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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Nocturnal's DUNGEON
Thread: Nocturnal's DUNGEON This thread is 2 pages long: 1 2 · NEXT»
Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 08, 2011 01:43 AM bonus applied by alcibiades on 18 Dec 2011.
Edited by Nocturnal at 12:19, 15 Jan 2012.

Nocturnal's DUNGEON

This faction is revised now. The revised version is here


Some notes: I have been thinking and working on this for some time now. Dark Elves being my favourite faction in all RPG and strategy universe, I was eager to start with them as my first faction creation. Note that the creatures can seem tougher and stronger than the general but their weekly growth are quite poor. Although I've added some of the legendary units I liked, I've changed the general approach they got from Ubisoft, hope you like it. As I don't have any drawing skills and apparatus, I had to find images from the net and choose the most suitable ones altough some aspects of the images are exactly contrary to what's in my mind. Some of them are not even Elvish, imagine them with pointy ears Well, enough chat

                                                         DUNGEON

Racial Ability - Tuidhana's Revenge
Level 1- A core unit will attack a second time to the next target, after suffering retaliation.
Level 2- An elite unit will attack a second time to the next target, after suffering retaliation.
Level 3- A champion unit will attack a second time to the next target, after suffering retaliation.
Level 4- All of the hero's units will attack a second time to their next targets, after suffering retaliation.

Trigger for the gauge to fill: When ally units suffer magical damage. (Including Spells)

                                            Blood/Tears Paths

                             

                                      Fuscoferuginous (Neutral)

                                                Lights Out
    (Two charges- 5 turn cooldown) Darkness descends on the battlefield. Speed of every enemy unit is dropped by 3 (cannot become less than 1) for 1/2/3 turns.
               
                                         Shadow (Blood)

                                         Advanced: Plague
    (One charge) All enemy creature's health is reduced %15/17/20 for 3 turns.

                                        Ultimate: Malassa's Shadows
    (One charge) Combat freezes. A darkness elemental (equal to the number of champion units in the caster's army) comes in front of every enemy unit. They (elementals) attack and get retaliated, and this repeats until they die. Both armies cannot attack each other during this. The combat resumes only after the elementals die.

                                             Silhouette (Tears)

                                         Advanced: Blockage
    (Passive) Gives %10/12/15 chance to block enemy hero's every spell.

                                       Ultimate: Mirror Of Pain
    (Two Charges- 3 turns cool down) Damage being done by the enemy units also hurts them by %15/20/25 of their damage for 2 turns. (Includes units' damaging spells)

               

                                         Deciever (Neutral)

                                            Prophecy Of Lethos
    (Passive) Random 2/3/4 enemy units start the combat already poisoned. The effect lasts 3 turns.

                                        Blood Catalyst (Blood)

                                      Advanced: Smokes Of Confusion
    (Two Charges- 5 turns cool down) The Catalyst hauls a 3x3cloud of smokes to the battle map. The enemy units in this cloud, cannot deal critical hits and have morale effect. Lasts for 3/4/5 turns.

                                     Ultimate: Return To The Void
    (One Charge- Only after the 10th turn) %75/85/100 of the resurrected, reanimated number of units in enemy stacks and summoned units leave the combat.

                                     Contracter Of Suffering (Tears)

                                     Advanced: Eyes Of Dungeon
    (Passive) At the beginning of each combat, the enemy hero's inventory will be seen. The Dungeon hero will block the usage of 1/2/3 artifacts in that battle and their effects. (Invalid for dynatsy weapons)

                                     Ultimate: Malassa's Breath
    (One Charge- Only after the 5th turn) The dark breath of Malassa fills the hearts of the enemy with terror. All enemy core/and elite/and champion units will not act in anyway  for one turn.

                                                  UNITS

                                                  Core

                     

Assassin

Creature size: 1x1
Ranged Attack: Full Range
Weekly growth: 6
Might Damage: 4-6
Might Defense: %10
Magic Defense: %8
Initiative: 50
Speed: 5
HP: 30
Leadership: 6
Destiny: 4

Skills

Living
No melee penalty
Poison Daggers - The throwing daggers of assassin has a potent poison which deals earth damage over 3 turns. (The total damage of one physical strike is divided to 3 magical strikes) Every attack adds on to the current poison roaming in the target's veins. Undead are immune to the poison.

Abilities

Nail - (Two charges- 4 turn cool down) Assasin will nail the target to its tile with his daggers along with its regular damage and poison. The nail effect will remain for 2 turns.

Signer Assassin (Upgrade)

Creature size: 1x1
Ranged Attack: Plus Range*
Weekly growth: +3
Might Damage: 5-7
Might Defense: % 10
Magic Defense: % 10
Initiative: 55
Speed: 5
HP: 35
Leadership: 7
Destiny: 4
*Town walls also doesn't hurt Signer Assassin's range.

Skills

Living
No melee penalty
Poison Daggers

Abilities

Nail
Red Mark - (One charge) The Signer Assassin chooses an enemy unit and marks it. The unit marked will be dealt increased (+%50 from Signer Assassin and +%25 from Assassin's allies) physical and magical damage (not from the spells) until the end of the combat. This doesn't include damage dealt by special abilities. This cannot be cleansed by any spell but will wear off if the assassin dies.

               

Minotaur

Creature size: 2x2
Weekly growth: 5
Might Damage: 9-9
Might Defense: % 20
Magic Defense: % 5
Initiative: 30
Speed: 4
HP: 35
Leadership: 15
Destiny: 2

Skills

Living
We Know Pain - The minotaurs have been through massive sufferings both by their slavers and their enemies. That made their pain threshold extremely high and their skin is said to be ticker than a Preatorian's armor. That's because every might defense point of the hero is added to the minotour's as doubled.

Abilities

Tremple - (One charge) Dealing his regular damage, minotaur will rush through a path chosen by the hero. It will have +2 to his speed during this ability, will destroy any terrain obstacle and tremple, not choosing enemy or ally, every small creature on the tiles he runs trough which will make them bleed with one third of the damage dealt by this attack each turn for 5 turns and lose 1 point of its speed until the end of the combat. The large creatures will only bleed. The tremple deals +%100 damage to undead as their bones are crushed but they won't bleed. The number of units that bled (or crushed) to death by this attack are dead for good, meaning this number of that unit's stack cannot be resurrected in any way.

Frenzy Minotaur (Upgrade)

Creature size: 2x2
Weekly growth: +2
Might Damage: 10-10
Might Defense: % 25
Magic Defense: % 7
Initiative: 45
Speed: 4
HP: 33
Leadership: 15
Destiny: 3

Skills

Living
We Know Pain

Abilities

Tremple
Brutal Anger - (One charge) The frenzy minotaur will get half his defense points taken away and add them to his attack. This cannot be reversed. After this is activated the minotaur loses "Tremple" if it wasn't used.

         

Vertebrate

Creature size: 1x1
Weekly growth: 6
Might Damage: 3-7
Might Defense: % 7
Magic Defense: % 10
Initiative: 35
Speed: 5
HP: 25
Leadership: 6
Destiny: 5

Skills

Living
Earth Affinity
Horrible - The horrific appearance of the vertebrate drops the morale of all enemy units by 2.

Abilities

Calming Bite - (One charge) The basilisk bites the target with its regular damage while injecting his calming toxin and suffers no retaliation. Overcome by the idea that it cannot win, the target's initiative drops by 10 until the end of combat as it loses the will to fight.

Basilisk (Upgrade)

Creature size: 1x1
Weekly growth: +4
Might Damage: 3-7
Might Defense: % 10
Magic Defense: % 14
Initiative: 35
Speed: 7
HP: 30
Leadership: 8
Destiny: 8

Skills

Living
Earth Affinity
Horrible

Abilities

Calming Bite
Twisting Bite - (Two  charges - 5 turn coold down) The basilisk bites the target with its regular damage while injecting its nightmare toxin and suffers no retaliation. The target suffers unbearable mental pain and immediately attacks itself with the aim of suicide to get rid of the pain. The self-attack, thus, is always a critical hit.

                                          Elite

         

Corrupt Siamese

Weekly growth: 2
Magic Damage: 13-16 (Dark and Earth)
Might Defense: % 25
Magic Defense: % 25
Initiative: 45
Speed: 6
HP: 90
Leadership: 10
Destiny: 0

Skills

Living
Dark Affinity
Spirit Form
Conjoined - Conjoined from their back, the siamese can attack two units at the same time adjacent to tiles their faces look towards. One of them attacks to the one side the other attacks the opposite side, the side the other sister's back is turned. One of them attacks with Dark magic damage, the other with Earth magic damage. In case of a single target attack you can choose with which sister to attack and the damage is not halved in single target attack; so the damage is not also devided between the two enemies that are being attacked. The chance of morale and luck is rolled for each sister and only the one who had luck or morale will deal critical strike or the second attack. In case of a morale to one sister, altough it didn't come to the other sister, they can walk.

Abilities

Waste And Throw - (Two charges- 3 turns cool down) The siamese attack with their regular damage, and not giving the enemy the opportunity to retaliate, they throw the enemy to the edge tile (the furthest unoccupied one) of the line they face. If they attacked two units at the same time, each sister throws the enemy to the edge tile she faces.

Siamese Terror

Weekly growth: +1
Magic Damage: 15-20
Might Defense: % 30
Magic Defense: % 30
Initiative: 47
Speed: 6
HP: 95
Leadership: 15
Destiny: 0

Skills

Living
Twin Affinity - The Siamese has both Dark and Earth Affinities.
Spirit Form
Conjoined

Abilities

Waste And Throw
Grab And Heal - (One charge) The siamese heals their friendly units by coming adjacent to them. The healed HP is equal to the damage the siamese have done in the battlefield since the beginning of the combat. They can heal two units at the same time as in their attacks, but the healing HP is divided between the two in that case. Also, if they come between one ally and one enemy, one can heal the ally and one can attack the enemy. The damage the attacker one does is transferred to the healer's healing HP.

             

Hydra

Weekly growth: 2
Might Damage: 4-5 (for each head)
Might Defense: % 40
Magic Defense: % 35
Initiative: 50
Speed: 8
HP: 130
Leadership: 8
Destiny: 4

Skills

Living
Earth Affinity
Flier
Strike And Return
Six Heads - The hydra will always attack a 2x3 area. Every head deals its own damage to one tile, the heads whose responsible tiles are empty, doesn't strike anyone. The retaliation of Hydra is done with only one head.

Abilities

Concentrated Attack - (Two charges- 4 turns cool down) Hydra, with its all heads will strike a single target.

Vile Hydra

Weekly growth: +1
Might Damage: 4-6
Might Defense: % 45
Magic Defense: % 35
Initiative: 50
Speed: 8
HP: 140
Leadership: 8
Destiny: 6

Skills

Living
Earth Affinity
Flier
Strike And Return
Six Heads
Concentrated Retaliation - Vile Hydra retaliates with all his heads.

Abilities

Concentrated Attack - Three charges
Vomit - (One charge) Vile Hydra will vomit from the sky on a 2x3 area which will deal his regular one attack but in nature damage. That area of the battle field becomes magic-free for the enemy and its units, meaning they cannot cast any spells to the ally or enemy creatures that stand in one of these tiles and the already cast ones (cast by the enemy) will become cleansed if that spelled enemy or ally unit enters that area. The damage done by the vomit however, can also damage allies if they are in one of these tiles.

       

Matriarch

Unit size: 1x1
Ranged Attack: Half Range
Weekly growth: 2
Magic Damage: 20-22
Might Defense: % 22
Magic Defense: % 50
Initiative: 40
Speed: 4
HP: 110
Leadership: 8
Destiny: 10

Skills

Living
Dark Affinity
Malassa's Chosen - Every Dungeon creature respects the Matriarch. In a battle field where they are, all the ally units' leadership is increased by 5.
Respectless - If another ally (ally to Matriarch) creature is in the reach of an enemy Champion creature, it cannot attack Matriarch. Not valid for ranged attacks and special abilities.

Abilities

Unholy Binding - (One charge) Matriarch binds one enemy and one ally unit to each other. The damage dealt to the enemy unit will heal the ally unit. Any positive spell cast on the enemy unit will also be cast on the ally. Any negative spell cast on the ally unit will also be cast on the enemy unit. The binded units cannot be changed afterwards.

Strict Matriarch

Unit size: 1x1
Weekly growth: +1
Ranged Attack: Full Range
Magic Damage: 22-25
Might Defense: % 25
Magic Defense: % 60
Initiative: 43
Speed: 4
HP: 125
Leadership: 8
Destiny: 10

Skills

Living
Dark Affinity
Malassa's Chosen
Respectless
Protector Of The Kin - When an enemy units does a critical strike on an ally unit, Matriarch will attack that enemy unit, doing her half damage.

Abilities

Unholy Binding
Neutralise - (Three charges- 3 turns cooldown) Matriarch will neutralise an enemy unit for 2 turns. The unit will lose all its affinities and the resistances and immunities that come with its race or hero's abilities and artifacts. The unit will also be unable to use its special abilities during "Neutralise".

                                    Champion

         

Nemesis

Weekly growth: 1
Magic Damage: 45-50
Might Defense: % 40
Magic Defense: % 50
Initiative: 50
Speed: 6
HP: 350
Leadership: 10
Destiny: 4

Skills

Living
Dark Affinity
Angelic Hatred - Faceless will always deal +%15 damage to Celestial and Seraph
Rejecting Defeat - If all the units in a Nemesis stack dies (except one of the "Split"ted), the last one stack will not die and continue to fight until every other ally is dead. Only then will Nemesis accept the defeat of the hero and leave him/her.

Abilities

Conceal - (Two charges- 4 turns cool down) Nemesis will make an ally unit or himself invisible. The invisibilty will remain for 3 turns if its another unit and 2 turns if its the Nemesis himself. It will not spend the Nemesis's turn. It cannot be cleansed with any spell. The invisible unit can attack without suffering retaliation and without being revealed. It cannot have morale effect but can have lucky strikes. Being adjacent to an enemy will not reveal the invisible unit. A unit cannot use any of its abilities when invisible and can only do regular attacks. Should it be that an enemy unit is directed to the tile the invisible unit is on, it will stop before the invisible unit and its (the enemy unit's) turn will pass. Only if it is caught in the Frozen Grounds or enter Hydra's vomitted area will the concealed unit be revealed before the normal time.

Split - (One charge) Nemesis can split itself in two. (One unit of Nemesis with 4 stacks will become two units of Nemesis, each with two stacks.) If "Conceal" was not used, the two charges will be devided between the two. If it was used once, the caster of "Split" will hold it. Splitting will consume the original unit's turn, but the second one will have its turn immediately after the splitting. They will stay splitted until the end of the combat or "Reunite" is cast.

Reunite - The splitted Nemesis become one again. Nemesis cannot split again after "Reunite"

Faceless

Weekly growth: +0.5 *
Magic Damage: 50-55
Might Defense: % 45
Magic Defense: % 55
Initiative: 50
Speed: 6
HP: 400
Leadership: 12
Destiny: 5

*Every fortification in town and Champion building outside of the town will add +0.5. So two of them will boost the Nemesis/Faceless growth by 1.

Skills

Living
Dark Affinity
Angelic Hatred
Rejecting Defeat
Into Thick Darkness - After a split, the unit who kills one of the splitted Faceless stacks, will also have its own stack halved. Killing with retaliation is included.

Abilities

Conceal
Split
Reunite
Teleport Enemy - (One charge) Faceless can teleport an enemy that he can reach to any other tile that he can reach.
Debilitate - (One charge) Faceless will debilitate an adjecent enemy unit's armor until that enemy unit's next turn comes. This will deal no damage but the enemy unit's defense drops to zero during this one turn.
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RollingWave
RollingWave


Adventuring Hero
posted December 09, 2011 04:19 AM

Great art and some really cool ideas, but most looks quite overpowered.
____________

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 09, 2011 09:00 AM

Yay for anatomically correct Mintoaurs, I guess?
I quite like the ability descriptions, overpowered or not,
but some of the units' names (siamese twins) seem a little out of place, IMO.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 09, 2011 11:22 AM

Thanks for the comments. I was getting sad that noone responsed

A little overpowered, I agree. But they had to be to balance their incredibly poor growth. Haven Preatorians have 15 and Marksman have 12 for example, but Marker Assassin has 9 and Frenzy Minotaur 7. 0.5 growth was what I could think of for the Champion as all factions already have 1 for non-upgrade 2 for the upgrade.

Could you open it a little Avirosb? They are siamese after all The "Terror" and "Corrupt" parts are out of place you mean?
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 09, 2011 11:27 AM

Nope, Siamese. As in 'Siam'.
As in 'Thailand'.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 09, 2011 12:18 PM

Oh, I see. I have used the word's other meaning there.

1.
of or pertaining to Siam,  its people, or their language.
2.
Thai ( def. 3 ) .
3.
twin; closely connected; similar.

The 3rd here. I haven't realised it would be misunderstood, sorry. It would be banale if I called them "conjoined", as its already one of their skills.
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 09, 2011 12:45 PM
Edited by Avirosb at 12:46, 09 Dec 2011.

I'd suggest you take the Warhammer approach and just use a made-up word that roughly means the same thing (Nurgle = Nergal, Norsca = Norway/Scandinavia, etc.)
It's no biggie tho, and I know why you used it.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 09, 2011 05:13 PM

Good suggestion I usually make up names for my RPG chars but Ive forgotten that option in this.
Actually this faction creation thing was something real funnier than I thought it is, although tiresome really. I can't imagine the ego satisfaction the dev teams feel. You know, seeing what you created in an actual game. Must be great
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 09, 2011 05:59 PM

Great work, but Strict Matriarch def. also needs a new name.
____________
What will happen now?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 09, 2011 06:12 PM

DOn't wanna enter ICTC with this?

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 09, 2011 06:45 PM

Tnx Alci I was also unsure about her name myself.

Jiri, I'm unaware of what ICTC is What's it?
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 09, 2011 06:57 PM
Edited by Jiriki9 at 19:06, 09 Dec 2011.

ICTC is the "International Create a Town Competition" (or "...Contest"?! no matter...) It is a contest here on HC where members create towns to their liking, wether completely new ideas or revisions of old towns, town combiantions...whatever. It is also not impossible what "system" you chose - H3, H4, H5, H6, or your own. As long as it's a town, you can enter with it. In the end, an independent judging follows, and the best towns are elected. last year, there were also prizes for the top3, I think, but I don't know wether that happens this time. Currently, we have the ICTC VI, up to the end of February. Currently, at least I am judging. I think adrius is in as Judge, as well.

It happens in the Age of Heroes Collisseum. To participate, ypu just have to create a thread there with the title "ICTC 6 - <town name>" or similarly - and you're in

Information may also be here:
Main Thread
ICTC multi

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 09, 2011 07:03 PM

Wow thanks for the quick and through explanation. I'll do that. I'm out of town for the weekend. Will make some revisions and add it there for sure
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 09, 2011 07:21 PM

glad to here this

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Tomash
Tomash


Hired Hero
posted December 09, 2011 08:02 PM

Siamese are ridiculous. You should do like BlackHole did: paste elemental in elite and slightly change it.
____________
[url=http://dragcave.net/view/pbl4][/url][url=http://dragcave.net/view/DQ1K][/url]

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 09, 2011 08:10 PM
Edited by Nocturnal at 20:16, 09 Dec 2011.

Quote:
Siamese are ridiculous. You should do like BlackHole did: paste elemental in elite and slightly change it.


You mean the picture of them I've put or the unit itself? Cause its my favourite unit in the faction
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 09, 2011 08:18 PM

Quote:
Siamese are ridiculous. You should do like BlackHole did: paste elemental in elite and slightly change it.


I hope that was ironic. else...you really want boredome instead of creativity? O.o The siamese unit is actually really good, imo.

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 09, 2011 08:50 PM

Anyway you might wanna cover them up with something.
Don't want people sending in death threats now, do ya?

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted December 09, 2011 10:04 PM

Quote:
Great work, but Strict Matriarch def. also needs a new name.


I agree completely. It's creative, even though I would petition the removal of Dark Elves.
But yes, Strict Matriarch needs a name change. Same case with Vile Hydra IMHO. So does Vertebrate, because that just means a creature with a spine. I'd hazzard a guess that this is not what your getting at.
Also it's dawns on me that, English is neither a first nor a very good second language of yours. Seeing how your often use adjectives incorrectly.
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Vote El Presidente! Or Else!

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 09, 2011 10:47 PM

To be fair, Vile Hydra is at least as good a name as Chaos Hydra and Deep Hydra...

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