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Share Your Subclassing Builds!

  • Kabakka21
    Kabakka21
    Soul Shriven
    Elvenheart wrote: »

    You mean you sometimes use one mythic, Oakensoul, and sometimes use the other mythic Mora’s Whispers instead?


    Yes... That is what I meant. I am sorry, I wrote it out wrong. It was a little after midnight here at that time and I was fighting to stay awake. But I find myself using Mora's Whispers more often.

    Thanks for catching that and keeping me straight.
  • Elvenheart
    Elvenheart
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    Kabakka21 wrote: »
    Elvenheart wrote: »

    You mean you sometimes use one mythic, Oakensoul, and sometimes use the other mythic Mora’s Whispers instead?


    Yes... That is what I meant. I am sorry, I wrote it out wrong. It was a little after midnight here at that time and I was fighting to stay awake. But I find myself using Mora's Whispers more often.

    Thanks for catching that and keeping me straight.

    I used Mora’s Whispers too to level my Subclassing lines I’ve leveled so far, Ardent Flame and Winter’s Embrace. It was great for that, so I’ll probably keep using it every time I have to level a new class line! 😊
  • Metemsycosis
    Metemsycosis
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    Dark walker (pvp):

    Shadow/storm calling/aedric spear

    Acuity/wretched vitality/saint and seducer/bloodspawn

    2h
    Focused charge, biting jabs, refreshing path, mages wrath, javelin -- sweep

    Bow
    Streak, cloak, Hurricane, vigor, healing soul -- undo
    Terethea Magdalena, Breton Nightblade
    A Dark-Adapted Eye, Imperial Necromancer

    sanguinare vampiris

    https://m.twitch.tv/amcrenshaw/profile
  • Dino-Jr
    Dino-Jr
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    Ended up with a Necro Grave Lord + Templar Dawns Wrath + Warden Animal Companion build that I have been enjoying. I like the mix of good dot dmg, aoe, range, melee, burst dmg, and a finisher. Bit of everything with only the 1 pet ability.

    The base setup has a flex slot on each bar:
    7gycyzuxdhrn.png
    g0jfplwcvdwk.png
    • Gear is Tide-Born + Deadly Strike. Daggers front bar, Lightning Staff back bar. I run Pale Order or a Monster Set.
    • Idea is pre-cast Deep Fissure + Skeletal Archer & Solar Barrage
    • Multi Target Lingering Knife Throw + Growing Swarm + Reflective Light for dots (backbar flex slot can be more dots, or defense)
    • Rapid strikes as spammable
    • Below 33% mix in Radiant Glory as the finisher.

    If I need more defense I run Magical Soul with Major Resolve and Resolving Vigor in the flex slots. For more dmg Fighters Guild crit passive on the front bar or Bird of Prey.

    awca8gurwyyd.png
    b0pqtv0cp6cn.png

    6ar48h1st3og.png
    Edited by Dino-Jr on July 21, 2025 11:23AM
  • NxJoeyD
    NxJoeyD
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    A lot of these builds are really impressive.
    Edited by NxJoeyD on March 21, 2026 7:02PM
  • Seaviy
    Seaviy
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    Poison themed archer with Ardent Flame + Grave Lord + Dark Magic for sustainwgptd6pr0ki5.png
  • Erickson9610
    Erickson9610
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    Here's a casual PvE damage dealer build utilizing both Subclassing and Scribing:
    ao828slo92dn.png

    This setup uses Oakensoul, so the human form only gets one bar, but you can use Werewolf Transformation if you want to switch up your playstyle. I also use Macabre Vintage for the AoE burst and because it's visually appealing. Pillar of Nirn is the other 5-piece set, used for single target damage.

    I slot Resolving Vigor as a self heal, Biting Jabs as the main AoE/ST spammable, Traveling Knife with Multi-Target, Warrior's Opportunity, and Vulnerability as an AoE debuff skill (pictured below), Mages' Wrath as an execute, and Detonating Siphon as another DoT and because I like having corpse abilities in the human form, and because it also buffs damage while slotted.
    3fzdyqf71mc3.png
    In the human form, I generally debuff with Shattering Knife first, then spam Biting Jabs until the enemy is low enough to use Mages' Wrath. If there is a corpse nearby, I'll use Detonating Siphon, and if I need to heal, I'll use Resolving Vigor. Oakensoul takes care of the Major Savagery buff in the event that I can't find a corpse to use Detonating Siphon on.

    In the Werewolf form, these three skill lines (Aedric Spear, Storm Calling, and Grave Lord) are some of the best as they have the most useful passives that carry over into form.
    1. Aedric Spear gives you the Burning Light damage proc (dealing Magic Damage which Werewolf can't source with its abilities, giving a chance for the Overcharged status effect) and the Balanced Warrior passive, increasing WD/SD and Armor by 6%.
    2. Storm Calling gives you Capacitor (increasing your recoveries by 141), Energized (increasing Physical and Shock Damage by 5%, affecting Howl of Agony), and Amplitude (increasing damage done against a target by up to 10% based on how high their health is).
    3. Grave Lord is used because of the Rapid Rot passive, increasing Damage over Time by 10%, primarily affecting Werewolf Berserker's light attack bleed, Brutal Carnage, and Claws of Anguish.
    As for the Werewolf skills, Werewolf Berserker is used for the light attack bleed and AoE heavy attacks, Brutal Pounce is used for the stacks of Brutal Carnage, Howl of Agony is the main single target spammable, Ferocious Roar is there in case I need to heavy attack quicker to restore resources or attack enemies with Berserker's AoE heavy attacks, Hircine's Rage is there as a damage buff and emergency heal, and Claws of Anguish is there as a general AoE DoT attack. I would love to have a Werewolf Scribing ability to swap Ferocious Roar out for.

    This build is not the meta for PvE Werewolf. Notice how I'm not using Relequen's, after all. But it is a very fun build to play with. Honestly, I love that I've found a new build with Subclassing and Scribing that feels good to play in both the werewolf and human forms.

    As always, I hope Werewolf gets their own Scribing ability soon, because I would love to change up my build again.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • TheValkyn
    TheValkyn
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    You homogenized the game. Good job?
  • chess1ukb16_ESO
    chess1ukb16_ESO
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    Anyone want to share there successful Infinite Archive builds?
  • Apollosipod
    Apollosipod
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    ZOS, maybe we could be given the ability to include class abilities when in werewolf form? Maybe a max of two non-werewolf abilities? Imagine a werewolf with Noxious Breath or the poison claw from DK or a werewolf that spits Abyssal Flail like that horrifying non-combat bunny lol
  • Erickson9610
    Erickson9610
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    ZOS, maybe we could be given the ability to include class abilities when in werewolf form? Maybe a max of two non-werewolf abilities? Imagine a werewolf with Noxious Breath or the poison claw from DK or a werewolf that spits Abyssal Flail like that horrifying non-combat bunny lol

    No. I don't want to run Fatecarver.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • tomofhyrule
    tomofhyrule
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    Well, my favorite build is to stack Ardent Flame, Draconic Power, and Earthen Heart to make my dragon-themed tank really feel like he's supposed to. It honestly feels way better than any other combination.

    Sustain is miserable though. Something must have happened in the past 6 months to make it so I can barely sustain anything without essentially being a heavy attack build when doing overland solo...
  • Apollosipod
    Apollosipod
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    ZOS, maybe we could be given the ability to include class abilities when in werewolf form? Maybe a max of two non-werewolf abilities? Imagine a werewolf with Noxious Breath or the poison claw from DK or a werewolf that spits Abyssal Flail like that horrifying non-combat bunny lol

    No. I don't want to run Fatecarver.

    Then.....don't? Is Mora forcing you? Blink 800 times if you need help!
  • Erickson9610
    Erickson9610
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    ZOS, maybe we could be given the ability to include class abilities when in werewolf form? Maybe a max of two non-werewolf abilities? Imagine a werewolf with Noxious Breath or the poison claw from DK or a werewolf that spits Abyssal Flail like that horrifying non-combat bunny lol

    No. I don't want to run Fatecarver.

    Then.....don't? Is Mora forcing you? Blink 800 times if you need help!

    Here's a few more nuanced reasons why Werewolf should never get to use non-Werewolf abilities (and vice-versa):
    1. There is no precedent for werewolves in TES to use human form spells, much less wield weaponry (such as the daggers/bows in the Assassination line).
    2. If players could use Class skills in Werewolf form, then everyone would be using meta skills in Werewolf form solely for the passives (+18% WD/SD is too much to pass up...)
    3. Each of those skills has no animation for the Werewolf form. ZOS would have to create a Werewolf version of every single ability animation in the game for this to work, much less look right.
    4. The identity of Werewolf would be lost. Instead of using Werewolf skills for damage dealing, healing, or tanking, you could use non-Werewolf skills which happen to be superior.
    5. Werewolf's passives would be nerfed or given a "for each Werewolf ability slotted" condition to balance for any ability being usable in Werewolf form, which ultimately makes no sense.

    If I wanted to play an MMO where the werewolf people are no different than civilized humans, I can find one. ESO (and TES in general) is special because the werewolves act how you'd expect a werewolf to act. They're savage beasts who feed on the flesh of their prey. Werewolf Behemoths are still savage beasts, but they also have elemental magic.

    If anything, Werewolf needs more Werewolf-exclusive abilities to help them stand out from the human form, which can cover many of the bases that human form abilities cover, but in a way that is still thematic and unique to Werewolf. Scribing Grimoires for the Werewolf skill line would serve this purpose well.


    EDIT: To add to the above, I really just want to stress that I enjoy the fact that Werewolf still has its own meta in the post-Subclassing environment. Don't get me wrong, Werewolf has no place in the competitive meta (the human form has access to skills which do what Werewolf does but better) but it's still exciting to build around Werewolf's unique toolkit. As a result, the Werewolf meta generally uses totally different sets than whatever the non-Werewolf meta builds use.

    I know we don't have to play the meta, but I like to see how far I can push the performance of the Werewolf playstyle, and I'm glad it doesn't play the same as the overall meta.
    Edited by Erickson9610 on September 21, 2025 3:47AM
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Swirlbeard
    Swirlbeard
    Soul Shriven
    My Main - Storm Pirate

    Skill Lines:
    Storm (Of course)
    Grave Lord (For shooting Skulls)
    Assassination

    Lightning Splash + Jerensi's Blade Storm creates a nice little hurricane!

    In the works - Dwemer Artificer

    Skill Lines:
    Dawns Wrath (the skills have a nice high energy look to them)
    Storm (For similar reasons)
    TBD

    Currently farming for armor sets that summon Dwemer constructs
  • tomofhyrule
    tomofhyrule
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    Swirlbeard wrote: »
    In the works - Dwemer Artificer

    Skill Lines:
    Dawns Wrath (the skills have a nice high energy look to them)
    Storm (For similar reasons)
    TBD

    Currently farming for armor sets that summon Dwemer constructs

    I just need ZOS to make an Artificer a legit class, with skill lines for summoning automata, setting traps and grenades, and tonal architecture as a support.

    And then everyone who wants a Bard can just Subclass in the Tonal Magic line and it’s like a win-win-win-win for everyone.
  • SwordOfSagas
    SwordOfSagas
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    One bar pvp bow build. Sets- Sheer venom and Scavnging demise with one piece monster set of your choice I use something with pen. Skill lines- Aedric spear - Assassination - Shadow. Skills- poison injection is the spammable from the bow skill line- Shadowy disguise from Shadow line - Binding javelin from Aedric spear line - Merciless resolve from Assassination. use vigour as heal and the Ultimate is the bow ulti Toxic barrage. How I play is use poison injection which will proc both sets then hit them with javelin at the right time and they wont be able to block or dodge the Scavenging demise them follow up with bow ulti or merciless resolve. As for race anything with stamina and damage works fine khajiit good to. Works well against the meta especially for a one bar also mundus is the lover penatration is a must on one bar pvp builds. Aaim for 30k stam and 17-20k mag 25-27k health when using sugar skulls. As for recovery food Thats up to you.
  • Swirlbeard
    Swirlbeard
    Soul Shriven
    Swirlbeard wrote: »
    In the works - Dwemer Artificer

    Skill Lines:
    Dawns Wrath (the skills have a nice high energy look to them)
    Storm (For similar reasons)
    TBD

    Currently farming for armor sets that summon Dwemer constructs

    I just need ZOS to make an Artificer a legit class, with skill lines for summoning automata, setting traps and grenades, and tonal architecture as a support.

    And then everyone who wants a Bard can just Subclass in the Tonal Magic line and it’s like a win-win-win-win for everyone.

    Agreed with an Artificer class. My hope though, now with subclassing being a thing, is ZOS creates more theme dedicated, single subclass lines. Instead of having to create and balance a base class with 3 separate distinct skill-lines that somewhat go together, they can truly focus on making dedicated subclasses that feel and look mechanically distinct one at a time.

    Downsides though is that means ZOS would likely not make any new fully fleshed out base classes, and the Subclass skill lines likely won't be as versatile, though that could be somewhat mitigated with morphs.
  • tomofhyrule
    tomofhyrule
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    Swirlbeard wrote: »
    Swirlbeard wrote: »
    In the works - Dwemer Artificer

    Skill Lines:
    Dawns Wrath (the skills have a nice high energy look to them)
    Storm (For similar reasons)
    TBD

    Currently farming for armor sets that summon Dwemer constructs

    I just need ZOS to make an Artificer a legit class, with skill lines for summoning automata, setting traps and grenades, and tonal architecture as a support.

    And then everyone who wants a Bard can just Subclass in the Tonal Magic line and it’s like a win-win-win-win for everyone.

    Agreed with an Artificer class. My hope though, now with subclassing being a thing, is ZOS creates more theme dedicated, single subclass lines. Instead of having to create and balance a base class with 3 separate distinct skill-lines that somewhat go together, they can truly focus on making dedicated subclasses that feel and look mechanically distinct one at a time.

    Downsides though is that means ZOS would likely not make any new fully fleshed out base classes, and the Subclass skill lines likely won't be as versatile, though that could be somewhat mitigated with morphs.

    See, I’d rather more new Classes since every line now is a modular unit that can be applied at will to existing characters, but players (like me) who want to make new characters and see the whole world fresh will also be able to have a cohesive unit.

    I have so many character ideas that I’d love to make, but I want them to all have unique skillsets instead of just being the same lines in a different wrapper. Subclassing now allows each Class to be considered as three lines to pick and choose or use as a unit, so that gives both types of players what they want.
  • athena9205
    athena9205
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    Theme based builds

    Stam Necro- Deathbuster, Use the dead to make more dead. This build is huge damage on mob swarm, avg damage on bosses. 50-60k parse. Waiting for a skill style that can match and turn the jabs dark.
    https://eso-hub.com/en/builds/athena9205/019a2751-21d8-729c-a051-c044433a6547/death-buster-v1

    Pet builds that are based on theme.
    Animal summoner pet build: Natures Fury: Summon all forms of animals to do your bidding. All natural, no daedric shade or undead. Note: no animals were harmed in the making of this build :) ~60k parse
    https://eso-hub.com/en/builds/athena9205/0199c9c9-503d-7176-a2cd-c4fb098b9302/summoner-pet-build-v3-natures-fury

    Daedric summoner pet build (bow). Daedric Fury: Summon the darkness from the netherrealms, just keep your distance as they go crazy. Note: no animals involved so all good. ~60k parse
    https://eso-hub.com/en/builds/athena9205/0199c4ac-534d-7000-b25a-608735fbdc40/summoner-pet-build-v1-daedric-fury

    Embody the Divine light of Meridia. heavy armor Healer, vet content capable. Buff your allies with heals, shields, and extra armor. 32k resistance when buffed. Taunt when needed to pull the boss off your allies while they rez the MT/OT
    https://eso-hub.com/en/builds/athena9205/01999bbd-3e7a-72dc-be76-49669f2b775a/pearly-divine-healer

    More to come....
  • SneaK
    SneaK
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    Hurricane

    That’s the build.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Moredhel83
    Death Knight with a Paladin start, so to say.

    Templar: Aedric Spear for Puncturing Sweep and all passives;
    Warden: Winter's Embrace for Winter's Revenge, Polar Wind and all passives;
    Necromancer: Grave Lord for Unnerving Boneyard, Detonating Siphon, Pestilent Colossus ult, and all passives except Reusable parts.

    Two Handed: Carve and all passives;
    Resto Staff: Healing Springs, Radiating Regeneration, Combat Prayer, haven't really decided on passives yet as it's not terribly important (all spells on backbar).

    Front bar: Puncturing Sweep, Winter's Revenge, Detonating Siphon, Unnerving Boneyard, Carve, Pestilent Colossus;
    Back bar: see Resto Staff.
  • Elvenheart
    Elvenheart
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    Swirlbeard wrote: »
    Swirlbeard wrote: »
    In the works - Dwemer Artificer

    Skill Lines:
    Dawns Wrath (the skills have a nice high energy look to them)
    Storm (For similar reasons)
    TBD

    Currently farming for armor sets that summon Dwemer constructs

    I just need ZOS to make an Artificer a legit class, with skill lines for summoning automata, setting traps and grenades, and tonal architecture as a support.

    And then everyone who wants a Bard can just Subclass in the Tonal Magic line and it’s like a win-win-win-win for everyone.

    Agreed with an Artificer class. My hope though, now with subclassing being a thing, is ZOS creates more theme dedicated, single subclass lines. Instead of having to create and balance a base class with 3 separate distinct skill-lines that somewhat go together, they can truly focus on making dedicated subclasses that feel and look mechanically distinct one at a time.

    Downsides though is that means ZOS would likely not make any new fully fleshed out base classes, and the Subclass skill lines likely won't be as versatile, though that could be somewhat mitigated with morphs.

    See, I’d rather more new Classes since every line now is a modular unit that can be applied at will to existing characters, but players (like me) who want to make new characters and see the whole world fresh will also be able to have a cohesive unit.

    I have so many character ideas that I’d love to make, but I want them to all have unique skillsets instead of just being the same lines in a different wrapper. Subclassing now allows each Class to be considered as three lines to pick and choose or use as a unit, so that gives both types of players what they want.

    At first, I was saying I would be happy if they just released new individual skill lines, but now I think both releasing new skill lines AND coming up with some new classes to release would be the best way to go for these reasons. I think an entire artificer class would be fun because there could easily be three separate skill lines with that theme, but I could also see a single skill line dedicated for bards that could be used via subclassing to create a fun bard.
  • nb_rich
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    Harold of the Tome, Dawns Wrath & Animal Companion has been my go to subclass set up. Amazing sustain, easy rotation can’t complain. Im here thinking to go back to pure Templar though. Templar is probably the best pure class in my opinion. Its so difficult to replace any of the skill lines
    nb_rich
  • SugaComa
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    Not really a subclassing build just something to consider.


    now subclassing is here - can we make subclassing work in two ways.

    pick 1 or all 3 from another skill line - doing this would mean class specific sets would no longer fit you and class specific perks in scribing would be unavailable also, but it allows players like me who invested a lot of time in one character and dabbled in other, but cant face the grind to go through every thing again and the incompleteness of every maps makes you anxious, so anxious you have to quit and go back to your main for comfort. we can finally get to enjoy the other classes.

    OH and arcanist is way over specced and the templar way underspecced and dont get me started on the disparity between magic and stam morphs perks
  • NxJoeyD
    NxJoeyD
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    Here's a one bar PvP focused Mag Sorc build.

    I wanted something that wasn't the meta and also wasn't the usual heavy attack spec that's the go-to for Mag Sorcs, but still wanted a build that was competitive in PvP.

    I also wanted to try out running a Sorc build that had more of a Daedric / Oblivion realm lore element so it uses some aspects of Oblivion damage and a set out of Coldharbor. This is in contrast to the summoning lore of Sorcs, making for a darker seemingly more corrupted character.

    Oakensoul has gotten ticker to build with in PvP after sublcassing, IMO, because the one thing subclassing brought was more flexibility and versatility in skill slotting, and extra skill slots are the one thing Oak builds can't do. This made for a bigger challenge but that was also kind of the point.

    The character isn't built into crit, but instead, built for higher base damage and durability. The essentials for PvP are here, fairly strong bursts, some DoT, crowd control, & a reliable self heal. I'm not slotting a cleanse and the biggest debuff I run into in PvP are the shalks; because of that I slot an Essence of Health which gives a (non named) buff to armor bringing my base resistances up to 34,909, so even with both Breaches I'm still over 26k resistances.

    For gear I'm running 5pc of Beacon of Oblivion. I like this set because it's gives a nice set of benefits that line up with the build, plus a fairly strong DoT of 14,680 / 10 sec (my scaling) and procs off my main spammable attack; giving a nice mix of defense plus passive offense. I'm also using 4 pc of Shell Splitter for the penetration. Since I'm not going for Crit I'm making sure enough of my base damage is landing so Pen is at 12,651 before major breach, which I also apply with my spammable.

    The last piece of gear is somewhat the pride point here, Black Gem Monstrosity's set. I find that this monster set adds a very strong burst that also lines up well with my main spammable. Every 5 seconds Shocking Soul procs the set spawning a gem missile that hits the target for 17.1% of their max health. This set I find is very rare in PvP and I understand why, it's not all sets that are going to align well with it, especially considering some of the meta monster sets out there but in this case it's a great additional burst.

    Having only one bar means that slotting sets that passively proc frequently and scale strongly helps make up for the extra burst damage that could otherwise be had with two bars.

    Base sustain numbers are on the lower end and I've made up for that by occasional heavy attacks as well as slotting Mages Fury & Energy Overload, both provide descent Magicka returns and given the low cost of Overload it's usable often.

    An opening rotation of Shocking Soul + Inspired Scholar active + Energy Overload light attack will apply a direct burst (before resistances and before any crit potential) of 12,394 + 5330 + 14,226 + the Gem Splitter missile (4000 avg), and will also apply passive DoTs of 1,468 (1 tick of Oblivions Foe) + Anchorites Cruelty (600 - 900 avg) of Oblivion damage. .. All with only one global cooldown in between. Given my Pen and the Breach this can take even tanky players down into execute range pretty quickly, opening them up for a hit of Mages Fury or at the very least see them immediately going for their heal and putting them on the defensive

    This is a bit of an unconventional build and I don't think would line up with a lot of peoples play style but it's been fun to dial in and it's taken a good bit of tweaking and theory working to get to a point that, IMO, is competitive even in the current state of PvP. No it's not the meta nor does it hit like the meta but it does hit hard in a way that I don't think most see coming.

    The one caveat to this build is that you go through Soul Gems like crazy. One Battleground match will see me consuming around 65 soul gems on average. And filled Soul Gems are required for both Black Gem Monstrosity & Anchorites Cruelty, but, for the damage potential I feel it's worth it.

    I do also have a PvE spec of this same build which sees Black Gem Monstrosity get swapped out for 5pc of Beacon of Oblivion along with keeping the 5 pieces of Oblivions Foe and swaps some skills out for additional Soul Magic lines which allows me to apply the gear proc to all enemies in a broad AoE and stack heavy DoTs, all while gaining the 15% base damage increase from Beacon of Oblivion.

    w8l4ga7959fv.jpg
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