LAST MONTHS

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Found: 101

Tourney won by Player mahimka !!


A great tourney eventually found his earned end!

2022-10-19 10:45:55| Posted by myl_supporter

A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 mahimka beat Zytozid
Round 1: Game#2 marcuspers beat Ezekiel
Round 2: Game#3 mahimka beat Ezekiel
Round 2: Game#4 marcuspers beat Zytozid
Round 3: Game#5 mahimka beat marcuspers
Round 3: Game#6 Zytozid beat Ezekiel
And the winner was mahimka.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!





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Tourney won by Player keika !!


A great tourney eventually found his earned end!

2022-10-01 10:06:06| Posted by myl_supporter

A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 keika beat Refineus
Round 1: Game#2 El_Lobo beat MARKYMARK
Round 2: Game#3 keika beat MARKYMARK
Round 2: Game#4 El_Lobo beat Refineus
Round 3: Game#5 keika beat El_Lobo
Round 3: Game#6 Refineus beat MARKYMARK
And the winner was keika.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!





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Tourney won by Player Skuns453Lirik902 !!


A great tourney eventually found his earned end!

2022-08-24 09:17:48| Posted by myl_supporter

A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 Moridin beat DrLight
Round 1: Game#2 Skuns453Lirik902 beat DacrioS
Round 2: Game#3 Moridin beat DacrioS
Round 2: Game#4 Skuns453Lirik902 beat DrLight
Round 3: Game#5 Skuns453Lirik902 beat Moridin
Round 3: Game#6 DrLight beat DacrioS
And the winner was Skuns453Lirik902.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!





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Tourney won by Player mahimka !!


A great tourney eventually found his earned end!

2022-04-04 14:18:53| Posted by myl_supporter

A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 marcuspers beat El_Lobo
Round 1: Game#2 mahimka beat Blad_ua
Round 2: Game#3 mahimka beat marcuspers
Round 2: Game#4 El_Lobo beat Blad_ua
Round 3: Game#5 Blad_ua beat marcuspers
Round 3: Game#6 mahimka beat El_Lobo
And the winner was mahimka.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!





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Tourney won by Player Ezekiel !!


A great tourney eventually found his earned end!

2022-03-11 20:14:41| Posted by myl_supporter

A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 Refineus beat Th30n
Round 1: Game#2 Ezekiel beat Sin Arcain
Round 2: Game#3 Sin Arcain beat Refineus
Round 2: Game#4 Ezekiel beat Th30n
Round 3: Game#5 Ezekiel beat Refineus
Round 3: Game#6 Sin Arcain beat Th30n
And the winner was Ezekiel.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!





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Tourney won by Player Zytozid !!


A great tourney eventually found his earned end!

2022-03-11 18:44:36| Posted by myl_supporter

A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer myl_supporter!
The following matches were played:
Round 1: Game#1 Zytozid beat Moridin
Round 1: Game#2 Skuns453Lirik902 beat DrLight
Round 2: Game#3 Skuns453Lirik902 beat Moridin
Round 2: Game#4 Zytozid beat DrLight
Round 3: Game#5 DrLight beat Moridin
Round 3: Game#6 Zytozid beat Skuns453Lirik902
And the winner was Zytozid.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!





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Tourney won by Team Dos Equis XX!!


A great tourney eventually found his earned end!

2021-04-30 17:06:27| Posted by Skuns453Lirik902

A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer Skuns453Lirik902!
The following matches were played:
Round 1: Game#1 3 fistfuls of wonder beat Team 1-st
Round 1: Game#2 Dos Equis XX beat Fancy Name Team
Round 2: Game#3 Dos Equis XX beat 3 fistfuls of wonder
Round 2: Game#4 Fancy Name Team beat Team 1-st
And the winner was Dos Equis XX.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!





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PBEM and Single Player Balance Mod v1.3: one of the last few major updates


v1.3 is the first of the v1.3x update: it significantly changes mobility over Water, altering the relative advantages of Swimming, Floating and Flying units, modifies the costs of strategic spells to make non-summon spellcasting more viable across the board, and pushes the cursor further in favour of production vs mind-control. These change massively impact the game. As usual, it also improves description of skills, abilities, etc. to improve player experience.

2021-04-24 00:05:25| Posted by Hiliadan

Three broad areas are affected by this release:

  • Boost to production & defense and further tweaks to Mind-control strategies (50% higher upkeep of Mind-controlled units, Lesser Charm and Lesser Convert for Bards and Evangelists). Several rounds of tweaks had already been implemented to deal with priority #4 of the community directions for balance, but after taking stock of the balance of production vs mind-control strategies reached in v1.29 and previous versions, more was needed.

Mind Controlled units now have +50% upkeep, nerfing mind-control strategies, while production and defense are boosted with cheaper Siege Workshops, Wooden Walls and access to racial defensive building after Builders' Hall

  • Change to mobility: as announced in previous articles (v1.28 & v1.29), a major change is finally there, reducing the mobility of Swimming units on Water (except for Sea Creatures) and making life more difficult for Flying and Floating units (who basically won't regain health when starting their turn above Water). This weakens domineering Flying/Floating doomstacks or harassing strategies (see discussion on the forum).


Non-Sea Creature with Swimming now use 4 MP per hex to move over Water, while Flying and Floating units regenerate a lot less over Water, boosting Sea Creatures and reducing the overpowerness of high-mobility stacks


v1.3 was actually released on the main branch of the balance mod in November 2020 but the article about it is written only now (as v1.31 is about to be released on the main branch, article to come soon!). The release happened about 7 months after v1.29 (against a goal of a release every 3.5 months).


v1.3 is a pretty massive update, even though it still does not include the Racial Governance overhaul in the works for quite some time now: this overhaul was delayed (at least to v1.33, or later) since it represents a very significant amount of work (help welcome on the forum!). This release is probably one of the last few major updates of the balance of the game. The next versions are likely to be more modest. The last three major topics to tackle are Racial Governance, AI and balance of the Shadow Realm expansion.

v1.31 will be a more minor update, bringing some polishing and moving Arch Druid and Theocrat's T3 to their 2nd class building, in line with other classes.


Full changelog of v1.3 (also available on the official changelog of the balance mod)

Bug correction
- Issues/bugs of the balance mod corrected:

  • Domain of the Sun correctly states units and cities like Volcanic
  • Clearing an Item Rack with Very Weak defenders sometimes give no reward. This is due to Item Racks getting +50% defenders due to Strong defenders settings but not getting +50% reward value for some unknown reasons. So the multiplier must be reverted back to 0.7 (from 0.47).
  • "Convert" (actually Lesser Convert) skill for Theocrat Leaders now correctly displays the attack strength of 8 spirit instead display {{ResistValue} in the Leader’s unit panel when Produce Evangelist is not researched
  • Solar Spire can no longer be produced in the Arcane Item Forge (the issue had been fixed earlier but had reappeared)
  • Solid Chain of Coif of Heroes (Strong) is now correctly in the Strong item category for item rewards

- Incompatibilities fixed: Extended Settings - More Game and Map Setting Options - Huge and Gigantic map sizes are available and no longer replaced by Small Square Map and Medium Square Map


General
- True Resurrect costs 40 CP (was 50 CP)
- Wooden Walls cost 90 gold (was 100 gold)
- Siege Workshop costs 130 gold (was 150 gold)
- Builders have a new ability, Repair Wall: touch ability which heals 25 HP to a wall (unused by AI)
- Builder's Hall (was Siege Workshop) unlocks the racial defensive building (e.g. Filth Pit for Goblins)
- Item Rack's item reward rarity depends on the strength of the defenders:

  • Very Weak & Weak Defenders: Common items
  • Average: Strong items
  • Strong and Very Strong: Epic items

(in modding terms, it's split it into 5 different adventure sets)
(was 1 reward set with all items available, and value of items linked to defenders' strength)

- Obsidian Armor of the Black Knight gives 40% Blight, Fire, Frost, Shock, Spirit Protection and +2 Defense (was 60% light, Fire, Frost, Shock, Spirit Protection and +3 Defense)
- Frost Wyvern Egg, Fire Wyvern Egg, Cursed Egg are Legendary (was Epic)
- Draconian Diet Dish is Legendary (was Mythical)
- Swimming now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex.
Sea Creatures never take attack of opportunity (like units using Sprint).
- Flying and Floating units get -12 HP regeneration per turn when starting their turn over water. This means they regenerate 0 HP even with Fast Healing (x1). This does not affect active healing (e.g. from Nourishing Meal). Cannot Regenerate units (Machines, Undeads) are excluded.
- Mind-controlled units cost more in upkeep:+50% gold / turn (was +25%)
- 14 descriptions and Tome of Wonders pages are updated to correct imprecise or incorrect descriptions. Full list.


Arch Druid
- One with the Elements: 50 CP to disjunct (was 60 CP to disjunct)
- Nature's Eyes: 70 CP to cast, 70 CP to disjunct (was 80 CP, 100 CP to disjunct)
- Thorn Hedge Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)
- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)
- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)
- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)
- Wild Growth: tier III, 220 RP, 40 CP to cast (was tier IV, 350 RP, 60 CP)
- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)


Overall, strategic spells are now easier to cast (Insect Plague at 50 CP instead of 60 CP) but disjunction is also cheaper and upkeep slightly higher, boosting non-summon spellcasting and beginning to address late game mana floods


Dreadnought
- Mana Fuel Cells: 20 CP to disjunct, 15 upkeep (was 40 CP to disjunct, 20 upkeep)
- Suppress Nature: 60 CP to cast, 60 CP to disjunct (was 100 CP, 120 CP to disjunct)
- The Great Mobilization: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)
- Dragon Oil: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)

Rogue
- Bards have Lesser Charm (was Charm)
- Poison Mastery: 50 CP to disjunct (was 60 CP to disjunct)
- Treasure Raiding: 15 upkeep, 50 CP to cast, 50 CP to disjunct (was 10 upkeep, 60 CP, 60 CP to disjunct)
- Corpse Looting: 20 upkeep, 60 CP to disjunct (was 15 upkeep, 70 CP to disjunct)
- Incite Revolt: 60 CP to disjunct (was 80 CP to disjunct)
- Guild of Shadow Thieves: 60 CP to disjunct (was 70 CP to disjunct)
- Network of Scrying Eyes: 120 CP to cast, 120 CP to disjunct (was 150 CP, 170 CP to disjunct)
- Night Wish: 350 RP, 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 400 RP, 5 upkeep, 100 CP, 110 CP to disjunct)
- Age of Deception: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

Sorcerer
- Mend Magical Being is once per battle for Apprentices (was 2 turn cooldown in the balance mod and once per battle in the official game)
- Glyphs of Warding: 40 CP to disjunct (was 50 CP to disjunct)
- Enchanted Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 140 CP to disjunct)
- Summoner's Aura: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 100 CP, 110 CP to disjunct)
- Dome of Protection: 30 upkeep, 60 CP to cast, 60 CP to disjunct (was 20 upkeep, 100 CP, 120 CP to disjunct)
- Spell of Return: 80 CP to cast (was 100 CP)
- Age of Magic: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

Theocrat
- Evangelists have Lesser Convert (was Convert)
- Paid Absolution - 70 CP and 70 CP to disjunct (was 80 CP and 90 CP to disjunct)
- Prayer for the Hurt - 80 CP, 25 upkeep and 80 CP to disjunct (was 100 CP, 30 upkeep and 90 CP to disjunct)
- Beacon of Faith - 120 RP and 30 CP, 30 CP to disjunct (was 130 RP and 40 CP, 50 CP to disjunct)
- Sanctified Sites - 20 upkeep, 100 CP to disjunct (was 15 upkeep, 110 to disjunct)
- Armageddon - 100 upkeep, 440 CP to disjunct (was 80 upkeep, 550 CP to disjunct)
- Hallowed Domain - 80 CP, 80 CP to disjunct (was 80 CP, 90 to disjunct)

Warlord
- The Draft: 40 upkeep, 100 CP to cast, 100 CP to disjunct (was 30 upkeep, 120 CP, 130 CP to disjunct)
- Conqueror's Feast: 80 upkeep, 120 CP to disjunct (was 40 upkeep, 140 CP to disjunct)
- Hero Slaying: 20 upkeep, 80 CP to cast, 80 CP to disjunct (was 30 upkeep, 100 CP, 110 CP to disjunct)
- Global Assault: 100 upkeep, 440 CP to disjunct (was 80 upkeep, 600 CP, 500 CP to disjunct)
- Inspire Loyalty: 30 upkeep, 90 CP to cast, 90 CP to disjunct (was 20 upkeep, 100 CP, 110 CP to disjunct)

Earth
- Domain of Earth costs 160 RP and 40 CP (was 180 RP, 60CP)
- Earth Elemental has Regeneration (was Regrowth)
- Earth Elemental has 60% Fire and Frost Protection (was 100%)

Air
- Domain of Winter costs 160 RP and 40 CP (was 180 RP, 60CP)
- Arctic Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Fire
- Domain of the Sun costs 160 RP and 50 CP (was 180 RP, 70CP)
- Tropical Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Creation
- Domain of Life costs 160 RP and 40 CP (was 180 RP, 60CP)
- Temperate Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Destruction
- Domain of Corruption costs 160 RP and 40 CP (was 180 RP, 60CP)
- Blight Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Water
- Freeze Water: 25 CP to cast (was 40 CP)
- Drench the Land: 40 CP to cast (was 60 CP)

Wild Magic
- Warp Domain: 90 CP to cast (was 100 CP)

Shadowborn
- Seed of Distrust: 10 upkeep (was 5 upkeep)
- Embrace Darkness: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)
- Entwined by Shadows: 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)

Grey Guard
- Scales of Fortune: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)
- Shield of Dispassion: 40 upkeep, 100 CP to disjunct (was 20 upkeep, 150 CP to disjunct)

Keeper of Peace
- Rally of the Populace: 80 CP to disjunct (was 120 CP to disjunct)
- Keeper's Creed : 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)
- Spiritual Freedom: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 30 CP to disjunct)





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Tourney won by Team Dread & Mac!!


A great tourney eventually found his earned end!

2020-06-01 11:39:17| Posted by Hiliadan

A tourney ended successfully: Thanks to all those who participated in this tourney !! Congrats to the winner(s)! And a big thanks to the organizer Hiliadan! The following matches were played: Round 1: Game#1 Mab`s Sons beat phir&ookie
Round 1: Game#2 Dread & Mac beat MM&BC
Round 1: Game#3 Reckless mortals beat SleepingDog & personian
Round 1: Game#4 Crusher of Clans beat Bastards of the North
Round 1: Game#5 Deaf Ogres NWO beat Zia
Round 1: Game#6 xlnt & Henry beat Tooth and Nail Biters
Round 1: Game#7 Pandapocalypse beat HoboTeam
Round 1: Game#8 LobEarLo beat Brews Bros
Round 2: Game#9 Mab`s Sons beat Dread & Mac
Round 2: Game#10 Reckless mortals beat Crusher of Clans
Round 2: Game#11 xlnt & Henry beat Deaf Ogres NWO
Round 2: Game#12 Pandapocalypse beat LobEarLo
Round 2: Game#13 phir&ookie beat MM&BC
Round 2: Game#14 Bastards of the North beat SleepingDog & personian
Round 2: Game#15 Zia beat Tooth and Nail Biters
Round 2: Game#16 Brews Bros beat HoboTeam
Round 3: Game#17 Reckless mortals beat Mab`s Sons
Round 3: Game#18 Pandapocalypse beat xlnt & Henry
Round 3: Game#19 Dread & Mac beat phir&ookie
Round 3: Game#20 Bastards of the North beat HoboTeam
Round 3: Game#21 Deaf Ogres NWO beat Zia
Round 3: Game#22 SleepingDog & personian beat Brews Bros
Round 4: Game#23 Dread & Mac beat Bastards of the North
Round 4: Game#24 Deaf Ogres NWO beat SleepingDog & personian
Round 5: Game#25 Reckless mortals beat Pandapocalypse
Round 5: Game#26 Dread & Mac beat Mab`s Sons
Round 5: Game#27 Deaf Ogres NWO beat SleepingDog & personian
Round 6: Game#28 Dread & Mac beat Deaf Ogres NWO
Round 7: Game#29 Randomvictory: Dread & Mac beat Pandapocalypse
Round 8: Game#30 Dread & Mac beat Reckless mortals
And the winner was Dread & Mac. He will get an extra place in our Hall of Fame! Good luck and have fun in the next tourneys!





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PBEM and Single Player Balance Mod v1.29: a final polishing before a major update


v1.29 is the last of the v1.2x update: the final release before v1.3x versions and their overhaul of non-summon strategic spells, Racial Governance and at some point, balancing of the Shadow Realm Community Expansion. The scope of this update is limited: completing the hero/Leader skill cost rebalancing, and mostly bug fixing. As usual, it also improves description of skills, abilities, etc. to improve player experience.

2020-05-10 23:18:56| Posted by Hiliadan

v1.29 focuses mainly on two areas:

  • Finalisation of the hero/Leader upgrade point overhaul which had started in v1.23 and has the twin aims of balancing hero classes against each other (boosting weaker heroes) and increasing the variety of viable options/paths for hero upgrades by raising the cost of abilities always taken by players and reducing the costs of abilities usually shunned.

A dozen abilities had their costs tweaked to better reflect their strengths: Phase and Projectile Reflection are now cheaper, while Free Movement (Arch Druid ability) is now more expensive for instance

  • Bug fixing and modification of Forbidden Sanctum's reward to avoid ridiculous situations where you could get 800 or more mana: the reward now should not exceed 300 mana and still depend on the strength of the secret skill acquired in the Sanctum.

v1.29 was released on the main branch close to 8.5 months after v1.28 (against a goal of a release every 3.5 months). This is despite the fact that its first release on the beta branch came only 2 months after the release of v1.28 on the main branch. This significant delay is partly due to some tedious bug fixing and obstacles to implement some of the planned changes (see next paragraph). It also reflects the considerable time spent preparing v1.3.


Unfortunately, some technical issues prevented the implementation of the major overhaul of the movement of non-Walking units announced in the article on v1.28. This is delayed to v1.3. With a change of decimal, v1.3 will be a major update of the balance mod, and probably its last such major update. Unlike what was announced in that same article, it will only boost non-summon strategic spells. The rework of Racial Governance is pushed to v1.31 or further versions to avoid further delaying the pace of new balance mod releases.

The coding of v1.3 should start in early June, with hopefully a release on the beta branch shortly after. The pace should accelerate after that, with much smaller updates to be expected (except for the Racial Governance overhaul).

Full changelog of v1.29 (also available on the official changelog of the balance mod)

Bug correction
- Issues/bugs of the balance mod corrected:

  • Solar Spire is again correctly displayed in units’ panel and correctly provides the additional Fire damage against Flying units
  • MCI following failed Necromantic Aura check is non-removable by Break Control and non-stealable with Steal Enchantment
  • Goblin Engineer has Flash Bomb (was Flash Bang)
  • Undeads, Ghouls, Machines can again benefit from Regrowth from Shrine of Guardian Angel
  • Force Field Generator (effect) from Force Field Generator Gear is renamed Lesser Force Field, is stealable with Steal Enchantment and prevents the spell Force Field from being cast on the unit (and vice-versa, the spell prevents the ability from being used on the unit)
  • Diggable Cavern Wall and Undiggable Cavern Wall is reduced in the Tournament game flow
  • Karl the Lich now correctly has have 5 upgrade points at level 2 (was 4)
  • "Small Square Map" is renamed "Square Small Map"

- Several minor description corrections


General
- Forbidden Sanctum’s extra reward multiplier is 0.07 (was 0.25) so that you can get maximum 200-300 mana in addition to CP and free skill (this is also updated in the Strong Defenders Normal Rewards mod)
- Armor Piercing costs 1 upgrade point (UP) (was 2)
Inflict Immolation costs 3 UP (was 4)
Inflict Severely Poisoned costs 4 UP (was 5)
Phase costs 3 UP (was 4)
Projectile Reflection costs 3 UP (was 5)
Rapid Reload costs 2 UP (was 3)
Guardian Flame costs 4 UP (was 5)
Martial Art costs 3 UP (was 2)
Tireless costs 7 UP (was 6)
One with the Tree costs 5 UP (was 6)
Life Steal costs 3 UP (was 2)
Energy Drain costs 5 UP (was 4)
Free Movement costs 3 upgrade points (UP) (was 2)
Immolating Touch costs no action point (was takes all remaining AP)
- 9 descriptions and Tome of Wonders pages are updated to correct imprecise or incorrect descriptions. Full list.


Example of before and after description updates: the strength of Disintegrate is now stated and the exclusion of Elementals and Dragons from several abilities is now visible. Thanks to gladis and Rodmar for reporting most of those!


- The update of the entire French localization of the game is completed. Thanks Rodmar!

Necromancer
- Inflict Despair is available at level 7 (was 5)





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