Dominion 3: SadAss

Stories about games that you run and/or have played in.

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Zinegata
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Post by Zinegata »

All of those are scary expensive and you already have a giant man anyway. Why not just take a Celestial Master to ensure magical diversity, early site searching, and a good researcher?
Korwin
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Post by Korwin »

Updated last post on first page with T'ien Chi mages and Oreiad (probably too expensive).
If I cant get the Warrior Smith, I might choose a Cheap Researcher (if there is still one), like the Mictlan Priest.
I have the pretender points for an Magic3 Scale if I want it...
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
Username17
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Post by Username17 »

You don't get any magic diversity from the Mictlan Priest because you already have Skratti. If you don't get the Warrior Mage, it's time to look at something like the Arcocephalian Mystic or the Caelian Seraph.

Remember that you only have 4 leaders who can have magic paths, and two of them are cap-only. You need a massable research/battle caster.

-Username17
Korwin
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Post by Korwin »

Mystic is allready taken. Caelean Seraph brings A2 for diversity.
He can fly so the map movement would be great...

NinjaDebugger: 1204; Druid
Fleur Bleu: 1759; Sidhe Lord
Istvun: 1115; Augur Elder
Korwin: 553; Jotun Skratti
JonJoe: 1535; Pan
Legoman727: 161; Sauromancer
nomadotto: 311; Mystic
EvilUrchin: Gygja
Korwin
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Post by Korwin »

Got to pick the Warrior Smith!
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
Username17
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Post by Username17 »

This makes me want to do a draft that isn't filled with mods whose explicit design goal is to fill up the game with crazy unbalanced bullshit, many of which are easter eggs hidden in giant rambling dm files.

Draft Order would be:
  • 1st build-anywhere commander
  • 2nd build-anywhere commander
  • Build anywhere non-mage commander (may be priest)
  • Build anywhere Scout (Commander, Stealthy, no magic paths or priest levels)
  • 1st Build Anywhere Troop
  • 2nd Build Anywhere Troop
  • 3rd Build Anywhere Troop
  • 4th Build Anywhere Troop
  • 1st Capital-Only Commander
  • 2nd Capital-Only Commander
  • 1st Capital-Only Troop
  • 2nd Capital-Only Troop
  • Pretender God (any era)
  • 1st National Spell
  • 2nd National Spell
  • 3rd National Spell
  • Assign Starting Gems
Starting army would be your second-drafted commander and your scout plus 400 gold worth of your third and fourth drafted national troops. PD from 1-19 would be 20 gold worth of your 3rd and fourth drafted build-anywhere troop led by your 3rd drafted build-anywhere commander. At 20+ you get 40 gold worth of your 1st and 2nd drafted troop and your second-drafted capital only commander.

No other mods. No bullshit "awesomed" version of already viable stuff.

-Username17
Korwin
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Post by Korwin »

Heh sign me up!
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
koz
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Post by koz »

Frank - what Age would this be set in? Or is this age-irrespective?
Everything I learned about DnD, I learned from Frank Trollman.
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Image
Winnah
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Post by Winnah »

Interesting. I'd play a game like that. The only thing I would have to think about would be the national spell choices.

Drawing up the mod as people worked through the draft would be a simple method of putting everything together. You would just need to give new ID's/#copystats on the pretenders and national spells.

Magic sites are also limited to 4 functions each, so every nation would need 1 site for gems and one site for the capital units, minimum.

As for flags, you could just use a default flag shape, then people can pick a colour for their nation as part of the draft or something.
Username17
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Post by Username17 »

I would set things Middle Era. As for magic sites, I would start each faction with four magic sites, as that would make it so that their commanders would automatically skip the home province with remote site searching spells on repeat-cast.

And yeah, color-drafting seems reasonable. Players could also draft names for their country:
  • Amblis
  • Carthacia
  • Etimhara
  • Huichan
  • Manditou
  • Nimtir
  • Odezd
  • Sachs
  • Tsimzan
  • Ulvolge
-Username17
Winnah
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Post by Winnah »

Very basic mod template in spoilers.
#modname "MA : Draft"
#description "Draft template"
#icon ""
#version 0.1
#domversion 3.27

--unit slots 2201-2210 (for pretender copies)
--nation slots 79-88
--site slots 751-790 (national sites)

------PRETENDER COPIES

--- Forge Lord (example)

#newmonster 2201
#copystats 1230
#copyspr 1230
#restrictedgod 79 --79 is the Nation ID for Amblis
#end

------- SPELLS ----------

--example

#newspell
#copyspell "Revive Wailing Lady"
#restricted 79 --79 is the nation ID for Amblis
#end

-------- SITES -----------

---Amblis Example

#newsite 751
#name "Amblis 1"
#path 7 --Path and level determine the site icon. Unimportant.
#level 0
#rarity 5 --5 is a unique ID. This site will typically appear only as a national site.
#gems 6 1 --1 nature gem
#homemon --ID or name of Unit that can be recruited
#homecom --ID or name of commander that can be recruited
#end

#newsite 752
#name "Amblis 2"
#path 7
#level 0
#rarity 5
#end

#newsite 753
#name "Amblis 3"
#path 7
#level 0
#rarity 5
#end

#newsite 753
#name "Amblis 4"
#path 7
#level 0
#rarity 5
#end

-------- NATIONS ---------

--The following section must be completed for every nation

#selectnation 79
#name "Amblis"
#epithet ""
#era 2
#idealcold 0
#brief ""
#descr ""
#summary ""
#flag ""
#templepic 1
#color 0.1 0.2 0.3

---- RECRUITS

#addrecunit --unit ID to follow
#addrecunit
#addrecunit
#addrecunit

---- LEADERS

#addreccom --unit ID to follow
#addreccom
#addreccom
#addreccom

----- STARTSITES

#startsite "Amblis 1"
#startsite "Amblis 2"
#startsite "Amblis 3"
#startsite "Amblis 4"

----- FORTS

#startfort 3 --Fortified city
#swampfort 11 --swamp fort
#farmfort 10 --simple fortress
#forestfort 33 --forest ramparts
#mountainfort 36 --hillfort
#defaultfort 39 --fortification

------- PROVINCE DEFENCE

--Sets the units to be used in province defense.

#defcom1 --unit ID to follow
#defcom2
#defunit1
#defunit1b
#defunit2
#defunit2b

--Sets how many of the units to appear per 10 points.

#defmult1 --number to follow
#defmult1b
#defmult2
#defmult2b


------- STARTING UNITS

#startcom --unit ID's here
#startscout
#startunittype1
#startunitnbrs1
#startunittype2
#startunitnbrs2
#end
Korwin
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Post by Korwin »

This needs an new thread, we also need more players.

Edit: for the player issue, I could crosspost it on awful.
Last edited by Korwin on Sat Apr 14, 2012 6:50 pm, edited 1 time in total.
Korwin
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Post by Korwin »

So back to topic. The second capital commander is due soon.
Currently neither the Niefel Jarl or Ba'al are taken, i'm really torn between the two.
(my first choice was Celestial Master)

Edit: this Commander will get into 20+ PD!
Last edited by Korwin on Sun Apr 22, 2012 4:13 pm, edited 1 time in total.
Username17
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Post by Username17 »

The Ba'al gives you F3S3E3B2. The Niefeljarl gives you W4D3A1.

You already have W3B3D1N1 from the Skratti and F1E2A1W1 (with another 50% random, so it's alot better than that) on the Warrior Smith. On a strict numbers game, the Ba'al gives you a lot more magic diversity than the Niefel Jarl does. Niefel Jarls are better in combat though.

Edit: you'd much rather have Ba'als in PD, because Niefel Jarls will kill your own PD troops with their cold aura.

-Username17
Last edited by Username17 on Sun Apr 22, 2012 4:32 pm, edited 1 time in total.
Korwin
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Post by Korwin »

Nation is finished:

Name: Trade Union
Epithet: All are big equal, some are bigger more equal.
Pretender: Divine Snake
Image
Building I: Comisariat: (Ba’al), Fomorian Giant
Building II: Economic Warfare Institute: Celestial Master, Androphag Archer
Gems: 2E, 2D, 2N

Cap Only Commanders: Celestial Master, Ba’al
Image
Image
Anywhere Commanders: Jotun Skratti, Warrior Smith, Tribal King
Image
Image
Image
Cap Only Troops: Androphag Archer, Fomorian Giant
Anywhere Troops: Abysian Infantry, Troglodytes, Light Bandar Archer
Last edited by Korwin on Fri Apr 27, 2012 7:05 pm, edited 1 time in total.
Korwin
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Post by Korwin »

Division Zulu's (Late Age, slightly other Draft rules) Mod is finished, for those (like me) who want to play around with it.
Feinne wrote:
Crimsonwolf 1036; Sauromancer De Nile
CrimsonWolf: 1322;Nagini
Crimsonwolf: 1361;Nahualli
Crimsonwolf: 159; Sphinx
CrimsonWolf: 166;City Guard
Crimsonwolf: 177;Lizard King
CrimsonWolf: 2000 Gibbor
CrimsonWolf: 503 Poison Slinger
CrimsonWolf: 797;Archer
CrimsonWolf: 939;Barbarian Heavy Horseman
CrimsonWolf: Warlock, 89

dis astrangant: 1428; Bakemono Kunshu Kingdom of the Worm
dis astrangant 1438; Ktonian Necromancer
dis astrangant: 1003;Harab Elder
dis astrangant: 1032; Royal Navigator
dis astrangant: 1094 Desert Ranger
dis astrangant: 11;Retiarius
dis astrangant: 1421;Rain Priest
dis astrangant: 1965; Slayer Worm
dis astrangant: 704 Dryad Hoplite
dis astrangant: 727;Jaguar Warrior
dis astrangant: Spire Horn Archer


feinne: 644; Dracolich Arfoire Syndicate of International
Feinne: 1121, Atavi Archer
Feinne: 1127, Atavi Chieftain
Feinne: 1321, Nagarishi
Feinne: 1424, Sun Priest
feinne: 1703, Mournful
Feinne: 1867 Comitatense
feinne: 1934; Occultist
feinne: 1936; Master of Names
Feinne: 1996 Benjaminite Slinger
Feinne: 726, Eagle Warrior


iod: 600; Titan (Female) Monsterdiscohell
iod: 1020; Ghoul Guardian
Iod: 12; Gladiator
iod: 1259; Onmyo-ji
iod: 1318; Naga
iod: 1420; King of Rain
iod: 2104; Ryujin
iod: 274; Jotun Jarl
iod: 300; Jotun Hurler
iod: 331; Illithid.
iod: 709; Panic Apostate


JonJoe: 1233; Lord of the Waves Cornfield
JonJoe: 1028; Wolfherd
JonJoe: 1147; Elephant
JonJoe: 1248; Yamabushi
JonJoe: 1577; Ancestor Vessel
JonJoe: 1935; Astrapelagist
JonJoe: 1970; Anathemant Dragon
JonJoe: 332; Starspawn - Mage
JonJoe: 427; Spy
JonJoe: 59; Longbowman


Khisanth Magus: 1590; Ageless Olm Failtopia
Khisanth Magus: 134; Royal Guard
Khisanth Magus: 160; High Priest of C'tis
Khisanth Magus: 1646; Magister Arcane
Khisanth Magus: 218; Crossbowman
Khisanth Magus: 264; Vanjarl
Khisanth Magus: 407: Illithid Soldier
Khisanth Magus: 761; Serpent Priest
Khisanth Magus: 784; Jotun Woodsman
Khisanth Magus: 787; Black Centaur
Kisanth Magus: 1709; Ancestor Smith


Rejakor: 874; Divine Emperor Birtherstan
rejakor 745; Goetic Master
rejakor: 1018 Ranger Captain
rejakor: 1279 Iron Crow
rejakor: 1320 Nagaraja
rejakor: 1711; Ancestor Guide
rejakor: 1859 Hydra Hatchling
rejakor: 1937, Starets
rejakor: 2103 Shark Warrior
rejakor: 262 Van
rejakor: 853; Skinshifter


Speleothing: 1899; Fomorian God King Yopperville
speleothing 553; Jotun Skratti
speleothing: 1017; Ranger of Ulm
speleothing: 1245; aka oni samurai
speleothing: 1617; seal hunters
speleothing: 1630; Arssartut
speleothing: 1868; Palatine
speleothing: 1987; Kohen Gadol
speleothing: 2069; Iassacharite Sibyl
Speleothing: 2088; Unsleeping Consort
speleothing; 1712; Celestial Master


TheDemon: 603; Father of Serpents ALL CAPS NO Gramar
TheDemon: 1239; Samurai Archer
TheDemon: 1423, Rain Warrior
TheDemon: 1450; Cave Knight
TheDemon: 1618; Angakok
TheDemon: 1850 Hydra
TheDemon: 281; Norna
TheDemon: 311; Mystic
TheDemon: 337; Lobo Guard
TheDemon: 430; Black Harpy
TheDemon: 846; Galderman
Zulu Division:
iod: 600; Titan (Female)
feinne: 644; Dracolich
TheDemon: 603; Father of Serpents
JonJoe: 1233; Lord of the Waves
Khisanth Magus: 1590; Ageless Olm
Speleothing: 1899; Fomorian God King
Rejakor: 874; Divine Emperor
dis astrangant: 1428; Bakemono Kunshu
Crimsonwolf: 159; Sphinx

Crimsonwolf 1036; Sauromancer
dis astrangant 1438; Ktonian Necromancer
rejakor 745; Goetic Master
speleothing 553; Jotun Skratti
Khisanth Magus: 1646; Magister Arcane
JonJoe: 332; Starspawn - Mage
TheDemon: 311; Mystic
feinne: 1936; Master of Names
iod: 1259; Onmyo-ji
iod: 2104; Ryujin
feinne: 1934; Occultist
TheDemon: 846; Galderman
JonJoe: 1935; Astrapelagist
Kisanth Magus: 1709; Ancestor Smith
speleothing: 2069; Iassacharite Sibyl
rejakor: 1711; Ancestor Guide
dis astrangant: 1032; Royal Navigator
Crimsonwolf: 1361;Nahualli
Crimsonwolf: 177;Lizard King
dis astrangant: 1965; Slayer Worm
rejakor: 1018 Ranger Captain
Speleothing: 2088; Unsleeping Consort
Khisanth Magus: 160; High Priest of C'tis
JonJoe: 427; Spy
TheDemon: 430; Black Harpy
Feinne: 1127, Atavi Chieftain
iod: 274; Jotun Jarl

dis astrangant: 727;Jaguar Warrior
rejakor: 853; Skinshifter
speleothing: 1017; Ranger of Ulm
Khisanth Magus: 134; Royal Guard
JonJoe: 59; Longbowman
TheDemon: 1450; Cave Knight
feinne: 1703, Mournful
iod: 331; Illithid.
CrimsonWolf: 939;Barbarian Heavy Horseman
CrimsonWolf: 797;Archer
iod: 300; Jotun Hurler
Feinne: 1121, Atavi Archer
TheDemon: 1239; Samurai Archer
JonJoe: 1147; Elephant
Khisanth Magus: 218; Crossbowman
speleothing: 1245; aka oni samurai
rejakor: 2103 Shark Warrior
dis astrangant: Spire Horn Archer
dis astrangant: 11;Retiarius
rejakor: 1279 Iron Crow
speleothing: 1617; seal hunters
Khisanth Magus: 407: Illithid Soldier
JonJoe: 1628; Ice Guard
TheDemon: 337; Lobo Guard
Feinne: 1996 Benjaminite Slinger
Iod: 12; Gladiator
CrimsonWolf: 166;City Guard

rejakor: 1937, Starets
speleothing: 1987; Kohen Gadol
Khisanth Magus: 264; Vanjarl
JonJoe: 1028; Wolfherd
TheDemon: 1618; Angakok
Feinne: 1321, Nagarishi
iod: 1420; King of Rain
CrimsonWolf: Warlock, 89
dis astrangant: 1421;Rain Priest
dis astrangant: 1003;Harab Elder
CrimsonWolf: 1322;Nagini
iod: 709; Panic Apostate
Feinne: 1424, Sun Priest
TheDemon: 281; Norna
JonJoe: 1970; Anathemant Dragon
Khisanth Magus: 761; Serpent Priest
speleothing; 1712; Celestial Master
rejakor: 1320 Nagaraja

speleothing: 1630; Arssartut
Khisanth Magus: 784; Jotun Woodsman
JonJoe: 1577; Ancestor Vessel
TheDemon: 1850 Hydra
Feinne: 726, Eagle Warrior
iod: 1020; Ghoul Guardian
CrimsonWolf: 2000 Gibbor
dis astrangant: 704 Dryad Hoplite
rejakor: 1859 Hydra Hatchling
rejakor: 262 Van
dis astrangant: 1094 Desert Ranger
CrimsonWolf: 503 Poison Slinger
iod: 1318; Naga
Feinne: 1867 Comitatense
TheDemon: 1423, Rain Warrior
JonJoe: 1248; Yamabushi
Khisanth Magus: 787; Black Centaur
speleothing: 1868; Palatine
Zulu Mod
Edit: Late Age draft, but for some reason you need to start an EA-Game to get to the nations...
Last edited by Korwin on Fri Apr 27, 2012 11:59 am, edited 2 times in total.
Akula
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Post by Akula »

It is an EA game, so you should have one more gem in your capitol sites Korwin.
Korwin
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Post by Korwin »

Yeah noticed that a few minutes ago, upped the nature income by one.
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
Korwin
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Location: Linz / Austria

Post by Korwin »

Bravo Division Mod:
Bravo Division

AmishSpecialForces: 269; Wyrm ------ C.C.C.P.
AmishSpecialForces: 1159; Warrior Smith
AmishSpecialForces: 1170; Sauromatian Lancer
AmishSpecialForces: 1327; Yavana
AmishSpecialForces: 1508; Huskarl
AmishSpecialForces: 1754; Ri
AmishSpecialForces: 202; Caelian Seraph
AmishSpecialForces: 2031; Melqart
AmishSpecialForces: 2034; Horite Hunter
AmishSpecialForces: 463; Fay Boar
AmishSpecialForces:160; High Priest of C'tis

Arakyd: 1233; Lord of the Waves ------ Pro Gnosis
Arakyd: 1143; Guru
Arakyd: 1217, Ambibate Noble Warrior
Arakyd: 128; Spire Horn Archer
Arakyd: 1316; Dai Oni
Arakyd: 1650; Oreiad
Arakyd: 1746; Anusara
Arakyd: 264; Vanjarl
Arakyd: 430; Black Harpy
Arakyd: 708; Reveler
Arakyd: 845; Niefel Giant

Congo Jack: 1229; Son of Fenrer ------ Druidia
Congo Jack: 1104; Principe
Congo Jack: 1204; Druid
Congo Jack: 1326; Guhyaka
Congo Jack: 1503; Helhirding
Congo Jack: 1506; Vanjarl
Congo Jack: 1544;Warrior of the Five Elements
Congo Jack: 1802; Fomorian King
Congo Jack: 231; Centaur Hierophant
Congo Jack: 788; Horseman
Congo Jack: 941; Celestial Master

Dawkish: 386; Son of the Sun – Fire ------ Hellscream
Dawkish: 1102; Rorarus
Dawkish: 12; Gladiator
Dawkish: 1284; Spire Horn Seraph
Dawkish: 1316; Ba'al
Dawkish: 1753; Tuatha Warrior
Dawkish: 1773; Tuatha Sorceress
Dawkish: 204; Seraphine
Dawkish: 553; Jotun Skratti
Dawkish: 727; Jaguar Warrior
Dawkish: 855; Valkyrie

Ingenium: 1346; Colossal Fetish ------ Basilia
Ingenium: 11; Retiarius
Ingenium: 1165; Shield Maiden
Ingenium: 1185; Oiorpata
Ingenium: 1286; Eagle King
Ingenium: 161;Sauromancer
Ingenium: 1702; Basalt King
Ingenium: 1763; Kala-Mukha Warrior
Ingenium: 1817; Unmarked
Ingenium: 429; Slayer
Ingenium: 460; Earth Reader

professorcurly: 958; Colossal Head ------ Zolatare
professorcurly 311; Mystic
professorCurly: 1178; Witch King
professorcurly: 1181; Enarie
ProfessorCurly: 127; Blizzard Warrior
professorcurly: 1513; Vanhere
professorcurly: 1818; Unmarked Champion
professorcurly: 726; Eagle Warrior
professorcurly: 948; Vanadrott
professorcurly: B; 0; 1164; Steel Maiden
professorcurly: B; 0; 2037; Dawn Guard

Roland Jones: 657; Monolith ------ Amruch
Roland Jonees: 1606; Mage Engineer
Roland Jones: 1115; Augur Elder
Roland Jones: 1310; Jotun Skinshifter
Roland Jones: 1361; Nahualli
Roland Jones: 1395; Bakemono Archer
Roland Jones: 1831; Hydra.
Roland Jones: 337; Lobo Guard
Roland Jones: 419; Mammoth
Roland Jones: 428; Assassin
Roland Jones: 847; Hangadrott

Udelar: 964; Lord of Fertility ------ Oh No
Udelar: 1079; Chariot Archer
Udelar: 1184; Sauromatian Archer
Udelar: 1470; Ancient Lord
Udelar: 1669; Sauromatian Amazon
Udelar: 1747; Palankasha
Udelar: 1790; Nemedian Warrior
Udelar: 1792; Nemedian Sorceress
Udelar: 2014; Ammi
Udelar: 731; Mictlan Priest
Udelar: 844; Niefel Jarl

ZLogic: 501; Allfather ------ Psizax
ZLogic: 1070; Philosopher
Zlogic: 1103; Hastatus
ZLogic: 1157; Steel Warrior
ZLogic: 1163; Warrior Maiden
ZLogic: 1183; Androphag Archer
ZLogic: 1301; Jotun Herse
ZLogic: 1775; Baobhan Sidhe
ZLogic: 234; Minotaur
ZLogic: 785; Gygja
ZLogic: 940; Master of the Five Elements
Korwin
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Location: Linz / Austria

Post by Korwin »

Division A's mod:





Alpha Division

Griffen: 1428; Bakemono Kunshu --- Phalanx of he Misinformed
Griffen: 1112; Bishop of the Sacred Shroud;
Griffen: 1121; Atavi Archer
Griffen: 1274; Kuro-Oni
Griffen: 1503 Helhirding
Griffen: 1738; Raksharaja
Griffen: 1751; Sidhe Warrior
Griffen: 231; Centaur Hierophant
Griffen: 311; Mystic
Griffen: 785; Gygja
Griffen: 855; Valkyrie;

Incy: 1096; Destroyer of Worlds --- Vanheim Age of Vanir
Incy: 1544; Wot5e
Incy: 1689; Warrior of the Deep
Incy: 1735; Kala-Mukha
incy: 1762; Bandar Warrior
Incy: 2014; Ammi
Incy: 323; dwarven smith
Incy: 463; fay boar
Incy: 708; Reveler
Incy: 948; Vanadrott
Incy: A; 6; 1175; Warrior Queen

jng2058: 109; Dagon --- The Unholy Alliance
Jng2058: 1115; Augur Elder
jng2058: 1184; Sauromatian Archer
jng2058: 1185, Oiorpata
jng2058: 1468; Oracle of the Dead
jng2058: 1606; Mage Engineer
jng2058: 1685; Coral Guard
jng2058: 1692; Mage of the Deep
jng2058: 1753; Tuatha Warrior
jng2058: 425; Shambler Thrall
jng2508: 1158; Warrior Chief

JosephWongKS: 265; Dragon – Blue --- My Kingdom for a Potato
JosephWongKS: 1118; Markata
JosephWongKS: 1159; Warrior Smith
JosephWongKS: 1178; Witch King
JosephWongKS: 1326; Guhyaka
JosephWongKS: 1510; Hirdman
JosephWongKS: 1513; Vanhere
JosephWongKS: 1747;Palankasha
JosephWongKS: 731; Mictlan Priest
JosephWongKS: 734; Moon Priest
JosephWongKS: A; 8; 1818; Unmarked Champion

Majestic: 216; Dragon – Red --- Australia, Stop the Boats
Majestic: 1181; Enarie
Majestic: 128; Spire Horn Archer
Majestic: 1504; Mounted Hirdman
Majestic: 1650 ; Oreiad
Majestic: 1802 Fomorian King
Majestic: 1831; Hydra
Majestic: 202; Caelian Seraph
Majestic: 428; Assassin
Majestic: 726;Eagle Warrior
Majestic: 796, Footman

Meinberg: 550; Master Alchemist --- The Red Cross, Just a little Blood Can Save a Man
Meinberg: 1101; Accensus
Meinberg: 1183; Androphag Archer
Meinberg: 127; Blizzard Warrior
Meinberg: 1739; Rakshasi
Meinberg: 1790; Nemedian Warrior
Meinberg: 2032; Ba'al
Meinberg: 429; Slayer
Meinberg: 447; Troglodyte
Meinberg: Pan; 1535
Meinberg: Yogini; 1734

Saith: 874; Divine Emperor --- Twin Peaks, Fire Walk With Me
Saith: 11;Retiarius
Saith: 1143; Guru
Saith: 1157;Steel Warrior
Saith: 1176;Androphag
Saith: 1286;Eagle King
Saith: 1536;Anointed of Rhuax
Saith: 1756; Sidhe Lord
Saith: 1763;Kala-Mukha Warrior
Saith: 228/229;Satyr
Saith: 430; Black Harpy

Slaan: 1590; Ageless Olm --- Animalia, Druidic Protection
Slaan: 1103 Hastatus
Slaan: 1204; Druid
Slaan: 160; High Priest of C'tis
Slaan: 1690; Living Pillar
Slaan: 1699; Anathemant Dragon
Slaan: 1754 Ri
Slaan: 727; Jaguar Warrior
Slaan: 769; White Centaur
Slaan: 797 Archer
Slaan: 847 Hangadrott

The Wondersaurus: 1341; Deva --- Typhon & Company LLC
The Wondersaurs: 2037; Dawn Guard
The Wondersaurus: 1120; Markata Archer
The Wondersaurus: 1310; Jotun Skinshifter
The Wondersaurus: 1432; Hannya
The Wondersaurus: 1733; Raktapata
The Wondersaurus: 2031; Melqart
The Wondersaurus: 721; Warrior
The Wondersaurus: 783; Serpent Dancer
The Wondersaurus: 941; Celestial Master
The Wondersaurus: A; 7; 1071; Sceptic

Xanrick: 958; Colossal Head --- Portal of Evil, The Internet, etc.
Xanrick: 1222; Boar Warrior
Xanrick: 1316; Dai Oni
Xanrick: 1395; Bakemono Archer
Xanrick: 1508; Huskarl
Xanrick: 161; Sauromancer
Xanrick: 1687; Deep One Spearman
Xanrick: 1746; Anusara
Xanrick: 1773; Tuatha Sorceress
Xanrick: 204; Seraphine
Xanrick: 264; Vanjarl (Vanheim)
Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

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