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Hero's Realm: Heroic Edition
I always wanted to publish a game based on everything I enjoyed as a kid. This will be the end result.

Lead four heroes and their teams against the evil forces of Mephistocles, the Lord of Demons in this retro-RPG adventure. Switch between the four heroes as you explore dungeons, ascend towers, spelunk caves, save villages and defeat the forces of evil! Reminiscent of classic NES/SNES-era RPGs, Hero's Realm is a fun romp in old-school RPG nostalgia.

  • Play as 4 powerful Heroes and their customizable party throughout a four chapter story, each with their own skillset & battle commands!
  • Come together in the final fifth to adventure with all four parties - switching between them anytime, even in boss battles!
  • Customize your heroes' party by selecting from 21 unique character classes split between the mage, warrior, and rogue specialties, including unlockable elite and master classes!

  • 25 character classes (12 base classes, 4 hero classes, 6 elite classes, 3 master classes)
  • Over 30 hours of game content and sidequests
  • Classic NES-era and SNES-era RPG gameplay
  • Multi-party switching system
  • Multi-party tactical battles
  • Expansive world map

If you like what I do and have done to date, consider being my patron so that I can continue doing it. A remastered game is just the start!

Hero's Realm has a TVTropes page.Check it out.
Alternatively, you can donate directly to my PayPal.

Latest Blog

My wife said I can't buy FFVI Remaster until I finish Hero's Realm

So I have extra motivation, I guess.

Anyway, I am working on battle animations these days. (Follow along on Twitter while that site still exists, if you like!).

I had done a thorough review of every skill and battle event in the game, and then mapped that to every animations, and from there to every battle animation sheet. I cross-referenced that with the animation sheets I had commissioned from visitorsfromdream. From there, I identified the gaps - the most significant gap being the space in my wallet (I have no budget left, really. That's what happens when you let a game project drag on for 5 years). So to fill in the gap, at the beginning of April I started to learn how to do simple pixel art, with a focus on small animations!

I started with simple laser effects, and then moved on to a study on sparkles and gems (a staple of every RPG ever). The sparkles will be used in a large variety of spells, especially healing.

I circled back to some more lasers, and small burst animations. The lasers were based on an animation that I had downloaded back in like 2003 and have no idea where it is sourced from. The bursts are based off of Chrono Trigger's animations.

You can see me working on it here:

Because some people think I have some sort of innate spriting skillz, I am showing you my current process - using references from SNES games!!

I tried to make a fissure like skill, based on our favourite end boss Lavos.

Today I took a crack at making the most complex sprite I've attempted to date - a large skull.

Naturally, I used my socks as a reference. (I also later googled skull art references, because I do not have a full grasp on how the human skull is actually shaped).


I have a long list, but so far so good in my first 3 week foray into the world of spriting! Still to do are more physical hit sparks and slashes, stealing items, more fire (ugh this is going to be tough), ice, lightning, wind, gasses, dark spirits, holy magic, explosions, and tarot cards!

(Also, I am focusing on spriting right now because it is fun, but MORESO to avoid tedious work I know I have do to. The battle events need a cleanup and revamp, and the prospect of working on that is daunting. Then there are the bug fixes and planned enhancements. And playtesting. Which will lead to more bug fixes.)

Follow along on Twitters if you want more real-time progress reports on battle animations. (where are we supposed to post going forward these days? Instagram? Tumblr? Y'know, for when twitter dies)


How's this going?

I suck
You're magical to me.
As long as it gets done one day, I think any amount of wait will be worth it
As long as it gets done one day, I think any amount of wait will be worth it

lol your boundless optimism will be your downfall one day, unity
You're magical to me.
As long as it gets done one day, I think any amount of wait will be worth it
lol your boundless optimism will be your downfall one day, unity

That's true, it will! :DDDDD
Unity will finish Izrand Allure, Peculiar and Untimely Things Are Happening, and Rezael Allure before kentona finishes Hero's Realm.
Hmm ok you want my take on what to balance i will get started then(you can dislike them if you so choose XD):

1)Firstly about the overall game balance/quality of life:
_Reduced the ammount of back attack i swear i get back attack every other battle and early game it a automatic game over.
_Tonic should be available right at the start of chapter 5 it crazy how medical herb is still being the primary item heal by this point.(oh and tonic heal 150 HP)
_Jester mask should NOT rearrange my action list this has make some encounter harder because your ability is right at the bottom.
_Trading should be more useful as most of the item there you can basically get for free with thief so it worthless.
_ATB bar should be faster overall and it only goes slower once you reach 3 enemy,6 enemy because every time 6 enemy appear the wait between each of my attack is soooo long.
_You should able to arrange which skill is in which order so trashing mob is faster overall.
_Important item should be very faint spark to indicate where you should dig up.
_Using wrap wing or return every location now should have picture to make finding the right location easier.
_In chapter 5 you can disable the notification that your other party gain level.
_Add a walk button for section that need you to walk slow.
_Rebalance some enemy with magic as they hit ridiculously hard compare to their physical counterpart(which is ironic)
_Return should only cost 1 because it fast travel and make it more exclusive to have.(only 1 hero have it dnd only 4 class that have it)
_Buff magic overall late game damage.
_Item that you dont need anymore get discarded and equipment should be in another catergory as it clutter the menu when battle.
_Add more equipment that can be use as an item early game.
_Make poison able to effect you in battle but as a trade off you make the inn able to heal status so priest should only revive and uncurse that their specialty.
_Life herb should be more plentiful early game as it the most useful at that stage(to make priest more enticting make revive people get full MP and random buff for a few battle)
_Buff skill in general are so broken they basically double your stat maybe make it start at 25% but the more you buff the more it stack up to 50% (to compensate make buff last longer)
_You can start with a journal which can help lead you to next objective or help solve puzzle.....
_Explain some hidden perk that some class have like some can wear curse armor for example.
_Idk if it possible or even feasible but if your party doesnt have a class that can use certain item replace them with other trasure.
_Give more starting gold as the very first few level is alway spent on getting all the equipment at the shop or else you get cream by the enemy in the net area.
_Gold in barrel should give way more not pitiful ammount.
_It obvious but the player character should be able to phase through NPC if they walk into them for abit(disable for some NPC)
_More hidden optinal dungeon/area in the first fe chapter as compare to chapter 5 it fell very rail road.
_Every party now gain exact ammount of exp this way you can make the game harder.
_You should able to rearrange item so you can access the one you need faster.
_More optional diggable item as i feel they are spread abit too thin to justify it as a main gimmick and maybe add some mini game for it.
_Text box that you already read is grayed out so at night you can notice which NPC talk differently.
_Name your Status effect/skill better as some status i have no clue what they do like discord while in battle.
_Make enemy damage number different when they ctit or get a weakness/resist(all of them are different)
_More enemy variety or more enemy with certain gimmick.
_Reward more defensive play all i seen so far is if you cant delete mob or boss in 1-2 turn you get fucked so maybe give defend action abit more utility.(maybe have it fill 50% pf your ATB bar and give some MP)
_Certain very powerful skill now have a cooldown or cant be use at the very start of battle.
_Updated some shop in chapter 5 as they basically a worse version of your starting area until later on.
_This would be pretty cool for player that choose not to upgrade class:Create unquie area for each of the basic class and at you can get either a unquie spell,a weapon or armor that only they can use or a permanent new passive buff that can change up gameplay like whenever druid overheal someone they gain a random buff.
_Still make the main game beatable with basic class but add new optinal dungeon to truly test yourself or be pressure into upgrading class.
_Add an actual map for player that dont use wrap show icon for important location and show which teleporter connect to other.
_When controlling the golem it should hav the same speed as the hero.
_Able to change battle speed or text speed.
_After getting diving gavel if you change back and forth near an enemy it will trigger a battle.
_When all your party get numb(some enmy can do this instantly so it cheap as hell)you switch to another party instantly and after battle you get punished by not having access to that team until resting at inn.
_To encourage party swap often if a team has average 2 lv higher than the second highest average they only get 50% EXP.
_Scroll now is 150% effective to incentivite using them and not just use spellcaster for everything.(200% if use by non mage class)
_Boy get unquie weapon while girl get unquie armor.
_the auction house need some variety,you can talk to each "rival" to know their background and during the bidding all your rival will reveal to you about how hard they can affort to spend(roughly) and how desperate they want it to be and some are willing to forfiet their live saving to it so you must choose wisely which item is worth,you can also decide to skip an item entirely if it doesnt interest you.
_After getting 3 divine item all shop now will sell restoreable(now heal 250 hp),after you get 5 divine all shop now sell stim pack(heal 200HP/200MP) and after you got all 7 divine item all shop now have elixir(Heal All HP/300MP)
_Remove the bonewall so getting the airship early is hard but douable.
_Buff single target attack/skill/magic massively buff their power or buff enemy def so multi hit isnt as broken.
_Special dungeon that only 1 specific party can do to further incentive lving each party.
_To make party swap a useful feature epic boss now grow in power overtime and the only way to reset it is to switch party.
_Blue text mean heal,grayed mean resist and white is neutral but what about weakness?maybe red?
_More item to cure status/debuff.
_Divide some skill into another catergory(example gambol have 2 distinct kind of skill:The aura that behave like normal skill early on and the card which is ocmpletely random),when in battle if you select gambol for example it will give you 2 option:Aura or Card which you can choose. This will make skill managment way less anooying,you can do it for magic too like healing/black/debuff/buff.
_At the start of chapter 5 wizard potion is widely avialble,after you collect all 5 divine item all shop now have Mana Spring which restore 200 MP.
_At the start of chapter 5 life herb become available in shop,after 3 divine item all shop now have Miracle Herb which restore you to 50% HP and After 7 divine item all shop will have Eternal Herb(Which recover you to MAX HP)
_More status effect/debuff like potent posion,bleed,confused,etc.....
_Playtest the game more to fix ton of bug :3

Anyway it getting late so i will stop for now stayed tuned for class update.
Ok now here some tweak/balance i can suggest for the basic class(im still at the class upgrade temple):

Hero:Ok they should atleast keep healing spell incase your party lack it but maybe they can have special affinity with a certain element:

The ranger hero:He is wind elemental so he get a 15% evasion boost right of the bat he also can learn some wind magic that is unquie like:
_Wind barrier:can deflect most ranged attack,it can reduce the impact of physical attack aswell but eventually it will break if damaged too much which make that person get dizzy so he skip a turn or dissapear on it own.
_Air pressure:Fill enemy with air if their air is too much they exploded and ista dead but the bigger the enemy the more time you need to do this.
_Wind speed:speed you up x3 time but only last 1 turn.
_Push:push enemy in back row or vice versa.
_Float:gain immunity to earth based attack plus evasion boost.

The magus hero:She is fire elemental so she get 10% atk and mag increase her unquie spell is like:
_Molten shield:Party get shielded by enemey physical attack but they can be break by both magic and physical.
_Combust:Fire a missle then after a turn explode violently ealing massive damage
_Hot terrain:Make ice attack weaker while it active.
_Fire spread:Apply burn to all enemy if they already got burn upgrade it into deep burn which addition to taking hp also make taking action deal damage.
_Flame up:Party ATB after taking an action is increase to 50%.

THe ninja hero:He is lightning elemental and using normal attack and item only consume 50% ATB and his special power are:
_Lightning touch:Elec someone in party,if they got hit the monster get numb instantly.
_Zip zap:Instantly give someone a turn.
_Energize:Someone get MP regen.
_Burst of power:Give next hit 200% power but ATB is slow for 1 turn.
_Electrified:Put it on a enemy if their party use support skill on them they will get damaged instead.

The monk hero:He is earth element so his party will get less back attack and he get first strike more due to him able to sense his surrounding but if met a enemy he cant first strike he gain 15% HP regen.
_Rock armor:Gain 2x armor and magic resist but if armor break you take 2x damage for a few turn so it risk/reward.
_Quicksand:Slowly consume enemy,enemy that attack more often get consume quicker so it punish agility enemy.
_Mud armor:reduce fire damage
_Rock bind:Prevent enemy from moving so they cant use closed range attack.
_Meteror:Once per battle summon a meteror that extremely hurt enemy but also damage your party

Each of them also get a LIMIT BREAK that charge slowly overtime(or faster if low health or party take damage):
_The huntress:
+WIND ARROW: charge up a arrow that enchance with the wind making it deal tremendous dmaage to all damage plus you get your ATB bar back instantly.
+HURRICANE:MASSIVE hurricane that can take away weaker enemy and stronger enemy get significant damage plus weaken their next hit by 50%.
+FREE AS THE WIND:Buff party evasion,speed,reduce MP cost by 50% for limited time.

_The magus:
+MOLTEN LAVA:Summon lava to damage all enemy plus binding them for a few turn.
+SOLAR FLARE:Create fire so powerful it blind all enemy through immunity and also burned them too.
+FIRE RING:Throw fire ring at 1 enemy then pull to bind them,as long as you keep binding the enemy wont escape,stronger enemy will eventually broke it making you numb ad ofcourse binding enemy leave you wide open for attack.

-The ninja:
+LIGHTNING SHURIKEN STROM:Create a strom of ninja star covered with electricity that both damage enemy and make whenever they attack have a chance to be numb.
+LIGHTNING STRIKE:strike a single foe with your lightning blade for 10 time.
+FUN NOT OVER:All buff will stayed active for 10 turns.

_The monk:
+INNER PEACE:Your mind is calm letting you focus for 2 turn,during those turn damage to to your party make the move stronger,finally after 2 turn he release a massive punch dealing base damage+ 500% of damage to party.
+GOLEM:All party ride on the golem with all their HP combine and the golem take the highest stat of each party as his base stat,it lose 10% HP every turn and cant heal,once golem gone your party HP is at 1.
+EARTH PROTECT:Party cant take more than 50%HP of damage per turn.

This is all for now i will updated it at a later date
I think I would need to switch engines to be able to accommodate a lot of these ideas, but these are a lot of good ideas. Thanks
no prob i will give idea for basic class later and maybe even........new class?

also the overall game change can still be updated once im further ahead or even encounter thing that can be improved
Ok for the basic class:

1)Wizard:Have slightly more HP to survive surprise attack but more importantly he has a brand new action FUSE MAGIC.
_With FUSE MAGIC he can fused different spell to create unquie one but MP cost is 4x of both of the spell combine example (fire+ice=Waterfall,wind+elec=Strom) or if there status element it combine them like zap+sap=zapsap or if you combine 2 weaker spell you can use next tier magic but it can also pirece magic def.(but you can only use same tier spell)

_Consume scroll before battle to able to use that spell until you go out into overworld.

_If use a scroll that you already have a spell it make that spell 50% cheaper.

2)Black knight and paladin:Why would i include 2 of these class in 1 spot? that right im COMBINING both class as one but dont worry this class dont have 2 power as one but you can switch between them in or out of battle so when you need extra healing go paladin but if you want offensive go black knight but that not all each of them recive adjustment:
_Paladin is now the more defensive of the 2 so he gain black knight unquie armor selection plus hp bonus but he also have the passive ability COVER which protect low hp player from single target attack.
_Black knight have less defensive but to compensate his speed is greatly increase and he now have new ability MAGIC SWORD now he can combine his black magic with whatever eliment he want.

3)Thief:Slightly lower his stregth but in turn buff his other skill
_Steal:Stole a random treasure box,the treasure box can have 5 tier(junk,common,rare,magic,legendary) each box can contain a number of thing but legendary chest can only be earn 5 time in the whole game,you start out with able to loot junk and commom box but every 10 level you gain the ability to loot higer tier treasure and by lv 20 junk box is no longer obtainable increasing the odd of other chest,this is roughly the content of each chest:
+Junk:Very low tier healing item and equipment from the default town and varely any coin.
+Common:Basically the same as current box.
+Rare:Ok ammout of money,common status item is removed from item pool,random equipment from every store you visit.
+Magic:% of your money,no item beside elixir and life herb(maybe more if i reach late game store),Custom made equipment that have unquie passive and even trasure map to secret treasure.
+Legendary:Stupid ammound of money,50 of each usable item,10 of each nuts,10 of each scroll but if you are really really lucky then unquie LEGENDARY EQUIPMENT can be obtain that grant completely new skill to chosen wearer and also scale with the user.

_Trap:Trap is now a counter and your team mate is bait,choose 1 member and if they get attack the trap activate so the trap have to be super strong to compensate and certain trap can be activate even if enemy self heal or buff.

_After each battle beside finding coin and random chest he can also find Random spring water that heal party,found an ambush so next battle you are first strike,random note that may reveal potential treasure.

_At lv15 he learn mug which let him attack and steal at same time,at lv20 he learn multi steal which let you target 2 enemy to steal,lv25 learn multi mug,lv30 steal all and lv35 learn mug all but the catch is stealing from multiple enemy reduce the chance of getting a chest overall.

_When use on boss it give 5 chest(each are roll differently).
_When use on Epic boss it give 3 chest but guarentee to be rare or up quality.

4)Driud:Honestly they are pretty viable but their utility is overkill so maybe make enemy harder to justify,they also have bless which restore minor HP and MP but more importantly if it worked when ally die they get revive,the precent chance of it working is low but if paprty is low HP it will work more often and the more people die the more bless work.

_Like wizard they can also consume scroll to use in dungeon.

5)Ranger:Nerf his damage output abit but up their magic and now They give unquie buff to party depend on terrain(idk all of the teerain so forgive if i make mistake)
_Forest give Life drain on your attack or spell but only at 10% effectiveness.
_Fire will convert 20% your damage to true damage.(true damage ignore all armor/imuunity)
_Swamp will give you 50% status resist and 25% eliment resist.
_Water will start you with a shield that black all damage but only recharge every 10 turn.
_Dark area give you 20% HP execution even boss wont immune.
_Earth will make you counter all attack with regular attack.
_Cave will make increase your speed if more enemy appear.
_Rain heal you for 25% of damage taken.

_Ranger also have hidden benefit,because he so in tune with nature every diggable spot will now have additional clue like bird churping,wind guiding you,leaf in 1 spot,.....

_Remove most negative effect that 99% will end in party wipe example death,sleep,numb,.....

_Every 5 level Harlequinn earn a Delete point,what it does is let you delete any potential effect from any card that you like(card still need to have 2 effect and you can only delete 1 effect from every card)

_At lv 15 all gambol skill now can be last for 3 turn(so every turn you get a party heal or enemy get to sleep)but each of the cast now cost x2 MP,you can toggle this on and off.

_At lv 30 all gambol skill is permanent until you switch to another one but each cast of it is now 2.5x MP and you can still toggle it.

7)Engineer:Lower his base stat abit but:
_Can now wear any equipment beside Hero exlusive equipment.
_If you have drill you can drill boulder basically negating some puzzle.
_Moving tile can be turn off by him.
_Throughout your journey you find a bunch of broken item,engineer can fix it but with a price.

_Raise corpse can now be use on enemy for friend:If use on enemy that already dead you can choose 1 enemy can basically they became your ally for the battle,if use on teammate they will be revive with full HP but have the "zombie" status.

_Corpse explosion:Now explode ally/enemy inflict with zombie status and deal massive damage to enemy.

_New skill"Dark Pulse":Deal massive damage to living enemy.

_Mixing item now discarded after battle but mixing is now WAY more powerful and provide unquie benefit.

_Coin toss now deal your party MISSING HP to all enemy.(money lost is alway a smal % of your total money)

_Ronin attack scale with both physical and magic so you really need some hybrid item.

_Magic now change to self buff which buff 2 of your stat randomly or grant his attack status effect.

10)Shapeshifter:You know for a class that literally name shape shiter why the hell can they can only turn into wolf? Give them way more form to choose:
_Wolf:Increase attack/speed,damage increase when party member die,evasion increase at night.

_Bear:Massive attack increase,HP increase,feel "sleepy" in winter area,prority enemy that attack it.

_Cheetah:Massive speed increase,attack have higher priority than enemy attack even if they barely go first but due to lack of stamina this form last 1/2 as long and make you "weak" afterward.

_Elephant:Attack increase,MASSIVE HP increase and can attack all enemy but it need alot of energy so it will drain MP everyturn until the tranformation ran out.

_Insect:Have the ability to float which negate earth but is weak to wind,increase evasion and attack can cause status effect,attack can also heal you,due to insect low life span their tranformation time is 1/3 as long.

_Crocodile:Speed decrease on land,Increase when in water or rain,increase def and resistent to earth,light,Fire(since they thrive when it hotter)and is weak to ice,Because it bite force is so huge that it pirece def and even can damage ghost.

_SECRET animal Tardigrades: If you dont know what it is look it up but HP is reduce to 1,Def is massively increase,immune to all status effect and all elemental attack the only way to damage it is with fixed damage,pirece attack or a really strong non elemental attack but while it def is amazing it cant attack or use item,this tranformation also last infintely unless you change to another animal.

11)Mesmer:Have exclusive buff spell but before that:
_Attack passively has a chance to debuff/status enemy and you can attack teammate for random buff/remedy.

_Reverse battle:Reserve the battle back to turn 1 with all item intact but only usable once.

_Turn back:Go back 2 turn before.(can only use once)

_Status immune:Make a party member immune to debuff/status change including buff(except from equipment)

_MP regen:One member recover MP overtime(cant use on self)

_Crit up:Increase a member crit chance for several turn,if they crit without it then increase crit damage for 1 turn.

12)What the last class that is replacing the black knight/paladin place? well a entirely new class name COSMIC MAGE and it has very unquie skill that non of the other class came close to having:

_Firstly it stat:It has unify stat,what this mean that all of it stat are away the same regardless of equipment or buff,example is they start out with 55 to all stat and every lv up all their stat gain the same so at lv2 they gain 10 to all stat for example.When you equip something that boost 1 stat it will increase all other stat to match it for example equipping a 150 power weapon will increase all it stat by 150 but it can be broken so all equipment worn by them are 1/3 as effective,any buff basically turn into heroic but nay debuff also turn into indept.

_For equipment because their gimmick is so unquie they MUST able to wear alot of equipment so player can experiment with the class.

_It normal attack scale with 1/5 of all your stat(including MP and HP) combine)

_Defend turn into "Phase Out" which negate 1 attack no matter how weak or strong it is.

+For thir skill they have a few but very impactful skill that are space theme:(IMPORTANT: You can only use any skill 3 time in total before you cant access the menu anymore)
_Worm hole:For as long as it active all projectile will be suck
into it.
_Black hole:Remove all status change on both enemy and party basically resetting everyone to neutral(unless the buff come from equipment)
_Light speed:Move so fast you run into enemy dealing massive damage but also killing yourself.
_Astreroid:Deal massive non elemental magic damage make the area unhabitable dealing constant damage to party and tbe damage increase whenever you use the skill again.
_BIG BANG:MASSIVE explosion that deal max damage to all enemy and leave all your party member dead except for you at 1 HP.
_Dark matter:Mysterious matter that shatter reality and buff one member dealing true damage from every attack.
_Gamma-Ray burst:Massive explosion that emit light so bright it blind everyone regardless of immunity.
_Solar Wind:Deal MASSIVE mixed fire/wind/holy element to all enemy.
_High Tide:Deal MASSIVE water damage to all enemy and make them wet which Electric attack deal 2x daamage but make them resist fire.
_Atom scan:Scan all enemy revealing it weakness/immunity and stat,all scan enemy take 5% damage.
_Star fall:Bunch of shotting star falling dealing medium physical damage to all enemy but also heal your party for 10% of damage dealt.

This is all for now wait for update later for new weapon,armor or item.
Im at the final strech of the game so im almost done and when im done i can design new equipment for you and if you havent already go back and read my previous post i have massively updated it.
Ok before tommorow doing the final dungeon can u tell me where the blue elf stone is? i dont care about the reward i just want the dungeon location
WTF the final boss is literally impossible out of nowwhere even the boss before it is a joke compare to it,i get that the fina boss is suppose to be tough and a difficulty spike to the rest of the time but this goes too far he way faster than even speedup character,have 3 attack in 1 turn and can even be heal 9999 randomlly and because there no more enemy and shop at this point if let say a newcommer come to the final battle with a lv 35 team no class upgrade or do any side quest and they save after beating the penultimate boss they are literally softlocked.
Ok here are some equipment idea but firstly you should read the overall game change to have abit of context:

_Dead man plate:A armor that charge up your mag and atk and once you use a damaging attack it consume the charge and you deal increase damage based on the ammount of charge up to 4x but the catch is it ONLY charge when your ATB bar is not full so this can reward slower but hard hitting character.

_Cleansing idol:It a weaker version of the immunity idol,what this does is weaken some the status effect/debuff you get:(in addition to +20 all stat)
+Potent posion->posion(Potent posion take away % of your health every turn)
+Posion->Quater(the weaker version of demi)
+Deep wound->Bleed(Deep wound make healing 50% less effective and bleed damage you at a much faster rate than potent poison but less damage)

_Buff idol:Make buff last 2 more turn and make debuff last 1 less turn(buff/debuff max is 50%)

_Elemental sword: Randomly switch element(you can visually see it to make it less random)

_Leader ring:When ever a teammate goes a turn your ATB bar go up by 25%(also give 50 attack and magic)

_Maschoist fist:More damage the more status effect/debuff you have(immune to damage debuff)has no base attack but every status give you 50 atk.

_Shield block:Block set ammount of damage that scale with level(starting at 15 and gain 2 every level)really good for squshy character.

_Auto heal shell:Everytime you get below 30%HP you get fully heal once per battle(+60 Armor)

_HP boost:Give 200+5% curent HP.

_Friendship badge:If you equip this and other party switch to your party then your party will get a random buff.

_First strike blade:Everytime you attack a new target your attack gain 25% bonus damage.

_Risky Amulet:You take 50% more damage but heal for 90% of damage taken.

_Signal ring:Beep when you are near a diggable area.

_Item Up:All item use by you now gain 50% effectiveness.

_Atk up/Def dow:lose 50% Def for 25% atk and mag boost.

_Undershirt:Gain a shield that block damage once if your HP drop to 1,this shield can be activate infintely.

_Adapted helmet:If you get hit majorly by physical damage gain physical shield that last for few turn if you get hit mostly with magic gain mag shield for a few turn.Both shield have a HP value that enemy can destroy.

_Soul stealer stone:Gain bonus atk/mag if you kill an enemy,reset when you die and you take 10% more damage.

_Mimic hat:Add the skill "Mimic" which repeat the last action use by enemy or by teammate but use your stat instead.

Ok before tommorow doing the final dungeon can u tell me where the blue elf stone is? i dont care about the reward i just want the dungeon location

Q: Where and how I can get all of the elfstones?
A: They are only available in chapter 5. There is a divination room in Arborlon that gives hints as to the locations of the elfstones.

But here they are anyway:
1. In the Pit of Peril (visible in Chapter 1) - on an island just west of Norsland. There is a separate teleportal room in the Norsland Shrine locked by a magic door. After getting the Magic key, use the teleportal to get to the island.
2. In the Badon Crypt (visible in Chapter 2) - in the abandoned village of Badon in the southeast tip of the desert there is a stone building locked by a magic door. After getting the Magic key, open the door and enter the crypt.
3. At the peak of Mt. Neverest (visible in Chapter 3) - at the giant mountain near Okasa there is a large wall with a magic door. After getting the Magic key and sailing to Jomongu with the ship, open the door and ascend the mountain.
4. Atop the Tower on the Lake (visible in Chapter 4) - in the center of the lake near Bombomb, there is an island with a tower on it. After getting the airship, pilot it to the island and ascend the tower.

WTF the final boss is literally impossible out of nowwhere even the boss before it is a joke compare to it,i get that the fina boss is suppose to be tough and a difficulty spike to the rest of the time but this goes too far he way faster than even speedup character,have 3 attack in 1 turn and can even be heal 9999 randomlly and because there no more enemy and shop at this point if let say a newcommer come to the final battle with a lv 35 team no class upgrade or do any side quest and they save after beating the penultimate boss they are literally softlocked.

it was late and i was tired (this will be improved in the remaster)
FWIW I like the game how it is. Granted, some extra balancing would be a good idea, but too much change gets rid of the charm that a game like this has.
i dont say implement ALL of my idea lol but some variety is nice too finding a slightly bigger stick everytime with slightly higher stat get old quick and with 16 fricking character you cant customize everyone to be efficent at other job so you need specialize item not generalize item like a straigth stat boost.

Also all the physical type class pretty much boil down to who has the biggest stat stick which make their gimmick a non factor unless it boost their stat further.All the hero basically almost the same beside a few spell and 1 unquie skill and even then some of those skill are just other class skill but reshuffle.
What it sounds like to me is... you'd love to make your own game! And your timing couldn't be better - RPG Maker is on sale at Steam. You should pick it up and have some fun with it.
while i have alot of idea i have zero clue about coding plus im terrible with level design and im even worse with balancing.