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Generic RM2k3 RTP Gaming Fun!

I always wanted to make that game based on everything I enjoyed as a kid. This is the end result.



Hero's Realm creates a super-synergy of proactive features to create a gaming experience greater than the sum of its parts.


Lead four heroes and their teams against the evil forces of Mephistocles, the Lord of Demons in this retro-RPG adventure. Toggle between the four heroes as you explore dungeons, ascend towers, spelunk caves, save villages and defeat the forces of evil! Reminiscent of classic RPGs such as Dragon Quest III and Final Fantasy V, Hero's Realm is a fun romp in old-school RPG nostalgia.


-22 character classes (12 base classes, 4 hero classes, 3 secret classes, 3 master classes)
-TONS of game content and sidequests
-Classic NES-era and SNES-era RPG gameplay
-Great music
-Multi-party switching system (like Kefka's Tower in FFVI!)
-Multi-party tactical battles (at least 5 of them!)
-Massive world map
-Fun


The story is split into 5 chapters, with each of the first four chapters focusing on a new hero, and the 5th chapter bringing them all together.

Chapter 1: Won't Somebody Please Think of the Children?
Chapter 2: There is Something Fishy Going on...
Chapter 3: Land of the Rising Son
Chapter 4: True Calling
Chapter 5: The War on Terror


This is a list of websites where Hero's Realm has been mentioned or linked to.


Download and unzip this file. Install the fonts in your C:\Windows\Fonts folder.
http://rpgmaker.net/users/kentona/locker/Fonts.rar


Hero's Realm has a TVTropes page.Check it out.
Did you enjoy Hero's Realm? Consider helping me out so that I can make more games in the future.


Latest Blog

Hero's Realm: Heroic Expedition



Calling all heroes! Hero's Realm: Heroic Edition has launched its gameprofile. Further updates and announcements and requests will be made through this new gameprofile. Follow along there if you are interested in the revamp!

So long and thanks for all the downloads!



  • Completed
  • kentona
  • RPG Tsukuru 2003
  • RPG
  • 06/25/2007 11:50 PM
  • 08/17/2023 01:18 PM
  • 06/19/2009
  • 2726674
  • 258
  • 46281

Posts

Uh oh, I beat the first big boss at the Void of the World and it crashed :( Looks like I aint beating this one.
Every now and then when I played the characters will move very slowly but it stopped in about one minute most of the time :/
Hmm...I wonder if the switches that control the overworld music got screwed up somehow? That would be my guess. I can inspect the savefile if you send it.

I have no idea what is going on, though - I've never heard anything quite like you described!
OK, I did make a backup savefile after I noticed the music cutting out, but when I loaded my old savefile, the music problem is still there. Let me be more specific. When running around the overworld, there is no music. That's anywhere on the overworld, not just the valley. When I hit x to go to the menu, the music starts up. Battle music works, airship music works. However, once I go into the valley of shadows, all music stops, including the menu (and the new game/load game menu as well!). In addition to all of this, my character move speed has been reduced dramatically on the overworld, but nowhere else (and I have tried pressing the hotkeys to fix it).

Haven't experienced a crash yet, and I have backup saves in case it corrupts one of them, but I guess I'll just put on an mp3 and try to finish the game?
Oh, and the map0266 thing fixed the Kumite problem. ;)
Ah.. I loved Daredevils... never know what they will do :P
And It's cool how they can do almost everything. If not all :/
haven't played it in awhile.. kinda want too know.
That is NOT normal. When you save your game, make sure to use a different savefile! In years past, there was a bug where the game would stop playing music and eventually crash, corrupting the savefile. No one was ever able to figure out why.
Well, this is interesting. My music is shutting off when I'm in the valley of shadows (right past Hawksnest). No music in battles, or in the cave dungeon at the end of the path. I take it this isn't normal?
Thanks for the feedback, cromar! It was really interesting to read.

A Mesmer's saving grace is the Demi skill, which is ludicrously overpowered. And I liked the Warlock because Alchemy was so handy (free healing!). But yeah, i was disappointed how ineffective mages were overall in the final chapter.
Faaar out, iv been playing this for a while and didn't even realise you made this kentona. Am enjoying this beutey :)
Faaar out, iv been playing this for a while and didn't even realise you made this kentona. Am enjoying this beutey :)
I want to add, since I didn't mention it before, that my musings on class balance aren't totally relevant in the grand scheme of things. You can succeed with virtually any class makeup, it's just harder or easier depending on how you do it. The only time you can get stuck if is you don't bring any anti undead, but your hero can always just blaze the ghosts to death, so you are never completely screwed.

Master classes and promotion strategy:

Daredevils are the best class in the game. They have great damage, all sorts of tools and abilities, and heroism. That said, I think you should take away the ranger spells and alchemy in order to make their parent classes more useful. The Harlequin doesn't need that courtesy, because he's got tarot cards still. Also, that move would eliminate the clutter on the daredevil's magic menu. You should make 2 of these guys. Turn your Bandit and Engineer into daredevils. If you have an under peforming mage, you can consider them as well.

Templar are also fantastic. They are more powerful than Daredevils thanks to pummel and gear selection, but lack heroism. Make a templar in your Harlequin group.

Channeler: Though this class is clearly the weakest master class, it's still quite useful and powerful. Why is it that Blessaga misses so much, anyway? Bring a Channeler along for Heroism, Curaga, and not much else.

For the absolute best group composition, your class selection should look something like this:

Chapter 1-3: DK/Shapeshifter/Ronin, Bandit/Engineer, Druid
Chapter 4: Paladin, Harlequin, Wizard

For Chapter 5, upgrade your bandits and engineers to daredevils and channelers. Upgrade your wizard to Templar. All of your warriors should become Champions, and your druids and harlequin should remain unchanged. With this comp, you will have the best melee, heroism for all groups, and great healing and spellcasting. My first playthrough was not quite this perfect (my group 1 lacks heroism, for example) but if I replay the game I know how I'm going to do it.

Also, if you wind up around level 40 and you have a rogue that you feel is weighing you down, you can turn him into a level 20 Joker and then a level 1 daredevil instantly and for free. It's a great way to help your team if you made mistakes in the planning stages. Getting him this late, though, means you've got some serious grinding to do if you want heroic ballad before the end of the game.

Thoughts for the game's creator: I strongly suggest making Jokers a special secret class and giving Rogues a better elite class to aspire to. My suggestion: The Swashbuckler, a stabby fellow that does great damage and can proc strike (like the daredevil). Uses his own special set of rapier-type weapons and light shields. Also give him bows, bandit abilities, and the mug command (so he's basically Robin Hood). The end result is like a seriously nerfed Daredevil (no dual wield, tools, bard spells, or insane stats).

Since Magicombo is so buggy, I would suggest taking that away from Sages and giving them AOE buffs, maybe even Heroism, and some really good late game Sage-exclusives. As it stands, druids are simply better than Sages.

Buff Channelers. Their offense is lacking, especially for a master class. Currently, they are basically a properly made Mesmer. Still, I liked my Channeler quite a bit.

Thanks again for making this great game. If it wasn't so good, i wouldn't spend so much time writing about it on the internet.
Mages: Oh, boy, mages. I think there is a problem here. Well, let's get started.

Warlock -
Chapter 1-4: * - I hated my warlock. Really, what an awful piece of garbage class. I'm sorry if you liked yours because it was unique. None of his unique necromancy skills are worth using - NONE of them! What you are really getting is a generic mage with very weak single target spells and nothing else.
Chapter 5: zero stars - I almost - ALMOST - gave this class one star because of Vivify, the only useful spell he gets. Unfortunately, the one time I needed to res somebody in my party, the warlock was the one who was dead, so I never actually cast the spell. I've seen Kentona mention Rainbow Drop and Elixir as a saving grace; however, you only need one alchemist, and you already have a daredevil before you get either of those recipes, so Mr. Warlock is obsolete.
Upgrade to Sage? For the love of god YES, as soon as you can.

Mesmer-
Chapter 1-4: * - What happened here, man? What happened with this guy? What a waste of space.
Chapter 5: * - Gets a star for having speedup. What a shit class, though.
Upgrade to Sage? You mean you actually got this guy to level 20? If so, yes, please, get rid of him.

Druid -
Chapter 1-4: ***** - The all-star of the mages, the Druid is a healer, AOE caster, and competent melee artist all in one package. I made two of these guys and along with my harley were the kings of their chapters. Your druid will most likely get an aoe heal before you finish the chapter, making him truly indispensable for any final dungeon.
Chapter 5: **** - Remains a decent melee guy, and can equip the sword of miracles, so you can't go wrong with a late game druid. His offensive spells do get weaker, though, much like every other offensive spell class. The Druid is still the king of healing. Check your hero's spell list when you are making your party: if they don't get an AOE heal, then either a druid or harley is a must have for your party both early and late game.
Upgrade to Sage? No, it's a downgrade.

Wizard -
Chapter 1-4: **** - A great offensive powerhouse, your wizard will really tear it up. My wizard was paired with my harley, and the infinite mana pool surely has warped my opinion. Still, even if you don't have Vizier in your party, don't be afraid to abuse those wizard potions. They are named after him!
Chapter 5: ** - Offensive magic really dies out in the late game. Early in the chapter, though, your wizard will still be useful to a degree.
Upgrade to Sage? Yes, as soon as you can.

Overall thoughts on mages: This category is really out of whack. Mesmers are a lost cause and should be excised and completely replaced with some sort of battlemage hybrid (red mage-esque). Wizards need a lot more power, like a 4x damage self buff that stacks with heroism, or maybe just some really powerful late game spells that are unique to the class. Warlocks are also a waste of space, but they are unique enough that I would like to see their necromancy spells get some overhauls. Also, take alchemy away from Daredevils, so a warlock can be useful again. Lastly, nerf druids a bit. Take away their gear selection advantage and compensate them somewhat with buffing spells (taken from the now-eliminated mesmer).
Rogues: Since Jokers are bad, I'm not going to add a line about whether or not to upgrade these classes. Instead, you should consider upping your rogues with your elfstones. I will elaborate more on that strategy when I get to master classes.

Bandit -
Chapter 1-4: ***** - This class is just wonderful in the beginning of the game. Caltrops is a life saver, especially in a group that doesn't have Akira. I was amazed at how fast my thief was compared to everyone else that i used in Chapter 1. A bandit is one of the must-haves for the beginning of the game.
Chapter 5: *** - Unfortunately, his main draw, Caltrops, doesn't scale. It's replacement, Livewire, comes way too late to be useful. His biggest saving grace is Dart, a fantastic numbing spell that I used extensively. Being able to guarantee a first attack (and a high hit % with dart) makes him worth keeping around.

Engineer -
Chapter 1-4: ***** - Another amazing rogue class. He gets a free aoe that is even better than caltrops, but the tradeoff is he is slower. Still, there's no thinking here: Get an engineer! I would recommend chapter 1, by the way, since you get autocrossbow the fastest in that chapter, if I am not mistaken.
Chapter 5: **** - Much like the bandit, the Engineer's main draw drops off the radar in lategame. However, it is replaced by a single target numb and some other great stuff. Chainsaw is awesome! I never felt like my engineer was holding the group back, even at the very end.

Harlequin -
Chapter 1-4: ***** - WOW! I was not expecting this guy to be so good. Harleys are a must-have. I got a Vizier card right away at the start of chapter 4 for my bard. I get the impression that the tarot cards drops aren't truly random, so I recommend chapter 4 for this character. Vizier, if you are wondering, is the one that restores your groups mana to full - for free. Yeah, that's right. Also, this character gets AOE healing, AOE remedy, and an AOE sleep that works most of the time - all early in his chapter (EDIT: Remedy isn't until chapter 5, my bad). I know the description makes this class look awful, but don't miss out. Bards are amazing. Edward is jealous.
Chapter 5: ***** - Although the mana thing is not quite as important later on, you get *drumroll* Heroic Ballad! Unless I'm mistaken, this is the only normal class that gets an AOE heroic spell. Having a harley in your group puts less pressure on elfstone distribution. You can get 2 daredevils and 1 channeler in your other groups and have full heroism coverage thanks to this guy. The harley was by far my biggest surprise and probably my overall MVP of my entire 16 heroes.

Ranger -
(no rating) This was the only class I did not try (I made two druids). Unfortunately I cannot rate it. Based on looking up the class, though, I'm not impressed. Unless there is a really amazing spell in his list that I'm missing, I can't ever see wanting to use this guy. There aren't enough bows to even justify his one specialty. If someone has used a ranger and really loved it, please enlighten me.

Overall thoughts for rogues: Harlequins are overpowered. There, I said it. The other rogues might need a nerf, slightly, for the early game (autocrossbow & caltrops). Bandits could use some better offense lategame. Maybe make caltrops scale really well, or make livewire come a lot earlier? I also found the mine was pretty bad, as it had a terrible hit rate, so there might be work needed there as well. Overall, though, I think the rogue class is well done and don't regret any of my rogues.
Thanks for the quick reply. I will do a little more searching before I bother you with a save file. Here's my class ratings (for normal classes):

Warriors:

Dark Knight -
Chapter 1-4: **** - The DK is a really fantastic character for the starting chapters. He offers great damage, the best choice of gear, and utility via his spells. Unlike the Ronin or Shapeshifter, he can handle ghosts. He also gets a fairly early AOE which is a big help
Chapter 5: *** - He still maintains most of his effectiveness late game. His main feature, tanking, is largely useless, since there aren't any bosses or mobs who do severe physical damage to a single target (and if they did, there's no way to force them to hit your tank). His utility is less important by this point, but his regular attack damage will never fail you.
Upgrade to Champion? Yes, as soon as you can. The magic tradeoff is worth it. You should have plenty of magic to go around by late game.

Ronin-
Chapter 1-4: *** - Very early on, the Ronin is quite weak, since he has a very restricted gear list (can't even use the copper sword). He does get access to better weapons later in his chapter, at which point he starts coming into his own as a great damage dealer. Lacks any ability to hurt ghosts, but he can AOE with a bladearang if you plan it out.
Chapter 5: **** - Once you start getting access to great weapons, he starts really tearing it up. He's one of your best pure fighters. Unfortunately, his self buffs don't stack with heroism, and Pummel is better than dual wield in my opinion. However, if you have a group that isn't getting heroism or some reason, a Ronin will do just fine on his own buffs.
Upgrade to Champion? Yes, as soon as you get heroism in his group.

Shapeshifter-
Chapter 1-4: **** - What a killer! The shapeshifter is simply your best fighter all through the early game. He just tears it up. Not much else to say, as he is a purely one dimensional berserker. He only loses the fifth star because he can't do anything about undead.
Chapter 5: ** - Still powerful, but even moreso than the Ronin, gets marginalized badly when his self buffing becomes irrelevant. Get the Tiger Claw as soon as you can to get the most out of this character.
Upgrade to Champion? Yes, as soon as you get heroism in his group.

Paladin-
Chapter 1-4: *** - A fairly weak character, he gets points for being a great anti-undead character. Bring him along in a group that doesn't have Akira or a druid. Otherwise, his damage is slightly subpar, and his healing is redundant with the large amount of single-target heals available in this game.
Chapter 5: * - He is completely overshadowed by good characters in the lategame.
Upgrade to Champion? Yes, as soon as you can. Only keep him on if you are desperate for anti-undead, and then ditch him anyway once you get a Ghostblade.

Overall thoughts for warriors: None of these guys are truly bad, but all of them are just Champions-in-waiting. I used all of them and didn't regret a single one. I feel like the group is well balanced, but Paladins could use a boost. Let them have the full range of equipment that Champions and DKs enjoy.

I'll put the other classes in a separate post.
1) You will have to send me your savefile so that I can inspect it to see which Tiny Medal is missing.
2) Its the little room with the bed (with a mirror headboard) and the pots.
3) In the Cave of Truth alternate dimension, there are 4 paths and 8 chests. If you have gotten 2 chests in the invisible pathway section, then that's done.

This is the first I've heard of a trouble medal that people are having a hard time finding, but I think it's because no one is trying to find all 100! The only person I know to have found all of them was myself, but after that I made more fixes - I hope I didn't inadvertently erase one or make it unreachable.

Has anyone else found all 100 medals?

And I am very interested in the ratings for each of the classes. I've made one myself and would love to compare notes.

Thanks for playing!
Thanks for this game. I'm enjoying it very much.

I'm mainly posting here for help. I am at the very end of the game and I have 99 tiny medals. Finding the last one is driving me crazy. Maybe you can help with a few questions:

1.) The map of Okasa on the website doesn't match the map I am seeing ingame. I wonder if that is stopping me from getting a medal? On another forum somewhere, you posted a link to an alternate map, but it's still not the map I am seeing in game. In the Tiny Medals list (thanks for that btw) I see it references an "east bath house". I can only find one bath house, and it's in the west. There's an empty pot. I certainly can't remember all the way back to chapter 3 to see if I got this one. Also, there's a "factory" in the list. Just to the left of the bath house, there's a big building that looks like a factory to me, but when I go inside, it's a library. To the east, there's a smaller building full of blacksmiths - is this the factory in question?

2.) What exactly is the "hidden crypt" in the pyramid? I've checked that place over and over and over and I can find plenty of pots, but I'm not sure what is supposed to be "hidden". I know I got a few medals on my first time through, I just don't remember what floor they were from. Maybe there's a whole room I haven't located yet? Or is it the little room with the bed and 4 pots?

3.) Cave of Truth alternate dimension - This chest is the one to the north at the end of the maze with invisible floor itles, right? And when you get up to that platform you can see the chest with the divine item at hte top of your screen? I want to make sure there isn't another chest I'm missing.

If I've got all of those above, what could I be missing? I've checked every town and dungeon off the list. Is there a "trouble" medal that you see people missing a lot, even with the guide? I have a feeling it's either a dungeon medal or Okasa.

Again, thanks for this great game. If you are interested, I can post my ratings for each of the classes and some balance suggestions after I finally get my lightsaber and beat this game.
comment=36765
I'm at the grunde manor looking for a recipe..when i went down the well the bridge was out...found handyman tools and wood planks, added it to the carpenter list but still nothing happens......what more do i need to do ?
Thankfully I posted a walkthrough!
http://rpgmaker.net/games/82/grundo/