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	   HentaiVerse Isekai 2025 Season 2, With Update 91 Preview  | 
	 
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          Nov 2 2025, 12:39  
			
			
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                        BlueWaterSplash
  
        		
          		Group: Members 
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        		Joined: 15-March 11 
        		
        		
        		 
        	 
        	   
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			QUOTE(Tenboro)   I corrected the intercept formulas and also tweaked the scaling on them somewhat (see first post). Also clamped the monster avoidance numbers to saner numbers. Let me know if that feels any better.
  IW is also more powerful than it used to be, seeing as you get half of the old upgrade bonus from IWing alone. I think it should be fine with the tower World Seed addition for Isekai, and for Persistent the availability is better. Extremely small sample size, just playing one or two short grindfests, but I didn't notice any obvious difference before that post. (at which point there had already been multiple adjustments made since I last played yesterday). Still zero counters, zero stuns. After that post was made, suddenly I am seeing counter attacks and stuns regularly, so I think that made the biggest difference of all. For me, anyway. I think the results may vary a lot with player level and difficulty, so not trying to suggest this is the way it should be or anything, just providing raw observation. Oh, that's nice that IW alone gives half of the old upgrade bonus. In that case, do your paid upgrades give the remaining half? Or how does it work in general  
			
			
					
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          Nov 2 2025, 12:43  
			
			
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                        Tenboro
  
        		
          		
        		
        		
        		
        		        		 
        	 
        	   
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			QUOTE(ericeric91 @ Nov 2 2025, 10:25)   I'd like to ask if those who have already reached Tower 10 will receive this reward? I ran a quick script to give everyone a World Seed for every floor they already cleared. QUOTE(ericeric91 @ Nov 2 2025, 10:25)   Also, since it's no longer easy to obtain void damage through IW, killing monsters is becoming quite difficult; their resistances are too high... This is especially challenging when resources are scarce. Monster resistances are probably too high in general at higher levels, but there's always Ethereal weapons. QUOTE(BlueWaterSplash @ Nov 2 2025, 11:39)   Oh, that's nice that IW alone gives half of the old upgrade bonus. In that case, do your paid upgrades give the remaining half? Or how does it work in general Basically, yeah. Every level of IW and upgrade has the same effect; +1 CP and +1% stats (+2% for attack/magic damage).  
			
			
					
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          Nov 2 2025, 12:51  
			
			
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                        Ramaki
  
        		
          		Group: Members 
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        		Joined: 18-June 15 
        		
        		
        		 
        	 
        	   
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			 I have a question slash suggestion which has not been addressed yet. Hopefully. What happens to an Off-Hand's accuracy when Duel Wielding? Since, assuming a geared character, we only need 50% accuracy on an Off-Hand to reach 100% OffHand strike chance. A Shortsword of Balance has close to 80% accuracy in Persistent, meaning, that 30% "goes to waste".
  "- Mainhand and Offhand attacks are now treated separately. The odds of an offhand attack happening depends on dual-wield proficiency, but from then it is mostly similar to a mainhand attack.
  - Offhand weapons no longer have a penalty to stats."
  Are these the answers to my inquiry? That all accuracy will simply go towards hitting/critical strikes, and Offhand Strike on hit will come solely from proficiency? 
			
			
					
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          Nov 2 2025, 13:25  
			
			
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                        Tenboro
  
        		
          		
        		
        		
        		
        		        		 
        	 
        	   
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			QUOTE(Ramaki @ Nov 2 2025, 11:51)    I have a question slash suggestion which has not been addressed yet. Hopefully. What happens to an Off-Hand's accuracy when Duel Wielding? Since, assuming a geared character, we only need 50% accuracy on an Off-Hand to reach 100% OffHand strike chance. A Shortsword of Balance has close to 80% accuracy in Persistent, meaning, that 30% "goes to waste".
  "- Mainhand and Offhand attacks are now treated separately. The odds of an offhand attack happening depends on dual-wield proficiency, but from then it is mostly similar to a mainhand attack.
  - Offhand weapons no longer have a penalty to stats."
  Are these the answers to my inquiry? That all accuracy will simply go towards hitting/critical strikes, and Offhand Strike on hit will come solely from proficiency?
 
 Hmm, no, those notes are outdated. What really happens is:  Mainhand and Offhand attacks are separate attacks, and have separate damage/accuracy/effects. If you hit with your main attack (glance or better, and it's not fully blocked or parried), then it will always initiate an off-hand attack. Off-hand accuracy is modified by your dual-wielding proficiency, starting at half accuracy with no proficiency, and scaling up to full accuracy at 600. Though apparently the accuracy modification wasn't visible in the stats readout, this should be fixed now.  
			
			
					
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          Nov 2 2025, 13:52  
			
			
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                        mirroricecola
  
        		
          		Group: Members 
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        		Joined: 15-June 23 
        		
        		
        		 
        	 
        	   
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			 How do we test a mage's survivability in high-difficulty dungeons? As we all know that high-level arenas are locked at x20 difficulty. Therefore, we cannot avoid this problem by lowering the difficulty level. Another problem is that assembling a suitable set of cloth armor, soulfuse it, and upgrade it to the maximum IW level is nearly impossible,at least in Isekai. However, without doing so, cloth armor offers no defensive advantage over other armor types. (I'm afraid even if we did, it wouldn't be enough.) Even if all these problems are solved, with the changes to the SoL, the mage's survivability remains pessimistic. Does this mean we have no choice but to switch to other fighting styles of Personas to challenge high-difficulty dungeons? Perhaps we should reconsider the changes to the SoL. 
			
			
					
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          Nov 2 2025, 13:58  
			
			
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                        mewsf
  
        		
          		Group: Gold Star Club 
        		Posts: 605 
        		Joined: 24-June 14 
        		
        		
        		 
        	 
        	   
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			 A few questions:
  1. There used to be a "Fighting Style" column on the stats panel, now it's gone, is there a reason?
  2. Can we know how or to what extent the item world difficulty scale up? And the amount of world seeds required? (I was going to ask if there's a text showing current difficulty but other player confirmed it exists)
  3. Some equipment has an "Energy" attribute, does it have any special use?
  4. I see that Kevlar Pouch has a description of "low chance of being destroyed if it takes damage", how does the chance works?
  5. "Upgrading equipment will use catalysts if you have them; otherwise it will charge credits directly. " - So when the upgrade comes to persistent world, is "Coupon Clipper" still useful for this?
 
  
			
			
					
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          Nov 2 2025, 14:08  
			
			
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                        BlueWaterSplash
  
        		
          		Group: Members 
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        		Joined: 15-March 11 
        		
        		
        		 
        	 
        	   
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			QUOTE(Tenboro)   I also increased the decay for BW to 20% of the current stack; this should still allow you to cap it, but leaving monsters to bleed out is a little less effective. Let me know if this seems more reasonable. I just checked carefully now, and this doesn't seem to be working as I'd expect. (I did not check very carefully before, so I can't confirm how it actually performed when the decay was said to be 10%). Basically I stabbed monsters and left them to bleed out. And it currently takes around 5 turns for them to bleed out. The numbers I saw were roughly like 500 bleed damage, 400 bleed damage, 300 bleed damage, 200, 100, finished. In my prior calculations where I said that I thought Bleeding Wound had become 3x stronger than the previous version, I had already assumed it went 50%, 40%, 30%, 20%, 10%, 0. Probably I had misunderstood how the new version originally worked. If the new version had initially been 50%, 45%, 40%, 35%, 30%, etc...then it would have actually been 5x ~ 6x stronger than the prior version which according to wiki just did a flat 8% per turn. So I think it might need to be double nerfed yet again. I was thinking it should go like 50%, 30%, 10%, 0 now. Or just 50%, 25%, 0 is simpler, and still tremendously stronger than the prior version. Although that doesn't last very long, so maybe something like 25%, 20%, 15%, 10%, 5%, 0 is good. Also, I had thought at full stack it might have gone like 200%, 190%, 180%, etc. But maybe that wasn't the way it worked. Maybe it is currently 200%, 160%, 120%, etc. For full stack bleeding, I think either way is fine because a player can be rewarded extra for single targeting a bleeding monster.  
			
			
					
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          Nov 2 2025, 14:09  
			
			
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                        what_is_name
  
        		
          		Group: Gold Star Club 
        		Posts: 1,084 
        		Joined: 5-May 19 
        		
        		
        		 
        	 
        	   
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			 isn't the duration of stun too short? I use a club and the monsters almost alway only get 1 turn or 0 turn stunned, too short that it disappear in next turn, it make no use 
			
			
					
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          Nov 2 2025, 14:26  
			
			
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                        Tenboro
  
        		
          		
        		
        		
        		
        		        		 
        	 
        	   
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			Added a couple of minor additions: - Equipment that is too high level to be equipped is now filtered in the equipment lists on the equipment screen. - Equipment that is higher than your current level is now displayed with a 🔺indicator in other equipment lists. QUOTE(mirroricecola @ Nov 2 2025, 12:52)   How do we test a mage's survivability in high-difficulty dungeons? As we all know that high-level arenas are locked at x20 difficulty. Therefore, we cannot avoid this problem by lowering the difficulty level. Another problem is that assembling a suitable set of cloth armor, soulfuse it, and upgrade it to the maximum IW level is nearly impossible,at least in Isekai. However, without doing so, cloth armor offers no defensive advantage over other armor types. (I'm afraid even if we did, it wouldn't be enough.) Even if all these problems are solved, with the changes to the SoL, the mage's survivability remains pessimistic. Does this mean we have no choice but to switch to other fighting styles of Personas to challenge high-difficulty dungeons? Perhaps we should reconsider the changes to the SoL. Testing those things on higher levels is one of the reasons for why this update won't hit persistent for a couple of months. As for SoL, if this becomes a huge issue I suppose just relying on the fact that Spirit is limited is enough of a restriction, and that the cooldown isn't strictly necessary. QUOTE(mewsf @ Nov 2 2025, 12:58)   1. There used to be a "Fighting Style" column on the stats panel, now it's gone, is there a reason? Vague plans of having more complicated hybrid styles. QUOTE(mewsf @ Nov 2 2025, 12:58)   2. Can we know how or to what extent the item world difficulty scale up? And the amount of world seeds required? (I was going to ask if there's a text showing current difficulty but other player confirmed it exists) It tells you. QUOTE(mewsf @ Nov 2 2025, 12:58)   3. Some equipment has an "Energy" attribute, does it have any special use? I suppose the update notes aren't very clear on that point. Updated. "The old Condition stat was split into two separate values, Condition and Energy. Energy is only used for "magitech" gear (phase/shade/power/reactive armor and force shields) and is "repaired" with Energy Cells; unlike Condition, it does not take extra damage if you are defeated. Energy is also used for all gear with Charms attached, and is used to determine consumption of upkeep items." QUOTE(mewsf @ Nov 2 2025, 12:58)   4. I see that Kevlar Pouch has a description of "low chance of being destroyed if it takes damage", how does the chance works? Just what is says on the tin, they have a low chance of being destroyed if they protect a charm from being torn, unlike Silk Pouches which are always destroyed if they take damage. QUOTE(mewsf @ Nov 2 2025, 12:58)   5. "Upgrading equipment will use catalysts if you have them; otherwise it will charge credits directly. " - So when the upgrade comes to persistent world, is "Coupon Clipper" still useful for this? No, Most likely, Coupon Clipper will be retired and refunded. QUOTE(BlueWaterSplash @ Nov 2 2025, 13:08)   If the new version had initially been 50%, 45%, 40%, 35%, 30%, etc...then it would have actually been 5x ~ 6x stronger than the prior version which according to wiki just did a flat 8% per turn. So I think it might need to be double nerfed yet again.
  I was thinking it should go like 50%, 30%, 10%, 0 now. Or just 50%, 25%, 0 is simpler, and still tremendously stronger than the prior version. Although that doesn't last very long, so maybe something like 25%, 20%, 15%, 10%, 5%, 0 is good.
  Also, I had thought at full stack it might have gone like 200%, 190%, 180%, etc. But maybe that wasn't the way it worked. Maybe it is currently 200%, 160%, 120%, etc. For full stack bleeding, I think either way is fine because a player can be rewarded extra for single targeting a bleeding monster. It goes 200, 160, 128, 102, 82... QUOTE(what_is_name @ Nov 2 2025, 13:09)   isn't the duration of stun too short? I use a club and the monsters almost alway only get 1 turn or 0 turn stunned, too short that it disappear in next turn, it make no use Looking at this. Edit: Corrected missing duration for weapon-inflicted stuns. Note that you will have to unequip and re-equip the weapon (or anything really) to make it recalculate.  
			
			
					
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          Nov 2 2025, 15:01  
			
			
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                        what_is_name
  
        		
          		Group: Gold Star Club 
        		Posts: 1,084 
        		Joined: 5-May 19 
        		
        		
        		 
        	 
        	   
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			wrong link for the challenge item world button in modify equip page: CODE  <button type="submit" onclick="document.location='/?s=Battle&ss=iw&filter=weapon_1handed&eqids[]=17460'; return false">Challenge Item World</button>
 
 it redirect to persistent, should be  CODE  <button type="submit" onclick="document.location='?s=Battle&ss=iw&filter=weapon_1handed&eqids[]=17460'; return false">Challenge Item World</button>
 
 QUOTE  Edit: Corrected missing duration for weapon-inflicted stuns. Note that you will have to unequip and re-equip the weapon (or anything really) to make it recalculate.
 confirm fixed This post has been edited by what_is_name: Nov 2 2025, 15:16 
			
			
					
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          Nov 2 2025, 15:04  
			
			
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                        ikki.
  
        		
          		Group: Gold Star Club 
        		Posts: 2,999 
        		Joined: 11-October 16 
        		
        		
        		 
        	 
        	   
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			 maybe i haven't gotten used to it yet but at first glance i don't like the update the quality of life problems are indescribable
  for example in The Armory equipment is divided into types (plate / chained and etc) but this is useless in old Equip Inventory there was a division by slots (head / body and etc) and only then by plate / power
  This post has been edited by ikki.: Nov 2 2025, 20:18 
			
			
					
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          Nov 2 2025, 15:30  
			
			
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                        ericeric91
  
        		
          		Group: Catgirl Camarilla 
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			 I'm asking in advance because I've seen some discussions about this: Are there still mandatory x20 difficulty levels in the LV300, LV400, and LV500 arenas? If that's the case, I think many people won't be able to win in the arena after reaching level 300 
			
			
					
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          Nov 2 2025, 15:44  
			
			
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                        hydoc
  
        		
 
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			 Just had a stunned monster dodge my attack.  Edit: had glancing hits on a stunned monster, too.
  Also feels weird not having a scrollbar on the battle log (edit: sometimes it's there, sometimes it isn't).  Can't fine-tune my screenshots like I used to. [Liking the changed order of status effects.]
  This post has been edited by hydoc: Nov 2 2025, 16:10 
			
			
					
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          Nov 2 2025, 16:30  
			
			
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                        Lady_Slayer
  
        		
          		Group: Catgirl Camarilla 
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			 I think we need something in the setting to uncheck the "sell salvage remains" checkbox by default. 
			
			
					
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          Nov 2 2025, 16:31  
			
			
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                        Tenboro
  
        		
          		
        		
        		
        		
        		        		 
        	 
        	   
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			QUOTE(what_is_name @ Nov 2 2025, 14:01)   wrong link for the challenge item world button in modify equip page: CODE  <button type="submit" onclick="document.location='/?s=Battle&ss=iw&filter=weapon_1handed&eqids[]=17460'; return false">Challenge Item World</button>
 
 it redirect to persistent, should be  CODE  <button type="submit" onclick="document.location='?s=Battle&ss=iw&filter=weapon_1handed&eqids[]=17460'; return false">Challenge Item World</button>
 
 Should be fixed now, thanks. QUOTE(ikki. @ Nov 2 2025, 14:04)   maybe i haven't gotten used to it yet but at first glance i don't like the update the quality of life problems are indescribable If you don't try to describe them, you should probably post in the chat thread instead. QUOTE(ericeric91 @ Nov 2 2025, 14:30)   I'm asking in advance because I've seen some discussions about this: Are there still mandatory x20 difficulty levels in the LV300, LV400, and LV500 arenas? If that's the case, I think many people won't be able to win in the arena after reaching level 300 It still overrides the difficulty for those, yeah. QUOTE(hydoc @ Nov 2 2025, 14:44)   Just had a stunned monster dodge my attack.  Edit: had glancing hits on a stunned monster, too. Because "to-hit" and "evade" was combined into one roll, yeah. Stun still removes whatever +evade the monster has, but it doesn't make it zero for the to-hit formula (since it would divide by zero). QUOTE(Lady_Slayer @ Nov 2 2025, 15:30)   I think we need something in the setting to uncheck the "sell salvage remains" checkbox by default. I think people are not reading and misunderstanding what "salvage remains" means. It's not the materials, it's what the current default behavior on Persistent is, where the salvaged equipment goes to the equipment store, except it gives you a few creds. If you uncheck it, you keep the salvaged equipment in your inventory instead.  
			
			
					
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          Nov 2 2025, 16:48  
			
			
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                        ppp4321
  
        		
          		Group: Gold Star Club 
        		Posts: 501 
        		Joined: 13-November 23 
        		
        		
        		 
        	 
        	   
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			 Is there any possibility for Presistent old IWed equipment in the Presistent to remove the charm? If it's impossible, that means those old IWed equipments in the Presistent will have no possibility to get rid of those fair charms. For example, a cap with Judgement lv5, fireproof lv3 and coldproof lv2 will have no more charm slot to inset a better charm.
  This post has been edited by ppp4321: Nov 2 2025, 16:53 
			
			
					
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          Nov 2 2025, 16:55  
			
			
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                        Noni
  
        		
          		Group: Catgirl Camarilla 
        		Posts: 13,629 
        		Joined: 19-February 16 
        		
        		
        		 
        	 
        	   
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			QUOTE(ppp4321 @ Nov 2 2025, 15:48)    Is there any possibility for Presistent old IWed equipment in the Presistent to remove the charm? If it's impossible, that means those old IWed equipments in the Presistent will have no possibility to get rid of those fair charms. For example, a cap with Judgement lv5, fireproof lv3 and coldproof lv2 will have no more charm slot to inset a better charm.
 
 no you can just unslot it that will destroy the charm, but then you can replace it with a differnt charm  
			
			
					
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          Nov 2 2025, 16:59  
			
			
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                        l13763824039
  
        		
          		Group: Gold Star Club 
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        		Joined: 6-July 21 
        		
        		
        		 
        	 
        	   
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			QUOTE(Tenboro @ Nov 1 2025, 05:01)    All charms come inside a free Silk Pouch, which will protect it from tearing once.
 
 I got 1 charm from the shrine and 4 from IW. Only the shrine one gave a free Silk Pouch. I haven't slot any of them. Not sure if I will see the pouch after slotting them. Is that intended?  
			
			
					
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          Nov 2 2025, 17:06  
			
			
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                        Tenboro
  
        		
          		
        		
        		
        		
        		        		 
        	 
        	   
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			QUOTE(l13763824039 @ Nov 2 2025, 15:59)    I got 1 charm from the shrine and 4 from IW. Only the shrine one gave a free Silk Pouch. I haven't slot any of them. Not sure if I will see the pouch after slotting them. Is that intended?
 
 The Shrine gives an *extra* Silk Pouch. All the charms have a "built-in" Silk Pouch. So it won't require a Silk Pouch item if you slot them with a Silk Pouch.  
			
			
					
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          Nov 2 2025, 17:07  
			
			
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                        hydoc
  
        		
 
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			QUOTE(Tenboro @ Nov 2 2025, 14:31)   Because "to-hit" and "evade" was combined into one roll, yeah. Stun still removes whatever +evade the monster has, but it doesn't make it zero for the to-hit formula (since it would divide by zero). So accuracy vs a stunned monster reaches the cap of 99%?  So that'd be 1.99% chance to glance/miss? That still seems gross.  Feels like it happens more often than that, too, but maybe that's negativity bias.  
			
			
					
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