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    Celestial Spirit Magic; Celestial Warrior (WIP)

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    Celestial Spirit Magic; Celestial Warrior (WIP)

    Post by Guest on 12th June 2014, 3:43 am

    Celestial Spirit Magic; Celestial Warrior

    Primary Magic: Celestial Spirit Magic; Celestial Warrior
    Secondary Magic: N/A
    Caster or Holder: Holder

    Description: Celestial Spirit magic is a type of summoning magic that involves using special keys to unlock doors between the Celestial world and ours. Each key corresponds to a specific door that allows a particular spirit through into our world to assist us with whatever we may need them for. There are numerous types of keys in the world but the ones connected to the Celestial world fall into two categories; Silver Keys and the rare Golden Keys. The Silver Celestial Keys summon forth Spirits which relate to the 88 Constellations of Stars in the night sky, each with their own abilities and uses. The rare Golden Celestial Keys summon forth the powerful Zodiac Spirits, with abilities and powers that usually surpass those of the Silver Celestial Keys. There are a total of only 13 Golden Zodiac Keys, with the 13th being one that is rarely seen or heard of.

    Marick's particular brand of Celestial Spirit Magic is aptly named 'Celestial Warrior' due to his tendency to summon Celestial Warrior spirits to fight alongside him, or equipment to assist him in his own battles. Being an ex-mercenary he has never been one to shy away from a battle and thus if he summons a Celestial Warrior Spirit to fight for him, he will fight alongside that spirit as if they were equals rather than as Spirit and Summoner.

    Strengths:

    - Summoning spirits gives Marick the advantage if he is against a single opponent due to outnumbering them. This can also help Marick should be find himself outnumbered.

    - As a mage who is already starting to flow with considerable magical power, Marick is able to summon multiple spirits at any one time.

    - Some of the spirits harbor elemental strengths which make them particularly useful against certain elemental foes.

    - Certain spirit summons aren't necessarily warriors, but are instead equipment that Marick can arm himself with so that he can fight alone where necessary.


    Weaknesses:

    -While Marick can summon multiple spirits at once, his magic will be quickly drained from doing so.

    - Some spirits harbor elemental weaknesses which could spell disaster should an opponent be able to exploit those weaknesses.

    - Unlike with armor and equipment crafted in Earthland, celestial spirit equipment will only last for a certain amount of time before it must return to the Celestial world and rest.

    - Much like the above weakness, spirits can only reside in Earthland for so long before they must return to the Celestial world to rest.


    Abilities/Powers:

    - Summoning Energy; At B-rank Marick currently has 50 SE (Summoning Energy) and recovers 10 SE every post

    - Multiple Spirit Summon; Marick can summon multiple spirits at any one time, although this will quickly drain Summoning Energy should he do this too often and with many high ranked summons.

    D-rank:

    Sculptor:

    Sculptor:
    Name: Sculptor
    Rank: D-rank
    Type: Earth Defence/Summon
    Description: The Sculptor is an elderly man who is renowned worldwide as a master in his art due to his incredible speed and precision in his works. He is rather quiet and incredibly obedient, diligently working on whatever work of art he has been requested to make. He is usually unseen, particularly in combat.

    Active Ability: Creates a sculpture of his master that is an exact likeness to the original. The sculpture breaks as soon as it is struck.

    Passive Ability: Activated as soon as Sculptor crafts the sculpture; Sculptor grants his master a 100% boost in speed for a short burst of time. This is purely so that his master can get clear of the sculpture and any incoming attack.

    Strengths:

    - Creates a sculpture that looks exactly the same as the person he sculpted in the blink of an eye, using it as a decoy for his master.

    - Grants his master a short burst of speed to allow them to get clear of an incoming attack. This lasts until the sculpture is broken.

    - The movement is so quick that Sculptor himself cannot be struck before he has crafted the sculpture.

    Weaknesses:

    - The sculpture breaks immediately upon being struck regardless of the rank of the attack being dealt.

    - The speed boost only lasts as long as the sculpture is intact, thus it ends as soon as the sculpture is struck.

    - Sculptor nor is creation are able to attack an opponent.

    - Sculptor will not wait around to see the result of the strike and will only create a single sculpture before returning to the Celestial world to continue his work there.

    Duration/Cooldown:
    Instant use (requires 10SE) with a 3 post cooldown.

    Corvus:

    Corvus (Human Form):
    Corvus (Crow Form):
    Name: Corvus, the Crow
    Rank: D
    Type: Summon
    Description: Corvus is quite the crafty spirit, always managing to dig up dirt on somebody - including his own master on occasion - or to gain information for his master to utilise. He is essentially more of a scout summon than a combat summon, but he is certainly not without his uses. In human form he acts as a butler and is able to get work in the most prestigious of manors under his alias 'Sebastian Michaelis', thus becoming an undercover spy (although he does appear to enjoy being a butler). It's also worth noting that he has a well spoken Pergrande accent, making conversation between himself and his current master rather an interesting sight to behold in Fiore.

    In his crow form he becomes his master's eyes in the skies as he can scout ahead in even the densest of regions without too much hassle. He is also one of the few spirits who can travel a fair distance away from his master in our world due to him having considerable magical power to sustain himself with for a considerable amount of time.

    Human Ability (Passive): Corvus has a great way with words that allow him to convince even the most stubborn of people to let him into their lives and leak information. This can be incredibly useful for finding out details to assist in any work his master wishes to do, as well as being good fun to taunt with.

    Crow Ability (Active): Corvus travels through the air as a crow, mapping out the area and gaining as much intel as possible to be delivered to his master. This can be particularly useful in forests or dungeons where walking the wrong direction could be disastrous.

    Strengths:

    - Corvus can freely switch between forms, utilising whichever form is best for the current job at hand.

    - The Crow has a considerable amount of magical energy in order to sustain himself in our world without necessarily being near his master all the time. This is absolutely crucial when doing recon work.

    - Corvus is very skilled in the art of persuasion, easily able to convince others to let him into their lives, making his intel gathering a considerably easier mission.

    Weaknesses:

    - Although Corvus has his own magical energy, he has no actual outlet for it such as spells and attacks. His energy is purely for keeping himself sustained in our world.

    - Corvus has absolutely no defences whatsoever. If he is attacked he will immediately flee to the Celestial world.

    - Strong winds make it difficult for Corvus to fly, thus he will not fly in deserts or over oceans due to the stronger winds in those places.

    - Corvus has been known to dig up information on his master and taunt them with it. This can be somewhat of a nuisance.

    Duration/Cooldown:

    Variable duration (requires 10 SE) and can be summoned only twice per thread.

    Reticulum:

    Reticulum:
    Name: Reticulum, the Reticle
    Rank: D
    Type: Buff/Equipment
    Description: Reticulum is a small eye-piece that remains completely silent with exception from the occasional beeping as it focuses on a target. It fits over the wearer's ear with a glass piece being sat about an inch away from their eye. When the wearer chooses a target, Reticulum will beep and pinpoint the target so that the wearer can strike with precision.

    Passive Ability: Increases the wearers accuracy considerably.

    Active Ability: Once per summon the wearer is able to activate Reticulum's active ability which pinpoints the opponents muscles. This grants the wearer the ability to completely predict the opponents movements on the following post and act accordingly the post afterwards.

    Strengths:

    - Increases the wearers accuracy by 80%

    - By activating Reticulum's active ability, the wearer can predict the opponents movements in the following post.

    - Reticulum fits around the wearer, ensuring there is no discomfort and thus are not distracted.

    Weaknesses:

    - The beeping can be a giveaway to the target that they're being focused on, giving them time to try to react.

    - The Active ability can only be used once per summon.

    - Increased accuracy does not mean that the user will strike the opponent every time. The opponent can still block the user's attacks.

    - Predicting the opponents moves can prove to put the user into trouble should the opponent wise up to the ability.

    Duration/Cooldown:
    3 post duration (requires 10SE) with a 4 post cooldown.

    Pyxis:

    Pyxis:
    Name: Pyxis, the Mariners Compass
    Rank: D
    Type: Summon
    Description: Pyxis is another very situational spirit that is more useful for exploration than anything else. He cannot speak, but always appears to be smiling so long as his master is able to read the direction correctly from the compass upon his head.

    Passive Ability: Pyxis has an incredible sense of direction. When paired with any information gather by Corvus, his master can guarantee that he won't ever get lost - assuming they can read a compass and follow directions themselves of course.

    Active Ability: Pyxis can place a charm upon one human who isn't their master. So long as that charm remains upon that human, Pyxis can switch between focusing on the worlds own magnetic poles or on the magnetic polarity given off by the charm, thus allowing his master to find the charm - and hopefully the wearer - should they split up.

    Strengths:
    - Incredible sense of direction courtesy of the compass atop his head.

    - Pyxis is able to attach a charm to another human so that he can change his polarity focus to find them.

    - Pyxis works well in combination with information found by Corvus beforehand, almost ensuring his master doesn't get lost.

    Weaknesses:
    - No attacks to speak of.

    - Pyxis will return to the Celestial world immediately if he senses any kind of aggression in the vicinity.

    - Pyxis only requires a D-rank hit before he returns to the Celestial world.

    - Pyxis can only change polarity focus to the charm, not to the person wearing it. Therefore if the wearer were to remove the charm then he'd be focused on that and not find the wearer.

    Duration/Cooldown:

    Variable duration due to the fact he doesn't fight (requires 10SE) with a 3 post cooldown.

    Lyra:

    Lyra:
    Name: Lyra, the Harp
    Rank: D
    Type: Summon
    Description: Lyra is a happy and hyper spirit who plays the harp at a higher expertise than any human could hope to achieve. Her songs can portray the way people feel as they embody the feelings of those around her. However she is also able to change someones feelings with general ease.

    Passive Ability: Can play the harp and sing at the same time. Fairly impressive to say the least.

    Active Ability: Lyra is able to change the way an opponent feels through her songs. This effect lasts for 2 posts with a 3 post cooldown. (B-rank and above are immune to this effect).

    Strengths:

    - Lyra's active ability can allow her to soothe a raging opponent into a relaxed state, making it easy for her master to escape or capitalise.

    - Her childlike qualities make it easy for her to get along with younger people.

    - Playing the harp and singing at the same time is a strength in itself.

    Weaknesses:

    - Lyra has no real offensive options to speak of.

    - Lyra's active ability is only useful on opponents below B-rank. Any opponent at B-rank or above are immune to her effects.

    - Lyra lacks any defences and will flee immediately if attacked.

    - Lyra has a fear of violence. If either an opponent or her master fight while she attempts to play then she will immediately return to the Celestial world.


    Duration/Cooldown:
    3 post duration (requires 10SE) with a 4 post cooldown.


    Last edited by Lt. Surgery on 13th July 2014, 4:47 pm; edited 33 times in total

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    Guest

    Re: Celestial Spirit Magic; Celestial Warrior (WIP)

    Post by Guest on 17th June 2014, 4:00 am

    C-rank:

    Key of the Scutum:

    Scutum:
    Name: Scutum, the Celestial Shield
    Rank: C
    Type: Defensive/Equipment

    Description: Scutum is a large, curved rectangular shield with a round metal umbo in the center that is used to smash attackers in the face and leave them dazed to allow his wielder to strike the opponent in retaliation (although Scutum dislikes this due to the fact the umbo is like his nose). He is around 1.06m tall and 86cm wide around the curve, allowing him to cover his wielder effectively. He is summoned via a Silver Celestial Key and has a serious attitude when brought into Earthland. He is compliant with his contractor's wishes and will do whatever he is required to do - even if it means getting a good whiff of a foe as his wielder smacks them.

    Active Effect: - Scutum smashes the opponent in the face, dealing C-rank damage and dazing the opponent for a single post (less chance of blocking incoming attacks). (Instant use and can only be used once per summon)

    Passive Effect: - While Scutum is equipped Marick's defences are doubled and he is able to block up to two C-rank spells.

    Strengths:

    - Primarily defensive, giving Marick a strong defensive boost while also allowing him to block up to two C-rank spells.

    - Has an offensive purpose with the active ability that can daze an opponent and reduce their ability to dodge or block an attack by 50%

    - Scutum's size allows Marick to protect across the entire width of his body.

    Weaknesses:

    - A single B-rank spell will cause Scutum to return to the Celestial world, resulting in Marick taking 50% of the damage from the attacking spell.

    - Scutum's active attack only reaches as far as Marick's own reach, thus Marick must be fairly close to his opponent in order to use it.

    - Apart from Scutum's active ability Marick is unable to use Scutum in an offensive manner.

    - Scutum will return to the Celestial world immediately if struck with a Legendary weapon or above.

    Duration/Cooldown:
    2 post duration (requires 20 SE) with a 3 post cooldown.

    Key of the Centaur:

    Centaurus:
    Name: Centaurus, the Centaur Warrior
    Rank: C
    Type: Earth Summon
    Description: Centaurus is a centaur warrior who is sometimes viewed as a warrior beneath the great Sagittarius. Wielding two large blades Centaurus' mere presence on the battlefield is enough to send shivers down the backs of those who've heard the tales know of her ability to rush through a battlefield at insane speeds and cut down foes before they can react. Each of her blades deal C-rank damage and are impossible to destroy and her four hooves allow her to reach speeds up to 30 feet per second. Centaurus can take up to 4 C-ranks worth of damage before she flees the battlefield.

    As a personality Centaurus actually comes across as rather brash, often commenting on Marick's drinking habits and telling him he ought to dress 'more like a warrior and less like a common thief'. Nonetheless she is bound to him by contract and will behave as such. She enjoys being summoned alongside Sagittarius and will follow every order the Zodiac spirit gives.

    Strengths:

    - Centaurus wields two large, indestructible blades that allow her to deal C-rank damage with each strike.

    - As a centaur she is a warrior of the earth, and thus earth based magics are 50% less effective against her.

    - Thanks to her four hooves she is able to run at speeds up to 30 feet per second, easily outspeeding most human beings and some spells which makes her surprisingly difficult to hit.

    Weaknesses:

    - Centaurus has a massive fear of fire. If someone aims a fire spell equal to her rank or higher then she will flee the battlefield immediately.

    - Although her blades are indestructible that doesn't mean they can break through anything. Armors of Legendary rank or equivalent and above are impenetrable with her blades without her using her ability.

    - Although she is powerful and agile, Centaurus only requires 4 C-rank hits before she will return to the Celestial world to recover due to her lack of defences.

    - As she wields swords her range is rather limited to opponents who are directly in front of her.

    - Spears can stop Centaurus in her tracks, as they can be used to keep her at a distance away from her target.

    Centaurus' Rage:

    Name: Centaurus' Rage
    Rank: C
    Type: Offence
    Description: Centaurus rushes the target with a fast and powerful flurry of blows with her two blades which end in a powerful cross-slash with both blades at once. The flurry of blows deal C-rank damage altogether with the cross-slash dealing a further C-rank damage. If the slash is blocked then the foe will have their defences or their defensive stance broken and will be unable to block on the following post.

    Strengths:

    - A powerful single-target attack that can deal considerable damage to her target.

    - If the opponent blocks the cross-slash then they will be unable to block the next post as their defensive stance will be broken.

    - As Centaurus travels at incredible speed it is difficult to get out of the way of the attack before she's upon the target.


    Weaknesses:

    - Centaurus must get up close to a target to use this ability, thus putting her at risk of being hit herself.

    - As this is a single-target attack, Centaurus risks being struck by any nearby enemies who she is neglecting at that time.

    - Centaurus CANNOT break protective spells or blocks of higher-ranked wizards.

    Duration/Cooldown:
    Instant use attack with a 3 post cooldown.


    Duration/Cooldown:
    Centaurus will remain on the battlefield for 4 posts (requires 20 SE). She then requires a 5 post resting period before she can be summoned again.

    Key of the Demi-God:

    Perseus:
    Name: Perseus, the Demi-God
    Rank: C
    Type: Summon
    Description: Everyone knows of the tales of Perseus and how he beheaded the gorgon, as well as slayed the mighty Cetus to save Andromeda. He is a powerful warrior who wields a shortsword (length of around 1m) with deadly effect. His attitude is somewhat lighthearted at times, but when he's in combat he becomes ruthless and aggressive. His regular attacks deal C-rank damage.

    Passive Ability: As a demi-God Perseus is able to will forth a tremendous amount of power. For this reason he is almost guaranteed to win in a face-off against an opponent of equal rank, with the exception of God Slayers.

    Strengths:

    - Perseus has considerably more strength than most opponents of his own rank courtesy of his demi-God status.

    - Summoning him alongside Andromeda grants him the ability to deal B-rank damage.

    - As the son of Zeus, Perseus has a 50% resistance to lightning based magic.

    Weaknesses:

    - Summoning him alongside Andromeda will cause him to only fight to protect her. He will not step away from her, thus turning him more defensive.

    - God Slayer magic deals 50% extra damage to Perseus due to the fact he is a demi-God.

    - Perseus' shortsword is only 1m long, requiring him to be close to the opponent to deal damage with it.

    Zues' Gift:

    Name: Zues' Gift
    Rank: C
    Type: Lightning Support
    Description: Bolts of lightning fall out of the sky and crash into Perseus and his allies. The are all imbued with the lightning element, allowing them to stun an opponent for a single post when they strike them, giving them a further 50% resistance to lightning magic and granting them an additional 50% movement and attack speed for 2 posts.

    Strengths:
    - Grants Perseus and his allies an attack and movement speed boost.

    - Grants Perseus and his allies a further 50% resistance to lightning (Perseus becomes immune to lightning magic in this state).

    - Imbues Perseus and his allies with the element of lightning, allowing them to stun an opponent for a single post when they strike them. (Stun means that they cannot attack the following post).

    Weaknesses:
    - The lightning cast upon Perseus and his allies is Holy lightning, thus can be devoured by the Lightning Demon Slayer.

    - As the lightning is Holy lightning, Lightning God Slayers deal double damage.

    - Allies whose magical element conflicts with this element will not be imbued with the bonuses this spell gives.

    Duration/Cooldown:
    2 post duration. Can be used once per summon.

    Duration/Cooldown: Perseus will remain on the battlefield for 4 posts (requires 20SE) before returning to the Celestial world to rest for 5 posts.

    Key of the Dolphin:

    Delphinus:
    Name: Delphinus, the Dolphin Princess
    Rank: C
    Type: Water Summon
    Description: Delphinus is a happy-go-lucky, childish and friendly spirit who loves nothing more than to splash around and generally have fun, something she gets to do a lot as the Dolphin Princess. However, much like her sister 'Aquarius', she is not without her aggressive streak particularly if her master or her friends are threatened, and she is not afraid to call upon a few very special friends to assist her. He can fire jets of water at opponents from her mouth that can travel 50 meters and deal C-rank damage.

    Passive Ability: Delphinus is completely immune to water magic and is able to transform into a dolphin herself should she find herself surrounded by water.

    Strengths:
    - Complete immunity to water based magics.

    - Delphinus deals double damage to fire based opponents.

    - She is able to transform into a dolphin and back again at will so long as there is water around for when she is in dolphin form.

    - So long as there is water nearby and she's not fighting, Delphinus can remain in the human world for a long period of time.

    Weaknesses:

    - Due to her being water based, Ice magic will drastically slow Delphinus down (80% decrease in speed if struck with any ice spell).

    - Delphinus is quite fragile and thus only requires two C-rank hits to make flee.

    - Delphinus is incredibly frightened of storms, thus lightning based magic will cause her to return to the Celestial world immediately.

    - Delphinus requires water in order to remain in the human world for a long period of time. This makes her almost useless in places like the deserts where there is no water whatsoever.

    - Using a silencing magic or a louder magical spell will prevent Delphinus from using her active ability.

    Delphinus' Cry:
    Name: Delphinus' Cry
    Rank: C
    Type: Water Offence
    Description: Delphinus inhales deeply before releasing a high-pitched cry. A maximum of 5 dolphins in the nearby oceans will heed her cry for help and appear at the waters surface, firing jets of water that can travel at incredible lengths of 100 meters and deal C-rank damage.

    Strengths:
    - The 5 dolphins can each deal C-rank damage with each jet of water they fire.

    - The dolphins can be summoned in any oceanic environment regardless of the location.

    - The cry itself is incredibly high-pitched and can easily deafen anyone within 2 meters of her for a single post.

    Weaknesses:
    - Delphinus must be near water in order to use this spell.

    - Anyone within two meters of Delphinus when she cries will be deafened for a single post. This includes allies.

    - Storm based magics will cause the dolphins to flee back into the oceans.

    - If there is too much high-pitched noise or interference then the dolphins would be unable to hear Delphinus' call.

    - Achieving the range of 100m requires considerable effort and power, thus the dolphins can only fire off a single jet of water each per post.

    Duration/Cooldown:
    The dolphins stick around for 2 posts and cannot be summoned again for 3 posts.
    Duration/Cooldown:
    Delphinus will remain on the battlefield for 4 posts (longer if not battling, such as in social threads. Requires 20SE) before having to rest in the Celestial world for 5 posts.


    Last edited by Legacy on 19th July 2014, 7:33 am; edited 3 times in total

    Guest
    Guest

    Re: Celestial Spirit Magic; Celestial Warrior (WIP)

    Post by Guest on 13th July 2014, 5:48 am

    B-rank:

    Key of the Hunter:

    Orion:
    Name: Orion, the Hunter
    Rank: B
    Type: Summon
    Description: Orion is a broad and powerful warrior whose tales are few, but incredible. He has a great distaste for Scorpio, but will happily work with any other spirit or person.

    As a hunter, Orion is capable of wielding a variety of weaponry to suit whichever situation he might be in. He has a sword that is identical to the one Perseus wields (1m in length) with a scutum, a spear that is 8 feet long, a bow and quiver that hold unlimited Celestial arrows and can reach up to 150m in range and finally a battle axe. All the weapons deal B-rank damage when they strike an opponent except for the arrows which each deal C-rank damage as he can fire up to 3 in a single shot.

    Passive Ability: Orion is able to change his equipment in the blink of an eye, able to quickly shift from close range to long range with minimal effort.

    Strengths:

    - Orion can wield a variery of different weapons, making him an incredibly versatile combatant.

    - If paired with another Celestial warrior he is able to give them one of his weapons to use if they require it.

    - Orion requires 4 B-rank hits to take down, making him quite the difficult spirit to take down.


    Weaknesses:

    - If Scorpio is on the battlefield then Orion's attacks will focus on him, regardless if he's friend or foe.

    - If Orion lends a weapon to an ally then he will be unable to switch to that weapon himself.

    - Orion is susceptible to poison based magic, and thus only requires 2 B-ranked hits to take down with any poisonous strikes.

    -Although Orion can fire 3 arrows at once, that doesn't necessarily mean they will all hit. Orion may sometimes only deal C-rank damage this way.

    Orion's Belt:

    Name: Orion's Belt
    Rank: B
    Type: Support
    Description: Orion calls out to the stars and a 10 foot magic circle appears beneath him. Anyone within that magic circle has their strength, durability and speed doubled for 4 posts. (All attacks deal double damage. All incoming attacks of B-rank or below have their damage halved).

    Strengths:

    - Doubles speed, durability and strength.

    - Orion's belt can boost allies as well as Orion himself.

    - Orion can cast this spell at any point, regardless of location.

    Weaknesses:

    - This spell affects everybody within the magic circle. This includes any enemies that may be within it when it is cast, thus can be detrimental if timed wrong.

    - The defence boost is only useful for spells of B-rank or below. A-rank damage will be unchanged.

    - When Orion is calling to the stars he is left wide open for attack. Any other spirits or allies need to fight off any incoming attacks to ensure the spell is cast successfully.

    Duration/Cooldown:
    4 post duration, can be used once per summon.

    Duration/Cooldown:
    Orion will remain on the battlefield for 6 posts (requires 30SE) before having to rest in the Celestial world for 8 posts.

    Key of the Maiden:

    Virgo:
    Name: Virgo, the Maiden
    Rank: B
    Type: Summon
    Description:

    Strengths:


    Weaknesses:


    Duration/Cooldown:

    Key of the Archer:

    Sagittarius:
    Name: Sagittarius
    Rank: B
    Type: Summon
    Description:

    Strengths:


    Weaknesses:


    Duration/Cooldown: Sagittarius can remain on the battlefield for 6 posts (costs 30 SE) before returning to the Celestial world. He must then rest for 8 posts before he may return.

    Key of the Wolf:

    Lupus:
    Name: Lupus, the Wolf
    Rank: B
    Type: Summon
    Description:

    Strengths:


    Weaknesses:


    Duration/Cooldown:

    Banished Key of the Black Rose:

    Omi:
    Name: Omi, the Black Rose
    Rank: B
    Type: Summon
    Description:

    Strengths:


    Weaknesses:


    Duration/Cooldown:

      Current date/time is 22nd November 2017, 5:34 am