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If Anyone cares-My Heroquest Weapons, spells and charecters

Discuss other HeroQuest expansion topics that do not fit into the above categories.

If Anyone cares-My Heroquest Weapons, spells and charecters

Postby DragonHead » June 21st, 2010, 4:49 pm

These are some I have attached

Market and Monsters
Market and Monsters wrote:Goblin Archer
Melee attack: 0
Long-range attack: 2
Body Points: 1
Movement: 12

Goblin Bowman
Melee attack: 1
Long-range attack: 3
Body points: 1
Movement: 12

Orc Archer
Melee attack: 0
Long-range attack: 2x2
Body points: 1
Movement: 8

Orc Bowman
Melee attack: 1
Long-range attack: 3x2
Body points: 2
Movement: 10

Orc Long bowman
Melee attack: 1
Long-range attack: 3x3
Body points: 2
Movement: 10

Skeleton Archer
Melee attack: 1
Long-range attack: 2
Body points: 1
Movement: 6

Skeleton Bowman
Melee attack: 2
Long-range attack: 2x2
Body points: 1
Movement: 8

Chaos Warrior Long bowman
Melee attack: 2
Long range attack: 4x4
Body points: 3
Movement: 10

Chaos Warrior Ranger
Melee attack: 4
Long-range attack: 3x2
Body points: 3
Movement: 6

Marketplace:
Trading stalls (tent/building), Wizard’s Tower1, weapons shop, Tavern and special deals weapon shop.

1: Wizard’s tower sells new items such as wands, scrolls, staffs and combinations.
Tavern
Sells old potions.

Assassin Corner:
Assassin in corner sells assassin weapons.
Boasts about his own deeds.

Magician:
Magician sells spell scrolls for 25 gold and lightning staff (200 gold) which is staff that lets you do lightning bolt 1 as many times as you want for free.

Mercenaries:
Mercenaries can be hired and you may buy items for them like a second character but Dragon master controls them and you can give them commands. Mercenaries on separate page.

Wizard’s Tower
Spell book:
Lightning bolt I: 75
Automatically do 1 point of body with a concentrated lightning bolt and then roll 1 attack dice for attack.

Shape shift (orc): 100
Shape shift into an orc for 2 turns (can only be used once per quest).

Summon Orcs I: 125
Roll 6 combat dice for each two skulls you get you summon a monster who attacks on Zargon’s turn and always defends you.

Strength of mind: 50
Adds two attack dice and 1 mind point to target hero for one turn (may only be used once per quest)

Strength of mind II: 175
Adds a permanent 1 mind point. May only be used once before you have to buy it again

Summon Orcs II: 200
Roll 6 combat dice for each two skulls you get you summon a monster who attacks on Zargon’s turn and always defends you. You also summon an orc when a black skull is rolled.

lightning bolt II: 150
Automatically do 1 point of body with a concentrated lightning bolt and then roll 2 attack dice for attack. May only be used once per quest and is long range.

Flaming arrow summon I: 50
Gives +1 dice automatically when shooting with arrows this round of turns.

Flaming arrow summon II: 75
Gives +1 dice (2 on Fimirs) automatically when shooting with arrows this round of turns.

Flaming arrow summon III: 100
Gives +1 skull (+3 dice on Fimirs) automatically when shooting with arrows this round of turns.

Weapon mastery I: 250
When attacked by a monster roll a red dice if it is a 6 you may attack back on the monster’s turn (only once even if you have something like a longbow or special weapon).

Flurry I: 25
Gives target hero +2 attack dice but -1 defense dice

Flurry II: 50
Gives target hero +3 attack dice but -2 defense dice

Healing: 150
Heals hero of all lost body points (cannot be used on dead heroes) can only be used once per quest.

Light spell shield:50
Can do it that many times per quest per time you buy it. Adds 1 mind and prevents one body for all spells used for two turns.

Medium spell shield:100
Can do it that many times per quest per time you buy it. Adds 2 mind and prevents one body for all spells used for two turns.

Heavy spell shield:150
Can do it that many times per quest per time you buy it. Adds 2 mind and prevents two body for all spells used for two turns.

Elite spell shield: 200
Can do it that many times per quest per time you buy it. Adds 3 mind and prevents two body for all spells used for three turns.

Summon Orcs III: 275
Roll 6 combat dice for each one skull you get you summon a monster who attacks on Zargon’s turn and always defends you. You also summon an orc when a black shield is rolled.

Weapon’s mastery II: 300
When attacked by a monster roll a red dice if it is a 4,5 or 6 you may attack back on the monster’s turn (only once even if you have something like a longbow or special weapon).

Inferno of Flames I: 200
Roll both red dice and add the numbers half that and split the points of damage between monsters, monsters roll mind, sixes negate one point of damage.

Inferno of Flames II: 400
Roll both red dice and add the numbers and split the points of damage between monsters, monsters roll mind, sixes negate one point of damage. Hurts only monsters.

Weapon’s mastery III:400
When attacked by a monster roll a red dice if it is a 4,5 or 6 you may attack back twice on the monster’s
turn

Flurry III: 75
Gives target hero +3 attack dice but -1 defense dice

Summon Orcs IV: 375
Roll 6 combat dice for each one skull you get you summon a monster who attacks on Zargon’s turn and always defends you. You also summon an orc when a black shield is rolled. The monsters you sommon have +1 attack and +1 defense

Frost Bolts I: 75 gold
When an ice bolt does damage (1 attack dice) to a monster roll three dice for each black shield the monster is added 1 layer of ice and rolls its mind points each turn, every time a six is rolled it takes away 1 layer of ice. When a monster is frozen it cannot move, attack and defends with two less combat dice. Every two turns they lose a body point. This spell launches three frost bolts.

Frost Bolts II: 150 gold
When an ice bolt does damage (2 attack dice) to a monster roll three dice for each black shield the monster is added 1 layer of ice and rolls its mind points each turn, every time a six is rolled it takes away 1 layer of ice. When a monster is frozen it cannot move, attack and defends with two less combat dice. Every two turns they lose a body point. This spell launches three frost bolts.

Frost Bolts III: 150 gold
When an ice bolt does damage (2 attack dice) to a monster roll three dice for each black shield the monster is added 1 layer of ice and rolls its mind points each turn, every time a six is rolled it takes away 1 layer of ice. When a monster is frozen it cannot move, attack and defends with two less combat dice. Every two turns they lose a body point. This spell launches four frost bolts.

Frost Bolts IV: 350 gold
When an ice bolt does damage (3 attack dice) to a monster roll three dice for each black shield the monster is added 1 layer of ice and rolls its mind points each turn, every time a six is rolled it takes away 1 layer of ice. When a monster is frozen it cannot move, attack and defends with two less combat dice. Every two turns they lose a body point. This spell launches five frost bolts.

lightning bolt III: 150
Automatically do 1 point of body with a concentrated lightning bolt and then roll 4 attack dice for attack. May only be used once per quest and is long range.

lightning bolt III: 250
Automatically do 1 point of body with a concentrated lightning bolt and then roll 6 attack dice for attack. May only be used once per quest and is long range.

Lightning storm I: 250 gold
Must have a lightning bolt spell. Launches two lightning bolts.

Lightning storm II: 350 gold
Must have a lightning bolt spell. Launches three lightning bolts.

Lightning storm III: 450 gold
Must have a lightning bolt spell. Launches five lightning bolts.

Lightning storm IV: 750 gold
Must have a lightning bolt spell. Launches five lightning bolts. Each bolt does plus one more automatic body.

Whirlwind I: 300
Summons a small twister to attack your enemies. It attacks all monsters in the room with one dice.

Whirlwind II: 300
Summons a small twister to attack your enemies. It attacks all monsters in the room with two dice.

Whirlwind III: 300
Summons a small twister to attack your enemies. It attacks all monsters in the room with three dice.

Whirlwind IV: 300
Summons a small twister to attack your enemies. It attacks all monsters in the room with four dice.

Whirlwind V: 300
Summons a small twister to attack your enemies. It attacks all monsters in the room with five dice.

Whirlwind VI: 300
Summons a small twister to attack your enemies. It attacks all monsters in the room with six dice.

300 gold: Earth Quake I x1 per quest
Does one body (if you roll a skull) to all enemies in surrounding rooms and the one you’re in does two body to the caster.

500 gold: Earth Quake II x1 per quest
Does one body to all enemies in surrounding rooms and the one you’re in does two body to the caster.

note: the wizard may only buy these two Earth quake spells.

Hurl boulder: 100
Throws a boulder that attacks a single monster with five attack dice.

Spell scrolls:

50 gold each

All preset spells.

Combination: For 300 gold you may combine Mage Armor with a cloak of invisibility to make: Sorcerer’s best.

Sorcerer’s Best:
+2 defense dice +1 move, invisibility and permanent Elite spell shield. May be only worn by wizards and Assassins but with only a permanent light spell shield.

Combination: For 400 gold you may combine a long bow and a wand to make: a magical long bow.

Magical long bow
A long range weapon with 4 attack that can fire twice and uses 5 attack against spell casters
May only be used by the Elf Archer.

Combination: For 400 gold you may combine a long bow, quiver of ice arrows and a wand to make: an Ice bow.

Ice bow
A long range weapon with 4 attack that can fire twice and uses 5 attack against spell casters also has same affects of a quiver of ice arrows.
May only be used by the Elf Archer.

Combination: for 600 gold you may combine a wand and a war hammer to make a magical war hammer

Magical war hammer
A weapon with four attack dice after you roll you can decide to attack the enemy with the skulls as regular or attack them with the black shield as an unblock able attack.


Assassin
Assassin wrote:You may customize your own mind and body you have 10 points to split up between mind and body the choices you may not have less than three body though.
As an assassin you may only use Assassin specific items (does not include potions), you get to choose between a certain array of weapons to start. Here they are:
Assassin’s dagger and heavy cloak.
Assassin’s dagger and poison dart blowpipe.
Bow, an assassin may use a bow.


Dwarf Mystic
Dwarf Mystic wrote:You are the dwarf Mystic a special Earth mage that uses her/his dwarf nature to draw his/her power from rock. The mystics are tough and powerful but are not accustomed to lots of walking so are slower.

Starting weapon(s): a staff
Starting armor: None
Movement: two red dice with two square penalty.
Mind: 3
Body: 7

300 gold: Earth Quake I x1 per quest
Does one body (if you roll a skull) to all enemies in surrounding rooms and the one you’re in does two body to the caster.

500 gold: Earth Quake II x1 per quest
Does one body to all enemies in surrounding rooms and the one you’re in does two body to the caster.

600 gold: Earth Quake III x1 per quest
Does one body to all enemies in surrounding rooms and the one you’re in does one body to the caster.

700 gold: Earth Quake IV x1 per quest
Does two body to all enemies in surrounding rooms and the one you’re in does one body to the caster.

800 gold: Earth Quake V x1 per quest
Does two body to all enemies in surrounding rooms and the one you’re in does zero body to the caster.

400 gold: Storm of Rocks II x1 per quest
Destroy target monster, does not work on mummies, Chaos warriors, Gargoyles, or special characters.

350 gold: Storm of Rocks II x1 per quest
Destroy target monster, does not work on mummies, Chaos warriors, Gargoyles, or special characters.

450 gold: Storm of Rocks III x1 per quest
Destroy target monster, does not work on Chaos warriors, Gargoyles, or special characters.

700 gold: Storm of Rocks IV x2 per quest
Destroy target monster, does not work on Chaos warriors, Gargoyles, or special characters.

150 gold: Summon Rock monster I x1 per quest
Summon Rock monster (chaos warrior figure) its stats:
It lives for 3 turns.
Move Squares: 2 red dice, Attack dice: 2, Defense dice: 3, Body points: 3, Mind points: 4

350 gold: Summon Rock monster II x1 per quest
Summon Rock monster (chaos warrior figure) its stats:
It lives for 3 turns.
Move Squares: 2 red dice, Attack dice: 2, Defense dice: 4, Body points: 3, Mind points: 6

450 gold: Summon Rock monster III x1 per quest
Summon Rock monster (chaos warrior figure) its stats:
It lives for 3 turns.
Move Squares: 2 red dice, Attack dice: 3 Defense dice: 5, Body points: 4, Mind points: 6

600 gold: Summon Rock monster IV x1 per quest
Summon Rock monster (chaos warrior figure) its stats:
It lives for 3 turns.
Move Squares: 2 red dice, Attack dice: 5, Defense dice: 5, Body points: 4, Mind points: 6

1000 gold: Summon Rock monster V x2 per quest
Summon Rock monster (chaos warrior figure) its stats:
It lives for 3 turns.
Move Squares: 2 red dice, Attack dice: 5, Defense dice: 5, Body points: 4, Mind points: 6

900 gold: Summon Rock monster VI x2 per quest
Summon Rock monster (chaos warrior figure) its stats:
It lives for 3 turns.
Move Squares: 2 red dice, Attack dice: 5, Defense dice: 6, Body points: 4, Mind points: 6

1000 gold: Summon Rock monster VII x3 per quest
Summon Rock monster (chaos warrior figure) its stats:
It lives for 3 turns.
Move Squares: 2 red dice, Attack dice: 5, Defense dice: 6, Body points: 5, Mind points: 6

2000 gold: Summon Rock monster VIII x3 per quest
Summon Rock monster (chaos warrior figure) its stats:
Permanent.
Move Squares:2 red dice, Attack dice: 5, Defense dice: 6, Body points: 5, Mind points: 6

Hurl boulder: 100
Throws a boulder that attacks a single monster with five attack dice.


Custom Weapons
Custom Weapons wrote:Bow: 200 gold
A long range weapon like a crossbow but with only two attack dice.
May only be used by Elf and Elf Archer.

Long Bow: 500 gold
A long range weapon like the crossbow but can attack twice.
May only be used by the Elf Archer.

Glaive: 150
A staff with retractable blade has one attack dice but hits twice.
May only be used by and Wizard.
May not be used while using a shield.

Quiver of arrows: 150
Let’s user fire one more time when using the crossbow, the Bow and The Long bow.

Elf Archer 5 mind 5 body
Elf Archer may not use The battle Axe, the Long sword and the Broad sword.

Lance: 450 gold
May only be used by a mounted Barbarian.
Three attack dice may hit monster which is 2 squares away.
May hit diagonal.

Spear: 350
Two attack dice, may only hit a monster which is 2 squares away when mounted.
May hit diagonal.

Horse: 250
A horse let’s a hero roll two move dice twice and for 50 more gold cancels out the plate mail move penalty(while riding on the horse). While on a horse you may: take an action and then move twice, move once take an action and move twice or move twice and take an action.

Hand axe: 175
May only be used by Dwarf.
2 attack dice may be thrown like dagger but is automatically retrieved the turn after the next.

Quiver of Fire arrows: 300
Let’s user fire one more time when using the crossbow, the Bow and The Long bow.
Gives a permanent attack bonus of +1 against everyone and +2 against fimirs.

Quiver of Ice arrows: 450
Let’s user fire one more time when using the crossbow, the Bow and The Long bow.
When an ice arrow does damage to a monster roll three dice for each black shield the monster is added 1 layer of ice and rolls its mind points each turn, every time a six is rolled it takes away 1 layer of ice. When a monster is frozen it cannot move, attack and defends with two less combat dice. Every two turns they lose a body point.

Poison: 35
Is used up once at the beginning of a quest and all of your weapons are poisoned which means if you wound a monster every two turns it losses a body point. You may only use it once before you have to buy more.

Great sword: 600 gold
The legendary weapon of the knights of the emperor’s Glory guard it has 5 attack dice and can attack diagonal. May only be used by the barbarian.

sling: 150
May fire twice per turn with one attack dice may be used by any character but the wizard, wizard warrior and Assassin.

rapier: 300 gold
A weapon with 2 attack that can attack diagonal. May only be used by the mage knight.

Magical Boomerang:250 gold
A long range weapon that has a range of six squares it goes up and attacks all monsters up to the limit with one dice. And then comes back and attacks them all again. May only be used by the mage knight.

Magic short sword: 450 gold
A weapon with two attack dice that attacks twice.

Magical shield: 300 gold
Gives you plus one defense dice in defense and if you get a 4, 5 or 6 on a fire, water, wind or special chaos attack(not a chaos spell) you are immune.

Assassin’s weapons:
Light cloak: 75 gold
Light cloak gives you +1 move and +1 defense against goblins.

Assassin’s dagger: 100 gold
Gives you a poisoned blade with 1 dice that can attack thrice.

Assassin’s short sword: 400 gold
Gives you a poisoned blade with 2 dice that can attack thrice.

Heavy cloak: 175 gold
Heavy cloak gives you +1 defense and +1 move.

Poison dart blowpipe: 200 gold
Can hit anything within 7 squares , roll a red dice with the one attack dice if you get a 1,2,3 or4 you hit and poison the monster, you may fire twice per turn.

Cloak of concealment: 450
Gives wearer +1 defense dice +1 move. At the beginning of each quest pick a tile color on all of those tile squares you are invisible, monsters cannot see you on these squares and attack with one less against you and defend with one less too, they know where you are once you attack but the attack and defense deduction still counts.

Cloak of invisibility: 650
Gives wearer +1 defense dice +1 move. You are invisible on all squares monsters cannot see you on these squares and attack with one less against you and defend with one less too, they know where you are once you attack but the attack and defense deduction still counts.

Warhammer: 400 gold
May only be used by the dwarf. A weapon with two attack dice that attacks with black shields and can’t be blocked.

Flail: 350 gold
A weapon with three attack dice that lets the user attack twice with it.

Halberd:550 gold
A weapon with four attack dice that lets the user attack diagonal.

Mage armor: 350
May only be used by wizard, dwarf mystic and Mage knight, plus one defense dice and when using enhancement spells does the same enhancement to you while it still works.

Wand: 240
Long range weapon with two attack dice and three verses spell casters.
Wizard and wizard warrior

Light wound Healing potion: 50 gold
Hero regains up to two lost body points.

Medium Wound Healing potion: 100 gold
Hero regains up to four lost body points.

Dire wound Healing potion: 150 gold
Regain up to six lost body points.

Grievous wound Healing potion: 200 gold
Hero regains up to eight lost body points.

Mind Renew potion: 50 gold
Regains all lost body points

Lock pick: 350 gold
A thief-only item it lets you open any door locked or not.

Training:
Note-moves are lost when hero dies and cannot be transferred.
None of these may be used/ bought by the wizard

Parry I 50 gold- x2 per quest, for an enemy’s attack roll a red dice if it is a six the physical attack fails.

Disarm I 100 gold- 1 per quest, when being attacked roll two red dice if both come up as sixes the monster losses their weapon and must fight with 2 less combat die.

Counter-attack I a barbarian and dwarf only 100 gold-x2 per quest, if you block all of an enemy’s skulls or they miss you can attack back with 2 less attack dice on their turn (only once even with a special weapon).

Counter-attack II a barbarian and dwarf only 150 gold-x2 per quest, if you block all of an enemy’s skulls or they miss you can attack back with 1 less attack dice on their turn (only once even with a special weapon).

Steal item, thief only 300 gold -1 per buy, steals an item from an enemy (counts as action) example: An assassin steals a battle axe from a chaos warrior or a long sword from a fimir. Broadsword: orc wand: warlock short sword: goblin. Doesn’t work on undead.

Lunge attack, barbarian only 200 gold- x5 per quest- lowers enemy’s defense by 1 for that attack

Dodge I 50 gold- x5 per quest, roll a red dice when defending if a 5 or 6 it takes off 1 skull from the enemy’s attack.

Parry II 150 gold- x2 per quest, for an enemy’s attack roll a red dice if it is a six the physical attack fails it also adds on 1 defense dice (for this attack).

Lock I dwarf and barbarian only 200 gold-1 per quest, roll a combat dice if it’s a black shield you go into a lock you each roll as many red dice as remaining body points the one with the most sixes wins and the loser losses two body. If you lose you cannot attack again that turn.

Lock II dwarf and barbarian only 300 gold-1 per quest, roll a combat dice if it’s a white shield you go into a lock you each roll as many red dice as remaining body points the one with the most sixes wins and the loser losses two body. If you lose you cannot attack again that turn.

Parry III 150 gold- x2 per quest, for an enemy’s attack roll a red dice if it is a four, five or six the physical attack fails it also adds on 1 defense dice (for this attack).

Parry IV 150 gold- x2 per quest, for an enemy’s attack roll a red dice if it is a four, five or six the physical attack fails it also adds on 2 defense dice (for this attack).

Round attack: 300 gold-once per quest attack all monsters that are able to be hit by your attack in a circle around you, all in one turn.

Dodge II 50 gold- x5 per quest, roll a red dice when defending if a 4, 5 or 6 it takes off 1 skull from the enemy’s attack.
Last edited by DragonHead on October 6th, 2013, 2:42 pm, edited 4 times in total.
Reason: Text-Only attachment added into post as per Forum Rule 2.f.
Clairclaw, The witch lord even The Terror King and Zargon bow before me, part before my will, my power.I am all mighty, I control the universe,the mage of all, the destroyer of nations,I am the creator, I am Dragonhead!!!!!
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Re: If Anyone cares-My Heroquest Weapons, spells and charect

Postby DragonHead » June 21st, 2010, 4:50 pm

Sorry it owuld not let me add bmp files.
Clairclaw, The witch lord even The Terror King and Zargon bow before me, part before my will, my power.I am all mighty, I control the universe,the mage of all, the destroyer of nations,I am the creator, I am Dragonhead!!!!!
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Re: If Anyone cares-My Heroquest Weapons, spells and charect

Postby drathe » June 21st, 2010, 5:03 pm

Added .bmp files to attachment settings. Try them now.
Image


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Re: If Anyone cares-My Heroquest Weapons, spells and charect

Postby mo123813 » June 21st, 2010, 5:11 pm

Awesome stuff!
Check out my new character: Halfling! I promise you will consider using it!
viewtopic.php?f=35&t=405
Remember, if you run out of dice,
3/4/5 = skulls
1/2 = white shields
6 = black shields
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Re: If Anyone cares-My Heroquest Weapons, spells and charect

Postby drathe » June 21st, 2010, 5:22 pm

You should compile all these into one document with a table of contents as an alternate/expanded rule set. Just a thought.
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Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
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Innkeeper
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Joined: August 16th, 2008, 2:55 pm
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Re: If Anyone cares-My Heroquest Weapons, spells and charect

Postby DragonHead » June 21st, 2010, 10:39 pm

I don't know I'm gonna have to do a lot of refining with the Town thingey i think I might eleminate it because it is slightly boring and a waste of valueble time.
Clairclaw, The witch lord even The Terror King and Zargon bow before me, part before my will, my power.I am all mighty, I control the universe,the mage of all, the destroyer of nations,I am the creator, I am Dragonhead!!!!!
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