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Heroes Community > Age of Heroes Coliseum > Thread: ICTC3:The Renegade Elves
Thread: ICTC3:The Renegade Elves
Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 05, 2008 01:15 PM
Edited by Drunk_Lord at 16:19, 05 Mar 2008.

ICTC3:The Renegade Elves

Also known as: Bloody Elves, The Red Elves
Worship: No-one
Philosophy: Do what is needed  in order to survive
Country\Kingdom: Between the Griffin Empire, The Silver Cities and Heresh

Capital City: Blood Moon
Symbols: Kraal’s symbol, Symbol of the exiled ones
 

Associated Colors: Red and yellow
Faction Alignment: Neutral
Good Relations: Wizards
Bad Relations: Necromancers, Demons

The Exile
In 760 YSD a society of Elves opposed King Alaron. They disliked his leadership and were convinced that he’ll bring no good to Irollan. So in 768 YSD those elves were exiled by King Alaron and thus Syllana no longer favored them. Being cut off from their counterpart and their goddess, these elves were just weakened mortals. So they started a long journey for seeking new home. But wherever the went, they received only hostility and misunderstanding. But finally they reached a distant land between the north-east of the Silver Cities and north-west of Heresh. This was a land where the wizards wisdom, the necromancer’s dark powers and the nobility of the Griffin knights were one thing. A land ravaged by madness, hopelessness and visions from the horrors and battles, and the journey through it would drive any but the men with the strongest will to madness. Although many elves died in the campaign, the remains made it to the place which is now called Blood Moon. The first to discover these elven exiles there were the mages of the Silver Cities, who provided the exiles their help, support and advice in these hard times in exchange for the elves to protect the border from necromancers’ and demons’ invasions. The wizards mentored and thought the elves deep into the art of magic, and those elves had became skillful mages, as strong as their mentors though some of the elven mages became even more powerful than their mentors.

The Peaceful Years
The exiles weren’t immortal anymore, but they delved deep in the secret of immortality. And in 776 YSD, a young elven mage, called Ziram discovered the way to great power. He discovered a way that magical powers can be channeled through body and mind, synchronizing them perfectly and giving them great mind power. The source of that magical energy was a fountain in the capital city of their country. All seemed well. The exiles were on the way to glory, more powerful then ever. With their new magical power they build and created many wonderful things. Diplomacy was going well. The alliance with the wizards had strengthen and dialog with the Griffin Empire was set. The only potential threat seemed the necromancers from Heresh, but they didn’t even knew about this rising new nation, which played, if not important, a role in the future events. In return, the elven kingdom was aware of the necromancers and had set it’s defense on the Heresh border. Although the necromancer sent many scouts they never returned to tell the tale about the new kingdom.

The Invasion
In 813 YSD the necromancers waged war on the Seven Cities and the elven people were the first to sustain the hit. Although the necromancers didn't knew about them they were aware of something like that because their scouts never returned from this land. The borders hold a few weeks before the undead broke into the countryside and penetrated to the capital. The capital was furiously besieged and the elves could barely hold the walls. Although many messengers had been sent to the Silver Cities help from there didn't arrived. The situation was hopeless. And two weeks later the undead finally broke into the city. The elves were encircled around the mystical fountain which gave them the strength to continue the fight. And in this very moment the forces of the Silver Cities arrived, wreaking havoc on the undead and forced them back. But in the chaos, the undead leader, a Death Knight, got near the sacred fountain and touched the glowing liquid in it, thus defiling it at the cost of his own live, because he was slain by Ziram's spell at the next moment. The necromancers were driven out, but it seemed more like a defeat then victory. The damage was done.

The Thirst
The necromancers were successfully driven out of the country by the combined forces of Ziram and the Wizards. The elves returned to their own land to heal their own wounds and continue their lives. The country was under the protection of the Silver League which had positioned it's forces on the Heresh borders with the elven country. Another year past so. The exiles were tormented by a strange thirst, which didn't give them rest, day and night. A messenger of Sirtarious, one of Ziram's councils were sent to Al Safir to seek out the answer about this mysterious thirst. There he learned that the reason for that torment was that the magical powers of the fountain flowed in the elves veins for a long time. The elves were addicted to magical energy. The life without it was impossible. Many elves died form that Thirst. The remaining continued their lives desperate and weaken.

The Demon's Offer and the Blood Moon
843 YSD. Total lunar eclipse. Demons invaded Ashan in great numbers. The exile elves were also invaded. The mighty army of the Demonlord Kraal encircles the elves in their Capital. The situation was hopeless. Though the besieged used their rage and combat experience in battle the demons came in swarms and the elves were forced to completely defend. Then the leader of the demon army, Kraal, offered the dying Ziram(a strange illness laid on him since the siege began) the knowledge to defeat the Thirst. But Ziram refused and died at that very day. There was no leader. On the following night the demons launched the most furious attacks upon the defenders. Everyone was at the walls. Except Farlorn(the messenger who was sent in the Silver Cities) who was praying for help. He prayed to Asha. The legend speaks that Asha heard his prayers and send him a vision with a bloody-colored moon and Kraal’s sign on a flag in his hand. It was clear to him what he must do. He took his elite bodyguard, opened the main gate and fought his way to Kraal. His bodyguard was slain, but he attacked Kraal and seized his flag. And at the next moment all demons screamed in fear and horror. The moon had turned in bloody color. The demons retreated and aborted the siege. It was then, when the capital city was renamed to Blood Moon.
Kraal was taken prisoner. Under torments he told Farlorn that the hunger can be fed if the elves consume the other’s creatures magical energies. From that day the elves renamed themselves Bloody elves and became wandering nation. They used their enemies’ spirit and energy, their minds and memories to keep alive. The few elves which were left in Blood Moon had the task of rebuilding and restoring the former kingdom for when any wanderers seeks refuge, be it bloody elf or any other, to find it there.

Town creatures

Tier 1

(Sorry, she’s a bit naked )
Fire Pixie
Dwelling – Fiery Grove
The fire pixies are little, maybe evil-appearance creatures. Though they may look harmless to those ho hadn’t feel their zeal in combat, but those who provoke them may find them much more dangerous then he expected for these creatures wields the power of eternal fire.
Attack – 3
Defense – 1
Damage – 1-3
Initiative – 11
Speed - 6
HP – 5
Abilities: Fire Spray Attack, No Enemy Retaliation

Upg.
Fire Maiden
The fire maidens believe that the path to defeating your enemy is to make him more vurnable. That made them to study how the fire melts metal, and how to channel such fire through their own attacks, which can melt even the strongest armor.
Attack – 4
Defense – 0
Damage – 1-3
Initiative – 12
Speed - 6
HP – 6
Abilities: Fire Spray Attack, No Enemy Retaliation, Armor-damaging Attack, Immune to Fire

Alt. Upg.
Fiery Dryad
The fiery dryads appeared after the Exiles battled and defeated the demons. This dryads studied the fire burning into the demons, and were capable of using it themselves. Although many complained about demonic corruption, these dryads were such a force, that soon silenced even the sharpest tongues.
Attack – 2
Defense – 1
Damage – 1-2
Initiative – 13
Speed - 6
HP – 5
Abilities: Fire Spray Attack, No Enemy Retaliation, Hellfire, Immune to Fire

Fire Spray Attack – similar to the spray attack, looks like spray attacks with fire
Armor-damaging Attack – have the effect of Master of Fire(reduced though) so it reduces 10% of the current defense of the attacked creatures(this is a curse)
Hellfire – the unit that possesses this ability have the Hellfire ability active on it. The damage depends on the unit’s SPP and drains no mana.

Tier 2


Bow Striker
Dwelling – Shooting Range
Bow strikers are elves, armed with short bows. Their precise eyes and arms are capable of killing to targets with one arrow, but only at short distances which is a great flaw in them. Despite of their quickness, they aren’t good runners and lack speed.
Attack – 6
Defense – 2
Damage – 2-5
Initiative – 11
Speed – 5
HP – 10
Shots – 13
Abilities: Limited Range, Warding Arrow(lesser, reduces init by 0,075)

Upg.
Sentinel
Sentinels are the elite bodyguards of the exiles. While not skilled at shooting on great distances, they can successfully weaken and disrupt enemy attacking forces, which makes them important backbone among the exiles.
Attack – 6
Defense – 4
Damage – 3-5
Initiative – 10
Speed – 4
HP - 11
Shots – 13
Abilities: Limited Range, Arrow of the Sentinel

Alt. Upg.
Bow Avenger
Bow avengers became the bloody elves who have sworn personal vengeance against their enemies. They fight fiercely and vastly in battle, and think little of their own lives, as vengeance gives them power to continue even in hopeless situations.
Attack – 8
Defense – 5
Damage – 4-5
Initiative – 11
Speed – 6
HP – 9
Shots – 10
Abilities: Swift Rage, Deadeye Shot

Swift Rage – nullifies the defense of the unit, but grants + 3 initiative. Moreover, the next attack which this unit sustains, will do 1.5 more damage.
Deadeye Shot – the shooter has 25% chance to do + 2 dmg for every creature in the enemy stack
Arrow of the Sentinel – when this creatures has taken defense position, the enemy stack that attempts to attack it will sustain a range attack from the stack it attacks.
Limited Range – the unit won’t be able to shoot units that are more tiles away than it’s original speed. Also the unit with this ability won’t have range penalty.

Tier 3
Elven knight

Although the Bloody Elves prefer to use magic arts in combat, these knights trust only their own weapons. And unlike their brethren, who like to throw themselves in the middle of the battle, these knights prefer the slow march and good formation. Seeing their glory in battle, sometimes even the bravest enemies step back in fear.
Attack – 4
Defense – 8
Damage – 6-7
Initiative – 9
Speed – 7
HP - 20
Abilities: Cleave, Armored

Upg.
Blade Knight
Like their comrades, the Elven knights, the blade knights like to march slow and plan attacks. But when it comes to haste they can move with great speed.
Attack – 5
Defense – 7
Damage – 7-7
Initiative – 7
Speed – 7
HP - 20
Abilities: Cleave, Armored, Dash

Alt. Upg.
Ice Knight
The ice knight wield the power of ice in orders of attack and defense. Not as strong warrior as his counterparts, but ice powers make’s him excellent choice.
Attack – 5
Defense – 4
Damage – 6-6
Initiative – 10
Speed – 7
HP – 18
Abilities: Cold Steel, Ice Shield, Retaliates Twice, Immune to Ice

Cold Steel – the unit will have the Cold Steel ability upon it. Also will freeze the enemy, decreasing its initiative by 0.1
Ice Shield – similar to Fire Shield
Retaliates Twice – the unit retaliates on two attacks

Tier 4
Magi

The magi are spellcasters, skilled in summoning magic, which they use to support friendly troops in battle. Although they wield attacking magic, they sometimes prefer to enhance friendly armies with them.
Attack – 4
Defense – 4
Damage – 6-6
Initiative – 10
Speed – 5
HP – 18
Mana – 30
Abilities: Spellbook: Phantom Forces(basic), Fist of Wrath(expert), Wasp Swarm(expert), Caster

Upg.
Sorceress
Not much stronger than the Magi in combat aspect, but in magic aspect the sorceress is much greater than magi. This are elven mages with elder training, with the ultimate knowledge of even more spells. They’re smart and can think quick, which makes them act first usually.
Attack – 4
Defense – 4
Damage – 6-6
Initiative – 10
Speed – 4
HP – 25
Mana – 35
Abilities: Swift Mind, Spellbook: Phantom Forces(basic), Fist of Wrath(expert), Wasp Swarm(Expert),  Teleport(advanced) and Eldrich Arrow(expert), Caster

Alt. Upg.
Enchantress
Instead of using summoning magic, these sorceress studied light magic, and became enchantress, mages which every warrior would want to have by its side, because the main use of the enchantress is to support allies with blessings.
Attack – 3
Defense – 3
Damage – 4-5
Initiative – 10
Speed – 4
HP – 28
Mana – 35
Abilities:  Spellbook: Righteous Might(expert), Haste(expert), Divine Strength(expert), Phantom Forces(basic), Teleport(expert), Caster, Sorcery

Swift Mind – the unit with this ability has 20% bonus to initiative at the beginning of the combat
Sorcery – the unit’s turn will be delayed 15% less than normal after casting any spell in combat

Tier 5
If u don’t know who’s this …

Spelltwisters
The spelltwisters are the units with the best control over magic in the ranks of the Red Elves. It’s not wise to use magic against them, cause when it comes up to neutralize spells they’re as good as using them.
Attack – 9
Defense – 9
Damage – 10-15
Initiative – 10
Shots – endless
HP – 49
Speed – 5
Abilities: Random Curse, Aura of Magic Proof, Magic-Proof 25%

Upg.
Spellmaster
The spelltwisters who joined the wizards in their journeys became even more skilled in magic. Their control over magic increased, their mind training gave results.
Attack – 11
Defense – 11
Damage – 12-15
Initiative – 10
Shots – endless
HP – 49
Speed – 5
Abilities: Random Spell, Aura of Magic Proof, Magic Control, Magic-Proof 50%, Sorcery

Alt. Upg.
Mana Drainer
The spellbreakers and spellmaster who dared to use the energy from the fountain in Blood Moon after it was defiled by the leader of the undead became mana drainers. Nor undead, nor living, this creatures always feel thirst for mana, and that makes them even more dangerous for any creatures who possesses even a small amount of it.
Attack – 14
Defense – 10
Damage – 15-19
Initiative – 10
HP – 45
Speed – 7
Abilities: Teleport, Mana Drain, Mana Rage, Mana Stealer*


Aura of Magic Proof – units receives 25% magic proof when near this unit
Magic Control – the creatures attack can steal positive magic effects. Also there's 50% to be used to control summoned units. If more than one summoned units, takes control of half of them. If one summoned unit takes control of it.
Mana Rage – sacrificing 50 mana from hero’s mana pool, the creature with this ability increases it’s attack by 5, initiative by 3 and damage by 4.
Mana Stealer – similar to the imp’s, but the mana drainer drains mana for himself(resurrects himself) . *The amount is (stack_size)\3

Tier 6
Mana Elemental

The mana elementals are result of many experiments by the Red Elves. Although few in numbers, they possess tremendous power and good control over magic. Being created from magic energy, they are immune to magic.
Attack – 30
Defense – 27
Damage – 15-35
Initiative – 10
Speed – 8
HP – 150
Mana - 100
Abilities: Immune to Magic

Upg.
Energy Elemental
Even fewer than the mana elementals, the energy elementals and much harder to kill due to their mana shield. Provided with enough mana, this elementals may sustain endless attacks.
Attack – 20
Defense – 37
Damage – 18-23
Initiative – 10
Speed – 7
HP – 180
Mana – 120
Abilities: Mana Shield, Immune to magic, Unlimited Retaliation

Alt. Upg.
Mind Elemental
But the rarest of this creatures is the mind elemental. Created from the deepest places of the mind, they can wield any weapon, and are also untouchable for any enemy that wants to bind their will to him.
Attack – 29
Defense – 29
Damage – 15-35
Initiative – 10
Speed – 7
HP – 160
Mana – 120
Abilities: Mana Explosion, Siphon Mana*, Immune to mind affecting spells

Mana Shield – when this ability is activated 1 mana point under the possession of this creatures absorbs 10 damage. When Mana Shield is use the creatures initiative becomes 50% of normal.
Mana Explosion – Allows the creature with this ability to explode their own mana, causing damage to nearby enemies = mana pointX10damage
*Syphon Mana – siphons 1 mana per mind elemental in stack

Tier 7

Gryphon Riders
These are the leaders of the elite red elven force. They’re skilled warriors makes them respected and feared foes in battle. Mounted on powerful gryphons, they have good time battling walker, although they prefer roaming freely in the skies.
Attack – 33
Defense – 27
Damage – 30-60
Speed – 8
Initiative – 11
HP – 225
Abilities: Retaliates Twice, No Fear

Magic Gladiator
The Riders that delved deep into the secrets of magic became magic gladiators. They’re perfect control over magic is general weapon when fighting tactical combat. The magic gladiator may be good magician, but the skies are open for him, and thus his magic are connected with air.
Attack – 33
Defense – 20
Damage – 30-60
Speed – 7
Initiative – 11
HP – 200
Abilities: Magical Shackles, Thunder Cloud, Thunderfall, No Fear

Gryphon Divers
These are the masters of the skies, who swore to protect them at every cost. There they feel right at home and can perform such moves that can frighten even the enemy. Their Gryphons are also trained very well, thus being one with the mind who commands them, and willing to defend their master at the cost of their own lives.
Attack – 35
Defense – 30
Damage – 30-60
Speed – 8
Initiative – 11
HP – 225
Abilities: Battle Dive, Gryphon Rage, No Fear

Magical Shackles – ones per combat this ability allows the rider to bind one enemy flyer in shackles, decreasing it’s speed by 2 and initiative by 2. The rider spends 75% of his current initiative to use this ability.
Thunder Cloud – Once per combat the rider can summon a cloud(3x3) in which enemy flyer and shooters will receive -15% penalty to initiative. Also the enemy shooters won’t be able to shoot in that range.
Thunderfall – there’s 30% chance that a lightning bolt will hit the attacked creature(damage = attacking stackX15)
Gryphon rage – the unit gains no enemy retaliation(every retaliation will do 1.25 of the previous one)

Hope u liked it I'll add heroes, other ingame info and some additions to faction history later.
Any feedback is welcome
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted March 05, 2008 08:07 PM

i'm sorry, but this is just blood elves for heroes.
____________
Love, Laugh, Learn, Live.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 06, 2008 06:03 AM

I know, and I did this because the blood elves were my favorite race in warcraft and I wanted to make it in H5 somehow.
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Momo
Momo


Promising
Famous Hero
posted March 06, 2008 11:10 AM
Edited by Momo at 11:12, 06 Mar 2008.

Quote:
I know, and I did this because the blood elves were my favorite race in warcraft and I wanted to make it in H5 somehow.


Problem being, although it hasn't much to do with the quality of your work, I still nonetheless hate the abuse of elves variants fantasy displays today. Elves. Wood Elves. High Elves. Snow Elves. Dark Elves. Blood Elves. Night Elves. Simic-Scientist-Cyborg-Elves. Selesnya-Cleric-Elves. Golgari-Necromancer-Elves. Gruul-Berserker-Elves. Corrupted-into-Naga-Night-Elves. Corrupted-into-Urukhai-Elves. All elves all the time. At some point you can't take it anymore. Actually, recently among D&D players the love for dwarves, often considered a dislikable race, is spreading, because many are sick of elves.

I like Blood Elves too, really, and I endorse someone to try a blood elves faction for the contest. But don't get surprised if you'll get some criticism about originality.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 06, 2008 01:19 PM

Quote:
But don't get surprised if you'll get some criticism about originality.

I'm not surprised and I also replaced and changed much things from warcraft.
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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 27, 2008 06:08 PM

Cohesiveness: 8/10 (fits reasonably well)

Imagination: 9/15 (line-up is too similar to original elves, the theme is a bit messy, much unused potential)

Back story: 7/10 (a good one but could be better, I don't really see why they are called blood elves but have a thirst for magical energy rather than for blood or violence, the theme could be more straight-lined)

Battle facets: 6/10 (with potential, seems to me a bit weak in midgame, sadly no racial yet)

Discretionary: 1/5 (for some good but expandable basics)

31/50

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Momo
Momo


Promising
Famous Hero
posted March 27, 2008 06:30 PM

Cohesiveness: 10 / 10 points feels cohesive enough, but sadly it does so because it's not original enough. But as far as cohesion is concerned, here's a good mark.

Imagination: 7 / 15 points using something took from somewhere else is fine and good, and most factions indeed get a good mark from me if they reinvent something -most creative work is reinventing anyway, usually. However, re-inventing goes bad when you take the name of a known and distinct race from somewhere else and hardly reinvent anything, and even worse you strip off it most of the uniqueness. Where is the trend to "vampirize" Magic typical of the Blood Elves? It's in the story, but is mostly absent in gameplay. Reinventing things is fine, but leaving out the fundamental trait is not. Instead, they ended up as a lightly more aggressive/magic oriented version of the Sylvan faction.

Back story: 10 / 10 points this is a truly good point here. This is a great traslation of how the Blood Elves came into existance from the WoW universe to the HoMM universe, keeping what's important and leaving the unnecessary out. It's also short enough and tells everything it's needed to know, but not more.

Battle facets: 5 / 10 points most of what needed to be said already has been under "Imagination". The Blood Elves are a relatively new race in fantasy and offer a lot of interesting clues that I'm not seeing reflected in gameplay.

Discretionary: 3 / 5 points supporting Blood Elves for the contest, not supporting how they turned out here.

Overall Score: 35/50

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Tobius
Tobius


Adventuring Hero
posted March 31, 2008 08:25 PM

The Renegade Elves

Cohesiveness(3+4)=6 You speak of renegades, but there is no explanation of what should tie these creatures (what is the gryphon doing there?)
Imagination(3+2+2)=7 Well, just another elvish faction
Back Story(2+3)=5 It lack to expand on the universe (instead to rewrite the past), besides it's somehow uninspired (again the evil demons)
Battle Facets(3+2)=5 Solid, but nothing exceptional

Discretionary: +1 for stats

Total Score=25

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 06:43 AM


Renegade Elves:

FriendofGunnar

cohesiveness 9/10
originality 9/15
backstory 7/10
battle facets 7/10
discretionary 4/5

It's a good  faction, everything looks to be in order.  I just couldn't get inspired by it.  

36


Kookastar

Cohesiveness:  7 points
Imagination/creativity/originality/wow factor:12 points
Back story: 9 points - I like the idea of a wandering tribe.
Battle facets:7 points
Discretionary: 4 points
Total 39


TDL

Cohesiveness(max 10) : 7
Creativity (max 10): 8
Backstory (max 10): 8
Battle Facets (max 15): 10
additional (max 5): 2

another elven faction, although much weaker than radar's… although we cannot compare these two, this one is better left in the shade

Total (max 50):37


Guest Judge's Score : 30.33 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (36 + 39 + 37) / 3 = 37.33

Final Score: 33.83

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