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{{SkillHeader}} | {{SkillHeader}} | ||
{{SkillTableRow |Channel |Inept |0 |Open conduits to the Elemental Realms. }} | {{SkillTableRow |Channel |Inept |0 |Open conduits to the Elemental Realms. }} | ||
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|} | |} | ||
{{SkillHeader}} | {{SkillHeader}} | ||
== Fire Spells == | ====Fire Spells=== | ||
{{SkillTableRow |Spark |Novice |0 |Render them scorched with a snap of your fingers. }} | {{SkillTableRow |Spark |Novice |0 |Render them scorched with a snap of your fingers. }} | ||
{{SkillTableRow |Evaporate |Capable |0 |Remove traces of water from your location. }} | {{SkillTableRow |Evaporate |Capable |0 |Remove traces of water from your location. }} | ||
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|} | |} | ||
{{SkillHeader}} | {{SkillHeader}} | ||
== Water Spells == | ====Water Spells==== | ||
{{SkillTableRow |Coldsnap |Apprentice |0 |A chilling burst to deaden the mind. }} | {{SkillTableRow |Coldsnap |Apprentice |0 |A chilling burst to deaden the mind. }} | ||
{{SkillTableRow |Fog |Capable |33 |Conjure up an obscuring fog. }} | {{SkillTableRow |Fog |Capable |33 |Conjure up an obscuring fog. }} | ||
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{{SkillTableRow |Crystalise |Mythical |20 |Encase them in an ice crystal. }} | {{SkillTableRow |Crystalise |Mythical |20 |Encase them in an ice crystal. }} | ||
{{SkillTableRow |Winterheart |Mythical |80 |Tendrils of winter will sap their strength. }} | {{SkillTableRow |Winterheart |Mythical |80 |Tendrils of winter will sap their strength. }} | ||
{{SkillTableRow |Windlance |Apprentice |33 |Send a spear of air to pierce their shields. }} | |||
|} | |} | ||
{{SkillHeader}} | {{SkillHeader}} | ||
== Air Spells == | ====Air Spells==== | ||
{{SkillTableRow |Gust |Capable |66 |Knock your target from your location. }} | {{SkillTableRow |Gust |Capable |66 |Knock your target from your location. }} | ||
{{SkillTableRow |Arcbolt |Adept |66 |Shock your victim with a burst of electricity. }} | {{SkillTableRow |Arcbolt |Adept |66 |Shock your victim with a burst of electricity. }} | ||
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{{SkillTableRow |Stormwrath |Transcendent |0 |Form a monsterous storm of falling lightning. }} | {{SkillTableRow |Stormwrath |Transcendent |0 |Form a monsterous storm of falling lightning. }} | ||
|} | |} | ||
[[ | {{Anchor|Channel}} | ||
{{Skill_detail | |||
|skill = Channel | |||
|description = Open conduits to the Elemental Realms | |||
|syntax = CHANNEL <FIRE/WATER/AIR/SPIRIT> SEVER <FIRE/WATER/AIR/SPIRIT> | |||
|detail = Additional syntax: CHANNELS | |||
In order to harness the power of the elements, you must first open a channel to one of the | |||
elemental realms at your call: Fire, Water, Air, and Spirit. Once you have opened a channel to that | |||
realm, you will be able to make repeated use of spells that require those elements. You can close | |||
your channel to the elements at any time by severing them. There is no cost to keeping them active. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Focus}} | |||
{{Skill_detail | |||
|skill = Focus | |||
|description = Create a magical focus for easier spellcasting | |||
|syntax = CAST CREATE FOCUS EMBED FOCUS IN <weapon> | |||
|detail = Although the crystals extracted from the Master Crystal no longer appear to be suitable | |||
for Crystalism, it has been found they make controlling the elements slightly easier. Excise a | |||
focus from the Master Crystal while you are standing before it, and then embed it into either a | |||
staff, a dagger, or a sceptre. | |||
Should you be wielding such an object containing a focus crystal, you will be able to command the | |||
elements with greater ease. Your spells will no longer require both hands, only a single hand. | |||
Additionally, parrying an attack will charge your focus crystal with magical energy, restoring a | |||
portion of your mana instantly. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Simultaneity}} | |||
{{Skill_detail | |||
|skill = Simultaneity | |||
|description = Parallel channeling | |||
|syntax = SIMULTANEITY | |||
|detail = Using this ability, you will simultaneously open channels to the Water, Fire, Air and | |||
Spirit realms. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Spark}} | |||
{{Skill_detail | |||
|skill = Spark | |||
|description = Render them scorched with a snap of your fingers | |||
|syntax = CAST SPARK <target> | |||
|detail = This simple spell will cause a flash of flames, forming blisters on your target and | |||
impairing them. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Evaporate}} | |||
{{Skill_detail | |||
|skill = Evaporate | |||
|description = Remove traces of water from your location | |||
|syntax = CAST EVAPORATE | |||
|detail = By heating the air, you can evaporate the water within your location should it be | |||
unnaturally flooded. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Fireburst}} | |||
{{Skill_detail | |||
|skill = Fireburst | |||
|description = Send a burst of fiery projectiles at your foe | |||
|syntax = CAST FIREBURST and FIREBURST <target> | |||
|detail = Conjure forth a focal point of fire upon your palms for a limited time. Once prepared, | |||
you can conjure balls of flame and shoot them directly at a target in your location or within line | |||
of sight, causing fire damage and setting them ablaze, but only up to four times before the spell | |||
will end early. | |||
Each time you fling a ball of flame at someone, it will use the balance from one of your arms | |||
instead your equilibrium. This will allow you cast two flame bursts from both hands, if you so | |||
choose. | |||
You can also cast your balls of flame at denizens, however it will only cause fire-based damage to | |||
them. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Ashenfeet}} | |||
{{Skill_detail | |||
|skill = Ashenfeet | |||
|description = A gout of flame will cripple their legs | |||
|syntax = CAST ASHENFEET <target> | |||
|detail = This quick spell will place an invisible shroud of flames around the target. Should they | |||
be the target of non-natural healing, then both their legs will burst into flames, crippling them | |||
so that they fall to the ground. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Blazewhirl}} | |||
{{Skill_detail | |||
|skill = Blazewhirl | |||
|description = A blazing tornado of fire | |||
|syntax = CAST BLAZEWHIRL <target> | |||
|detail = This spell conjures an elemental phenomena. | |||
You may only cast this spell at a target in your location. | |||
Conjure a tornado of fire in your location that will periodically burn your chosen target with its | |||
flames. Should they be ablaze, it will absorb the flames from them and burn even hotter, | |||
permanently dealing additional damage at an exponential rate. Once cast, the blazewhirl will follow | |||
your target should they move from its current location and spread embers in its wake, however once | |||
it moves three times, it will lose strength and extinguish itself. | |||
Striking the blazewhirl with a fire-based attack will cause it explode with flames, dealing fire | |||
damage to everyone in the location. | |||
If you have already created an elemental phenomena, then casting this one will will cause the other | |||
to die out. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Conflagrate}} | |||
{{Skill_detail | |||
|skill = Conflagrate | |||
|description = Bolster the flames upon their body | |||
|syntax = CAST CONFLAGRATE <target> | |||
|detail = Cause an explosion of flames, dealing fire damage to your target, and rupturing their | |||
eardrums so that they are no longer deaf. | |||
If your fulcrum also resonates with fire, then it will set them ablaze. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cinder}} | |||
{{Skill_detail | |||
|skill = Cinder | |||
|description = Obscure scents in smoky cinder | |||
|syntax = CAST CINDER | |||
|detail = Conjure floating cinders to drift among the air of your area. While this cinder is in | |||
effect, the smoky smell will obscure attempts that make use of their scent to obtain information | |||
about the surroundings. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Afterburn}} | |||
{{Skill_detail | |||
|skill = Afterburn | |||
|description = Burn them with lingering, smoldering embers | |||
|syntax = CAST AFTERBURN | |||
|detail = Heat up your body so that the next fire spell you cast, the equilibrium recovery time is | |||
cut in half. There is a short delay after casting before this spell becomes effective. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Sunspot}} | |||
{{Skill_detail | |||
|skill = Sunspot | |||
|description = Engulf foes with a radiant burst of light | |||
|syntax = | |||
|detail = Syntax: CAST SUNSPOT <target 1> [target 2] | |||
Call down the flames of the skies upon your given targets after a short delay to destroy an | |||
opponent whom recklessly attacks with abandon, dealing a burst of fire-based damage to them. If a | |||
given target has both balance and equilibrium when the flames erupt, then they will step or roll | |||
out of the way of the flames and come away unharmed. | |||
Protective shields and barriers will offer no respite from the fury of this spell. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Pyroclast}} | |||
{{Skill_detail | |||
|skill = Pyroclast | |||
|description = Apply directly to the face | |||
|syntax = CAST PYROCLAST <target> | |||
|detail = Requires and consumes resonance of fire. | |||
One of the more powerful spells at a mages disposal. By getting up close and personal to your | |||
opponent, you can release a torrent of flames point-blank into their face. This will cause trauma | |||
to the head and will deal fire-based damage to them if they are not parrying their head. | |||
Additionally, based on certain conditions, this spell will become more potent: | |||
* They are on fire - This attack can no longer be parried. | |||
* No arcane defence - Doubles the amount of damage dealt. | |||
* They have blisters - Triples the amount of trauma dealt. | |||
* Blazewhirl in room - This spell will also stun the opponent. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Disintegrate}} | |||
{{Skill_detail | |||
|skill = Disintegrate | |||
|description = Release a fiery beam of destruction | |||
|syntax = CAST DISINTEGRATE <target> | |||
|detail = Requires and consumes resonance of fire. | |||
This powerfully destructive spell will, after a short channel, release a ray of focused flames at | |||
your target. Its destructive nature will deal a large amount of unblockable damage to the target | |||
and will destroy all defences that help them resist damage. | |||
After being struck, their melted flesh will also smoulder for a little while afterwards, dealing | |||
periodic unblockable damage. | |||
Failing the channel will still result in your fire resonance being consumed. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Coldsnap}} | |||
{{Skill_detail | |||
|skill = Coldsnap | |||
|description = A chilling burst to deaden the mind | |||
|syntax = CAST COLDSNAP | |||
|detail = This frosty spell will plunge the surroundings into deep cold, freezing all your enemies | |||
in the location by two levels. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Fog}} | |||
{{Skill_detail | |||
|skill = Fog | |||
|description = Conjure up an obscuring fog | |||
|syntax = CAST FOG | |||
|detail = With the powers of water, you may coax moisture into the air and cause an obscuring fog | |||
to envelop the room. Those outside the fog will be unable to see into the location. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Iceray}} | |||
{{Skill_detail | |||
|skill = Iceray | |||
|description = Cast forth a ray of extreme cold | |||
|syntax = CAST ICERAY <target> | |||
|detail = This spell will cast a ray of frost at your target, releasing a powerful burst of cold- | |||
based damage. | |||
If the target is an adventurer, it will additionally knock them off balance temporarily if they are | |||
shivering. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Drench}} | |||
{{Skill_detail | |||
|skill = Drench | |||
|description = Release a spray of freezing cold water | |||
|syntax = CAST DRENCH <target> | |||
|detail = Cast a spell that will release a torrent of icy water at your target, drenching them and | |||
leaving them wet. The icy water will also drain their mana, draining more depending on if they're | |||
shivering, frigid, and/or frozen. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Glazeflow}} | |||
{{Skill_detail | |||
|skill = Glazeflow | |||
|description = Create a powerful flow of ice | |||
|syntax = CAST GLAZEFLOW <target> | |||
|detail = This spell conjures an elemental phenomena. | |||
You may only cast this spell at a target that is within line of sight of you. | |||
Conjure living ice that creeps across the ground and freezes it, seeking out your given target. | |||
Once it reaches its target, it will pulse with ice, dealing cold damage and freezing the feet of | |||
everyone in the location a single time, then cease to move. | |||
If you have recently fled combat, then the amount of time their feet remain frozen is heavily | |||
reduced. | |||
Should anyone in the location with the phenomena be fallen excluding yourself, they will take | |||
passive cold damage until they stand up once more. Additionally, if they have used neither balance | |||
nor equilibrium, then the damage dealt is doubled. | |||
Striking the glazeflow with cold-based damage will cause it to expand, dealing cold damage to | |||
everyone in the location. | |||
If you have already created an elemental phenomena, then casting this one will will cause the other | |||
to die out. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Direfrost}} | |||
{{Skill_detail | |||
|skill = Direfrost | |||
|description = A creeping, perpetual chill | |||
|syntax = CAST DIREFROST <target> | |||
|detail = More of a curse than a spell, this arcane magic will place a sheet of frost upon the | |||
target that will linger upon them. Should they be knocked to the ground, the direfrost will grow | |||
across their body, dealing cold damage. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Flood}} | |||
{{Skill_detail | |||
|skill = Flood | |||
|description = Cover your surroundings with water | |||
|syntax = CAST FLOOD | |||
|detail = Draw upon your connection to the plane of Water and conjure a deluge of water to flood | |||
your surroundings. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Icicle}} | |||
{{Skill_detail | |||
|skill = Icicle | |||
|description = Pierce their body with frigid spikes | |||
|syntax = CAST ICICLE <target> | |||
|detail = Conjure up three icicles that will begin to hover in the air in your location, following | |||
you. Periodically, an icicle will be launched at your target aimed at their torso. Should the | |||
icicle strike its target, it will deal trauma to the torso and cold damage. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Shatter}} | |||
{{Skill_detail | |||
|skill = Shatter | |||
|description = Shatter your icicles into smaller projectiles | |||
|syntax = CAST SHATTER | |||
|detail = Once you have conjured the Icicle spell, you may cause projectiles it launches to shatter | |||
into three jagged shards of ice per icicle. After a delay, the shards will spread in apart and fly | |||
at the original target all at once, shredding their arms and torso at random. While the attack is | |||
spread over multiple body parts, this will cause less cold damage than if the icicles had remained | |||
whole. | |||
Once a limb is broken, the ice shards cannot cause any further trauma to that limb, even when | |||
struck by one. | |||
After casting this spell, the ice shards will become detatched from you and will linger behind if | |||
you move. | |||
Please see AB ELEMANCY ICICLE for more information this ability. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Crystalise}} | |||
{{Skill_detail | |||
|skill = Crystalise | |||
|description = Encase them in an ice crystal | |||
|syntax = CAST CRYSTALISE <target> | |||
|detail = Requires and consumes resonance of water. | |||
This vicious spell will attempt to crystalise your opponent, draining their mana at the same time. | |||
Additionally, based on certain conditions, this spell will become more potent: | |||
* No speed defence - This spell will encase them in ice. | |||
* They are fallen - Recover equilibrium more quickly from this spell. | |||
* They are shivering - They will become hobbled. | |||
* Glazeflow in room - Their feet will become frozen to the ground. | |||
The mana drain of this ability will also be increased for each condition you meet. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Winterheart}} | |||
{{Skill_detail | |||
|skill = Winterheart | |||
|description = Tendrils of winter will sap their strength | |||
|syntax = CAST WINTERHEART | |||
|detail = Requires and consumes resonance of water. | |||
Requiring you to channel this spell for a short amount of time, its completion will cause wave of | |||
icy tendrils to reach forth and grip the hearts of your enemies. While effected, their mana will be | |||
quickly depleted by the cold and will drain additional mana if those afflicted by this spell remain | |||
together in the same location. | |||
Should a target run out of mana due to this effect, they will become not only frozen, but | |||
completely encased in ice, unable to act until they writhe free. | |||
Failing the channel will still result in your water resonance being consumed. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Windlance}} | |||
{{Skill_detail | |||
|skill = Windlance | |||
|description = Send a spear of air to pierce their shields | |||
|syntax = | |||
|detail = Syntax: CAST WINDLANCE <target 1> [target 2] [target 3] | |||
With great exertion, you can generate a razor-sharp lance of wind and launch it, striking all your | |||
given targets with a piercing slash that destroys any shield in your way in the process. | |||
If they are an adventurer and no shield is present, the wind lance will shock them and send them | |||
toppling over, giving them whiplash in the process. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Gust}} | |||
{{Skill_detail | |||
|skill = Gust | |||
|description = Knock your target from your location | |||
|syntax = CAST GUST <target> <direction> | |||
|detail = Conjure a burst of wind to send your target flying from your location in the direction of | |||
your choice, providing they are not protected by the density defence. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Arcbolt}} | |||
{{Skill_detail | |||
|skill = Arcbolt | |||
|description = Shock your victim with a burst of electricity | |||
|syntax = | |||
|detail = Syntax: CAST ARCBOLT <target 1> [target 2] | |||
Form a bolt of lightning to hurl at two different targets, shocking them with powerful surge of | |||
electrical damage. | |||
If a target is an adventurer, then it will also numb their body and give them paresis. If they | |||
already have paresis, then it will be immediately transformed into paralysis. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Pressurize}} | |||
{{Skill_detail | |||
|skill = Pressurize | |||
|description = A sudden shift in local air pressure | |||
|syntax = CAST PRESSURIZE <target> | |||
|detail = Manipulate the air around your target, squeezing their body from all directions, and | |||
striking them with vertigo and confusion. | |||
If your fulcrum resonates with air, then it will give them laxity as well. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Electrosphere}} | |||
{{Skill_detail | |||
|skill = Electrosphere | |||
|description = Make egress an impossibility | |||
|syntax = CAST ELECTROSPHERE <target> | |||
|detail = This spell conjures an elemental phenomena. | |||
You may cast this spell at a target in your location or adjacent. | |||
Conjure a ball of lightning that will hover toward your chosen target and chase after them if they | |||
leave, releasing a field of static energy as it moves. Should the given target try and leave a | |||
location where the phenomena is present with less than 75% health or mana, it will delay their | |||
ability to leave by a short amount and drain a small portion of mana. | |||
If they are suffering from either shock or burn out, then it will prevent their escape entirely. | |||
Striking the electrosphere with electric-based damage will cause it to release electricity, dealing | |||
electric damage to everyone in the location. | |||
If you have already created an elemental phenomena, then casting this one will will cause the other | |||
to die out. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Thunderclap}} | |||
{{Skill_detail | |||
|skill = Thunderclap | |||
|description = Crush them with the roar of the storm | |||
|syntax = CAST THUNDERCLAP <target> | |||
|detail = Engulf your foe with a cascade of momentous thunder, battering them with dizziness and | |||
stupidity, and dealing some electric damage. | |||
If they are currently not deaf, then it will additionally afflict them with confusion. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cyclone}} | |||
{{Skill_detail | |||
|skill = Cyclone | |||
|description = Pull them from the skies | |||
|syntax = CAST CYCLONE | |||
|detail = Send a spout of wind into the air, knocking down everyone in the skies or trees that are | |||
above in your location or adjacent. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Feedback}} | |||
{{Skill_detail | |||
|skill = Feedback | |||
|description = A crack of static feedback | |||
|syntax = CAST FEEDBACK <target> | |||
|detail = Issue forth destructive arcane static that will ripple and overwhelm a weakened mind. | |||
As a result of this deadly spell, the opponent will fall unconscious for a period of time depending | |||
on how much mana they are missing. If they are suffering from the burnout affliction, then the | |||
duration is increased. | |||
Be warned, casting this spell will restore your target's mana back to full. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Capacitance}} | |||
{{Skill_detail | |||
|skill = Capacitance | |||
|description = Capture electricity and turn it into a weapon | |||
|syntax = CAST CAPACITANCE | |||
|detail = Form a conductive shield about yourself that will, on the fifth casting of an air spell | |||
with a target, release a shock of electricity that will disrupt your target. There is a slight | |||
delay before the shield will fully form, and then will eventually fade in due time. | |||
Non-adventurer targets will not count towards the required total, nor set off its effect. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Aeroblast}} | |||
{{Skill_detail | |||
|skill = Aeroblast | |||
|description = Release a dual burst of violent wind, tossing them asunder | |||
|syntax = CAST AEROBLAST <target> | |||
|detail = Requires and consumes resonance of air. | |||
Launch a blast of compressed wind to either side of you, circling around on your target and | |||
smashing into them from either side after a delay. When it strikes, the tumuluous wind will flip | |||
them over and smash them against the ground, knocking them down and dealing blunt-type damage. | |||
Additionally, based on certain conditions on strike, this spell can become more potent: | |||
* Dizziness and vertigo - Lightning will strike after a delay, stunning them. | |||
* Stupidity and confusion - The harsh winds will daze them. | |||
* Have a broken torso - It will strip the speed defence. | |||
* Electrosphere in room - It will bypass the shield and barrier defence. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Stormwrath}} | |||
{{Skill_detail | |||
|skill = Stormwrath | |||
|description = Form a monsterous storm of falling lightning | |||
|syntax = CAST STORMWRATH | |||
|detail = Requires and consumes resonance of air. | |||
After channelling this spell for a short amount of time, it will release the wrath of the storm | |||
upon the battlefield, perodically striking your enemies that linger in the location. The first | |||
target struck, the lightning damage will be somewhat weak, while each strike afterward will cause | |||
the damage from the spell to increase in power limitlessly. | |||
Should any target either have the same or more health after being struck by this spell, or should | |||
die, then the storm will calm itself and dissipate. | |||
Failing the channel will still result in your air resonance being consumed. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} |
edits