Welcome, Guest
Username: Password: Remember me

TOPIC: 2020 Transmuted Beta Images

2020 Transmuted Beta Images 4 years 9 months ago #157

  • Xavon
  • Xavon's Avatar
  • Offline
  • 7th Level
  • Supporter
  • Obligation is the sincerest form of insanity
  • Posts: 3155
Might as well shoot for Jupiter here (the Moon is too close and too likely):

Wukong's +5 Staff
2-4-6-2-4-6
FoB with empty puck or rare or lower staff
Crit/Stun on 19-20 and ignore immunity to Crit/Stun
May melee against ranged enemies
Monk only, 2-handed

I know the damage wheel is low, that is part of the point.
Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the Universe, which strives to produce bigger idiots.  <br /><br />So far, the Universe is winning.
Last edit: by Xavon.
The topic has been locked.

2020 Transmuted Beta Images 4 years 9 months ago #158

"Why are there so many effects on these tokens? Can't we just save some mechanics for other tokens?" - Said someone, in the long long ago.

Let's start with the paladin stuff first as I like paladin, am not that interested in barbarian or ranger, and only like my monk builds that have nothing to do with what the monk is supposed to do.

Holy Avenger

I started thinking (more than 10 seconds ago, btw) about something I said last year about a theoretical Holy Avenger path. My versions would not help guard and LoH because this is a weapon and because ... you *can* always put those effects on other tokens.

More so with the ranger than the paladin, but there comes across this feeling of throwing as much possible at these class specific transmutes. Sure, that pretty much happened with Widseth's, but it made sense based on what was already available to do that with Widseth's. Raphiel's takes one thing, admittedly the rogue doesn't have a bunch of different abilities, and pushes hard until it seems (someone can correct me) like the rogue gains massive powerfulness. Iktomi took one aspect, a not so core aspect of the class, and pushed hard to, well, to interest me in having one, anyway.

The Holy Avenger is a weapon. What it did in 1e was protect from magic, okay, that's a defensive ability, and beat down on Chaotic Evils. We can't define Chaotic Evil and it sounds like the game has moved to where defining bonuses on something as common as Evil is undesirable, so I'm going to change my tune.

I'm now okay with the Holy Avenger just flat out doing more damage than Welfor's or whatever. The suggested bonus to damage against Evil would have pretty much done that, anyway, in practice. Now, maybe just mess around with a couple of the numbers on the damage wheel rather than raise across the board, but I'm no longer bothered by the paladin only weapon that will never get surpassed until Zeus's Lightning Bolt of Autokill gets made does a lot of damage.

I'm also not bothered by autokilling evil outsider on any 20, anymore. It saves text over defining numbers for autokill, and it's not like the legendary will lose abilities from the lower rarities.

However, it can't both do a bunch of other things and be more offensive [well ...].

So, let's get back to the current version. Of the relic as amazingly enough relics should still be good.

As a practical matter, +3 saves and +5 LoH. First of all, what does +5 LoH mean? Sure, someone at the relic owning level probably has a sense of how TD mechanics work, but not always. Does this mean I Lay someone for 1 and they get back 6, then I Lay them for one and they get back 6? Or, does it mean my Lay pool is embiggened by 5?

I have a Holy Avenger. I dump stuff into relicasizing it. I want power, sweet, sweet power. +1 to hit and damage is mild. +5 LoH? Well, if it increases every single Lay by 5, that's obscene, so that satisfies the lust for power that all paladins should embrace. I'm thinking it's probably +5 to the pool, which turns into +10 if you Crown of Expertise your LoH. Eh, that's not that great. So, +3 Saves. Bonus to saves is a good thematic fit. I think +1 to party saves is a better ability with a better thematic fit, while +saves to who you guard is far too annoying to track. But, would I ever not move from UR to relic for +3 saves? Of course, I'd make that move. Would I do it for +2 saves? Yeahhh, probably. +1? Maybe not if money is a concern.

If just +1/+1, no LoH, and +3 saves, that seems an obvious upgrade to make. +2 saves is an obvious upgrade to make at some point.

Seems to me that LoH is a thematic fail for a weapon, is confusing unless wordy, and can be saved for another token that also does Sacrifice stuff or whatever. However, some increase in damage, while not respectful to previous legendaries, does make some thematic sense and would make some folks feel better (personally, I don't care about more damage that much).

Something to do with saves is fine. My preference is +1 to party, but I can see +2 to self if that is easier to deal with and +1 to party seems bard level broken. +2 is what I vaguely recall Protection from Evil spell did, too, but don't quote me.

+5 Holy Avenger

Assuming you could stand reading my rambles, I'm obviously not in favor of more Guard, Sacrifice, or LoH on thematic grounds. But, thematics can't decide everything.

Is being able to Guard 3 allies broken? Well, it just means that in parties larger than four players, all of the attacks will go to the other party members, at least that's my experience when I Guard others, so I often don't bother (well, that and I'm usually easier to hit than my allies because I don't care about AC). Assuming that there are allies you would even want to Guard, it does seem like uberGuarding is reducing the experience some in a general sense but not for the paladin player.

I'd much rather that there was a shield or whatever *in the future* that increased number Guarded, so I'm already biased. But, I have vague worries that too much combat control by the players, who, at this level, should already dominate combat, just cheapens the combat experience even more.

Now, there are those that think the ability wouldn't stack with the Amulet. If it didn't, then you vastly reduce the value of the Amulet to the billions and billions of TDers who are playing paladin with a legendary weapon. But, otherwise, you just empower the paladin's neck. That seems tolerable.

Sacrifice. I agree that it doesn't come up, but, then, for whatever reason, my paladin runs routinely mean that nobody is ever seriously threatened. I still like the idea. I do think it's wordy to include it on this token, plus it has little to do with Avenging.

LoH, same as above.

+5 Saves. Yikes. Admittedly, Widseth's is, in my mind, the most broken token in the game, and one party member gaining saves from a weapon slot isn't as bad as my thought, in theory, of having +2 Saves for the party. But, it's certainly a nobrainer if you have the means to legendasize your Holy Avenger.

I do have sympathy with those who say the Holy Avenger without something different isn't that cool. If Sacrifice never matters, then that isn't cool. Guarding is supposedly cool. LoH bonus is always useful. I'd prefer that the LoH benefit be more like double each application of LoH, but I'd prefer that be on a different token. The obvious problem is that each class isn't going to get a bunch of class specific tokens for a very, very long time.

So, let's rein in the legendary. May Guard a second ally to free up neck slot yet control Guarding some, double each use of LoH, keep saves at same level as relic, which I suggest is +2. Sure, autokill on any 20 because it won't go away. Don't increase damage, which means relic doesn't get damage bonus, either. Is this the right level for the only paladin legendary for a long, long time?

Ranger

So, busy. How about save at least one but probably two mechanics for other ranger token(s)? Sure, sales will collapse when an UR isn't +3 damage and +4 Str, but I vaguely recall spending money to get such things as Greater Holy Symbol of Pelor, Figurine of Power Phoenix, Amulet of Guarding, Mad Evoker's Charm, Lenses of Divine Sight, etc. before the inevitable bubble bursting.

The scroll use amuses me because 1e had rangers kind of more magicky than you think. But, it just seems awkwardly stapled on. Ammo is fine, it's a relatively rangerish thing.

As much as Animal Friend strikes me as something cool to do for the ranger and the druid and maybe the bard and maybe the wizard at some other time (necessitating seriously different mechanics), at least it's different, even if it ends up being mechanically largely the same as Shadow Shot, which is not even a token I like (though, I have one because a few of us pick up class specific tokens that don't become legendary).

Barbarian

I'll speculate that Fury is spending hp to do more damage. That synergizes well with the high hp, DR, and fight after death of the barbarians. Shouldn't transmutes add DR?

Monk

I don't like, but this is other people's fight. I play ranged monks who gain nothing from much of this. All Shuriken do +15 damage and ... nvm.

Lenses of the Owl

What does this do? +1. +1 what? To hit and damage? Should spell it out. Let's say it does +1 to hit and +1 damage. That sounds perfectly fine.

Ring of Fervor

Not Ring of Fevor. Mechanically, okay.

Charm of Timely Aid

I have a poor sense of what is appropriate at this rarity level. So, having just looked at the tokendb for same rarity ... there are some rather good tokens at this rarity level. Obviously, this is not Treasure Boosting.

I don't think it's elegant to use Initiative rolls to determine anything, including Initiative, but I have to go back to math, sadly. In a three fight dungeon, 1-4, barring weird rerolls of Initiative, like Lesser Maze, will occur less than 50% of the time. That means you could have made Tempest Gloves, Ogre Power, Whetstone, Treasure Boosting, or whatever or you could make a token that does nothing more than half the time. In a four Initiative roll dungeon, 60% of the time something happens.

Looking at just the probabilities of something happening at all rather than the average hp gain from the token, seems like 1-6 is the range. However, I'm assuming there's no fight when at full health, which is an incredibly sketchy assumption.

Who is this token for? Seems like a rare level player playing a challenging difficulty. Have to have enough hp to begin with that people avoid healing you to full/near full. Figure only two fights where this would actually matter. That suggests a range more like 1-8.

What's the average gain with 1-8. Well 40% of 10, so 4hp times my expectation that only two fights will actually matter for the gain, equals 8hp. I could drink a potion to gain 10hp.

It's an amusing token, to be sure. I like it for the story aspect of when it triggers and makes a difference, but the current version sounds more like a common than anything else. Expanding the range to 1-8 may do something, but 1-8 is not very elegant, not like 1-10, which seems a bit too common such that you get less good stories.

Ring of Stamina

Okay.

Selfless Savior Stone

My problem with tokens like these is that spending a bunch of money to just save someone in TD seems really wasteful and not all that fun. I'm all for saving people, which is why I like Sacrifice (which I've never used), but as a one-time effect that cost me not only the money and effort to make the transmute but I also can't just have the transmute for collecting purposes? The token looks cute, but it's not cute once it's gone.

I suppose I've used blue potions to keep people alive and red resurrect effect, but those didn't feel like putting effort into gaining a token only to not have it anymore.
Last edit: by Ian Lee.
The topic has been locked.

2020 Transmuted Beta Images 4 years 9 months ago #159

Paladins are notoriously late to the party (they call it fashionably late, I say they can't find a place to park their steed). Coach is almost done recording the other nine party members' stats when the Paladin shows up and "Oh hey gang, by the way, everyone gets +X to saves".
The topic has been locked.

2020 Transmuted Beta Images 4 years 9 months ago #160

Fiddy wrote: Paladins are notoriously late to the party (they call it fashionably late, I say they can't find a place to park their steed). Coach is almost done recording the other nine party members' stats when the Paladin shows up and "Oh hey gang, by the way, everyone gets +X to saves".


Bob is a great sport about these kinds of things! I'm sure it won't bother him one bit! ;-)
Cheapest Shinies available!
Find it cheaper somewhere else? Let me know and I'll beat it
The topic has been locked.

2020 Transmuted Beta Images 4 years 9 months ago #161

Fiddy wrote: Paladins are notoriously late to the party (they call it fashionably late, I say they can't find a place to park their steed). Coach is almost done recording the other nine party members' stats when the Paladin shows up and "Oh hey gang, by the way, everyone gets +X to saves".

This could be solved by a box on the party card, or a 1/room or 1/game power, announced either before or after the roll
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 
The topic has been locked.

2020 Transmuted Beta Images 4 years 9 months ago #162

Xavon wrote: Well, again, going back to my original, trying to get away from adding damage.

But being a poor slider is why I am suggesting this, and why the original included Intangible and Invisible. I am an average slider at best. So why I get a 20, I hate to find out that a Crit or Stun didn't happen because the monster is immune. When I get a normal hit, I hate to find out it failed because of Incorporeal or Invisible. Yes, there are ways around those, but they decrease my overall effectiveness, and frankly they smack of metagaming to me. So instead, just stack a bunch of bypass powers together in one spot.

Also, what would people think of the Relic/Legendary letting FoB ignore retribution damage from the monsters?

I definitely get where you are coming from. I like to "solve" those problems by tweaking my build for each year/dungeon. I also enjoy this "tweaking" and mini-optimizations on my character as it feels like additional player agency available to me.

Invisibility:
In recent years I either swap out my Goggles of Instant Analysis to Lenses of Heimdall Sight and/or Faerie Runestone when I think we are likely to encounter it.

Incorporeal:
I used to use Bead Whole Vision, but since I have gotten access to the 4th tooth power, Planar Vision, I just use that if I need to.

Stun Immunity:
Yeah this one sucks. But I generally know what type of creatures are immune to stuns and I do not expect to stun them. That combined with how poorly I slide makes the pill less bitter to swallow. So far we don't have any tokens that bypass stun immunity and I don't think putting it on the relic/legendary is a great place to start. It would be too high of a paywall to bypass that mechanic. It reminds me of spellcasters crying out in frustration at how ridiculous it was to get eldritch 2-piece to bypass spell resistance.

The other facet is that these are inconsistent effects and, as I mentioned earlier, I would really like to see a cooler, more consistent effect on the relic/legendary instead.
Playing True Dungeon since 2012.
The topic has been locked.

2020 Transmuted Beta Images 4 years 9 months ago #163

Xavon wrote: Might as well shoot for Jupiter here (the Moon is too close and too likely):

Wukong's +5 Staff
2-4-6-2-4-6
FoB with empty puck or rare or lower staff
Crit/Stun on 19-20 and ignore immunity to Crit/Stun
May melee against ranged enemies
Monk only, 2-handed

I know the damage wheel is low, that is part of the point.

I like it. I don't want to get too ahead of myself and tempt the outrage of "too much damage", but the damage wheel on this can honestly be quite a bit higher, especially if you force an empty off-hand puck.

There are miles in between your proposed damage wheel and a pair of Asher's, which is what I am assuming you are trying to avoid.

I don't see any reason it couldn't be 6-7-8-9-10-11. It is supposed to weigh 17,550 lbs for crying out loud.
Playing True Dungeon since 2012.
The topic has been locked.

2020 Transmuted Beta Images 4 years 9 months ago #164

FiannaTiger wrote:

Kirk Bauer wrote: I don't want to keep harping on the +5 Holy Avenger because I'm not anti-paladin or anything. With my backup class being Wizard I find myself liking the guard facility on a regular basis. I really like Paladins, but I rarely play one, so again I want to leave that caveat.

Now imagine the following slotless Legendary:

  • +5 to Saves
    • Guard one more ally
    • Can sacrifice twice
    • 10-pt heal (1/game
    • Auto-kill Evil Outsider on 20


    That's almost as much saves as Pharacus' Cloak, and has the effect of Amulet of Guarding, and is slotless to boot. So that's pretty good. I wouldn't like to remove the extra guard because of the flavor. I agree with others if we reduce the saves to +2 or something then you have a token that's not too OP.

    Now you might argue "but it isn't slotless". I'll argue that it is not only slotless, it is actually better than slotless. Why is that? It's slotless because equipping it in your Mainhand doesn't prevent you from utilizing any other weapons. So it doesn't take up that slot. To be fair it would block something like a Viper Set bonus but most Paladins don't use Viper Strike Fangs from what I see. This is why I consider it slotless. Because there are no weapons higher than a +5 to-hit, and because almost all other weapons don't have a party card effect, there is no downside to equipping this.

    Why is it better than a slotless? Because you can't attack with a slotless. This is also a great weapon. So you can choose: equip it but don't slide it and it is slotless. Slide it and it is a +5 Legendary weapon. This assumes its effects still apply even when you switch weapons which hasn't been explicitly stated.

    So here are the options a Paladin has with this Legendary:
    • If they don't like it as their weapon, equip it and use the other weapon. If the other weapon wasn't a +5 then you just sleazed it into a +5 but didn't break any rules. So it's slotless and also upgrades any other weapon to a +5 to-hit.
    • If they do like it as their weapon, now they have a great Legendary token that is also a great +5 weapon.

    I like the token, just tone down or even remove the save bonus. Actually now that I think about it that's my preferred option. Since save bonuses are recorded on the party card, and since players can swap weapons, it is simpler to not have save bonuses on a weapon.

    No, regarding stacking the guards. It seems we are getting into game-breaking territory here. With 1 guard you have a tough choice. With 3 guards you can guard both wizards as well as the bard. That's 1/3 of the party that doesn't have to worry much about their AC.

    Another way to look at it is the Paladin would be taking an average of 40% of all attacks. In a 3-combat dungeon, with 3 rounds per combat, and 10 players, and with monsters making single-target melee attacks, players were already averaging only one attack per dungeon.


+1


+2. The current sword is 2 Legendaries in one with a free neck. And Guard is an awesome power. The player being guarded never has to worry about AC for their build. Guarding 3 players at once? That's just crazy. It's basically giving the Wizards and Bard the 3 piece Legendary Armor set on the high side. For free. How is any player ever going to take any regular combat damage? Dump the powers into a Legendary neck item and make another Legendary sword that's a bit better then Welfor's on the damage side and maybe tie in a wee bit of Retribution.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
The topic has been locked.

2020 Transmuted Beta Images 4 years 9 months ago #165

I am still really excited about the idea Jinto posted earlier so I am copying it and making a few tweaks to try and flesh out a few things.

His earlier post is here:
truedungeon.com/forum?view=topic&defaultmenu=141&catid=615&id=249938&start=132#345524

As for mechanics and fun flavor perhaps we could consider monk stances for both Elder Drake and Spirit Drake. i.e.

Tweaking a few things:

Necklace of the Elder Drake (relic):
  • +2 Sacred damage to FoB.
  • 1/game for a room/combat grant the monk "Elder Dragon Stance" for 1 room/combat.
  • Stance imbues:
    • Flying: Can fly up to ranged target and melee, unless otherwise prevented.
    • Dragon Scales: 3 physical damage reduction
    • Dragon's Breath: Damage bonus from this token is doubled in the dragon stance and successful melee attacks will splash the bonus damage (4 sacred damage per melee strike) to other enemies.


    Necklace of the Spirit Drake (legendary):
  • +4 Sacred damage to FoB.
  • +1 Psychic Power use
  • 1/game for a room/combat grant the monk "Spirit Dragon Stance" for 1 room/combat.
  • Stance imbues:
    • Flying: Can fly up to ranged target and melee, unless otherwise prevented.
    • Dragon Scales: 6 physical damage reduction
    • Dragon's Breath: Damage bonus from this token is doubled in the dragon stance and successful melee attacks will splash the bonus damage (8 sacred damage per melee strike) to other enemies.
    Playing True Dungeon since 2012.
    Last edit: by Philip Goodman. Reason: tweaking things
    The topic has been locked.

    2020 Transmuted Beta Images 4 years 9 months ago #166

    • Xavon
    • Xavon's Avatar
    • Offline
    • 7th Level
    • Supporter
    • Obligation is the sincerest form of insanity
    • Posts: 3155

    Philip Goodman wrote: I am still really excited about the idea Jinto posted earlier so I am copying it and making a few tweaks to try and flesh out a few things.

    His earlier post is here:
    truedungeon.com/forum?view=topic&defaultmenu=141&catid=615&id=249938&start=132#345524

    As for mechanics and fun flavor perhaps we could consider monk stances for both Elder Drake and Spirit Drake. i.e.

    Tweaking a few things:

    Necklace of the Elder Drake (relic):
  • +2 Sacred damage to FoB.
  • 1/game for a room/combat grant the monk "Elder Dragon Stance" for 1 room/combat.
  • Stance imbues:
    • Flying: Can fly up to ranged target and melee, unless otherwise prevented.
    • Dragon Scales: 3 physical damage reduction
    • Dragon's Breath: Damage bonus from this token is doubled in the dragon stance and successful melee attacks will splash the bonus damage (4 sacred damage per melee strike) to other enemies.


    Necklace of the Spirit Drake (legendary):
  • +4 Sacred damage to FoB.
  • +1 Psychic Power use
  • 1/game for a room/combat grant the monk "Spirit Dragon Stance" for 1 room/combat.
  • Stance imbues:
    • Flying: Can fly up to ranged target and melee, unless otherwise prevented.
    • Dragon Scales: 6 physical damage reduction
    • Dragon's Breath: Damage bonus from this token is doubled in the dragon stance and successful melee attacks will splash the bonus damage (8 sacred damage per melee strike) to other enemies.


    Interesting. But having the primary ability be a 1/room per game bonus, the main draw of which only works if there are two or more monsters? That's going to be a very hard sell,
    Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the Universe, which strives to produce bigger idiots.  <br /><br />So far, the Universe is winning.
    Last edit: by Xavon.
    The topic has been locked.

    2020 Transmuted Beta Images 4 years 9 months ago #167

    Rob F wrote:

    FiannaTiger wrote:

    Kirk Bauer wrote: I don't want to keep harping on the +5 Holy Avenger because I'm not anti-paladin or anything. With my backup class being Wizard I find myself liking the guard facility on a regular basis. I really like Paladins, but I rarely play one, so again I want to leave that caveat.

    Now imagine the following slotless Legendary:

    • +5 to Saves
      • Guard one more ally
      • Can sacrifice twice
      • 10-pt heal (1/game
      • Auto-kill Evil Outsider on 20


      That's almost as much saves as Pharacus' Cloak, and has the effect of Amulet of Guarding, and is slotless to boot. So that's pretty good. I wouldn't like to remove the extra guard because of the flavor. I agree with others if we reduce the saves to +2 or something then you have a token that's not too OP.

      Now you might argue "but it isn't slotless". I'll argue that it is not only slotless, it is actually better than slotless. Why is that? It's slotless because equipping it in your Mainhand doesn't prevent you from utilizing any other weapons. So it doesn't take up that slot. To be fair it would block something like a Viper Set bonus but most Paladins don't use Viper Strike Fangs from what I see. This is why I consider it slotless. Because there are no weapons higher than a +5 to-hit, and because almost all other weapons don't have a party card effect, there is no downside to equipping this.

      Why is it better than a slotless? Because you can't attack with a slotless. This is also a great weapon. So you can choose: equip it but don't slide it and it is slotless. Slide it and it is a +5 Legendary weapon. This assumes its effects still apply even when you switch weapons which hasn't been explicitly stated.

      So here are the options a Paladin has with this Legendary:
      • If they don't like it as their weapon, equip it and use the other weapon. If the other weapon wasn't a +5 then you just sleazed it into a +5 but didn't break any rules. So it's slotless and also upgrades any other weapon to a +5 to-hit.
      • If they do like it as their weapon, now they have a great Legendary token that is also a great +5 weapon.

      I like the token, just tone down or even remove the save bonus. Actually now that I think about it that's my preferred option. Since save bonuses are recorded on the party card, and since players can swap weapons, it is simpler to not have save bonuses on a weapon.

      No, regarding stacking the guards. It seems we are getting into game-breaking territory here. With 1 guard you have a tough choice. With 3 guards you can guard both wizards as well as the bard. That's 1/3 of the party that doesn't have to worry much about their AC.

      Another way to look at it is the Paladin would be taking an average of 40% of all attacks. In a 3-combat dungeon, with 3 rounds per combat, and 10 players, and with monsters making single-target melee attacks, players were already averaging only one attack per dungeon.


    +1


    +2. The current sword is 2 Legendaries in one with a free neck. And Guard is an awesome power. The player being guarded never has to worry about AC for their build. Guarding 3 players at once? That's just crazy. It's basically giving the Wizards and Bard the 3 piece Legendary Armor set on the high side. For free. How is any player ever going to take any regular combat damage? Dump the powers into a Legendary neck item and make another Legendary sword that's a bit better then Welfor's on the damage side and maybe tie in a wee bit of Retribution.

    The wizards legendary weapon is 2 legendary tokens in 2 and it doesn’t count as the class legendary.
    The wizards get a +5 weapon with the effect of the legendary focus ring attached, the Druid/Cleric weapon has the same bonus.
    So let’s not forget how good some legendary weapons are and not nerf this weapon to the point of being pointless.
    The topic has been locked.

    2020 Transmuted Beta Images 4 years 9 months ago #168

    Wade Schwendemann wrote: Did I miss what fury does somewhere?

    I really hope the paladin legendary stacks with AoG. It is a choice to either guard someone else or buff your stats as a Paladin. Please, dont take that choice away. As a team game, I want to be able to guard as much as I can, and I am fine being a weaker damage dealer as a result.
    If a different ability has to go to make this happen, I could live with it.


    I forgot to put what Fury does in the Notes. I will add that in the next round. Basically, it is a one shot damage booster announced before a slide.
    Token Conjurer
    Geek Dreamweaver
    Nerdomancer
    Author of the never-to-be-released "The Secret of Trees"
    The topic has been locked.
    Time to create page: 0.103 seconds