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Heroes Community > Heroes 7+ Altar of Wishes > Thread: What are the Heroes 6 spells
Thread: What are the Heroes 6 spells This thread is 3 pages long: 1 2 3 · NEXT»
radox
radox


Known Hero
posted July 08, 2011 11:54 PM

What are the Heroes 6 spells

Sorry if there is already info about this on the site, but I couldn't find any. So, can someone tell me what are the spells of H6 that are known so far?

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted July 09, 2011 10:44 AM

since the beta is out, all spells are of course known. I thought of making an extensive guide for them but since week by week things change i will have to wait until september
____________
Heroes VI is here and Necropolis is serious trouble!

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radox
radox


Known Hero
posted July 09, 2011 10:46 PM

Well, there must be some kind of at least a simple list of them...

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted July 10, 2011 12:10 PM

I will probably miss some unique ones, and I'm only listing active spells and unique effect passives. (so not listing generic skill that adds to spell-power for example - 3 of each in all schools pretty much, more in prime).

AIR:
--LV1--
Storm Winds 1
Grounded
Storm Arrows
--LV2--
Storm Winds 2
Lightning Bolt
Thunderclap (passive)
--LV3--
Summon Air Elementals
Chain Lightning

FIRE:
--LV1--
Burning Determination
Fire Shield
Fire Bolt
Inner Fire
--LV2--
Mass Burning Determination
Fireball
Immolation (passive)
Mass Inner Fire
--LV3--
Summon Fire Elementals
Fire Storm
Frenzy

EARTH:
--LV1--
Regeneration
Stone Skin
--LV2--
Mass Regeneration
Rockwalls
Mass Stone Skin
Erosion
--LV3--
Summon Earth Elementals
Petrification
Earthquake
Poison Cloud

WATER:
--LV1--
Ice Armor
Ice Bolt
--LV2--
Mass Ice Armor
Ice Wall
Frozen Ground
Eternal Winter (passive)
Blizzard
Ice Breaker (passive)
--LV3--
Summon Water Elementals
Circle of Winter

LIGHT:
--LV1--
Celestial Armor
Heal
Retribution Aura I
--LV2--
Mass Celestial Armor
Mass Heal
Retribution Aura II
Sunburst
--LV3--
Summon Light Elementals
Purity
Retribution Aura 3
Blindness

DARK:
--LV1--
Weakness
Agony
Despair
Life Drain
--LV2--
Mass Weakness
Mass Agony
Mass Despair
Mass Life Drain
Purge
--LV3--
Summon Darkness Elemental
Terror
Puppet Master

PRIME:
--LV1--
Dispel Magic
Slow
Haste
Disruption
--LV2--
Mass Dispel Magic
Mass Slow
Mass Haste
Mana Leech
--LV3--
Time Stasis
Meditation
Teleport
Implosion




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radox
radox


Known Hero
posted July 10, 2011 02:33 PM

All right, thanks man. They seem cool. Especially the Primordial school.

I anyone else has some additional spell info to share, please do it now

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted July 10, 2011 07:46 PM
Edited by SBlister at 19:49, 10 Jul 2011.

PARAGON
Defender - Heroes gains +X Might Defense permanently.
Diplomat - Allows hero to effectively negotiate with hostile creatures. Increases chances of recruiting them and reduces costs of creatures that wish to join your army By X%.
Leadership - Hero gains +X Leadership permanently.
Destiny's Chosen - Heroes gains +X Destiny permanently.
Enlightenment - All experience gained by the hero is increased by x%
Mentoring - The hero is now a “Mentor”. When he meets another friendly hero, the latter gains experience up to 75% of the Mentor`s experience.
Logistics - Increase the hero`s land movement by X%.
Snatch - The hero spends no movements to pick up resources,access building and other similar actions.
Assailant - Hero gains +X Might Power permanently.
Pathfinder - Increase the hero`s sea  movement by 3%  and reduces the movement  penalty on hard terrain by 50%.

REALM
Architect I - Creature dwelling production is increased in the area  by 1 .
Architect II- Town building are 20% cheaper to upgrade and convert. Hero has to be in the town  for this effect.
Architect III - Once per day the hero can visit a town to get an extra “building” action (ie: he can build 2 buildings in a single turn, provided he can pay for the resource cost).
Economist I - In the course of his adventures the hero tends to find 15% more gold and resources.
Economist II - Marketplace rates (resource exchange) are more favorable, counts as 1  extra marketplace.
Economist III - Produce 1 wood and 1 ore each day.
Scouting I - Increase hero`s scouting radius by 2 and allow him/her to see the precise number of creatures in neutral creatures, in enemy armies, towns and garrisons within his movement range.
Scouting II - Increase hero`s scouting radius by 1 and allow him/her to get  accurate information on enemy heroes within his/her movement  range(abilities,equipped artifacts,reputation,etc.)
Scouting III - Increase hero`s scouting radius by 1 and reveals the location of all unclaimed resources and artifacts on the overview map.
Plunder Mine - The Hero consumes 100%movement points to plunder an enemy mine, immediately taking production worth of 3days in advance. the mine stops production for the plundered days.
Sabotage Mine - The Hero consumes 100% movement points to sabotage an enemy mine. The Sabotaged Mine stops production for 7 days. visting enemy heroes will clear the sabotage effect but lose all their movement points by doing so.The enemy hero can liberate the mine, but he loses all his movement points in doing so.

TACTICS
Reinforcements I - Target core creature`s number is increased depending on the original size of the hero`s army. Reinforcements above the stack`s original maximum will not remain in the army after the combat.
Reinforcements II- Target core or elite creature`s number is increased depending on the original size of the hero`s army. Reinforcements above the stack`s original maximum will not remain in the army after the combat.
Reinforcements III - Target core, elite or champion creature`s number is increased depending on the original size of the hero`s army. Reinforcements above the stack`s original maximum will not remain in the army after the combat.
Duck and Cover - Friendly creatures use covers X% (40%) more efficiently. Applies to siege walls.
Battle March - Friendly Creature`s movement speed is increased by 2 on Siege combats.
Ambush - Increases the Initiative of friendly creatures by X (5) for the first three turns of the combat.
Tactics I - The hero`s army can be redeployed just before combat.
Tactics II - The area in which the hero`s army can be redeployed before combat is enlarged.
Tactics III - After the Deployment phase when seeing the enemy formation, one stack can be switched with another. if both sides have the ability, both can use it but neither can see what the other changed.
Siege Master I - The structural damage of the hero`s catapult is increased by 3.
Siege Master II - Catapult shots also deal X damage to stacks adjacent to their target.
Siege Master III - Poisons the supplies of defending armies. Enemy living creatures are dealt X damage(Earth) each turn while they stand behind the walls.

WARCRY
Evasive Maneuvers - Decreases damage dealt to your creatures with all attacks by X% for X turns.
Intimidation - All enemy creatures are intimidated for 5 turns. Core creatures cannot attack elites and champions, elites cannot attack champions.
Stand Your Ground - Target stack gains one extra retaliation and its Might Defense is increased by X% for 3 turns.
Mass Stand Your Ground - All friendly stacks gain 1 extra retaliation and its Might Defense is increased by X% for 3 turns.
Taunt - Adjacent enemies are forced to attack target friendly stack with X% reduced damage. Taunted creatures lose their action for the turn.
Rush - Orders target walker stack to rush: increases Initiative by X and Movement by 23%.
Warlord's Command - Target stack which has not taken an action this turn acts now instead of when it was supposed to.
Heroism - Increase Target stack`s Luck and Morale  by X and Might Damage are increased by 10% for 3 turns.
Mass Heroism - Luck and Morale are increased by X and Might Damage is increased by 5% for all allies for 3 turns
Flawless Assault - Target Stack`s  attacks will inflict maximum damage for X turns.
Heroic Charge - Target Friendly Creature gains +2 movement and 2% damage bonus for each square crossed before the attack.
Pressed Attack - Links the hero with the friendly stack for 2 turns. Each time the stack attacks (except retaliation), the hero attacks its target for free first.

WARFARE
Counterstrike I - Increases Damage of all friendly creatures by X% on retaliation strikes.
Counterstrike II - All friendly creatures in the hero`s army can retaliate one additional time during the first 3 turns of the combat.
Counterstrike III - All friendly creatures in the hero`s army can retaliate before the enemy`s attack during the first 5 turns of the combat.
Parry - When a friendly stack cannot retaliate to an enemy melee attack for any reason, some of the creatures parry it reducing the damage taken by X%.
Resilience - When a friendly stack is attacked three times in a row, it gains 3 might defense an 3%maximum health for the rest of the combat. all might attacks are valid.
Toughness - Increases the maximum health of friendly creatures by X%.
Rampage - When a unit attacks 3 times in a row, it gains X extra Might Power for the rest of the battle. All might attacks are valid.
Archery I - Friendly creatures` ranged attacks deal X% more damage.
Archery II - Friendly creatures`Damage increases 20% for each consecutive ranged attack . Attacking on melee or being attack on melee will break the chain.
Archery III - Reduces friendly creatures ranged penalty by X%.
Giant Slayer - Increase damage dealt to large and huge creatures by X%.
Cleave - The first friendly creature  destroying an enemy stack  instantly gains a free action , it also benefits from   +X Morale and  +Y Initiative for x turns for N turns.

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 10, 2011 07:56 PM

I just don't get the idea behind the Roman numerals...

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radox
radox


Known Hero
posted July 10, 2011 08:00 PM

P.S.

Can someone also tell us what the new spells' effects are? For instance, what does "Storm wind" do?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 10, 2011 08:10 PM

Quote:
I just don't get the idea behind the Roman numerals...


They indicate the level of the skill.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 10, 2011 08:20 PM
Edited by Avirosb at 20:21, 10 Jul 2011.

Yeah, I get that.
But why not just use numeral symbols if you can't come up with some actual names for each level?

EDIT: numreal tournament

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 10, 2011 08:26 PM

Well, because then you could just complain that it isn't clear enough which skill is the upgrade or not.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 10, 2011 08:30 PM

Basic, Expert, Master, Grandmaster.
I had no problem with those

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 10, 2011 08:36 PM

Most skills end at level 2. So people would ask "where's Expert Architect", "why am I stuck on Advanced Defender", etc.
Do you really care though? There are certainly many important things worthy of criticism, but then there's this.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted July 10, 2011 08:37 PM
Edited by SBlister at 20:40, 10 Jul 2011.

PRIMORDIAL
Arcane Ward - Hero gains +X Magic Defense permanently.
Dispel Magic - Removes all effects from the target.
Mass Dispel Magic - Removes all effects from the targets present in the area of effect.
Time Stasis - Target Enemy Creature skips the next x turns. Attacking it does not disrupt the Stasis.
Prime Magic - Hero gains 2 Magic Power (Prime).
Arcane Exaltation - Hero gains 2 Magic Power permanently.
Magic Affinity I - Hero gains +30 Mana (Maximum) permanently.
Magic Affinity II - Restore 2% for the hero`s Mana each day.
Magic Affinity III - Regenerates 2 mana each turn in the first 10 turns of the combat.
Slow - Decrease target enemy stack`s Initiative by X and Movement by Y, Last Z turns.
Mass Slow - Decrease all enemy stack`s Initiative by X and Movement by Y, Last Z turns.
Haste - Increases target friendly stack`s Initiative by X and Movement by Y. Last Z turns.
Mass Haste - Increases all friendly stack`s Initiative by X and Movement by Y. Last Z turns.
Teleport - Teleport target friendly creature to another location.
Meditation - Increases hero`s Magic Power by 20 for 4 turns and instantly restores X% of the Hero`s mana pool.
Disruption - Destroys armor of target enemy stack, reducing its Might Defense till the end of the battle. Can be cast several times on a single stack, but defense will not go lower than zero.
Mana Leech - Transfers Y% of the enemy Hero`s Mana (Current) to your Hero.
Implosion - Deals X Prime damage to target enemy stack. This damage cannot be healed.

LIGHT
Celestial Armor - Gives +X Might and Magic Resistance to the target friendly creature and reduces all damage it receives by Y%. Shield lasts until dispelled or a certain amount of damage is absorbed.
Mass Celestial Armor - Gives +X Might and Magic Resistance to the Hero`s army and reduces all damage they receive by Y%. Shields last until dispelled or a certain amount of damage is absorbed.
Heal - Target stack is instantly healed for X.
Mass Heal - All allied stacks are instantly healed for X damage.
Retribution Aura I - Target returns X% of the damage dealt to its attacks. Only melee attacks are valid. Last Y turns.
Retribution Aura II - Retribution Aura will return damage to all enemy stacks around its target.
Retribution Aura III - Retribution Aura will return damage to all enemy stacks on the battlefield.
Light Magic - Hero gains 2 Magic Power (Light).
Summon Light Elementals - Summons X Light elementals.
Sunburst - Creates a star which radiates to eight directions from the center. Deals X Light damage to all enemy stacks affected by the rays.
Blindness - Target enemy creature cannot move, attack or use any abilities. Blindness is canceled when attacked and the creature can retaliate.
Purity - Removes all negative effects from all friendly stacks and make them immune to debuffs for 5 turns.

DARKNESS
Weakness - Reduces Damage of target enemy creature by X% for Y turns.
Mass Weakness - Reduces Damage of all enemy creature by X% for Y turns.
Summon Darkness Elementals - Summons X Darkness elementals.
Dark Magic - Hero gains 2 Magic Power (Dark).
Agony - Shadow tendrils coil around an enemy stack to drain its life force. The victim is dealt X Dark damage every time it is about to do an action for 3 Turns. Only affects living creatures.
Mass Agony - Shadow tendrils coil around all enemy stacks to drain their life force. The victims are dealt X Dark damage every time they are about to do an action for 3 Turns. Only affects living creatures.
Despair - Decreases target`s morale by X for Y turns. Dispel all positive effects affecting Morale from the target.
Mass Despair - Decreases all of the enemy stacks morale by X for Y turns. Dispel all positive effects affecting Morale from the target.
Life Drain - Attacks of target friendly stack drains the life force of living targets for X turns. Restores its Health by Y% of the damage dealt.
Mass Life Drain - Attacks of target friendly stack drains the life force of living targets for X turns. Restores its Health by Y% of the damage dealt.
Purge - Dispels all positive effects form enemy creatures in the target area and makes them immune to positive effects for Y turns.
Puppet Master - The hero gains temporary control over the selected enemy stack for 2 turns. If the victim takes damage, the spell is dispelled
Terror - Target enemy stack is confronted with a vision of their worst nightmare. It forces them to run away in fear, moving away from the Hero`s army. They skip their next turn and are affected by a general debuff for X turns.

WATER
Ice Armor - Grant Ice Armor to the target friendly creature. Ice Armor increases Might  Defence by X, applies the “Chilled ” effect to attackers and lasts for Y turns.
Mass Ice Armor - Grant Ice Armor to all friendly creature. Ice Armor increases Might  Defence by X, applies the “Chilled ” effect to attackers and lasts for Y turns.
Ice Wall - Creates an obstacle (3x1) with 2 Toughness for X Turns. Creatures standing in the surrounding squares suffer from the “Chilled” effect. Provides cover to ranged attacks.
Frozen Ground - Turns the target 3x3 area into Frozen Ground that is invisible to the enemy. Enemy creatures lose movement points when they cross the zone. The zone is spotted when an enemy creature steps into it.
Water Magic - Hero gains 2 Magic Power (Water).
Eternal Winter - Duration of the “Chill” status inflicted by Ice spells is increased by X.
Summon Water Elementals - Summons X Water elementals.
Ice Bolt - Deals water damage to a single target. Victim is also suffer from “Frozen” effect.
Blizzard - Creates hail clouds in a 4x4 area which last for 2 turns. Creatures under the hail clouds are dealt X water damage  and inflicted by the “Chilled” effect.
Ice Breaker - Friendly creatures attack frozen creatures with +X luck but dispel the “Frozen” effect.
Circle of Winter - Deals X water damage in a circle and applies the “Chilled” effect on its victims.

FIRE
Burning Determination - Target`s Morale is increased and cannot be reduced by spells or abilities for 2 turns. Also dispels Morale debuffs from the target.
Mass Burning Determination - All friendly stacks` Morale is increased and cannot be reduced by spells or abilities for 2 turns. Also dispels Morale debuffs from the targets.
Fire Shield - Gives a Fire Shield to the target for X turns. Fire Shield increases Magic Defense by Y and also burns attackers for Y damage/Creature.
Summon Fire Elementals - Summons X Fire elementals.
Fire Magic - Hero gains 2 Magic Power (Fire).
Fire Bolt - Launches a burst of fire at a single enemy target dealing X Fire damage.
Fire Ball - Deals x Fire damage in target 3×3 area. Deals half damage around the center.
Fire Storm - Deals X Fire damage to all creature in target 5×5 area.
Immolation - Fire spells of the Hero deal an extra X% damage on the next X turns.
Inner Fire - Target`s Might Damage and Initiative are increased.
Mass Inner Fire - Might Damage and Initiative are increased for the Hero`s army.
Frenzy - Target ally or enemy instantly attacks the nearest creature with +X% increased Damage. Does not consume the target`s action for the current turn.
Armageddon - All non-infernal creatures, obstacles and walls on the Combat Map are dealt Fire Damage.

EARTH
Regeneration - Target is healed each turn for X health. It lasts for 5 Turns.
Mass Regeneration - All Friendly stacks are healed each turn for X health. It lasts for 3 Turns.
Rockwalls - Creates three blocks of 11 rockwall with X structure point to the targeted areas for Y turns. Each block provides cover to ranged attack.
Stone Skin - Reduces might damage dealt to target friendly creature by X% for Y turns.
Mass Stone Skin - Reduces might damage dealt to all friendly creature by X% for Y turns.
Earth Magic - Hero gains 2 Magic Power (Earth).
Summon Earth Elementals - Summons X Earth elementals.
Erosion - Deals 2 structural damage to target wall or obstacle.
Earthquake - Deals 3 structural damage to walls and obstacles in the target 4×4 area. All creatures caught within the area will also be “Dazed”.
Poison Cloud - Create a 3×3 cloud of poison which deals X Earth damage each turn. Lasts until the end of the combat.
Petrification - Target Friendly or Enemy Creature turns to stone and becomes invulnerable for X turns. The enemies cannot do act. Target friendly creatures may act but doing so will dispel this effect.

AIR
Storm Winds I - The Hero calls upon the winds to impair enemy ranged-attacking creatures for 5 turns. Damage of all enemy shooters is reduced by X%.
Storm Winds II - All creatures affected by Storm Winds are dealt X Air damage and also inflicted by the “Dazed” effect.
Summon Air Elementals - Summons X Air elementals.
Air Magic - Hero gains 2 Magic Power (Air).
Grounded - Hostile winds buffet target enemy flying creature down to the ground. For X turns, unit loses the ability to fly over obstacles or creatures.
Storm Arrows - Target stack`s ranged attacks suffer no range penalty and deal extra air damage.
Lightning Bolt - X Air damage to a target enemy creature.
Chain Lightning - Deals Air damage to the target stack and three nearby stacks. Damage is halved by each jump.
Thunderclap - All Air damage spells now have a % chance to inflict a \Daze\ debuff on their target (Movement / Initiative penalty for X tuns).
____________
There's nothing worse than seeing a fat man weep...

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted July 10, 2011 08:39 PM

wish granted Radox
____________
There's nothing worse than seeing a fat man weep...

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 10, 2011 08:46 PM
Edited by Avirosb at 21:09, 10 Jul 2011.

Quote:
There are certainly many important things worthy of criticism, but then there's this.


B-but I've already done the creature design, aesthetics,
core gameplay changes, semantics, GUI, atmosphere, setting, story,
plagiarism, fan neglect and the fan service overdosing

EDIT: And Town Windows.
EDIT 2: And the lack of a random map generator.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted July 10, 2011 08:48 PM

I would have preferred advanced, expert, blah blah, but i'm not really that picky.
____________
There's nothing worse than seeing a fat man weep...

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 10, 2011 08:49 PM
Edited by Cepheus at 20:54, 10 Jul 2011.

Yes, but not the map editor. Or the AI.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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radox
radox


Known Hero
posted July 10, 2011 09:07 PM

Thank's SBlister! Awesome job! I think this info will be useful not only for me

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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted July 10, 2011 10:25 PM

Anyone noticed the overpowered PACIFICATION ability?
lol...its very hard to neutralize vestals now!
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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