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Attributing Equipment: Difference between revisions

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** On harder difficulties, depends of number of party members, they spawn more frequently.
** On harder difficulties, depends of number of party members, they spawn more frequently.


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'''Weapon Attack = (Magic Attack + Physical Attack) ÷ 2'''
=== Stacking Elemental Effects ===
These elements' effects can be stacked up to three times each, hence the name of their group. The afflicted will have a tiny exclamation marks on top of the status effect bubble which indicate how strong the infliction; for example, if a weapon has 3 fire slots and inflicts thrice successfully within each infliction's time-frame, there will be 3 tiny exclamation marks on the bubble and the burn deals 180% of the weapon's attack power over 10 seconds.
 
'''Weapon Attack = Magic Attack + Physical Attack'''
*In NA, this does not include enhancements and takes the weapon attack as if it was +0. On KR, it does include these, so Burning will do much more damage with a +9 weapon than a +4 weapon.
*In NA, this does not include enhancements and takes the weapon attack as if it was +0. On KR, it does include these, so Burning will do much more damage with a +9 weapon than a +4 weapon.


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*For '''Wind, Light''' and '''Dark''' attributes, their forms from a little light(Lv1), then to a brighter light(Lv2) and lastly a orb of swirling energy around the hand(Lv3).
*For '''Wind, Light''' and '''Dark''' attributes, their forms from a little light(Lv1), then to a brighter light(Lv2) and lastly a orb of swirling energy around the hand(Lv3).
*For '''Fire, Water''' and '''Poison''' attributes, a small flame of the attributes' color will form and envelop the weapon(Lv1), then to a bigger flame(Lv2) and lastly same as Lv2 but will change attack outline of each characters(Lv3).
*For '''Fire, Water''' and '''Poison''' attributes, a small flame of the attributes' color will form and envelop the weapon(Lv1), then to a bigger flame(Lv2) and lastly same as Lv2 but will change attack outline of each characters(Lv3).
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=== Stacking Elemental Effects ===
These elements' effects can be stacked up to three times each, hence the name of their group. The afflicted will have a tiny exclamation marks on top of the status effect bubble which indicate how strong the infliction; for example, if a weapon has 3 fire slots and inflicts thrice successfully within each infliction's time-frame, there will be 3 tiny exclamation marks on the bubble and the burn deals 360% of the weapon's attack power over 10 seconds.
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==== [[Image:FireELSTONE.png]]  Fire (Burning) ====
==== [[Image:FireELSTONE.png]]  Fire (Burning) ====
Fire drastically deals DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, this element has had a drastic increase in people who stack up against it since Veteran Commander was released. Fire works especially well with fast attacking characters and high base attack power, like [[Elsword|Elsword]], [[Veteran Commander|Veteran Commanders]], and [[Void Princess|Void Princesses]]. Ever since the Element Revamp, Fire can now kill.
Fire drastically deals DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect and the potency of damage it deals. Fire is the perfect damage addition when up against enemies with massive amounts of health. Although deadly in PvP, this element has had a drastic increase in people who stack up against it since Veteran Commander was released. Fire works especially well with fast attacking characters and high base attack power, like [[Elsword|Elsword]], [[Veteran Commander|Veteran Commanders]], and [[Void Princess|Void Princesses]]. Ever since the Element Revamp, Fire can now kill.
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=== NA ===
=== NA ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:#e53c0d"
|- style="background:{{ColorSel|Element|Fire}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's +0 attack power) !! rowspan=2 | Duration
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's +0 attack power) !! rowspan=2 | Duration
|- style="background:#e53c0d"
|- style="background:{{ColorSel|Element|Fire}}"
! 1 Stack !! 2 Stacks !! 3 Stacks
! 1 Stack !! 2 Stacks !! 3 Stacks
|-
|-
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| Triple Master Blaze || 10% || 180% || 270% || 360%
| Triple Master Blaze || 10% || 180% || 270% || 360%
|}
|}
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=== KR ===
=== KR ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:#e53c0d"
|- style="background:{{ColorSel|Element|Fire}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's attack power) !! rowspan=2 | MP Burn Per Second !! rowspan=2 | Duration
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's attack power) !! rowspan=2 | MP Burn Per Second !! rowspan=2 | Duration
|- style="background:#e53c0d"
|- style="background:{{ColorSel|Element|Fire}}"
! 1 Stack !! 2 Stacks !! 3 Stacks
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
|-
| Blaze || 5% || 120% || 180% || 240% || 3 || rowspan=4 | 5 Seconds
| Blaze || 5% || 15% || 25% || 35% || 120% || 180% || 240% || -3 MP || rowspan=4 | 5 Seconds
|-
|-
| Master Blaze || 8% || 240% || 360% || 480% || 4
| Master Blaze || 8% || 24% || 40% || 56% || 240% || 360% || 480% || -4 MP
|-
|-
| Triple Master Blaze || 10% || 360% || 480% || 720% || 5
| Triple Master Blaze || 10% || 30% || 50% || 70% || 360% || 480% || 720% || -5 MP
|-
|-
| Quadruple Master Blaze || 12% || 480% || 720% || 960% || 6
| Quadruple Master Blaze || 12% || 36% || 60% || 84% || 480% || 720% || 960% || -6 MP
|}
|}
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==== [[Image:IceELSTONE.png]]  Water (Freezing) ====
==== [[Image:IceELSTONE.png]]  Water (Freezing) ====
Water drastically decreases movement speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. Its effect can be stacked up to three times. Increasing its enchantment level highly raises its chance of effect and the amount of time the effects lasts for. Water makes it very difficult for opponents to run away in PvP. People tend to stack up against this the most because of this movement crippling effect. Water works especially well with characters that utilize trapping, such as [[Grand Archer|Grand Archers]], [[Night Watcher|Night Watchers]], and [[Elemental Master|Elemental Masters]]. It is also particularly useful for Luto Mode in Secret Dungeons, due to monsters having extremely high defenses.
Water drastically decreases movement speed and lowers the enemy's defense stats. This will also reduce the knockback distance that enemies will travel. Its effect can be stacked up to three times. Increasing its enchantment level highly raises its chance of effect and the amount of time the effects lasts for. Water makes it very difficult for opponents to run away in PvP. People tend to stack up against this the most because of this movement crippling effect. Water works especially well with characters that utilize trapping, such as [[Grand Archer|Grand Archers]], [[Night Watcher|Night Watchers]], and [[Elemental Master|Elemental Masters]]. It is also particularly useful for Luto Mode in Secret Dungeons, due to monsters having extremely high defenses.
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=== NA ===
=== NA ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:#135cd3"
|- style="background:{{ColorSel|Element|Water}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Move/Attack/Jump Speed Reduction !! colspan=3 | Defense Reduction !! rowspan=2 | Duration
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Movement Speed Reduction !! colspan=3 | Defense Reduction !! rowspan=2 | Duration
|- style="background:#135cd3"
|- style="background:{{ColorSel|Element|Water}}"
! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
|-
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| Triple Master Frozen || 15% || 17 Seconds
| Triple Master Frozen || 15% || 17 Seconds
|}
|}
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=== KR ===
=== KR ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:#135cd3"
|- style="background:{{ColorSel|Element|Water}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Attack Speed Reduction !! colspan=3 | Defense Reduction !! rowspan=2 | Duration
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Attack Speed Reduction !! colspan=3 | Defense Reduction !! rowspan=2 | Duration
|- style="background:#135cd3"
|- style="background:{{ColorSel|Element|Water}}"
! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
|-
| Frozen || 6% || rowspan=4 | 20% || rowspan=4 | 30% || rowspan=4 | 40% || rowspan=4 | 30% || rowspan=4 | 45% || rowspan=4 | 60% || 10 Seconds
| Frozen || 6% || 12% || 18% || 24% || rowspan=4 | 20% || rowspan=4 | 30% || rowspan=4 | 40% || rowspan=4 | 30% || rowspan=4 | 45% || rowspan=4 | 60% || 10 Seconds
|-
|-
| Master Frozen || 12% || 13 Seconds
| Master Frozen || 12% || 24% || 36% || 48% || 13 Seconds
|-
|-
| Triple Master Frozen || 15% || 17 Seconds
| Triple Master Frozen || 15% || 30% || 45% || 60% || 17 Seconds
|-
|-
| Quadruple Master Frozen || 18% || 20 Seconds
| Quadruple Master Frozen || 18% || 36% || 54% || 72% || 20 Seconds
|}
|}
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==== [[Image:PoisonELSTONE.png]]  Nature (Poisoning) ====
==== [[Image:PoisonELSTONE.png]]  Nature (Poisoning) ====
Nature slightly decreases attack speed and deals slight DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect, and the potency of damage it deals. Although not as strong as Fire, the reduced attack speed makes it a good compromise for PvP. Many players have an absolute resistance to Nature because it nullifies the threat of getting poisoned after the time counter ends in the [[4-X|Transporting Tunnel: Contaminated Area]] and stops [[6-5|Magmanta]]'s poison. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as [[Lord Knight|Lord Knights]] and [[Wind Sneaker|Wind Sneakers]]. [[Night Watcher]] also benefits from this greatly, as it helps her low damage output while gaining an advantage over high speed opponents such as [[Blade Master]] and [[Infinity Sword]]. Like Fire, Nature can also kill.
Nature slightly decreases attack speed and deals slight DoT (damage over time). Its effect can be stacked up to three times. Increasing its enchantment level raises its chance of effect, and the potency of damage it deals. Although not as strong as Fire, the reduced attack speed makes it a good compromise for PvP. Many players have an absolute resistance to Nature because it nullifies the threat of getting poisoned after the time counter ends in the [[4-X|Transporting Tunnel: Contaminated Area]] and stops [[6-5|Magmanta]]'s poison. Nature works especially well with fast attacking characters with high base attack power or characters that can lock combos, such as [[Lord Knight|Lord Knights]] and [[Wind Sneaker|Wind Sneakers]]. [[Night Watcher]] also benefits from this greatly, as it helps her low damage output while gaining an advantage over high speed opponents such as [[Blade Master]] and [[Infinity Sword]]. Like Fire, Nature can also kill.
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=== NA ===
=== NA ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:#049b13"
|- style="background:{{ColorSel|Element|Nature}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's +0 attack power) !! colspan=3 | Move/Attack/Jump Speed Reduction !! rowspan=2 | Duration
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's +0 attack power) !! colspan=3 | Attack Speed Reduction !! rowspan=2 | Duration
|- style="background:#049b13"
|- style="background:{{ColorSel|Element|Nature}}"
! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
|-
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| Triple Master Poison || 10% || 134% || 202% || 270%
| Triple Master Poison || 10% || 134% || 202% || 270%
|}
|}
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=== KR ===
=== KR ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:#049b13"
|- style="background:{{ColorSel|Element|Nature}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's attack power) !! colspan=3 | Move/Attack/Jump Speed Reduction !! rowspan=2 | Duration
! rowspan=2 | Level !! colspan=4 | Activation Chance !! colspan=3 | Damage<br>(Based on weapon's attack power) !! colspan=3 | Movement/Jump Speed Reduction !! rowspan=2 | Duration
|- style="background:#049b13"
|- style="background:{{ColorSel|Element|Nature}}"
! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
! Base !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks !! 1 Stack !! 2 Stacks !! 3 Stacks
|-
|-
| Poison || 5% || 50% || 75% || 100% || rowspan=4 | 30% || rowspan=4 | 45% || rowspan=4 | 60% || rowspan=4 | 15 Seconds
| Poison || 5% || 10% || 15% || 20% || 50% || 75% || 100% || rowspan=4 | 30% || rowspan=4 | 45% || rowspan=4 | 60% || rowspan=4 | 15 Seconds
|-
|-
| Master Poison || 8% || 100% || 150% || 200%
| Master Poison || 8% || 16% || 24% || 32% || 100% || 150% || 200%
|-
|-
| Triple Master Poison || 10% || 150% || 225% || 300%
| Triple Master Poison || 10% || 20% || 30% || 40% || 150% || 225% || 300%
|-
|-
| Quadruple Master Poison || 12% || 200% || 300% || 400%
| Quadruple Master Poison || 12% || 24% || 36% || 48% || 200% || 300% || 400%
|}
|}
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=== Instant Effect Elements ===
=== Instant Effect Elements ===
These elements' effects only work once each time they occur and do not stack, hence the name of their group.
These elements' effects only work once each time they occur and do not stack, hence the name of their group.
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<br>
==== [[Image:WindELSTONE.png]]  Wind (Piercing) ====
==== [[Image:WindELSTONE.png]]  Wind (Piercing) ====
Wind ignores the enemy's defense and adds 40% more damage from the weapon's +0 attack power. When an attack activates Wind, the attack reduces [[Knockdown|knockdown]] by -10 (will take the lower value if the attack reduces [[Knockdown|knockdown]] as well). Increasing the enchantment level raises the chance of effect. This is not stacked very much on most of the servers, although there are people who heavily stack against this due to player preference. This enchantment works well on characters with high damage multipliers like [[Lord Knight|Lord Knights]],  [[Rena]], and [[Raven]] as well as multi-hitter specialists like [[Infinity Sword|Infinity Swords]], [[Code Nemesis|Code Nemesis]], and [[Crimson Avenger| Crimson Avenger]]. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.<br>
Wind ignores the enemy's defense and adds 40% more damage from the weapon's +0 attack power. When an attack activates Wind, the attack reduces [[Knockdown|knockdown]] by -10 (will take the lower value if the attack reduces [[Knockdown|knockdown]] as well). Increasing the enchantment level raises the chance of effect. This is not stacked very much on most of the servers, although there are people who heavily stack against this due to player preference. This enchantment works well on characters with high damage multipliers like [[Lord Knight|Lord Knights]],  [[Rena]], and [[Raven]] as well as multi-hitter specialists like [[Infinity Sword|Infinity Swords]], [[Code Nemesis|Code Nemesis]], and [[Crimson Avenger| Crimson Avenger]]. Combined with a high critical hit ratio, the raw power of Wind is a force to be reckoned with.<br>
Additionally, Wind Resistance will also increase player's resistance towards Bleeding.
Additionally, Wind Resistance will also increase player's resistance towards Bleeding.
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Piercing (Lv1) 6% Chance of Effect
=== NA ===
 
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
Master Piercing (Lv2) 12% Chance of Effect
|- style="background:{{ColorSel|Element|Wind}}"
 
! Level !! Activation Chance !! Damage<br>(Based on weapon's +0 attack power)
Triple Master Piercing (Lv3) 15% Chance of Effect
|-
| Piercing || 6% || rowspan=3 | 40%*
|-
| Master Piercing || 12%
|-
| Triple Master Piercing || 15%
|}
*Currently bugged, damage is 80% instead of 40%.
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=== NA ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Wind}}"
! Level !! Activation Chance !! Damage<br>(Based on weapon's attack power)
|-
| Piercing || 6% || rowspan=4 | 40%
|-
| Master Piercing || 12%
|-
| Triple Master Piercing || 15%
|-
| Quadruple Master Piercing || 18%
|}
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Light petrifies enemies, stopping them mid animation leaving them open to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect, and the amount of time enemies are petrified. In dungeons, Shock's effect will reset monsters' hit counter after it wears off, allowing for longer combos before knocking them down. Being petrified is similar to having Super Armor. Light works especially well with strong one-hit attackers or fast multi-hit attackers such as like [[Blade Master|Blade Masters]], [[Elemental Master|Elemental Masters]], and [[Add]]. However, this element can be disruptive and can cause early knockdowns in PvP due to bad timing, lag, or resistance.. Unfortunately, it does not take a high amount of light resistance to cause this defect. Light Element has most use in dungeons, where it can completely stop an enemy or boss from moving.<br>
Light petrifies enemies, stopping them mid animation leaving them open to attacks for a short period of time. Increasing its level of enchantment raises its chance of effect, and the amount of time enemies are petrified. In dungeons, Shock's effect will reset monsters' hit counter after it wears off, allowing for longer combos before knocking them down. Being petrified is similar to having Super Armor. Light works especially well with strong one-hit attackers or fast multi-hit attackers such as like [[Blade Master|Blade Masters]], [[Elemental Master|Elemental Masters]], and [[Add]]. However, this element can be disruptive and can cause early knockdowns in PvP due to bad timing, lag, or resistance.. Unfortunately, it does not take a high amount of light resistance to cause this defect. Light Element has most use in dungeons, where it can completely stop an enemy or boss from moving.<br>
Additionally, Light Resistance will also increase player's resistance towards Stun.
Additionally, Light Resistance will also increase player's resistance towards Stun.
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Shock (Lv1) 5% Chance of Effect, petrifies enemies for 2 seconds.
=== NA ===
 
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
Master Shock (Lv2) 8% Chance of Effect, petrifies enemies for 2.5 seconds.
|- style="background:{{ColorSel|Element|Light}}"
 
! Level !! Activation Chance !! [[Status Effects|Petrified]] Duration
Triple Master Shock (Lv3) 10% Chance of Effect, petrifies enemies for 3 seconds.
|-
| Shock || 5% || 2 Seconds
|-
| Master Shock || 8% || 2.5 Seconds
|-
| Triple Master Shock || 10% || 3 Seconds
|}
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=== KR ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Light}}"
! rowspan=2 | Level !! rowspan=2 | Activation Chance !! rowspan=2 | [[Status Effects|Petrified]] Duration !! colspan=2 | [[Status Effects|Sclerosis]]
|- style="background:{{ColorSel|Element|Light}}"
! Attack Decrease !! Duration
|-
| Shock || 5% || 3 Seconds || rowspan=4 | 30% || rowspan=4 | 10 Seconds
|-
| Master Shock || 8% || 3.5 Seconds
|-
| Triple Master Shock || 10% || 4 Seconds
|-
| Quadruple Master Shock || 12% || 4.5 Seconds
|}
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Usually, resistance against this element is not invested by players for PvE, however it is still a very common thing to stack up against it for PvP. Gaining the exact Snatch amount (x HP, 30 MP in Triple Master Snatch intensity) is nearly impossible since most players and monsters have resistance towards all elements, although gaining even a small amount of its maximum value might make a huge difference for both PvP and PvE. It is often considered to be the best and most useful element for most cases for all characters, and therefore tends to be more expensive in the Free Market than all the other stones.
Usually, resistance against this element is not invested by players for PvE, however it is still a very common thing to stack up against it for PvP. Gaining the exact Snatch amount (x HP, 30 MP in Triple Master Snatch intensity) is nearly impossible since most players and monsters have resistance towards all elements, although gaining even a small amount of its maximum value might make a huge difference for both PvP and PvE. It is often considered to be the best and most useful element for most cases for all characters, and therefore tends to be more expensive in the Free Market than all the other stones.
<br>


=== NA ===
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|Element|Dark}}"
! Level !! Activation Chance !! HP Drain<br>(Based on weapon's +0 attack power) !! MP Drain
|-
| Snatch || 5% || 40% || 10 MP
|-
| Master Snatch || 8% || 80% || 20 MP
|-
| Triple Master Snatch || 10% || 120% || 30 MP
|}
<br>


Snatch (Lv1) 5% Chance of Effect, drains 40% of the weapon's attack power as HP and 10 MP.
=== KR ===
 
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
Master Snatch (Lv2) 8% Chance of Effect, drains 80% of the weapon's attack power as HP and 20 MP.
|- style="background:{{ColorSel|Element|Dark}}"
 
! Level !! Activation Chance !! HP Drain<br>(Based on weapon's +0 attack power) !! MP Drain
Triple Master Snatch (Lv3) 10% Chance of Effect, drains 120% of the weapon's attack power as HP and 30 MP.
|-
 
| Snatch || 5% || 40% || 6 MP
|-
| Master Snatch || 8% || 80% || 12 MP
|-
| Triple Master Snatch || 10% || 120% || 18 MP
|-
| Quadruple Master Shock || 12% || 160% || 24 MP
|}
<br>
<br>


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