Release Date: October 25th, 2012
Mag is a Warframe based on magnetic force. She boasts high shield strength in exchange for reduced health, and her abilities make her a potent medium for crowd control and manipulation. She is one of three starter options for new players.
Acquisition
Mag is one of the three starter Warframes, alongside Excalibur and
Volt, during Awakening.
Mag's main blueprint can be purchased from the Market. Mag's component blueprints can be obtained from defeating The Sergeant on Iliad, Phobos.
Mag can also be bought complete from Teshin for
Drop | Chance | Expected | Nearly Guaranteed |
---|---|---|---|
Chassis Blueprint | 38.72% | 6 – 7 | 27 ± 9 |
Neuroptics Blueprint | 38.72% | ||
Systems Blueprint | 22.56% |
Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.
For more detailed definitions and information on how these number were obtained, visit here.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 1 |
Time: 72 hrs |
Rush: ![]() | |||||
Market Price: ![]() |
Blueprint Price: ![]() | ||||
Neuroptics | |||||
![]() 15,000 |
![]() 150 |
![]() 1 |
![]() 150 |
![]() 500 |
Time: 12 hrs |
Rush: ![]() | |||||
Chassis | |||||
![]() 15,000 |
![]() 1 |
![]() 1000 |
![]() 300 |
Time: 12 hrs | |
Rush: ![]() | |||||
Systems | |||||
![]() 15,000 |
![]() 1 |
![]() 1 |
![]() 500 |
![]() 220 |
Time: 12 hrs |
Rush: ![]() |
Warframe Guides
“I am the Lotus. I will guide you, but we must hurry.” Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within. |
See Category:Mag Guides to read user-made guides on how to play this Warframe.
Trivia
- Mag's given name is inspired from a shortened form of magnetism, used in a feminine fashion (see: Magdalene). Other possible inspirations include the concept of magnitude, a tribute to her affinity for dealing "in extremes".
- Mag replaced
Volt as an initial choice of Warframe in Update 7.0, though Volt would later replace
Loki as a starter Warframe choice in Update 14.0.
- The energy of Mag's helmet can be colored with the Warframe's energy colors, instead of the emissive colors.
- Mag is the first female Warframe to possess a Prime variant.
- Both of Mag's alternate helmets are named after the Gauss projectile accelerator consisting of one or more coils used as linear electromagnets to accelerate a magnetic or conducting projectile to high velocity. Weapons using said mechanic are commonly referred to as either Gauss guns or Coilguns.
Gauss, another Warframe inspired by the creator of the mechanism mentioned above, has an alternate helmet (Gauss Mag Helmet) which is deliberately a reversal of one of Mag's alternate helmets, the Mag Gauss Helmet.
- A Mag is briefly shown in Livestream 17 along with Alad V.
“Market forces dictate that you need to evolve or die.” The Void Relics for this item have been removed from the drop tables at this time and are no longer farmable. Note that vaulted Void Relics in players' intentories are not affected and can still be opened.
|
Release Date: September 13th, 2013
Mag Prime is the Primed variant of Mag, possessing increased health, armor, and energy capacity, as well as an additional
polarity. Mag Prime was released alongside
Boar Prime and
Dakra Prime.
Acquisition
Mag Prime's main and component blueprints are acquired from the following Void Relics.Blueprint | ![]() |
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---|---|---|---|
Lith M1 Rare (V) Lith M2 Rare (V) Meso M1 Rare (V) |
Lith B1 Common (V) Neo N9 Common (V) Axi V2 Common (V) |
Meso B1 Uncommon (V) Meso B3 Uncommon (V) Neo B3 Uncommon (V) |
Neo D1 Common (V) Axi R1 Common (V) Axi S4 Common (V) |
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() |
![]() |
![]() |
![]() 3 |
Time: 72 hrs |
Rush: ![]() | |||||
Market Price: N/A | Blueprint Price: N/A | ||||
Neuroptics | |||||
![]() 15,000 |
![]() 150 |
![]() 2 |
![]() 150 |
![]() 750 |
Time: 12 hrs |
Rush: ![]() | |||||
Chassis | |||||
![]() 15,000 |
![]() 3 |
![]() 1,000 |
![]() 400 |
Time: 12 hrs | |
Rush: ![]() | |||||
Systems | |||||
![]() 15,000 |
![]() 3 |
![]() 1 |
![]() 500 |
![]() 500 |
Time: 12 hrs |
Rush: ![]() |
Vaultings
- On June 29, 2015, it was announced that Mag Prime, alongside
Boar Prime and
Dakra Prime, would enter the Prime Vault and be retired from the reward tables on July 7th, 2015. Any pre-existing components or fully-built frames will remain as is.
- Mag Prime, alongside
Boar Prime and
Dakra Prime, was again accessible from June 28th, 2016 to July 26th, 2016 when the Prime Vault was unsealed.
- Mag Prime, alongside
Boar Prime,
Dakra Prime,
Rhino Prime,
Ankyros Prime, and
Boltor Prime, was again accessible from June 27th, 2017 to August 1st, 2017.
- Mag Prime emerged from the Vault on November 13th, 2018, alongside
Nova Prime,
Boar Prime,
Dakra Prime,
Soma Prime, and
Vasto Prime, and was available until January 15th (Switch) or January 29th, 2019 (PC, XBox One, PS4).
Notes
- Mag Prime, compared to
Mag:
- As a Prime Warframe, Mag Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
Trivia
- Mag Prime was added in Update 10.0 along with the
Boar Prime and
Dakra Prime weapons. She was the third prime Warframe added to the game and is also the first female prime Warframe to be added.
- Mag Prime is one of the first Warframes (with the other being
Nekros) to require three Orokin Cells to craft.
- Prior to Update 10.3, Mag Prime's secondary color could tint the gold accents on her body.
- The floating gold plates by Mag Prime's shoulders are considered customization Armor parts, and will be removed if any other arm plates are used.
- The "wings" mentioned in Mag Prime's Codex entry foreshadowed the Archwing, a feature added in Update 15.0. This was mentioned in Devstream 36, which showcased Archwing gameplay.
- Mag Prime's
Crush features golden debris being lifted off the ground, unlike the standard version.
Media
See also
- Prime, the original Orokin version of a Warframe or weapon.
Passive
Mag pulls nearby Pickups towards her when Bullet Jumping, similar to
Vacuum.
Abilities
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![]() ENERGY: 25 KEY 1 |
Pull Magnetic force pulls enemies toward you, stunning them and bringing them into melee range. |
Strength:100 / 125 / 150 / 300 (![]() ? m/s (pull velocity) 10 / 15 / 20 / 25 % (energy drop chance) |
Duration:N/A | |||
Range:15 / 20 / 22 / 25 m | |||
Misc:6 m (radial pull) 90° (angle) 200 % (damage on Magnetized target) |
![]() |
![]() ENERGY: 50 KEY 2 |
Magnetize (TAP) Encloses a target in a magnetic field, ensnaring nearby enemies and dealing damage over time. Bullets and shards created from Polarize increase this damage. (HOLD) Creates a magnetic field around Mag, absorbing ranged attacks and dealing damage back in a destructive cone. |
|
![]() |
![]() ENERGY: 75 KEY 3 |
Polarize Emit an energy pulse that depletes enemy shields and armor, creating shards which become deadly when mixed with Magnetize. Shields of allies touched by the pulse are restored. |
Strength:250 / 300 / 350 / 400 (![]() 1x / 1.5x / 2x / 2.5x (damage multiplier as ![]() |
Duration:2 / 3 / 4 / 5 s (pulse travel time) | |||
Range:5 / 6 / 7 / 8 m (initial and explosion radius) | |||
Misc:5.9 m/s (pulse travel speed) |
![]() |
![]() ENERGY: 100 KEY 4 |
Crush Magnetizes the bones of nearby enemies, causing them to collapse upon themselves. |
Strength:800 / 1000 / 1250/ 1500 ![]() 2400 / 3000 / 3750/ 4500 ![]() 10 / 15 / 20 / 25 (shields per hit) |
Duration:N/A | |||
Range:8 / 10 / 13 / 18 m | |||
Misc:40 (Shield restore on cast) |
Strength Mods | Duration Mods | Range Mods |
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Mag can be equipped with the following items:
Cosmetics
TennoGen
TennoGen
TennoGen
Discord Nitro (retired)
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
Augments

PvP Only

PvP Only
See also
- ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
- Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!
- Fixed Arch-Gun becoming invisible and being unable to reload it when summoned as Mag and casting her "Absorb" form of Magnetize.
- Fixed certain Warframe abilities (Mag's Magnetize) that create reflecting bullets counting towards hits that increase the Hata-Satya Critical Chance buff. Only hits performed by Soma Prime should increase the Hata-Satya Critical Chance buff.
- Fixed enemies able to apply hostile Status Effects through Mag’s “held” variant of Magnetize despite the projectiles never actually reaching you.
- Fixed a script error when casting Mag’s Magnetize ability.
- Mag’s Magnetize now has an added functionality as seen in the “Awakening” cinematic. Now, when Magnetize is held vs. tapped to cast, Mag creates and holds a Magnetize bubble in front of her that absorbs projectiles. Recast the ability to throw the absorbed damage in a cone back onto enemies. Mag can also walk while holding the bubble.
- Fixed Mag's Greedy Pull not pulling pick-ups long enough to bring ones that are far away.
- Fixed Mag's "Magnetize" ability displaying the chosen Energy primary/secondary colors differently depending on what rank Magnetize is.
- Fixed the Shi Shoulder Plate not appearing on Mag Prime when equipped on the left shoulder.
- Fixed a script error when casting Mag’s Magnetize Ability.
- Fixed the Impetus Prime Syandana having an invisible mesh on Mag.
- Fixed the Kuva Bramma’s projectiles not getting pulled into Mag’s Magnetize and instead bouncing off of the area and yeeting into the sky.
- Fixed Mag’s Magnetize sometimes making enemies orbit around a central target when ‘Magnetic Pull’ was maxed with Mods.
- Fixed Mag Pulling certain enemies that should not be pushed/pulled.
- Slightly reduced Mag’s Magnetize ‘Magnetic Pull’ strength to be more balanced with max level Strength Mods.
- Armor Change:
- Mag: 65 to 100
- Mag Prime: 65 to 125
- Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
- Fixed the Itzal Chest Plate being angled slightly to the left on Mag Prime.
- Mag Magnetize Change
You’ll notice a new Arsenal stat for Mag’s Magnetize ability called ‘Magnetic Pull’. This value now represents Mag’s force of gravity that pulls targets towards a central enemy.’ Magnetic Pull’ is scaled with Magnetize’s Rank and can be Modded with Ability Strength Mods.
‘Magnetic Pull’ stat has been added to address enemies that are only affected by the pull for brief moments or those that ignore it completely, as opposed to getting pulled towards the central target. As reported here: https://forums.warframe.com/topic/1131437-magnetize-not-pulling-in-all-enemies/
- Fixed Mag Prime appearing super glossy.
- Fixed Mag’s Magnetize sometimes not disarming even with over 100% Magnetize Status Effect on burst. As reported here: https://forums.warframe.com/topic/1123392-augmentui-mags-magnetized-discharge-disarm-indicates-it-scales-with-str-doesnt/
- Magnetized Discharge - Magnetize Augment - Mag
- Include a passive benefit that increases power range for this Ability only
- Warframe Ability Augment stats are now displayed in the Ability screen for Mag!
- Fixed Zanuka being unable to capture Mag.
- Removed "cast on ground" requirements for the following Warframe abilities:
- Mag Crush
- Fixed Mag’s Crush FX and animation timing.
- Fixed Mag Prime’s mesh not using her accent color.
- Objects that attract weapon-fire, like Mag’s Magnetize ability, now do so in a more logical way (visual change)
- Fixes Natural Talent causing a delay after the Mag Crush animation ends where you couldn't cast other Abilities.
- Increased base energy pool (125 for Mag, 175 for Mag Prime).
- Polarize
- Shards created by Polarize now scale based on power strength, as well as the percentage of damage done to that specific enemy.
- Augment for Polarize reworked - now reads: "Weapons hit by Polarize are jammed for 4 seconds. Robotic enemies hit by Polarize are disabled for 4 seconds."
- Crush
- Each stage of crush emits a shield heal from Mag. Restores shields to nearby allies per damage instance, based on the number of enemies affected.
- Crush animations slightly sped up.
- Fixed a script error when casting Mag’s Polarize.
- Fixed an effects-leak that could occur if Mag was killed at the right moment while casting Polarize.
- Fixed offset issues with Syandanas on Mag.
- Fixed the Zakti projectiles not hitting enemies in Mag’s Magnetize field.
- Augment: Fixed Mag’s
Magnetized Discharge not triggering when using the "use selected ability" key.
- Fixed Napalm Bombard fire projectiles not being affected by Mag's Magnetize (projectile attractors).
- Augment: Mag's
Magnetized Discharge disarm will now also have a chance to Disarm when the bubble explodes naturally.
- Augment: Magnetize -
Magnetized Discharge: Manually detonate Magnetize by recasting on the target. Enemies hit have a 50% chance to become disarmed.
- Pull, Magnetize, and Polarize can now be cast while in motion - their animations now only take place on the upper body.
- Removed the .75 second delay at the end of Mag’s Crush cast.
- Added a Range indicator effect on Mag’s Crush.
- Fixed Mag’s Magnetize visuals appearing larger than the actual attractor radius when applied to certain enemies (e.g. Bombards).
- Magnetize used by enemy NPC Mag’s will now have a 1 second delay before the actual ability is deployed to prevent players from instantly 1-shotting themselves when facing these enemies.
- Fixed Euphona Prime Alt fire not reacting to Mag's Magnetize.
- Fixed an issue with enemy Magnetize not functioning against Clients.
- Fixed a script error when casting Mag’s Magnetize.
- Energy will now be refunded when the target dies between Magnetize's cast and effect.
- Fixed Mag’s Noble and Agile animation stance breaking when equipping dual pistols.
- Fixed Mag's Polarize shrapnel limit not being applied correctly (would sometimes give you one less than the intended limit).
- Fixed pick-ups sometimes falling through the ground after being moved by
Vacuum or Mag’s passive or
Greedy Pull ability.
- Fixed friendly Mag Specter in The Index from damaging ally players with her Polarize ability.
Hotfix: Specters of the Rail 10
- Updated metal and diffuse maps on Mag Alta helm & body.
- Fixed unneeded resources floating where they touched Mag when she bullet jumps in the Simulacrum.
- Fixed insta-killing enemies with Mag’s Magnetize + Crush due to enemies not being able to get up.
- Improved the FX of Mag’s Polarize.
- Fixed Mag’s Crush FX not playing properly for Clients.
- Fixed Mag’s Magnetize bubble being invisible when inside it.
- Fixed Mag dealing self-damage with Magnetize.
- Lanka projectiles will now only increase the combo counter once per enemy hit when shot into Mag’s Magnetize. This also fixes firing the Lanka in Mag’s Magnetize bubble resulting in a massive unintended Sniper combo increase.
- Fixed multiple Bastille’s appearing when casted by Vauban in Mag’s Polarize.
- Fixed Mag’s Magnetize bubble lingering permanently when Vauban’s Vortex/Bastille is thrown inside it. This also fixes intensified FX in this situation that caused performance issues.
- Fixed overlapping text of Mags abilities in the Tutorial UI.
- Temporarily removed Mag's Vacuum Passive sound until we can refine.
- Passive: Vacuum effect on every Bullet Jump.
Mag Changes
- Pull: Pull remains mostly the same as before. If an enemy is magnetized, bonus damage is dealt. Kills have a bonus chance of dropping energy, while causing enemies to experience almost physics-defying deaths.
- Magnetize: Magnetize (previously Bullet Attractor) will root the target in place. Damage over time is dealt to all enemies within a set radius, with the amount of damage based on how far from the center of the Magnetized they are. A percentage of the damage of absorbed bullets/projectiles/shrapnel will be used to increase the DOT. Up to 4 targets can be Magnetized at this time.
- Polarize: Polarize now spreads like Nova’s Molecular Prime that expands out over time. Targets with shields will take a fixed shield damage (no longer a %), while targets with armour take health damage and a permanent armour debuff. Targets will emit a piece or two of shrapnel which can be used to create synergies with Mag's other abilities.
- Crush: Will now deal bonus damage to magnetized enemies.
- Fixed Mag’s Bullet Attractor targeting Corrupted Vor’s head making it difficult to defeat him due to his stomach weak spot.
- Augment: Mag’s
Fracturing Crush will no longer stop boss-type enemies.
- Prime: Fixed the left Edo and Left Prisma Edo Shoulder Plate clipping through Mag Prime’s shoulder.
- Mag’s Pull will no longer move boss-type enemies.
- Mag’s Crush will no longer lift or ragdoll boss-type enemies.
- Fixed the Atomos causing Mag’s Bullet Attractor bubble to turn black when hit.
- Fixed Mag's Bullet Attractor not properly drawing projectiles to hit its target.
- Fixed an error causing Grineer Ramparts to ignore projectile attracting abilities such as Mag's Bullet Attractor and Zephyr's Turbulence.
- Fixed a bug preventing Mag's Bullet Attractor Ability from pulling in projectiles.
- Prime: Mag Prime has been given a fresh PBR upgrade!
- Fixed Mag’s Bullet Attractor becoming visually frozen.
- Mag's Pull now requires an open path to affect targets -- resources and enemies can no longer be pulled through walls or closed doors, but enemies can still be pulled out of cover and behind obstacles.
- Fixed an improper visual effect on Mag’s Shield Polarize.
- Augment: Mag’s
Greedy Pull Mod will no longer pull Syndicate Medallions.
- Prime: Base hp increased from 75 to 100.
- Augment: Mag’s
Greedy Pull will now only draw in items for Mag.
- Fixed Mag’s Shield Polarize not properly reflecting her custom energy color when used on enemies.
- Fixed Mag’s Shield Polarize wiping any overshields you had regardless of having Mag’s
Shield Transference Augment Mod or not.
- Prime: Fixed emblems not sitting properly on Mag Prime.
- Fixed projectiles affected by Mag’s Bullet Attractor not doing any damage.
- Augment: Fixed Mag’s
Shield Transference not applying the players energy color to the ability.
- Effects on Mag’s Bullet Attractor now match her energy color.
- Fixed Trinity’s Well of Life and other powers for clients targeting invulnerable enemies after Mag’s Bullet Attractor had expired.
- Augment: Crush -
Fracturing Crush: Survivors have their armor decreased by 50% and become unable to move for 7 seconds.
- Mag`s Crush now ticks three times during its casting animation. New enemies that enter within the range will be caught within Crush during each tick.
- Enemies that survive Mag`s Crush will be ragdolled at the end of the animation.
- Prime: Mag Prime’s Crush now has a bit of Prime flair to its visual effect.
- Augment:
- Fixed Mag’s
Greedy Pull not properly using its full range for other clients when relocating items.
- Fixed Mag’s
Greedy Pull moving weapons disarmed by the Drahk Master, making the weapon unrecoverable.
- Fixed Mag’s
- Augment: Fixed Mag’s
Greedy Pull not picking up items within range on client, due to host registering items as being further away.
- Slightly lowered the speed in which Mag’s Pull Ability will drag enemies and items towards you.
- Augment: Fixed Mag’s
Greedy Pull picking up items at only half the range it should be.
- Augment: Fixed Mag’s
Shield Transference Mod not properly rotating with Mag.
- Augment: Shield Polarize -
Shield Transference: Creates a small shield dome around Mag that protects for 15% / 25% / 35% / 50% of depleted enemy shields.
- Mag’s Shield Polarize will now check for line of sight when targeting enemies.
- Fixed Mag's Bullet Attractor killing player sentinels.
- Augment: Pull -
Greedy Pull: Pulls pickups towards Mag.
- Excalibur, Mag, and Volt now make up the starter Warframe options.
- Tweaked the Bow Idle animations on Mag.
- Improved the visuals on Mag's Pull ability.
- Mag’s Shield Polarize now indicates enemy shields explode.
- Prime: Fixed an issue with Mag Prime's shoulder not using the correct texture.
- Tweaked a number of armor offsets on Mag.
- Added a Codex entry for Mag Prime.
- Fixed a number of projectile types ignoring Mag's Bullet Attractor power.
- Visual FX tweaks to Mag’s Pull.
- Mag has received a buff to her Armor stat: Buffed to 65 (from 50).
- Fixed Grineer Rollers becoming invincible when affected by Mag's Pull ablility.
- Prime: Improved Mag Prime materials to better allow tinting.
- Fixed Mag’s Shield Polarize ability FX on enemies to use correct color.
- Prime: Fixed misaligned emblems for Mag Prime.
- Prime: Mag Prime released as the first Female Prime Frame.
- Added idle FX to Mag.
- Pull: Change damage type to use ragdolls for the pulling instead of sliding. Increased amount of damage dealt. Should be more in-line with other Warframe powers now.
- Shield Polarize: Radial damage that is dealt when shields are removed is now scaled based on fusion level.
- Bullet Attractor: Added damage multiplier on the targeted enemy, making ability much more deadly.
- Crush: Damage timing changes.
- New death animation for Mag’s Crush ability.
- Updated sounds for Mag’s abilities.
- Fixed AI affected by Mag’s Bullet Attractor ability from shooting once then stopping for several seconds.
- Mag's Shield Polarize is now percentage-based instead of flat power (10/15/25/50)%.
- Various tweaks to Mag’s Pull.
- Fix for size inconstancy in Mag’s Bullet Attractor.
- Fix for Mag’s Pull not working as intended when client.
- Pull - Changed to pull all targets in front of the player.
- Shield Polarize - Now radial instead of single target. Radial damage around enemy targets that suffer shield drain.
- Bullet Attractor - Bullet attractors now become volatile when target dies before attractor is finished, these cause radial damage around the dead target.(needs more visual polish).
- Fixed enemies springing to their feet immediately after surviving Mag's Crush ability.
- Fixed multiple issues with Mag Bullet Attractor ability (FX on host/client, unintended projectile weapon behaviour, Glaive was not working with this ability).
- Fixed issue where using Mags Crush on Moas would cause them to “die” twice.
- Players using Hacking terminals will not be affected by Mag's Pull power.
- Fixed Mag's Bullet Attractor hanging when cast on certain enemies.
- Fixed Mag's Bullet Attractor ability having limited use against Fusion MOAs, power effect now more in-line with other enemies.
- Fixed Mag's Crush power being locked "in use" after using destructive power on explosive nervos.
- Mag's helmet effect now works with "energy" palette color changes.
- Fixed Mag's Shield Polarize power playing sound twice.
- Introduced with game release.
Ability SFX
- Using any ability
- Using
Pull
- Using
Crush
Images
Videos
Post-Update 22.12 Rework
Post-Update 18.13 Rework
Pre-Update 18
Warframes | ||
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Attributes • Helminth • Augments • Compare All • Cosmetics |