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posté January 18, 2015, 21:44:03 | #41

Thanks for your feedbacks.

Here is the planned change (in addition to the bug fixing) for the Crâ that will come with the next beta update :

1) Reduces to 3 elementary states (from 4) :
* Biting will be replaced by Reach on the air branch. It will be more interesting for Poisoned Arrow — haven't to stack the state on the target — and Storm Arrow — damage in the whole area.
* Earth branch will work with Riddled instead of Riddled and Reach — more possibilities to stack for Destructive Arrow.
* Earth branch will gain a new effect that works with Incisive Strike — for example, a burst on the target.
* This will also makes the mechanic easier to understand.

2) Improve the synergy between branch :
* Instead of binding mechanic, I will switch on complementary mechanic. For example, instead of having to have fire state to apply air state by using a air spell, the air spell could apply fire state.

3) Slightly increases the damage :
* On the current version, I lowered the damage by 0,01 per AP per level because of the amount of final damage buff but I think it was too much, because Crâ damage were already pretty low in comparison to other class. I will revert it and add few more damage on dedicated spells.

4) Improve Beacon mechanic :
* Improve the earth beacon. Makes it work with Piercing Arrow, etc..
* Others improvements or synergies.

5) And more.

Thread : Feedback  Preview message : #821381  Replies : 1502  Views : 53855
Community Manager * Member Since 2013-07-08
posté January 18, 2015, 12:00:37 | #42
As some of you have noticed, the login server issue when using the regular client has been resolved, please make sure to check out my latest update on the subject: here.

See you in-game!  

Thread : General Discussion  Preview message : #821271  Replies : 55  Views : 1917
Community Manager * Member Since 2013-07-08
posté January 18, 2015, 05:12:51 | #43
Hi everyone,

I am coming back to let you know that the team is still working on investigating and resolving the issue.

I apologize for the delay and the bonus weekend event will also be extended depending on the downtime.

Thread : Server Status  Preview message : #821051  Replies : 3  Views : 3488
Community Manager * Member Since 2013-07-08
posté January 18, 2015, 02:15:24 | #44
Hi everyone,

I am sorry to hear that you are having trouble connecting to the servers but the team has been informed and is looking into it,

I will myself make sure to update you as we go in the server status forum.

Thread : Technical Issues  Preview message : #820968  Replies : 55  Views : 1897
posté January 16, 2015, 19:18:36 | #45

Quote (Ounce @ 16 January 2015 18:06) *
So Blood Rush is gaining the scalding effect? Does this mean they are going to nerf the base dmg of the spell for an unreliable status effect? This is my main attack spell so I definitely hope this isn't the case.

It doesn't change the damage. Scalded is only a "flag" for Flaming right now, then it has no reason to reduce the damage.

Quote (Exelenore @ 16 January 2015 17:52) *
If you've been stubborn and prideful about this for 5 redesigns of scalding (...)

It's the first redesign of the mechanic so far. The second one if you count the previous beta research that doesn't fit well the new goal.

Also, character class spell be much much more suitable to the mechanic. I did a little improvments but it's probably not enough.

The new Iop currently in Beta has some tools to fit with the mechanic and is a better example : he has a MP loss, an option to Stabilize the target, a mechanic against fugitive character, a gain of MP upon tackle success, etc...

Also, as I said, the mechanic could be improved. A simple example is to add a gain of Lock on the Flaming state.

Btw, the mechanic grows in multiplayer, and it's normal. It is not balanced around the 1vs1 PvP. It also works very well against monsters.

Thread : General Discussion  Preview message : #820484  Replies : 133  Views : 4490
posté January 16, 2015, 17:39:58 | #46

Quote (Exelenore @ 16 January 2015 16:17) *
How about you simply make it so flaming goes up and if you end your turn next to someone ?

It's like direct damage with a tiny condition that doesn't worth any added damage. It could be used as a condition for some specific effect but not for Scalded / Flaming mechanic.

Yes, you won't trigger the damage in every situation but it's precisely the goal. A strategical state for melee character. A reward when you successfully lock an opponent. A deterrent tool to force your opponent to disengage, wasting AP and MP.

It may change if these goals are not met : increasing damage if reward/deterrent isn't worth enough, keeping to adjust spells in all cases, improving the mechanic if it can't be triggered often enough.

Thread : General Discussion  Preview message : #820441  Replies : 133  Views : 4490
posté January 16, 2015, 15:41:54 | #47

Quote (BrainInAJar @ 16 January 2015 15:39) *
can you explain to me, mango, how a player is supposed to pop the stacks with a pet that has no lock on an enemy that gets to move away from it? (and always always does)

There is some change on the class who used these spells. For example, your Drheller can makes the target Scalded and exchange position with you to activate it easily.

Here is an extract from the changelog :

Scalded / Flaming:

A new mechanic has been introduced for Scalded / Flaming:
  • The damage is now based on the Flaming level on the caster. The max level of Flaming is 500.
  • Scalded has to be placed on the target to whom the character want to inflict damage. The max level of Scalded is 1.
  • At the start of the turn, a Flaming character deals damage to all targets Scalded in melee.
  • If the target dies under the Flaming shot, a blast of damage is done in circle size of 2 cells.
  • The Flaming state can be accumulated over two turns. Thus, the second turn is far more powerful. However, its duration can’t exceed two turns.
  • Scalded lasts until the end of the caster’s next turn. It can be replaced to extend the duration.

As a result of the changes, class spells using Flaming or Scalded have been changed.

Thunderbolt: Applies levels of Flaming on the Iop, even if cast upon an empty cell.
Celestial Sword: Applies Scalded to targets in the area of effect. Damage has been increased.
Uppercut: Applies Scalded on the target if the Iop is under the Flaming state.

Burning Blood: Applies Scalded to targets in the area of effect. Applies levels of Flaming on the Sacrier, even if there is no target in the area of effect.
Blood Rush: Applies Scalded on the target.

Fusion: Applies levels of Flaming on the Enutrof and his Drheller, even if cast upon an empty cell.
Drheller Claws: Applies Scalded on the target.

Six Roses: Applies levels of Flaming on the Pandawa, even if cast upon an empty cell.
Bash Barrel: Applies Scalded to targets in the area of effect.
Light My Fire (cast on an empty cell or a target): Applies levels of Flaming on the Pandawa.
Light My Fire (cast on Barrel): Applies levels of Flaming (1 turn) on the Barrel. Applies Scalded to targets around the Barrel. Damage has been increased.
Barrelhop: Applies Scalded to targets around the chosen cell.
Blisskrieg: Applies Scalded to targets in the area of effect.
Dairy Springer: Applies Scalded to targets in the area of effect.

Thread : General Discussion  Preview message : #820395  Replies : 133  Views : 4490
Community Manager * Member Since 2013-07-08
posté January 16, 2015, 00:32:15 | #48
Beta Server Update - 09/01/15 Hello everyone,

On January 9th 2015, we had a Beta Server update and here is the list of changes that were made:


  • Modification of the server date to allow players to have access to Xelorium in the present time.
  • New import of the characters. We will only import the characters that were connected to the Beta Server in the last three months.


Enutrof / Sacrier / Pandawa / Iop: Flaming and Scalded have been modified. More details in the "Combat" section.


  • All In: it now apply the new version of Stunned (-4 AP) and not the original effect (which was to make the target skip a turn).


  • Rage: It will now also be based on PvP HP.
  • Rage: The "Rage" state applied by the "Rage" passive will deactivate at the start and end of turn. This will prevent the loss of the bonus during the player’s turn in case of HP regeneration or when using a HP stealing spell.


  • Pain Flask: the "Link of Pain" state applied by this spell will last for the duration of the Eniripsa’s turn. Thus, the state will no longer deactivate when it is the target’s turn.
  • Refund Mark: when the Eniripsa is carried by a Pandawa, heals will no longer be applied to the Pandawa and the Eniripsa at the same time.
  • Traid Mark: when the Eniripsa is carried by a Pandawa, heals will no longer be applied to the Pandawa and the Eniripsa at the same time.


  • Provocation: the effect of the spell which is normally activated when cast on a player (reduces damage if the "provoked" target attacks a different target than the Feca) will no longer work on monsters.


  • Impending Death: the state again allows the Sacrier to lock his opponents.
  • Impending Death: the characteristic "HP regeneration based on the missing HP" will no longer be active when under the influence of this state.
  • Transposition: the Dodge bonus given by this spell was not functional enough. The bonus is now properly considered and effective.


  • Double: the spell will now cost 1 WP at max spell level (instead of 0) but it will cost less in AP in the first levels of the spell.
  • Double: The double will now be 12-30% of the Sram’s max HP instead of 10-25%. In return, the shield applied by Chakra will now be 50% of the Double’s HP instead of 100%. The decrease felt is slight per turn: instead of having 25% max HP and 25% max HP in Armor for a total of 50%, it now will be 30% max HP and 15% max HP in Armor for a total of 45%. With several turns, the Double becomes more vulnerable as it will take damage until having no more HP. Without using the Chakra spell, the Double now also becomes more resistant.
  • Hemorrhage: the damage made by Hemorrhage will again take into account the Blocking chances of the target.
  • Bled Dry: it will apply 20% less Hemorrhage with a spell efficiency ratio decreased from 0.15 (including 0.05 of Hemorrhage) to 0.14 (including 0.04 of Hemorrhage). Hemorrhage applied by the Torment spell remains unchanged.
  • Cold Blood: The spell sees its healing increased by 50% and it’s regenerated HP increased from 6 to 9 per level of Hemorrhage. While the spell also takes into account the decrease of Bled Dry, there is still a 20% increase with the goal of consuming Hemorrhage to be able to heal.
  • Bloody Ripoff: the spell sees its healing reduced by 20%. The healing done by of this spell was too efficient and allowed the player to regenerate HP at every turn and also regenerating WP at the same time. Two decimal numbers are also now displayed in the healing value description.
  • Weak Point: The Sram spells no longer require to hit an opponent in order to generate Weak Points. The description of the spells were shorten accordingly. The following points on the generation of Weak Points have been changed: Weak Points will be generated if the target dies. Weak Points will not be generated repeatedly by certain spells targeting a player / monster or an area of effect on the same cell (such as a Feca glyph). Other descriptions have been improved, including the spells consuming Weak Points information.
  • Theft: Modification of the spell Theft’s description by specifying states to shorten it and make it more readable.


  • Devotion: when the Xelor is carried by a Pandawa, an AP bonus will no longer be applied on both the Pandawa and the Xelor.



  • Mercenary contract Rank 2 - "Deadly Waves": the monster will properly invoke the third wave of monsters and become vulnerable at the same time.

Heaven Worlds

  • Xelorium: Xelorium monsters and resources can be planted and harvested.


  • Pandawa Barrel: it will again be considered as a potential target for AI monsters.
  • Hyperaction / Hypermovement: as the hyperaction was too weak and the Hypermovement too limiting, we have made the following changes: At the start of a target’s turn, the hyperaction is reduced by 10 (fixed) + 5 * the remaining amount of AP. At the start of a target’s turn, the hypermovement is reduced by 10 (fixed) + 5 * the remaining amount of MP. From now on, the hyperaction and hypermovement states decrease per turn will be displayed. Thus, hyperaction and hypermovement will be treated on the same basis. We may decide to adjust them in the future based on the upcoming class changes and if the balance is satisfactory or not.
  • Scalded / Flaming: The scalded targets will no longer take damage depending on their scalded levels and when starting their turn in contact with a flaming character. Instead it will be when a flaming character starts his turn in contact with scalded targets that will cause damage to the scalded targets according to their scalded levels. This will give the mechanic opportunities to counter when fighting solo which are more in line with the already exciting possibilities that also remain relatively similar in multiplayer gameplay. As before, when a scalded target would be KO (directly or dies without a KO), damage would be reflected as an area of effect depending on the target’s level of scalded. Nevertheless, the effect now requires having to be in contact with a flaming target when passing by a KO. The scalded state will now last longer and is again accumulated over several turns. However, to avoid an accumulation with an infinite duration of scalded on the target, the maximum duration is 3 turns (based on the length of the turn of the target), after which the state is automatically canceled. In solo gameplay, this will leave two start of turns for a character to apply the scalded state and flaming to himself and successfully cause damage to his target. In consequence, adjustments were made for the classes using the scalded state as followed:


  • Fusion: the spell will go from 0.2 to 0.24 ratio when scalded is applied.
  • Drheller Claws: flaming has now 100% chance to be applied to the Drheller at all levels of the spell. Now the spell will also apply flaming on the Enutrof who has invoked the Drheller.


  • Burning Blood: the spell will go from 0.4 to 0.48 ratio when scalded is applied.


  • Light My Fire: No changes, the values were already high enough for a ranged application.
  • Pandawhack: Fire Damage will now go from 0.48 to 0.24 ratio. The scalded state applied by the spell will go from 0.24 to 0.72 ratio.


  • Thunderbolt: Fire Damage will now go from 0.41 to 0.192 ratio. The scalded state applied by the spell will go from 0.19 to 0.576 ratio.
  • Celestial Sword: Fire Damage will now go from 0.34 to 0.39 ratio.
  • Uppercut: the flaming state will be applied to the Iop, if the target is scalded.

Please that the values may still undergo adjustments.


  • Flaxhid: both challenges appear correctly in combat.
  • Cledus 'Onist: it is no longer possible to use the Orb Armor to cause damage multiplied by x25 (instead of x5) on the Boss. The spell Double or Quits will no longer cause x25 damage and another x25 damage (instead of x5) to the Boss.



  • The breads of Srambad / Enutrosor / Xelorium now require a liquor and a spice for their making, while the previous breads (example: Ohwymi Luminous Bread) require only a liqueur or a spice.
  • The following breads have been modified for more consistency: Temporal Bread: Meticulous Liquor x 1 + Bucket o' Water x 3. Intemporal Bread: Meticulous Spices x 1 + Bucket o' Water x 3. Breadaroon: Golden Liquor x 1 + Bucket o' Water x 3. Breadaroon: Meticulous Liquor x 1 + Bucket o' Water x 3. Srambad Bread: Ethereal Spices x 1 + Bucket o' Water x 3. Srambad Bread: Ethereal Liquor x 1 + Bucket o' Water x 3.


  • Interminable Cloak: the amount of "Seacod" needed to make this item is reduced from 1200 to 500.
  • The Arrow of Time: the level to make this item increase from 50 to 100.
  • Past Cloak: it will now lootable at the usual rate on the corresponding family of monsters.
  • Armouretro: There will no longer be two drop rolls for that item.


  • Obsidian: the respawn rate of the Obsidian Ore resource will be 99% and the Iridescent Obsidian will be 1%.
  • Obsidian: the Iridescent Obsidian harvested before the update of the Beta Server update has been converted into Obsidian Ore. The Obsidian harvested before the Beta Server update has also been converted into Iridescent Obsidian.



  • "drag n ’dropping " the bags of a Hero and not closing them before closing the inventory will no longer require to use the keyboard shortcut or the inventory button twice to open the inventory.
  • Closing the main inventory will properly close the potential “drag n ’dropping” windows of the Heroes.
  • It is no longer possible to trade non-tradable items by equipping them to a character and then switching them with the items of another character.
  • The account chest will be again be locked during trade.
  • The Heroes tabs will be locked during trades (currently it is still possible to "drag n 'drop" but it will be changed).
  • Previewing an equipment item will make the character displayed in the inventory, a model for the preview (so potentially a Hero).


  • It will no longer be possible for a player leaving his group to leave his Heroes behind him in some circumstances.


  • Various fixes in displaying the Heroes HP in the group interface.
  • There will no longer be a button to group the Sidekicks on the Sidekick presentation tab. All actions will now be happening on the second tab.
  • Fixed a lot of display issues on the group joining interface (actions that could affect the Heroes puppet or Sidekicks linked to events in the world will no longer be present).
  • Fixed a case of nation loss when inviting a Hero.
  • The scrolling height of the inventory will not be restrained when switching from one inventory to another.


  • When a consumable is used, the given bonus will appear in the chat (some will however remain invisible, such as the application of states). For example: eating a Mamaliga will display "XXXX: +5 critical hits" but will not display "YYYY: is under the influence of the critical state" as for a main character.
  • Fixes were made on refreshing the Heroes when changing instance: this should solve persistence issues.
  • The Ctrl + T shortcut used in battle will allow to go directly from the normal display to the tactical display and vice versa.
  • The treasure of the nations will be limited to 2 147 483 647 to avoid exploding the size of variables containing them.
  • A bypass has been set up for the Beta server to prevent all players to have to rename their imported characters. A prompt window will appear is a character has an invalid username, to ask the player to change the name prior to login with the character.

Thread : Server Status  Preview message : #820247  Replies : 22  Views : 2617
posté January 14, 2015, 14:57:13 | #49

Quote (FurmentalAlchemy @ 13 January 2015 21:53) *
You should take the hint that we, as players, like creative interactions and combos between classes.

Our intent isn't to limit interactions between classes, but rather, fix the broken ones.

In regard to the above case, this combo is extremely powerful because of the function of Orb Armour combined with a broken state that allows the player to bypass target resistances.

Why should it be fixed? Let me give a simple example: if you optimize this combo, you can turn a single-target damage of 8000 into an AOE damage of 30000. What does this mean? When we create harder content for players, we have to scale up to the 30000 damage AOE possibility. It means we would end up creating a boss that would be impossible to kill with the normal usage of spells.

I do not think that many players would want this type of content. That is why broken issues such as this should be fixed.


Fixing Ambassador's Wing demands much more time: it requires some significant changes in the mechanics of the dungeon. If I could do it as fast as these fixes, I would have done it months ago.

Thread : General Discussion  Preview message : #819819  Replies : 141  Views : 5193
posté January 13, 2015, 21:36:58 | #50

The past cloak has been added.

It's this line on the french changelog :
Capassée : elle sera désormais droppable au taux habituel sur les monstres de la famille.

Thread : Feedback  Preview message : #819637  Replies : 2  Views : 458
posté January 13, 2015, 19:06:56 | #51

Quote (Viliax @ 13 January 2015 07:47) *
But there is another use for orb armor. If you put the armor on any creature with low resists (such as boombot), Everyone can stack damage on it. And just before the feca's next turn, have an eni activate a pain flask on that target. And in the feca's turn, the orb armor will hit the the creature, and the pain flask will redirect all that damage to 8 cells around the target, turning it into a bomb. The damage is based on the amount received by that creature, so anyone around it will receive full damage regardless of their resists. (Final resist counts though).
So if let's say an osa summons a Bow Meow and everyone stacks damage on it, it is possible to create a Kitty bomb that explodes for 30k damage...

Thanks for the report !

It's fixed for the upcoming patch.

Thread : General Discussion  Preview message : #819605  Replies : 141  Views : 5193
posté January 10, 2015, 10:20:45 | #52
The design is to multiplicate the player damage by 5 to fit with the boss HP, not by 25...

And it's a technical issue with some spell that mirror damage, not a design oversight.

Yes, there are other bugs in the game. No, that's not a reason not to correct these ones.

Thread : General Discussion  Preview message : #818896  Replies : 141  Views : 5193
posté January 10, 2015, 09:52:00 | #53

Quote (Delaz @ 10 January 2015 05:25) *
Another unneeded change from whinners. Thank you guys

Thanks to the honest players who report bug abuse, yes.

Quote (Viliax @ 10 January 2015 08:04) *
This is how fast Ankama responds to things that would actually benefits us.
If a bug causes disadvantage for us, they will take months to fix.

In fact, abuse of bug causes a disadvantage to honest players.

Thread : General Discussion  Preview message : #818894  Replies : 141  Views : 5193
Community Manager * Member Since 2013-07-08
posté January 10, 2015, 06:12:36 | #54
The Beta Server is up as promised and had a major update today which the changelog is currently being translated so stay tuned!

Thread : General Discussion  Preview message : #818865  Replies : 44  Views : 2146
International Community Manager * Member Since 2014-11-03
posté January 09, 2015, 14:47:36 | #55
It was my understanding that if you are logging into the forums through your Steam account you will be asked to bind your account to Ankama. This should supply you with the details you need to log onto the Beta server.

To log onto the Beta server, you also require the following:

  • An Ankama Account (this includes Steam accounts if they have been bound to one another.)
  • Booster time or subscription (if you are playing on Aerafal.)

If you have purchased a booster through Steam, you should be able to access the Beta server.

Oh! And don't forget to make sure that the Beta server is online!

Quote (FlatAtlas @ 07 January 2015 15:33) *
I understand that the beta isn't open currently. That still doesn't give me any option or answer as to a way to login from a Steam-only based account.

I did a bit of digging myself and I can see that you don't seem to have the credentials required to log into the Beta. I have spoken to members of our team and we're looking into the matter in the hopes we can provide clarity and a solution to the issue.

I'm sorry that I don't have a concrete answer at the moment. I just wanted to let you know it was something that we are looking into and when we have results, either Sabi or I will communicate them to you!

Thread : Server Status  Preview message : #818639  Replies : 21  Views : 5709
Community Manager * Member Since 2013-07-08
posté January 08, 2015, 23:49:46 | #56

Quote (EniWayPossible @ 05 January 2015 20:55) *
Thanks Sabi! Can you also fix Xelorium resources and monsters not being plantable in Haven Worlds?


Unfortunately I do not have any confirmation on when a fix will be done yet, but as soon as I do, I will make sure to inform the Community. In the meantime on the 20/01 we will be changing the level cap to 170 with also the opening of Xelorium's zone 2!  

Thread : News  Preview message : #818500  Replies : 20  Views : 1854
Community Manager * Member Since 2013-07-08
posté January 08, 2015, 18:14:44 | #57

Quote (ReiYano @ 07 January 2015 09:24) *
wish we would get some official statements regarding heroes...

Hi ReiYano!

In my other post (click here), it was mentioned that we are currently not feeling that the version is stable enough to be released yet and are hoping for it to be before the end of the first 3 months of 2015, which may change depending on the modifications made but we are progressing well thanks to all the testing done.

As far as the price information, I unfortunately do not have anything concrete yet to share with you guys as the details are still being confirmed. But everything will be explained and shared before the release with the Community. Right now the focus is to make sure that we are able to release a stable and enjoyable version which your feedback via the Beta Server are very important to us and we are very thankful for them, so stay tuned also for the reopening of the Beta Server which will be coming up soon.

Thread : General Discussion  Preview message : #818435  Replies : 68  Views : 4185
Community Manager * Member Since 2013-07-08
posté January 07, 2015, 18:32:42 | #58
Hi guys,

To make sure that you all stay informed, the Beta Server will probably no reopen before Friday due to the holiday season, as not many changes were made and the version has been pretty much be the same as the one you have experienced last. Therefore it was preferred to work more on it before reopening it to give you a more polished version to test.

Regarding the Heroes new feature, tests are still showing too many bugs for us to be able to release it yet but great progress are being made thanks to the testing phase. The current version isn't stable enough right now for us to feel comfortable to do a release and in order for us to have it 100% ready, we are estimating that it won't be at least until the end of the first 3 months of 2015, which may change depending on our progress.

We will continue to keep the Community updated on any changes that we make and the reopening of the Beta Server as we go.

*Moved to the Beta Server feedback forum.

Thread : Feedback  Preview message : #818153  Replies : 10  Views : 1013
Community Manager * Member Since 2013-07-08
posté January 07, 2015, 18:22:43 | #59
Hi everyone,

Due to the recent issues with our login server and some unexpected downtime which have happened during the Christmas and New year's holidays we have decided to provide the Community with a compensation for the gameplay time lost, as well showing you that your time invested in the game is truly important to us.

This compensation should be in its way already (a lot of accounts are concerned by this so it may take several hours) and will concern all the players having an active Booster Pack between the 18/12 12:30 AM and the 28/12 at 11:59 PM for the Remington, Nox, Elbor, Efrim, Dathura and Amara servers and active subscription for the Aerafal server.

The compensation pack includes the following:

  • Candies +100 Wisdom x10
  • Candies +100 PP x10
  • Osamodas Powders x10
  • Normal Kibibbles x10
  • Almokens x2

Thank you again for all the patience and the support that you have given us with your reports during those downtimes. We hope that you will enjoy these gifts!  

Thread : Server Status  Preview message : #818149  Replies : 4  Views : 10475
Community Manager * Member Since 2013-07-08
posté January 05, 2015, 18:03:50 | #60

Quote (BlackMagus @ 02 January 2015 23:44) *

Quote (BrainInAJar @ 02 January 2015 19:04) *
fix the fourth mercenary quest if yer gonna brag about it. we been waiting for a hotfix on xelorium for a couple weeks.
that and the dragoturkies while you're at it....

Hi guys,

I wanted to thank you for reporting these to us and I can confirm that they will be fixed with the next patch, the date will be communicated as soon as ready to do so.  

Thread : News  Preview message : #817645  Replies : 20  Views : 1854