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Builds / Re: Pistol / Sniper build advice / comments
« Last post by Vokial on Today at 10:38:40 am »
Snipe is definitely a must - the opening should commence while stealthed from an already dark spot (which is a lot easier with a rifle due to it's range) for Ambush, then turn on Shooting Spree and proceed to claim the mandatory -2 member tax on the enemy with Snipe + Aim Shot. Snipe is invaluable for mobs that are immune to crits and also does even more damage that Aim Shot. If you can avoid being targeted during the enemy turn (by standing behind cover of out of their attack range for example), then just end your turn with Stealth whenever you can, so you can Snipe again in the next. Interloper is an absolute must for moving out of cover after starting with otherwise zero MP and the speed bonus when moving around boosts your Stealth in such a way that no skill points can. You just pass by enemies that would otherwise detect you much faster due to it. Once you grab that, you never want to stealth without it, I would highly recommend you to integrate that into your build and would easily switch out Sprint for it.

As for psi, TM is the most important, but I like Metathermics due to just how powerful Thermo-D is. And you can enjoy it at it's maximum 100% effectiveness with just 140 points. It is super satisfying to cause that much havoc against muties or Ironheads around a barrel, taking out multiple enemies with a single shot and hear the explosion and each death sound in chorus all at once. Also the fire damage on actively burning enemies (that are also under Fear for 3 turns) are literally walking corpses due to the DoT fire damage coming from a shot with such high damage. It's spectacular and I can never get bored of it. I remember soloing the final assault against the Protectorate with the Drones and popped a Dreadnought with Thermo-D and my speakers nearly exploded too. I reloaded several times to experience it again before moving on with the mission. It's just that good.
And for robots, armor piercing bullets just kills them. If they come from a sniper rifle I mean. Because at the end of the day, it's best to use your AP for shots and your psi points for Contractions and Increments.

But I admit, Psychokinesis has a few things going for it as well when it comes to crowd control and it would be interesting to see what it can grow to. Yet since our WIL is not high, we won't be masters of that, while we use Thermo-D to the same efficiency as someone with effective 320 points and 18 WIL. And it pairs great with the rifle as it's ideal to drain the HP of the tankiest mob of the enemy group.
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Builds / Re: Pistol / Sniper build advice / comments
« Last post by laeski on Today at 06:08:19 am »
I think it's not a good idea to waste two feat slots on grenades. Those are only meant to be used for crowd control and your pistol or sniper should do the damage. Even high-tier HE and Frag are not that powerful and you can only throw a single one in a turn anyway.
When I was planning out a pistol build, I invited Traps into the setup instead. They seemed so much better, since I could still toss any Flash or Molotov if needed and they seemed immensely better + Traps doesn't cost AP if you prepared the battlefield in advance while stealthed + you can put down as much as you want. They can even trigger each other, so multiple can go off. And you have all kinds, from Crawler poisoned BT, to Incendiary (guaranteed Fear + Ambush trigger) or you can just put 3 Frags together to guarantee the kill. Trap Expert is awesome and Quick Tinkering is super helpful against incoming melee's. And so does Kneecap Shot with the pistol. Therefore I would either focus on that (especially without PSI).

On the other hand, as I tuned the build, I realized, the sniper and the pistol make a really nice pair. Sharpshooter benefits both guns and so does all the CC ability. This led me to prioritize the rifle and just use the pistol as a sidearm. Mainly for two reasons: cheap Kneecap Shots and getting the Initiative bonus with Gunslinger. The sniper rifle simply outclassed the pistol when it came to dealing damage and soon I realized that devoting into this gun completely, would make me a lot more efficient as well.
See, the more you use the rifle, the better it becomes. In every scenario, it's just better to use that instead of anything else. It's a special weapon that is unique in a sense that it lowers your cooldowns when you kil something with it due to Shooting Spree. So to maximize the gains, you just need to drop enemies with Snipe and Aim Shot, throw a Molotov and mop up the rest with regular crits due to them being lid up and Ambush kicks in. You get AP refunds from Shooting Spree + Rapid Reloader and cooldown reduction with each kill, to use Snipe and Aim Shot more. Which again does the reductions for you - it's a cycle that can be boosted even further with Temporal Increments. So the sniper rifle is not just an opener sidearm - it should be your main instrument. Using any other weapon (even the pistol) will just break the cycle in battle, it won't benefit you in the ways mentioned above, thus never be the better option. I started out with a pistol, but came to the conclusion that full devotion to the rifle is the way to go. Once you experience it, fighting against waves of crowds will be your favorite thing due to just how satisfying it is. Every action has meaning, every bullet gives results. The one shot per enemy policy is something you can rely and plan with. It's awesome. Also you're nowhere near harms way, due to the superior range - often giving you several turns of advantage (sometimes even drop combat mode while falling back after restealth, then again that is even possbible with a Flashbang) instead of pistoling from point blank and getting hit next turn.

Here's the build:
https://stygiansoftware.com/forums/index.php?topic=10837.0
It is specialized to boosting AP and cooldown reduction with using Thermodynamic Destabilization to turn the tides immediately at the start. Can switch out Premeditation or maybe Advanced Psy Empathy to Polymath if you want due to the recent update that makes decent crafting require more skill points.

Had to ponder about this a bit, and made this: underrail.info/build/?HgUFBwMNBQjCoABdAAAAAMKgS10AAFpaKjBaAMKMAMKLAAA8KwEZfzk1An4zSyrCvcKHP2dywrXCpOKnvgrir7wE4q-9Ad-8

Took some ideas from your build, but changed the metathermics to psychokinesis. I understand that the thermodynamic destabilization gives a nice boom AoE, but I was thinking that psychokinesis gives more CC abilities. Telekinetic grounding, force field, electrokinesis, electrokinetic imprint, and then the psychokinetic chain could give some AoE. It's only 156 damage transferred through the chain, but it's in the secondary category of things. Psi is mainly for CC, and self buffing now. Also, electrokinesis helps with bots a lot.

How's that then?
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Builds / Re: Pistol / Sniper build advice / comments
« Last post by laeski on May 24, 2026, 05:57:25 pm »
I think it's not a good idea to waste two feat slots on grenades. Those are only meant to be used for crowd control and your pistol or sniper should do the damage. Even high-tier HE and Frag are not that powerful and you can only throw a single one in a turn anyway.
When I was planning out a pistol build, I invited Traps into the setup instead. They seemed so much better, since I could still toss any Flash or Molotov if needed and they seemed immensely better + Traps doesn't cost AP if you prepared the battlefield in advance while stealthed + you can put down as much as you want. They can even trigger each other, so multiple can go off. And you have all kinds, from Crawler poisoned BT, to Incendiary (guaranteed Fear + Ambush trigger) or you can just put 3 Frags together to guarantee the kill. Trap Expert is awesome and Quick Tinkering is super helpful against incoming melee's. And so does Kneecap Shot with the pistol. Therefore I would either focus on that (especially without PSI).

On the other hand, as I tuned the build, I realized, the sniper and the pistol make a really nice pair. Sharpshooter benefits both guns and so does all the CC ability. This led me to prioritize the rifle and just use the pistol as a sidearm. Mainly for two reasons: cheap Kneecap Shots and getting the Initiative bonus with Gunslinger. The sniper rifle simply outclassed the pistol when it came to dealing damage and soon I realized that devoting into this gun completely, would make me a lot more efficient as well.
See, the more you use the rifle, the better it becomes. In every scenario, it's just better to use that instead of anything else. It's a special weapon that is unique in a sense that it lowers your cooldowns when you kil something with it due to Shooting Spree. So to maximize the gains, you just need to drop enemies with Snipe and Aim Shot, throw a Molotov and mop up the rest with regular crits due to them being lid up and Ambush kicks in. You get AP refunds from Shooting Spree + Rapid Reloader and cooldown reduction with each kill, to use Snipe and Aim Shot more. Which again does the reductions for you - it's a cycle that can be boosted even further with Temporal Increments. So the sniper rifle is not just an opener sidearm - it should be your main instrument. Using any other weapon (even the pistol) will just break the cycle in battle, it won't benefit you in the ways mentioned above, thus never be the better option. I started out with a pistol, but came to the conclusion that full devotion to the rifle is the way to go. Once you experience it, fighting against waves of crowds will be your favorite thing due to just how satisfying it is. Every action has meaning, every bullet gives results. The one shot per enemy policy is something you can rely and plan with. It's awesome. Also you're nowhere near harms way, due to the superior range - often giving you several turns of advantage (sometimes even drop combat mode while falling back after restealth, then again that is even possbible with a Flashbang) instead of pistoling from point blank and getting hit next turn.

Here's the build:
https://stygiansoftware.com/forums/index.php?topic=10837.0
It is specialized to boosting AP and cooldown reduction with using Thermodynamic Destabilization to turn the tides immediately at the start. Can switch out Premeditation or maybe Advanced Psy Empathy to Polymath if you want due to the recent update that makes decent crafting require more skill points.

Hmm hmm.... You make valid point with the grenades. My idea of a build stopped at level 18 or 20. You can use the sniper as a tool with 14 dex and 10 perception, but it's gonna suffer some precision there, but not a huge amount, I think. Taking anatomically aware scope and rapid reloader for a Reaper model would be great. One shotting most things that get in the sights. Problem is, if a zerg happens, then it could cave in the pressure. So, to counter that, bullet time and a good sidearm is needed. With 14 dex and a .44 hammerer, With 14 dex, the base 32 AP goes down to 23, and if I calculate correctly, the rapid reloader for that gives -20% AP cost, so 18 or 19, depending if it takes floor or ceiling. Let's say 18, so from that activating bullet time gives you 9AP attacks and fatal throw gives back 18 points, so it'd be 68 AP, and from that we take the knife throw, which gives the pistol 68 - 10 (with knife thrower's glove and -AP with dex) = 58 AP of shooting. Not considering reloading, you'd get 58 / 9 = 6 shots off with that. That'd cover the close range quite well.

So, I don't really know if I'd be kneecapping myself with putting points in DEX rather than PER, but I like to have a balanced short and long range capabilities. Have to see, if it causes problems, and then just roll back with my saves, if it proves to be bad.

But, I'm gonna change the grenade feats to something better. Maybe snipe, and quick pockets (which is quite good value for what it is).

From grenades, I'm mainly going to use gas grenades (cryo, toxic) and incendiary for some good CC and debuffing. Throwing knives are going to be finishers for some extra AP. 25mm grenade launcher for some AoE stuff, if need be (not really sure, but grenade launchers are easy to use, even without the feats). Then the rifle and pistol. I don't really want to carry traps around that much, maybe some regular bear traps, so that I can block off some corridors potentially. They can be used without skill, and the enemy will just walk into them, if there's no way around them. Also, swapping the fatal throw health threshold specialization for both shooting spree specializations seems to be far better investment.
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Builds / Re: Pistol / Sniper build advice / comments
« Last post by Vokial on May 24, 2026, 04:49:00 pm »
I think it's not a good idea to waste two feat slots on grenades. Those are only meant to be used for crowd control and your pistol or sniper should do the damage. Even high-tier HE and Frag are not that powerful and you can only throw a single one in a turn anyway.
When I was planning out a pistol build, I invited Traps into the setup instead. They seemed so much better, since I could still toss any Flash or Molotov if needed and they seemed immensely better + Traps doesn't cost AP if you prepared the battlefield in advance while stealthed + you can put down as much as you want. They can even trigger each other, so multiple can go off. And you have all kinds, from Crawler poisoned BT, to Incendiary (guaranteed Fear + Ambush trigger) or you can just put 3 Frags together to guarantee the kill. Trap Expert is awesome and Quick Tinkering is super helpful against incoming melee's. And so does Kneecap Shot with the pistol. Therefore I would either focus on that (especially without PSI).

On the other hand, as I tuned the build, I realized, the sniper and the pistol make a really nice pair. Sharpshooter benefits both guns and so does all the CC ability. This led me to prioritize the rifle and just use the pistol as a sidearm. Mainly for two reasons: cheap Kneecap Shots and getting the Initiative bonus with Gunslinger. The sniper rifle simply outclassed the pistol when it came to dealing damage and soon I realized that devoting into this gun completely, would make me a lot more efficient as well.
See, the more you use the rifle, the better it becomes. In every scenario, it's just better to use that instead of anything else. It's a special weapon that is unique in a sense that it lowers your cooldowns when you kil something with it due to Shooting Spree. So to maximize the gains, you just need to drop enemies with Snipe and Aim Shot, throw a Molotov and mop up the rest with regular crits due to them being lid up and Ambush kicks in. You get AP refunds from Shooting Spree + Rapid Reloader and cooldown reduction with each kill, to use Snipe and Aim Shot more. Which again does the reductions for you - it's a cycle that can be boosted even further with Temporal Increments. So the sniper rifle is not just an opener sidearm - it should be your main instrument. Using any other weapon (even the pistol) will just break the cycle in battle, it won't benefit you in the ways mentioned above, thus never be the better option. I started out with a pistol, but came to the conclusion that full devotion to the rifle is the way to go. Once you experience it, fighting against waves of crowds will be your favorite thing due to just how satisfying it is. Every action has meaning, every bullet gives results. The one shot per enemy policy is something you can rely and plan with. It's awesome. Also you're nowhere near harms way, due to the superior range - often giving you several turns of advantage (sometimes even drop combat mode while falling back after restealth, then again that is even possbible with a Flashbang) instead of pistoling from point blank and getting hit next turn.

Here's the build:
https://stygiansoftware.com/forums/index.php?topic=10837.0
It is specialized to boosting AP and cooldown reduction with using Thermodynamic Destabilization to turn the tides immediately at the start. Can switch out Premeditation or maybe Advanced Psy Empathy to Polymath if you want due to the recent update that makes decent crafting require more skill points.
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Builds / Re: Pistol / Sniper build advice / comments
« Last post by laeski on May 24, 2026, 03:25:56 pm »
Generally you are better off with throwing gauntlet and using throwing knives to restore AP. But honestly it does not matter what you put into your offhand with firearm pistols build. They are that strong.

As for specifics.

Polymath feels like waste.
10 int for specialist .. its very strong feat sure. But power from it comes so late I generally prefer not to pick it and have easeir early/mid game (Which are the hardest on DOM).
I would take gunslinger earlier. In place of recklessness maybe?

Hmmmmm.... Seems like the planner isn't working properly with the specialist being moved around. Oh well... Had to go back to the old underrail.info and here I use "Expertise" as "Specialist" feat. underrail.info/build/?HgUMAwMKAwrCoADCoAAAAADCoFVVAABkZGRkZAAAAAAAAAABFyc6AlF-w5JLTzPDkxY-wrMxXuKkjgXiqLoF4r2EBd-8

I was planning on having W&S ASAP as my main, refurbish it at some point, and then craft a better one when possible. In the second slot, I was planning on using mainly sniper rifle, as it synergizes with sharpshooter feat. Pistol for close range, sniper for long range, if I haven't moved in turn, and for opening shots. Going to also take a 5 or 6 shell 25mm grenade launcher for some rapid AoE damange, as it requires 5 strength to use, and throwing glove would actually be good addition. Doesn't weigh really that much, but gives a lot.

Polymath is.... Well, it's a free 160 points to 1 skill. So, I swapped it out, so that I can take Aimed shot and Gunslinger at lvl 1. Specialized is something I want, cause the double specialization points is just too good. Took a pack rathound also, for extra space, switched point and rapid fire out to more throwing centric (fatal throw and remote surgeon, for AP recovery).  For the other 15 points in specialization, that is not visible in the link, I was thinking of adding the 5/5 in remote surgeon and maybe 10/10 for critical power, or ambush. Might be ambush, for more consistent crits.

So, how about it?
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Builds / Re: Pistol / Sniper build advice / comments
« Last post by Valor on May 24, 2026, 12:48:54 pm »
Generally you are better off with throwing gauntlet and using throwing knives to restore AP. But honestly it does not matter what you put into your offhand with firearm pistols build. They are that strong.

As for specifics.

Polymath feels like waste.
10 int for specialist .. its very strong feat sure. But power from it comes so late I generally prefer not to pick it and have easeir early/mid game (Which are the hardest on DOM).
I would take gunslinger earlier. In place of recklessness maybe?
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Builds / Pistol / Sniper build advice / comments
« Last post by laeski on May 24, 2026, 07:11:20 am »
Hello!

I'd like to get some comments on the my build. Been pondering on a build that could clear the game all the way through to Heavy Duty.

Some background. My first playthrough was with a full PSI build, when they were OP. Second was a sword / throwing knife stealth build. Both of these were prior heavy duty dlc release. As a side note, was wondering if the sword / throwing knife would be viable for a new start all the way through to Heavy Duty, considering that int 10 is really damn good now for polymath and specialized feats.

Third is a chem pistol (acid) / crossbow. Aim was to entangle enemies in acid and then deadly snare them down. But, as it is very AP heavy build and requires preparation to entangle / trap enemies, it's not feeling that good. Having trouble with Expansion DLC's colossal crabs and other heavy armored enemies.

SO! My new plan was to start anew again, but this time go with pistols and sniper rifles. Idea is to utilize pistol mainly (bullet time, W&S free attack, pistol whip), and have sniper as backup. Pistol for close range, and sniper for round openers, if enemy is far away, but visible. Throwing for caltrops and grenades. Link to the build here (using the new builder from cannedbean29 for Heavy Duty feats): cannedbean29.github.io/UnderrailBuilderRemake/?HgUMAwMKAwrCoADCoAAAAADCoFVVAABkZGRkZAAAAAAAAADDpwExOgIXfsOSS8OoM1lbFsKzPlPinKQK4qSOBeKllAXip74F4r2EBd-8

I'd like comments on whether this would work for heavy duty (also comments on whether throwing knife build is viable for heavy duty)? I haven't ever even started Heavy Duty, so I'd like to go through it all with this. Difficulty is Dominating. There's still 130 points left, so most of them are going to Mercantile, and don't know about the rest.
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Discussions / Best Auto Farm Settings in Aion 2 for Beginners
« Last post by MabelRidge on May 23, 2026, 09:42:38 am »
For a lot of new players in Aion 2, farming efficiently is one of the biggest early-game concerns. Everyone wants smoother grinding, faster leveling, and less stress during long sessions. The good news is that Aion 2 already includes several built-in systems that help automate parts of combat legally through macros and targeting settings.

Unlike some mobile MMOs that rely heavily on full AFK auto-play, Aion 2 focuses more on semi-automatic combat optimization. That means your goal is not to let the game fully play itself, but to configure your settings so combat flows naturally with minimal downtime.

Here are the best beginner-friendly auto farm settings that make grinding much easier without breaking the game’s intended mechanics.

Start With Proper Target Settings

Before touching macros or skill chains, fix your targeting settings first. This is one of the most important steps because poor targeting causes constant interruptions while farming.

Open your game settings and look for the combat targeting options.

Recommended setup:

Auto Target on Skill Use: ON
Target Priority: Closest Target

With Auto Target enabled, your character automatically locks onto nearby enemies when you press a skill. This removes the annoying extra click every time you switch targets.

Setting the priority to Closest Target also improves farming speed. Your character immediately attacks the nearest monster instead of randomly selecting enemies farther away. Over time, this saves a surprising amount of movement and keeps your grinding route smooth.

For beginners farming crowded leveling zones, this setting alone makes combat feel far more responsive.

Learn How the Built-In Macro System Works

Aion 2 includes an official macro system that many new players ignore at first. It is not full automation, but it greatly reduces repetitive button pressing during long farming sessions.

The system allows you to chain skills together while holding a single button. This helps maintain stable DPS and reduces hand fatigue during extended grinding.

To set it up:

Open the Skill Menu
Go to the Macro section
Open Settings
Select Key Bindings
Assign a convenient key for Macro Activation

Many players bind this to an extra mouse button or an easy keyboard key they can comfortably hold during farming.

Once configured, you can create simple combat rotations using your class combo chains.

Best Skill Chain Setup for Beginners

For early-game farming, simple rotations usually perform better than complicated ones.

A good beginner setup is:

Left-click slot: Main three-hit combo chain
Right-click slot: Secondary two-hit combo chain

This structure keeps your rotation stable while avoiding skill conflicts or animation interruptions.

New players often make the mistake of stuffing too many skills into macros. That usually lowers efficiency because cooldowns stop the chain from flowing naturally.

Simple rotations are more reliable, especially while leveling.

Use the Correct Macro Delay

Macro delay settings matter more than most beginners realize.

If the delay is too short, your skills may cancel animations early or fail to activate properly. If the delay is too long, your DPS drops because your character pauses unnecessarily between attacks.

A good starting point is:

50ms delay

This works well for many players with stable connections.

However, if you notice delayed activations or inconsistent combos, slightly increase the delay until combat feels smooth. Players with higher ping may need a slightly higher value for reliable execution.

There is no perfect universal number because connection quality varies by region and server.

Positioning Still Matters During Farming

Even with optimized settings, positioning is still important.

Try to farm in areas where monsters spawn close together and respawn quickly. Tight mob density improves the effectiveness of automatic targeting and reduces idle movement.

Avoid overly aggressive zones early on. If enemies hit too hard, your farming speed drops because you spend more time recovering or dying.

For beginners, consistency is better than risky high-level farming spots.
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Discussions / EZG.com May 24th Monopoly Go Gold Stickers Sale
« Last post by salisy on May 23, 2026, 09:38:56 am »
Monopoly Go's new Golden Blitz event will begin on May 24th and last for one day. This event unlocks trading privileges for the 5-star gold card Forest of Thorns and the 4-star gold cards Wake up, Goldilocks. With less than two weeks until the end of this collection, if you haven't yet obtained these two rare gold cards and want to complete the collection, this Golden Blitz is your best chance.

As winners from the voting, these two gold cards are undeniably far rarer than other gold cards. If you're missing these two rare gold cards, it's recommended that you find trading partners before the event starts. This will prevent you from rushing to trade before the event begins, thus avoiding paying excessive prices or missing out on a great trading opportunity. It's generally recommended that players find trading partners in Monopoly Go-related communities or forum comment sections. However, to minimize the risk of being scammed, please be sure to verify the other party's in-game activity and level. Of course, if you're worried about being scammed, or simply don't want to waste time finding trading partners, EZG.com offers convenient and worry-free services to help you.

What is EZG.com?

EZG.com is a professional Monopoly Go shop, a trading platform chosen by many players to solve game puzzles and buy various in-game items. Here you can buy a variety of convenient services and rare cards of all star levels. Although gold cards cannot be directly traded, EZG.com is always quick to determine the start time of Golden Blitz and conduct pre-sales, ensuring players can obtain the items they need as soon as the event begins. Other event services, such as racers' events and partner events, are also available to ensure players can better enjoy the game.



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Safe and Reliable Transactions

EZG.com utilizes the most advanced security systems to safeguard the account security of every user. The information required for buying items is used solely to ensure the safe delivery of your goods and will never be utilized for any other purposes. Additionally, EZG supports multiple payment methods to ensure that every order you place is processed safely and securely.

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