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Hero's Realm
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 Warlock is obsolete.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).
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).
Hero's Realm
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.
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.
Hero's Realm
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.
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.
Hero's Realm
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.
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.













