Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,743
Location
Perched on a tree
Firenze - Centaur Death Knight
Kacht-Ta - Painted Mantis Gladiator
Lurcano - Human Bard
Greythorn - Human Geomancer Druid
Peregrin - Halfling Bishop
Aria - Elf Blue Wizard

It looks good enough to breeze through chapters 1 & 2, which are quite easier since the village additional content.

But the Bard falls behind against the most difficult encounters in chapter 3 and even more in chapter 4.
I'd pick a Psionicist instead on a first Archmage playthrough even though there is a good warlock recruit down the line.


As for druid. I'd rather Water domain. For heals mainly, and also because there's a pond right after prologue in first chapter where she can pass checks in order give party a couple of cleansing potions - make sure you save those.

There is a lot of potions and scrolls, picking a druid specialized in healing seems like the worst thing to do since a bishop specialized in healing or a cleric will perform 10 times better.

Besides, Air or Earth Druids get to improve the best offensive druidic spells, like quicksand, earthquake for earth and sirocco/whirlwind and the gust spells for the air druid...
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,280
Location
Space Refrigerator
I'm very into cock and ball torture
Besides, Air or Earth Druids get to improve the best offensive druidic spells, like quicksand, earthquake for earth and sirocco/whirlwind and the gust spells for the air druid...
That's a very good point. I forgot that Earth improves earthquake; which is a nice spell since it makes enemies go prone; you can effectively control what an enemy does on their turn with that prone effect. Honestly, there's so many options in the game, it's hard to memorize every single thing.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,442
Location
The Crystal Mist Mountains
Pierre the machine just dropped another update, 1.49 mostly bug fixes and tuning the module editor.

Hi everyone! Version
1.49 of KotC 2 upgrades the Script Editor and fixes a number of bugs.

If you find any bugs, please drop me a line at
enquiries@heroicfantasygames.com
so that I can fix the game quickly. A saved game would be very useful, too. Thank you!!

Next, I expect to be focusing on the display of
spell icons during level-up, new spells, the local map screen, and other planned features.

List of changes in Knights of the Chalice 2 Version 1.49

  • Fixed a crash that would occur when you let
    Maphistor join the party in Augury of Chaos, then you talk to him and select the dialogue option allowing you to fight him.
  • Fixed a crash that would occur when mousing over the name of a
    companion in the top-right corner of the screen and pressing the A shortcut key to open the Activate Special menu.
  • Fixed a bug allowing creatures to cast Dispel Magic while Silenced. Explanation: Sometimes the AI needs to see what happens if it moves to another position, without actually moving there. At that time, it could lose the Silenced condition. After the check, the AI will now recover the actual terrain conditions.
  • Fixed a bug allowing your Monk to perform more Stunning Fist attacks than your maximum number of uses. Likewise, fixed a bug allowing your Gladiator to perform more
    Blinding Strike attacks than your maximum number of uses. Likewise, fixed a bug allowing your Cleric / Bishop / Death Knight / Paladin to perform more Smite
    attacks than your maximum number of uses.
  • Fixed a bug where your character would end his or her turn after taking a five-foot step even though you have remaining attacks and you can perform them against targets within reach, using a reach weapon.
  • Fixed a bug with the 'Activate Special' menu displaying incorrect quantities for potions and scrolls contained within the character's bags and other containers.
  • Fixed a bug during combat that could result in one of your non-flying characters
    getting stuck on a square of high or low altitude. For example, on top of one of the towers in Chapter 4 of Augury of Chaos.
  • Fixed a bug with the saved-game preview image not being recorded in
    Ironman Mode when leaving a game by selecting Quit to Main Menu or Quit to Desktop.
  • Fixed the incorrect preview image when saving a game in full-screen mode for some computers using Intel graphics.
  • Fixed the display of magic effect animations (e.g. Sleeping, Fascinated, etc) on Prone characters and Goblins when displaying creatures using high-resolution animated sprites.
  • Added new code to accelerate the Script Editor particularly when there are many scripts in the module you're working on, or many lines of code in the script you're working on. You should see a massive improvement in speed. An example of a module with a lot of scripts is Hearkenwold. Currently, it has more than 2,700 scripts. The largest script in Hearkenwold contains more than 7,850 lines of code.
  • Also added a check box in the Script Editor allowing you to hide the script-line tooltips, as those can be a bit slow to display, or they may be unhelpful when you just want to see the code lines.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,407
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Is there a good order in which I should do the village quests? The night quests before the town defense or after? I split my party and managed to make it to the final fight. Lost against a Psi beetle at 5 health because I didn't want to use any consumables (I'm retarded). Fuck they really are a pain, as their ability to fly makes them able to resist most early disables.
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,280
Location
Space Refrigerator
I'm very into cock and ball torture
Is there a good order in which I should do the village quests? The night quests before the town defense or after? I split my party and managed to make it to the final fight. Lost against a Psi beetle at 5 health because I didn't want to use any consumables (I'm retarded). Fuck they really are a pain, as their ability to fly makes them able to resist most early disables.
Do town defense way later. Complete all adventure quests, including night time ones, kill spider queen in her cave. Kill the fire elementals in cave. Do a couple of tavern quests if you can - there's like two, one is to make dwarves leave. Other is to help a man with bad dreams. Hmm. Help the sharkman in underwater cave. Hmm. That's all that comes to mind. Basically do all the contents before town defense.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,990
Insert Title Here Pathfinder: Wrath
Yeppers. It can. Bishop can also get more domains to play with too. I like the domain that gives it free extend spell range, and the other one that gives free spell penetration feat - don't ask me what their names are though, I've already forgotten, lol.
Just to confirm, if there is one of those dialogue options that says [Rogue], I can select it with my Bishop?
It works for some things, not so much for others, and Mantis Rogue ends up really strong in any case since it can Quad-wield and there are a lot of strong Light weapons. Don't forget that Rogue can use Arcane Scrolls and you get a ton of those.

Bishop gets a lot of Domains but there are a lot of great ones as well and synergy between them.

Turning or a Summoning Domain turns on the other half of it's action economy, and Mysticism/Reach/Magic all supercharge its casting.

I usually run with both Bish and Rogue.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,407
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Yeppers. It can. Bishop can also get more domains to play with too. I like the domain that gives it free extend spell range, and the other one that gives free spell penetration feat - don't ask me what their names are though, I've already forgotten, lol.
Just to confirm, if there is one of those dialogue options that says [Rogue], I can select it with my Bishop?
It works for some things, not so much for others, and Mantis Rogue ends up really strong in any case since it can Quad-wield and there are a lot of strong Light weapons. Don't forget that Rogue can use Arcane Scrolls and you get a ton of those.

Bishop gets a lot of Domains but there are a lot of great ones as well and synergy between them.

Turning or a Summoning Domain turns on the other half of it's action economy, and Mysticism/Reach/Magic all supercharge its casting.

I usually run with both Bish and Rogue.
Is it possible for my Mantis Gladiator to wield four reach weapons? It should be with Oversized two handed weapon fighting right? How would that damage compare to that of a Mantis Rogue?

EDIT: And I went for Psychic Warrior as my replacement for the Bard. Good choice or?
Is there a good order in which I should do the village quests? The night quests before the town defense or after? I split my party and managed to make it to the final fight. Lost against a Psi beetle at 5 health because I didn't want to use any consumables (I'm retarded). Fuck they really are a pain, as their ability to fly makes them able to resist most early disables.
Do town defense way later. Complete all adventure quests, including night time ones, kill spider queen in her cave. Kill the fire elementals in cave. Do a couple of tavern quests if you can - there's like two, one is to make dwarves leave. Other is to help a man with bad dreams. Hmm. Help the sharkman in underwater cave. Hmm. That's all that comes to mind. Basically do all the contents before town defense.
Thanks.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,990
Insert Title Here Pathfinder: Wrath
I’ve tried to go without Bard but ultimately decided wasn’t worth it. Enough unique effects (with the found instruments)/dialogue options plus makes a decent archer/meleer to use all the equipment you find.

Was happy with Bard/Rogue/Bish then designed the rest to cover dialogues (Word of Honor etc) to be replaced by companions as I find them. Wiz -> Sorc, Psi -> Warlock, Champ -> Pal. Water Elemental is a keeper then that leaves one flex slot. Ranger better class than it looks if you can find room.
 
Last edited:

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,407
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
How much of the level three sewers do I need to clear? What level should I be before taking on the Spider Queen? How much content is there after the sewers? Should I do the snare room?

Also, either Psychic Warrior is absolute trash, or I am not using this correctly. I feel like the truth is somewhere in the middle. How much time am I supposed to spend buffing when the fight starts. What buffs are good? Any help would be appreciated as he's really not doing as much as I was hoping he'd do.
 

Lawful Pacific

Educated
Joined
Sep 8, 2020
Messages
67
How much of the level three sewers do I need to clear? What level should I be before taking on the Spider Queen? How much content is there after the sewers? Should I do the snare room?

Also, either Psychic Warrior is absolute trash, or I am not using this correctly. I feel like the truth is somewhere in the middle. How much time am I supposed to spend buffing when the fight starts. What buffs are good? Any help would be appreciated as he's really not doing as much as I was hoping he'd do.
You can cast mostly level 1 buff before battles.
 
Last edited:

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,290
Yeppers. It can. Bishop can also get more domains to play with too. I like the domain that gives it free extend spell range, and the other one that gives free spell penetration feat - don't ask me what their names are though, I've already forgotten, lol.
Just to confirm, if there is one of those dialogue options that says [Rogue], I can select it with my Bishop?
It works for some things, not so much for others, and Mantis Rogue ends up really strong in any case since it can Quad-wield and there are a lot of strong Light weapons. Don't forget that Rogue can use Arcane Scrolls and you get a ton of those.

Bishop gets a lot of Domains but there are a lot of great ones as well and synergy between them.

Turning or a Summoning Domain turns on the other half of it's action economy, and Mysticism/Reach/Magic all supercharge its casting.

I usually run with both Bish and Rogue.
Getting those multi-hits, on the other hand, can be tricky. Probably won't get it in the first round (where things matter the most) unless you have pounce. And pounce is spotty. And of course it's probably overkill since you're not usually going to be able to apply that hilariously high pile of attacks to more than one enemy (unless you're really lucky and there's two sitting right next to each other.....right next to you).

I prefer using a strength based whirlwind setup w/ reach weapon for rogues now.

How much of the level three sewers do I need to clear? What level should I be before taking on the Spider Queen? How much content is there after the sewers? Should I do the snare room?

Also, either Psychic Warrior is absolute trash, or I am not using this correctly. I feel like the truth is somewhere in the middle. How much time am I supposed to spend buffing when the fight starts. What buffs are good? Any help would be appreciated as he's really not doing as much as I was hoping he'd do.

Honestly, psychic warrior is kinda trash. It's got some things going for it but it absolutely pales compared to a more dedicated warrior (gladiator, fighter, monk, barbarian) or spellcaster of any kind. And, before anybody says it, the versatility of being a bit of both doesn't really make up for it (an argument could be made that this true of all the hybrids though).

It kinda has one unique thing going for it in that it's the only class (I think, not counting a weirdo green mage build) that can go up two size levels. So if you ever wanted to grapple that gargantuan dragon, then the half-giant psychic warrior is your man :P

I personally find the barbarian to be a better in-general grappler at this point though, if only due to the fact the barbarian can basically bypass all illusion spells that would prevent you from grappling in the first place as early as level one.
 
Last edited:

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,990
Insert Title Here Pathfinder: Wrath
First round is for a scroll/items/buff(s). Definitely used all those attacks clearing the Forge with only a Bishop for back up.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,407
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Honestly, psychic warrior is kinda trash. It's got some things going for it but it absolutely pales compared to a more dedicated warrior (gladiator, fighter, monk, barbarian) or spellcaster of any kind. And, before anybody says it, the versatility of being a bit of both doesn't really make up for it (an argument could be made that this true of all the hybrids though).

It kinda has one unique thing going for it in that it's the only class (I think, not counting a weirdo green mage build) that can go up two size levels. So if you ever wanted to grapple that gargantuan dragon, then the half-giant psychic warrior is your man :P

I personally find the barbarian to be a better in-general grappler at this point though, if only due to the fact the barbarian can basically bypass all illusion spells that would prevent you from grappling in the first place as early as level one
I'm feeling the pain honestly. I've barely used any of his "psychic abilities", as it's just not worth spending a turn to cast some +1/2's and some damage resists versus autoattacking. Even with the move action feats, being surrounded by enemies and casting shit is terrible. Even with defensive casting so you ignore AOO, I've been getting concentration failures far more then I'd like. A bard would've honestly served me much better like others were saying, as I can just imagine how useful the song that lowers enemy DCs would be, amongst other things, while also having better BAB compared to the psychic warrior.

How is the Paladin companion? Worth switching out for my p(iece of shit) warrior?
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,407
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Also, any word on how to defeat the Lich in the tomb? I alpha striked him down from 350+ health only for him to heal back 150 health to my dismay and delete my team once his turn came up. He did this even despite my Warlock successfully landing "Frailty" (spell that prevents target from being healed), which honestly pissed me the fuck off.

Also, once we clear the High Sewers and get into the door locked behind four keys, we don't have anything left to do besides the Spider Queen fight right? Also, how hard is the fourth chapter? Any chances to rest or craft some gear?
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,990
Insert Title Here Pathfinder: Wrath
Honestly, psychic warrior is kinda trash. It's got some things going for it but it absolutely pales compared to a more dedicated warrior (gladiator, fighter, monk, barbarian) or spellcaster of any kind. And, before anybody says it, the versatility of being a bit of both doesn't really make up for it (an argument could be made that this true of all the hybrids though).

It kinda has one unique thing going for it in that it's the only class (I think, not counting a weirdo green mage build) that can go up two size levels. So if you ever wanted to grapple that gargantuan dragon, then the half-giant psychic warrior is your man :P

I personally find the barbarian to be a better in-general grappler at this point though, if only due to the fact the barbarian can basically bypass all illusion spells that would prevent you from grappling in the first place as early as level one
I'm feeling the pain honestly. I've barely used any of his "psychic abilities", as it's just not worth spending a turn to cast some +1/2's and some damage resists versus autoattacking. Even with the move action feats, being surrounded by enemies and casting shit is terrible. Even with defensive casting so you ignore AOO, I've been getting concentration failures far more then I'd like. A bard would've honestly served me much better like others were saying, as I can just imagine how useful the song that lowers enemy DCs would be, amongst other things, while also having better BAB compared to the psychic warrior.

How is the Paladin companion? Worth switching out for my p(iece of shit) warrior?
I feel like there were a couple of the drain effects that set up really well for Psych Warrior? I haven’t played it yet but playing straight Psi remember thinking “ah, this would insane with Psy Warrior.”
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,785
Also, any word on how to defeat the Lich in the tomb? I alpha striked him down from 350+ health only for him to heal back 150 health to my dismay and delete my team once his turn came up. He did this even despite my Warlock successfully landing "Frailty" (spell that prevents target from being healed), which honestly pissed me the fuck off.

Also, once we clear the High Sewers and get into the door locked behind four keys, we don't have anything left to do besides the Spider Queen fight right? Also, how hard is the fourth chapter? Any chances to rest or craft some gear?

lich is a bane of my ironman runs but the most consist strategy I have found is to try to pin him with someone having true seeing which makes this fight practically initiative check

after sewers you can visit prologue town before venturing into last area. you can craft at town and final chapter but the resting is limited in final area

final chapter is not too bad if you have plenty of aoe dmg/control. there are some dialogue choices to make few challenging fights easier
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,290
Also, any word on how to defeat the Lich in the tomb? I alpha striked him down from 350+ health only for him to heal back 150 health to my dismay and delete my team once his turn came up. He did this even despite my Warlock successfully landing "Frailty" (spell that prevents target from being healed), which honestly pissed me the fuck off.

Also, once we clear the High Sewers and get into the door locked behind four keys, we don't have anything left to do besides the Spider Queen fight right? Also, how hard is the fourth chapter? Any chances to rest or craft some gear?
I have found is to try to pin him with someone having true seeing which
aka - a Barbarian :D

God I love the porpoise totem.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,743
Location
Perched on a tree
Also, any word on how to defeat the Lich in the tomb? I alpha striked him down from 350+ health only for him to heal back 150 health to my dismay and delete my team once his turn came up. He did this even despite my Warlock successfully landing "Frailty" (spell that prevents target from being healed), which honestly pissed me the fuck off.

Also, once we clear the High Sewers and get into the door locked behind four keys, we don't have anything left to do besides the Spider Queen fight right? Also, how hard is the fourth chapter? Any chances to rest or craft some gear?

He has the "luck" debuff which auto heal him on a lethal strike.
If you dispel it, the fight is trivial, otherwise, it depends on your strategy, equipment and what he decides to do.

Usually, I surround him in the between his tomb and the wall with 4 characters and try to hide at least one caster in the exit corridor, just to be on the safe side.

The Spider Queen can be dealt with at level 12, if you use some grapple. Magic Walls also used to protect you from her spells but I'm not sure with the updates.

The Psychic warrior can be strong, he's a good grappler, so it's mostly a you for experienced players. Personally, I don't like grappling that much and don't use it, a fighter will be way more powerful with his wade-in feat, a DK will be way more useful with his aura, etc.

You get some resting spots after a couple of fights outside the castle (NE corner) but I would craft before going, I'm not sure you can craft weapons with the dwarf cleric.

And snares are great, but can prove difficult on a first run, save before diving in.
 
Last edited:

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,407
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Also, any word on how to defeat the Lich in the tomb? I alpha striked him down from 350+ health only for him to heal back 150 health to my dismay and delete my team once his turn came up. He did this even despite my Warlock successfully landing "Frailty" (spell that prevents target from being healed), which honestly pissed me the fuck off.

Also, once we clear the High Sewers and get into the door locked behind four keys, we don't have anything left to do besides the Spider Queen fight right? Also, how hard is the fourth chapter? Any chances to rest or craft some gear?

He has the "luck" debuff which auto heal him on a lethal strike.
If you dispel it, the fight is trivial, otherwise, it depends on your strategy, equipment and what he decides to do.

Usually, I surround him in the between his tomb and the wall with 4 characters and try to hide at least one caster in the exit corridor, just to be on the safe side.

The Spider Queen can be dealt with at level 12, if you use some grapple. Walls also used to protect you from her spells but I'm not sure with the updates.

The Psychic warrior can be strong, he's a good grappler, so it's mostly a you for experienced players. Personally, I don't like grappling that much and don't use it, a fighter will be way more powerful with his wade-in feat, a DK will be way more useful with his aura, etc.

You get some resting spots after a couple of fights outside the castle (NE corner) but I would craft before going, I'm not sure you can craft weapons with the dwarf cleric.

And snares are great, but can prove difficult on a first run, save before diving in.
What about the Paladin companion? Any good?
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,990
Insert Title Here Pathfinder: Wrath
What about the Paladin companion? Any good?
By the time you get her I think so. I liked running another Word of Honor class (Champ/Samurai) then swapping out for her when you get her. Pal Grappler offsets the poor damage problem and the class gives you unique staying power.
 

rojay

Augur
Joined
Oct 23, 2015
Messages
543
And snares are great, but can prove difficult on a first run, save before diving in.
Doesn't the game auto-save when you enter the snares?

Edit: oh, I see what you mean, the auto-save has you already in the snare.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,743
Location
Perched on a tree
What about the Paladin companion? Any good?

If you don't like the psychic warrior, don't bother with the paladin, it's one of those niche classes.
She's a good grappler once buffed, probably not as good as the psychic warrior though.
She can cast divine scrolls, which can be nice during tough battles when a True Resurrection is required or a heal (but she can't heal from afar like a Bishop/Cleric with the right domains).
And while wearing a shield, she provides a nice reflex saving throw buff.

I guess a support character isn't so bad.

In my opinion Pizarra > Jorad > Water Elemental > Asharazelle.
The druids aren't very good because they use the weakest elemental spheres and the fire one has terrible attributes (but some options to increase them).
I'm not sure about the monk since I didn't recruit since the monk revamp, maybe he picked something useful?
And Erzimon would be alright if he wasn't so squishy but he is.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,407
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
I've been attempting the Spider Queen fight, and while at my level 14/15 party, it's really easy, I can't manage to beat it with the Prince or any of the Spiders staying alive. Is there any benefit to winning the fight with the Prince and/or a Spider staying alive? Do you get a person to trade with and/or a place to rest?
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,990
Insert Title Here Pathfinder: Wrath
What about the Paladin companion? Any good?

If you don't like the psychic warrior, don't bother with the paladin, it's one of those niche classes.
She's a good grappler once buffed, probably not as good as the psychic warrior though.
She can cast divine scrolls, which can be nice during tough battles when a True Resurrection is required or a heal (but she can't heal from afar like a Bishop/Cleric with the right domains).
And while wearing a shield, she provides a nice reflex saving throw buff.

I guess a support character isn't so bad.

In my opinion Pizarra > Jorad > Water Elemental > Asharazelle.
The druids aren't very good because they use the weakest elemental spheres and the fire one has terrible attributes (but some options to increase them).
I'm not sure about the monk since I didn't recruit since the monk revamp, maybe he picked something useful?
And Erzimon would be alright if he wasn't so squishy but he is.
The point of both the Monk and the Pal is how resilient they become as they level (and the Pal shares a good bit of that with the whole team, if you stay close which can lead to a big change in overall tactics). For the Pal that makes the game more like Dungeon of Nahulabeuk where getting knocked out/dying is relatively commonplace and can be used strategically with the Pal bringing them back to life:



Monk (especially now) has to tools to get behind enemy lines to Grapple/Stun bosses in situations where other Grapplers would get owned by the surrounding adds.
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom