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Heroes Community > Library of Enlightenment > Thread: Not in the Manual
Thread: Not in the Manual This thread is 26 pages long: 1 2 3 4 5 ... 10 20 ... 22 23 24 25 26 · «PREV / NEXT»
FireSpirit
FireSpirit


Famous Hero
with warm hands
posted March 09, 2006 10:55 AM

Quote:
They're also immune to Morale-related spells (Mirth and Sorrow)


But they are mind spells .
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 09, 2006 11:19 AM
Edited by LegendMaker on 9 Mar 2006

Quote:
Quote:
They're also immune to Morale-related spells (Mirth and Sorrow)


But they are mind spells .
You're right ! Furthermore, I listed "Sorrow" two times (once as a mind spell and once as a "morale-related" one)...
But I am TIRED ! Rofllmmfao

FURTHER EDIT

I also forgot FRENZY !

Undead units are immune to any and all mind spells : Hypnotize, Sorrow, Curse, Blind, Berzerk, Frenzy, Mirth and Forgetfullness.

(I really should get some sleep from time to time..)

Almost forgot :

When your Hero "dies"... he DON'T !

He will ALWAYS still be waiting for YOU at YOUR TAVERN, no matter how many Zillion lousy Heroes you will have to recruit then dismiss to reach him.

However, if you've still not managed to recruit him again between his faked "death" and the NEXT week's turn... He will be up for grabs for ANY player in the game, randomly chosen like any other non-recruited hero.

But even if it's your OPPONENT who later recruit him, he will STILL have all his XP points, Skills, spellbook (along with ALL the spells he learnt in his "past life" lol), war machines and arties !

Get some rest already, "Legend" !
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 09, 2006 02:29 PM

Hi Xarfax

Sure thing. Some previous lines mentionned bugs, like for instance Air Shield increases damage from the turrets instead of reducing it. So I'd assumed bugs were in.

But I agree with you that the ones I explained in the 'Multiplayer' part of my post is arguably a cheat hint. I'll edit it out right away.
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 09, 2006 02:46 PM

Some more

Whatever spell for which an opposite spell does exist will dispell said opposite spell THEN apply if it is cast on a creature previously affected by the opposite spell.

(example : Casting HASTE on a blinded stack won't unblind it, it will simply increase the stack's speed ; but Casting Haste on a SLOWED stack will DISPELL the Slow spell THEN apply normally).

The Legendary Skel
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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted March 09, 2006 06:37 PM

I think some of my points should be corrected, they may sound a bit misleading.
Quote:
51. Balistics will let you cast first in a siege, if not your opponent does have the artillery skill. (Black Eyed Russ)
Should be:
51. Balistics (if you are attacking) and Artillery (if you are defending) will let you cast first during the siege. If you wait with the catapult or the arrow towers, you will be able to cast after ALL units have moved.
Also, this could be edited a bit too:
Quote:
53. Your Hypnotized Hydras will only attack your opponent's creatures with their attack all adjacent special, even if your creatures stand next to them. (Black Eyed Russ)
Thanks.

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c0ldshadow
c0ldshadow


Known Hero
ig chr0meice91
posted March 10, 2006 12:53 AM

not sure if this is worthy of adding to the list or not, but master genies spells are not totally random. they are 'smart' enough to cast slayer on allies sometimes when you are facing dragons in a utopia. not totally random, therefore. a master genie will never cast slayer however, if the combat doesn't involve dragons.

note: im not sure if the slayer is possible to be cast by genies in non-utopia fights.

if master genies do in fact cast slayer on allies sometimes in non-utopia fights that have dragons, i would be curious if they are smart enough to cast slayer vs. behemoths and hydras (since slayer helps vs. them too)

one thing im curious about and will test later:

if a master genie, pit lord, archangel, etc, are berserked... can you use specialities on the opposite army?

for example.. can a berserked archangel ressurect creatures from the enemies army? master genie bless some one on the other army? etc.
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted March 10, 2006 05:11 AM
Edited by Nebuka on 9 Mar 2006

Berserked not for sure. They'll use their combat abilities always, never spells, even Fairy Dragons.

But would be good question about hypnotized units...

EDIT: Well, just tried it. And it's exactly as they are your own troops. Archies will ressurect your fallen ones, master genies will cast spells only on your troops, and even pit lords will summon demons out of your dead troops.

Now if only that's a level 5 spell. That is, with some more reasonable spell power to creatures effected ratio. :-)
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Binabik
Binabik


Responsible
Legendary Hero
posted March 10, 2006 10:52 AM

To hypnotize a stack, you must have enough spell power to hypnotize the stack at full health, even if they only have partial health.

Hypnotize can be used like a blind spell on cretures immune to blind (like phoenix), or when the Pendant of Second Sight is equiped.  (it's good for those blind/resurrect fights against phoenix, efreets, etc)

Beserked range units will always melee attack.


Quote:
7. An "A" will get your Behemots 1 step closer, if in Tactics Phase.

Could you clarify this.  Someone who doesn't know this trick might not understand this. I've never tried it, but don't they have to move all the way forward before hitting "A"? Also, this only works with 2-hex creatures doesn't it?

Quote:
6. If you cast clone and there is no space to put the clone stack, they will not appear. The original cloned stack will disappear after the fight

I've never tried it, so I'll let someone else explain the "pushing through the wall" trick.

Quote:
and even pit lords will summon demons out of your dead troops.

Do you get to keep the demons?

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 10, 2006 07:36 PM
Edited by LegendMaker on 10 Mar 2006

HEY !

Quote:
...hey we havent reached the 99 yet... i WANT more!
Me too ! Until we've at least reached the 200 cap, this thread's work won' be even CLOSE to finished imho !
Quote:
1. Damage done by Catapult is 1 or 2 and is only influenced by Balistics. Walls have 2 damage points.
Yeah AND the lousy "EarthQuake" spell won't ever create a breach in those walls by itself. It does only 1 damage to each point it strikes, AND they are NOT totally "randomly chosen" : the same point won't EVER be touched by that spell two times in the same combat (once one point is reached by it, it is "black-listed" by its "randomly chosen" criteria for the rest of the combat) ! Its effect is neither affected by Spell Power nor by Ballistics skill.
Quote:
6. Best way to shoot a wall down is to target the adjacted turret.
Yeah, AND it is true for anything you "target" : if you want to strike a turret , the highest chance of success is ALWAYS by targetting the farthest possible point around it that will STILL give you the "mini catapult" icon when you point on it !
Quote:
8. Although Magic Arrow is a Fire Spell, all magic schools and magic orbs do increase its damage.
Huh ? Was THAT the reason why I once had Basic Fire + Expert Earth, yet the dumb comp DIDN'T allow me to cast a Magic Arrow against Fire Elemnts ?! And also, it didn't allow it to be cast at Expert but only at Basic against non-Fire-immune creeps. Magic Arrow IS a Fire Spell ! Wow. Thanks. Good to know.
Quote:
PS: All maps spells from scrolls can be casted even without spellbook.
HEY ! I was wondering why you didn't pick some of my lines. Not all, as I later realized some were already suggested by someone else or already in the manual. But some. I guessed you simply missed a few of my lines :
Quote:
Furthermore, any ADVENTURE MAP spell will be castable even if the Hero has no spell book, as long as he has the corresponding scroll or tome (artifact).

Not just View Air/Earth. You can actually TP with a might scout that has neither a spell book on him, nor the Wisdom skill !

TRY it at home, kids ! Won't do you no harm. hehehehe

The Legendary Skel.
Also, could you please give me a reason why you didn't pick that one :
Quote:
If your opponent has Water Magic at a higher level than your Earth Magic, his Dispell will cancel your AntiMagic. Otherwise, it won't have any effect.

The Legendary Skel.
Is it in the manual and I've missed it ?

Kind Regards. Legend.
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 11, 2006 09:23 AM
Edited by LegendMaker on 11 Mar 2006

Quote:
Dispel/Antimagic thingie is not really a tricky advice and wont be added to the list...thats why it is not in. (Hope i didnt hurt your feelings thou )
Lol You just broke my heart in two. How can you be so rude ?
Quote:
I think some of my points should be corrected, they may sound a bit misleading.
I think so too, so I will try to gather those here to help finding the better way to put it (in one line) :
Quote:
Russ :

51. Balistics will let you cast first in a siege, if not your opponent does have the artillery skill. (Black Eyed Russ)

Should be:

51. Balistics (if you are attacking) and Artillery (if you are defending) will let you cast first during the siege. If you wait with the catapult or the arrow towers, you will be able to cast after ALL units have moved.

Me :

I) If the attacker has Ballistics at a higher level than the defender's Artillery, he will have initiative in siege combat. Otherwise, the defender's turrets will go first (hence, he will have the initiative if he has at least Basic Artillery).
First off, I think Xarfax was right to take out the "and if you Wait, you will be able to cast last" part. We all know by now that the speed system works in reverse in the second part of a combat round. So, stating that the Catapult goes first = stating it will go last if it waits ! Do you bother to precise "Phoenix have guaranteed initiative in combat. Also, if they Wait, they will ALWAYS go last." ? Sorry, dude.

Second, my version includes details that I think are crucial and are not included in Xarfax's summarized version. It lacks accuracy without it. Well, it's technically all true, but incomplete.

Some people could actually jum to the conclusion that Artillery > Ballistics in the initiative war. While this is almost always true, it is NOT when the attacker's Ballistics is at a higher level than the defender's Artillery.

IT's like this, really :



As you can see (highlighted in bold characters) there are actually 3 cases in which the defender HAS Artillery and yet the Attacker will STILL go first.

So, immho, it should actually be :

51. Artillery Skill will give the initiative to the defender's turrets EXCEPT if the attacker has Ballistics Skill at a higher level than the defender's Artillery. (Black Eyed Russ / The Legendarily perfectionnist Skel) hehehehe
Quote:
The Earthquake thingie will be added as soon as you put it in one line.
Fair enough. After all, you do all that extra work here : summing up our loooong lines (or in my case, paragraphs), keeping the list edited, fresh and up-to-date and of course, that fine roleplay effects you're adding to the mix by renaming each of us that hits the list !

Yet, we perfectionnists are annoying enough to complain about how our lines sounded greater in the original version compared to you extra sparse summary !

ROFLLMMFAO (btw, for those who still wonder, these extra L and M are NO misspelling : every letter stands for something ).

Ok, so how about :

Earthquake spell ALWAYS does ONLY 1 damage to each castle part it affects and it will NEVER affect any given part more than ONCE per siege combat.

Hehehe. I know my version of "sparse" is still quite wordy but hey ! I'm a wordy mother******, after all !
Quote:
....

Original Thread was this one made by Andiangelslayer:

...ull find some of our list in there too.
You bet ! Darn, I had most of those in a corner of my mind all the way... They just took a tad bit too long
to crawl out !

More will follow.

Legend.
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 11, 2006 11:04 AM
Edited by LegendMaker on 11 Mar 2006

I Just Can't Get Enough

* Clones will automatically disappear as soon as all allied actual creatures are dead, even if they are not attacked.

* Summoned and Resurrected creatures will remain on the battlefield even after all allied actual creatures are dead, even if they are not permanently added to your army after the combat.

* All spells applicable to a creature will work fine on its Clone EXCEPT Animate Dead / Resurrect, Sacrifice and Clone.

* You can't have more than one Clone at a time for any given stack of creatures.

* Clones have exactly the same special abilities as their originals.

(Whatever stack a GD Clone ages will remain aged even after the clone disappeared, and so on).

* Clones are affected by the allied Hero's skills, stats, morale (if applicable), luck and arties just like the original creatures.

* You can't neither summon from nor resurrect / animate a Clone stack, but you can clone a summoned or ressurected stack.

* Any and ALL creatures summoned, resurrected, animated or sacrificed by your opponent will count both for XP points and Necromancy calcultations (if applicable).

* The Opponent's Clones DO count for both XP points and Necromancy calculations, but only up to ONE Clone for each stack.

To be continued...
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conanthebarbar
conanthebarbar


Hired Hero
posted March 11, 2006 02:35 PM
Edited by conanthebarbar on 11 Mar 2006

Mana Vortex

Quote:
check that one out FOG
[url]http://heroescommunity.com/viewthread.php3?FID=6&TID=11801[/url]
Another interesting fact:

If your current mana is more than the mana vortex will provide, the mana vortex will do nothing until you place an artie on your hero that will make you gain more mana.


I dont know if other mana vortex-thing was mentioned here also:

It says: it doubles the mana of any VISITING hero in that town. So if you sit with a scout already in garrison at beginning of new week there is a way to avoid double. You click into 2nd or 3rd town garrison first, then you use NEXT TOWN icon inside that town and you visit your dungeon town this way. In this case the mana of garrison hero doesnt double in dungeon! You can take out him/her from garrison and move out from town. Vortex doesnt double mana  until you VISIT town directly. But you can "outplay" it, the above mentioned way...

2 questions though:

25. A shipyard and all other not upgrading buildings give 9 points more firepower to the turrets. (Xarfax1 the Kreegan Warrior)

Which buildings do still? In towns there is no shipyard allowed what buildings do it?

If Thorgrim does have 100% resistance only dispel works on his creatures. (Commando)

This is not quite clear either what he means ...

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted March 11, 2006 07:55 PM

...to the critics.

First of all i must make some things clear!

I fully obey the great CoC (which is even better then the Constitution of the United Staates) and i completely follow the philosophy of the board and its owner!

Means...

This is "Valerys Board" and "he can do what he wants" and "he rules this place", which means that this is a place without any democratic decisions and without taking other opininions into concern.

So i totally adapt this Dictator Philosophy as mine ...so this is my thread, my list...i do what i want and i rule this place (me rulez).

So if someone disagree with my lines he can ask me to take his name away after the line (replaced by mine). Or he can make suggestions here anytime he want (but leave completely unoted).

And if a line isnt clear to your small mind, dont be so damned lazy and test it on your own. Those lines are meant as "rumours in the tavern" not a complete explaination for peeps that are lazy as hell.

Ok im rude but me rulez!

Xarfax1
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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted March 11, 2006 09:07 PM

Quote:
First off, I think Xarfax was right to take out the "and if you Wait, you will be able to cast last" part. We all know by now that the speed system works in reverse in the second part of a combat round. So, stating that the Catapult goes first = stating it will go last if it waits ! Do you bother to precise "Phoenix have guaranteed initiative in combat.
If you wait with a unit like AAs, it would be really stupid to assume that you'll be able to cast last. Your enemy can blind them, berzerk them, slow them, haste his own units, implo them, etc.
This isn't the case with the catapult and especially the towers. With those you are guaranteed to cast last unless they are destroyed (and that is very hard to do considering catapult's 1000 hit points and implo immunity).

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Tc_Fear
Tc_Fear


Famous Hero
posted March 12, 2006 02:26 PM

Animate Dead - donot require earth for creatures to stay undead after battle
as Ressurect do require earth for living to stay alive

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conanthebarbar
conanthebarbar


Hired Hero
posted March 12, 2006 03:05 PM

Quote:
1.
85. You can use the specialities of cloned or hyphnotized creatures. (the Legendary Skel).



86(?). The mass dispel does not remove the mass counterstrike spell from opponent's army. In the SAME turn dispel casted they will hit back mutliple times, as the counterstrike would still on.

Or you call this one a "combat bug" too?

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted March 12, 2006 04:46 PM

Quote:
First of all i must make some things clear!

I fully obey the great CoC (which is even better then the Constitution of the United Staates) and i completely follow the philosophy of the board and its owner!

Means...

This is "Valerys Board" and "he can do what he wants" and "he rules this place", which means that this is a place without any democratic decisions and without taking other opininions into concern.

So i totally adapt this Dictator Philosophy as mine ...so this is my thread, my list...i do what i want and i rule this place (me rulez).

So if someone disagree with my lines he can ask me to take his name away after the line (replaced by mine). Or he can make suggestions here anytime he want (but leave completely unoted).

Ok im rude but me rulez!

Xarfax1

I fully obey thy CoX (short for Code of Xarfax, of course! What did you think it was?! ), but could you please change my title in the list from "King Vlaad the IVth" to "King Vlaad IV"? Or is it against CoX? (If so, please don't give me -QPs )

Anyhow, here's more tosses:

Windmills give all types of resources except wood.

If a hero with Grail in his backpack retreats, he will appear in Tavern without it.

You can upgrade first level units for free in Fort Hill.

Disrupting Ray cannot be Dispelled.

The Faerie Dragon's Magic Mirror ability will return the hostile spell, but NOT if it was cast by the opponent's Faerie Dragon!
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 12, 2006 09:06 PM

Quote:
Animate Dead - donot require earth for creatures to stay undead after battle
as Ressurect do require earth for living to stay alive
Sorry, TC, but that's :

1) WRONG.
Animate Dead's effect is permanent ALWAYS.
Resurrection's effect is permanent only with ADVANCED Earth Magic or above.

2) IN the Manual.
In "Spell Reference", it says "effect : permanent" at every level of the description for Animate.

For "Resurection", it clearly states "restored to life for the duration of the CURRENT BATTLE" for Basic Earth. While it says "permanently" for Adv and Xpt.

Kindly.

Legend.
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 12, 2006 09:23 PM
Edited by LegendMaker on 12 Mar 2006

It's ON THE LINE ! ! !

Gee.

Following previously exposed thread philosophy, I, LegendMaker, as the famous SELF-TYRANT I am, AUTO-PROCLAIMED meself "Hero of the Dictatorship" in this here thread. (Technically, same as Xarfax = local Val in this thread, I'll be the local "mod" ).

Black Stars will be added if you disobey X. the madman in any way I see fit.

Okay, now on to that impressive amount of posts that you guys did while I was tenderly hughing Morpheus the Sandman (my teddy bear ) this afternoon :

@ Conanthebarbar

Man, Tig told me about you. First off, nice to meet you. Secondly, please make the distinction between this thread's dead serious tactics wizardry and its plain funny roleplay good fun. This should avoid lotsa missunderstandings.

[got to go for RL matters right in the middle of this post, so I'll do an "edit" to post the 3/4 of its content that I didn't have time to type yet]

[Legendary ADDIT] :

Quote:
Disrupting Ray cannot be Dispelled.
Sorry, Vlaad. That's technically true, but not really accurate nor complete.

In fact, you can only possibly "Dispell" what sticks to the creature(s) they are cast upon (ie it affects the color of their "status bar", and if you right click on the stack in question, the spell's icon will appear on the list).

Disrupting Ray, like Behemies special, has an immediate and definitive effect. It's not uncastable, simply because it's not cast anymore. It HAS BEEN cast, and only the CONSEQUENCES of that still exist afterwards.

So, it's logical that Dispell has nothing to do with it. It would be just like stating that you can't "Dispell" the Behemies' special, at least imho.

Btw :

* Unlike Disrupting Ray, GD's Aging doesn't work cumulative : an already aged stack's HP won't lower any further if you age it again.

Quote:
Thats a bug like badge of courage or like you can sell scrolls in artifact merchant.
It's not a bug about Arties merchant. Scrolls = (minor) Arties. It's plain clear both in manual and in the game itself that you can buy and sell ANY artie in the merchant. So there's no bug in that, imho.
Quote:
* Any and ALL creatures summoned, resurrected, animated or sacrificed by your opponent will count both for XP points and Necromancy calcultations (if applicable).

* The Opponent's Clones DO count for both XP points and Necromancy calculations, but only up to ONE Clone for each stack.
Ô Ye MIGHTY Fireball Specialist (lmao ), please reconsider including those in the list ! ALL criterias are there :

1) It's NOT in the manual.

2) It IS by all means "really a tricky advice".

Back in the days I purposedly handicapped myself by picking that *** ALAMAR as my main hero, little did I know that this "mighty special" of mine actually worked AGAINST me !

In FFA, if one foo plays Alamar or Jeddite as main, by all means, take him out FIRST ! His (hopefully numerous) Resurrections will give you up to 3 or 4 times the XP points (and Skellies, if you're Necro) you would normally get from killing a Hero of same Level with an equivalent army !

Would you still say that's not a witty tip ?!

Kindly.

Legend.
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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 12, 2006 11:47 PM
Edited by LegendMaker on 12 Mar 2006

Scroll Up PLEASE

Quote:
[got to go for RL matters right in the middle of this post, so I'll do an "edit" to post the 3/4 of its content that I didn't have time to type yet]

Done ! Folks, please scroll up to that point in my previous "It's ON THE LINE !!!" post and read my "Legendary ADDIT" there.

Btw, some more :

* Expert Dispell will remove the Scorpicore's Paralyzing, the Dendroid's binding, the Medusas' Stoning, GDs' Aging... Just about ANY Critters special that has a LASTING effect.

Tia. Legend.
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