
    • Board buffs/token playstyle
    • Hand synergies

    Secondary characteristics

    • Big spells
    • Resurrect

    Strengths

    • Minion swarming
    • Board control

    Weaknesses

    • Few big minions
    • Few direct damage

    Hero Power

    I am not set on the hero power. Here's what I'm thinking of:

    #1 - Minion buff

    "If you can't" = If you have no minions OR only nontargetable minions (e.g. Faerie Dragon)

    Token playstyle. Sets the tone for future token synergies and demon synergies. Promotes a snowball-y playstyle.

    Possible synergies with this:

    #2 - Minions to hand

    Warlock is supposed to be the hand synergy class but this theme is underexploited by Blizzard. There's a lot of uncharted territory here.

    In case you're worried about Mountain Giant, I calculated that even as Even-Alchemist, you won't be able to summon the Giant before turn 3, which is what Evenlock does.

    Possible synergies with this:

    Hands-on helps you summon the stuff you accumulated with several Hero Powers, good if your Homonculi (yes, it's the plural of Homonculus) were handbuffed.

    #3 - Random 1-Cost spells

    (these effects are negotiable ofc)

    More insistance on the spell synergy. I also want this to set spell-in-hand synergies for Alchemist, such as transforming and combining those basic potions (which is what an alchemist does). Yes these are Kazakus tokens but nobody will give a shit.

    Possible synergies with this:

    I'm too lazy to do the upgrades, but they will be merely numerical upgrades.

    Possible keyword

    Basically the Spellstone mechanic. However I am not sure whether I should include it or not. See an example below. Unfortunately, @Wailor's Alchemist also use that name, so I may change it if I keep it.

    Possible Basic cards

    Possible other cards

    Blademaster

    Album: https://imgur.com/a/zZxW7Ie

    Summary

    Samuro is a blademaster that appeared in WC3 and is in HOTS.Not gonna lie this is heavily inspired by Zany's berserker

    Main characteristics

    • Hero Attack (more so than druid)
    • 1mana Secrets
    • ???

    Strengths

    • Board control through hero attacks

    Weaknesses

    • Board presence

    Possible Keywords

    I won't keep both. I need to choose one. Firefury is basically Fool's Bane.

    The first HP lasts until next turn, therefore during your opponent's turn, which means that your hero will deal damage to attackers when attacked. In other words it's the "Tar" mechanic but for heroes.

    Possible Basic cards

    Yes, the class will have both hero attacks and weapons

    (The Illusion would also be a Basic card of its own)

    Possible other cards

    Yes, Shurken Toss is a powercreep on Cheap Shot, but Cheap shot sucks.

    Details on Felomelorn:

    • The hero will be able to attack each turn with each weapon, effectively making ambidexterity a pseudo-windfury;
    • The player will choose the weapon with which to attack by selection the weapon rather than the hero;
    • Effects that affects weapons (Upgrade, Oozes) will now have to be targeted toward the chosen weapon
    • You can choose on which slot you want to equip future weapons;

    Backup Armory counters Ooze-like effects. Maybe not in Classic though.

    From the feedback I've received before, people prefer Alchemist.

    EDIT: Reviews for other classes incoming.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from Wailor >>
     

     Dammit, I was about to post an Alchemist class with that exact same keyword, but yours is better :(

    Posted in: Fan Creations
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