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Tenth Anniversary Gift; Spellcrafting?

  • Solariken
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    Tyrant_Tim wrote: »
    Bo0137 wrote: »
    The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.

    This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.

    ZOS, please don't exclude werewolves from this feature if it is implemented.

    I highly doubt ZOS would take time to animate Werewolves to cast spells.

    Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.

    Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.
  • Bo0137
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    Quethrosar wrote: »
    only 1% or less of items will be what you must get. skill wise you either run the same skills as meta for your class or you suck. so spell crafting would need to be better than current meta to be used.
    EA sets are not meta and not needed or desired except for collecting.

    I genuinely want spellcrafting skill to not be meta! I want them to design the skills viable but not optimal. And specially I want them to focus more on the creativity side rather than efficiency.

    Give us levitate, give us muffle, give us conjure familiar...
    -On my shoulder, Ms. Ahvine
  • Tyrant_Tim
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    pink flames. spell crafting confirmed.

    I almost fell out of my chair at work. 😂
  • Quethrosar
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    Bo0137 wrote: »
    Quethrosar wrote: »
    only 1% or less of items will be what you must get. skill wise you either run the same skills as meta for your class or you suck. so spell crafting would need to be better than current meta to be used.
    EA sets are not meta and not needed or desired except for collecting.

    I genuinely want spellcrafting skill to not be meta! I want them to design the skills viable but not optimal. And specially I want them to focus more on the creativity side rather than efficiency.

    Give us levitate, give us muffle, give us conjure familiar...

    that would be awesome if it was utility spells, i loved how I could levitate and use sow to run through the sky of everquest zones.
  • Billium813
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    Tyrant_Tim wrote: »
    I also find it interesting that there are three separate colors of the fire, one character has red, another has purple…

    It’s as though your character is attempting to “craft” a flame.

    Not to ruin your parade, but just a gentle reminder that 2023 emote was
    ofqp5qtmjy7w.jpg
    https://www.elderscrollsonline.com/en-us/news/post/63467

    That image didn't really imply Arcanist... nor really imply Daedric/Hermaeus Mora. You may be reading a bit much into the free emote given for watching the stream during the reveal
  • Tyrant_Tim
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    Here’s something you might not be aware of, but the color for Arcanist was up in the air, and very easily could have been the one seen in that emote before they changed it to green.

    Greymoor’s Twitch stream unlock was a bat, and High Isle’s was a blue hermit crab.

    As far as the emote this time around, we’ll see when we get there, but I have a very strong inclination that it has relation to the system coming with 2024’s chapter.
    Edited by Tyrant_Tim on January 9, 2024 10:28PM
  • DrNukenstein
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    It would either be a weak novelty, or OP and game breaking.

    For that reason spell crafting is a hard no. This is not a single player game. There's no way that they could implement a "build your own skill" system that would both satisfy the majority of the community and not make a large portion of the community irate.

    They can't even release a novel proc set on the PTR without scaring the forums.
  • ESO_player123
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    It would either be a weak novelty, or OP and game breaking.

    For that reason spell crafting is a hard no. This is not a single player game. There's no way that they could implement a "build your own skill" system that would both satisfy the majority of the community and not make a large portion of the community irate.

    They can't even release a novel proc set on the PTR without scaring the forums.

    I will reserve my judgement till we know more, but these are also my main concerns regarding spellcrafting.
  • Tyrant_Tim
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    I’ve heard way more “Yes” than “No” from strangers I interact with that have seen the video from 2014.

    It’s not even a debate at this point, this system is, and has been the most requested feature since it’s pre-conception.

    People are gonna love or hate whatever we get this year, and if it’s Spellcrafting, I personally will get years out of the system.
    Edited by Tyrant_Tim on January 9, 2024 10:36PM
  • Animar111
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    All I’m saying is spell crafting would keep eso alive
  • WrathOfInnos
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    The multiple colored flames gives me hope. I always figured spellcrafting would have a limited set of animations, and that they would be recolored based on which damage type is chosen by the player.

    They have to do something big for 10 years, and nothing would revitalize the game more than spellcrafting. Even 1-2 useful spells for each build would be so refreshing to the stale meta.
  • Billium813
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    It would either be a weak novelty, or OP and game breaking.

    For that reason spell crafting is a hard no. This is not a single player game. There's no way that they could implement a "build your own skill" system that would both satisfy the majority of the community and not make a large portion of the community irate.

    They can't even release a novel proc set on the PTR without scaring the forums.

    Be prepared for Spell Crafting to be heavily restricted entirely to a specific Daedric realm (like the Shivering Isles for instance...), or a new instanced Arena. It will most certainly NOT be use-able across all content; PvE and PvP.

    Also, I hate to say, but it won't use Enchanting Runes. It will use some kind of new parchment and ink crafting system completely independent of and not found anywhere else in Tamriel. Cause ZOS doesn't know how how to integrate anymore and only bloat with compartmentalized design.
    Edited by Billium813 on January 9, 2024 11:07PM
  • Vaqual
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    Maybe it is even bigger than you all are thinking...could it be....


    ...Grim Focus perma glow removal?
  • Tyrant_Tim
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    Vaqual wrote: »
    Maybe it is even bigger than you all are thinking...could it be....


    ...Grim Focus perma glow removal?

    Perhaps. 🤔
  • themaddaedra
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    I wouldn't hold my breath. I -like many others- was super excited when i first saw the spell crafting presentation. But it got canned and over the years they repeatedly seemed against the idea. Even if they give it a go now, i very highly doubt it'd be anything more than thinly reskinning of existing skills or adding silly effects to them.

    It's like they are sworn to not do anything groundbreaking. Let's see what feature that is super ultra mega safe within the existing gameloop they have in mind this time.
    PC|EU
  • Uvi_AUT
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    I hope it wont be real Spellcrafting (as in modify existing skills) but rather Fashion or a seperate Skill-Line.
    We really dont need another system on top of the existing Skill and Morph-System. We already need different morphs for different game-elements. Add another one on top and the 10 Armoryslots wont be enough.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • OsUfi
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    Tim, I often feel the issue with your discussion on spellcrafting is that you're so determined to make it happen, you're zeal is off-putting.
    Tyrant_Tim wrote: »
    It’s not even a debate at this point, this system is, and has been the most requested feature since it’s pre-conception.

    Nobody I know would list it as the most requested feature. Hyperbole rarely helps discussion, even if you really want it. And this sentence just shuts down any discussion with anyone who disagreed with you.
  • emilyhyoyeon
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    Uvi_AUT wrote: »
    I hope it wont be real Spellcrafting (as in modify existing skills) but rather Fashion or a seperate Skill-Line.

    Personally I'd be just as happy with this. The visual aspect is the most important part of it for me by far, as a roleplaying tool.

    Like I'd be so happy if one day I can change my NB conjuror's dark shade to the wraith model. Change my sorc's clannfear to a mustard/yellow color instead of blue. Change my NB assassin's skills to black or any color more muted than red.

    So many more character possibilities that I haven't even thought of making yet as well. And they could add new skill visuals each update. TES6 could take as long as it wants.
    IGN @ emilypumpkin, imperial pumpkin seller
    Tullanisse Starborne, altmer battlemage & scholar of the ayleids

    High Priest Eraamine as a houseguest please C:
  • ADarklore
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    The only reason I would give consideration to the speculation about Spellcrafting, is not due to the emote, but what they said afterward, "We’re crafting something special this year for The Elder Scrolls Online..."
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • Tyrant_Tim
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    OsUfi wrote: »
    Tim, I often feel the issue with your discussion on spellcrafting is that you're so determined to make it happen, you're zeal is off-putting.

    Thank you for your opinion, if your goal jumping onto a thread titled, “Tenth Anniversary Gift; Spellcrafting?” is to tell me I’m wrong, because you “feel” like it wouldn’t be a great addition to your game, with zero articulation, how am I going to have a discussion with you?

    Perhaps think for a second that if I wrote something “off-putting” it was meant that way. If the idea of this system is intimidating to anyone, I would suggest they do what every other mature adult does and frame it in a way that fits for them, and provide constructive criticism.

    Because what if this system is what we get next year, and instead of offering an opinion on what they would want it to be, they sat there and told people it was a dumb idea? There’s no better way to ensure the system doesn’t fit for you.

    Simply saying, “I don’t like it.” “I don’t want it.” or “It will never happen.” provides nothing to discuss.
    Also; sorry for the edits. The post should be perfect now, where when I wrote it early this morning for me, it was far from it.
    Edited by Tyrant_Tim on January 10, 2024 8:59PM
  • Tyrant_Tim
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    Uvi_AUT wrote: »
    I hope it wont be real Spellcrafting (as in modify existing skills) but rather Fashion or a seperate Skill-Line.

    Personally I'd be just as happy with this. The visual aspect is the most important part of it for me by far, as a roleplaying tool.

    Like I'd be so happy if one day I can change my NB conjuror's dark shade to the wraith model. Change my sorc's clannfear to a mustard/yellow color instead of blue. Change my NB assassin's skills to black or any color more muted than red.

    So many more character possibilities that I haven't even thought of making yet as well. And they could add new skill visuals each update. TES6 could take as long as it wants.

    This is what I believe they will inevitably land on, unfortunately.

    Although Spellcrafting is the most requested feature, there are almost an equal number of players terrified of it’s implication, so chopping it up into a system for customizing visuals would be the best middle ground, as it tempers disappointment in people who wanted Spellcrafting, while providing something new and unrelated to balance for those afraid of it.

    I’m still hoping it’s combat related, but we’ll see.
    Edited by Tyrant_Tim on January 10, 2024 9:01PM
  • Tyrant_Tim
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    Solariken wrote: »
    Tyrant_Tim wrote: »
    Bo0137 wrote: »
    The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.

    This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.

    ZOS, please don't exclude werewolves from this feature if it is implemented.

    I highly doubt ZOS would take time to animate Werewolves to cast spells.

    Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.

    Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.

    Sorry, I glanced over this, but isn’t there a way already to do that?

    Here’s an old thread of a Werewolf healer build that I remember seeing awhile ago.

    https://forums.elderscrollsonline.com/en/discussion/566656/pve-pvp-the-werewolf-magicka-healer-flames-of-ambition
    Edited by Tyrant_Tim on January 10, 2024 9:17PM
  • Erickson9610
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    Tyrant_Tim wrote: »
    Solariken wrote: »
    Tyrant_Tim wrote: »
    Bo0137 wrote: »
    The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.

    This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.

    ZOS, please don't exclude werewolves from this feature if it is implemented.

    I highly doubt ZOS would take time to animate Werewolves to cast spells.

    Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.

    Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.

    Sorry, I glanced over this, but isn’t there a way already to do that?

    Here’s an old thread of a Werewolf healer build that I remember seeing awhile ago.

    https://forums.elderscrollsonline.com/en/discussion/566656/pve-pvp-the-werewolf-magicka-healer-flames-of-ambition

    You could put this build together on any character, Werewolf or not. The only way Werewolf can heal is via proc sets, so it cannot be used in no-proc PvP. Werewolves would indeed benefit from some in-kit method of healing allies, perhaps something like making Hircine's Bounty heal a second target the way Polar Wind does.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Tyrant_Tim
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    Tyrant_Tim wrote: »
    Solariken wrote: »
    Tyrant_Tim wrote: »
    Bo0137 wrote: »
    The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.

    This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.

    ZOS, please don't exclude werewolves from this feature if it is implemented.

    I highly doubt ZOS would take time to animate Werewolves to cast spells.

    Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.

    Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.

    Sorry, I glanced over this, but isn’t there a way already to do that?

    Here’s an old thread of a Werewolf healer build that I remember seeing awhile ago.

    https://forums.elderscrollsonline.com/en/discussion/566656/pve-pvp-the-werewolf-magicka-healer-flames-of-ambition

    You could put this build together on any character, Werewolf or not. The only way Werewolf can heal is via proc sets, so it cannot be used in no-proc PvP. Werewolves would indeed benefit from some in-kit method of healing allies, perhaps something like making Hircine's Bounty heal a second target the way Polar Wind does.

    I wouldn’t be opposed to a change of their passives to grant drastically increased health regeneration when in a pack of Werewolves.

    Honestly I wouldn’t even be opposed to Werewolf getting access to Spellcrafting in it’s current state as I don’t see the harm, and if they decide not to allow the spells to be slotted to their bar, one way it could be inclusive would be for a variable on crafted spells to be “Duration” which allows you to trade power of the spell for duration, like instead of Major Resolve for 30 seconds, you could get Minor Resolve for like 3-5 minutes, that way even Wolves could benefit.
  • Erickson9610
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    Tyrant_Tim wrote: »
    Tyrant_Tim wrote: »
    Solariken wrote: »
    Tyrant_Tim wrote: »
    Bo0137 wrote: »
    The sweet thing I believe most people want is more skill options for their bars - not more morphs for the same skill.

    This reminds me of Werewolf's current balance situation. Only 5 predetermined skills can be used by Werewolf — no other skills can be used. If Spellcrafting somehow gave Werewolf access to more than just those 5 skills, then I absolutely would use it.

    ZOS, please don't exclude werewolves from this feature if it is implemented.

    I highly doubt ZOS would take time to animate Werewolves to cast spells.

    Not only would it look weird, as it’s already weird enough looking when they use soul gems, but it’s against the entire premise of being a savage monster. I’ve never heard of a Werewolf casting spells in lore, if you have I’d love to hear about it.

    Finding a way to enable werewolf healers would be amazing though, then you could truly hunt with your pack.

    Sorry, I glanced over this, but isn’t there a way already to do that?

    Here’s an old thread of a Werewolf healer build that I remember seeing awhile ago.

    https://forums.elderscrollsonline.com/en/discussion/566656/pve-pvp-the-werewolf-magicka-healer-flames-of-ambition

    You could put this build together on any character, Werewolf or not. The only way Werewolf can heal is via proc sets, so it cannot be used in no-proc PvP. Werewolves would indeed benefit from some in-kit method of healing allies, perhaps something like making Hircine's Bounty heal a second target the way Polar Wind does.

    I wouldn’t be opposed to a change of their passives to grant drastically increased health regeneration when in a pack of Werewolves.

    Honestly I wouldn’t even be opposed to Werewolf getting access to Spellcrafting in it’s current state as I don’t see the harm, and if they decide not to allow the spells to be slotted to their bar, one way it could be inclusive would be for a variable on crafted spells to be “Duration” which allows you to trade power of the spell for duration, like instead of Major Resolve for 30 seconds, you could get Minor Resolve for like 3-5 minutes, that way even Wolves could benefit.

    I've thought that Health Regeneration should be one of the focuses of Werewolf. Hircine's Fortitude actually gives Minor Endurance and Minor Fortitude, increasing Health and Stamina recovery (two attributes commonly associated with a werewolf's supernatural regeneration and strength). Still, Health Recovery is nerfed in PvP, so that change alone wouldn't make Werewolf that much better — at least, not as much better as the ability to crossheal would.

    It would be very annoying to have to drop form every 3-5 minutes to refresh buffs for use in Werewolf form. Yes, you technically could swap to an Ultimate recovery build to get back into Werewolf form faster, but that defeats the purpose of maintaining the timer minigame in a Werewolf build. I hope Spellcrafting allows us to modify existing skills, so we could adjust our Werewolf skills directly to give them more functionality, like the ability to crossheal or taunt.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Syldras
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    Tyrant_Tim wrote: »
    Here’s something you might not be aware of, but the color for Arcanist was up in the air, and very easily could have been the one seen in that emote before they changed it to green.

    Are you sure? Green has always been Apocrypha's typical color, so everything else than green doesn't make any sense for a Hermaeus Mora cultist. And ZOS for sure knows that.
    ADarklore wrote: »
    The only reason I would give consideration to the speculation about Spellcrafting, is not due to the emote, but what they said afterward, "We’re crafting something special this year for The Elder Scrolls Online..."

    But why would it have to be spellcrafting? All kinds of things can or could potentially be crafted in ESO. Interpreting it as "It just has to be spellcrafting!" looks very much like wishful thinking to me, unfortunately.
    as I've seen people pointing out, the ''we're crafting something special this year'' I think is a huge hint. ''Crafting'' would normally be a weird word choice here. Something normal would be something like ''whipping up'' instead

    I guess if ZOS actually uses "whipping up" in their announcement some day, things will get weird :p
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Tyrant_Tim
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    Syldras wrote: »
    Tyrant_Tim wrote: »
    Here’s something you might not be aware of, but the color for Arcanist was up in the air, and very easily could have been the one seen in that emote before they changed it to green.

    Are you sure? Green has always been Apocrypha's typical color, so everything else than green doesn't make any sense for a Hermaeus Mora cultist. And ZOS for sure knows that.

    I can’t seem to find the interview anywhere but it came out that the Arcanist class was the hardest class ZOS ever designed, constantly scrapping it and reworking it, and “eventually settling on green” as a means to tie the class to the chapter.
  • Syldras
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    Tyrant_Tim wrote: »
    I can’t seem to find the interview anywhere but it came out that the Arcanist class was the hardest class ZOS ever designed, constantly scrapping it and reworking it, and “eventually settling on green” as a means to tie the class to the chapter.

    Ah, so making it a Mora cultist was an idea they didn't have from the start. Not having chosen a color makes sense then.

    But maybe we're still interpreting too much. ZOS has a tendency to recycle items, to recolor them so they roughly fit a current new theme (btw, I'm also very much inclined to believe that the Dibella event things from 2023 were unused druid items from 2022's chapter and dlc, as the style is very similar) . So maybe this new emote is just some left-over from Necrom they now present to us as some Mages Guild thing because the Mages Guild will play a bigger role this year (let's assume that from the background of the emote pic and that stained glass thing with the slightly altered Mages Eye symbol).
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Tyrant_Tim
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    https://www.gameshub.com/news/features/the-elder-scrolls-online-necrom-arcanist-class-developer-interview-2618460/

    ikak0hkjibd5.jpeg

    I’m still trying to find the video where Rich and the guy with the braided beard are sitting around joking about the fact that the class is as green as it is.
  • WrathOfInnos
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    Syldras wrote: »
    Tyrant_Tim wrote: »
    Here’s something you might not be aware of, but the color for Arcanist was up in the air, and very easily could have been the one seen in that emote before they changed it to green.

    Are you sure? Green has always been Apocrypha's typical color, so everything else than green doesn't make any sense for a Hermaeus Mora cultist. And ZOS for sure knows that.
    ADarklore wrote: »
    The only reason I would give consideration to the speculation about Spellcrafting, is not due to the emote, but what they said afterward, "We’re crafting something special this year for The Elder Scrolls Online..."

    But why would it have to be spellcrafting? All kinds of things can or could potentially be crafted in ESO. Interpreting it as "It just has to be spellcrafting!" looks very much like wishful thinking to me, unfortunately.
    as I've seen people pointing out, the ''we're crafting something special this year'' I think is a huge hint. ''Crafting'' would normally be a weird word choice here. Something normal would be something like ''whipping up'' instead

    I guess if ZOS actually uses "whipping up" in their announcement some day, things will get weird :p

    They’ll do that the year they announce whips as a new weapon type.
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