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H7: Would you prefer 2D or 3D townscreens?
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Heroes of Might and Magic V  → Inferno Creature Statistics

by Staff

Untitled Document

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Tyber Zann at 2013-09-18 20:38 wrote:
OK. Let's see what we got with these new dudes and dudette. I haven't played too much new inferno, so most of my reasoning for these judgements is from fighting them and reading their in game stats. The menus here help too, but the names are outdated so it gets confusing. I'll try to use the current names. 10 lashes if I forget and use an old name. Here we go.

1) Imp. Those little *******s. A magic users bane in large numbers, these things are notorious for depleting enemy mana reserves. So which upgrade is better? Well, their stats are almost identical. The old familiars have more reliable damage (2-3 vs 1-4) (this is more important for heroes that are less likely to use light magic). The new Vermin have 1 extra movement speed, a great little boost for helping get the first hit. So who got the better ability? They both steal mana from enemy heroes. While Imps simply destroy/throw away the mana, the upgrades pass it on. Old familiars give the mana straight to their hero, and from what I remember, that extra mana is added to the heroes pool regardless of their maximum (this can bring their mana above their max). So what to Vermin do with all that juice? They give it to your casters, and what more, this is an activated ability, which mean you can use it whenever you want. I'm not sure if its uses are limited, but I know that the Familiars can only steal once, and it happens automatically at the beginning of their first turn.
There are 2 important things to keep in mind when desciding which one is more useful.
1, the Familiar steals twice as much mana per theft as the Vermin (.25 vs .125 each (rounded)). Thus means it has a much greater impact on the enemy hero. Sure, the Vermin can do it again, but it would have to do it twice to match the amount of mana stolen, and it would likely have suffered casualties before its second theft. It would take longer and is riskier, and gives the enemy hero more opportunity to use their mana before its gone, and it occupies the Vermin so that they aren't fighting.
Now we must descide if giving mana to your casters is worth the tradeoff. It really seems like its not. The Inferno on has one caster, the Pit Fiend/Lord. This unit is awesome, but, is very slow. By the time a Pit Lord has exhausted its mana, it is usually within melee distance of an enemy, and they excel at fighting as well. It can be useful to have them keep using fireballs and meteor showers, but it comes at a price. Remember also that the alternate Pit Fiend upgrade is not a caster like the other 2. If you descide to use Vermin, you must also use Pit Lords to take advantage of the stolen mana.
And so, it looks like the Familiar wins. It's pretty close, but Familiars can steal more mana faster, and give it to the person who needs it most, your hero. Demon lords don't usually have a lot of mana, so stealing/consuming corpses is how they keep it up. Once you get the hellfire ability, the extra mana will become much more useful than extra casting from Pit Lords.

Familiar wins.

2) Horned Demon: The Inferno tank. Which upgrade is better? For once I think I'm siding with the upgrade that deviates from the units "tank" role, mainly because the Inferno has a stronger tank down the line. It's not entirely necessary to use Horned Demons as well.
So you've got Horned Overseers and Horned Grunts. Overseers have a little more defense, Grunts have a little more initiative. It's the abilities that make the difference. Overseers can explode. Well, not really, they basically cast fireball on themselves, hurting everything except themselves in the 3x3 damage radius. This can be useful, but since they're usually tanks, sitting close to your other units, iv almost never used it effectively, and have seen the AI use it foolishly several times.
The Grunt got a much better ability. "Leap", allows them to jump as far as twice their movement range and land on an enemy unit, inflicting greater damage than usual (+10% per tile covered), but is then more vulnerable to damage (can't tell if its just the retaliation or until their next turn). Anyway, this is great, cause it allows Grunts to actually make it to the fight before its over. In many cases, they can actually tank on the front line, stealing enemy units retaliations, giving your Imps, stallions and devils a few free hits over time. This ability can even kill crucial stacks like shooters or block them off. And so the Grunt clearly stands out from the Overseer.

Horned Grunt wins.

3) Hell hound: A normal melee unit, before upgraded. You've got the Cerberus or the Firehound. Again, almost identical. Firehound gets 1 extra defense, Cerberus gets +1-1 damage. They both have "no enemy retaliation" and "3 headed attack". The Firehound, however, gets one more awesome ability. "Fire Breath", just like dragons. Firehounds can spray damage across an impressive area, and effectively rush shooters and casters under guard, damaging anything near its head when it attacks.

Firehound wins.

4) Succubi: Inferno's only shooter. Which upgrade is better? This is a strange one. I try to not let a single ability tip the scales, but sometimes it does. This is a really close call, so ill be as objective as possible. So, Mistress or Seducer? They both kick ass in very different ways, and which one is better will depend on your hero. The old school mistress is like a normal shooter, except she gets "chain shot", a ranged attack that behaves like "chain lighting". She also has "Ranged retaliation", which allows her to retaliate to ranged attacks with a chain shot. This makes them deadly shooters. So what did the seducer get?
Seducers trade the chain shot ability for an ability called "seduce", which is basically a weaker version the Puppet master spell, but even if it works for only 1 turn, its worth it. It's not foolproof though, and does have a problem that I haven't seen mentioned. Basically, the effect of "seduce" depends on the power of the target, relative to the power of the stack of Seducers (I'm guessing its calculated as a combo to unit tier and quantity). Basically, the stronger the target stack is, the shorter the effect, and if the stack is too powerful, it will not work at all. And of coarse, each seducer stack can only use this ability once.
So, while it is certainly a great advantage to turn one of their stacks against them, it is important to look at the above details. Think about how you normally use puppet master. Target their strongest stack, both taking it away from them, and unleashing it on them. The seducer can't really do this (unless their power is that great, in which shooting would almost be better). I mentioned before that this would depend on your hero, and here's why. If your demon lord has dark magic (which is the only magic school they can use effectively under normal circumstances (their odds of getting light magic are very low) and frenzy/puppet master, that will work much better that the seducers ability. Sure, its great to manipulate even more units, but because of its limitations, the normal spells are just better, and having mistresses with chain shot pays off more. This is even more true if you have the "archery" perk. So now we have to descide, whos really better. Well, the seducer is only better if you have no dark magic, or if your facing inferno troops, since the chain shot does not spread to demonic units. The mistress is simply more deadly most of the time. She can chain shot every attack, and the seducer can only seduce once.

Mistress wins (unless you are facing inferno/have no dark magic).

5) Hell chargers: evil unicorns?? This is an assault unit, a fast heavy hitter with moderate endurance. Let's look at the upgrades. Nightmare or Hell stallions? They both kick ass. Stats are close, Stallions do I bit more damage and have 1 less initiative. How bout abilities? They both have a chance to inflict fear, which works like bash, knocking ATB to zero, and it also makes them run away, which is great for getting tanks out of the way. Here's the difference. Nightmares have a "fright aura" which penalizes all adjacent enemies with -3 morale. This is a great bonus, especially if the enemy has low morale to begin with. The Hell stallion trades the fright aura for a "searing aura", which inflicts fire damage to all adjacent enemies at the beginning of each of their turns (damage = 10x # of Stallions). This is also awesome, and coupled with the stallions greater damage, this makes them deadlier.

Hell Stallion wins

6) Pit Fiend: Inferno tank/caster. This is another of my favorite units, right up there with the vampire and golem. Pit Fiends are powerful units, lots of damage, lots of HP, great casting ability, limited only by speed (they are slooooowww).
So which upgrade is better? Let's see.
Pit Lord or Pit Spawn? They are quite different, and both kick ass. The Pit Lord improves on the Fiends Casting ability, adding more mana and the "meteor shower" spell, making them deadly ranged units. Then, when the enemy closes is, the Pit Lord is a more than capable fighter. It's Vorpal Sword ability always kills +1 unit with each attack (1 more than usual, with a minimum of 1 kill). This is very effective against high tier units, and makes the Pit Lord an extremely deadly unit.
The Pit Spawn sacrifices all casting ability in exchange for much better combat stats (including +20 HP), and replaces the vorpal sword with the blade of slaughter, which adds +2 damage per unit in the stack that it attacks. (Attacking a stack of 50 units will add 100 damage), this works best against lower tier units. On top of that, spawns also get 50% magic proof.
So, this is a tough call. Probly the toughest yet, for any unit. Either one is a great choice, and depends on other choices. If you opted for Vermin rather than Familiars, their ability goes to waste with Pit Spawns. It depends on your enemies. Magic resistant? Magic users? More or less high or low tier units. There are so many variables that on a technical level, its a draw.

Pit Lord/Spawn.. Draw.

7) Devil: Bobby Bouche, little girls are the devil!!
So which one is better? Archdevil or arch demon? This is another tough call.
Archdevils have 1 more speed and initiative than arch demons. Arch demons have a bit more attack, defense, and HP. It's pretty close, so what about abilities? They both fly/teleport, and each has one additional ability. The old Archdevil can summon Pit Lords to replace fallen ones, up to and including the amount that entered the battle (they cannot summon more than you started with). Within this parameter, the number of Pit Lords summoned is twice the number of Archdevils who use the ability (the info doesn't specify, but I think this works on Pit Spawns as well, but still summons Pit Lords as replacements (this is what happened when I fought Biara in the campaign)). The summoned stack is treated like a gated one, and does not count toward your army. If all your other, real units die, the summoned Pit Lords will vanish with any gated creatures that remain. This is an awesome ability, and drives enemies to great frustration, as they often try to kill Pit Lords quickly to prevent them from casting. So what about Arch Demons?
Arch demons trade summoning Pit Lords for the ability to "teleport other". Any unit, friend or for, that is within the Arch Demons movement range, can be instantly teleported to the nearest possible tile to the Arch demon that used the ability. You can use this to snatch enemy shooters or casters away from their tanks, or to recover your foreword units, like Cerberi, to give them more.chances to kill. This is a great ability. Both upgrades have great abilities. I personally prefer to be able to summon Pit Lords, but teleporting other has so many uses, I'm gonna have to call this a draw as well. Kind of anti climactic, but hey, its how it is.

Devil... Draw.

That's the list. I'm less familiar with inferno than other factions, so if anyone has anythingto add, please do. Thanks.

Orfinn at 2007-07-31 17:26 wrote:
Familiars (drain enemy heros mana, gives to you), Quasits (drain enemy heros mana, gives to spellcasters) and Pit Lord (get mana as quasits are alive=) is a sure support tactic combination :devil/demon:

aaelgr at 2007-07-27 22:27 wrote:
Thanks Wraith. I didn't realise that they were there (I tend to only look at CH).
Pit Spawn will be deadly against lower tier creatures (except Dungeon ones perhaps?). Coupled with the Arch Demon's Summon Other you could get them right in the thick of it (bit like with the Horned Leaper's aptly named Leap). These alt. upgrades are some of the better ones, as they actually tackle some of Inferno's weaknesses (in my opinion).

Wraith at 2007-07-27 17:31 wrote:

almost every new ability have explained in AOH.

aaelgr at 2007-07-27 15:46 wrote:
Where do you find out what the new upgrades (TOTE) abilities are? I know there was a link somewhere before but I can't find it anywhere!

Wraith at 2007-07-27 15:23 wrote:
i just realized how ****ing good pit spawns axe of slaugher is,it is perferct against level1-4 creatures,also it work higher level creatures,but they growth is too low

Elvin at 2007-07-24 22:28 wrote:
Heck yeah...

Orfinn at 2007-07-24 22:01 wrote:
"Hellmare?! Really? :disagree:"

hehe I just love how they mixed the past names. Hellcharger could outdate Duracell in notime :D
Inisto at 2007-07-24 20:25 wrote:
Wow!They've done some seriously good job with the new Horned Leaper and Pit Spawn.they look so beautifully insane =$

Wraith at 2007-07-19 12:10 wrote:
im am haven fan too for the griffin empire

Cleanpea at 2007-07-19 10:37 wrote:
vulnevia at 2007-07-19 05:52 wrote:
gah, the succubus temptress couldn't tempt me to do anything =C

You know, they could be whomever you want...

ThunderTitan at 2007-07-19 10:23 wrote:
Hellmare?! Really? :disagree:

vulnevia at 2007-07-19 09:52 wrote:
gah, the succubus temptress couldn't tempt me to do anything =C

winterfate at 2007-06-15 04:58 wrote:
Master Hunters rule!

When you try to mix Good and Evil troops on the same hero, morale will suffer for the opposing alignment.

Good: Haven, Sylvan, Academy, Fortress (expansion pack only)
Evil: Everyone else

So, if you're Inferno and try to mix Sylvan troops in, those troops will get a -3 morale penalty.

So, get Leadership as soon as possible if you're going to do that. :D

Omega_Destroyer at 2007-06-15 04:46 wrote:
Master Hunters go well with any army.

Ceres at 2007-06-15 04:44 wrote:

So you are a Sylvan guy... Can you suggest me some good creatures that could work with some Inferno creatures? Coz I'm trying to mix the two in my current mission, but when I mix Pixies on with Inferno creatures they got demoralized and won't attack. And besides my Mistress Suc shoot them too...


winterfate at 2007-06-15 04:29 wrote:
I see. :)

Yes indeed. Inferno does require some skill to play, especially early on, as they only have one shooter.

And Gating can be deadly late-game too...

I've been on the recieving end of Gating before...:S

Ceres at 2007-06-15 04:12 wrote:
Well, I am a fan of Haven :) Coz I really love knights and angels!

But I found Inferno very interesting. Need some advanced skill to play, which is quite a challenge for me. There are lot of strategies that can be done with this race. I still don't know but when I use Haven, I just create creatures and attack, then most of the time I win and its easy to handle too. But Inferno is different. There are cool skills like Gating and some combos to that I have read here.

Anyways, I still never tried the other races. Haven and Inferno only as for now.

winterfate at 2007-06-15 04:00 wrote:

@Ceres: Except that Bone Dragons aren't that good (since their generator costs a lot of resources to produce and Bone Dragons aren't that strong). :sad:

So, Inferno is your favorite race? :)

I'm a Sylvan guy myself! :D

Omega_Destroyer at 2007-06-15 03:59 wrote:
Yeap. Works quite well. It's too bad they lost the no-retaliation ability of the 3rd game though.

Ceres at 2007-06-15 03:54 wrote:
I see, so Devils/Archdevils are great for town assaults like the Bone Dragon? It can fly inside and kill the shooters.

Omega_Destroyer at 2007-06-14 14:32 wrote:
I usually just talk about the game here.

As for the Devils/Archdevils, they aren't that bad of a unit. At first they appear lacking, but they are the only unit in the Inferno of breaching castle walls w/o magic or summoning.

Ceres at 2007-06-14 08:37 wrote:

Btw, OT, do you guys have IRC channel for Heroes V where you hang out and chat about the game? Please let me know. Server, port and channel.

Saturas at 2007-06-14 08:23 wrote:
@Ceres: Try reading the strategy for inferno. You'll find some nice tips there.

Ceres at 2007-06-14 07:39 wrote:
I see... I'll try my best!

Thanks for all your help and suggestions.

Btw, some says that Devil and/or Archdevil is not a good creature. And I should rather spend my resources on the other lower creatures. Is that true?

And maybe you could tell me some nice Inferno Creatures Combo that I could use.


winterfate at 2007-06-14 07:05 wrote:
@Ceres: Again I agree with Omega.

All it takes is a lot of practice. If you've never played one of the Heroes of Might and Magic games, then you'll need even more practice, but you'll get the hang of it eventually.

I agree that it is a drastic change from the RTS games like Warcraft and C&C.

In HOMM, keeping your units alive is half the battle, as you get a limited number per week.

Omega_Destroyer at 2007-06-14 06:53 wrote:
Don't be too hard on yourself. The Inferno campaign is tricky and takes a bit of getting used to. I had to replay it numerous times and I've been playing this series since the Heroes of Might and Magic I. So don't feel too bad. For the first Inferno campaign map, just make sure you keep ahead of Godric and you should be fine. It's possible to out-manuever him if you are crafty. As for the 2nd map, you have to be very quick to succeed. I learned that after many vexxing failures.

Ceres at 2007-06-14 06:38 wrote:
I played the Haven Campaign, it comes out easy. I thought I already knew how to play the game.

I am now trying the Inferno Campaign which appear to be harder than the Haven. I fail most of the time in the missions. And besides, I also tried the Hot-Seat on the multiplayer with me vs the AI. I played a lot and I never won once. So I think I'm missing something.
Edited on Thu, Jun 14 2007, 02:43 by Ceres

theLuckyDragon at 2007-06-14 06:38 wrote:
Tutorial: have you played the first campaign? It's structured like a tutorial.

Ceres at 2007-06-14 06:33 wrote:
Yeah! I agree. This place is really great. Its full of information and ideas from different people about the game. The people are friendly and the environment is not bad.

Maybe you know some links here for newbie players, or some kind of tutorial in playing the game.

I admit that I really find a hard time playing the game. It is very complex for me as of now. I think timing is very crucial, I really don't know how should I manage my days and my weeks on the map. on what places should I go. And micromanaging the creatures and resources is much harder too. If you loose too much creature its really a problem.

Thanks Again!

winterfate at 2007-06-14 06:14 wrote:
(Sorry if I'm OT, I am still searching for the right thread to post my questions)

Don't sweat it. ;)

You can use the Heroes V forum for any future questions you may have related to that game.

We have quite a few other forums too (as you may have noticed), like the Campfire (for truly OT stuff that has nothing to do with Might and Magic games), Hall of Heretics (for non-Might and Magic games) and several forums for various mods and other such things.

...and the welcome.

I'm glad you feel welcome. I just like to pass on some of the love I was given when I joined a few months ago. This is truly a very special place. :)

Ceres at 2007-06-14 05:53 wrote:
At last! Somebody helped me :)

Thanks for the link and the welcome. So I see, Gating is a unique ability for the Demon Lord. I tried to look it up on the Spells page but it wasn't there, and that's why. Thanks so much! It's really a great help.

Btw, I am new to Heroes V. Very new, even with the game play its really different from the past games that I had played (e.g. Warcraft, C&C). And I find a hard time playing this game. But for me its a challenge. I like this game very much. And this site is really a great help! Although I still cannot locate some information that I needed, this site had a lot of info about the game. (Sorry if I'm OT, I am still searching for the right thread to post my questions)


Thanks so much for the reply!

winterfate at 2007-06-13 00:28 wrote:
Welcome to the forums, Ceres! ;)

And Omega is correct. :)

Omega_Destroyer at 2007-06-12 02:14 wrote:
If you mean for the creatures, you have to click on the helmet icon when their turn comes up.

To actually see what it does, go here.

Ceres at 2007-06-12 01:34 wrote:
Where can I find the Gating ability?

Orfinn at 2007-05-28 18:16 wrote:
these guys are not as scary as the new alternatives :scared:
SATAN at 2006-10-13 13:30 wrote:
one archer and one flyer if you call telaport flying this place needs help

Sandro123 at 2006-09-18 19:37 wrote:
devils cost 3666+1 sulfur, yet ancient treants cost a lot less and have 15 hp more+ cool ability. i suggest that in a patch they change the devils' cost to:
devils 2666gold+1sulfur or just 2666 or just 3666
archdevils 3666+2 sulfur or just 2666+2 sulfur or just 3666+1 sulphur

Metathron at 2006-06-14 15:01 wrote:
The joke would persist if they left the archdevil at 3666, but increased the sulphur only.

DaemianLucifer at 2006-06-13 19:53 wrote:
My favourite is inferno but i think archdevils costs too much, I just cant understand why black dragons are stronger but costs only 4200, 2s but archdevils 4666, 2s

Because they wanted to make a (dumb) joke with the 666.
reinek4 at 2006-06-13 19:50 wrote:
My favourite is inferno but i think archdevils costs too much, I just cant understand why black dragons are stronger but costs only 4200, 2s but archdevils 4666, 2s

Kronos at 2006-05-26 20:29 wrote:
Breza at 2006-04-08 03:32 wrote:
The demons have got to be off doom, they're exactly the same. And why can't archdevils have a nice round number of hp like 200! not 199

-cuz inferno is the representant of chos and a pretty round number is more order like =P

I'm really dissapointed in the teleport abbility. In H4 it was very powerfull but in H3 and now H5 its the same as if the devil would fly - it wont help him to cross the entire battle map in one round =(
magritte2 at 2006-05-11 00:13 wrote:
I suspect the reason the Archdevils have 199 hit points is because Asmodeus in Dungeons & Dragons (at least in the original Monster Manual) had 199.

dark raider at 2006-04-20 17:49 wrote:
sorry archdevils...not archangels

dark raider at 2006-04-20 17:48 wrote:
why can't archangels go anywhere on the map anymore? they suddenly have become weaker?
Breza at 2006-04-08 09:32 wrote:
The demons have got to be off doom, they're exactly the same. And why can't archdevils have a nice round number of hp like 200! not 199
Edited on Mon, Apr 10 2006, 04:54 by Breza

Abaddon at 2006-03-19 05:14 wrote:
Ohh, check out the Archdevil. Yeah.

Cleanpea at 2006-03-04 16:21 wrote:
I actually think the imp and familiar are scarier than most of the creatures. They look...very mean...

ThunderTitan at 2006-03-01 10:21 wrote:
Ok people a Nightmare is a bad dream, and bad dreams aren't exactly non-scary. So a Frightful Nm is stupid. It like saying "climbing up" or "falling down". Pleonasm I belive it's called.

Well english is full of pleonasms,as you already stated.It seems that HV tries to be trendy by bringing features from all of the world languages.

No it isn't! I'm pretty sure that "climb up here " and "fall down the drain " are correct, but "climbing up" and "falling down" on their own aren't, even if people use them. See the difference?

DaemianLucifer at 2006-03-01 08:25 wrote:
Ok people a Nightmare is a bad dream, and bad dreams aren't exactly non-scary. So a Frightful Nm is stupid. It like saying "climbing up" or "falling down". Pleonasm I belive it's called.

Well english is full of pleonasms,as you already stated.It seems that HV tries to be trendy by bringing features from all of the world languages.

Orfinn at 2006-02-28 16:25 wrote:
Well thats the whole point ;)
BlackDragon at 2006-02-22 20:28 wrote:
i dont like this town...... everyone are too yellow and fireie :D

ThunderTitan at 2006-02-18 23:56 wrote:
Ok people a Nightmare is a bad dream, and bad dreams aren't exactly non-scary. So a Frightful Nm is stupid. It like saying "climbing up" or "falling down". Pleonasm I belive it's called.

LordHoborgXVII at 2006-02-18 23:41 wrote:
Frightful, I'd have to say, is just an er... comical name. Of course, I can't really think of anything better to call them, except maybe 'Horrid Nightmare' or 'Dreadful Nightmare' or something to match the naming pattern. Frightful is a term that is used by British people in movies, and by people who just want to sound 'quaint'. The fact that someone would use it as an acutal name for a creature is, as I said, comical . It's not bad per say, but, well, I thought they were trying to make it all dark and scary? I'm glad the humour is in, even if it's unintentional.

Archaion at 2006-02-17 22:34 wrote:
Imps are soooo cute! :D

Sandro123 at 2006-02-15 17:23 wrote:
the cerberi look out of place without some flames...
I love the succubi upgrade, the fiery face is scary. But their cost is more than double the unupgraded! For a mere 10 hp and a spell it is far too much! The least they could get is more shots, since they are the only shooters of the inferno...
gedassan at 2006-02-03 18:23 wrote:
Wow, the demon to horned demon upgrade is pretty significant:) Or else, their unupgraded stats are false:)
Joe at 2006-02-03 14:47 wrote:
What's this: Hornod Demons have 10 shots? Must be a mistake...

Orfinn at 2006-02-03 13:48 wrote:
"Infernal succubi cost is rather high compared to unupgraded one -.-"

You get an additional +10 Hp and destructive spells so I think its right that she is so expensive compared to the unupg Succubi.

DaemianLucifer at 2006-02-03 00:12 wrote:
Ive just played them a bit.Reall,can inferno ever be balanced?First they were too weak,now they are too strong.I know lots of people like them,but thats no reason to make them the strongest faction

Malicen at 2006-02-02 22:33 wrote:
Frightfull Nightmares is a good name when you just cannot think of anything else, but please I expected more. But I like their cos anyway, 666. But it would better fit Devils.

AlnOl at 2006-02-01 17:53 wrote:
To match the trends, cerberi should have some kind of fire... either from the mouth or something...

Ya5MieL at 2006-02-01 16:06 wrote:
Infernal succubi cost is rather high compared to unupgraded one -.-

liniste at 2006-02-01 13:32 wrote:
nice looking upgrades... set them all ablaze and their fighting prowess will increase twofold (or something) :evil grin:

DaemianLucifer at 2006-01-31 20:31 wrote:
Well,they are fodder,so it suits them.

theLuckyDragon at 2006-01-31 20:20 wrote:
Nah... I just ate. But look at them! There's a hole in their head and fire coming out of it. That's... strange, at least.

ThunderTitan at 2006-01-31 20:17 wrote:
maybe you're just hungry!

theLuckyDragon at 2006-01-31 20:04 wrote:
On another note, why do the imps look like a pot of burning food?
As for the others, they look good (as good as a demon can look).

ThunderTitan at 2006-01-31 20:00 wrote:
She should invest in some wrinkle cream. Heard Botox does wonders.


theLuckyDragon at 2006-01-31 19:32 wrote:
I don't think it's a pentagon... I for one can't see the five corners... I think it's just a wrinkle or something.

DaemianLucifer at 2006-01-31 10:24 wrote:
Whats that on succubis forehed?A cross inside a pentagon?An interesting symbol.

Orfinn at 2006-01-31 07:01 wrote:
Imp-Familiar please =)
Rather than that great names. But instead of frightful why not....hmm Insane =P

Farilis at 2006-01-31 01:45 wrote:
Wouldn't it be better to call the Horses - Hell Steeds upgraded to Nightmares istead of Nightmares upgraded to Frightful Nightmares?

Friend_of_Gunnar at 2006-01-31 01:29 wrote:
"Frightfull Nightmares" :loll:
I think they need a native English Speaker to help with the translations.
Actually though I wouldn't mind learning a few foreign words if they want to just leave it in Russian.

ThunderTitan at 2006-01-30 22:35 wrote:
There are people that don't know what ANSPEHLDTTOF means?

theLuckyDragon at 2006-01-30 22:20 wrote:
Hm... "Frightful Nighmares"? I still think ANSPEHLDTTOF is better. Or maybe ...hmm... if they weren't necessarily horses, maybe they could be called Lampades. Also, Encylopedia Mythica cites the Karakura as a nightmarish creature. If nothing else, then "Hell Horse --> Nightmare" would be acceptable. Or maybe they could turn Phobos or Deimos into some sort of noun and use them?

(ANSPEHLDTTOF -- it's in the Silly Names topic:
A Not So Pleasant Equestrian Horse-Like Dream Thingy That's On Fire)

ThunderTitan at 2006-01-30 22:03 wrote:
Hey, isn't it Imp->Familiar?

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