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52xp last won the day on February 15

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  1. 52xp

    Name Change

    Looking to change my account "Jz" to the name "G" if possible. Name is currently taken but inactive with little to no progress, to my knowledge. 10b paid to @Harley Q.
  2. tl;dw -- ankous in the revenant cave or, for better loot all-around, dark revenants in 30+ wilderness. 😚
  3. Opening close to 800 of the Winter Bonus Boxes from these Implings:
  4. 52xp

    Application for terrifier

    +1 Ozzy Osbourne
  5. Hey friends, As many of you have heard over the last year and some change, I originally revived and recreated the Runex Wiki via Fandom. Since then, and especially in the last few weeks, a lot of things have changed in regards to the wiki and more importantly, the people working on it. @big fat has been a vital part of a gigantic, ongoing conversion process from ugly old Fandom to MediaWiki, which is the same 'base' that the OSRS and RS3 wikis use. All of the backend work has been done by him and for that, I couldn't be more grateful. This has allowed for so much progress within the last couple weeks that very soon, we will be ready to officially "launch" the wiki. That being said, we could use your help in making this everything it can be. Obviously, we're looking at thousands of pages overall that need to be touched up, modified, and even created from scratch. A lot of this process is being automated, particularly all of the specific item pages (e.g. Kharazi Mask), and will only require us to add short descriptions and instructions for how to obtain said items. Other pages, such as guides for PVM, moneymaking, skilling, etc. will also need to be added. Majority, if not all, of the guides from the Fandom wiki have been moved over already - but the reality is that this just scratches the surface of where we would like things to be. If you'd like to take a peak at the wiki in it's current state, you can have a look here: https://runex.info/ (best viewed with a 1080p monitor, as of right now) We've spoken with black Jesus and should be launching officially with a different URL in the near future. Stay tuned for that. :^) So... What am I looking for? Players that are interested in creating guides and informative pages for content on Runex. This will entail things such as our custom gear (e.g. Crestbearer, Crestroot, Ancrestral), custom minigames (e.g. Kharazi, Elite Barrows, Inferno), skilling guides for efficiency and profit, and so much more that we've already began to work on. Who am I looking for? Anyone with a somewhat broad knowledge of Runex that wants to help out the player base more than they already are. What would you be doing? Basically, whatever you want to do. If you feel like creating a moneymaking guide, do that. If you want to make an efficient guide for getting 1-99 Slayer, that's fine too. Interested? Here's a rough idea how things will work. Within the Runex Wiki Discord, there will be channels allocated to unfinished pages, submitted pages (completed), and approved pages. You can either choose a random page or one from the list of (more urgent) unfinished pages and get to work. Once you feel the page is complete, you will submit it in the second channel. This is where a Wiki Moderator will review your page to ensure its accuracy and presentability. If all things check out, the page will be moved to the approved pages channel and you will get credit for completing a page. Incentives are something we haven't yet discussed but once things are situated and it's decided what they may be, all of the contributors will have their names on a list that will be sent to whatever staff member would pay out these rewards. As for contributions before we figure all of that out, I'll still be keeping track of them all just in case. Tl;dr -- choose a page, work on page, submit page, profit if approved. If this sounds like something you'd like to be apart of, please feel free to leave a reply here with your Discord or add/message me on mine at 52xp. You can alternatively join the official Runex Wiki Discord here: https://discord.gg/cb778NWsyE I hope to hear from you!
  6. 52xp

    How to Kill Hunllef (Regular)

    ♥ Definitely not the normal standards I have for a video, but I rushed it out tbh. :')
  7. 52xp

    How to Kill Hunllef (Regular)

    Couple people were nervous on release (and still are) about risking/losing 500m per attempt just to learn the new boss, soooo... After a few people mentioned it jokingly, I threw together this mess of a guide to explain the mechanics at the least. Hopefully it helps someone.. :^)
  8. 52xp

    Runex Relics / Artifacts

    Introduction Similar to the Shattered Relics League on OSRS, Relics (or Artifacts? to be more unique) would provide individual boosts to players' accounts for a certain period of time either daily or weekly, depending on the power of said Relic/Artifact. Such powerful rewards must come with some level of sacrifice, which is why these relics/artifacts would function doubly as sinks for items, gp, rune coins, and anything else the devs may find appropriate. How would Relics/Artifacts work? Similar to Auras on RS3, or Relics from Leagues on OSRS, the boosts could either be tradable and thus stimulate the economy, or remain untradable and behind varying levels of requirements to encourage players to go after them. Essentially, once you have unlocked a perk, you are permanently able to use it once every 24 hours or, if the perk is more powerful, once every week. These boosts would last for different ranges of time, some as short as 30 minutes while others might last up to 2 hours. Only one Relic/Artifact can be active at a time and once activated, cannot be deactivated until the timer runs out. What would these Relics/Artifacts be exactly? Depending on whether or not they are added as equippable (which would require a new item slot, similar to Auras), tradable, or individual boosts - they would function in a similar way to world boosts, but only be applied to the player that has used them. While that does sound overpowered, the perks wouldn't be as strong as the world boosts themselves, they would just function in the same manner - as (sometimes) invisible boosts to your account that provide a vast array of benefits. Relics/Artifacts would have different tiers and categories. This allows for dozens of possible perks to be added and the ability to benefit anybody, no matter what kind of player you are. Categories could include PvM, Skilling, Wilderness PvM, and Utility perks and would each have two tiers - silver and gold - providing different levels of boosts for those willing to spend more to obtain them. What are some examples of these Relics/Artifacts? While I haven't particularly thought of many examples, I have come up with a few with inspiration from osrs and other games. Take these examples with a grain of salt because most of them don't have much thought put into them, they are just to get a general idea. PvM Relics/Artifacts Knife's Edge (silver) - Players deal 0.3% additional damage for every hitpoint missing (1 hour) Knife's Edge (gold) - Players deal 0.6% additional damage for every hitpoint missing (30 mins) Overloaded (silver) - All combat skills are permanently boosted by +8 (+4 for magic) (1 hour) Overloaded (gold) - All combat skills are permanently boosted to Enchanted Heart levels (30 mins) Chain Magic (silver) - Players have a 10% chance to hit an extra time when casting spells (1 hour) Chain Magic (gold) - Players have a 20% chance to hit an extra time when casting spells (30 mins) Double Tap (silver) - Players have a 10% chance to hit an extra time when using bows/crossbows (1 hour) Double Tap (gold) - Players have a 20% chance to hit an extra time when using bows/crossbows (30 mins) Fast Metabolism (silver) - Player hitpoint regeneration is increased by 2x (stacks with Rapid Heal prayer) (1 hour) Fast Metabolism (gold) - Player hitpoint regeneration is increased by 4x (stacks with Rapid Heal prayer) (30 mins) Skilling Relics/Artifacts The Alchemist (silver) - When cooking food, cleaning herbs, or making potions, provides a 25% chance to complete the entire inventory and reward full experience (1 hour) The Alchemist (gold) - When cooking food, cleaning herbs, or making potions, provides a 50% chance to complete the entire inventory and reward full experience (30 mins) The Craftsman (silver) - When smelting ores, smithing bars or cannonballs, crafting leather, cutting gems, or fletching logs, provides a 25% chance to complete the entire inventory and reward full experience (1 hour) The Craftsman (gold) - When smelting ores, smithing bars or cannonballs, crafting leather, cutting gems, or fletching logs, provides a 50% chance to complete the entire inventory and reward full experience (30 mins) Personal Banker (silver) - Resources obtained from fishing, woodcutting, mining, and farming have a 25% chance to be deposited directly to the players bank each action (1 hour) Personal Banker (gold) - Resources obtained from fishing, woodcutting, mining, and farming have a 50% chance to be deposited directly to the players bank each action (1 hour) Utility Relics/Artifacts Marathoner (silver) - Players run energy drains at 0.5x rate and ignores character weight (1 hour) Marathoner (gold) - Players run energy drains at 0.25x rate and ignores character weight (30 mins) Point Hoarder (silver) - All points (runex, boss, challenge, etc.) increased by 25% while active (1 hour) Point Hoarder (gold) - All points (runex, boss, challenge, etc.) increased by 50% while active (30 mins) I'm currently unable to brainstorm any PvM Wilderness related examples (or find any that inspire me that would work on Runex). However, these could include the ability to determine obelisk destinations, teleport above 20/30 wilderness x amount of times, etc. Let me know what you guys think. :^)
  9. 1.) Shayzien still needs worked on in some capacity Not sure what the hell went wrong here, but losing like 50 max hits isn't what anyone meant when they suggested things were reworked. 2.) Inquisitor damage boost does not work on Nightmare/Terror Pretty self explanatory. The damage boost is not working as intended in places it should be. 3.) Afflictions need to be reworked and adjustments need to be made Whether this means modifying all afflictions and reconsidering what pros/cons they give (or buffs/debuffs they apply) or nerfing them and removing the guaranteed purple, something needs to be done. It's worth noting that if you're going to make affliction raids significantly easier, leaving a guaranteed purple every X amount of runs will slowly, but surely, ruin the economy. 4.) Max capes need to have a "boost" option on right click Pretty self explanatory. A lot of people tend to misclick on house teleport (even though it's always the same option). A simple fix would be to change the current location of the perk boosts button to a right click option and replace it with "Teleport to House", leaving the second option as "Exit." You could alternatively just make the "Operate" option automatically use the capes' perk boosts if you're able to do so and not on cooldown. No harm can really be done because of this. It would open up the menu to teleport to your house all the same. Art by @Rasta xoxo 5.) Midgame content needs reworked, a lot Almost every major content update brings us some new, shiny, glitterfucked piece of armor and/or weapon(s) that are the new best-in-slot for whatever their intended use is. If that's the hill Runex wants to die on, that's fine, but we can't keep down this path AND simultaneously ignore everything prior to endgame content. If we're going to be hitting 700s soon, we need to account for the fact that several midgame bosses are great sources of gp/h (namely rune coins and stackable drops that add up in grand looting bags) and are 100% afk with no chance of running out of resources and/or dying thanks to items such as the terror staff, catalyst pouch (infinite runes), pets, accessories, armor set effects. This essentially makes all midgame bossing a gold farm for players that are tired of actually focusing on participating in endgame pvm/activities. Why bother when you can make a little less gp but take a nap while doing it? 6.) Half of the in-game wiki/knowledgebase is beginning to be inaccurate I have quite a simple solution to this, working on a Wiki for Runex basically on my own for several months, but I've little to* no support on the project and while I'm fine with going at it solo, it's way easier to burn out doing so. I think it is a necessary resource for an RSPS nowadays considering most servers have one operational and updated. 7.) Adding blood shards to blood amulet of fury This is kind of a no-brainer considering how custom of a RSPS we have become. You could apply this same logic to applying whips to tentacle whips. Adding the primary or secondary "ingredient" to a combination weapon such as these should refill the charges so we don't have to wait for the item to break so we can create a new one. 8.) Add double drop chance (e.g. Supremes 5%, Primes 10%, etc.) to equipment screen Simple, easy, quality of life update. Fills out the equipment screen and we know how much the Runex community loves seeing their numbers in action. Easy addition for some free praise. This could simply be placed just below the current drop rate %. 9.) "Fixing" the currency pouch While this item is primarily useful for UIMs, it shouldn't be exclusive to them. Allow every game mode to be able to use them in the same manner that UIMs already can. This opens up the possibility for an enchantment (under trinkets & tools) for an (i) version that could be created with, say, 200 voting tickets + currency pouch at a 65% chance? Not sure, just a random idea partly inspired by Rasta. Do what you want with it. 10.) Rework the Night Terror death mechanics This was somewhat discussed in-game with Nate, albeit fruitless in it's attempt it seems. Losing all of your items is too harsh of a jump from the high death cost at the regular Nightmare. We should consider either harshly increasing the cost of reclaiming your items at Night Terror, charging a large flat rate (previously suggested 5-10b), or some other way of costing players a significant amount but not robbing them of every item they brought with them. 11.) Repeated Wanderer Tasks Wasn't sure what to called this one. Elite Wanderer Tasks shouldn't be able to ask for the same item in back to back weeks. This isn't an issue for a lot of people that play on mains, but it is excruciatingly frustrating for ironmen who may not be able to obtain that item in the week they have to do so, if not significantly longer than that. This would mean that if your elite wanderer task was a twisted bow today, next week it could be anything else from the pool BUT a twisted bow. If the goal is to make wanderer more accessible to the general public, and to sink items out of the eco, it would be more effective if players were more likely to have those items to sacrifice to begin with. This helps with that. The next couple suggestions/bugs/issues were forwarded to me via @Batty. 12.) Collection Crossbow bug First hit of the collection crossbows are always a bolt spec which, for obvious reasons, needs to be addressed. This could be extremely abusable in many different ways, even though the crossbow isn't extremely powerful. If this needs further explanation, god help us. 13.) Revenant Cave exits Simple as it gets. It can't be that difficult to add the actual revenant cave exit from osrs. The cursed cavern and revenant cave make absolutely no sense being connected and each could easily have their own individual entrances in their respective wilderness levels. 14.) Dragon Spear special attack TL;DR, you can eat, change prayer, teleport, etc. during the stun period of the dragon spear attack. This shouldn't be the case. I know Runex isn't Spawnpk but these things should still be functional. 15.) Larran's Teleport Tabs Just implement the SPK version of these that allows you to choose which chest to go to. It's so much better. 16.) Revenant Cave obstacles Speaking of the rev caves (suggestion 13), the agility shortcuts here are abysmal. They take way too long to navigate across and attacking across them is impossible. I know it's a pvm server, but escapes shouldn't be a 100% guarantee. 17.) Wilderness lines As stated twice already, we're not a pvp focused server, but it is a fundamental part of any osrs based server and because of that, wilderness lines should be as close to accurate as possible. Right now, they are way off. 18.) Entangle and Ice Barrage issues Entangle and Ice Barrage should not be the same freeze time (they are currently). Ice Barrage is meant to last 5 seconds longer. Both freezes break at the wrong distance as well. When a freeze breaks, you should be able to cast once it does so, if timed properly. You can't do this right now. 19.) World Boosts A lot to be said here, but I'll try to keep it short and simple because everyone has differing opinions on the matter. I don't care about personal opinions, I want what's best for the game. World boosts need to either occur much less often or be much less powerful. Trillions of gp has been brought into the game through world boosts alone and it has ruined the economy significantly, whether it's noticed or not. It's as simple as that. 20.) Bug Testing We need dedicated bug testers. This needs to be done by players who are capable of actually testing new items and content in ways that would be harmful to the server to prevent those exploits from coming into the game to begin with. Simply testing the max hits of new items and killing a few bosses with them is not good enough. I am not necessarily saying that this is what was done in the past, but whatever comes next needs to be better. 21.) Superior Wilderness Bosses One of OSRS' most recent updates. Not much needs to be said about this, but I'm not sure how it could be implemented exactly. Whether it be lairs where the bosses reside that are strictly in muti or some other way to add them. The usual way of getting a superior doesn't seem appropriate here, but maybe that would work too. Maybe the introduction of a new item, similar to the Voidwaker but with a Runex twist. 3 parts, one from each wilderness boss, that combine to create this weapon. Just don't make it ridiculously overpowered and focus the weapon on pvp/wilderness combat if you're going to add an effect to it. A good suggestion thread for this can be found here: 22.) Rework donator boxes, chests, promo packages, etc. for Ironmen This is primarily a suggestion to separate main accounts from ironmen. The entire idea of creating an ironman account is to play the game solo and without the ability to trade with other players (outside of GIM), buy items from the tradepost, etc. but when you're able to donate for the same items a main account is and skip the entire mid-to-endgame as far as gear is concerned, it becomes a problem. I understand this is a business and money keeps things moving along, but the fact that you can create a pay-to-win ironman in a matter of hours, no matter what game mode or difficulty you choose, should not be a thing. This could include controversial decisions such as removing raid, nex, and nightmare boxes from grand promos for ironmen. Having them as an option completely defeats the purpose of creating an ironman and instead makes it a pissing contest between endgame ironmen accounts. It's nothing but an ego boost and a money grab, to be honest. 23.) Revenant Maledictus OSRS' superior variant of the Revenant. Quite a simple addition with an easy-to-fill out drop table. No reason it hasn't been added. 24.) Revenant Artefacts No real explanation necessary. As hype as they are to get, they serve no real purpose. Maybe a shop for them specifically? Maybe make them more rare and allow them to be sold for more GP? Anything would be an improvement to make revenants more farmable and the wilderness more active. 25.) Add LMS Following up on the other PVP related suggestions in this thread, players have been asking for LMS on Runex for as long as I can remember. It could be given it's own Runex twist and provide unique rewards such as blighted food, blighted potions, and other items from Justine's Last Shopper Standing store on OSRS. This leads to the next suggestion.. 26.) Add LMS store items from OSRS Blighted food. Blighted potions. Blighted sacks. All of these can only be used in the wilderness (and on the right spellbook, for the sacks). This brings more life to the wilderness, both for pvm and pvp. It also opens up the possibility of adding wilderness cosmetics like the Halos we are currently missing (Armadyl, Bandos, Seren, Ancient, Brassica) and teleport tabs that we don't have (Senntisten, Annakarl, Ghorrock, etc.). A list of these items can be found here: https://oldschool.runescape.wiki/w/Justine's_stuff_for_the_Last_Shopper_Standing 27.) Guardians of the Rift I'm not saying to add GotR exactly, but our own unique form of training Runecrafting that is similar would be an amazing skill-related update, of which we haven't had in a very long time. If possible, the pest control island (with the portals and such) could be utilized for something like this considering we don't use it for the actual minigame. 28.) Giants' Foundry Similar to the above suggestion, something similar but a Runex version. Hear me out, but this could be a way to upgrade your dwarfcannon and allow for the removal of the gilded and crystal variants from shops they're currently in, requiring the content to be somewhat active for efficiency sake and opening up moneymakers with skilling at the same time. The Colossal Blade would also just be a nice addition in some capacity. 29.) Tombs of Amascut Not going to talk about this one too much since it was mentioned in the roadmap for the year. I just want to touch on it in hopes that it won't be disappointing in some capacity. We need a raid that doesn't REQUIRE afflictions to be difficult, but can be made more difficult using them in order to obtain a higher chance for it's rare rewards. 30.) Forthos Dungeon Adding Forthos Dungeon, even if just for Sarachnis, would do nothing but good for Runex. More content that requires little development time. Forthos could even be used as a wilderness slayer dungeon leading up to Sarachnis' Lair at the end. 31.) Zeah I don't really care what aspects of Zeah get added, I think we could use more of them. There are endless possibilities when it comes to the kind of content that could be added alongside Zeah, even incorporating some aspects from osrs such as Karuulm & the Tasakaal requiring high Strength and Agility to enter. 32.) Noteable Items Tons of items in Runex that are used for Rune Coins, Wanderer (?), and in general are just unable to be noted. This makes it extremely inconvenient to do much with these items and should be quite an easy fix, likely as simple as copy/paste adjustments. A list of most, but likely not all, of these items can be found here: 33.) Rune Coin value in Trade Window Another self explanatory suggestion. Automatically adding the total rune coin value to items in the trade screen. Someone else has suggested this one too: 34.) Visual Bugs I touched on this one in a previously ignored suggestion thread and think it would still be a great start to touching things up on Runex. Some of the things in the original thread may have been fixed, but I know that some have not. 35.) PvP Rework To include modifyingthe PJ timer, adding loot keys, and some other things that have been done in OSRS and other servers. Old thread pretty much explains it all in more depth. 36.) Aggression Potions This could be a controversial one, but I think aggression potions would be great for Runex. They would need to function in a specific way, such as only working in a 5x5 or 7x7 radius from your player.. but they would greatly improve a lot of content on Runex. 37.) Slayer Mob Counts There is currently a noticeable issue with the amount of slayer mobs in popular slayer training locations. Some places, such as pyrefiends, have no issues.. but having only a handful of some slayer mobs that are often hunted as tasks is inexcusable, really. Simply adding 3-5 more of each of the popular (especially higher leveled) slayer mobs would be an amazing update. 38.) Event-Scape It's not a secret that events bring a lot of players to Runex. Because of that, we can't completely get rid of them without having noticeable changes to the economy (among other things). What I'm proposing is more of a rework than a removal. Instead of having an event for everything under the sun, stick to 2 events each year. Summer event and Winter event. This allows for the events to be worked on for longer periods of time, making them better. This also allows for more anticipation to build up and frees up a lot of time to work on other content-related updates between events. It also prevents the wild influx in event chest items into the economy every 3 months by doubling the time between events. 39.) Balancing Adjustments I know this is already being worked on, but this isn't a cop-out suggestion. I personally feel that the entire progression of equipment in Runex is just about as confusing as confusing gets when it comes to a new player. They login to the game and do their usual -- slayer, void, torso, barrows. Then what? Nowhere is it really indicated, beyond the lackluster information provided in the in-game wiki, what should be done next. Most servers, and osrs, have more of a clear cut progression path and I think balancing things would help solve this issue. This could easily pair with the next suggestion: 40.) Updating Skill Interface Info Clicking on a skill in the skill tab currently shows an archaic version of 2005 RuneScape's progression through each skill. This should be an easy thing to update and assist in making the progression for each skill way clearer to newer players, which would in turn save staff (and everyone else) from answering silly questions that people shouldn't feel they have to ask to begin with. 41.) NPC for Unfinished Potions Been suggested a number of times over the years. I think it would make for a great addition if it was added correctly. It would be too easy to be free, but adding a cost of X amount per unfinished potion created could make for a great passive GP sink as well as QOL update for literally everyone. 42.) Motherlode Mining Suggested this in 2019, suggesting it again in 2023. 35-99 Mining being done at Granite 6 years after the release of Runex is atrocious. I am aware that player-owned-house mining exists, but I could also easily argue for that being removed because of how easy it makes mining (even though I appreciate it). At least make the rocks deplete twice as slow as regular ones or something. 43.) Wintertodt Suggested this in 2019, suggesting it again in 2023. Adding a bonfire to the home area made Firemaking easier. That's great, but there are plenty of copy/paste wintertodts that could be added to Runex. This would also add more exp boosting outfits for skills and could go as far as adding other custom items. 44.) Farming Guild/Contracts The best method to farm in Runex is to plant and dig up the best thing you can repeatedly until 99. The fact that this has been the best method since Runex's inception is just.. weird. And, if we're honest, encourages autoclicking and/or ghost mousing just because of how arthritis-inducing it can be to perform manually. Farming contracts that give, for example, 20-30x the experience of the original crop at harvest would greatly benefit the skill. 45.) Fishing Methods This one's easy.. there are still fish on Runex that cannot be obtained naturally. Fix it. 46.) Fishing Trawler Piggybacking off the last suggestion, this minigame would add a significant solution to the lack in variety of fishing training currently in Runex while also providing yet another experience boosting outfit. This minigame could be made soloable or function with a group. I'm not going to lie, I got tired of typing. I will make a new thread with more of these when I get the chance to do so. Hopefully some ideas here can inspire the developers to give us some quick and easy quality of life improvements. Hopefully.
  10. 52xp

    The Runex Wiki

    Hey guys, Since returning some time last year, I started working on a new Wiki for Runex. Upon leaving in October, I put a pause on that project but have decided to resume it now and give it my full focus. With that comes a lot of work to be done, and even though I don't mind going at this alone, I would love the help of some of you in the community. Since coming back, I have come to discover that I have significantly more fun creating content for Runex, whether that be through YouTube or, in this case the Wiki, than I do actually playing the game. Because of that, I've essentially decided that I'll be committing most of my time that would be spent in-game to instead work on those two things. So what is this post for? Well, to see if anyone would like to volunteer their time to help me bring this potentially amazing resource to the community. I, along with a few friends, have managed to begin adding quite a few things already but we could definitely use your help. What am I looking for? Players that are interested in creating guides and informative pages for custom content on Runex. This will entail things such as our custom gear (Crestbearer, Crestroot, Ancrestral), custom mini-games (Kharazi, Elite Barrows, Inferno), and so much more that we've already began to work on. Who am I looking for? Anyone with a broad knowledge of Runex, working on Wikis, or both that would like to help the community in more ways than they already do. I have been upfront with everyone that has been willing to help already -- I don't mind shouldering majority of the load on this project. I am here to help with anything I can, including formatting pages and making things as easy as possible for those contributing with us. What would you be doing? This is another thing I've tried to be as open and upfront about as possible. You will be doing whatever the hell you want to do. Any contribution is a good contribution, given they are accurate and properly presented. The mantra has essentially been to do what you want, when you want, and I'll be here to help along the way. If this sounds like something you'd like to be apart of, please feel free to leave a reply here with your Discord or add/message me on mine at Witty#3418. I hope to hear from you!
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