Release Date: April 27, 2022
Graceful in every step with clockwork precision, her mechanized pirouette captivates the audience in electrifying shock and awe. Execute and electrocute elegantly as Gyre, the dancing spark. Flash across the stage as a living thunderbolt and strike true as lucent lightning. A gentle facade conceals her lethal touch, thus with regal poise she bids adieu in her danse macabre finale. Gyre graced us with her presence in Update 31.5 (2022-04-27).
Acquisition
Gyre's component and main blueprints can be acquired from The Holdfasts' bounties on the Chrysalith.Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
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Zariman Bounty Lvl 70-75 | 11.11% | ~ 9 Stages | 58 ± 19 Stages |
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Zariman Bounty Lvl 60-65 | 10% | ~ 10 Stages | 65 ± 21 Stages |
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Zariman Bounty Lvl 50-55 | 12% | ~ 8 Stages | 54 ± 18 Stages |
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Zariman Bounty Lvl 110-115 | 13.33% | ~ 7 Stages | 48 ± 16 Stages |
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Zariman Bounty Lvl 90-95 | 13.33% | ~ 7 Stages | 48 ± 16 Stages |
All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
Drop chances are rounded to two decimal places, following the official drop tables repository.
Expected means a player can expect to obtain at least one of a drop every N attempts on average.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain
a 1 in 10^2,3, and 4 probability not to have recieved a single drop (99%, 99.9%, and 99.99% probability to have received at least one drop).
The combined probability of multiple drops is 1 - ((1-A%) * (1-B%) * ...)
(add drops in same rotation)
For more detailed definitions and information,
visit here.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 3 |
Time: 72 hrs |
Rush: ![]() | |||||
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Gyre Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 6 |
![]() 300 |
![]() 60 |
![]() 4,500 |
Time: 12 hrs |
Rush: ![]() | |||||
Gyre Chassis Blueprint | |||||
![]() 15,000 |
![]() 8 |
![]() 500 |
![]() 12 |
![]() 3,300 |
Time: 12 hrs |
Rush: ![]() | |||||
Gyre Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 300 |
![]() 40 |
![]() 6,500 |
Time: 12 hrs |
Rush: ![]() |
Lore
- Main article: Angels of the Zariman
After the events of the quest, when speaking to Quinn as Gyre for first time in the Chrysalith, he reminisces about the day of the Zariman Ten Zero's departure for the Tau System.
A passenger by the name of Gyra was sent aboard by Orokin Executor Ballas to act as a figurehead. She was renown for her graceful movements and was a gentle soul, yet misfortune befell her as the Zariman crossed the fold in the Void. She succumbed to madness and insanity same as the rest of the ship's occupants.
Notes
- When Gyre wields her signature
Alternox, the weapon gains 20% Multishot.
- Quinn has unique dialogue when speaking to him with Gyre.
Trivia
- Gyre is the 49th unique Warframe to be released.
- Gyre was first revealed in Devstream 160 showcasing her in-game model and idle animations. Her finalized abilities, passive, and alternate helmet were shown in Devstream 161.
- Her placeholder ability names are Pulse, Sphere, Energized, and Overcharged.
- According to [DE]Pablo, Gyre has unique abilities to differentiate her from
Volt, the first electricity-based Warframe. Specifically, Gyre's electricity has a tesla-like quality (i.e. plasma globe) compared to Volt's chain lightning.[1]
- A portion of Gyre's abilities, such as
Arcsphere and
Coil Horizon, incorporates a refined object physics system as a testbed for future development. Earlier physics-based behavior in game objects include Pickups, Ragdolls, and
Grendel's
Pulverize.
- Akin to
Vauban and
Octavia, Gyre throws spherical objects via her abilities. However, Gyre's throws deviate from the aforementioned Warframes in the arcing angles similar to
Protea's
Grenade Fan, as well as introducing a bowling ball physics simulation to her second ability which subjects the thrown object to gravity and collisions more heavily.
- According to [DE]Pablo, Gyre has unique abilities to differentiate her from
- Gyre, among other Warframes, has a unique dodge roll animation whereby she briefly becomes invisible, as she twirls in a shower of sparks and reappears afterward with a thunderclap.
- Gyre is a notably tall female Warframe matching
Saryn's height.
- Her design is heavily based on Dark Sector's version of Trinity.[citation needed]
- Her name comes from the term gyre, which means a spiral or a vortex, probably a reference to her pirouette movement or a tesla coil (as inspiration for her abilities.)
- During development, Gyre's coil gown initially did not split when she activates
Rotorswell. The dress frequently clipped with her legs as she performed Maneuvers and would flip and flop oddly when Gyre dodge rolled. The art team and gameplay design team compromised with the finalized iteration, where Gyre performs a special rolling animation and her gown's crinoline held the dress apart.
Bugs
- When playing as client,
Cathode Grace's effects (critical chance bonus and energy regen per second) suddenly stop if the ability remains active for a long period of time (60 seconds or more). Kills continue to extend its duration, causing the player to be unable to recast.
- Gyre's passive does not consistently proc
Rotorswell's discharge upon ability critical hits when playing as client.
References
Passive
Gyre's abilities gain a flat 10% Critical Chance per active
Electricity status proc affecting an individual enemy to deal 2.0x Critical Damage against that enemy. Passive and
Cathode Grace combined provide up to a maximum of 300% ability critical chance.
- Gyre's abilities can reach orange and red critical multipliers to inflict 3.0x and 4.0x ability critical damage:
- From the passive alone, orange crits start at 11 stacks (110% crit chance) and red crits at 21 stacks (210% crit chance) respectively.
- Passive combined with Cathode Grace increases the overall ability critical chance at lower
Electricity status stack counts.
- Passive values are not affected by mods.
- Helminth-subsumed abilities or Railjack turret abilities such as
Seeker Volley do not benefit from Gyre's passive.
- Unlike other frame procs, Gyre's ability
Electricity procs do not benefit from any bonuses such as
Electricity modifiers from
Theorem Demulcent and
Shock Trooper or faction modifiers like
Roar and Damage Blessing.
Abilities
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![]() ENERGY: 25 KEY 1 |
Arcsphere Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage. |
Strength:1,000 / 1,300 / 1,600 / 2,000 (![]() 100 / 150 / 200 / 250 /s (field ![]() |
Duration:7 / 8 / 9 / 10 s | |||
Range:4 m (impact radius) 7 m (field radius) | |||
Misc:![]() 2.0x (enhanced damage multiplier) 3 (initial enemies hit for enhanced damage) 3 (active spheres limit) 0% to 300% (ability critical chance) |
- Gyre throws a Gyratory Sphere in an arcing trajectory toward the aiming reticle. On impact with a surface, entity, or on manual reactivation by pressing the ability key again (default 1 ), the Arcsphere fully deploys to electrocute all enemies within a
4 meter line-of-sight detection radius, inflicting
1,000 / 1,300 / 1,600 / 2,000
Electricity damage with a guaranteed Status Effect.
- Energy cost is affected by Ability Efficiency.
- Damage on deployment can damage and break destructible Objects in range.
- The deployed Arcsphere remains stationary lasting for
7 / 8 / 9 / 10 seconds. It emits an electric field with a
7 meter line-of-sight detection radius, shocking all surviving and new enemies in range to inflict
100 / 150 / 200 / 250
Electricity damage per second with a guaranteed status effect. Damage per second inflicted by the electric field is multiplied by 2 times if at least 3 enemies are hit inside the initial impact radius. Gyre may only have 3 Arcspheres active at once.
- The number of active Arcspheres is shown on the ability icon.
- The deployed Arcsphere is not a solid object, as such allows entities and projectiles to phase through it unhindered.
- Ability Synergy:
- Gyre's passive and
Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Arcsphere, which trigger lightning discharges from
Rotorswell.
Coil Horizon's enemy suction effect assists in Arcspheres' damage enhancement.
- Direct kills by Arcsphere, its
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Gyre's passive and
- Can be recast while active to halt and deploy an Arcsphere mid-flight, or throw and deploy a new Arcsphere.
- Casting and manually deploying Arcsphere are upper-body animations that allow player movement and Maneuvers while restricting other actions.
- Arcsphere visually resembles a spherical cluster of magnetic pentagonal and hexagonal plates surrounding an electric core. Arcs of lightning protrude from within to touch the borders of the electric field which meld into nearby terrain, giving an appearance similar to a large plasma globe.
- Enhanced damage Arcsphere changes its appearance by expanding its plates from the core, with numerous other plates methodically orbiting the sphere within the confines of the electric field.
- Nullifier bubbles will only disable an orb when they cross the gyrating core, not the emanating energy aura.
- The thrown projectile sphere will bounce off of the null bubble on contact.
- A Range build is also useful at keeping enemies from seeking safety in a nullifier bubble that is already within the orb's effective range, shocking them before getting within unless the bubble manages to disable the electric field's core.
![]() |
![]() ENERGY: 50 KEY 2 |
Coil Horizon Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered. |
Strength:1,000 / 1,150 / 1,300 / 1,500 /s (contact ![]() 500 / 750 / 1,000 / 1,250 ( ![]() |
Duration:N/A | |||
Range:12 m | |||
Misc:Knockdown on hit![]() 2 s (sphere lifetime) 2 s (implosion lifetime) 0% to 300% (ability critical chance) | |||
Subsumable to Helminth |
- Gyre deploys a Gyratory Sphere using an underhand throw with an arcing trajectory toward the aiming reticle. The Coil Horizon sphere is a physics-based object with a high initial velocity as it rebounds against surfaces and obstacles during its 2 second lifetime. Direct contact inflicts Knockdown and
1,000 / 1,150 / 1,300 / 1,500
Electricity damage per second with a guaranteed status effect.
- Energy cost is affected by Ability Efficiency.
- Gyre throws the sphere with her left hand, as such the object is not created directly in front of her and instead travels toward the left-half of the aiming reticle.
- Due to its physics object properties, Coil Horizon is attracted by
Bastille's vortex mode,
Tornado, and other similar abilities.
- Upon reaching the end of its lifetime, or when manually triggered by pressing the ability key again (default 2 ), Coil Horizon detonates itself in an electromagnetic implosion spanning a
12 meter radius that lingers for 2 seconds. Enemies in line-of-sight range are dealt
500 / 750 / 1,000 / 1,250
Electricity damage with a guaranteed status effect. Affected enemies and any enemies that subsequently enter the implosion radius are rapidly pulled into its center in a Ragdoll state.
- Damage on implosion diminishes with distance from the center.
- The implosion can damage and break destructible Objects, bypassing line-of-sight restriction in its range.
- Any Pickups that spawn from enemies killed and destructible objects broken by Coil Horizon are vacuumed to the center of the implosion. Regular items left on the ground are unaffected by the suction.
- Ability Synergy:
- Gyre's passive and
Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Coil Horizon, which trigger lightning discharges from
Rotorswell.
- Coil Horizon's enemy suction effect assists in
Arcsphere's damage enhancement.
- Direct kills by Coil Horizon, its
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Gyre's passive and
- Can be recast while active to detonate the sphere, or throw a new sphere while an implosion vortex exists.
- Casting and manually detonating Coil Horizon are upper-body animations that allow player movement and Maneuvers while restricting other actions.
- Gyre visually conjures an alternate Gyratory Sphere core in her left hand as she tosses it forward. The sphere rolls along in its deployed plated form emitting electric sparks until the implosion occurs, then warps the magnetic plates into outward-pointing triangular spikes that individually rotate. Void energy flares and an event horizon appear around the sphere's core, which gradually dissolves away.
- Subsuming Gyre to the Helminth will offer Coil Horizon and its augments to be used by other Warframes.
- A Range-based build allows the detonated spheres to pull and stagger more enemies, making for more convenient dispatching en masse. It also helps in pulling enemies within Gyre's
Rotorswell when detonated immediately upon deployment.
- It may be prudent to deploy an
Arcsphere at a location where Coil Horizon will self-detonate to give its bowling ball physics a chance at damaging enemies first before pulling them into the plasma globe.
- It may be prudent to deploy an
- Coil Horizon's pulling ability is useful in assisting allies with modded abilities requiring enemies within their effective range, such as
Hydroid's
Pilfering Swarm,
Khora's
Pilfering Strangledome and
Gara's
Spectrosiphon.
![]() |
![]() ENERGY: 75 KEY 3 |
Cathode Grace Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown. |
Strength:x 25 / 30 / 40 / 50 % (weapon crit chance) + 25 / 30 / 40 / 50 % (ability crit chance) 1 / 1.15 / 1.3 / 1.5 EP/s (energy regen) |
Duration:8 s (initial timer) 3 s (extra time per kill) | |||
Range:N/A | |||
Misc:60 s (casting cooldown and max duration cap) |
- Gyre surges a potent electric current through herself as Gyral Blocks envelop her forearms. Cathode Grace grants Gyre a
25% / 30% / 40% / 50% Critical Chance bonus to her weapons (modded critical chance) and abilities (additive critical chance), as she constantly recharges
1 / 1.15 / 1.3 / 1.5 Energy points per second, lasting for an initial duration of
8 seconds. For each enemy killed directly by Gyre, or killed by any source while affected by a Status Effect inflicted by Gyre, Cathode Grace's remaining duration is extended by
3 seconds, up to a maximum duration capped at 60 seconds. In addition to the energy cost requirement, casting the ability triggers a 60 seconds cooldown before the next activation is allowed.
- Energy cost is affected by Ability Efficiency.
- Casting speed is affected by
Natural Talent,
Speed Drift, and Power Transfer.
- Cathode Grace's remaining duration is shown on the ability icon. Once duration elapses, the remaining cooldown timer replaces the duration timer on the ability icon.
- The ability's cooldown starts immediately when Cathode Grace's duration timer begins to count down.
- Audible cues play when Cathode Grace's duration ends, and when its cooldown is complete.
- Kills made while manning a Railjack turret, be it with direct fire or abilities such as
Shatter Burst, also extend Cathode Grace duration.
- Ability Synergy:
- Gyre's passive and Cathode Grace enable ability critical hits by granting 0% to 300% critical chance to damage and status effects dealt by
Arcsphere,
Coil Horizon, and
Rotorswell.
- Direct kills by Gyre's abilities, their
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Gyre's passive and Cathode Grace enable ability critical hits by granting 0% to 300% critical chance to damage and status effects dealt by
- Cannot be recast while active or on cooldown.
- Casting Cathode Grace is a full-body animation that interrupts Gyre's grounded movement and other actions.
- Gyre visually bows gracefully with hand gestures as hundreds of Gyral Blocks detach from her coil gown, electromagnetically levitating into the air. Gyre finishes her bow, culminating in a powerful posture that attracts and concentrates all Gyral Blocks to encircle her forearms in two spherical clusters. The Gyral Blocks rhythmically pulse in a wave-like pattern, while Gyre's body is enveloped in electricity.
- As Gyre already generates her own Energy while Cathode Grace is active, she can forego of, or even sacrifice, Ability Efficiency stats in exchange for amplifying other stats, such as increased Duration with
Constitution or firepower such as by equipping
Blind Rage.
- As Cathode Grace has a rather long animation time, Gyre is vulnerable while activating the ability. Equipping
Quick Thinking not only gives her a safeguard, it also can make her tankier by expending energy to prevent lethal damage - which she can quickly replenish by constantly attacking and keeping Cathode Grace up.
- Because of Cathode Grace's ability to passively generate Energy, it is a useful ability to combine with Helminth-infused toggled abilities that constantly drain energy such as
Sevagoth's
Gloom, in a fashion similar to - but less potent than -
Garuda's
Bloodletting.
- When Gyre's Energy gets drained to zero either by a
Magnetic proc or a strike by an Ancient Disruptor while Cathode Grace is active, her Energy regeneration is disabled. Worse, the disabled Cathode Grace timer still gets sustained by her kills.
- This bug persists after Update 31.5.5 even with
Rotorswell's cooldown fix.
- This bug persists after Update 31.5.5 even with
![]() |
![]() ENERGY: 100 KEY 4 |
Rotorswell Gyre's mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies. |
Strength:100 / 150 / 200 / 250 /s (field ![]() 250 / 350 / 400 / 500 (discharge ![]() |
Duration:10 / 14 / 18 / 22 s | |||
Range:4 m (electric field radius) 10 m (discharge range) | |||
Misc:44 % (move speed bonus)![]() 5 (discharge chained targets) 2 (simultaneous discharges limit) 1 s (discharge cooldown) 0% to 300% (ability critical chance) |
- With a graceful whirl, Gyre overcharges her coil gown as its rotors gyrate rapidly and conductive plating lift apart, granting her a 44% movement speed bonus lasting for
10 / 14 / 18 / 22 seconds. A sustained radial electrical surge contained within a ring of Gyral Blocks surrounds Gyre, shocking all enemies within a
4 meter line-of-sight detection radius around her to inflict
100 / 150 / 200 / 250
Electricity damage per second with a guaranteed status effect.
- Energy cost is affected by Ability Efficiency.
- Damage per second can damage and break destructible Objects in range.
- Casting speed is affected by
Natural Talent,
Speed Drift, and Power Transfer.
- Gyre's player camera positions itself further away while Rotorswell is active to expand her field of view.
- Electric field is a spherical radius around Gyre that affects enemies above and below her, despite the visual indicator being represented by the horizontal Gyral Block ring.
- While active, inflict a Critical Hit from Gyre's weapons and abilities against an enemy target to trigger a lightning discharge that chains outward, striking the target plus up to 5 other enemies within a
10 meter line-of-sight detection radius around the source enemy. The source enemy and chained enemies are inflicted
250 / 300 / 400 / 500
Electricity damage with a guaranteed status effect. Up to 2 lightning discharges from 2 separate critical hits can occur simultaneously; after discharging, Rotorswell undergoes a 1 second cooldown before it can create discharges again.
- Discharge damage is independent of the used weapon's damage.
- Ability Synergy:
- Gyre's passive and
Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Rotorswell.
- Critical hits dealt by
Arcsphere,
Coil Horizon, Rotorswell's electric field and its discharge will trigger the discharge effect.
- Critical hits dealt by
- Direct kills by Rotorswell, its
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Gyre's passive and
- Can be recast while active to briefly cancel the ability then renew into a new instance with full duration.
- Casting Rotorswell is a full-body animation that interrupts Gyre's grounded movement and other actions.
- In Landscapes, deploying and riding an Archwing or a K-Drive while Rotorswell is active will retain the gyrating transmitters and will keep dealing damage.
- This is also true when casting Rotorswell before getting off a Railjack to fly via Archwing, giving an additional damaging source while engaging enemy craft in melee.
- Gyre visually performs a clockwise pirouette from where she stands, ending the whirl with a right-footed stomp as she braces her arms to the sides for the electrical overcharge. Gyre's body is enveloped in electricity, as 8 Transmitter Drones launch outward and take flight in a zigzagging pattern, following Gyre wherever she goes to detect her critical hits and discharge a lightning strike against her targets. Her coil gown's crinoline splits apart and lifts the conductive plating up to the sides to provide her ample legroom for swift movement. A persistent horizontal ring of 72 Gyral Blocks materializes and surrounds Gyre to denote her electric field's radius, while the electric surge spreads from her coil gown out toward the ring and concentrates itself within Gyre's proximity as the electrical current stabilizes.
- Transmitter Drones use the same model as
Vauban's grenades and default to the silver coloration and white energy. They travel their own flight paths and attempt to follow Gyre once she moves away.
- All Gyral Blocks have a stylized engraving that resembles Mastery Slate Decorations, rapidly spinning counterclockwise along the X axis and pulse together in a wave-like pattern. The spacing between Gyral Blocks widens or tightens depending on Gyre's Ability Range stat.
- Transmitter Drones use the same model as
- Synergizes particularly well with high ammo, high fire rate guns even if they have low damage and/or critical chance such a full-auto
Tiberon Prime, as the lightning arcs' damage is independent of said weapons' damage and the fire rate may compensate for the low chances at critical hits.
- Can also work for high fire rate, high multishot but mediocre critical chance shotguns such as the
Boar Prime, as their individual pellets have their own chance at striking a critical hit.
- Can also work for high fire rate, high multishot but mediocre critical chance shotguns such as the
- As the electrical discharges from Rotorswell require only critical hits and not critical kills to trigger, weapons with high potential for extremely high critical chance and high fire rate/attack speed - such as the
Grakata,
Soma Prime with
Hata-Satya, or
Tekko - will synergize extremely well with the ability.
- Activating Rotorswell before riding an Archwing or a K-Drive will make Gyre deadly against enemies that get too close.
Strength Mods | Duration Mods | Range Mods |
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Patch History
Update 31.6 (2022-06-09)
- Polished some of Gyre’s idle animations.
Hotfix 31.5.9 (2022-05-12)
- Fixed kills by Gyre’s abilities not being accounted for in player profile stats.
Hotfix 31.5.5 (2022-05-03)
- Fixed Gyre Rotorswell lightning strike cooldown being permanently decreased in certain cases when the electric arcs chain to other enemies.
- This potentially also fixes Cathode Grace randomly disabling itself - please let us know if this issue continues post-Hotfix.
Hotfix 31.5.3 (2022-04-29)
- Fixed the rarity of the Zariman Bounty reward tiers (Common/Uncommon/Rare pools) not being properly assigned - resulting in unintended drop rates. As reported here: https://forums.warframe.com/topic/1306797-gyre-parts-not-dropping/
- This directly affected the Gyre and Weapons Blueprints. The UI was inaccurately stating the rarity for each - Gyre’s Component Blueprints were marked as ‘uncommon’ but only had a 2% drop chance, while the Weapon Blueprints were marked as ‘rare’ but had a whopping 21% drop chance. So we have redistributed the drop rates by increasing the drop chance of Gyre’s Component blueprints within the intended ‘uncommon’ rates and lowering the Weapon Blueprints rate to intended ‘rare’ rates.
Hotfix 31.5.2 (2022-04-28)
- Added sound FX variations to Gyre’s Arcsphere and Coil Horizon cast.
Update 31.5 (2022-04-27)
- Introduced.
Ability SFX
Dodging
Arcsphere
- Cast
- (download)
- Deploying projectile
- (download)
- Deploying enhanced projectile
- (download)
- Projectile whizz
- Projectile loop
- (download)
- Enhanced projectile loop
- (download)
- Projectile range loop
- (download)
- Projectile dissolves
- (download)
Coil Horizon
- Cast
- (download)
- Detonate
- (download)
- Loop
- (download)
- Projectile bounce
Cathode Grace
- Cast
- (download)
- Loop
- (download)
- End
- (download)
Rotorswell
- Cast
- (download)
- Cast burst
- (download)
- Critical discharge
- Gyro spins
- Loop
- (download)
- End
- (download)
Images
Videos
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