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H A B I L I D A D    P A S I V A:     Alineación Elemental
El color de energía escogido determina el tipo de daño elemental hecho por las habilidades.


Alineación Elemental

Chroma tiene el pasivo único de cambiar el atributo elemental de sus habilidades dentro de cualquier de los elementos básicos deseados. El color de energía de Chroma determina el elemento, esto se puede hacer cambiando el color de su energía a través de la Extensión de Selector de Color, colocando un tono rojo-naranja para el , azul-purpura para el , verde-lima para el , y blanco-negro para el . Los jugadores no necesitan comprar paletas de colores para desbloquear todo el potencial de este rasgo. Cuando personalizas los colores de la energía de Chroma, la sección del color de la energía de la pestaña de apariencia mostrará el icono correspondiente al elemento del color elegido (
Calor b.png 
,
Electricidad b.png 
,
Tóxico b.png 
,
Frío b.png 
), permitiéndoles a los jugadores ver que colores corresponden a qué elemento.

Habilidades

SpectralScream.png SpectralScreamIcon.png
ENERGÍA
10
TECLA
1
Grito Espectral
Exhala un aliento profundo de destrucción elemental. El color de energía de Chroma determina el elemento.
Energy Drain: 3 s-1
Fuerza:100 / 125 / 150 / 200 (damage)
40% / 45% / 50% / 60% (status chance)
Duración:N/A
Alcance:4 / 5 / 6.5 / 10 m

  • Chroma unleashes a continuous stream of elemental energy in a cone 4 / 5 / 6.5 / 10 meters long that inflicts 100 / 125 / 150 / 200 , , , or damage per second with a 40% / 45% / 50% / 60% status chance.
    • Damage per second is affected by Fuerza del Poder, while the status chance is not.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Damage type is based on Chroma's current elemental alignment which is determined by Chroma's energy color:
    • status effect deals 50% of Spectral Scream's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
    • status effect chains 50% of Spectral Scream's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
    • status effect deals 50% of Spectral Scream's base damage per tick over 9 ticks in 8 seconds. Toxin damage bypasses shields and is able to directly affect health. Multiple instances of the Toxin DoT stack on the same target for increased damage over time.
    • status effect reduces a target's movement speed and fire/attack rate by 50% over a duration of 6 seconds.
    • Cone length is affected by Alcance del Poder.
    • The relationship between cone length and Power Range is nonlinear.
  • Spectral Scream drains 3 energy per second and will remain active as long as Chroma has energy. Spectral Scream will end if Chroma runs out of energy or if deactivated by pressing the ability key again (default 1).
  • Movement speed is heavily decreased whilst this ability is active, and all maneuvers excluding ledge grabbing, rolling, and backflipping cannot be done.
  • The AoE cone is directed from the point of the animation as opposed to toward the crosshair. This means that diving rolls will divert the aim.
  • The attack can only be aimed within 90 degrees to each side and 45 degrees above or below Chroma.
  • Chroma cannot use any weapons or other powers in this state.
  • Chroma is immune to Eximus energy drains, as well as knockdowns and other forms of crowd control while Spectral Scream is active.
  • A visual effect lingers after the cone of damage, dependent on element.

  • This ability can come in handy when used as a form of Crowd Control and can both be used as a damage ability, or with Heat or Electricity elemental damage creating a continuous crowd control stun.
  • This ability can be used to resist knockdowns, making it useable for walking through corpus laser doors or shockwaves caused by MOA or death orbs.
  • Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
  • Having a Limbo with a high duration build on your team can be very useful, as Spectral Scream will be able to damage all enemies even while Chroma is in the rift. With a build with maximum efficiency, this will also cause Spectral Scream to cost no energy to use, while actually gaining energy at a minute rate.
  • Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    ElementalWard.png ElementalWardIcon.png
    ENERGÍA
    50
    TECLA
    2
    Protección Elemental
    Dependiento del elemento de Chroma, se crea un área de efecto ofensivo. Chroma y sus aliados obtienen energía defensiva.
    Fuerza:

    25 / 50 / 75 / 100 (damage per second)

    50% / 75% / 100% / 200% (health bonus)

    2% / 5% / 7% / 10% (status chance) [NOT affected]

    2.5x / 3x / 5x / 10x (damage multiplier)

    50% / 65% / 75% / 100% (shield bonus)
    10% / 15% / 20% / 25% (status chance) [IS affected]

    50 / 60 / 100 / 200 (minimum arc damage)

    25% / 35% / 40% / 50% (damage chance per second)

    1.5x / 2x / 2.5x / 3x (damage multiplier)

    25% / 75% / 100% / 150% (armor bonus)

    10% / 15% / 20% / 25% (status chance) [IS affected]

    Duración:

    10 / 15 / 20 / 25 s (ability duration)

    10 / 15 / 20 / 25 s (ability duration)

    10 / 15 / 20 / 25 s (ability duration)

    15% / 25% / 30% / 35% (holster rate bonus)

    15% / 25% / 30% / 35% (reload speed bonus)

    10 / 15 / 20 / 25 s (ability duration)

    Alcance:

    6 / 8 / 10 / 12 m (aura range)
    5 / 5 / 5 / 5 m (burn radius) [NOT affected]

    6 / 8 / 10 / 12 m (aura range)
    5 / 6 / 8 / 10 m (discharge range)

    6 / 8 / 10 / 12 m (aura range)

    6 / 8 / 10 / 12 m (aura range)

    • Chroma emits an aura that infuses himself and nearby allies with elemental energy as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. The aura lasts for 10 / 15 / 20 / 25 seconds.
    • Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's energy color.

    • Generates a flame aura around Chroma and affected allies that increases base health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100 damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance.
      • Health bonus and damage per second are affected by Power Strength, while the status chance is not.
      • The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 100 health at rank 0, a rank-3 Elemental Ward with a maxed Vitality and Intensify will increase Chroma's health at rank 30 to 300 + 100 × (4.4 + 2 × 1.3) = 1000.
      • status effect deals 50% of Elemental Ward's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
      • Damage bypasses obstacles in the environment and decreases with distance.
      • Burn radius is not affected by Power Range.

    • Infuses Chroma and affected allies with an electric current that increases base shields by 50% / 65% / 75% / 100% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1000% incoming damage as damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25% status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200 damage.
      • Shield bonus, damage multiplier, minimum damage, and status chance are affected by Power Strength.
      • The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 100 shields at rank 0, a rank-3 Elemental Ward with a maxed Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 300 + 100 × (4.4 + 1 × 1.3) = 870.
      • Electricidad b.png 
        status effect chains 50% of Elemental Ward's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
      • Arc damage bypasses obstacles in the environment.
      • The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1300 damage at rank 3 to a single target as long as it's within range.
      • Self-damage and damage from environmental hazards can also be converted into arc discharges.
      • Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
      • Arc range is affected by Power Range.

    • Emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as damage with a 100% status chance.
      • Damage chance per second is affected by Power Strength, while the damage is not.
      • status effect deals 50% of Elemental Ward's base damage per tick over 9 ticks in 8 seconds. As the base damage constitutes 5% of an enemy's maximum health, the ensuing proc will deal a total of 22.5% of the enemy's max health as Toxin damage in 9 ticks over 8 seconds, bringing the total damage to 27.5% of the enemy's max health.
      • The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 9 seconds.
      • Damage bypasses obstacles in the environment and does not decrease with distance.
      • Reload speed and holster rate bonuses are affected by Power Duration.
      • The amount of reload speed gained is determined by the affected weapon's base reload speed.
      • Damage radius is not affected by Power Range.

    • Encases Chroma and affected allies in a layer of frost that increases base armor by 25% / 75% / 100% / 150% and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25% status chance.
      • Armor bonus, damage multiplier, and status chance are affected by Power Strength.
      • The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor. Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × 1.3) = 1417.5. As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses such as Vex Armor.
      • status effect reduces a target's movement speed and fire/attack rate by 50% over a duration of 6 seconds.
      • Incoming hitscan and non-hitscan projectiles are physically redirected. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
      • Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
      • Non-hitscan projectiles are reflected in the direction of the source enemy.

    • Elemental Auras of the same type from two or more Chromas do not stack, i.e. two auras do not increase damage nor health values, the first aura stays until you move out of range or it expires.
    • Has a casting delay of 1 second. The animation interrupts movement and other actions.
    • Elemental Ward cannot be recast while active.
    • Bug: Allies who enter, leave, then re-enter the radius of a chroma modded for heat will not regain the buff on the same cast of Elemental Ward. This is not related to DE's nerf that allowed the ability to heal players every time they entered the radius, they simply will have a large empty space where the bonus health should be even if they took no damage at all.
      • This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of range again from chroma, their health will return to normal again, wasting Medi-Ray/energy in the process. For example, a Chroma can now troll a player using Curative Undertow by getting close to the hydroid, leaving, then coming close again, causing the Hydroid to use massive amounts of energy to regain the health they are supposed to be receiving, only to lose it again when they leave the radius.

    • In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.

    • Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Power Strength this will allow you to return 28.4x the damage they deal, easily finishing off weaker enemies and potentially stunning any survivors.

    • Works very well with weapons that require you to reload frequently or have long reload times.

    • Properly modded, a -oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration increases duration to 70.5 seconds
      • Reduces aura radius to 4.08 meters.
      • (Uncertain as to whether this affects the Burn Radius or not, given that the range of the aura itself is less than that of the Burn Radius.)
    • Maximized Power Efficiency reduces cost to 12.5 energy.
      • Reduces duration to 10 seconds.
    • Maximized Power Range increases aura radius to 30 meters.
      • Reduces damage to 40 per second and health bonus to 80%.
      • The reduced Strength from Overextended does not affect the status chance.
    • Maximized Power Strength increases damage to 299 per second and health bonus to 598%.
      • Increases cost to 77.5 energy.
      • Reduces duration to 18.125 seconds.

    • Maximized Power Duration increases duration to 70.5 seconds
      • Reduces aura radius to 4.08 meters and arc range to 3.4 meters.
    • Maximized Power Efficiency reduces cost to 12.5 energy.
      • Reduces duration to 10 seconds.
    • Maximized Power Range increases aura radius to 30 meters and arc range to 25 meters.
      • Reduces damage multiplier to 4x, shield bonus to 40%, minimum damage to 80, and status chance to 10%
    • Maximized Power Strength increases damage multiplier to 29.9x, shield bonus to 299%, minimum damage to 598, and status chance to 74.75%.
      • Increases cost to 77.5 energy.
      • Reduces duration to 18.125 seconds.

    • Maximized Power Duration increases duration to 70.5 seconds and reload speed and holster rate bonuses to 98.7%.
      • Reduces aura radius to 4.08 meters.
    • Maximized Power Efficiency reduces cost to 12.5 energy.
      • Reduces duration to 10 seconds and reload speed and holster rate bonuses to 14%.
    • Maximized Power Range increases aura radius to 30 meters.
      • Reduces damage chance per second to 20%.
    • Maximized Power Strength increases damage chance per second to 100%.
      • Increases cost to 77.5 energy.
      • Reduces duration to 18.125 seconds and reload speed and holster rate bonuses to 25.375%.

    • Maximized Power Duration increases duration to 70.5 seconds
      • Reduces aura radius to 4.08 meters.
    • Maximized Power Efficiency reduces cost to 12.5 energy.
      • Reduces duration to 10 seconds.
    • Maximized Power Range increases aura radius to 30 meters.
      • Reduces armor bonus to 60%, damage multiplier to 1.2x, and status chance to 10%.
    • Maximized Power Strength increases armor bonus to 448.5%, damage multiplier to 8.97x, and status chance to 74.75%.
      • Increases cost to 77.5 energy.
      • Reduces duration to 18.125 seconds.

    VexArmor.png VexArmorIcon.png
    ENERGÍA
    75
    TECLA
    3
    Armadura de Vejación
    Cuando los escudos bajan, la armadura de Chroma se fortalece, cuando la salud baja, el daño de las armas incrementa.
    Fuerza:2x / 2.5x / 3x / 3.5x (maximum armor multiplier)
    100% / 125% / 150% / 175% (maximum damage bonus)
    Duración:10 / 15 / 20 / 25 s
    Alcance:N/A

    • Chroma enters a state of primal rage, gaining Scorn when shields are hit and Fury when health is damaged. Scorn increases by an additional 0.25% / 0.375% / 0.5% / 0.625% for every point of shields lost and multiplies Chroma's armor by a maximum of 200% / 250% / 300% / 350%. Fury increases additional 1% / 1.25% / 1.5% / 1.75% for every point of health lost and causes Chroma to gain a maximum of 100% / 125% / 150% / 175% bonus weapon damage. The effects of Vex Armor last for 10 / 15 / 20 / 25 seconds.
      • Scorn, Fury, and conversion percentages are affected by Power Strength.
      • Scorn is a multiplier that affects Chroma's total armor (e.g., with a maxed Steel Fiber and Intensify, Scorn will increase Chroma's total armor to a maximum of 350 × (1 + 1.1) × 3.5 × 1.3 = 3344.25 at rank 3). Scorn is applied after all additive armor bonuses have been accounted for, including the armor bonus from a damage Elemental Ward.
        • Scorn is tracked from 100% to its maximum percentage in the HUD next to Chroma's shield and health indicators (e.g., with a maxed Intensify, maximum Scorn at rank 3 will have 3.5 × 1.3 = 455% displayed in the HUD). The displayed percentage is the multiplier that is currently applied to Chroma's total armor.
      • Fury is a multiplicative bonus applied to Chroma's total weapon damage (e.g., with a maxed Intensify and a weapon that inflicts 250 total damage, Fury will increase the weapon's total damage to a maximum of 250 × (1 + 1.75 × 1.3) = 818.75 at rank 3).
        • Fury is tracked from 100% to 100% + its maximum percentage in the HUD next to Chroma's shield and health indicators (e.g., with a maxed Intensify, maximum Fury at rank 3 will have 1 + 1.75 × 1.3 = 327.5% displayed in the HUD). The displayed percentage is the multiplier that is currently applied to Chroma's total weapon damage.
      • Scorn and Fury will gradually increase each time shields or health are hit until they reach their maximum percentages. 400 shield points must be lost to maximize Scorn, and 100 health points must be lost to maximize Fury.
        • Scorn's conversion percentage uses the following expression when accounting for Power Strength: Conversion Percentage = 0.25% × (Maximum Scorn × (1 + Power Strength) − 1). As an example with a maxed Intensify, a rank-3 Vex Armor will have a Scorn conversion percentage equal to 0.25% × (3.5 × 1.3 − 1) = 0.8875%. If 200 shield points are lost while Vex Armor is active, Scorn will increase by an additional 200 × 0.8875% = 177.5%.
        • Fury's conversion percentage uses the following expression when accounting for Power Strength: Conversion Percentage = 1% × Maximum Fury × (1 + Power Strength). As an example with a maxed Intensify, a rank-3 Vex Armor will have a Fury conversion percentage equal to 1% × 1.75 × 1.3 = 2.275%. If 50 health points are lost while Vex Armor is active, Fury will increase by an additional 50 × 2.275% = 113.75%.
      • Scorn does not accumulate when overshields are hit.
      • Duration is affected by Power Duration.
    • Vex Armor is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
    • Vex Armor cannot be recast while active.
    • Casting animation time of 0.75 seconds.

    • Explosive self-damaging weapons such as Ogris, Castanas, and Stug can allow you to damage yourself to gain Scorn and Fury while Vex Armor is active.
    • Equipping a rank 4 or higher Vigor mod will allow you to maximize scorn armor bonus without requiring shields to recharge, as well as provide additional health.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration increases duration to 70.5 seconds.
      • Has no negative effect on this ability.
    • Maximized Power Efficiency reduces cost to 18.75 energy.
      • Reduces duration to 10 seconds.
    • Maximized Power Range has no positive effect on this ability.
      • Reduces Scorn's conversion percentage to 0.1% and its maximum armor multiplier to 1.4x, and reduces Fury's conversion percentage to 0.7% and its maximum damage bonus to 70%.
    • Maximized Power Strength increases Scorn's conversion percentage to 2.36625% and its maximum armor multiplier to 10.465x, and increases Fury's conversion percentage to 5.2325% and its maximum damage bonus to 523.25%.
      • Increases cost to 116.25 energy.
      • Reduces duration to 18.125 seconds.

    Effigy.png EffigyIcon.png
    ENERGÍA
    50
    TECLA
    4
    Efigie
    Chroma convierte su piel en un centinela que fortalece a los aliados cercanos y envuelve a los enemigos en ataques elementales.
    Energy Drain: 10 s-1
    Fuerza:

    100 / 200 / 300 / 400 (damage/tick)
    5 / 5 / 5 / 5 (ticks/second) [NOT affected]
    500 / 1000 / 1500 / 2000 (damage/second)
    1000 / 2000 / 4000 / 8000 (health)
    15% / 30% / 45% / 60% (credit chance) [NOT affected]
    25% / 50% / 75% / 100% (credit bonus) [NOT affected]

    20% (speed bonus) [NOT affected]
    50% (armor reduction) [NOT affected]

    Duración:N/A
    Alcance:20 m (attack range) [NOT affected]

    30 m (stun radius) [NOT affected]
    5 m (knockback radius) [NOT affected]

    • Chroma sheds his outer pelt, imbuing it with elemental energy to sprout wings and converting it into a stationary floating sentry with 1000 / 2000 / 4000 / 8000 health. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400 , , , or damage per tick. The sentry is capable of unleashing a radial attack that inflicts 200 , , , or damage to enemies within 5 meters. The sentry can also unleash a radial roar to temporarily stun enemies within 30 meters.
      • Sentry health and continuous damage are affected by Power Strength, while the radial attack damage is not.
      • Effigy's elemental breath attack does 5 ticks of damage within 1 second making the base damage per second 2000.
      • Damage type is based on Chroma's current elemental alignment, determined by Chroma's energy color.
      • Enemies affected by the close-range radial attack are ragdolled.
      • Sentry attack range, stun radius, and knockback radius are not affected by Power Range.
    • Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to yield 25% / 50% / 75% / 100% additional credits.
    • While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
      • Speed bonus and armor reduction are not affected by Power Strength.
      • The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed Steel Fiber and Intensify, Chroma with Vex Armor at full capacity will have his armor lowered to 350 × (1 + 1.1) × 3.5 × 1.3 × 0.5 = 1672.125 when Effigy is activated).
    • Effigy drains 10 energy per second while active, and will deactivate if Chroma runs out of energy, sentry health is depleted, or if manually deactivated by pressing the ability key again (default 4).
    • When deactivated, Chroma can teleport his pelt from anywhere onto himself. This will stop movement and interrupt any action Chroma is doing, such as reloading, leaving a player vulnerable.
      • When deactivated while sliding, Chroma's pelt will be reapplied to him without triggering the animation, even if the player immediately cancels his slide.
      • Effigy cannot be activated while in the air, but can be deactivated at any time.
    • Both the initial cast and the return of Chroma's pelt will cease any actions as they are a two-handed ability.

    • The sentry usually unleashes its roar a few seconds after deploying. This allows you to quickly deploy the sentry for a temporary stun to all nearby enemies.
    • The pelt can be Banished, preventing damage from non-banished enemies while still being able to damage all enemies normally.
    • The pelt gains shields from the Shield Osprey Eximus Specter.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration reduces channeling cost to ~3.546 energy per second.
      • Has no negative effect on this ability.
    • Maximized Power Efficiency reduces activation cost to 12.5 and channeling cost to 2.5 energy per second.
    • Maximized Power Range has no positive effect on this ability.
      • Reduces damage to 160 per tick and health to 3200.
    • Maximized Power Strength increases damage to 1196 per tick and health to 23920.
      • Increases activation cost to 77.5 energy and channeling cost to 17.5 energy per second.


    Mods de Fuerza

    Intensificar.png

    Mods de Duración

    Continuidad.png

    Mods de Alcance

    Estirar.png

    SpectralScreamIcon.png SpectralScreamIcon.png
    ElementalWardIcon.png ElementalWardIcon.png ElementalWardIcon.png
    VexArmorIcon.png VexArmorIcon.png
    EffigyIcon.png

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