Info Intellectual Skills

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Fleet Admiral Lee Hung

Commander In Chief
.
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Intellect Skills can provide very powerful heals, buffs, and debuffs during combat. Mind Stats are leveled by investing stat points into the following substats:

Medical
Medicine:
1-20 Medicine Mastery: This allows the user to heal their allies outside of combat. Mastery/2= percentage of time taken off recovery.
21-40 Medicine Mastery: Allows for the use of poison that slowly drains the target's energy.
41-60 Medicine Mastery: Allows for the use of poison that quickly drains the target's energy.
61-80 Medicine Mastery: Allows for the creation of Rumble Balls, Stat boost injections and Adrenaline Shots.
81-99 Medicine Mastery: Allows for the creation of poison that cripples the target.
100 Medicine Mastery: Allows for the use of poison that extremely quickly drains the target's energy.
120 Medicine Mastery: Should probably have some good perk, but not sure what atm.

Poisons
Slow poison - 5 inventory points
Fast poison - 10 inventory points
Crippling poison - 15 inventory points
Hyper draining poison - 20 inventory points
Rumble Balls - 10 inventory points
Stat Boost - 10 inventory points
Adrenaline Shot - 15 inventory points
Specific Antidote - 5 inventory points

Rumble Balls:
Requires 61 Medicine:
Can be eaten by Zoan devil fruit users, either the medic or his allies. Allows for the use of 3 extra modified forms of the user's devil fruit which must be pre-approved, as well as monster point.
Eating one rumble ball allows for the use of modified forms for 3 turns. Afterward, the user is feeling fatigued for 6 turns.
If eating one more rumble ball while feeling fatigued, the user will unlock modified forms for 1 more turn, but feel fatigued for 2 more turns.
Eating yet another rumble ball allows the user to enter monster point for 3 turns, but the user will faint after those 3 turns.
Examples of modified forms can be more strength in the arm, increasing DPR by 1. Or thick fur, skin, etc. increasing durability by 1.
Monster point increases vitality, strength, and agility to +25. Awakening also increases to the same amount, so a combination would be +30. Those two sources are the only way to go over 120 in one stat, and only by 5 or 10 points respectively.
The medic can carry Mastery/20 rumble balls.

Stat Boost Injections:
Requires 61 Mastery, can not be used on people under the effect or fatigued from Rumble Balls.
The medic can inject this into themselves or their allies, increasing one of the following stats by 10 for 3 turns:
-Strength
-Reaction Speed
-Movement Speed
-Resilience
After the three turns are up, the affected feels fatigued and has -10 in the stat they were boosted for three turns. They can not be boosted again until the fatigue runs out.
The medic can carry Mastery/20 injections.

Adrenaline Shot:
Requires 61 Mastery:
The medic can administer this to their target, bringing exhausted allies back into the fight for 3 turns, after which they'll faint again. The medic can carry Mastery/50 adrenaline shots. Can only be applied to the same person once.

Musicianship
Musicianship:
Allows the user to give other players buffs and de-buffs by playing songs. Buffs and de-buffs by multiple musicians do not stack. Songs take 1 turn to use. If the user is hit while performing then the song will be ineffective.

1 musicianship: an acoustic instrument is unlocked (can be used as a physical weapon with DPR: D) & buffs and de-buffs last one turn.

21 musicianship: a second acoustic instrument is unlocked (can be used as a physical weapon with DPR: D)

41 musicianship: an electric instrument is unlocked (comes with a built-in battery and separate or built-in amp) (can be used as a physical weapon with DPR: D) & buffs and de-buffs last 2 turns.

41 musicianship: earbuds for your crew unlocked (wearing earbuds filters frequencies making it so allies are unaffected by ally de-buffs and only allies are affected by buffs)

61 musicianship: the ability to play two instruments at once is unlocked

100 musicianship: buffs/de-buffs last for 3 turns

Anthem (requires 81 musicianship mastery, acoustic or electric instrument): an uplifting piece of music that is identified with a particular person or group.
-Gives a martial arts and devil fruit buff in battle. Buff is mastery/10. If the user has 100 mastery then the buff is +10 martial arts and devil fruit. These only increase attack speed and damage (if mastery is what determines the damage). AoE is 20 meters (65 feet).
[outside of battle]
-Makes allies passionate. Allies who are passionate will perform their job +8% better.
ex: a doctor who is enthusiastic with 50 medicine mastery will provide -33% recovery time (25% + 8%)(does not stack with enthusiastic or happy).

Death Metal (requires 81 musicianship mastery, electric instrument): a piece of music with a strong will, typically loud music expressing extreme darkness.
- An attack in the form of sound waves! Nearly inescapable. Destructive potency scales off of musicianship. AoE is 20 meters (65 feet). A close range of 5-meter radius or 16 ft (DPR: A), mid-range of 10-meter radius or 33 feet (DPR: B), far range of 15-meter radius (DPR: C), very far range of 20 meters (DPR: D)

Lied (requires 61 musicianship mastery, two acoustic instruments): a piece of music that tells a poem with solo voice and accompaniment.
-Gives a Haki buff allowing you to use Haki when it is on cooldown. AoE is 15 meters (50 feet).
[outside of battle]
-Makes allies braver. Allies who are brave will be more willing to travel, fight, and try new things.

Lament (requires 61 musicianship mastery, acoustic instrument): a piece of music that expresses grief or sorrow typically accompanied by a descending bass line.
-Makes enemies depressed. Enemies who are depressed lose Haki activation turns equal to the de-buff length (at 41 musicianship enemies lose 2 turns, at 100 musicianship enemies lose 3 turns. AoE is 15 meters (50 feet).
[outside of battle]
-Heals allies faster. Psychological recovery time is mastery/2. If the user has 100 mastery then the psychological recovery time is -50%.

Metal (requires 61 musicianship mastery, electric instrument): a piece of music with a strong will, typically loud music expressing suffering and evil.
- An attack in the form of sound waves! Nearly inescapable. Destructive potency scales off of musicianship. AoE is 15 meters (50 feet). A close range of 5-meter radius of 16 ft (DPR: B), mid-range of 10-meter radius or 33 feet (DPR: C), far range of 15-meter radius (DPR: D)

March (requires 41 musicianship mastery, acoustic instrument) a piece of music with a strong regular rhythm that is associated with battle.
-Gives strength buff in battle. Buff is mastery/10. If the user has 100 mastery then the buff to allies is +10 strength. AoE is 10 meters (33 feet).
[outside of battle]
-Makes allies enthusiastic. Allies who are enthusiastic will perform their job +5% better.
ex: a doctor who is enthusiastic with 50 medicine mastery will provide -30% recovery time (25% + 5%)(does not stack with happy or passionate).

Punk Rock (requires 41 musicianship, electric instrument): a piece of music with a strong will, typically loud music expressing revolt.
- An attack in the form of sound waves! Nearly inescapable. Destructive potency scales off of musicianship. AoE is 10 meters (33 feet). A close range of 5-meter radius or 16 ft (DPR: C), mid-range of 10-meter radius or 33 feet (DPR: D)

Lullaby (requires 41 musicianship mastery, acoustic instrument): a soothing piece of music that is played to put people to sleep.
-Makes enemies to drowsy. Drowsy gives a speed debuff to enemies who are 1/2 level or less of the user's mastery. The de-buff is mastery/10. If the user has 100 mastery then the de-buff is -10 reaction and mobility. Enemies who are drowsy that are 1/3 level or less of the user's master will sleep. This lasts two turns or until they are hit. AoE is 10 meters (33 feet).
[outside of battle]
-Helps allies sleep well. Allies that sleep well are more alert and awake.

Electronic (requires 41 musicianship mastery, a cyborg): a piece of music that employs electronic equipment.
-Recharges the battery of a cyborg whose battery has depleted so that they can fight a little longer.
[outside of battle]
-Will certainly confuse non-cyborg people. Non-cyborg people who are confused will spend the next turn thinking about what they just heard.

Rock (requires 21 musicianship mastery, acoustic or electric instrument): a piece of music with a strong will, typically loud music expressing romance, adventure, or revolt.
- An attack in the form of sound waves! Nearly inescapable. Destructive potency scales off of musicianship. AoE is 5 meters (16 feet). A close range of 5-meter radius or 16 ft (DPR: D)

Serenade (requires 21 musicianship mastery, acoustic instrument): a calm and light piece of music performed in the open air.
-Makes enemies calm. Enemies that are calm get a strength de-buff. The de-buff is mastery/10. If the user has 100 mastery then the de-buff is -10 strength. AoE is 5 meters (16 feet).
[outside of battle]
-Heals allies faster. Recovery time is mastery/10 (up to -8%). If the user has 80 mastery recovery time is -8%.

Ballad (requires 21 musicianship mastery, acoustic instrument): a piece of music that expresses a narrative.
-Makes listeners cheerful. Listeners that are cheerful get a speed buff in battle. Buff is mastery/10. If the user has 100 mastery then the buff is +10 speed. AoE is 5 meters (16 feet).
[outside of battle]
-Makes allies happy. Allies who are happy will perform their job +2% better.
ex: a doctor who is enthusiastic with 50 medicine mastery will provide -27% recovery time (25% + 2%)(does not stack with enthusiastic or passionate).

Navigation
Navigation:
Allows the user to navigate the seas with ease, as well as harness the power of the weather to use in combat.
Increased travel speed:
Mastery/2=% less travel time
50 mastery:
50/2=25% less travel time
100 mastery:
100/2=50% less travel time
70 mastery:
70/2=35% less travel time

Allows for the use of a climatact in combat. Available at 21 mastery:

Weather Ball: A creation by the citizens of Weather, these small orbs contain energy that the navigator can use to affect the weather.
(21 Mastery)

The user can carry a number of Weather Balls equal to their mastery.

Heat Ball: Produced from the "Heat Pole" either when air is blown into the end of it or it is shaken, the Heat Ball is a red bubble of heated air that drifts along in the air. It heats up the temperature of the area surrounding it.
(21 Mastery) Costs 2 Weather Balls

Cool Ball: Produced from the "Cool Pole" when air is blown into the end of it, the Cool Ball is a blue bubble of cold air that drifts along in the air. It cools down the temperature of the area surrounding it.
(21 Mastery) Costs 2 Weather Balls

Thunder Ball: Produced from the "Electric Pole" when air is blown into the end of it, the Thunder Ball is a yellow bubble of electrified air that drifts along in the air. It electrifies the air of the area surrounding it.
(30 Mastery) Costs 4 Weather Balls. DPR: D

Cyclone Tempo: The user puts the "Heat Pole" and "Cool Pole" together like an X on the top of the "Electric Pole". They swing it like a bat, and the X detaches from the "Electric Pole" spinning towards their opponent. When the X hits, the hot and cold airs collide and create a massive wind that blows her opponent away. The X will return to the user like a boomerang.
(40 Mastery) Costs 8 Weather Balls. DPR: C

Mirage Tempo: The user uses the "Cool Ball" in a dry and hot environment to change the air density and create a mirage of themself. The extreme difference in temperature causes major light refraction, allowing the user to disappear and create an illusionary copy of themself. Lasts 1 turn.
(60Mastery) Costs 10 Weather Balls

Thunderbolt Tempo: The user uses "Cool Ball" to make the air cooler while they use "Heat Ball" to suck up the moisture. The heated air then rises and collides with the cold air. The air then condenses and creates a cloud. The user continues to enlarge the cloud by producing more "Heat Balls" and "Cool Balls." Finally, they use a "Thunder Ball" to electrify the cloud. Soon after, a powerful lightning bolt strikes their opponent.
There are different strengths of this technique:
41 Mastery: Costs 8 Weather Balls. DPR: C
61 Mastery: Costs 12 Weather Balls. DPR: B
81 Mastery: Costs 16 Weather Balls. DPR: A
100 Mastery: Costs 20 Weather Balls. DPR: S

Tornado Tempo: The user first combines the three pieces together into a T. In a bright flash from each end, two clockwork doves burst out and ensnare their opponent. The T then starts to spin rapidly until it finally shoots the captured enemy with extreme centrifugal force.
(40 Mastery) Costs 8 Weather Balls

Fog Tempo: Using "Cool Ball" against fire, the user is able to create a massive fog barrier due to the water vapor in the air increasing in density from the rapidly heating cold air. The fog is used to blind the opponent so that the user can land an attack on them.
(51 Mastery) Costs 6 Weather Balls

Beast Mastery
This stat may not be more than 10 points higher than your own level. Minimum 20 mastery.
This skill allows for the taming of wild beasts around the world.
To tame a beast, one must first beat it into submission, and then to be able to tame it, your mastery(1-100) must at least be equal to the beast's level. You may travel the world with one beast at a time, though you can tame one and then "stable" it for later use. Your mastery will also equal their level.

Beasts have access to the following stats and their substats:
Strength
Agility
Vitality

You can choose a swarm or a companion.

Companion:
One beast with a 3x multiplier and the same level as your mastery.
Swarm:
Allows you Mastery/5 level 10 beasts OR Mastery/2 level 5 beasts, with 2x multiplier.

At 41 mastery regardless of whether you have swarm or companion:
Unlocks a 2nd extra single beast that can be taken off the "stabel" with a 2x multiplier that scale to your mastery.

At 61 mastery regardless of whether you have swarm or companion:
Unlocks a 3rd extra single beast that can be taken off the "stabel" with a 2x multiplier that scale to your mastery.

At 81 mastery
Your 2nd 2x companion becomes 3x.
You may teach your companions armament haki OR make them a cyborg OR feed them a devil fruit(max B-rank)

At 100 mastery one Companion 3x multiplier beast becomes 4x multiplier or if you have Swarm double the number of beasts in the swarm instead. Max beast stats are 120 strength, 100 speed, 120 vitality to one substat, 100 haki, 120 cyborg to one substat, 100 devil fruit.

Engineering
1-20
21-40
41-60
61-80
81-99
100

Engineering allows for the creation of special items, formulas, etc. to supplement yourself or your teammates. You can only craft for people in your crew, or in the case of marines, only in the same branch. For custom creations it must be approved by the GMs, and you need to fulfill the science mastery it requires. In some cases you might also need to get materials for the creation.

There is no limit to how many creations the engineer can make and store aboard the ship, or make for their teammates, but there is a limit to how many things they can take ashore. Make sure your inventory isn't overfilled according to the follow:

Inventions you can carry take up invention points. Scientists get invention points = to their mastery (120 max points). Crew members get invention points = to 1/2 their character level (50 max points)

Items that have one use before being exhausted, like grenades, smoke bombs, etc. have a general inventory slot according to how high the science stat requirement is:
1-20: Takes 1 slot - DPR: D, 1m diameter
21-40: Takes 2 slots - DPR: C, 2m diameter
41-60: Takes 3 slots - DPR: C, 4m diameter
61-80: Takes 4 slots - DPR: B, 6m diameter
81-99: Takes 5 slots - DPR: B, 8m diameter
100: Takes 6 slots - DPR: A, 10m diameter
120:: Takes 6 slots - DPR: A, 12m diameter

1: grenade unlocked
11: smoke grenade unlocked
21: flash grenade unlocked
31: remote grenade unlocked
41: sticky grenade unlocked
51: trip mine unlcoked
61: energy grenade unlocked (requires completion of Germa story mission)

Destruction Weaponry:
Determines which weapons a Scientist can make. DPR scales with your Science mastery level.
1: pre-modern weapon (DPR: D) - 5 invention points
21: civil war weapon (besides artillery) + 1 magazine or 5 bullets (DPR: C) - 10 invention points
41: firearm + 2 magazines or 10 bullets (DPR: C) - 10 invention points
61: shoulder-fired missile launcer + 3 missiles (DPR: B), artillery gun + 3 rounds (DPR: B), mechanic pre-modern weapon (DPR: B) - 20 invention points
81: directed-energy weapon + 3 magazines (DPR: B), energy pre-modern weapon (DPR: B) - 20 invention points
100: missile launcher + 4 missiles (DPR: A), energy pre-modern weapon (DPR: A), directed-energy weapon + 3 magazines (DPR: A) - 30 invention points
Utility Inventions:
Determines the utility inventions a Scientist can make. Mobility speed of inventions scale the same way as the speed stat does.
1: grapple gun (6 foot long), roller blades, ice skates - 5 invention points
21: extendable gloves or boots (1 foot long) - 10 invention points
41: bounce boots, allowing 3 meter/10 foot jumps - 15 invention points
61: rocket pack (+5 mobility)(1 turn use 1 turn cool down) - 20 invention points
81: sky walk boots, allowing the user to jump on the air - 30 invention points
100: jet pack (+10 mobility)(2 turn use 1 turn cooldown) - 30 invention points
Mecha
Big bad machines that you can pilot

You cannot full body coat a mecha with haki as it is much bigger than yourself. Instead you can coat a small part of the mecha (like hand or foot) by using "coating entire limb or ranged attack" haki turn limits. You can also coat a larger portion of the mecha (like an entire limb) by using "coating entire body" haki turn limits.

Shogun "your name here" (requires 61 Science): A fully functioning larger version of yourself (2x your height). Town level durability.
-allowed 1 Destruction Weaponry and 1 Utility Inventions at or below your Science mastery.
(Requires 61 Science to use) - 30 invention points

Ou "your name here" (requires 81 Science): A fully functioning larger version of yourself (3x your height). City level durability.
-allowed 2 Destruction Weaponry and 2 Utility Inventions at or below your Science mastery.
(Requires 81 Science to use) - 40 invention points

Kami "your name here" (requires 100 Science): A fully functioning larger version of yourself (4x your height). Mountain level durability.
-allowed 3 Destruction Weaponry and 3 Utility Inventions at or below your Science mastery.
(Requires 100 Science to use) - 50 invention points

Tengan Toppa "your name here" (requires 120 Science): A fully functioning larger version of yourself (5x your height). Island level durability.
-allowed 4 Destruction Weaponry and 4 Utility Inventions at or below your Science mastery.
(Requires 120 Science to use) - 70 invention points
Power Armor
Power Armor: armor that have their own durability and shield the user giving them +1 durability rank.
Ex: Wall/Tree level damage to you will become Street Level damage to you if you are wearing a Power Suit.
When suits are destroyed they will need to be repaired after combat.

D-rank Armor (requires 21 Science): Destroyed after a wall/tree level attack or 3 street level attacks
(21 strength to use) - 14 invention points

D+-rank Armor (requires 31 Science): Destroyed after a small building level attack or 3 wall/tree level attacks
(31 strength to use) - 17 invention points

C-rank Armor (requires 41 Science): Destroyed after an large building level attack or small building level attacks
(41 strength to use) - 20 invention points

C+-rank Armor (requires 51 Science): Destroyed after a city block level attack or 3 large building level attacks
(51 strength to use) - 23 invention points

B-rank Armor (requires 61 Science): Destroyed after a town level attack or 3 city block level attacks
(61 strength to use) - 26 invention points

B+-rank Armor (requires 71 Science): Destroyed after a city level attack or 3 town level attacks
(71 strength to use) - 29 invention points

A-rank Armor (requires 75 Science): Destroyed after a mountain level attack or 3 city level attacks
(75 strength to use) - 32 invention points

A+-rank Armor (requires 81 Science): Destroyed after a island level attack or 3 mountain level attacks
(81 strength to use) - 35 invention points

S-rank Armor (requires 85 Science): Destroyed after a small country level attack or 3 island level attacks
(85 strength to use) - 38 invention points
*requires pacifista armor looted

S+-rank Armor (requires 91 Science): Destroyed after a large country level attack or 3 small country level attacks
(91 strength to use) - 41 invention points
*requires pacifista armor looted

Z-rank Armor (requires 95 Science): Destroyed after a small continent level attack or 3 large country level attacks
(95 strength to use) - 44 invention points
*requires pacifista armor looted

Z+-rank Armor (requires 100 Science): Destroyed after a large continent level attack or 3 small continent level attacks
(100 strength to use) - 47 invention points
*requires dragon scale looted

N-rank Armor (requires 120 Science): Destroyed after a moon level attack or 3 large continent level attacks
(100 strength to use) - 50 invention points
*requires dragon scale looted
Power Suits
Power Suits: form fitting suits that have their own durability and boost the user's durability and speed. They can be customized with enough science to have different effects. When suits are destroyed they will need to be repaired after combat.
Suits ranks D-C give +5 movement speed and durability.
Suits ranks B-A give +10 movement speed and durability.
Suits ranks S-N give +10 movement speed and durability as well as a special ability (wind, poison, explosions, electricity, invisibility, strength).

D-rank Suit (requires 21 Science): Destroyed after a wall/tree level attack or 3 street level attacks
(21 vitality to use) - 10 invention points

D+-rank Suit (requires 31 Science): Destroyed after a small building level attack or 3 wall/tree level attacks
(31 vitality to use) - 15 invention points

C-rank Suit (requires 41 Science): Destroyed after an large building level attack or small building level attacks
(41 vitality to use) - 18 invention points

C+-rank Suit (requires 51 Science): Destroyed after a city block level attack or 3 large building level attacks
(51 vitality to use) - 20 invention points

B-rank Suit (requires 61 Science): Destroyed after a town level attack or 3 city block level attacks
(61 vitality to use) - 23 invention points

B+-rank Suit (requires 71 Science): Destroyed after a city level attack or 3 town level attacks
(71 vitality to use) - 25 invention points

A-rank Suit (requires 75 Science): Destroyed after a mountain level attack or 3 city level attacks
(75 vitality to use) - 28 invention points

A+-rank Suit (requires 81 Science): Destroyed after a island level attack or 3 mountain level attacks
(81 vitality to use) - 30 invention points

S-rank Suit (requires 85 Science): Destroyed after a small country level attack or 3 island level attacks
(85 vitality to use) - 35 invention points
*requires Germa technology

S+-rank Suit (requires 91 Science): Destroyed after a large country level attack or 3 small country level attacks
(91 vitality to use) - 40 invention points
*requires Germa technology

Z-rank Suit (requires 95 Science): Destroyed after a small continent level attack or 3 large country level attacks
(95 vitality to use) - 45 invention points
*requires Germa technology

Z+-rank Suit (requires 100 Science): Destroyed after a large continent level attack or 3 small continent level attacks
(100 vitality to use) - 50 invention points
*requires Germa technology

N-rank Suit (requires 120 Science): Destroyed after a moon level attack or 3 large continent level attacks
(100 vitality to use) - 60 invention points
*requires Germa technology
Spoiler: Upgrades/items that already exist
Upgrades/items that already exists:
C-rank Weapons
Requires: 31 Science, Materials purchased in the store by the person wanting the weapon. The user will need 31 mastery in the weapon style that fits the weapon created.
This boosts any D-rank or basic attack using the specific weapon up to C-rank. - 10 invention points

C-rank Hand to Hand Injection
Requires: 31 Science, Materials purchased in the store by the person wanting the injection. The user will need 31 mastery in the a hand to hand style.
This is an injection that boosts any D-rank or basic attack through the use of a weaponless fighting style up to C-rank. - 10 invention points

B-rank Weapons
Requires: 61 Science, Materials purchased in the store by the person wanting the weapon. The user will need 61 mastery in the weapon style that fits the weapon created.
Taught by: Wapol
This boosts any D-rank, C-rank or basic attack using the specific weapon up to B-rank. - 20 invention points

B-rank Hand to Hand Injection
Requires: 61 Science, Materials purchased in the store by the person wanting the injection. The user will need 61 mastery in the a hand to hand style.
Taught by: Ceasar Clown
This is an injection that boosts any D-rank, C-rank or basic attack through the use of a weaponless fighting style up to B-rank. - 20 invention points
Spoiler: Den Den Mushi
Baby Den Den Mushi
Requires 21 Science to make.
Allows for the crew to talk to each other while on the same Island, even if they are far apart. Does not take inventory slots.

Den Den Mushi
Requires 41 Science to make
Allows the crew to talk to each other regardless of where in the world they are. Does not take inventory slots.

Black Den Den Mushi
Requires 61 Science to make
Allows for wiretapping, listening in on calls from the same island. Can only be used aboard ships.

White Den Den Mushi
Requires 81 Science to make
Blocks wiretapping. Can only be used aboard ships.

Shipwright
"Mind
-Shipwright"

Shipwright abilities:
1-20 mastery: can repair a ship up to 4 HP, can repair 0.5 HP using a turn
21-40 mastery: can repair a ship up to 5 HP, can repair 1 HP using a turn
41-60 mastery: can repair a ship up to 6 HP, can repair 1.5 HP using a turn
61-80 mastery: can repair a ship up to 7 HP, can repair 2 HP using a turn
81-99 mastery: can repair a ship up to 8 HP, can repair 2.5 HP using a turn
100 mastery: can repair a ship up to 9 HP, can repair 3 HP using a turn
120 mastery: can repair a ship up to 10 HP, can repair 4 HP using a turn

Shipwrights can use a hammer, saw, ax, rope, and nails in combat without needing a martial art. The attacks can only be close quarters or throwing attacks.
 
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