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H7: Would you prefer 2D or 3D townscreens?
2D
3D
I don't care.
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Heroes of Might and Magic V  → Haven Creatures Statistics

by

Untitled Document
CREATURES STATISTICS CREATURES ARTWORK
SKILLS ABILITIES
TOWN BUILDINGS STRATEGY
CREATURE STATISTICS
NECROPOLIS
INFERNO
HAVEN CREATURE STATISTICS
Peasant
Conscript
Level 1 walker
1
Attack
1
Level 1 walker
1
Damage
1-2
1
Defence
1
3
Hit Points
6
8
Initiative
8
0
Mana
0
0
Shoot
0
Taxpayers
4
Speed
4
Shield Bash
22
Growth
22
20
Cost
30
4
Experience
8
Archer
Marksman
Level 2 shooter
4
Attack
4
Level 2 shooter
2-4
Damage
2-8
3
Defence
4
7
Hit Points
10
9
Initiative
8
0
Mana
0
10
Shoot
12
Shooter
4
Speed
4
Shooter
Scatter Shot
12
Growth
12
Precise Shot
50
Cost
80
12
Experience
19
Footman
Squire
Level 3 walker
4
Attack
5
Level 3 walker
2-4
Damage
2-5
8
Defence
9
16
Hit Points
26
8
Initiative
8
0
Mana
0
0
Shoot
0
Large Shield
4
Speed
4
Large Shield
Shield Bash
10
Growth
10
Shield Bash
Enraged
90
Cost
130
Enraged
17
Experience
28
Shield Allies
Griffin
Imperial Griffin
Level 4 large flyer
7
Attack
9
Level 4 large flyer
5-10
Damage
5-15
5
Defence
8
30
Hit Points
35
15
Initiative
15
0
Mana
0
0
Shoot
0
Flyer
7
Speed
7
Flyer
Unlimited Retaliation
5
Growth
5
Unlimited Retaliation
Immunity to blind
260
Cost
360
Immunity to blind
38
Experience
58
Battle Dive
Priest
Inquisitor
Level 5 shooter
12
Attack
16
Level 5 shooter/spellcaster
9-12
Damage
9-12
12
Defence
16
54
Hit Points
80
10
Initiative
10
0
Mana
12
7
Shoot
7
Shooter
5
Speed
5
Shooter
No Melee Penalty
3
Growth
3
No Melee Penalty
650
Cost
900
Caster
70
Experience
100
Cavalier
Paladin
Level 6 large walker
23
Attack
24
Level 6 large walker
20-30
Damage
20-30
21
Defence
24
90
Hit Points
100
11
Initiative
12
0
Mana
0
0
Shoot
0
Jousting
7
Speed
8
Jousting
2
Growth
2
Lay Hands
1250
Cost
1550
115
Experience
160

Angel

Archangel
Level 7 large flyer
27
Attack
31
Level 7 large flyer
45
Damage
50
27
Defence
31
180
Hit Points
220
11
Initiative
11
0
Mana
0
0
Shoot
0
Flyer
6
Speed
8
Flyer
1
Growth
1
Resurrect Allies
3200+1c
Cost
4200+2c
212
Experience
332
Comments
Tyber Zann at 2013-09-18 04:17 wrote:
Since this list hasen't been updated with ToE units, ill give my 2 cents on which units are more effective (iv been posting on the other lists so I might as well do em all)

I like the Haven. Some say vanilla, some say noobs, some say "ah, please." Well, they're right, but its not a bad thing. Haven are what I'd call "user friendly". Balanced. They perform well regardless of circumstance. Good tactics will make any army better, but a haven army can perform admirably on its own. Auto combating Haven will work better than any other faction in repetitive numbers. I don't use auto combat, but the principal remains. Where some factions require constant vigilance in battle, the Haven will give you some breathing room when making descisions. A bad call will prove less problematic than with a different faction (mainly due to their retaliation bonus and solid defense. Even if they take the first hit, they will still fight well). So, with a new lineup of units, let's take a look at our options and see what combination would work best.

1) Peasant: A mediocre melee unit, but possessing the "taxpayer" ability. Since both upgrades have "taxpayer" now, we must descide which one to upgrade to. (The choice in HoF was obvious, taxpayer overcomes any other difference).
So youv got the Conscript and the Brute. Who will serve you better on the battlefield? Brutes can deal more damage, but Conscripts can take more abuse. On the surface, its a matter of preference. How you plan to use them. But their abilities tip the scales. Brutes have a chance to hit twice in one attack. Conscripts have a chance to "bash" during an attack, knocking the targets ATB (state of initiative) down to 0 (end of the bar on the bottom of the screen). Bashing also denies prevents retaliation.
The chances of these events occurring are improved with "soldiers luck" ability, and it seems like the Brutes double hit triggers more often. (Unlike "cleave", which triggers if the first attack killed at least 1 unit). It's hard to tell which ability is better, so let's break it down and see what each one really let's you do.
Double hitting let's you do more damage faster. That's about it. That's awesome, but that's it. Bash also allows you to do more damage before that unit can react, and if that unit does retaliate when hit again, that retaliation will have come later than in the double hitting scenario, where the retaliation would happen after the first attack, thus inflicting greater casualties. By bashing the target, you allow for a second attack with no retaliation, as well as preventing that unit from doing anything else for a full turn. Bash gives you everything 2 hitting does, better, and more. There's still a matter of odds (not sure on the exact chance), so if 2 hitting is actually a lot more frequent, it would be better, but for now, it seems close.enough to be chance. It looks like we have our winner.

Conscript wins. (Unless someone can prove that Brutes x2 hit "assault" has much better odds of triggering)

Archer. A normal archer, until upgraded. (Actually, the archers spread shot is pretty cool, I didn't know about it for a while). Marksmen or Crossbowmen?
These are 2 very different units. Both are awesome, at what they do. Marksmen excel at close range, while Crossbowman specialize at long range. Crossbowmen simply have "no range penalty", which is the ideal ability for any shooter (seems like most of the new shooters have it. At least half). This let's them do full damage at any range (castle walls still inflict a range penalty (50%)). Since most shooters are stuck doing half damage full range, this makes the Crossbowman a must have for the Haven, as its only full range shooter.
The Marksman is a normal shooter, until you get within 3 tiles. Any target between 1-3 tiles of the Marksman will suffer a complete defense penalty when shot by Marksmen (0 defense). This is most effective against high tier units. It can tip the scale in a long battle as enemy melee units close in, only to receive even more damage.
So Its a tough call. Crossbowman are better in most situations. Creeping, taking out enemy shooters. Defending castles. Or Short, descisive battles.
Marksman are basically only better in long battles involving large armies. If your Crossbowmen can only get a few shots off before the enemy is within spitting distance, they will fare poorly for the rest of the fight. They are only better when the enemy is far away. In a long battle, when large groups of melee units are knockin, Marksmen will surprise you. This only works within 3 tiles remember, so form a defensive line 1-2 squares in front of your marksmen (footmen work best).
And so, I find the Crossbowman is usually the better choice. They help out more often. I use them for everything, then, if there's a big epic battle coming, ill go swap em out for Marksmen.

Crossbowman wins (except in long battles).

3) Footman: The Haven tank. Who's better? Lets see. The old fasioned Squire is probably the best defensive unit in the game. A good tank, with the "large shield" and "shield other" ability, at a fair price. A few units have large shield, which provides 50% ranged damage resistance, but only a select few have shield other, which gives this bonus to all adjacent allied units. I can not over emphasise how useful "shield other" is. Squires can effectively cut the enemys ranged damage in half. This is a life saver in artillery battles, where heroes attempt to beat each other with shooters. Combined with crossbowmen. You can effectively deal 4x more damage to enemy shooters than they are to yours (relatively). The squire itself is a good fighter, also possessing the "bash" ability, and is limited only by speed/initiative.
The new Vindicator upgrade is good, but detracts from the Footmans primary role as a tank. Vindicators are basically heavy assault units. They are still capable tanks, but pale in comparison to Squires in that role. So better fighting is their only hope for winning this contest.
Vindicators give up Bash and Shield Other in exchange for "Cleave". A 2 hit attack with a much better chance of triggering than the Brutes "assault" ability. Cleave strikes twice any time the first attack achieves at least 1 kill. This makes Cleave better than Bash since it is much more reliable. As far as killing goes, Vindicators do it better.
So, who's better. Tank or assault unit? Well, the thing is, Haven are nothing but heavy assault units. Maybe not all heavy, but every other unit in their lineup (besides maybe peasants) is designed to inflict damage. The Footman is the only tank they have. Therefore, adding yet another assault unit to the 5-6 you already have seems pointless. They're so slow they'll always be last to reach the fight anyway. Making a better tank is the sensible choice. Use Squires to tank, and use everyone else to kill. (I keep my peasants at home paying taxes).

Squire wins.

4) Griffin: Haven air support. Royal Griffins or the new battle Griffins?
These 2 are close, they serve the same function as flyers. The notable difference is their abilities, which clearly goes to the battle griffin. The old Royal Griffin can "battle dive", flying up and out of the battlefield, then later landing on a single tile of your choice, inflicting physical damage on any enemy that happens to be standing there. The new battle griffin does the same thing, but damages an entire 2x row of tiles of your choice. They both have unlimited retaliation, so the differences in their battle dives makes the decision easy.

Battle griffin wins.

5) Priest: Heavy Shooter/Caster. Both upgrades are great, but the Zealot has one ability that the old Inquisitor doesn't, well, one that makes all the difference anyway. Zealots have the blind spell. For details look up the spell, but this makes the Zealot shine against other shooters. Combined with Crossbowmen, the Haven has Ranged support rivaling Irollan. Say that 3 times really fast. (Of coarse elves got a "no range penalty" shooter as well)

Zealot wins. (Though I prefer the armored look of the inquisitor).

6) Cavaliers: Heavy Cavalry. 2 awesome upgrades. The original Paladin has the ability to "Lay Hands" (that name always makes me laugh after hearing Zehirs comments to that knight in the final ToE campaign. "You knights and your hidden urges. Wouldn't want to be an altar boy in your church".) Anyway, "Lay Hands" is an activated ability that allows the Paladin to restore full HP to a friendly stack (no resurrection) as well as cure any negative spell effects. This has a 100% chance of cleansing all Dark Magic effects, which makes it very useful, as often a high level magic user will cast debuffs too powerful for a knight to dispel on their own. Paladins shine in these situations. The problem is they can only do it once. In a long battle it won't help. Even with split stacks. Therefore this is only useful for skirmishes earlier on, when battles don't last too long, or for creeping, using lay hands to heal.
The new Champions have an ability that adds to the Cavaliers natural strength. Charging. Champions give up laying hands in exchange for an area damage attack, that behaves much like a dragons fire breath, damaging units behind the target. Since this is a passive ability that is always active, it serves much better in long battles than a single healing charge does.

Champion wins.

7) Angel: Havens 7th tier unit. Fast, flying, powerful, naturally immune to weakness (no damage range (50-50)). Angels are an awesome unit. Which upgrade is better?
Archangel or the new Fallen Angel?
Higher tier units have smaller differences in combat stats (relative to number of units) so were just looking at abilities here.
Archangels have a single use "Resurrection" spell, which, unlike the normal resurrection spell, does not inflict a HP penalty. The normal spell penalizes the stacks HP 20% each time, so the ability to do this without penalty is huge.
Fallen Angels are spellcasters and can cast "divine vengeance". A powerful light magic spell that causes damage to an enemy stack relative to the number of kills that stack has. The more its killed, the more damae divine vengeance does. This is awesome, but, knights can cast divine vengeance anyway, and its only useful later in a long fight. Knights can also cast "resurrection", but not without the harsh HP penalty that Archangels avoid. The archangel has a unique ability that is better most of the time. It helps keep your army alive much longer than waiting for units to die you can use divine vengeance.

Archangel wins.

That's it. If anyone found anything I missed, let me know.
Tyber Zann at 2013-09-18 04:15 wrote:
I remembered that the Champions area damage only happens after a certain charge distance, can't remember how long, but its still better than paladins most of the time
Edited on Wed, Sep 18 2013, 01:35 by Tyber Zann
godsmack at 2009-08-21 14:08 wrote:
haven is for noobs the archangels upgrade is Seraphs

Kibester at 2007-10-07 09:36 wrote:
Money isn't problem. I had gold mines and lot of peasants. I trained a whole bunch of them. Of course after that I had no money at all.
GSte at 2007-09-24 12:20 wrote:
So are Haven not getting any upgraded units with the next expansion, then?
Inisto at 2007-09-17 22:33 wrote:
Hmmmm and where the HELL did you get 120000 gold while building up a REAL army during the at least FIVE months it took to do it???

Kibester at 2007-08-02 08:19 wrote:
I like peasants.. After training them to become archers =) I have 2k marksmen. I kinda won all the battles i had during the game.
Inisto at 2007-04-15 18:08 wrote:
Yeah but a better animated H4 peasant would look better than some one who could use a crane to get between places.

ThunderTitan at 2007-04-07 12:36 wrote:
To emphasize that it's make believe.... :devil:
Inisto at 2007-04-07 12:09 wrote:
Why do the peasants have to be fatties?

klir at 2006-11-24 12:40 wrote:
do they belong to any sex at all?
Edited on Fri, Nov 24 2006, 05:41 by klir

Wraith at 2006-11-10 08:12 wrote:
angels and archangels are women`s

ThunderTitan at 2006-08-04 08:44 wrote:
Well their building is a statue of a female, and they're barefoted.

drakonas at 2006-08-04 06:34 wrote:
How do you think angels are women or men?

Kronos at 2006-05-27 20:16 wrote:
Yeah... really like your ideas ThunderT.

ThunderTitan at 2006-05-26 23:43 wrote:
@Kronos
How about Norse = Dwarves and Mongols/Tatars/Huns = Orcs?

Kronos at 2006-05-26 20:24 wrote:
Speaking about culture influence in towns, its not a bad idea. Academy has the best look ever thanks to its oriental look. Necropolis is quite gothic and haven is a "typical" middle age europian town. It would be great to have some norse and chineese style factions in a expansion. I really hated the academy in H4, the culture was more chaotic than chaos =P (oriental genie and naga, rome style warrior titan etc.)

Cleanpea at 2006-03-04 16:26 wrote:
Academy is based on the persian kingdoms. Where they had elephants and sultans with turbans. And if there are barbarians, why not make them aboriginal- imagine, more tattoes!!!
Edited on Sat, Mar 04 2006, 09:27 by Cleanpea

Orfinn at 2006-02-28 17:07 wrote:
I hope there will be norse, scandinavian symbols and inscriptions for the barbarians weapons, armor, buildings etc even if there will be orcs in snowy home terrain high up in the mountains

Tysar at 2006-02-13 16:03 wrote:
aside from the german writing there's nothing really german about haven, so its not really supremacy... especially when the king's name is Nikolai O_o

As for academy, imo just like haven is a stereotypical medieval kingdom, so the academy is an east-based faction. There is a lot of Hindi influence in their units (jewellry, turbans, elephant riding hero etc.) apart from arabic (in fact it's rather north african as in morroco, rather than arabic from the peninsula).

Basically what i'm trying to say is I can't see any cultural supremacy in the factions :D

btw. cool units, but the priest's hood looks a bit stupid.. i don't really like the royal griffin either, but the rest of the units are great!
Arzang at 2006-02-05 21:47 wrote:
aside from vampire, which necro units are german influenced?

and besides; necro is just "a secret faction within haven and academy" but I never really saw it as a hidden society within academy. lacks all the middle eastern influences to me.

DaemianLucifer at 2006-02-05 21:11 wrote:
I'm with you Daemian. but academy seems to be very arab-influenced so having Haven german-influenced does not result in german culture having a supremacy.

Its not just heaven but necro as well.
Arzang at 2006-02-05 21:02 wrote:
I'm with you Daemian. but academy seems to be very arab-influenced so having Haven german-influenced does not result in german culture having a supremacy.

ThunderTitan at 2006-02-05 20:07 wrote:
" German does sound cool (well I guess it sounds natural to germans though :D ),but Im always against one culture having supremacy over the heroes game,since it is a fantasy setting after all.

Maybe to you! And Zombie Hitler™! 8|

Maybe the font they used was german, or maybe they're all Alien-Space-Nazis!

DaemianLucifer at 2006-02-05 19:42 wrote:
German does sound cool(well I guess it sounds natural to germans though :D ),but Im always against one culture having supremacy over the heroes game,since it is a fantasy setting after all.

ThunderTitan at 2006-02-05 16:43 wrote:
Heil Zombie Hitler™!

Gaidal Cain at 2006-02-05 15:41 wrote:

But it could also be the english verb asociated with death :devil:


Not really. There is a thread on the old RT that deals with the matter, and German text appears on both the angel and the Knight.
Arzang at 2006-02-05 15:38 wrote:
the game has a very medieval european theme. well this town in particular. maybe german represents that well since german tribes are to blame (not solely though) for the downfall of the roman empire?

and german DOES sound cool and also has a slew of long words so it looks good in writing as well.

the vampire/(lord) has a german writing on his sword as well.

ThunderTitan at 2006-02-05 12:37 wrote:
"
I wonder why german?Why not a mix of languages?"

Because they're all working for Zombie Hitler™?

DaemianLucifer at 2006-02-05 11:44 wrote:
One more thing is it just me or does the archangel look like it has the word DIE on it's hood?

If it has, it's the german definite article. It appears on several units.

But it could also be the english verb asociated with death :devil:

I wonder why german?Why not a mix of languages?

Gaidal Cain at 2006-02-05 08:30 wrote:
One more thing is it just me or does the archangel look like it has the word DIE on it's hood?

If it has, it's the german definite article. It appears on several units.
george137 at 2006-02-05 00:21 wrote:
"Seems some christians have designed the priests and cleric, give them uber power because they have faith! Thats not fair in comparison asd many said, the djinn. Djinn is partly incorperal so he should have at least 60 HP and the cleric 55 or 50." "huh its seems like i was wrong: hydra get 100 hp . its unbalanced.djiini-40 , hydra-100 :O" maybe the mini artifacts will even it out? One more thing is it just me or does the archangel look like it has the word DIE on it's hood?
Edited on Sat, Feb 04 2006, 17:22 by george137

LordHoborgXVII at 2006-02-04 00:27 wrote:
Hmmm. Peasants look rather ugly, as do the royal griffins. The other unit icons are very good, especially the Angels, which are simply beautiful. The change of name from inquisitor to cleric is a Pity, though. I was hoping that Inquisitor would make it through. Cleric tends to be rather overused. Oh, and militiaman sounds cumbersome. Just Militia would work much better. Besides that, this seems to be the good old castle town, perfectly orderly.

Orfinn at 2006-02-03 13:44 wrote:
Seems some christians have designed the priests and cleric, give them uber power because they have faith! Thats not fair in comparison asd many said, the djinn. Djinn is partly incorperal so he should have at least 60 HP and the cleric 55 or 50.
Wowm4n at 2006-02-03 01:02 wrote:
huh its seems like i was wrong: hydra get 100 hp . its unbalanced.djiini-40 , hydra-100 :O
Wowm4n at 2006-02-03 00:54 wrote:
Why Monks have 80 hit points ?? they must have really big faith ;p none of the creatures at level 5 of other factions has so much hit points.for example djinii has only 40. i think monks should have 50 - 60 hit points but not 80 !!!

Malicen at 2006-02-02 22:39 wrote:
I think that they should have sticked to the old names here. I really do not like Swordsman instead of Crusader, and I do not really like the look of clerics, I don't know why hole men have to get hammer that big? Their faith should be enough... :(

Pol at 2006-02-01 23:14 wrote:
But s/he -- understand Arch / angel -- looks best of all them, the second close could be peasant , heh ;)

ThunderTitan at 2006-02-01 15:27 wrote:
Well not every manga is bad.Some are very beautiful.

I don't have anything against manga. I just don't like how most of the creatures look. And the Angel just looks weird to me.

DaemianLucifer at 2006-02-01 15:06 wrote:
Well not every manga is bad.Some are very beautiful.

ThunderTitan at 2006-02-01 14:48 wrote:
"Yes,the new angel simply look beautiful.Much better then the archangel even."

Maybe to you.

DaemianLucifer at 2006-02-01 14:03 wrote:
Yes,the new angle simply look beautiful.Much better then the archangel even.

Orfinn at 2006-02-01 10:22 wrote:
@thePillsburyDoughboy

It has been changed from Inquisitor to Cleric. And I hope it stays.

The Angels are my favorites thus far, not only because of their nice abilities but also that they are soooo cute and deadly! =)
Edited on Wed, Feb 01 2006, 05:36 by Orfinn

thePillsburyDoughboy at 2006-01-31 23:06 wrote:
cleric? i thought it was inquisitor... which is which?

ThunderTitan at 2006-01-31 21:56 wrote:
"1) How can the Royal Griffin possibly see through all that armor?"


Don't tell anyone but that's actualy a Digimon. Gryphynoomon!

theLuckyDragon at 2006-01-31 20:49 wrote:
:lolu: :rofl: :rofl:

DaemianLucifer at 2006-01-31 20:46 wrote:

2) Upgrading from priest to cleric seems to require complete shaving of all facial hair... strange...

Its the HIII spirit!In order to upgrade a dragon,you repaint it.In order to upgrade a hydra,you glue extra heads on it.In order to upgrade succubi,you set it on fire. :devious:

theLuckyDragon at 2006-01-31 20:38 wrote:
1) How can the Royal Griffin possibly see through all that armor?
2) Upgrading from priest to cleric seems to require complete shaving of all facial hair... strange...

ThunderTitan at 2006-01-31 13:56 wrote:

You didnt honestly believe that squires gonna make its way around the strict "Ban HIV" law?

Hope is always the last to die. :(

DaemianLucifer at 2006-01-31 13:44 wrote:
@Cain:
<br> Not Militia, but Militiamen sound forced. Militia sounds more like an organisation/group that a creature to me.
<br>
<br> And why did they changed Squire to Footman? The curse of H4 strikes again?

You didnt honestly believe that squires gonna make its way around the strict "Ban HIV" law?

ThunderTitan at 2006-01-31 13:34 wrote:
@Cain:
Not Militia, but Militiamen sound forced. Militia sounds more like an organisation/group that a creature to me.

And why did they changed Squire to Footman? The curse of H4 strikes again?

DaemianLucifer at 2006-01-31 13:32 wrote:
How about peasant->rancher?Or farmer->cowboy? :devil:

Orfinn at 2006-01-31 12:36 wrote:
Peasant - Militia. Would be better
Swordman - Crusader. Better?

DaemianLucifer at 2006-01-31 12:15 wrote:
great town. The names sound fine to me, and yep, cleric is beter than inquisitor... only the royal grifin looks a bit manga-ish if you know what i mean, but its fine.

Half of the art looks manga-ish.

Tysar at 2006-01-31 12:12 wrote:
great town. The names sound fine to me, and yep, cleric is beter than inquisitor... only the royal grifin looks a bit manga-ish if you know what i mean, but its fine.

Gaidal Cain at 2006-01-31 11:41 wrote:
Does militiamen sound forced to anyone else? Conscript might work better.

Not really. Conscript is a fine name as well, but militia isn't bad.

DaemianLucifer at 2006-01-31 11:25 wrote:
Yes,cleric is an excelent supstituon.But monk doesnt quite fit since monks are more of a martial arts specialists,while priest are casters,so its fine like this.

sebutzu at 2006-01-31 10:25 wrote:
It could be useful to add weekly growth too
Boromir at 2006-01-31 09:08 wrote:
Cleric is a great name - reminds me of clerics from the 'Equilibrium' movie. :-)

Orfinn at 2006-01-31 07:07 wrote:
Not much to say here rather that instead of priests, maybe monks would be better? Im glad they use Cleric instead it wassomewhat hard to read and say Inquisitor =P

jimkirk at 2006-01-31 06:06 wrote:
militia men sound liek weekend warriors

Kristo at 2006-01-30 22:54 wrote:
Actually, I find Militiamen to be redundant. I'd prefer just Militia. Now there is a unit that brings back some memories...

ThunderTitan at 2006-01-30 22:40 wrote:
Does militiamen sound forced to anyone else? Conscript might work better.

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