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  • Items


    You can gain items either by buying them at the market, using an item that can generate more items, casting Elemental Conversion and if you have temples you have a small chance of finding items every turn you take. The more temples the bigger the chance but building houses and shopping at the market seems to work better. Some Items may act differently on the two servers [DarkL0rd] Net Power of Uniques is the same as any other item ... ie. 1,200 np / item. Uniques may be acquired from the following: Market Elemental Conversion Treasure Chests Safes Lottery Tickets Common Items Abacus - self nonbattle - grants you random white units Acid spraycan - self battle - lowers all enemy stacks resistance Amber Prism - self nonbattle - gives ~50k nature mana to self; if used on enemy takes ~ 25k of their old mana. Band Aid - self battle - adds 10 to healing (all own) Blue Prism - self battle - doubles psychic attacks (only primairy)Cage of Rats - enemy nonbattle - takes about 50k of targets population Camo Paintbox - enemy battle - decreases unitaccurancy by 5 (all stacks) Chest of Jewels - self nonbattle - gives gold or items Coal Spark - enemy battle - does about 50k fire damage; Has a chance to be resisted. Crystal of the Ice eye - self nonbattle - gives ~50k elemental mana to self; if used on enemy takes ~ 25k of their old mana. Cuckoos Nest - self battle - increases accurancy and unitstrenght1, +1 init (only birds) Demons Horn - self nonbattle - grants you random black units Detachable Wings - self battle - grants 1 stack flying ability Dice of Harmony - self battle - 1.3 modifier to HP (random stack); Has a chance to be resisted. Dice of Power - self battle - 1.3 modifier to the AP (random stack); Has a chance to be resisted. Dice of Stability - self battle - increases magic resistance by 40; Has a chance to be resisted. Dice of Vision - self battle - 1.3 modifier to accuracy (random stack); Has a chance to be resisted. Dragon Toothed Arrows - self battle - 20% accuracy increase to ALL ranged units Dusk Crystal - self nonbattle - gives ~50k old mana to self; if used on enemy takes ~ 25k of their old mana. Dust of density - enemy battle - grounds all flyers Figurine of a Lost Poppy - self nonbattle - when the poppy finds a new home, your moral increases by 3 -7; else, you get more or may lose all the Figurines of a Lost Poppy. Flask of Formic Acid - enemy battle - lowers enemy insect units accuracy/strength, random stacks; also affects own insects (extent unkown). Flask of Gasoline - enemy battle - decrease fire resistances (enemy all) Fool's stone - enemy nonbattle - destroys 1 mill plus some small % of a targets gold. Garlic Chain - enemy battle - decrease black unit accuracy. Random or all stacks - unsure. Ghoul Amulet - self battle - adds FEAR ability to.. Giant Growth - self battle - increase AP1 for ALL Human and Animal stacks by 1.4 Horn of Fog - self/enemy battle - lowers accuracy by 10% Inventory List - enemy nonbattle - gives you random info on the target Leather Cap - self battle - increases the dodge by 3 for all units you control Lens of light - self battle - gives one friendly stack an additional flash (H) attack Lockpick - enemy nonbattle - destroys item from target Manual of Specialities - self battle - increases SECONDARY attack init by 1 and multiplies SECONDARY AP by 1.5 Manual to Usury - self nonbattle - Gives 1-10 mill gold. What happens is that the game software looks at your gold and give you 1 point per 100 million rounded up (so if you have 230 mill you get 3) then it picks a random number (0-9) and adds the number to the points you already have, you get that many millions, it works out the rest based on the gold you have and adds a small amount. Mercenary Post - self nonbattle - gives ?Metal Grid - enemy battle - reduces init of all enemy units PRIMARY AttackInitiative by 1 Mind of Steel - self battle - mind of steel gives +30 magic res and - 40 melee res to all own unitsNaphtha keg - self battle -adds fire attack to one melee stack (ranged melee included) Old Flute - self nonbattle - increases pop by 10% Old Shoe - self battle - increases one friendly units initiative by 1 Potion of Brawling - self battle - changes melee resistance +30, magic res -30 and ranged res +10 for all of your stacks Safe - self nonbattle - gives gold or item Sand Crystal - gives ~50k true mana to self; if used on enemy takes ~ 25k of their old mana. Scent of Roses - helves the AP of one enemy stack; usually hits top or second stack. Scroll of General Drafting - gives you a number of WEAK neutral units, you wont get Manticores but you will get Archers, Peasants, and Squirrells. Scroll of Guardian - increase ranged resistance (all own) Scroll of Levitation - self battle - all your units gain flying Scroll of the Village Idiot - gives you a sign on your back ... Shrouding Carpet - self battle - sets initiative for all friendly units to 6 Sleazy Magazine - self nonbattle - increases pop by 9-10k Small Camp - self nonbattle - gives you random neutral units (Danskan Axemen, Olabiran Assassins, Wandering Sorcerer, Manticore) - 40-45k NP Spectral Shadow - enemy nonbattle - destroy buildings of target; same as Burn Land and counts as a burn land. Squirrel Cage - self nonbattle - gives you squirrel units - 20-40k units Sticky Gue - self battle - lowers both initiative by 1 (enemy all) Sun Dial - self nonbattle - shows you the servertime Tax Bill - self nonbattle - gives gold (same as 1 turn taxing) Temporal Vortex - enemy nonbattle - destroys turns of target The Red Eye - self nonbattle - gives ~50k wild mana to self; if used on enemy takes ~ 25k of their old mana. Thunderhammer of Fate - enemy battle - kills a few units (hopefully ultimates) Wagon of Missiles- self battle - gives 20% bonus to ranged attack Wand of Winter - enemy battle - deals ice damage to random enemy stack; Has a chance to be resisted. Water Keg - self battle - adds +30 to fire res and lowers ice res by 20 for all your units Uncommon items Book of Forsaking - self nonbattle - On Classic: research a current spell but won't increase your SL (to get back the SL, buy the same spell from market); On Normal: may give + / - 200 XP. Gravity Sphere - self/enemy battle - lowers both enemy inits by 2 and both own inits by 1 Lottery Ticket - self nonbattle - gives a (few) simple/uncommon or unique item(s) Map of Forgotten Land - self nonbattle - increases your land by about 150 acres Mercenary Camp - self nonbattle - gives you random neutral units (Danskan Axemen, Olabiran Assassins, Wandering Sorcerer, Manticore) - 300k NP News of the World - self nonbattle - If you targt it on a specific person it will reveal their guild's wonder or his Unique Item if he has one; else, gives the same info randomly. Rainbow Crystal - self nonbattle - gives 50k of every mana and 100k of your main mana Tome of Enlightenment - self nonbattle - 85% chance of increased SL (1,3 or 7) 15% chance of decrease (1,3,7) Treasure chest - self nonbattle - increases your gold by 50M Unique Items Amshir's Crystal - self nonbattle oneuse - gives you 500k mana of each colour Beam Gun - self battle - gives breath attack to one of your stack, upkeep 500 main mana and 250 offcolour Dimension Portal - self nonbattle - gives random green units each turn. Upkeep Cost: 36 for non-allied colours, 250 for allied colours and a base upkeep 650 + 10% of total income for own colour Focal Prizm - self nonbattle - Give mana (all colours) ranging from 500 to 2000 per turn - No Upkeep Glowing Pyre - self battle/nonbattle - 30plus % of AP to all your units and deduct 10 Fres of all enemy units - Upkeep: 1500 wild mana or % of your current mana (I don't think this item does this anymore I think it reduces fire resistance) Ifrit Figurine - enemy battle - casts a weaker hellfire in battle - recharges every 10 turns (would make attack run planning interesting) - Upkeep: 500 red mana (No longer listed in the help pages??) Immaculate Balm - self battle - grants 1 random stack 20% healing (culuminative with hero/unit's healing), No Upkeep Map of the Planes - self nonbattle oneuse - gives you ~750 acres Mechanical Construction - self nonbattle - gives you gold per turn (based on % of your houses) - No Upkeep Noirog's Spectacles - self nonbattle - counts as 100 extra temples, spell cost is reduced by 10% - No Upkeep Purse of Gold - self nonbattle - gives you about 60% gold income - No Upkeep Rift of Matter - enemy nonbattle - destroys 1/4 of enemies land, army, pop etc. - No Upkeep Rod of Energy - self battle - adds lightening attack to own unit(s) - No Upkeep Scripture of Perception - self battle - adds 15 healing to all your units - No Upkeep. Shrine of the Fallen - self battle - adds 20 to flash res (all own) + AP1 *1,1 (only undead & insect) - Upkeep is % of pop Southern Stone - enemy nonbattle - destroys a unique item! Stormbringer - self battle - gives one of your stack lightning attack - No Upkeep Talisman of the Sands - self battle - increase of AP +5% and HP +10% (said to add lightening res too) - No Upkeep Telepathy Gland - self battle - 100 offcolour, 500 main + 10% main income, seems to be boosting AP for psychic units - though I am no sure my guess would be a 1.5 modifier The Moon Beam - self nonbattle - gives you 1-5 acres per turn - upkeep: 27% of main mana income + 7% of current main mana + 10% offcolour income + 3% gold (almost accurate) The Nameless Banner - self battle - all humans gain 10% + 10 AP, +10 constant works well with recruits, all humans gain + 1 init1 - No Upkeep. The Sangreal - self nonbattle - owner's heroes gain + 3 XP per turn - No Upkeep Tree of Wisdom - self battle - boosts your flora units - Upkeep in gold White Lotus - self battle - acts like a powerfull horn of fog, decreases enemy's accuracy and dodge by a great amount You used Rifter of Matter Rifter of Matter utterly tore apart The Force from the wild [#7] [ | |]'s country The Force from the wild's land was changed by -2379 The Force from the wild's mountains was changed by -165 The Force from the wild's swamps was changed by -49 The Force from the wild's glaciers was changed by -156 The Force from the wild's plains was changed by -192 The Force from the wild's forests was changed by -851 The Force from the wild's houses was changed by -1067 The Force from the wild's barracks was changed by 0 The Force from the wild's workshops was changed by 0 The Force from the wild's temples was changed by 0 The Force from the wild's barriers was changed by -72 The Force from the wild's forts was changed by -20 The Force from the wild's gold was changed by -232286236 The Force from the wild's population was changed by -901741 you finished using Rifter of Matter ------------------------------------------------------------------------------ For all rankers out there be aware of the rifter cause it hurts Back to top Quote: Beam Gun - self battle - gives breath attack to one of your stack, upkeep 500 main mana and 250 offcolour Just heard that it's 500 for all manacolours
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  • War items


    Courtesy of Lord Farquad--------------------------------------------------------------------------------Same deal PM me with corrections.Nonbattle WAR Items:Using any mana crysta on another player instead of yourself drains their mana (~25k or so) when you type a mage number in the box.Mana crystals-o Amber Prism (green)o Red Eye (red)o Sand Crystal (white)o Dusk Crystal (black)o Crystal of the Ice Eye (blue)* Temporal Vortex- takes turns away from the mage* Inventory List- can see details of a mages kingdom* Spectral Shadow- a lesser version of Burn Land* Cage of Rats- takes away population* Fools Stone- takes away gold* Lockpick- takes or destroys their items* Scroll of the village idiot- places 'im the village idiot' in the mages profile (some people find this as hitlistable depends on the guild)Nonbattle WAR Spells:* Frightening Howls (red) - Takes away 500 population and 30k gold per a turn* Eternal Winter (blue) - Destroys some buildings + converts some buildings into glaciers* Vegetational Decay (black) - takes gold/pop and barriers off target* Swamp Plague (black) - takes gold/pop and forts off target* Flood (green) - Destroys buildings and gold each turn* Return of the magpies (red) -steals gold from a mageand returns you a % of what is stolen* Burn Land (red)- destroys a mages buildings (my FAV spell best when used by a red mage..(higher chances to take forts imo)* Chronomatic Disturbance (blue) - Destroys 1-9 turns, small chance to reflect and destroy your own turns instead* Sandstorm (white)- dunno exactly what this does atm....its a newer spell and i havent tried it out yet but i think it might be like a lockpick and destroys or steals items from another player (someone please correct me if im wrong)* Eagle Eyes - Shows you information on the target
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  • Red


    Summoning SpellsSummon Acid BeastsSummon WerewolvesCall Cavern Crawlersthingyatrice's SongSummon SalamandersSummon Mountain RisesCall MagmademonsCall of the Wild - Summons random red units into your army (recruits, simple, medium, complex)Incarnate BalrogsSummon NidhoggsSelf/Enemy Battle SpellsStone Skin Effect: 10% HP boost to all own units (red), 6% as black and green, 4% as blue and white | resistableArcfire Effect: Fire dmg to random enemy unit, dmg modified by color | not resistableCharge beast Effect: adds Downhill Charge to random own unit | resistable | can fail, % unkown (propably dont works properly)Taunt Effect: lowers acc by 15 of random enemy unit (every color) | resistableFireball Effect: Fire dmg to all enemy units, modified by color, dmg is random(not always the same) | not resistableCandle in The wind Effect: +5 acc and -5 dodge to all own units (every color) | resistableFireblades effect: adds Fire attack type to primaty attack if unit had before melee type in primary attack to all own units (can be even ranged and flying units), and 23% AP boost to all own units (reds),14% for blacks and greens, 10% for blue and white | all resistable | AP boost depends also on SLSteam Blast Effect: -5 to all res to all enemy units(all colors), -5 acc to all enemy units (all colors), 8-9% AP to all enemy units (red), around 5-6% AP (black and green), 4% AP (white and blue) | all resistableBlood Rot effect: -40 healing to all enemy units (all colors) and -15% HP to all enemy units (red), -9% HP black and green, -6% blue and white | resistableChant of the Mountain King: 4 random posible boost in battle:1) Mountain King sent you his helper. The great Rock Titan assist in battle:+10% AP, -10% HP, Psres -5, Mres -5adds abilities: Armored, Fear, Toughness (or Trample) needs confirmationall own units, can be resisted2) Mountain King sent you his helper. The stone gnome command you armies safely from behind a stone.-10% AP, +10% HP, Ires +10, Mres -15all own units, can be resisted3) Mountain King sent you his helper. The great Lava Phoenix assist in battleinit1 +1, Ires -20%, Rres -20%, healing +15all own units, can be resisted4) Mountain King sent you his helper. The Stone Hydra assist you in battleFres -5, AP +15%, healing +10all own units, can be resistedFire Barrier effect: +30 ice res (red), around +18 res (black, green), around +12 res (blue,white) | not resistable | all own unitsStone Crumble: Mres -10, Mgres +10, AP +10%, all own units | resistableHellfire - Does a general fire/breath damage on all stacks + comes in 4 new wavesOffensive SpellsBurn Land - Destroys a large number of buildings (% of existing), maximum 15 BL's in 24hrs || Only 2/3 effective if target is over twice casters NPReturn of the Magpies - Steals 3-5% gold from target of which you keep 40-80% when the magpies return, small chance of stealing an item as RedSelf SpellsRaise Mountain - Creates mountains, provided you have wilderness availableSummoning EnchantmentsNoneBattle EnchantmentsFire Barrier - Raises ice resistance for own units, not resistable || Only works on defence (?)Stone Crumble - Raises AP by 10%, not resistable || Destroys 150-200 mountains upon casting and additional 3-5 mountains every turn || Destroys twice as much land on countersOffensive EnchantmentsFrightening Howls - Takes away 500 population and 30k gold per a turnSelf EnchantmentsMountain Strength - For Red: Raises AP by 20% (cumulative with items/spells/abilities) - it raises acc by 5% while lowering dodge by 5% - it gives 5% healing (cumulative) - it raises max pop by 16% (but needs to be activated) - spell is not resistable || For Offcolour: no max pop bonus - healing is only 3% - AP bonus is 15% - acc/dodge is same as for Red || Rumours: MS also lowers enemy acc
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  • Black


    Subject: Black Thu Jun 28, 2007 11:17 pm -------------------------------------------------------------------------------- Summoning SpellsSummon Mammoth Maggot -summons around 10k mammoth maggotsSummon Halwen Wraith - summons around 5k wraithSummon Marrow Reapers - summons about 2300 marrow reapersSummon Demoniacs - summons about 600 demoniacsSummon dryders - sunnons about 1500 drydersSummon Ice Hexes - summons about 300 ice hexCall Death Knights - summons about 200 death knightsSwamp Call - summons random black unitsDemonic Gate - summons about 29 draugAbominational Ritual - summons about 29 abominationsPlease note all figures are approximate spell level, mind control, and luckbringer can all affect summon ammountsBattle SpellsVenom Spray = deals 50,000 damage to one enemy stack (30,000 red/blue and 20,000 white/green)(probably deals more damage, but as poison damage)Damping Cloud = -3 accuracy to all enemy stacksMud Sling = -10 accuracy to one enemy stackInfest = gives two random own stacks ability diseaseBrain Leech = deals 10,000 damage to two random enemy stacks(probably more but of some attack type)Vampirism = gives ability steal life and -10% AP1 -10% HP and -20 flash resistance to all own stacksDisease Blade = targets 4 random own stacks, can give ability disease, or attack type poisonDart of filth = targets one enemy stack, kills at most 30 units (20 red/blue and 15 white/green)Shadow Runes = +5% to accuracy, +15 flash resistance, -5 melee resistance to all own unitsMaggot Infestation = for Demon, insect and Undead only: +15% AP1 and adds unit ability diseaseHalwenTransformation = for spectres: +10% to AP1 & 2. adds lightning to primary attack, -7 to dodgeSelf SpellsFlood Land - gain swamps if you have free land when castDark Ritual - sacrifice population for manaSummoning EnchantmentsMaggot Infestation - summons mammoth maggots per turn, increases AP 25% and primary init +1 of all insect unitsBattle EnchantmentsPlague of Doom = on defense: reduce enemy HP by 50% and enemy poison Resistance by 50, give all own units primary attack type poison; on random attack: reduce all stacks HP by 25% and poison resistance by 25, gives own units primary attack poisonOffensive EnchantmentsVegetational Decay - takes gold/pop and barriers off targetSwamp Plague - takes gold/pop and forts off target (Forts once target has no pop/gold)Self EnchantmentsMist of the Swamp - Gives plain barrier resistance (cumulative)(Now reduces units acc????)Beta server updatethe second demoniac gate is an enchantment that gives you deathknight/demoniacs/scyte elites per turnhalwen transfomation is an enchantment that summons the new black unit halwen spectresdarkritual now gives mana at a 3/1 ratio for pop, and now takes around 10% popor less
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  • Blue


    Summoning SpellsCall Dream ThievesCall Winged SerpentSummon Mind BogsSummon Psychic BeholderSummon WrathwindsThe Flayers IncarnationCall NagasSummon Frost BeastsPhantom BeastsSelf Battle SpellsMind Blast = deals 50,000 damage to all enemy stacks (30,000 black/white and 20,000 red/green)(probably deals more damage, but as psychic damage)Mist of winter = -25% accuracy (-15% black/white and -10% red/green)Mental drowse = reduces one enemy unit resistance to spellsPsychic Barrier = increases all magic barriersAlteration = -20% (12% black/white and 8% red/green) to one random enemy stacks attack resistancesMind Control = allows the user to research fast and summon more unitsMental Quagmire = -1 to one random enemy stacks init1 and init2Feeble Mind = reduces either init1, AP1, or accuracy by random amounts for 4 random enemy stacks (3 for non-blue)Air Vacuum = changes all flying enemy stacks unit type to meleeLevitation = changes two random stacks unit type to flyingUnstable Mutation = affects 2 own stacks and 2 enemy stacks, own stacks: most likely increases melee/ice/magic/fire/flash/lightning/breath resistance and +20% AP1 and +10% HP; enemy stacks: most likely decreases melee/ice/magic/fire/flash/lightning/breath resistance and -20% AP1 and -10% HPBlizzard = on attack: deals damage(ice) to all enemy stacks and +20% AP1 to all units with ice in primary attack; on defense: deals damage(ice) to all enemy and own stacks and +20% AP1 to all units with ice in primary attackOffensive SpellsChronomatic Disturbance - Destroys 1-9 turns, small chance to reflect and destroy your own turns insteadSelf SpellsCall Winter - Creates glaciers (to give blue mana) provided you have wilderness availableElemental Conversion - Gives you either nothing/gold (% of your total gold)/items (has a small chance to give uncommon too) || Random effectSummoning EnchantmentsCall Shadow Swarm - Summons ~1500 shadows per turn, lasts for 180 turnsBattle EnchantmentsnoneOffensive EnchantmentsEternal Winter - Destroys some buildings + converts some buildings into glaciersSelf EnchantmentsPsychic Barrier - enchantment self - Gives you extra barrier resistance versus all colours || Effect is a lot lower for offcolourMind Control - enchantment self - Gives ~10% extra units from summoning and reduces researching turns by 10% (depends on spell level)
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  • Green


    Summoning SpellsCall Firefly swarmCall Treetop MonkiesSummon GrizzlybearSummon RoxesCall Lesser JabberwockCall TreemanSummon WendigoSummon BehemothsCall JabberwockSelf Battle SpellsWooden Skin = targets one random stack, +10 to Mres/Hres/Psres +15 to RresRanger Sight = +7 accuracy to two random stacks (can also hit the same stack twice)Entangle = gives ability entable to one random stack (even if they already have it)Mud Slide = decrease random enemy unit's init2 by 1Animal Taming = gives +70%(45% red/white and 33% black/blue) AP1 to own animal units and -70%(45% red/white and 33% black/blue) AP1 to enemy animal units, hits random stacks for defender and attackerEarthquake = -10% to enemy accuracy and dodge (not resistable?)Kazi''s Armor = -20 melee resist to all enemy stacksForestking's Strenght = flora: AP1 +165% (100% for red/white and 66% for black/blue) and HP +72%, reptile/bird: AP1 +14% (green only) and HP +17% (green only), animal: AP1 +14% (green only) and AP2 +5% and HP +17% (green only)Stampede = animal and reptile: gives unit ability Trample, +5 to unit accuracy, AP1 +30% (19% red/white and 13% black/blue)Song of Serenity = +13% to own units HP, -13% to all units AP1Offensive SpellsEagle Eyes - Shows you information on the targetSelf SpellsCall Nature - Creates forests (to give green mana) provided you have wilderness availableSummoning EnchantmentsCall of the Forest - Info needed (has been changed recently)Battle EnchantmentsNone - ??Offensive EnchantmentsFlood - Destroys buildings and gold each turnSelf EnchantmentsForestking's Strenght - enchantment self - Gives a huge AP and HP bonus to flora&Druid units and a small bonus (25% ?) to AP for animal, bird and reptile units || Offcolour only gets bonus on floraDruid stops at around spell level 250?Land Mulding - enchantment self - Gives you 1 acre per turn at a cost of ~45% of your green mana
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  • White


    Summoning SpellsConstruct Dune BuggiesWhistle of the War Falcon - Converts ~5000 falcons into the techno unit War FalconCall Chimeric MagicanConstruct OrnithopterFree TechnomancersLightbringers' CallClockwork DragonsMagnetic Gathering - Summons random white units into your army (recruits, simple, medium, complex)Call Sand WormsSelf Battle SpellsHoly Power = deals approximately 100,000 (60,000 blue/green and 40,000 red/black) damage to each enemy stack(**note it probably deals more damage but deals it as flash damage)Healing = +25 healing to one random stackBlessing of the gods = +7 accuracy to two random stacksReanimate = +25-35 healing to all own stacksLight of the Desert Sun = raises old magic barriersMotion Logic = techno units only: +10 accuracy, +5 dodge, AP1 +30% (19% blue/green and 13% red/black)Astralysis = +1 init2, -1 dodge, AP1 +30% (19% blue/green and 13% red/black)Sandstorm = destroys 1-3 itemsMechanic Animation = techno units only: +70 healing, +.5 init1, +2 init2Desert's Learning Curve = for techno and humans: AP1 +30%, adds flash attack to primary attackDreadnought of the Desert = summon about 30 DD if you have enough 501 LB and 7501 DBJihad = summons 60,000 martyrs on attack and 30,000 on defense(This is most likely not right (Jihad)Offensive SpellsnoneSelf SpellsClear Vegetation - Creates plains (to give white mana) provided you have wilderness availableSummoning EnchantmentsnoneBattle EnchantmentsDesert's Learning Curve - Gives 30% AP bonus, adds extra Flash attack for techno & human races, lasts for 750 turns, not resistableOffensive EnchantmentsnoneSelf EnchantmentsAlchemy - Doubles your gold income in exchange for 5% of your current white mana || Effect is a lot less for offcolourLight of the Desert Sun - Adds about 60% swamp barrier resistance (cumulative)
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