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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5 (started by magnomagus in May 2015)
[MOD] Might & Magic: Heroes 5.5 This Popular Thread is 437 pages long: 1 2 3 4 5 ... 90 180 270 360 ... 433 434 435 436 437 · «PREV
E1ChuRich
E1ChuRich


Adventuring Hero
posted June 26, 2025 10:42 AM
Edited by E1ChuRich at 10:44, 26 Jun 2025.

I have an idea but I don't know how feasible is it.
I think adding new creatures to towns is great and it really refreshes this great game, with Dragonblood crystals or otherwise.

So every town has unique creature in HoMM 5.5 you can get with Dragonblood, but some are higher tier than others, for example most towns get a tear 4 creature, while Necro gets tier 5 or even tier 6 with that one hero. Dungeon also gets tier 6.

So my idea was what if all towns get unique tier 6 or even something like tier 6.5 creature? Now for most towns you would have to add completely new creature to the game and as far as I know NCF is now compatible with heroes 5.5.

So I did some brainstorming and here is what I came up with:

Heaven:
I would recommend Radiant/Blazing glory with simular abilities as in Hereos 6. For the model, a retextured Pixxie could work?

Inferno:
Efreeti. Model: retextured djinns.

Sylvan:
I would really like to see Pegasus riders again with some magic dampening ability, but unfortunately none of the original game models have a rider on a winged horse so I don't see how this model could be made.

Dungeon:
Already has Manticore. I would just make it little bit stronger to fit in 6.5 tier and also recolor him to dark purple and red because original coloring is really ugly.

Academy:
I would keep Arcane eagle, but just like with Manticores would buff them and recolor them to Blue or Azure.

Necropolis:
Death knights. And give some other racial to that one hero. Maybe let that one hero spawn Mummies in addition to DK-s?

Fortress:
Valkyries. For the model maybe a retextured Angel could be used?

Stronghold:
Can't decide but either Behemoths with retextured Bloodeyed cyclops (even though I don't know how attack animation would work) or Thunder birds aka retextured Phoenixes.

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E1ChuRich
E1ChuRich


Adventuring Hero
posted July 14, 2025 06:59 PM

There is a bug in Agrael's Trial scenario.
When I enter day 1 week 3 month 2 the sand clock apears and I can't click anything.

Also at one point green ally hero appears and she is supposed to give you her army if she stays alive but in my load she just runs around randomly or caps enemies mines.


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E1ChuRich
E1ChuRich


Adventuring Hero
posted July 15, 2025 08:27 AM

E1ChuRich said:
There is a bug in Agrael's Trial scenario.
When I enter day 1 week 3 month 2 the sand clock apears and I can't click anything.

Also at one point green ally hero appears and she is supposed to give you her army if she stays alive but in my load she just runs around randomly or caps enemies mines.




Ok I found out what the bug was. There is underground close to main town and if enemy hero attacks the devil inside before you the game brakes because a cinematic appears when you attack it.

I know I talk with myself on this forum but maybe it helps someone

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Wikiist2
Wikiist2

Tavern Dweller
posted July 27, 2025 01:07 PM
Edited by Wikiist2 at 12:08, 05 Aug 2025.

Dear Heroes 5.5 Team,

I just wanted to take a moment to sincerely thank all of you for the incredible work you've done on the Heroes 5.5 mod.

To be completely honest, when I first heard about the project, I wasn’t entirely on board with its premise. I was very attached to the original Heroes of Might and Magic V and wasn’t sure if changing or expanding it would improve the experience for me.

However, after spending a lot of time with the standard game—going through its campaigns and playing it multiple times—I gradually started to see the value in what Heroes 5.5 brings to the table. As I revisited the mod with a more open mind, I began to appreciate all the thoughtful design decisions, the balance improvements, and the amazing quality-of-life features you've added.

Today, I can honestly say that I absolutely love the mod. It has completely revitalized my enjoyment of the game, and I want to sincerely congratulate everyone on the team for creating something so impressive and meaningful for the community.

That said, I’d also like to mention one major design point that still doesn’t sit quite right with me—and share a few bug reports as well, in case they haven't been caught yet.

1.

I find it strange that every faction's magic class has access to two native schools of magic—except for Haven.

I was never too keen on designing Haven’s class system where two out of three classes represent a "rebel" archetype, which feels completely at odds with the faction’s core identity.

I understand the reliance on existing models and avatars, but I still believe Haven would be better served with a true Priest class instead of the Heretic.

Since it seems the Heretic class is here to stay and I’ve accepted that, I just have one request: could we replace Summoning Magic with Light Magic in the Heretic’s skill wheel?

Right now, it feels really off that Heretics can only learn Shatter Light. Haven always seemed like the faction that Light Magic’s second-level skill—boosting both Light and Dark spell power—was designed for. But if their main magic class can't even access Light Magic, that synergy is completely lost.

The Paladin’s stat distribution doesn’t really allow him to make full use of Light Magic either. Maybe if his stats were more like the Avenger’s retribution model—perhaps switching his Attack and Defense chances to something like 25% Attack, 35% Defense, 15% Spell Power, and 25% Knowledge—he’d fit better.

All I really want is to be able to play a Heretic hero with both Light and Dark Magic and imagine them as a Priest-like class. It’s hard for me to accept that two-thirds of Haven’s heroes feel like they belong to a different faction. Maybe that’s just my take.

Anyway, I just wanted to share this feedback: please consider swapping Summoning Magic with Light Magic in the Heretic’s skill wheel, and replace Shatter Light with Shatter Summoning. Thanks!

2.

Could someone explain why the artifacts that are supposed to summon elementals in place of lost creatures—like the Orb of Fire, Water, Air, Earth, and a few others—don’t seem to work for me in the game?

Interestingly, the artifacts from the Saint’s set work just fine, so I’m not sure if this is a bug, an oversight, or if I’m missing something.

3.

The in-game creaturepedia does not show "Immune to Air" ability for Djinn vizier.

4.

The Cult Master ability does not seem to work on my secondary heroes. I haven't tried it on my main yet ever.

5.

Also, just a side note—the slave market screen in Stronghold is broken, but I’m not sure where to report bugs.

6.

Mass Haste spell does seem to show wrong % number which is way higher than it actually is being used.

7.

Just an observations of mine, not sure if shared with anyone else. I've also noticed that occultism feels a bit overpowered in its current state. It doesn’t seem to matter if you build for magical immunity, luck-based resistance, or magic proof—spells still do a lot of damage. The 50% reduction in protection is huge, and even heroes fully built for magic resistance still take heavy damage. As a result, might-based heroes really struggle against spellcasters. I get that the goal of the mod was to tone down might heroes, but right now it feels like spellcasters have the upper hand.

--

Once again, thank you for your dedication and passion. You've done something truly special for HoMM fans, and it’s deeply appreciated.

Warm regards,
Wikist
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temnyrizar
temnyrizar

Tavern Dweller
posted August 13, 2025 09:11 PM

best mod for Heroes of Might and Magic 5.

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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted September 20, 2025 05:43 PM
Edited by dredknight at 19:39, 20 Sep 2025.

Hello E1ChuRich,

Yes every town get unique creature and tier differs but also growth differs, the higher the tier the lesser the growth. I don't see a reason to have a tier lock at 6.5.

Agrael's Trial scenario - thanks bug noted!

Hey Wikiist2,

Haven is a Might oriented faction.
- Heretics not having access to light - Heretics throw their believe in Elrath and turn to Malassa. That is why it wont make sense to have access to both. Also I don't understand why there is an issue? Lost Light  strategies are replaced with new Dark related ones. Unless you go into details here I don't know what more to say.
- Paladin’s stat distribution doesn’t really allow him to make full use of Light Magic - Light and dark are the schools that can work with less spellpower so that is not correct statement. Sure he cant resurrect that much as a full blown druid but that is compensated by the defensive properties he gets along the way.
Orb artifacts not summoning units - Thanks for the feedback. Havent been reported so far. I will check whenever I get opportunity. May be you did not have enough mana?
Djin Vezir missing Immunity to Air - noted will be fixed!
Cult Master is meant to work once per player. So no matter how many heroes you have with that perk it will work on only one hero.
Slave market ui bug - thank you will be fixed for next one!
Mass Haste text bug - this is only visual bug, will be fixed for next one.
Occultism strength - That is very cautious topic in terms of finding the best balance. I just am noting your words for now and will track other reports.

Thank you for the great words temnyrizar!
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted September 21, 2025 05:52 PM bonus applied by Galaad on 23 Sep 2025.
Edited by dredknight at 15:22, 13 Oct 2025.

RC19k released

>>> Download <<<

First there is no longer need to activate map scripts to make maps compatible for multiplayer/hotseat! We have also made amends to the multiplayer experience and hope it will bring less laggy experience.

Fixes issues with installations on the game version provided by steam. Recently there was an update of Tribes of the East on Steam that updated files modified dates and that overwrote the changes provided by the mod.

Fixes for RC19e regressions
Reverted removal of Always Active feature.
fixed NCF incidentally disabled for M55_Editor exes
fixed Mass Haste spell prediction wrongly reported (100-modifier)% instead of modifier%
fixed broken Inferno army calculation forced final enemy to have 1 familiar (campaign mission The Queen: The Siege)

ADVENTURE MAP
added unique adventure map models for the following artifacts: Staff of Asha's Eightfold, Angelic Alliance, Will of Urgash, Edge of Urgash, Robe of the Silver Cities, Angelic Voice, Magnificent Dragonblood Crystal, Shield of the Forgotten Hero, Staff of the Saint, Coif of the Prophet, Pirate Boots, Crest of the Legion, War Drums of the Legion, Sacred Seed, Crystal Eyeball, Circlet of Infinite Gems, Governor's Quill. Credit goes to Akad the Fox!,
changed guards for tier 4 to 7 Military posts:
from 4 stacks of 1 population of tiers 4,5,6,7
to 4 stacks of 1 population of tier 1,2,3, R where R is the unit available for recruitment
Witch Temple, Arcane tower and Mage vault sites no longer provide level 5 spells as a reward
improved Arcane ritual hero ability mana restoration cost from 14/12/10 to 12/10/8 movement points per Sorcery skill level for 1 mana.

COMBAT
Destruction skill tree has went through a revision to provide a wider variation of tactical advantages
Master of Storms perk - lightning spell casts no longer reduce loaded ATB value by half but instead apply Shocked effect. Shocked effect stops the unit ATB from loading for 0.4 ATB.
Master of Ice perk - Frozen effect applied by Ice Spells no longer pauses unit ATB but instead reduces target speed by 2 for single target ice spells and 1 for Circle of Winter. Effect duration changed from 0.40 ATB to 1 target enemy action.
changed Shield Allies ability ranged damage reduction from 50% to 2%*shield_provider_stack_size, capped at 50%
changed Corrupted Soil ability damage is now reduced by magic proof
fixed Healing Tent triggering on ally units with uncleansable effects (Wheel of Fortune and Seduce)
improved Healing tent so it now cleanses Master of Fire, Ignite, Master of Ice and Wound debuffs
reduced Celestial Shield spell bonus from 30/40/50/60 to 20/30/40/50 per spellpower
reduced Pristine Unicorn health from 90 to 85
fixed Lay hands creature ability could be cast on ally units affected by uncleansable effects. Now its behaviour is aligned with Tent Heal as if it is cast with None Light Magic skill mastery.
fixed Plague not affected by magic proof
fixed Fire Resistance and Armorer perks magic proof rounding caused it to be 1% less
(QAI) fixed Horned Grunts could use Leap while entangled
fixed cloned units by Shadow Image spell can use Howl ability. This allowed cloned Wolves to summon even more Wolves

COMBAT AI
Changes refer to the computer behaviour in combat for AI army and for player army controlled by the AI via auto-combat button.

fixed Ballista could shoot after ammo was depleted
fixed melee units staying to defend ally ranged units when they actually have overwhelming combat advantage. Now they will attack as normal
(QAI) fixed units defending instead of exploring the battlefield when only invisible enemy units were present.
(QAI) fixed summoned units not being considered viable targets unless they blocked pathing.
(QAI) fixed attacking Arcane Crystal was considered a valuable feat. Now the units will evade it at all costs unless it is blocking their movement. On a very rare occasion the AI may deicide to wait if the only option is attacking the crystal and if that will bring significant negative impact
(QAI) fixed casters incorrectly assumed the battle would end quickly so it often refrained from casting spells
(QAI) fixed units incorrectly assumed the battle would end quickly so they often refrained attacking war machines
changed target list for hero spell casts and attacks to include war machines.
changed target list for units' ranged attacks to include war machines.
fixed Deflect Missile spell cast was added as caster decision when there were no ranged enemy units so sometimes the caster spammed the spell without having meaningful impact.
(TOE) fixed Deflect Missile impact in combat was overestimated due to a bug in the 3.1 code. Credit to RedHeavenHero.
fixed Call Lightning ability cast was added as unit decision when the target had Obsidian Armour ability. This made the Titan indefinitely hit Obsidian golem with Call Lightning for 0 damage which allowed infinite kiting by hero.
fixed Counterspell ability decision weight being too high so AI used it all the time in certain circumstances. Credit to RedHeavenHero.

INTERFACE
fixed Stronghold Slave Market window sometimes appeared outside of the game screen when playing in window mode
fixed selecting Azure color and Sylvan faction in lobby would wrongly cause faction symbol above Sylvan cities and mines to be Azure Haven. Credit to Zobr.
added right-click spell effect called Shielded for units with Large Shield ability or under Shield Allies protection. It showcase the applied ranged damage reduction modifier.
Refined combat right-click spell effects
Rune of Charge, Rune of Dragonform show bonus value
Ignite show the damage it deals per turn
Rage levels text style and formatting aligned
Refined numerous spellbook descriptions
Haste, Slow initiative; Celestial Shield absorption; Raise Dead, Resurrection, Deflect Missile, Confusion reduction - values show up to 2 decimals of rounding
Weakness show correct debuf value (was 1% less)
Fire Mines, Summon Elementals show correct summon count (was 1 too many)
fixed Galib hero description text wrong starting skill
fixed Shout skill description text wrong base/new initiative
fixed combat log partial resistance message presented as full resistance
fixed Festering Aura ability description Morale reduction presented as -2 but actually -1
fixed Banshee Howl spell description Morale reduction presented as -2 but actually -1
fixed Djin Vizier profile in Creaturepedia was missing Immunity to Air ability

MAPMAKERS & MODERS TOOLS
The Map Editor Tools Panel will now show all MMH55 assets:
100+ artifacts - including books, parchments and ultimate artifacts
25+ interactable adventure objects
3 neutral dwellings
3 classes per faction
7 dwellings per faction (read below)

New assets have a blue dot in one of the top corners to denote MMH55 affiliation. Credit goes to Xuxo who made a significant portion of the Map Editor Icons!

EXTENDED DWELLINGS MODING
The existing tier 4,5,6 and 7 military post dwellings are now segregated into separate entities, one for each tier in each faction roster for a total of 32 new dwellings objects. They come with the original faction military post model so there are no changes for the player. However the change allows moders to provide packages with their own models for each dwelling tier by a simple drag and drop in the game Data folder.
The first community made dwelling package is in the works and is lead by Akad. To try it out or join the effort visit our discord! We have created 2 new guides to showcase MMH55 moding capabilities:

How to add new unit
How to add dwelling visuals

IMPROVED SUBMOD COMPATIBILITY
added 9 more M55_Stats.pak slots usable by the engine (M55_Stats1.pak, MMH55-Stats2.pak and so on up MMH55-Stats9.pak). The one with highest numerical value is prioritized.
added RuneOfBerserkingChange boolean that will allow submoders revert Rune Of Berserking effect from No Enemy Retaliation to Double Attack.
added CanBeEquippedOnAllCreatures boolean that will allow submoders to enable Academy creature artifacts be equipped on units of any faction.
added 30 more dummy hero skills to the roster (ids HERO_SKILL_221 - 221 to HERO_SKILL_250 - 250) to allow creation of new skills/perks by binding custom lua behaviour to them.

For more details read the article on moddb!
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OzzyKP
OzzyKP

Tavern Dweller
posted September 23, 2025 08:50 PM
Edited by OzzyKP at 20:52, 23 Sep 2025.

dredknight said:

Hey Wikiist2,

Haven is a Might oriented faction.
- Heretics not having access to light - Heretics throw their believe in Elrath and turn to Malassa. That is why it wont make sense to have access to both. Also I don't understand why there is an issue? Lost Light strategies are replaced with new Dark related ones. Unless you go into details here I don't know what more to say.
- Paladin’s stat distribution doesn’t really allow him to make full use of Light Magic - Light and dark are the schools that can work with less spellpower so that is not correct statement. Sure he cant resurrect that much as a full blown druid but that is compensated by the defensive properties he gets along the way.


The issue, which I agree with Wikiist2 on, isn't so much about mechanical strategies, but more of a thematic fit.  Haven fill the niche of the good guy champions of light.  Yet two out of three of their classes are more evil themed.  It'd be like if two out of three Necropolis heroes didn't have any undead synergy or mechanics, or two-thirds of the fortress heroes were elves.  If we want to play that classic good vs. evil trope, why is the most quintessential good faction subverted?

If someone wants to play a faction that is focused on dark magic, why can't they go for dungeon or necropolis?  Why does Haven have to be another dark magic faction?  And sure, I don't know all the lore, but why is Haven the only faction with anti-faction heroes?  If we need to make room for Haven heroes who turn their back on "the light" then why not make room for necropolis heroes who turn their back on the undead?    Or a class or two of anti-nature elf heroes.  
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted September 26, 2025 12:00 PM
Edited by dredknight at 12:52, 26 Sep 2025.

All deviations from factions perfect fit are based on lore. There is no better faction than Haven to have anti-faction heroes. The campaigns are so focused on it that all their alternative creature upgrades are based on the Renegade storyline.

To prove that is not the only such change check Necropolis Necromancer class, it has access to Light which may look unnatural at first glance but in regards to lore Necropolis is a faction united under the desire of reaching the full potential of magic and do not care about gods or affiliations.

And if still none of that is valid case, we lack a good 3D model for the the priest class itself.
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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted September 26, 2025 06:27 PM
Edited by Rimgrabber at 18:33, 26 Sep 2025.

For what it's worth, I do agree that it would make sense for the Heretics to also have access to Light Magic. For one thing, mechanically Haven's two favored schools are light and dark, per their mages guild, so it's a little strange that their magic-oriented class doesn't have access to one of those. Secondly, in the storyline, the Renegades don't view themselves as worshippers of Urgash or Malassa. They've been tricked by Biara, they still believe that they are following Elrath. So, in my opinion, it doesn't make sense lore-wise that they wouldn't still have access to light magic as well as dark. With that said, I think that since the faction is centered around the Knight class anyway, it's a matter of taste and the devs should do whatever they want.

The only real problem I see with giving the Heretics light magic is that Wizards are currently the only class with access to all 4 schools of magic, which seems to be themetically sensible and on purpose, but if Heretics lose access to either Summoning or Destruction magic then Haven loses access to those schools altogether, which really goes against the purpose of this mod to be able to have a variety of different playstyles with each faction.

A potential solution I could see to this would be to change Haven's classes again by making Heretics a hybrid class that also gets destruction magic instead of a caster class, with Knights as the only might class and the magic class being something like "witch hunter" that has access to both light and dark magic, as well as summoning magic. But that would be a massive change and I wouldn't want to casually suggest that if the devs don't see a problem with what they currently have.
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anl93
anl93


Hired Hero
posted September 26, 2025 07:32 PM

Do we still need Utility.Exe for campaing plays?

I want to start from haven campaign.

(I always played ARMG maps up to now and have latest vdersion)

Thanks.

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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted September 26, 2025 08:12 PM

@Rimgrabber I pretty much agree with all you said. Because of those heretic stuff it is challenging to fit that lore polarity into 3 classes while trying to provide alternative faction gameplay.

And if a change is not overly beneficial then it should not be done. However I note all remarks from this conversation and if something more grandiose is made We will try to align the faction classes in some way. Only time will tell.

@anl93 some missions may have heroes that idle out and stop moving due to LUA constrains besides that there is no other difference.
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Rimgrabber
Rimgrabber


Promising
Famous Hero
Voice in Gelu's Head
posted September 27, 2025 06:06 PM
Edited by Rimgrabber at 18:07, 27 Sep 2025.

Another thought I had just now: What if the Renegade class was rebalanced to be more of a hybrid than might class and it got access to both light and dark but neither summoning or destruction? The Renegades could represent the misguided followers of Biara using both light and dark magic while the Heretics could represent the more nefarious actors that are all in on the dark magic evil side of things? Light magic generally works better for might/hybrid classes than for pure mages anyway.
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted September 29, 2025 01:18 PM

Probably something can be done in that area, but after some external changes that will give more value in the change.

Also the article as updated with the RC19i update to hotfix some leftover bugs driven by the new changes:
Master of Storms perk description did not reflect the new changes
creature casters of Lightning spells applied the Shocked effect

Moreover there are a few translations ready for it:
Italian by @millenary_fater
Hungarian by @BrucknerHun
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OzzyKP
OzzyKP

Tavern Dweller
posted September 30, 2025 05:08 PM
Edited by OzzyKP at 17:09, 30 Sep 2025.

Rimgrabber said:
Another thought I had just now: What if the Renegade class was rebalanced to be more of a hybrid than might class and it got access to both light and dark but neither summoning or destruction? The Renegades could represent the misguided followers of Biara using both light and dark magic while the Heretics could represent the more nefarious actors that are all in on the dark magic evil side of things? Light magic generally works better for might/hybrid classes than for pure mages anyway.


I like that idea.  Or maybe even destruction instead of dark.  
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 06, 2025 05:16 PM
Edited by dredknight at 15:21, 13 Oct 2025.

The external manual is now updated for RC19i and supports 6 languages - English, French, Hungarian, Italian, Russian and Spanish.

Same language translations are also available for the mod.

=======================================
The above article has been updated to RC19k release.

TLDR: Update ASAP If campaigns are your main point of play!

This release fixes serious misconfiguration that reverted important campaign changes implemented in RC19d.

Fixes issues with installations on the game version provided by steam. Recently there was an update of Tribes of the East on Steam that updated files modified dates and that overwrote the changes provided by the mod.

Two other changes are also included:
changed Frozen effect duration from 1 turn to 1 target enemy action to make the effect more predictable and reliable.  Before the change 1.0 ATB turn (based on 10 initiative) duration on fast targets was borderline low and could expire before target turn comes. On the other hand buffing it would allow the effect last a second turn on slow units
fixed cloned units by Shadow Image spell can use Howl ability. This allowed cloned Wolves to summon even more Wolves.
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