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King Arthur the Roleplaying Wargame : Old Faith Complete

What will Arthur's Choice be?

  • The Return of the Old Faith

    Votes: 5 50.0%
  • The Spread of Christianity

    Votes: 5 50.0%

  • Total voters
    10

torpid

Liturgist
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Topher said:
I had a good time with the game but the enemy quickly starts using magic that is very difficult to overcome and I ended up putting it down. I'll be keeping tabs on this to see if and how you get past that point.

A recent game that's actually difficult? :yeah:

I'm buying it
 

RK47

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Dead State Divinity: Original Sin
In my personal experience, the game demands that the player prioritize tasks and do not over expand. Losing too much army will cause bankruptcy. Keeping too large of an army drains your kingdom's coffers. Not to mention random disasters plaguing your kingdom and timed quest events that might lead to unwanted wars if you fail to meet the deadline means this game can suddenly toss the player into a seizure without warning.
 

Darth Roxor

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RK47 said:
I have to say this is probably my best Steam purchase ever.
At USD 5.80. This is probably going to stay in my harddisk for months to come.

In fact, other Steam purchases like Bad Company 2, Team Fortress 2, L4D 2 didn't get much attention as King Arthur did. Well done, Hungarian indie devs.

Those who are still on the fence should definitely wait for another sale before grabbing it. I haven't even covered the Morality Chart aspect of the game yet, which greatly impressed me.

Goddamn triple A devs should take note. This is how Total War Heroes of Might and Magic would turn out.

If you liked King Arthur, make sure to check the dev's new game: Lionheart: King's Crusade. A lot better in many aspects (especially balancing), worse in some (text quests are almost completely out, so is the economical part of the game, which is a shame), but definitely very solid.
 

kazgar

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Just looking at this on steam now, though may wait for another sale. did you get the dlc's or playing it vanilla?
 

RK47

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Dead State Divinity: Original Sin
Chapter 3: Quests & Conquests

Our army prepares to march against Somerset in aid of King Idres. But before that, a quest beckons...

02.jpg


We shouldn't let this one wait, it could be important.

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k.jpg
This man has suffered enough, we should get those arrogant monks to aid him. I shall attempt to negotiate with the abbot.

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k.jpg
The arrogance of these so-called men of God offends me! If you defy the will of King Arthur, I will burn this place to the ground!

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08.jpg


We welcome Sir Gareth into the Knights of the Round Table.

09.jpg


He is a Sage, a Knight specialized in magical arts. If the Warlord is the paper that binds the army together and support it with strategies, the Sage is the Scissor capable of cutting down enemy forces rapidly with deadly magic. His offensive capability however, is severely limited by his Mana pool. Mana does not regenerate, yet there are skills that allows one to regain mana or artifacts with special properties.

Currently he has spell Dragon Eye, an army-wide spell that allows our soldiers' vision to pierce even the foulest weathers.

The mighty Dragon's Breath when cast upon enemy units grants a 25% chance to instantly set ablaze and kill each soldier in that unit. From 400 metres away. :smug:

The Pool of Shadows is a pool of dark ichor conjured upon the ground, rapidly draining life from any living beings walking past. At low level it does not perform that well. But at the third level, it will brutally slaughter a unit within seconds!

Unfortunately, Sir Gareth is a terrible liege lord:
-Proud Briton grants +3 loyalty to all Briton provinces.
-His corrupted nature reduces trade income by 50%
-Braveheart enables him to earn 25% more experience points from battles. This allows him to rapidly max out his spell repertoire and deliver death in battles.

The current war between Somerset and King Idris's army looks to be a stalemate. Somerset is very lightly defended. As the Codex has agreed, we will capitalize and ally ourself with King Idris.

10.jpg


Oh, also new units we recruited over the winter:

11.jpg

The Spearmen is a highly improved light infantry type. They are capable of withstanding Cavalry charges and possess Armor Piercing capability which reduces defense of attacking enemies. They are also capable of forming the Wedge Formation.

12.jpg

The Axeman is a first tier upgrade to the basic footmen. It's got more HP and slightly higher attack but is still incapable of forming any other formation beyond Closed and Loose.

Sir Aglaral's army never really stood a chance. Sir Gareth practices some spells and enjoys good EXP from direct kills. The best way to utilize the Sage is to attach him to a very fast unit like the Cavalry to zip around, wrecking important units like the archers.

Dragon's Breath
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Pool of Shadows
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This is just a warm up.
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The second battle in the neighboring province is slightly more challenging. Sir Peredur is aided with a second Knight. But both are melee specialists...
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The unit clad in red are Sentinels. Cheap, good light infantry of the Rightful Kings. A much better alternative to the footmen.But the lack of archer numbers will make this battle so much easier. Keeping in mind that engaging two melee hero units is a costly affair, Sir Kay is turned into an archer leader.

A lot of people argued that heroes should wade in the melee and wreak havoc. But in the case of Warlords like Sir Kay where his specialty lies in support spell, it is more beneficial to pump his support spells and stick close to the main damage dealer of the army: the archers. At maximum level, Masterful Tactics grants buffs that can encompass 6 units at once for 2 whole minutes!

Here's what the battlefield looks like.
17.jpg


Northwest is a Guard Tower, granting a spell in its vicinity. To the 6 o clock is an Enchanted Spring cutting costs of spells cast near the area. The middle VP is a Sidhe Tower, the most valuable resource in the map, granting an offensive spell. Two villages lay to the eastern-most position. While a nearby Mill to the north provides 20% more food to the victor of this battle.

My plan:
Forget the northwest VP. We can win this straight slugfest. Sir Gareth will capture the Enchanted Springs. While the archers hide in the forest and infantry secure the Sidhe Tower.

18.jpg


The opposing army will be forced to march in open ground whereby our archers will pelt their archer units till dead once they are in range.

An enemy cavalry strayed too close and died within seconds after I triggered Masterful Tactics and Cloud of Arrows.
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No you don't survive arrows by running faster at them. So that's one Cavalry unit down.

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We start to rain arrows at their archers. Sir Gareth arrives and set several infantry ablaze with Dragon's Breath. While the Sidhe Tower, Crystal Shard spell is triggered at the enemy archer unit at the same time.

21.jpg


Ouch. That looks painful. With no way to fire back, we can now pelt their forces with impunity as they made their slow way through the forest. It was made easier with their two heroes leading a heavy infantry unit. Our archers easily fired several volleys before falling back a little bit to maintain the distance.

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Their nightmares did not even end after emerging from the forest. With no cover to be had, our archers put them out of their misery.

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We've taken three knights prisoner.
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We can torture them for the whereabouts and exact composition of their kingdom's army. But they might die as a result. Tyrant Knights enjoys this, but Rightful ones loses loyalty to their King. A good King can choose to release them for a +1 loyalty bonus to all the Rightful Knights, but be prepared to face them again in battle.

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Guess we whipped him too hard. Let's try again, shall we?

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Much better. One last army to attack then! With the information complete, we can now remove the fog of war from the enemy hero's kingdom provinces. Making it easier to hunt down their last force.

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They are reinforcing themselves and will take 3 turns to complete. When completed they will have 96 light infantry and almost 200 archers. We cannot let this pass.

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Attacking an army amidst their reinforcing process will force them to deploy only a partial force they managed to recruit so far. But those archers are still a pain in the ass. How do we minimize casualty against mass archers?

Easy.
First, employ the terrain advantage. Keep your archers hidden in the forests for first strike and ambush bonus.

Second, invoke Fog of Avalon or any foul weather spells to cut down archery range by almost half.

Then with Dragon's Eye, you remove the weather penalty for your army as their archers cannot counter-fire.

Finally, profit.
30.jpg


Victory is achieved.
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And that's two provinces secured! Easy right? Hardly. The game barely gives you any breathing space after this because...

32.jpg


Yeah, Andhaira and Andhairi, which one is better and why? Inane quests like this exist. But it basically gives different reward and alignment shift. I accept the Codex vile nature and will rush to the aid of Sir Balin. HOWEVER...

We have another quest to visit.
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k.jpg
I shall have a word with the elders...
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k.jpg
I heard that a druid lives around here. What do you know about him?
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k.jpg
Tell me about that recent battle.
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k.jpg
I don't need help to find a whole band of warriors.
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k.jpg
Sonuvabitch. OK, fine. I shall pay your price. Ungrateful bastards.
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k.jpg
Spent enough time and money trying to find you. In the name of the King, I order you to join my army!
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k.jpg
It's time to return to the village and ask them about the Northern Army.
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k.jpg
Fuck you. I won't pay you anything. Speak or my soldiers will loosen your tongue.
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Do NOT for one second believe this deranged accounts of 'easy to kill' armies.

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We head straight to the druid.
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When asked for the Horn of Avalon the druid demands that Sir Kay promises there will be no Christian rule in these lands. He wanted the Old Faith influence to remain untouched.

We could tell him yes...or no out of Christian principle....or no because we have swords and he carries a stick.

k.jpg
I cannot make such promises. Hand over the Horn or else...

47.jpg

k.jpg
Seems the Old Faith is capable of teleportation magics...we have no choice. We have to wait till dawn at the lake.

48.jpg


For every choice...a consequence...
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50.jpg


Giants. Wargs. And Sidhe troopers. We're going to have to dig deep. Not to mention the fog cutting our archers' range by half.

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Sir Gareth marches onward to scout out the enemy location. They weren't visible at the start.

52.jpg

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The giants resisted his Dragon's Breath. I decided to save his mana for Dragon's Eye. It's the only chance to drop the two Giant units before they pummel us to oblivion. Further complicating the matters are ultra-fast Wargs the AI loves to use to flank archers.

54.jpg


I'm hoping that this medium patch of forests will force uneven arrival time for their army. And no, you cannot outrun giants while on foot. So under no circumstances should you let the giants even get within 10 metre of archers.

55.jpg


As soon as the Giants came into normal range, I activated Dragon's Eye, Masterful Tactics and Cloud of Arrows to focus fire. The first one thankfully dropped quickly. But the second one is accompanied with wargs...we need to lock them down.

56.jpg


A unit of spearmen and light footmen engages the wargs and giants while archers rained down on them. Friendly fire is ignored. We just have to accept the losses.

58.jpg


It held. The wargs are handily dispatched by the heavy infantry, while archers draw the heavy Sidhe troopers on a hit and run chase that is still effective.

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It turned out okay. Although we lost both the spearmen and light footmen unit used to hold back the Giants and Wargs.

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The Lady of the Lake restored Excalibur to its former glory.

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This is when the real game begins...

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We have two choices. Establish a stronghold by taking Virconium to the north...or London to the east? The City of Virconium is a stronghold of the Old Faith and may grant opportunities to ally with the Kingdoms of the Old Faith, antagonizing the Eastern Christian Kingdom in the process. London is the opposite, bordering the Saxons, we will have the opportunity to ally with Christian forces in their quest to spread their beliefs in the land and eventually clashing with the Old Faith kingdoms to the west.

63.jpg


Also, the Quest for Sir Balin is still pending...I'll get to it in the next update...for now..Vote for Virconium or London as our choice of Stronghold.
 

Darth Roxor

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Viroconium. But don't skip the Seeds of War quest (unless it's mutually exclusive with the quest to aid the war between two bros in Viroconium, but I don't think it is). It's one of the better quests in the game, with some hilarious endings.
 
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Since I'm planning to go Old Faith myself, as soon as I get some spare time to play, I vote London.
This LP's King Arthur is already shaping up as an asshole, it's only natural he'd go Christian.
 

CrimsonAngel

Prophet
Joined
Oct 2, 2007
Messages
2,258
Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong
I say we go the route of Reality and go for Christian tyrant that kills every thing that disagrees with him.

You know like in real like.
 

20 Eyes

Liturgist
Joined
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Messages
1,395
Thanks for doing this LP. I bought the game over the Steam Holiday sales, and after perusing this thread I'm actually excited to play it. I think I'm going to install it tonight.

Also, another vote for London.
 

RK47

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Dead State Divinity: Original Sin
Chapter 3-B: Balin & Balan

These two brothers conflict is a timed quest. You are only given 8 season to choose a side. I do not know the consequences of ignoring it, but first time player might miss it and fail to gain the service of a knight in the process. Because there's other things going on elsewhere. Also, when I first started, I built 2 army to deal with 2 quests at once. This is a mistake. I cannot maintain the upkeep of two armies with such a small kingdom and eventually reloaded due to bankruptcy.

New Units.
70.jpg


Tourney Knights are classified as 'Knights' aka Armored Cavalry. MUCH more durable than the Cavalry, slightly slower, but packs more punch. Definitely attach a hero if he's the fighting type.

The DLC units are unlocked upon finishing the Lady in the Lake, they're not that impressive:
71.jpg


Briton Cavalry is a slightly more durable Cavalry. Same speed I believe, but we don't really need the HP since its primary role is to flank, capture VPs or carry a Sage. Skip.

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The Briton Archers attempts to solve a dilemma of what happens when the enemy reaches melee range by giving light footmen attack and defense while halving their ranged damage output. Not worth the loss, in my opinion.

We return to Dummodia, the province neighboring Cornwall to assist Sir Balin in his fight against his brother, Balan.

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This is serious shit. Two sentinels. Longbowmen are upgraded Archers. And a Golden Gryphon.

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This is the elite infantry of Righteous Kings. Needs maxed out Rightful rank I believe. They can adopt both offensive and defensive formations and is not affected by morale. We have nothing to match them in melee at this point.

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Sir Balan army starts to the north. We should grab at least three points. The two at the center will be heavily contested. There's a village and a nice masterful tactics buff location in the center. So we'll work our way there first with our Cavalry. The slower Knight will cap the uncontested village to the south.

Also, Dragon Breath on Archers.
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And...
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Good timing. The enemy has capped two points, while we're about to grab three. Our forward cavalry has strayed too close to the archer range while capping the VP. Sir Kay invokes Fog of Avalon to prevent needless deaths.

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We've got the center point and fall back to the nearby forests. Their cavalry attempts to capture the VP, only to be wiped by an archer ambush.

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At the same time, Balan's elite infantry arrives to recover control of the VP.

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I replied by sending all my men eastwards. Sir Gareth expended all his mana and direct his Cavalry to flank the two undefended VPs to the north. As Sir Kay's archer columns fall back, Sir Balan's Golden Gryphon attempted to advance, but being Heavy Infantry in open ground....you know what this means...

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Sir Gareth completed capture of the northeast village and arrives at the final northwest Church VP.

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With that capture, we have isolated the remainder of Balan's men to the centre and they're bleeding Morale. It didn't take long for us to finish them off.

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We're not done yet.
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Sir Balin brings along several Tyrant units to serve in our army.
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Sir Balin is a Champion. Champion gains 25% more EXP per battle. The rock of an army, they possess incredible melee skills and unit-wide buff. His current skill pick is Dragon's Breath (This is an unique General Skill and Cleave, that when activated enables him to attack more than one opponents at the same time. Attach him to Heavy Cavalry for maximum effect.

Here are his Tyrant units:
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Very heavy infantry with unique tyrant trait, Conqueror. They capture VP faster.

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This is the Tyrant 'Cavalry' note the word 'Cavalry' NOT Knights. They hit harder than Tourney Knights, and move as fast as Cavalry. Badass motherfuckers.

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Brigands are faster archers with lesser numbers and is still capable of dishing out pain in melee. They also receive less terrain penalty when moving, enabling them to carry out hit and run tactics more effectively.

Sir Balin is a complete asshole and reduces provinces he rule over by 1 point. However, his Relentless nature brings 50% more taxes to our coffer. Also, he wants 500 gold per year for his services or he leaves.
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Elsewhere....
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It just never stops does it? We'll move for our stronghold tonight. So keep voting. :salute:
 

grotsnik

Arcane
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That was my old hometown you conquered in the second update. Great stuff.
 

Brother None

inXile Entertainment
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Man this game looks like a lot more fun than I'd have thought.

Keep it up RK47
 

Black

Arcane
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My vote goes for Virconium.

Also, maybe it's time you explained renegade vs paragon and christfags vs old faith on that moral wheel now?
 

RK47

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Dead State Divinity: Original Sin
I haven't got to that point yet. But here's the basic outline.

Military aspect:
A certain rank of Tyranny/Rightful/Old Faith/ Christianity will unlock additional recruitment options for special units. Such as Wasteland Warriors and Sentinels. High tier units such as Gryphon / Raven Guards will require maxed out Righteous or Tyrant rating before it becomes available.

Both Old Faiths & Christianity rating may come into play to unlock specific units. For example: Rigtheous Old Faith will gain access to a different unit compared to the Tyrant Old Faith. A Tyrant Christian & Righteous Christian etc.

Old Faith units tend to be more ranged oriented and magical. They gain bonuses from weathers and some are immune to weather effects plus extreme forest bonuses. Their Sidhe archers are second to none.

Christian units focus on raw strength for open field engagements. They tend to be cheaper than Old Faith too. But lack the subtlety in battlefield. Expect a high-speed Knight charges to be the rule of the day for Christian armies.

Economical aspect:
Rightful Kings gain the loyalty of their people and gain bonuses to taxes and such. Followers of the Old Faith tend to unlock ancient wisdom, translating into more experience of their heroes. Tyrants can invoke forced recruitment, instantly completing recruitment process within the season at the cost of loyalty and morale.

Magic aspect:
Old Faith Followers gain access to some of the most overpowered spells in the game like Lightning Bolt, weather control and teleportation. Christianity mostly gains support spells while their destructive spells are melee oriented to mesh well with their miltary nature.

I'll insert the Morality Wheel when I get home. It's a good feature, one that I will elaborate upon later...
 
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RK47 said:
Both Old Faiths & Christianity rating may come into play to unlock specific units. For example: Rigtheous Old Faith will gain access to a different unit compared to the Tyrant Old Faith.
Tactically different (by how much?) or more of "blue uniform vs red uniform" deal?
 

Darth Roxor

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RK47 said:
Chapter 3-B: Balin & Balan

These two brothers conflict is a timed quest. You are only given 8 season to choose a side. I do not know the consequences of ignoring it

Balin always kills Balan. His army suffers many casualties, and he's pissed about you not helping him, so you have to put him down (and snatch his sword).


And damn, Balin has to be one of the best heroes evar. I turned him into an utter killing machine, maxing rage, cleave and some of the swift attack/enchanted equipment thingies + gave him maximum fight. And I attached him to a squad of level 10 unseelie warriors. The 5 warriors + Balin could easily hold out against 4 charging Sangreal Knights squads and win, losing only 1-2 bros in the fight :smug:
 

RK47

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Dead State Divinity: Original Sin
I like him and King Mark actually. Early on, hero stacking your army is crucial. The damage output of the unit increased tremendously with 1-2 hero leading it.

The three hero types are:
Warlord - One is enough per army.
Champion - Your front line brute, capable of mowing down weaker units with devastating effeciency.
Sage - This guy is practically not contributing when out of mana. Put him in a fast unit and hope for artifacts that restore mana.

Sir Kay / King Mark / Sir Balin / Sir Gareth is my prime stack leaders for the starter most of the time. Even though I went good, Balin can still be kept content with land and wife.

Developing Sir Balin is a little tricky. I understand this guy is a melee monster with Cleave, but Dragon's Breath at max level is so cheap and effective. With limited mana pool, he can easily cast it 3 times, insta-killing dozens before trampling oncoming troops with his Knight charge. Most of my game experience, I just went with maxed Dragon's Breath before pumping points into his other passive skills that boost his unit damage output.

Also, noticed there is almost no fan-made guides in any pages in the internet. Gamefaqs etc, seems like this game is too big to cover or was not really that popular. :decline:
 
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Multiple Sarcasm said:
RK47 said:
Both Old Faiths & Christianity rating may come into play to unlock specific units. For example: Rigtheous Old Faith will gain access to a different unit compared to the Tyrant Old Faith.
Tactically different (by how much?) or more of a "blue uniform vs red uniform" deal?
 

Darth Roxor

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Multiple Sarcasm said:
Multiple Sarcasm said:
RK47 said:
Both Old Faiths & Christianity rating may come into play to unlock specific units. For example: Rigtheous Old Faith will gain access to a different unit compared to the Tyrant Old Faith.
Tactically different (by how much?) or more of a "blue uniform vs red uniform" deal?

Well, for example, elite rightful units are Golden Gryphons that you've seen in the last update. These bros have good both defence and attack, and are generally an all-around unit, but they can get some p. good offensive abilities, like armour piercing. Elite tyrant units, however, are Raven Guards, who are, quite possibly, the toughest unit in game. They might not have the best attack (still decent), but their defence rating can go to the stratosphere, not to mention some of the special abilities they can unlock, like sharing the damage a hero attached to the squad gets among the troopers. They make perfect bodyguards for both heroes and units like archers, or just stopping power against enemy units that would slaughter everything else in your army.
 

RK47

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Dead State Divinity: Original Sin
Multiple Sarcasm said:
RK47 said:
Both Old Faiths & Christianity rating may come into play to unlock specific units. For example: Rigtheous Old Faith will gain access to a different unit compared to the Tyrant Old Faith.
Tactically different (by how much?) or more of a "blue uniform vs red uniform" deal?

Uh, I already highlighted that Old Faith spells and units are totally different in principle against Christians. There's less ambushing or instant teleports for Christian units.

We're talking units that are totally INVISIBLE in the fog, giving them CONSTANT ambush bonuses in the open! And instant-teleports across battlefields. VP captures within 30 seconds of battle starts are common when your Old Faith with teleport abuse. There's no fucking way Cavalry can capture a VP when there's already an Old Faith infantry teleporting in, and hidden in a forest.

I'm actually hesitant to recommend Christian army to beginners. They definitely got the short end of the deal. Although they are capable of locking down enemy magics, it's not enough to sweeten the deal when you consider the Old Faith near-god abilities of weather changing and teleportation.

It's nearing Starcraft in terms of diversity. Something I really respect from indie developers.

:salute:
 

Darth Roxor

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Yeah, but Christians get bonds of magic and burning magic, and that's, well... godly beyond imagination in this game.
 

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