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Category Archives: gear

Patch 1.3 Crew Skills Changes: Q&A with SWTOR Systems Designers David Hunt and Patrick Malott

16 Wednesday May 2012

Posted by anexxia in crew skills, gear, official announcements

≈ 94 Comments

Tags

augment tables, new augment crafting kits, patch 1.3 crew skills, Star Wars: The Old Republic, SWTOR

Q: On the official SWTOR podcast, we heard that Augment stations were going to be added to the game with Patch 1.3. Could you talk a little bit about what they are and how they will work?

A: Our goal with the modification system has always been to allow players to use any gear they choose and have it function at maximum statistical efficiency. Most of the major itemization changes we’ve added have been moving towards this goal, such as moving set bonuses to mods and allowing extraction on endgame items. Augment tables are the next step in this process.

With the introduction of Augment Tables, you can interact with all the previously useless Item Modification Stations spread throughout the world and use them to add an augment slot to any wearable item of at least green quality – which is basically everything except some junk loot on the origin worlds. Previously, this slot was only available for crit-crafted items, and in 1.2 it means that a very limited selection of the items are statistically ideal. When you open up the Item Modification window, you’ll notice a new “Add Augment Slot” button. The new button is greyed out unless you’re interacting with a station. Fortunately, the way augment tables work allows us to apply this to all items, unlike the set bonuses where the ability to transfer them only applies to mods introduced in 1.2 or later.

Adding an augment slot has a cost that scales up for the level of augments you want to be able to use. Unlike other mod slots, the augment slot is now tiered. This means you can add a slot that supports low level augments for substantially less cost than a high level augment slot.

If you choose to apply a lower tier augment, you can upgrade it later. As a side bonus, we’re making a few quality of life updates to the modification window, but you’ll have to wait until 1.3 reaches the public to see those.

Q: What kind of pricing are we looking at?

A: There are two costs to add an augment slot: credits and an Augmentation Kit. The current cost progression starts at 4,500 credits and ends at 50,000 credits, while the kits come in the same MKs that match the types of slots you can add to an item.

Kits are acquired through three crew skills: Armstech, Armormech and Synthweaving. There is no difference in the kits they make, and they can find the recipes on the trainer. In order to create a kit, you need 10 Augmentation Slot Components of the appropriate MK. You receive one component whenever you Reverse Engineer a piece of crafted gear. Note that this is a non-random addition on top of the other returns you already get from RE, meaning that every 10 consumed items will reliably give you the components for one kit. This helps counteract bad luck dealing with randomness and crafting crits, as you’re guaranteed to be able to get the primary limiting component for an augment slot after 10 crafts. Note that since you get the component for the level of the item you’re making, you don’t need to try to craft the expensive purple 10 times. Just make one, then if you don’t crit you can make cheaper items to get the components necessary to create an augment kit.

Q: Given that the crit crafted augmented gear is going for 75-100k per item on servers, how do you think the addition of the ability to add an augment slot to any item will affect the in game economy for crafters?

A: Since augment slots have always been the domain of crafters, we are funneling the Augment Tables through them to avoid shifting demand in the wrong direction.

The price changes will vary depending on the level of the item. The price of some of these items will shift down, others will go up. For items made after 1.3, the crit augment slot matches the level of the item. That means that lower level items won’t get as much inherent value from crits as higher level items. While we expect to see a shift in the value per transaction for many of these items, the cash flow should continue to go in the same direction. The value of non-augmented gear will improve, as it’s actually a viable item now, where previously everything except the crit craft was scrap. Improved value does not guarantee it a market however, especially since that value will have to factor in the cost of adding an augment along with the desire to RE it to create components for an Augmentation Kit. Personally, I’d be more likely to buy non-augmented lower level crafted gear because I’m going to want to upgrade the augment to MK-7. And in some cases, you just can’t get the appearance with the Augmentation Kit, so that gives some value to the kits aside from the individual items.

Q: So, that means if I craft a level 39 custom piece and it crits, its augment slot will only be able to accept augments up to whatever tier corresponds with that item level?

Correct.

Q:  Could you share what the item level tiers will be for the augment slots?

A: (Note: “Level” below is item level, not player level)

Slot                                            Level Min        Level Max

Augmentation Slot MK-1                 10                       16

Augmentation Slot MK-2                 17                       24

Augmentation Slot MK-3                 25                       32

Augmentation Slot MK-4                 33                       40

Augmentation Slot MK-5                 41                       48

Augmentation Slot MK-6                 49+

Q: Can you share with us your thoughts on gear itemization and how that was actually playing out in game versus what you intended that lead to this change?

A: Although the details weren’t decided until recently, all the post-launch itemization systems in SWTOR have been things I’ve wanted for months. Especially with 1.2, I wanted something like augment tables but we didn’t manage to get a system in to go along with the changes to open up mods in the endgame. It sucks when you have an expansive stat customization system and then we throw out caveats like, “Oh, it only works on this small subset of items.” The more freedom and consistency, the better. Player feedback to Public Test for 1.2 indicated to us that there would be strong support for a system that opened up more viable gear, and we felt that augment tables aligned with both our goals and the needs of the playerbase. That feedback helps us get it expedited to try to get it ready ASAP. It might have been cool to get this out between Public Test 1.2 and live 1.2, but the scope of the system meant it would need much more time to do it right.

Along with the feedback we’ve received, the way itemization has played out on live has encouraged us that embracing the full mod route is the right decision. While it may not be apparent, many of the complaints players have had about itemization are concerns we share and are working on addressing. While item mods existed in beta for quite a while, some of the fundamental tech pieces didn’t exist until shortly before launch. Internally, mods make our items inordinately more data-complex and intensive than the items in the average item heavy game, and those complexities are compounded by a live environment.

Q: Any other crafting or itemization surprises up your sleeves for 1.3 that we should be looking out for?

A: We’re reducing extraction costs and improving the quality of many of the level 50 flashpoint drops to support Group Finder.

Thanks so much for this great preview of the 1.3 crew skills changes to augment slots!

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What to Wear: Moddable Synthweaving Gear Sets

19 Monday Mar 2012

Posted by anexxia in crew skills, gear, synthweaving

≈ 1 Comment

The orange moddable gear is one of my favorite aspects of SWTOR. I’m a huge fan of being able to find a look I like and stick with it until I get tired of it, at which point I can merrily go and craft myself something else to wear.  And this is true for my companions as well!

With Patch 1.2 these pieces will also have a small chance upon crafting to crit, which means to be crafted with the addition of an augment slot. Moddable gear with an augment slot will then have the potential –with maxed out mods inside– to be the best gear in the game.

This is by no means an exhaustive selection, but it does comprise the pieces I’ve most often crafted and equipped. It’s interesting to see how many schematics I am still missing. I have a dozen sets wherein I only have partial sets, which is a huge bummer. I hope we see more folks putting schematics up for sale on my server!

P.S. One important note: the non class restricted pieces look different when opposite faction users wear them. This is true even if you have an opposite faction person craft the item and list it for sale on the GTN. So the looks below are only true to Imperial fashion.

Heavy Armor

  • Fortified Electrum Headgear
  • Fortified Electrum Chestguard
  • Fortified Electrum Greaves

Light Armor

  • Anointed Zeyd-Cloth Headgear
  • Anointed Zeyd-Cloth Lower Robe
  • Anointed Zeyd-Cloth Vestments

This level 50 synthweaving set has a sort of art deco feel to me…

  • Traditional Brocart Headgear
  • Traditional Brocart Lower Robe
  • Traditional Brocart Vestments

This shiny rose gold football helmet is not quite what you might expect from this otherwise very girlie set.

  • Dark Acolyte’s Lower Robe
  • Dark Acolyte’s Robe

This set feels like it would be best for skulking around eavesdropping, allowing you to easily blend into the shadows.

Medium Armor

  • Resilient Polyplast Headgear
  • Resilient Polyplast Leggings
  • Resilient Polyplast Vest

I love this chest piece. and the helm is quite intimidating.

  • Marauder Elite Leggings
  • Marauder Elite Vest

I really love this outfit as well, and wish I would stumble across the headgear schematic one of these days. Above, I am just wearing the Polyplast Headgear.

  • Marauder’s Headgear

Hands down, this is my favorite helm. I like that it has a voice modulator too.

  • Sith Dueling Leathers
  • Sith Dueling Pants

Given how much a fan I am of the Medium leather items, I’d probably better get started working on a marauder sometime soon…

😉

At Long Last: I Have my Purple Lightsaber!!!!!!

06 Tuesday Mar 2012

Posted by anexxia in gear

≈ 16 Comments

Tags

Patch 1.1.5, purchaseable color crystals for lightsabers, purple lightsaber crystal, Star Wars: The Old Republic, SWTOR

Today marks a major milestone in my SWTOR playing: I. Have. My. Purple. Lightsaber!!!!!!!!!!!!!!!!!!

Deep breath.

Yes, the first thing I did tonight once I made it home from work was head to the Galactic fleet to track down the new vendor who was selling the lightsaber crystals. And for the low low price of only 125,000 credits, the awesome purple crystal was all mine.

*cackles*

So, where do you buy the new crystals, you may ask? On the Imperial fleet, Geologist Pajro in the middle of the outer ring of the Galactic Trade sector sells the purple crystals, along with red, green, yellow/black and white crystals, and the pattern for the magenta crystal. On the Republic Fleet, it’s Geologist Breshin in that same spot.

I would like to give a big THANK YOU to the developers who heard loud and clear that there was a major desire for the purple crystals and made it happen for us. The devotees of the purple lightning and the purple crystals are much appreciative.

xo Anexxia

So You Just Hit 50 in SWTOR — Now What?

26 Thursday Jan 2012

Posted by anexxia in alts, end game, gear

≈ 9 Comments

Tags

commendations, dailies, gearing up, Star Wars: The Old Republic, SWTOR

Despite how hell bent some folks can be on getting to 50 quickly, many of those same folks are the ones lolling about on the fleet, asking in chat — “I’m 50 — so where do I go now?” Of course that’s not a simple one-word answer, even though one-word answers are all they’re likely to hear in reply, at best. Where to head to once you’ve hit 50 totally depends upon your max level goals. Do you want to gear up to raid? Or is PvP your focus? Or did you have a sense of obligation to get at least one character to 50 before starting an alt factory? Regardless of your end game goals, there is something waiting for you as a fresh 50.

Dailies

“I only have 300 credits. Can someone give me some cash?”

This is a true life quote. And I’m telling you now what I told that person then: go do some dailies! You have two places to head for your dailies: Ilum and Belsavis.

Since you’ve already seen the sights of Belsavis, I suggest you head to Ilum first and knock of the introductory mission chain and start in on some of the dailies. Then head to Belsaavis and complete the bonus chain. The comments on the Daily Commendation item on TORhead have a full list of the quests you can do Empire and Republic side, and how many commendations each will net you. Note that some of the more difficult quests have a little sumthin’ extra: various mods for your moddable gear, orange weapon for your companion.

Gearing Up

Regardless of your end game goals, you’re going to want to be working on improving your gear so it is all at max level. To do so, you have three options (in addition to running max level or hard mode flashpoints which will go a lot better if you’ve upgraded your gear first anyhow):

  1. Daily Commendations
  2. PvP tokens
  3. Crafted gear

You’ll get your daily commendations from running your daily quests on Ilum and Belsavis as noted above. Once you are full up on your commendations for the day, go check out your mission support vendor on Ilum and see what he has to offer. I spent my commendations on additional level 50 mods for my gear, and dream of saving up enough to buy the speeder.

PvP tokens are another great way to gear yourself up. Despite dong only a small amount of PvP, I was able to purchase my PvP Champion Gear goodie bag as soon as I hit 50, and had a helm token inside. For more details on how the PvP token earning and spending process works, including an explanation of how Mercenary Commendations are used in conjunction with Warzone Commendations to buy those Champion Gear Bags, check out this post on Gamezone.

Last but not least, crafted gear has a lot to offer the discerning max level character. Whether it is haunting the Galactic Trade Network terminal to buy level 50 blues to start, or finding an attractive moddable set to pimp out with your daily commendation mods, or crafting epics you’ve learned from Synthweaving (or whatever your profession may be) crafted gear should definitely not be overlooked.

Alts/Legacy time

Now that you’re in the groove with your dailies and rolling in cash and great looking max level gear, get cracking on those alts! Every alt you make on your same server, including those of the opposite faction, will immediately start earning you those precious legacy points. Sure, they’re not much more than bragging rights currently, but there are definitely some serious plans in the works for making them a heck of a lot more than that.

Congratulations on 50! You’ll be mowing through the Hard Mode Flashpoints and max level PvP and Raids in no time!

Anexxia’s Rare or Better Synthweaving Patterns (level 50)

01 Sunday Jan 2012

Posted by anexxia in crew skills, gear, synthweaving

≈ 1 Comment

Tags

crew skills, gear, Star Wars: The Old Republic, SWTOR

I’ll be listing all the rare or better level 50 synthweaving patterns I can make here. See also my post of items up to level 49. BOE items available to Coconut Monkeys with your mats.

Light Armor

Bracers 

  • Rakata Force-Master’s Bracers (Epic, BOP)
  • Rakata Stalkers Bracers (Epic, BOP)

Chest

  • Anointed Zeyd-Cloth Vestments (Rare) Moddable.

Head

  • Anointed Zeyd-Cloth Headgear (Rare) Moddable.
  • Primeval Battlemind’s Headgear (Rare)

Legs

  • Anointed Zeyd-Cloth Lower Robe (Rare) Moddable.
  • Primeval Seeker’s Legwraps (Rare)

Waist

  • Rakata Force-Master’s Sash (Epic, BOP)
  • Rakata Stalkers Waistwrap (Epic, BOP)

Medium Armor

Chest

  • Resilient Polyplast Vest (Rare) Moddable.

Legs

  • Primeval Ardent Blade’s Leggings (Rare)
  • Resilient Polyplast Leggings (Rare) Moddable.

Heavy Armor

Head

  • Primeval Paragon’s Headgear (Rare)
  • Primeval Vindicator’s Headgear (Rare)

Legs

  • Fortified Electrum Greaves (Rare) Moddable.
  • Primeval Paragon’s Greaves (Rare)

Anexxia’s Rare or Better Synthweaving Patterns (levels 1-49)

15 Thursday Dec 2011

Posted by anexxia in crew skills, gear, synthweaving

≈ 1 Comment

Tags

crafting, gear, professions, Star Wars: The Old Republic, SWTOR

I’ll be listing all the rare or better pre-50 synthweaving patterns I can make here, which includes a number of moddable pieces. Following this up with a separate post for my Level 50 patterns.

Available to Coconut Monkeys on Th Bastion server with your mats. Items are listed with lowest level items at the top of the list, with item level in parens.

Note that the databases do not yet have all the variations on the patterns. Sometimes, when crafting and reengineering crafted items, you learn a blue quality version of an item that adds an additional stat upon it. Those items are denoted as follows:

  • Critical versions of a green item have +Crit as a third stat.
  • Overkill versions of a green item have +Power as a third stat.
  • Redoubt  versions of a green item have +Defense as a third stat.
Please also note that some pieces of gear require light or dark side alignment, and a few are for Republic characters; make sure your character can wear an item before I craft it!

Light Armor

  • Savant Sash (9) Critical, Overkill and Redoubt rare quality versions.
  • Savant Gloves (11) Redoubt rare quality version.
  • Dark Acolyte’s Robe (11) Moddable.
  • Dark Acolyte’s Lower Robe (11) Moddable.
  • Synth Defense Waistwrap (13)
  • Acolyte Bracers — Overkill, Redoubt rare quality versions.
  • Synth Defense Handwraps (15)
  • Inquisitor’s Vestments (15) Moddable.
  • Inquisitor’s Lower Robe (15) Moddable.
  • Sorcerer’s Headgear (19) Moddable.
  • Sorcerer’s Vestments (19) Moddable.
  • Sorcerer’s Lower Robe (19) Moddable.
  • Consular’s Lower Robe (19) Moddable.
  • Mentalist Bracers (21)
  • Synth Defense Bracers (21)
  • Synth Defense Boots (23)
  • Traditional Nylite Lower Robe (23) Moddable.
  • Traditional Nylite Vestments (23) Moddable.
  • Stalker Headgear (26)
  • Channeler’s Lower Robe (27) Moddable.
  • Channeler’s Vestments (27) Moddable.
  • Channeler’s Headgear (27) Moddable.
  • Mimetic Synth Waistwrap (29)
  • Psychokinetic Sash (29)
  • Sharpened Mind Waistwrap (29)
  • Muse Gloves (30)
  • Psychokinetic Bracers (31)
  • Sharpened Mind Bracers (31)
  • Mimetic Synth Bracers (31)
  • Traditional Thermoweave Vestments (31) Moddable.
  • Traditional Thermoweave Lower Robe (31) Moddable.
  • Traditional Thermoweave Headgear (31) Moddable.
  • Force Stoic Bracers (32)
  • Force Initiate Sash (33) Redoubt rare quality version.
  • Focused Mind Bracers (35)
  • Kinetic Weave Bracers (35)
  • Stalker Battle Bracers (35)
  • Anointed Demicot Lower Robe (35) Moddable.
  • Anointed Demicot Vestments (35) Moddable
  • Anointed Demicot Headgear (35) Moddable.
  • Reactive-impact Boots (37) Redoubt rare quality version.
  • Focused Mind Gloves (39)
  • Kinetic Weave Handwraps (39)
  • Stalker Battle Handwraps (39)
  • Traditional Demicot Vestments (39) Moddable.
  • Focused Battle Bracers (41) Redoubt rare quality version.
  • Force Assault Vestments (41)
  • Impenetrable Synth Robe (41)
  • Zeyd-Weave Robe (41)
  • Consular Adept Headgear (43) Moddable.
  • Sorcerer Adept Headgear (43) Moddable
  • Sorcerer Adept Lower Robe (43) Moddable.
  • Sorcerer Adept Vestments (43) Moddable.
  • Force Adept Sash (43) Critical rare quality version and Supremacy superior quality versions.
  • Cortosis-Weave Bracers (47)
  • Force Assault Bracers (47)
  • Impenetrable Synth Bracers (47)
  • Traditional Brocart Headgear (47) Moddable.
  • Traditional Brocart Lower Robe (47) Moddable.
  • Traditional Brocart Vestments (47) Moddable.
  • Arch-Savant Boots (49)
  • Arch-Savant Bracers (49) and Overkill superior purple quality version.
  • Arch-Savant Gloves (49)
  • Enigma Boots (49)
  • Enigma Bracers (49)
  • Enigma Handwraps (49)
  • Shade Boots (49)
  • Shade Bracers (49)
  • Shade Handwraps (49)

Medium Armor

  • Apprentice’s Vest (11)
  • Combat Synth Gloves (11) Crit, Overkill rare quality versions.
  • Sith Dueling Leathers (11) Moddable.
  • Sith Dueling Pants (11) Moddable.
  • Fiberweave Waistcord (13)
  • Rugged War Bracers (13) Crit, Overkill rare quality versions.
  • Fiber Weave Gloves (15)
  • Antagonist’s Vest (15)
  • Warrior’s Vest (15) Moddable.
  • Warrior’s Leggings (15) Moddable.
  • Aspiring Knight’s Leggings (15) Moddable.
  • Asiring Knight’s Vest (15) Moddable.
  • Marauder’s Headgear (19) Moddable.
  • Marauder’s Leggings (19) Moddable.
  • Marauder’s Vest (19) Moddable.
  • Sentinel’s Vest (19) Moddable.
  • Sentinel’s Leggings (19) Moddable.
  • Rugged War Boots (21) Critical, Overkill and Redoubt rare quality versions.
  • Fiber Weave Bracers (21)
  • Rugged War Vest (23) Overkill blue quality version.
  • Fiber Weave Boots (23)
  • Ablative Laminoid Vest (23) Moddable.
  • Ceramic Alloy Bracers (27) Critical rare quality version.
  • Blade Master Leggings (27) Moddable.
  • Sith Combatant Headgear (27) Moddable.
  • Sith Combatant Leggings (27) Moddable.
  • Sith Combatant Vest (27) Moddable.
  • Blade Master Headgear (27) Moddable.
  • Blade Master Leggings (27) Moddable.
  • Battle Weave Waistcord (29)
  • Ablative Plasteel Leggings (31) Moddable.
  • Battle Weave Bracers (33)
  • Resilient Lacqerous Vest (35) Moddable.
  • Photo-reactive bracers (35)
  • Reactive-Impact Handgear (35) Redoubt rare quality version.
  • Photo-reactive Gloves (39)
  • Ablative Lacqerous Leggings (39) Moddable.
  • Ballistic Synth Vest (41)
  • Marauder Elite Leggings (43) Moddable.
  • Marauder Elite Vest (43) Moddable.
  • Ballistic Synth Bracers (47)
  • Ablative Resinite Leggings (47)
  • Cerulean War Boots (49)
  • Cerulean War Bracers (49)
  • Cerulean War Gloves (49)

Heavy Armor

  • Synth Assault Belt (13)
  • Synth Assault Handgear (15)
  • Reinforced Fiber Handgear (19)  Critical rare quality version.
  • Warlord’s Greaves (19) Moddable.
  • Synth Assault Armguards (21)
  • Reinforced Fiber Boots (21) Redoubt rare quality version.
  • Synth Assault Boots (23)
  • Reinforced Fiber Greaves (23) Overkill rare quality version.
  • Reinforced Battle Headgear (23) Moddable.
  • Warrior’s Pulsing Greaves (27) Moddable.
  • Force-Infused Flex Belt (29)
  • Krayt Dragon Belt (29)
  • Rampage Assault Handgear (30)
  • Krayt Dragon Armguards (31)
  • Force-Infused Flex Armguards (31)
  • Reinforced Chanlon Greaves (31) Moddable.
  • Reinforced Chanlon Chestguard (31) Moddable.
  • Flex Heavy Armguards (33) Critical and Overkill rare quality version.
  • Stalwart Flex Armguards (35)
  • Inertial Dominion Armguards (35)
  • Fortified Phobium Headgear (35) Moddable.
  • Inertial Dominion Handgear (39)
  • Stalwart Flex Gloves (39)
  • Reinforced Phobium Chestguard (39) Moddable.
  • Reinforced Phobium Greaves (39) Moddable.
  • Reinforced Phobium Headgear (39) Moddable.
  • Nerve Supression Chestguard (41)
  • Composite Flex Body Armor (41)
  • Warlord Elite Chestguard (43) Moddable.
  • Warlord Elite Headgear (43)
  • Nerve Suppression Armguards (47)
  • Composite Flex Armguards (47)
  • Reinforced Diatium Chestguard (47) Moddable.
  • Reinforced Diatium Greaves (47) Moddable.
  • Reinforced Diatium Headgear (47)
  • Beskar’gam Armguards (49)
  • Beskar’gam Boots (49)
  • Beskar’gam Gloves (49)
  • Leviathan Armguards (49)
  • Leviathan Boots (49)
  • Leviathan Handgear (49)

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