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Old Apr 16, 2006, 10:52 PM // 22:52   #1
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Default Concept Class - Inquisitor

Class name: Inquisitor

Premise: Inquisitor are fanatics, who train themselves to be a weapon against unnaturalness. They have great variety of skills and spells to make them self a fearsome enemy of those who employ dark and unworldly magic. They can also bind and lock away their target for short while, taking them out of the fight. Markings, as a weak form of hex, but can be follow up with a Persecution spells for more damage and effect. They also have their own line of healing and ally buffing skills, making them a additional support to the Monks.

But while some of their skills are pretty powerful, they are hard to use. Its best to be use in combos, or with support from other allies.


Weapons:
-Can use TOME type of weapon. It’s a Two-hand weapon that deal low damage (about 12 – 18 range, fire/holy/dark magic damage type), with slow attack speed (about or slower than bows), but on attack, will do damage to all enemy near by (a sorta death nova like animation) BUt the adraline is counted to the target enemy (the only are just damage by its "side effects"). Usually have a +X energy attachment, as well as other mods.

-Also have a small one hand mace type of weapon under its attribute. (but will not have any additional skills to support it)
-Off hand item include books, cross-shape icons, rosary, and chains.

Energy: Estimate to have 3 energy regen and 25-30 energy (depend on armor)Up to about 45 range with an offhand item.

Armor: At about a 50 to 65 range, depend on the armor.
Un-sinner Set: addtional hex duration reduction
Punisher Set: More AL.
Merciful Set: More energy
Confessor Set: addtional spell damage reduction
White Set: Addtional protection against Dark Magic


Look: Usually in hoods and robe of different design.

Attributes:

True Path (primary): For each rank in this attribute, you decrease the duration of Hex on you by (2…24…30%) and reduce (1…12…15%) damage from all other spells cast against you. (can gain extra from armors) Also include skills to help you defend against spells better.

Unworldly Exorcism: Spells and skills dealing with transformation, summoning, gates, spirits, undead, and such.

Confessional Punishment: AoE spells that dish out pain. Binding and locking. Also skills in self punishment to help team allies.

Preaching Judgment: Skills of branding hex like Markings, team ally buff Sermons, and Heretic Persecutions.


Skill Examples:

True Path:

Spell Dodge
10e | 2s | 45r: For the next T seconds, 50% chance all spell cast against you miss.

De Hex
10e | 2 | 25r: In T seconds, the next Hex cast against you will miss, and you gain +X energy.

Spell Block
10e | 2 | 25r: In T seconds, the next spell caste against you will reduce its damage by + (1…12%)

Absorbe Foul Magic
10e | 2 | 25r: For T seconds, you gain +X energy for the next spell target against you, and end this skill.

Unworldly Exorcism:

Exorcism: Many foes of Inquisitor are unseen spirits and demons that reside in the depth of hell and darkness of our heart. Often those vile spirits would possess a weak vessel, transforming their host in a hideous monster. Inquisitors are well train to take on this threat by performing various ritual of exorcism. Exorcism skills act as a counter against transformation, summon, and teleportation spell (Which are skills found in my other concept classes), making a Inquisitor potentially powerful against Heretic, Druid, Sage, or a Summoner. It also have skills to damage spirit type creatures.

“Be Gone!”
10e | Shout | 20r: If touch foe is in a morph, or possess stat, it will revert them back to normal human form, and deal X holy damage.

Turn Vile Spirit
10e | Shout | 10r: Deal X holy damage. If target creature is of a spirit type, will do additional Y damage.

Shelter Against Unholy Mutation
15e | 4r | 45r: For T seconds, all creature in the area will be unable to use Transformation type of skill.

Shelter Against Worldly Disruption
15e | 4r | 45r: For T seconds, all creature in the area will be unable to use warping or gating type of skill.

Dis Warp
10e | 2r | 30r: Instantly destroy a warp or summoning gate.

Banish
25e | 5r | 45r: Instantly destroy spirits or summon type creature nearby.

Lay Rest
10e | 1r | 20r: If target foe was just recently rez withing the last 5…10 seconds, or is a undead, will deal X holy damage.

Final Sleep
5e | 1/2r | 10r: Exploited a corpus at touch range. That corpus can not be rez in the next T seconds.

Legacy's Flame
15e | 2r | 30r: target is deal X fire damage. If target is in a mutation or transformation form, will deal addtional X fire damage and set them on flame.


Confessional Punishment:

Punishment: Inquisitor believe that it is through the body of pain will the soul be given forgiveness for their sins. Inquisitor are well verse in the use of all manner of torturing device, design to make the suspected heretic confess to their sins, so that a brutal and painful punishment of death can be properly administrated. Many of the punishment skills will be Target Spot skills, which targets that last standing place of the foe when the spell is casted. This means it will only successfully hit the intended target if he is standing still at one spot at the end of casting. Punishment skills are for dealing damage, binding, and protection.

Burning Circle
15e | 3r | 45r: Target spot. Create a marking circle that lasted for T seconds. Anyone foe inside its AoE will receive X fire damage per second, and if remain in its AoE for more than 3 seconds, will receive Burn for 4 seconds.

Internal Combustion
25e | 3r | 45r: Hex. For the next T seconds, whenever target foe use a spell, it will receive Burning for 3 seconds.

Spinning Blades of Forgiven Sin
15e | 3r | 45r: Target spot. Create a marking circle that lasted for T seconds. Anyone foe inside its AoE will receive X Slash damage per second, and if remain in its AoE for more than 3 seconds, will receive Bleed and Cripple for 4 seconds.

Embrace of Iron Maiden
25e | 4r | 30r: Target spot. If hit (that the target foe did not move away from its position when the casting begin), target foe will be enclose in a Iron Maiden for T seconds. In this duration, he/she/it will receive X damage per seconds and Y more for every action he does, and can not move or attack outside (but can still cast spell or attack the IM). The Iron Maiden can be targeted by outside source, or from inside, and if destroy, the subject is released.

Kiss of Iron Maiden
25e | 3r | 45r: Create a Iron Maiden in front of you. For the next 3 seconds, all attack or spell target to you is change to the Iron Maiden instead. After 3 seconds, the Iron Maiden will encase any foe within its melee range for T seconds.

Lock of Iron Casket
25e | 3r | 45r: Target spot. If hit (that the target foe did not move away from its position when the casting begin), target foe will be enclose in a Iron Casket for T seconds. In this duration, he/she/it can notmove or attack outside (but can still cast spell or attack the IM). The Iron Casket can be targeted by outside source, or by one who got encased inside, and if destroy, the subject is released. (it has longer duration and armor than Iron Maiden)

Chain and Ball:
10e | 2r | 25r: Target spot. If hit (that the target foe did not move away from its position when the casting begin), the target foe can not move for the next 3 seconds. After that, target foe will move at 50% slower for the next T seconds.

Iron Shackle:
15e | 2r | 25r: Target spot. If hit (that the target foe did not move away from its position when the casting begin), the target foe move at (50…75)% slower, and attack speed is decrease by X%

Grasping Iron Claw
10e | 3r | 30r: Target spot. If hit (that the target foe did not move away from its position when the casting begin), the target foe can not move for the next 3 seconds and receive T extra slash damage.

Confessor's Drill
10e | 3r | 30r: Target spot. If hit (that the target foe did not move away from its position when the casting begin), will deal X piercing damage and Knock the target down.


Righteous Sacrifice/Self Punishment – Training of Inquisitor often involve self-inflicted pain and wounds to their body as a way to seek forgiveness for their sins and an attempted way to reach enlightenment. Inquisitors are able to bear the pain of their body in order to aid the suffering of other. While very much similar to the Blood skill of Necromancer, it has a wider range of healing, resurrecting, and protection effects, much like what a Monk has.

Martyr of Pain
5e | 1r | 30r: Sacrifice X health. Target ally is healed for Y health.

Returning of Soul
5e | 1r | 30r: Sacrifice X health. Touch dead ally is rez with Y health and 0 energy.

Clear Mind
10e | 1r | 30r: Sacrifice X health. Remove (1…3) hex for target ally.

Voucher of Innocent
10e | 1r | 30r: Sacrifice X health. For the next T seconds, all ally are protect against Mark Branding.



Preaching Judgment:

Mark Branding- Inquisitors have the power judge those who are unworthy or damn of the Holy One’s love. For those poor souls, a mark was branded into their body and soul. Mark by it self is not very powerful, however they do have a long duration effect, and can be greatly boosted with a follow up Persecution skills. The mark can only be lift off by certain skills, when it meet a following condition, or at the end of a link preaching.

Branding Mark of Pain
15e | 3r | 45r: Preparation. For the next 10 seconds, enemy struck by your attack are branded with Mark of Pain. Those who bear the mark of Pain will suffer X damage per second. The mark is lifted if the target’s health goes below (50..25%) of you max health.

Branding Mark of Weakness
15e | 3r | 45r: Preparation. For the next 10 seconds, enemy struck by your attack are branded with Mark of Weakness. Those who bear the mark of weakness will suffer from Weakness. The mark is lifted if target does not attack for 3 seconds.

Branding Mark of Exile
25e | 3r | 45r: Preparation. For the next 10 seconds, enemy struck by your attack are branded with Mark of Exile. Those who bear this mark will receive (25…50%) less benefit from all healing and prevent them from receiving any enchantment. The mark is lifted if target does not attack for 3 seconds. Target foe can also treat its own ally as enemy. This mark will be lifted if target foe attack one of his/her allies.

Branding Mark of Heretic
15e | 3r | 20r: Mark the target foe with Mark of Heretic. Those who bear this mark will receive double damage from all holy damages, and take x holy damage when attempt to use any spells, Target foe can also treat its own ally as enemy. This mark will be lifted if target foe attack one of his/her allies.

Branding Mark of Excommunication
25e | 3r | 40r: Mark target foe with Mark of Excommunication. Thos who bear this mark will be treated as Enemy (turn red) by his/her own ally. This makr will be lifted if one of his/her ally attack the target.

Branding Mark of Burning
10e | 1r | 15r: Mark the target foe with Mark of Burning. The target takes X fire damage. (no other lasting effect) This mark will be lifted if target foe receives any other conditions. When this mark is lifted, targt foe will be set on burning for 3 seconds

True Marking:
15e | 3r | 20r: Target self or ally. In the next T seconds, target can not be branded by any type of marking, and it will reflect back to the brander, branding him the marking instead.

Proven Innocent:
5e | 2r | 10r: remove any branded Marks from self or touch ally.


Preach – Inquisitors are well train in use of words, to speak, to spread the word of their Order, and “persuade” other in their creed. They are able to drive even those of none-believers into a level of fanaticism. Preaching skills follow closely to this template. An Inquisitor can use their preaching skill as long as they want, as long as they maintain focus. They will lost their focus if they move, attack, use spells or skills or take damage. There is also an Extend Effect, means the effect of preaching will last even after it is finish, and is dependent of how long the preach was maintained. (This mean for example, you preach for 8 seconds before ending it, the other will feel the effect of your skill for that 8 seconds, +4 more seconds more after it that (the duration of extend effect will depend on attribute points and other skills, of 10 to 40% longer)). While in maintenance of preaching, will lost 2 arrows of energy regen.

Sermon of Dedication Body:
25e | 3r | 30r: Preaching: While remain in focus, all nearby ally’s max health is increase by X, but reduce their energy by Y. This effect last as long as it is maintained, with Extend Effect.

Sermon of Spiritual Prayer:
25e | 3r | 30r: Preaching: While remain in focus, all nearby ally’s max energy is increase by X, and recharge time decrease Y% by for all spells, but reduce their movement speed by 50%. This effect last as long as it is maintained, with Extend Effect.

Persecution of Pain:
15e | 3r | 45r: Preaching: While remain in focus, all nearby foe that is braded with a Mark will receive –X health degen. This effect last as long as it is maintained, with Extend Effect. At the end of its effect, all Markings on the foe in its AoE will be lifted.

Persecution of Fire:
15e | 3r | 45r: Preaching: While remain in focus, all nearby foe that is braded with a Mark will receive Burning for 3 seconds for every 6 seconds. This effect last as long as it is maintained, with Extend Effect. At the end of its effect, all Markings on the foe in its AoE will be lifted.

Persecution of Templar:
15e | 3r | 45r: Preaching: While remain in focus, all nearby foe that is braded with a Mark will reduce their AL by Y. This effect last as long as it is maintained, with Extend Effect. At the end of its effect, all Markings on the foe in its AoE will be lifted.

Lasting Words:
10e | 1r | 45r: Increase the Extend Effect on the next Preach skill casted by X% longer of the maintained time.

Shield of Words:
15e | 1r | 45r: Allow you to take (1…3) hits and still maintain focus on the next preach skill casted.

--------------------------------------------------------------
*True Word: A fun concept, but I think it won't fit with the "usual" game playing mechanic of GW (bit too extrem), so would take the drop. However, I will still put it up for the heck...

Quote:
True Word:

From countless eons of research and study, the Holy Order has unravel few of the True Words from their most sacred ancient text. Those are words of the Holy One, spoken by him in the creation of the worlds. In order to successfully cast a True word type skill, player must correctly type in the Sacred Text. Each skill has 3-5 lines of Sacred Text, and when enacts such skill, a prompt will show up with one of randomly pick Sacred Text line. Player must type in (using keyboard) the same word as the Sacred Text exactly, and any mistake in typing will result in cancellation of the spell. True Word skills, while powerful, are mostly be cast at melee or mid range, and can easily be interrupted in casting. Also there is the challenge in typing. The more powerful the skill, long the Sacred Text tend to be.

True Word: Smite:
Text: Ci odota Mon de’ cla
Description: Once complete the text correctly, will deal 80+ holy damages to the target. This casting is easily interrupted.
Energy Cost: 15…10.
Casting Time: Vary.
Recharge Time: 20 seconds.
Linked Attribute: True word. Reduce energy cost and increase damage.
Skill Type: Spell.

True Word: Knock:
Text: Ka no laci Crok
Description: Once complete the text correctly, will deal 30+ physical damages at mid range and knock the target down. This casting is easily interrupted.


True Word: Power:
Text: Undonn mah grante Poww
Description: Once complete the text correctly, will deal 300%+ more damages and knock down all nearby opponent on the next melee attack. This casting is easily interrupted.


True Word: Death:
Text: Arx De Monci Ka’sham O Dula nicc (target’s name) Ma o ‘’ See Dia
Description: Once complete the text correctly, will instantly kill the target. This casting is easily interrupted.
-----------------------------------------------------------------
Stealing some images....


-Picture from Beserk (provided by Lyra Song)




http://us.games-workshop.com/downloa.../henchman3.jpg

http://web.tiscali.it/khaine/imma/tf...inquisitor.jpg

Notes: This is my 2nd revision of the Inquisitor Class. Not much has change from the original . Also as you can see, this class is build on the assumption that there will be other Summoning, Gating, Transformation, Pocession etc classes as well. (Druid, Medium, and Heretic I wrote has some of those)

Comments are welcome. Feel free to point out any issue of concern or In-balance. Thxs for reading.
-------------------------------------------------------------

Special thxs to benmanhaha, Legacy Virus, PicardSunstar , xBakox, and almightytom for their special contribution.

Last edited by actionjack; Apr 20, 2006 at 12:32 AM // 00:32..
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Old Apr 16, 2006, 10:57 PM // 22:57   #2
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It wasn't what I expected. From the thread title it sounded like one of it's attacks was going to be Tabloid of Pain or Signet of New Capture. But seriously it sounds interesting but a bit too discombobulated. (I know it's not a real word.)
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Old Apr 16, 2006, 11:20 PM // 23:20   #3
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._. sounds scary!!

i like it!!
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Old Apr 17, 2006, 12:08 AM // 00:08   #4
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When do characters transform though?
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Old Apr 17, 2006, 01:44 AM // 01:44   #5
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Quote:
Originally Posted by Nevin
When do characters transform though?
they don't.. but other concept class do...

To NinjaKai: discombobulated indeed... (if it mean what I think it mean...than yes, I also do have big feet)
Yes, I had some torouble with naming the attribute and putting it in groups. Many other have a better way of organizing it?

Last edited by actionjack; Apr 17, 2006 at 01:47 AM // 01:47..
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Old Apr 17, 2006, 02:21 AM // 02:21   #6
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Very interesting, very deep, I like it. Not something I was expecting iether.
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Old Apr 17, 2006, 02:40 AM // 02:40   #7
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What is people expecting?!?
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Old Apr 17, 2006, 05:47 AM // 05:47   #8
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*Falls to my knees* It's so...beautiful...words..cannot...describe...

Now we just need classes that transform. Until then I suggest you add an alternate attribute to Unworldly Exorcism. Creating a concept class to counter concept classes is getting a little out there, but hey. Besides that, it's a real winner of a class. Your best that I've seen.
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Old Apr 17, 2006, 06:21 AM // 06:21   #9
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How would "Target Spot" spells work for one who has the click-to-move feature disabled?
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Old Apr 17, 2006, 06:26 AM // 06:26   #10
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thx Ken Dei, that is very encouraging.

Target Spot work like so. First you target a enemy character (not the ground), and start casting that spell to its location (you will see a marking starting to appear). Some work much like a AoE spell, but other you need to "Catch" him/her, meaning your target need to stay stationary, till the end of the cast. So you most likely would use it when they are casting a long spell, or someway to bind them (knock down and such) first.

It differ from the usual AoE spell, where it is casted at the spot when the casting end (auto following the target) Thus target spot skill are harder to use.
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Old Apr 17, 2006, 10:51 AM // 10:51   #11
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Quote:
Originally Posted by actionjack
What is people expecting?!?
Based off of this, I "is" expecting a profession that can transform now.
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Old Apr 17, 2006, 05:53 PM // 17:53   #12
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Quote:
Originally Posted by actionjack
thx Ken Dei, that is very encouraging.

Target Spot work like so. First you target a enemy character (not the ground), and start casting that spell to its location (you will see a marking starting to appear). Some work much like a AoE spell, but other you need to "Catch" him/her, meaning your target need to stay stationary, till the end of the cast. So you most likely would use it when they are casting a long spell, or someway to bind them (knock down and such) first.

It differ from the usual AoE spell, where it is casted at the spot when the casting end (auto following the target) Thus target spot skill are harder to use.
Ah I see. In that case, I'd be able to use this class. I read a lot of concept classes, and there are usually some bad ones, some that I think are cool, but only a few that I'd actually want to play as. This idea definitely falls into category #3. Good job on this class, actionjack.
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Old Apr 18, 2006, 09:55 PM // 21:55   #13
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I agree, not bad. Quite good actuallt. I would enjoy plaing something like this very much.
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Old Apr 18, 2006, 10:27 PM // 22:27   #14
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Sounds fun, kinda freaky though

ps. Mark of Pain, Banish, Smite
Are all already taken for names, sorry!
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Old Apr 19, 2006, 12:10 AM // 00:10   #15
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i think quite possibly this is one of your worst ideas action jack has ever had (and thats saying something) true path is by far the most over powered primary attribute i have ever seen, why would anyone even bother playing another class...
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Old Apr 19, 2006, 12:14 AM // 00:14   #16
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Don't be such a killjoy. Just ask to power it down a little. Don't flame because you found one thing wrong.
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Old Apr 19, 2006, 12:18 AM // 00:18   #17
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Nobody expects the Spanish Inquisition!
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Old Apr 19, 2006, 12:24 AM // 00:24   #18
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there is ALOT more wrong then just that, but im not going to sit here and pick apart a stupid idea hes just gonna post more anyways
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Old Apr 19, 2006, 12:34 AM // 00:34   #19
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Quote:
Originally Posted by Nevin
Based off of this, I "is" expecting a profession that can transform now.
Leave poor Jack alone.




I must say I enjoyed reading this. I think it sounds a bit lit a dark monk. Like someone else stated, the excorcism spells would be effective mainly aggainst other classes that don't exist. I think they could be re-worked so they could apply more to a necro with summons and assasins with their teleporting. Then the transforming spells could be added later with your druid.

I also had an alternate idea for Mark of Exile
15e | 3c | 20r - {e} Target becomes hostile to his team, thus taking damage from AoE spells, team-mates that accidently attack you, and you recieve no healing effects for X seconds. Maybe a bit extravagent, but that was the first thing that came to mind when I read the title.

To address another issue, the preach idea is good, but that whole idea of keeping it up as long as you want could lead to some problems. I think it should look like this.

Sermon of Empowerment.
2eps(energy per second) | 2c | 5 r - For X amount of seconds, all allies within Y feet recieve and extra Z pips of energy.
Once your energy reaches zero the spell is over. You can't cast spells or move, but someone else could cast energy spells on you to keep it up. This would still work with Lasting Words, I just think this way is a bit more fair.

Overall I think its one of your better class ideas, right up there with alchemist. I would really enjoy playing the role of an evil, sinister monk thing.


P.S. I don't think books should be a weapon. They are fine for an off-hand, but people usually don't go around beating people up with books.


Edit: @Lexar, I ROFLed.
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Old Apr 19, 2006, 12:36 AM // 00:36   #20
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id have to say this is your second worst idea ever, jack. right below engineer.
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