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Old Mar 11, 2006, 02:03 AM // 02:03   #1
Furnace Stoker
 
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Default Warlock Profession

Attributes

Primary:
Taint – When ever you Sacrifice health due to any skill. For every point into Sacrifice that health you sacrifice per skill is reduced by .33%

Secondary:
Possesion - No inherent effect. Many Warlock skills, especially Possesion spells, become more effective with higher Possesion. Description: Degen hexes, summon buffs, and "take over" hexes.

Shadow Magic - No inherent effect. Many Warlock skills, especially Shadow Magic spells, become more effective with higher Shadow Magic. Description: Kinda like smiting, but Shadow Damage

Summoning - No inherent effect. Many Warlock skills, especially Summoning spells, become more effective with higher Summoning. Description: Summon demons, fiends, all that stuff…

Self Sacrifice - No inherent effect. Many Warlock skills, especially Self Sacrifice spells, become more effective with higher Self Sacrifice. Description: Heals and Energy renewals.

Equipment(sample set)
(Head) Earrings of Darkness: 60 AP +1 Shadow Magic
(Torso) Warlock's Robe: 60 AP +15 HP (while summon is fielded)
(Hands) Warlock's Gauntlets: 60 AP +5 HP (while summon is fielded)
(Legs) Warlock's Leggings: 60 AP +10 HP (while summon is fielded) +1 Energy Pip
(Feet) Warlock's Greaves: 60 AP +5 HP (while summon is fielded) +1 Energy Pip

(Scepters)
http://www.glitterings.com/images/magic_wand_2812.jpg

(Staffs)
Will post when I find something decent.

(Focus)
Grimoires
http://img134.imageshack.us/img134/2800/grimoire3lg.png
Daggers
http://img377.imageshack.us/img377/1...gger3gs.th.png

Statistics
HP: 480
Energy: 30
2 pips of energy

Appearance
Shang Tsung, from Mortal Kombat.

What is Summoning?
A Summon does not require a corpse, and is much more powerful then a necromancer Minion. Although it requires a great deal of power to cast and maintain the summon. From having a pentagram fielded to draining blood. Creating a Pentagram is almost like a ward, but in the shape of a Pentagram drawn with blood. You can only cast a summoning spell while within a Pentagram. You may field two Lesser Summons at a time or one Greater Summon. While hosting a Lesser Summon you suffer from -1 energy degeneration. While hosting a Greater Summon you suffer from -1 health degeneration and -1 energy degeneration. While hosting an {Elite}Greater Summon you may not move out of your pentagram or the summon will become Masterless. A Summon will disappear if it dies, or its timer runs out. If you die, the summon will become Masterless. If you run out of energy and cannot maintain the Summon it will become Masterless.

Skills

Possession:

Weak Mind: 15 Energy, 2, 30
Hex Spell. For 6...32 seconds when ever target foe is a victim of a hex spell under the Possession attribute, target foe takes 7....34 damage.

Corrupt Soul: 10, 1, 10
Hex Spell. For 4...14 seconds, foe suffers from -4 health degeneration.

Feeble Spirit: 5, 2, 5
Hex Spell. Possess target foe with a feeble spirit, causing Weakness for 5...12 seconds. Every time target foe attacks in melee or with a bow, Feeble Spirit is renewed for 8 seconds.

Tame Demon: 10, 1, 30
Spell. Sacrifice 10% of maximum health to tame a Masterless Demon, This spell cannot be used until demon has experienced more then 10 seconds fielded.

Hate {Elite}: 25, 4, 60
Spell. All pets, summons, and undead summons (Fiends, Horrors, Minions) become possessed with Hatred turning them all Masterless for 15...45 seconds.

Soiled State of Mind {Elite}: 25, 2, 60
Enchantment/Hex Spell. Experience -4….-3 Energy regain on original body while swapping player screens with target foe, during Soiled State of Mind your body becomes inactive while you control target foe for 4...22 seconds. While controlling target foe you can attack target foe's ally’s and they can attack you, any damage dealt to you will transfer 50%...35% of that damage to your original body. If your original body is attacked for more then 35....85 damage or goes bellow 33% of your original body’s maximum health you exit Soiled State of Mind. (The player who is affected by Soiled State of Mind will share your screen and have to watch until Soiled State of Mind is exited or the timer runs out, Its an enchantment on you and considered a hex spell on the player targeted.

Shadow Magic:

Dark Cloud. 15 Energy, 2, 45 Recharge
Stance. All ranged attacks, arrows or magical projectiles directed at you have a 75% chance to miss for 5...13 seconds.

Shadow Bolt: 5 Energy, 1, 10 Recharge
Spell. Deal 5....45 damage, If target foe was attacking, the foe now suffers from weakness for 5...17 seconds.

Shadow Charges {Elite}: 15 Energy, 2, 30 Recharge
Spell. Sacrifice 15% of Maximum Health. Send out 1…4 shadow bolts dealing 15....50 damage, for every enemy nearby target foe; one shadow bolt will change its destination to that enemy instead. (Cannot go through walls)

Creeping Darkness {Elite}: 15 Energy, 2, 25 Recharge
Spell. Create a shadow zone that lasts for 5...15 seconds (About the radius of a Chaos Storm) in which target foe cannot run out of, while target foe is within this shadow zone, he suffers 1...5 health degeneration and 1...3 energy degeneration.

Shadow Fingers: 10 Energy, 15 Recharge
Skill. Sacrifice 10% of your maximum health. Touch target foe for 20...65 damage causing a deep wound for 7...23 seconds.

Chains of Snakes: 5 Energy, 2, 20 Recharge
Hex Spell. Summon Corrupted Snakes which cling to target foe's legs crippling target foe for 7...15 seconds.

Snake Bite: 5 Energy, 10 recharge
Skill. If target foe is suffering from cripple, target foe is bitten by snakes causing 12..34 damage and bleeding for 9..23 seconds.

Venomous Snake Bite: 10 Energy, 25 Recharge
Skill. If target foe is suffering from cripple and bleeding, target foe is bitten by snakes causing 9..15 damage and poison for 7...18 seconds .

Aura of Gazule: 10 Energy, 1, 30 Recharge
Enchantment. For 10 seconds experience -1 energy regain while encased with the Aura of Gazule. During Aura of Gazule any melee attacks against you are blocked.

Shadow Clap: 15 Energy, 1, 8 Recharge
Skill. Encase target foe in darkness causing blindness for 4...16 seconds.

Shadow Zone: 15 Energy, 2, 25 Recharge
Ward. For 4...10 seconds enemies within Shadow Zone have a 65% chance of missing in melee in which they will be knocked down for 1 second.

Claws of Izekial: 15 Energy, 3, 45 Recharge
Weapon Enchantment. Enchant target summon increasing their base damage by 3...16 for 3.....30 seconds.

Summoning:

Summoning Pentagram: 15, 3, 30
Skill. Create a Pentagram and suffer from bleeding for 15 seconds.

Binding Circle: 15 Energy, 3, 45 Recharge
Ward. Create a Binding Circle which lasts for 2….22 seconds, as long as your summoned demon and yourself are within the summoning circle you do not experience -1 Energy Regeneration

Gargoyle: 15 Energy, 4, 45 Recharge
Lesser Summon. Summon a Gargoyle with 140....350 HP, 20....50 Armor, 3-13....14-26 piercing damage, and an attack rate of 1.5. Gargoyle will fly in midair and attack foes with a 5%...20% chance of causing bleeding for 3...11 seconds. Gargoyles moves 20% faster then normal running speed. Gargoyles last for 35…..125 seconds.

Hell Spawn: 20 Energy, 5, 60 Recharge
Lesser Summon. Summon a Hell Spawn with 340....480 HP, 30....60 Armor, 14-32 slashing damage, and an attack rate of 2.7. Hell Spawn will attack target foe with a 5%...15% chance of knocking target foe down. Hell spawn moves 10% slower then normal running speed. Hell Spawn s last for 45…..150 seconds.

Sentinel of Hell: 25 Energy, 6, 60 Recharge
Greater Summon. Summon a Demonic Soldier with 420...540 HP, 70...90 Armor +5...10 (Against Physical Attacks), 4-12...11-22 Slashing Damage, 5.....10% armor penetration and an attack rate of 2.4. Sentinel's of Hell cannot be knocked down and use Demonic Shield (Demon only Stance) in which for 8...16 seconds they have a 75% chance of blocking attacks. (The AI will fill in the time when they use it and when they don't, it has a recharge of 45 seconds) Sentinels of Hell last for 50…..165 seconds.

Renewed Sentence:10 Energy, 1, 30 Recharge
Spell. Sacrifice 15% of your maximum HP to add 15....30 seconds to the timer of your summoned Demon.

Gate of Abadon {Elite}: 25 Energy, 6, 60 Recharge
Greater Summon. Summon the gate to the underworld on to your playing field, with 480....1080 health and 100....160 armor. The Gate of Abadon has two towers which fire fireballs that deal 45….98 fire damage. (Used to block off exits, or trap runners in a contained position) The Gate of Abaddon lasts for 60….210 seconds.

Master's Promise: 10 Energy, 1, 60 Recharge
Spell. For the next 20 seconds, if the timer runs out on summoned demon or demon dies. It is re-summoned for half the original requirement and lasts for 1/2 of its original spawn capacity. (If used again, it will have half of half, and if used again it will half of half of half, and so on and so forth)

Phantom of Reaping: 25 Energy, 6, 60
Greater Summon. Sacrifice 25% of your health. Summon Phantom of Reaping, with 250...460 health and 30.....60 armor. Phantom of Reaping will attack targets stealing 6....24 Health and 1...2 energy which is redirected to you. When ever a creature dies, Phantom of Reaping optimizes it's soul's potential, giving you 25 health and 3 Energy. The Phantom of Reaping last for 35…..120 seconds.

Demon Mirrors: 15 Energy, 3, 60
Spell. Sacrifice 25% of your health, 1...4 Demon Mirrors form around your character. Each Mirror has 100...240 Health, any form of attack against you is absorbed with a 30....60% damage reduction, and a 20...40% damage send back. While encased by the Demon Mirrors you move 33…16% slower. The Demon Mirrors last for 35….120 seconds.

Un-Hallowed Soil{Elite}: 10e cost, 3s cast, 30s reset.
Ward. If 10...5 people die in the area of effect before the ward disappears, all of your Demon summons are recharged, and any time someone dies in it your summoned demon has 1...5 seconds added to it's duration. This lasts for 15 seconds.

Self Sacrifice:

Shadow Cloak: 10, 60 Recharge
Enchantment Spell. For 45 seconds, 50% of all damage target ally takes is divided by 10 and that ally loses energy equal to that amount. If Shadow Cloak ends prematurely, you lose 175-75 life and Shadow Cloak is recharged.

Decepting Burden: 5, 2, 25 Recharge
Spell. Suffer 5..1 Health Degen and 2..1 Energy Degen for 20...10 seconds, when Decepting burden ends you gain 25..100 Health and 5...15 Energy.

Blood Signet {Elite}: 2, 24
Signet. Sacrifice 20% of your max health for 15 energy.

Blood Glyph: 5, 60
Glyph. The next 1..3 Shadow Magic, Possession, Summoning, or Self Sacrifice spells you cast cost 10 energy less. For every spell that would go under 10 energy you suffer 65...25 damage.

Catalyst's Thoughts: 10, 45
Stance. For 3...10 seconds you experience 24...12 damage every second while gaining 1....2 Energy points every second.

Summoner's Wish: 15, 3, 45
Spell. Sacrifice 10% of max health and heal target allu summon for +50....175 Health.

Defense of the Master: 10, 2, 60
Spell. Target allly summon gains 10...20 armor while you loose 15....10 armor for 7....45 seconds.

Enervating Rift: 10e cost, 3s cast, 30s reset.
Ward. Sacrifice 15% of your max health. ny foes that enter the area of effect recieve -1 energy degeneration, which you recieve as regeneration. This lasts for 5...15 seconds.

Last edited by Nevin; Aug 13, 2006 at 07:16 PM // 19:16..
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Old Mar 11, 2006, 04:48 AM // 04:48   #2
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lol almost same as mine
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Old Mar 11, 2006, 07:26 AM // 07:26   #3
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Reminds me of WoW.. Hmm let me have a try at this.



I am just kidding...
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Old Mar 11, 2006, 08:12 AM // 08:12   #4
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You might try making it just a wee bit less of a necromancer clone.
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Old Mar 11, 2006, 12:41 PM // 12:41   #5
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Quote:
Originally Posted by NatalieD
You might try making it just a wee bit less of a necromancer clone.
I can see the hole Necromancer resemblance. Warlocks have often be portrayed as Dark casters as it is, so you would have to think of a way to balance it.

Or do Warlocks play more into the Negative aspect? Perhaps things could be swapped for more Darkness/Negative things.
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Old Mar 11, 2006, 02:49 PM // 14:49   #6
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A warlock will be more useful to a team with out the need of corpses, a Necromancer will be useful for a team after dead bodies.

Blood Magic + Soul Reaping = Good constant regain for Necromancer

Corpse Feasting + Self Sacrifice = Good constant regain for Warlock

I always thought Soul Reaping should have some skills, and then rather then that I decided if it could have +HP... Then I applied it to warlock with addition of some skills.

They're both Dark casters theres no way around that.. But there is a difference.
Necromancers = Skeletons, Zombies..
Warlock = Demons
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Old Mar 11, 2006, 03:40 PM // 15:40   #7
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Quote:
Originally Posted by Nevin
A warlock will be more useful to a team with out the need of corpses, a Necromancer will be useful for a team after dead bodies.

Blood Magic + Soul Reaping = Good constant regain for Necromancer

Corpse Feasting + Self Sacrifice = Good constant regain for Warlock

I always thought Soul Reaping should have some skills, and then rather then that I decided if it could have +HP... Then I applied it to warlock with addition of some skills.

They're both Dark casters theres no way around that.. But there is a difference.
Necromancers = Skeletons, Zombies..
Warlock = Demons
Exactly

Necromancers are one of three things. White, Gray or Black. White being they restore life, they're the postive side of death and what have you. Gray is a balance of the two, and Black is using corpses as your own (such as in the game.) - Thus making most Necromancers a Negative casters for the most part.

Warlocks are simply evil, the Dark portion. They deal with demons, devils, fiends, etc.etc.
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Old Mar 11, 2006, 04:55 PM // 16:55   #8
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Update: Added New Skills, and new attribute. Please leave feedback.

Last edited by Nevin; Mar 11, 2006 at 05:02 PM // 17:02..
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Old Mar 12, 2006, 05:35 AM // 05:35   #9
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This seems alot similar to the necro and alot similar to a warlock from WoW.

Most of your spells seems very balanced. Overall I would LOVE to try this out!!! Just wondering: Would you only be able to have 1 summon & would they leave bodies? If they leave bodies it be great with a MM necro.
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Old Mar 12, 2006, 01:27 PM // 13:27   #10
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Quote:
Originally Posted by Gunz Blazing Smile
This seems alot similar to the necro and alot similar to a warlock from WoW.

Most of your spells seems very balanced. Overall I would LOVE to try this out!!! Just wondering: Would you only be able to have 1 summon & would they leave bodies? If they leave bodies it be great with a MM necro.
I thought of something over night for the build here Nevin, a focus item. What about Grimores? They're cliche "dark spellbooks" as I'm sure you know and might have a spot for a Warlock in Guildwars.
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Old Mar 12, 2006, 05:01 PM // 17:01   #11
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Added a few visuals to get an idea of what they'd be wielding, and some more skills.

Note: If a demon dies while fielded it will leave a corpse, but if its timer runs out before it dies it simply dissapears in a firey effect.. Or what ever depending on what kind of demon it is, and only 1 demon fielded at a time.

Last edited by Nevin; Mar 12, 2006 at 05:14 PM // 17:14..
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Old Mar 13, 2006, 01:35 AM // 01:35   #12
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great idea, we need another more summoning class
i'd definetly play a warlock
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Old Mar 13, 2006, 09:37 PM // 21:37   #13
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Thanks for all the positive feedback.

Note: Added more Skills.
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Old Mar 24, 2006, 07:11 PM // 19:11   #14
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Those sentinels are quite powerful O_o its like adding a 9th member to your team for the cost of a skill slot.

I think you should add some major draw backs to useing them. It would seem logical too, seeing as summoning a demon is supposed to require a pact with the deamon.

Also, the snake combo is too obvious. needs to be more versitile. I think it should say "if target foe is suffering from a shadow hex SPELLNAME deals 20-60 damage and inflicts bleeding for 3-10 seconds. if not, SPELLNAME deals 10-30 damage and you lose 10-5 energy." again, focusing on the double edged sword side of the pacts.

and i have a skill idea for your self sacrifice line

Shadow Cloak 10e, instant casting, 60 second recharge
"For 70 seconds, 30% of all damage target ally takes is divided by 10 and that ally loses energy equal to that ammount. If Everlasting armor ends prematurely, you lose 200-150 life and everlasting armor is recharged."

What doest thou think of it?
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Old Mar 24, 2006, 10:31 PM // 22:31   #15
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Update: Fixed up some skills. Added Warcheif Jonvals skill. Added some new skills.

Last edited by Nevin; Mar 24, 2006 at 10:43 PM // 22:43..
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Old Mar 25, 2006, 12:11 AM // 00:11   #16
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this reminds me of a E/N i once knew
he use a simular build and got
cellphoned
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Old Apr 06, 2006, 02:55 PM // 14:55   #17
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Note: Updated skills, added a few more.
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Old Apr 06, 2006, 04:26 PM // 16:26   #18
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Who would take this over a necro? HP is useless when you could be getting energy.
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Old Apr 06, 2006, 11:54 PM // 23:54   #19
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Quote:
Originally Posted by Mandy Memory
Who would take this over a necro? HP is useless when you could be getting energy.
The HP is needed to be converted into energy, not to mention the summons require a lot of sacrificing... And the whole Energy > Health is only one out of 4 attributes. With your statement someone could just say, Why pick Necromancers over Elemantists? They have more energy.

Last edited by Nevin; Apr 06, 2006 at 11:57 PM // 23:57..
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Old Apr 07, 2006, 12:30 AM // 00:30   #20
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a little wee bit overpowered from all that ive read so far (i havent finished all skills but you got a good selection there... ) but all that stat conditions + fragility and fevered dreams = AOE + HIGH DMG... not good to abusable, might wanna just got with 2 snake bite skills for cripple and bleed. give them an "x" factor (as ppl like to say to my prof)... too necromancer death magic close but yes there are a lot of new ideas here that are good, just shift off the necromancer a bit, demons are borderline but corpse feeding is too much like soul feast n stuff you should make it new IMO.

Quote:
Blood Signet {Elite}: 2, 25
Signet. Sacrifice 100 HP for 15 energy

Blood Glyph: 5, 60
Glyph. The next 1..5 Shadow Magic, Possession, Summoning, or Self Sacrifice spells you cast cost 10 energy less. For every spell that would go under 10 energy you suffer 65...25 damage.

Catalyst Signet: 24
Signet. Sacrifice 125...50 HP for 3....15 energy.
i have a problem with all these skills as well. glyphs are ELE ONLY PROFESSION. NO OTHERS. SO ARE WARDS its their unique skills! do u see any other caster with them? no. leave it at that. moving on, the next 2 skillsone elite and costs 50 more hp to use, ones not and you get 50hp more than the ELITE for the same energy. whats that???? blood signet should be in the unlinked attr.

The regain time with demons skills are too overpowered making them capable of staying in your control forever until they lose all their hp... fix that or make them like minions that lose hp over time... demons and stuff are a littl ebit to overpowered IMO

Quote:
Gargoyle: 10 Energy, 4, 45 Recharge
Summon. Summon a Gargoyle with 350 HP, 60 Armor, 15-28 piercing damage, and an attack rate of 1.5. Gargoyle will fly in midair and attack foes with a 15%...25% chance of causing bleeding for 5...20 seconds. Gargoyles moves 20% faster then normal running speed.
i dont even need an attribute POINT in this to get a great ranger with a bow summon WITH faster running speed? WHY would i invest in this if i could get a gargoyle here?

Quote:
Shadow Charge {Elite}: 15 Energy, 2, 7 Recharge
Spell. Send out 4 guided shadow bolts dealing 20....65 damage to target foe. (Cannot go through walls)
WAY to overpowered. sending 2 out would be overpowered. id make it elite and just have 10e, 2s, 7r sending one guided shadow bolt dealing 30...75 damage. that might even be hard to balance out.

im not going through all of it but thats all the things that would toss EVERYTHING off balance.

finish the skills casting time and recharge as some of them dont have this and i cant be mean about it until you write them.

ps whats with the daggers?

Last edited by Trylo; Apr 07, 2006 at 12:47 AM // 00:47..
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