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1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor = Socketed Body Armor of same type
1 Ral Rune + 1 Amn Rune + 1 Perfect Amethyst + Normal Weapon = Socketed Weapon of same type
1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm = Socketed Helm of same type
1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield = Socketed Shield of same type

1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon = Exceptional Version of Weapon
1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor = Exceptional Version of Armor
1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon = Elite Version of Weapon
1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor

1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare Weapon = Exceptional Rare Weapon
1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor
1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare Weapon = Elite Rare Weapon
1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor

el = eld
eld = tir
tir = nef
nef = eth
eth = ith
ith = tal
tal = ral
ral = ort
ort = thul
3 Thul Runes + 1 Chipped Topaz = Amn Rune
3 Amn Runes + 1 Chipped Amethyst = Sol Rune
3 Sol Runes + 1 Chipped Sapphire = Shael Rune
3 Shael Runes + 1 Chipped Ruby = Dol Rune
3 Dol Runes + 1 Chipped Emerald = Hel Rune
3 Hel Runes + 1 Chipped Diamond = Io Rune
3 Io Runes + 1 Flawed Topaz = Lum Rune
3 Lum Runes + 1 Flawed Amethyst = Ko Rune
3 Ko Runes + 1 Flawed Sapphire = Fal Rune
3 Fal Runes + 1 Flawed Ruby = Lem Rune
3 Lem Runes + 1 Flawed Emerald = Pul Rune
2 Pul Runes + 1 Flawed Diamond = Um Rune
2 Um Runes + 1 Topaz = Mal Rune
2 Mal Runes + 1 Amethyst = Ist Rune
2 Ist Runes + 1 Sapphire = Gul Rune
2 Gul Runes + 1 Ruby = Vex Rune
2 Vex Runes + 1 Emerald = Ohm Rune
2 Ohm Runes + 1 Diamond = Lo Rune
2 Lo Runes + 1 Flawless Topaz = Sur Rune
2 Sur Runes + 1 Flawless Amethyst = Ber Rune
2 Ber Runes + 1 Flawless Sapphire = Jah Rune
2 Jah Runes + 1 Flawless Ruby = Cham Rune
2 Cham Runes + 1 Flawless Emerald = Zod Rune

Faster Cast Rate

Sorc ====9 / 20 / 37 / 63 / 105 / 200
Paladin == 9 / 18 / 30 / 48 / 75 / 125
Nec ==== 9 / 18 / 30 / 48 / 75 / 125
Druid === 4 / 10 / 19 / 30 / 46 / 68 / 99 / 163
Barb==== 9 / 20 / 37 / 63 / 105 / 200
Zon ==== 7 / 14 / 22 / 32 / 48 / 68 / 99 / 152
Assassin = 8 / 16 / 27 / 42 / 65 / 102 / 174

Faster Hit Recovery

Sorc ====5 / 9 / 14 / 20 / 30 / 42 / 60 / 86 / 142 /280
Paladin == 7 / 15 / 27 / 48 / 86 / 200
Nec ==== 5 / 10 / 16 / 26 / 39 / 56 / 86 / 152
Druid === 3 / 7 / 13 / 19 / 29 / 42 / 63 / 99 / 174
Barb ====7 / 15 / 27 / 48 / 86 / 200
Zon ==== 6 / 13 / 20 / 32 / 53 / 86 / 174
Assassin = 7 / 15 / 27 / 48 / 86 / 200

Viper Scarab - 30ed // 34cres // 7allres // -15req



IAS
Zon: 52 - 89 - 147
Sin: 15 - 30 - 50 - 60 - 90

.........................................................................................................................................................

CUBE UPGRADE

WEAPON

Socket Normal Item = RAL + AMN + Pamethyst
Unique Normal To Excptl = RAL + SOL + Pemerald
Unique Excptl To Elite = LUM + PUL + Pemerald
Rare Normal To Excptl = ORT + AMN + Psapphire
Rare Excptl To Elite = FAL + UM + Psapphire
Roll Same Magic Item = 3 Perfect Gems (any type) + Magic Item

Unsocket Item = HEL + Scroll of Town Portal + Any Socketed Item
Fully Repaired = ORT + wpn

ARMOR

Socket Normal Item = TAL + THUL + Ptopaz
Unique Normal To Excptl = TAL + SHAEL + Pdiamond
Unique Excptl To Elite = KO + LEM + Pdiamond
Rare Normal To Excptl = RAL + THUL + Pamethyst
Rare Excptl To Elite = KO + PUL + Pamethyst
Fully Repaired = RAL + Armor

SHIELD

Socket Normal Item = TAL + AMN + Pruby

HELM

Socket Normal Item = RAL + THUL + Psapphire

.........................................................................................................................................................

RESOURCES

Blizzard Entertainment
https://eu.blizzard.com/en/

The Arreat Summit - Main Page
https://classic.battle.net/diablo2exp/

Battle.net - English Forums (Battle.net Status)
https://forums.battle.net/board.html?forumId=12019&sid=3000

Battle.net - English Forums (Diablo II General Discussion)
https://forums.battle.net/board.html?forumId=12011&sid=3000

.........................................................................................................................................................

CALCULATORS

Armor Upgrade Defense Calculator
https://www.theamazonbasin.com/d2/resources/d2armours.html

Weapon Upgrade Damage Calculator
https://www.theamazonbasin.com/d2/resources/d2weapons.html

Necromancer Pet Calculator
https://tph.tuwien.ac.at/~gottwald/necropetcalculator.html

Druid Pet Calculator
https://tph.tuwien.ac.at/~gottwald/druidpetcalculator.html

Shopping Calculator
https://members.iinet.net.au/~dcarson/shopcalc.html

.........................................................................................................................................................

CHARACTERS and SKILLS

Character Classes
https://classic.battle.net/diablo2exp/classes/

Skill Information
https://classic.battle.net/diablo2exp/skills/

Skill Specifics
https://wiki.theamazonbasin.com/index.php/D2MainPage#Classes

oskills
https://classic.battle.net/diablo2exp/skills/basics.shtml#oskill

.........................................................................................................................................................

MERCENARIES

Mercenary Guide
https://forums.d2jsp.org/topic.php?t=42086445&f=87

Mercenary Basics
https://classic.battle.net/diablo2exp/basics/hirelings.shtml

Mercenary Resource
https://www.theamazonbasin.com/d2/iguides/mercresource.php

I. Kashya Rogue Scouts can use Armor, Helms, Bows (no Crossbows)
Amount of increase in stats per lvl:
+1 Strength
+2 Dexterity
+6.5 Defense
+2 all Resist
+8 Life
Ice Arrow and Inner Sight, or Fire Arrow and Inner Sight
Cannot use Amazon-only equipment.

II. Greiz Desert Mercenaries can use Armor, Helms, Spears, Polearms
Amount of increase in stats per lvl:
+1.5 Strength
+1.5 Dexterity
+9.5 Defense
+2 all Resist
+10 Life

Hired in Normal
Combat = Prayer
Defense = Defiance
Offense = Blessed Aim

Hired in Nightmare
Combat = Torns
Defense = Holy Freeze
Offense = Might

Hired in Hell
Combat = Prayer
Defense = Defiance
Offense = Blessed Aim

Auras share with all party members

Act 2 Merc Hit Recovery Speeds

FHR % - Frames
0 -- 15
5 -- 14
9 -- 13
14 -- 12
20 -- 11
30 -- 10
42 -- 9
60 -- 8

III. Asheara Ironwolves Armor, Helms, Shields, Swords
Amount of increase in stats per lvl:
+1.5 Strength
+1.5 Dexterity
+4.5 Defense
+2 all Resist
+6 Life
Lightning - Charged Bolt and Lightning
Fire - Inferno and Fireball
Cold - Glacial Spike or Ice Blast and Frozen Armor
They do not use their sword as a melee weapon; find one that is good for casting spells.

IV. Can't hire mercs in Act IV, but Tyrael can resurrect for you.

V. Qual-Kehk Barbarians Armor, Helms, Barbarian Helms, Swords (can't dual wield)
Amount of increase in stats per lvl:
+2 Strength
+1.5 Dexterity
+7.5 Defense
+1.5 all Resist
+12 Life
Bash or Stun
Can wear Barbarian class-specific helms.

.........................................................................................................................................................

EXPERIENCE

The Arreat Summit - Basics: Experience
https://classic.battle.net/diablo2exp/basics/experience.shtml

Experience from Baal runs
Hell Baaling Experience Per Run Charts

.........................................................................................................................................................

ANIMATION DATA

Breakpoint Tables
FBR, FCR, FHR


Item Statistics

The Arreat Summit - Items
https://classic.battle.net/diablo2exp/items/

Gambling Basics
https://classic.battle.net/diablo2exp/basics/gambling.shtml

Miscellaneous Item List
https://www.theamazonbasin.com/d2/resources/d2misc.html
.........................................................................................................................................................

MONSTERS

The Arreat Summit - Monsters
https://classic.battle.net/diablo2exp/monsters/

Grimborn's Guide to Boss Mods
https://www.theamazonbasin.com/d2/iguides/bossmods.php

Monster Resistances and Immunities Guide
https://www.theamazonbasin.com/d2/forums/index.php?showtopic=76262

Monster Resistances.xls
https://www.theamazonbasin.com/d2/forums/index.php?showtopic=81059

.........................................................................................................................................................

AREA LEVELS

Area Levels
https://classic.battle.net/forums/thread.aspx?fn=d2-general&t=1310737

Diablo II Areas
https://wiki.theamazonbasin.com/index.php/DiabloIIAreas

.........................................................................................................................................................

FAQ

librarian's FAQtoids
https://www.mannm.org/d2library/faqtoids/faqtoidseng.html

Smite FAQ
https://classic.battle.net/forums/thread.aspx?fn=d2-general&t=1310761

Things you SHOULD know about Diablo 2
https://classic.battle.net/forums/thread.aspx?fn=d2-general&t=1312543

Poison damage - Basin Wiki
https://wiki.theamazonbasin.com/index.php/Poisondamage

.........................................................................................................................................................

MF DIMINISHING RETURNS

Refer to Aye's Guide to the Basics of MF%

EMF graphs: https://i44.*tp.com/33jseja.jpghttps://i44.*tp.com/33jseja.jpg[/URL]
EMF table: https://i44.*tp.com/14uvmuo.jpghttps://i44.*tp.com/14uvmuo.jpg[/URL]

Since v1.10, diminishing returns kicks in at 10% MF.

.........................................................................................................................................................

DUPE LIST

https://forums.d2jsp.org/topic.php?t=17634504&f=53


.........................................................................................................................................................

EXPERIENCE

Using no Anni:

Level ---- Exp-break ---- Exp for next lvl -- Exp per run --- How many runs
90-91 ----- 1,618,470,619 ----- 146,072,446 ------ ca 5 mil ---------- 30
91-92 ----- 1,764,543,065 ----- 159,218,965 ------ ca 3.5 mil -------- 45
92-93 ----- 1,923,762,030 ----- 173,548,673 ------ ca 2 mil ---------- 87
93-94 ----- 2,097,310,703 ----- 189,168,053 ------ ca 1.3 mil -------- 145
94-95 ----- 2,286,478,756 ----- 206,193,177 ------ ca 800k ----------- 257
95-96 ----- 2,492,671,933 ----- 224,750,564 ------ ca 445k ----------- 503
96-97 ----- 2,717,422,497 ----- 244,978,115 ------ ca 320k ----------- 765
97-98 ----- 2,962,400,612 ----- 267,026,144 ------ ca 164k ----------- 1628
98-99 ----- 3,229,426,756 ----- 291,058,498 ------ ca 64k ------------ 4546
98-99 ----- 3,520,485,254


Using +10% experience gained Anni and killing Baal + Minions each Run:

Level ---- Exp-Break ---- Exp for Next Lvl -- Exp per Run --- How many Runs
90-91 ----- 1,618,470,619 ----- 146,072,446 ------ ca 5.5 mil -------- 27
91-92 ----- 1,764,543,065 ----- 159,218,965 ------ ca 3.85 mil ------- 42
92-93 ----- 1,923,762,030 ----- 173,548,673 ------ ca 2.2 mil -------- 79
93-94 ----- 2,097,310,703 ----- 189,168,053 ------ ca 1.65 mil ------- 115
94-95 ----- 2,286,478,756 ----- 206,193,177 ------ ca 880k ----------- 235
95-96 ----- 2,492,671,933 ----- 224,750,564 ------ ca 490k ----------- 460
96-97 ----- 2,717,422,497 ----- 244,978,115 ------ ca 352k ----------- 696
97-98 ----- 2,962,400,612 ----- 267,026,144 ------ ca 180k ----------- 1484
98-99 ----- 3,229,426,756 ----- 291,058,498 ------ ca 70k ------------ 4135

...................................................................................................................................

CHANCE TO HIT

100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
AR = Attack Rating; alvl = Level of Attacker; dlvl = Level of Defender; DR = Defense Rating
Note: Attacks will never have less than 5% chance to hit nor more than 95% chance to hit.
Final chance to hit is truncated.
Example
I have an AR of 10,000. I am lvl85 (attacker) and the Defender is lvl90 with a defense of 5000

= 100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
= 100 * 10000/ (10000 + 5000) * 2 * 85/ ( 85 + 90)
= 1000000/(10000 + 5000) * 2 * 85/(85 + 90)
= 1000000/(15000) * 2 * 85/(175)
= 1000000/(15000) * 2 * 85/(175)
= 66.667 * 2 * 85/175
= 133.333 * 85/175
= 11333.333/175
= 64.761% chance to hit.

.........................................................................................................................................................

BASE ATTACK RATING

(Your attack rating without +AR or +Ar% from equipment, charms or skills)
= (Dex * 5) - 35 + ClassBonus
The ClassBonus is:
20 for Barbarians and Paladins
15 for Assassins
5 for Amazons and Druids
-10 for Necromancers
-15 for Sorceresses

Example
Any lvl Necromancer with 200 Dex.
= (Dex * 5) - 35 + ClassBonus
= (200 * 5) - 35 + (-10)
= (1000) - 35 + (-10)
= 965 + (-10)
= 955AR
Base Defense Rating
(Your Defense rating without Defense, +Def or +Def% from equipment, charms or skills)
= Dex / 4 (rounding down)
Example
Any lvl char with 179 Dex.
= Dex/4 (rounding down)
= 179/4 (rounding down)
= 44.75 (rounding down)
= 44

.........................................................................................................................................................

CHANCE TO CAUSE KNOCKBACK

Vs. large (eLarge): 32/128 = 25%
Vs. small (eSmall): 128/128 = 100%
everyone else: 64/128 = 50%

.........................................................................................................................................................

CHANCE TO BLOCK

Total Blocking = [(Blocking * (Dexterity - 15)) / (Character Level * 2)]
Blocking = A total of the Blocking on all of your items. (E.g: Guardian Angel, Twitchthroe, Any Shield, Holy Shield)
[] = Round Down
Note: Blocking on shield shown in game is capped at 75% while it may actually be higher.
For a true account of most shields blocking ability... Look here forUnique, Set, and Magical/Rare shields.
\(for magical/rare, add the Blocking % from the suffix to the base blocking)
Note 2: Block chance is divided by 3 after the 75% cap. You can't block more than 25% when running.

Example: A lvl85 Paladin with 100 Dex, Guardian Angel(20%), lvl20 Holy Shield (35%) and a Herald of Zakarum(82%).

Total Blocking = [(Blocking * (Dexterity - 15)) / (Character Level * 2)]
= (20 + 35 + 82 * (100 - 15)) / (85 * 2)
= (20 + 35 + 82 * (85)) / (85 * 2)
= (20 + 35 + 82 * (85)) / 170
= (20 + 35 + 82 * (85)) / 170
= (137 * 85) / 170
= 11645 / 170
= 68.5
= 68% Chance to Block

.........................................................................................................................................................

HIT BLINDS TARGET

Decreases radius of awareness similar to the Necromancer Curse: Dim Vision. The formula is as follows:

Melee Chance = 50 + (Attacker Level + (Bonus - 1) * 4) - Defender Level) * 5
Ranged Chance = ((50 + (Attacker Level + (Bonus - 1) * 4) - Defender Level) * 5)/3

Bonus = Hit Blinds Target acquired from items. Most are +1 but some are +2.
Duration: The level of Dim Vision that's cast on the target is equal to (Chance - Roll)/5+1, max of 20.
E.g:
Lvl15 Amazon wearing Coif of Glory(+1) and a Bow while attacking a lvl20 Monster.

Ranged Chance = ((50 + (Attacker Level + (Bonus - 1) * 4) - Defender Level) * 5)/3
= ((50 + (15 + (1 - 1) * 4) - 20) * 5)/3
= ((50 + (15 + (0) * 4) - 20) * 5)/3
= ((50 + (15 + 0) - 20) * 5)/3
= ((50 + (15 - 20)) * 5)/3
= ((50 - 5) * 5)/3
= (45 * 5)/3
= (225)/3
= 75

This formula is applied to monsters hit by an ITD weapon.
Does not apply to uniques, super uniques, other players or their hirelings, and act bosses.
In effect the defense of the monster is set to zero.
ITD basically disregards the part of the ' chance to hit' formula related to Attack and Defense ratings.

FinalAR = 100 * 2 * mLvl / (mLvl + cLvl)
mLvl - monster level
cLvl - your character level
AR - attack rating
See Chance to Hit Formula for example on how to work it.

.........................................................................................................................................................

OPEN WOUNDS

Damage per frame:
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier
Clvl=16-30: ((18*Clvl-104)/256) * Modifier
Clvl=31-45: ((27*Clvl-374)/256) * Modifier
Clvl=46-60: ((36*Clvl-779)/256) * Modifier
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier

Modifier:
Triggers on a Player with attacker using a Melee Attack: 0.25
Triggers on a Player with attacker using Ranged Attack: 0.125
Triggers on a Boss Monster with attacker using Ranged or Melee: 0.5
Trigger on Other Targets with attacker using Ranged or Melee: 1

Open Wounds has a duration of 200 Frames (8 Seconds) and will reset the timer if reapplied. It's not actual damage but a Negative Life Regenration.

E.g:
Lvl80 Char using melee attack on a normal monster (Other Target)
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier
= ((45*80-1319)/256) * 1
= ((3600-1319)/256)
= (2281/256) * 1
= 8.91015625 * 1
= 8.91015625 Damage per Frame.

For Damage per second, do (Damage per frame * 25)
8.91015625 * 25
= 222.75390625 Damage per second.

.........................................................................................................................................................

CHANCE TO FREEZE

Melee = 50 + (AL + (B*4) - DL) * 5
Ranged = (50 + ((AL-6) + (B*4) - DL) * 5)/3
AL = attacker level
DL = defender level
B = freeze bonus from item (default is 1)
For Freeze Bonus from items, See the item here for Uniques and Sets.
E.g:
Lvl85 Amazon using a Buriza (+3 freezes Target) while attacking a lvl80 Creature.
Ranged = (50 + ((AL-6) + (B*4) - DL) * 5)/3
= (50 + ((85-6) + (3*4) - 80) * 5)/3
= (50 + (79 + (3*4) - 80) * 5)/3
= (50 + (79 + (12) - 80) * 5)/3
= (50 + (11 * 5))/3
= (50 + 55)/3
= 105/3
= 35% Chance to Freeze

Duration:
Freeze length = (Chance - Roll) * 2 + 25 frames
with a minimum length of 25 frames (1 second) and a maximum length of 250 frames (10 seconds)
roll=RND(100) for a range of 0 to 99
E.g:
Same situation but with a roll of 10.
Freeze length = (Chance - Roll) * 2 + 25 frames
= ((35 - 10) * 2) + 25 frames
= (25 * 2) + 25
= 50 +25
= 75 Frames
For conversion from Frames to seconds: Frames/25 = Seconds
= 75/25
= 3 Seconds
AL = attacker level
DL = defender level
B = freeze bonus from item (default is 1)

Axe of Fechmar = 3
Woestave = 1
Iceblink = 1
Sureshrill Frost = 3
Bing Sz Wang = 2
Buriza = 3
Shadowkiller = 2
Frostwind = 4
Nord's Tenderizer = 2 to 4
IK gloves (full set) = 2
Vidala's full set = 1
Cham Rune is now Hit Freezes Target +3

if it's ranged, the AL has a -6 penalty.
if it's ranged, the chance is divided by 3
- As for the duration of the freeze:
freeze length = (chance - roll) * 2 + 25 frames
with a minimum length of 25 frames (1 second) and a maximum length of 250 frames (10 seconds)
roll=RND(100) for a range of 0 to 99

.........................................................................................................................................................

CRUSHING BLOW

Crushing Blow reduces a target's life by a certain fraction:

Normal Monster hit with a melee weapon: 1/4
Normal Monster hit with a ranged weapon: 1/8
Boss/Champion Monster hit with a melee weapon: 1/8
Boss/Champion Monster hit with a ranged weapon: 1/16
Player/Hireling hit with a melee weapon: 1/10
Player/Hireling hit with a ranged weapon: 1/20

2p = 1.5x HP and XP
3p = 2.0x HP and XP
4p = 2.5x HP and XP
5p = 3.0x HP and XP
6p = 3.5x HP and XP
7p = 4.0x HP and XP
8p = 4.5x HP and XP

Crushing Blow does not scale with the amount of players. In 1.10, the game first calculates the Crushing blow in relation to the target's current life
and then divides the CB amount by the correlating number (See the Player's Table found on RTB's Post).
E.g: 8 players would be 450%. So the damage would be divided by 4.5.

Crushing Blow is affected by Physical resistances, but only if that number is positive.

The % of Crushing Blow will be added from each item for 1 Crushing blow check.

Crushing Blow is actually applied Before the weapon damage done.

.........................................................................................................................................................

REPLENISH LIFE

(25 * (+Replenish life)) / 256 = Life Per Second
E.g:
+10 Replenish life
(25 * (+Replenish life)) / 256 = Life Per Second
= (25 * (10)) / 256
= (250) /256
= 0.98 Life Per Second

.........................................................................................................................................................

FASTER RUN WALK

Basic Speed
Walking 4 yards/s
Running 6 yards/s

Formula
FinalWalkSpeed = BaseWalkSpeed *(1 + skillFRW/100 + [itemFRW*150/(itemFRW + 150)]/100 + armourRed/100)
FinalRunSpeed = BaseRunSpeed+BaseWalkSpeed *(skillFRW/100 +[itemsFRW*150/(itemFRW+150)]/100 + armourRed/100)

BaseWalkSpeed - Value obtained from above table (4)
BaseRunSpeed - Value obtained from above table (6)
skillFRW - Faster Run/Walk from skills
itemFRW - Faster Run/Walk from items
armourRed - Total reduction (negative number) from armour and/or shield. (-5) for medium shields/armours, (-10) for heavy shields/armours.

The minimum cap on run/walk is 1 yard/s.
If FinalSpeed < 1
then FinalSpeed = 1



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