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Let's Play Hero's Realm! Episode 5 has arrived!
Let's Play Hero's Realm! Episode 5 has arrived!
@ kentona: I'd buy Tonics, but no one's selling the recipe yet! And, yes, I did track down the item in the garden. Just didn't want to put up more screenshots than I had to.
@ Liberty I've never tried leaving the sidequest until later. It gives a really solid amount of gold and experience, so I usually do it as early as possible so I don't have to grind so much. I'm glad you're looking forward to the LP!
@ Liberty I've never tried leaving the sidequest until later. It gives a really solid amount of gold and experience, so I usually do it as early as possible so I don't have to grind so much. I'm glad you're looking forward to the LP!
Let's Play Hero's Realm! Episode 5 has arrived!
author=ScourgeBahahaha... I blame unreasonable homework loads. Anyway, without further ado:
This WILL be updated on Sunday no matter what happens.
Let's Play Hero's Realm
Update Two: Don't You Forget About Me!

Look upon our heroes, ye mighty, and despair! Madame Ma'am was just slightly too long for the name box, so I went with this instead.
First order of business, equip out stalwart heroes. This will take grinding, trooping long distances over harsh terrain, solving dastardly puzzles, and-

Oh. Well then. There's some misc first level junk upstairs. It'll do. For now.

After cleaning that out, let's get ready for some proper adventuring. Holdana gets that knife we picked up earlier-

Or not.

I should have seen this coming. Wiener and our resident Warlocks can't equip clubs. Welp. The most basic, inexpensive, and accessible weapon in the game can't be equipped by three quarters of my starting party. Great. Wiener gets the knife since he'll be doing most of the hitting.

One of the guards offers some useful advice, but I'm more concerned with the bookshelf behind him, which yields a Tarot Card. Woot! Tarot Cards teach abilities to Harlequins and Jokers. More abilities means a more useful character. Speaking of abilities:

Besides the obvious one, it's been so long that I can't remember what half of these actually do. Welp.
Holdana doesn't have any abilities yet, but out Warlocks both have the same one.

This would be a lot more useful if it didn't take a turn to cast. Saves me money though. And oh crap. I just realized that no one has healing magic. No one. Shoot. Looks like I'll be doing more grinding than I intended.
Anyhoo, less talking, more looting.

Will do.








I clean this town OUT, coming back at night to snag a Tiny Medal from the Inn and search underfoot behind the barracks for that herb. I'll explain Tickets a bit later when we hit up the Funhouse.
But first, let's grind.


Repeat this twenty times for a level up. Also, let's get a quick explanation of Holdana's Pummel ability in here.

Pummel basically allows Holdana to chain attacks together. It does nothing the first turn you use it, but allows up to five attacks per turn after that. It's pretty useless right now, with most random battles ending in a single round. However, it kicks nine kinds of ass later, especially against bosses.
Lather, rinse, repeat, and we eventually get this.

Whoo... I get to level four by the end of this update, which will make things VERY easy in the future. Now that we've got some cash, it's time to do some upgrading.

The weapon and armor shoppe are in the same building. Handy! I get some new armor and another knife. By the end of the update, everyone is packing some really darn good equipment, which I forgot to screenshot...
Here's an inventory screenshot, minus what I have equipped.

This is just after picking up the Tiny Medal in the Inn. I'd turned the others in by now.
Oh, speaking of turning in Tiny Medals:
This crazy old man tells us just where to go do that.

A short drop down the well later and...


I turn in what I've got to our eccentric well-dweller and...


YOU WILL BE MINE. Seriously though, finding all 100 of these suckers will be a pain. I hope I can pull it off.



I bum around town for a while before heading into the underground to hunt rats.

There's some really nice treasure down here, and some very easy enemies. Sadly, not much in the way of exp, but I was about level three at this point, so...


Ohshit. Good thing I had that Fireball scroll from earlier. This fight throws a LOT of mooks at you.
Totally worth it though.

This ring buffs strength by five points or so. Holdana got it.
Now, let's actually do something interesting, eh?


Short story even shorter, the Merchant's Pass is in trouble and we're just the band of intrepid heroes to get the job done. This has absolutely no bearing on the Main Quest, but it doles out a pretty solid amount of gold and exp, so it's worth it.

After some world map wandering, we arrive.

Dun dun DUN!!
NEXT TIME!
~Demonic Imps!
~World Maps!
~Teleports!
~Heel Face Turns!
~Gangsters!
~Funhouses!
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Let's Play Hero's Realm! Episode 5 has arrived!
author=kentona
Did you end up posting this playthrough elsewhere (like SomethingAwful) like you mentioned?
I did not, actually, because I learned that Something Awful charges for memberships, which I highly disagree with. I'm looking for other places to spread the news, so let me know if you can think of any. Also, no update today. Far too much homework to be doing and a funeral to get ready for on Saturday. This WILL be updated on Sunday no matter what happens.
Let's Play Hero's Realm! Episode 5 has arrived!
The Screenshot Topic Returns
My issue with that lower screen is that the wooden bridge looks a little out of place. Maybe use some shift key mapping with that same stone tile to make it blend in?
Let's Play Hero's Realm! Episode 5 has arrived!
Update 1.5
Classes and YOU!
Yeah, yeah, double post. This is a pure text update; sorry about that. I'll have actual game stuff up soon, I promise.
So, yamata asked for me to put my opinions on the Hero's Realm classes down in the hopes that it might help sell this game. My thoughts don't line up with Kentona's ordering of classes, so we'll see if this helps anyone.
Da Mages
Druids:
Kentona puts these guys right in the middle, and I have to agree. They aren't stellar by any means, but they are the most effective healers. You won't make it far without them. Earth and poison spells are nice, and Explodet is insanely strong, but its the last spell they learn.
Verdict: Useful, but not incredible.
Wizards:
Once again, smack dab in the middle for Kentona and myself. Wizards are useful, but not essential. You can get by without them, but they come in handy at the beginning of the game. They have a solid mix of offensive spells and some buffs and debuffs that come in handy, but they're outclassed by Sages and Channelers.
Verdict: Solid and dependable, especially for players too lazy to track down the Elfstones.
Mesmers:
Kentona puts these guys in the low tier. I put them even lower. Mesmers are the WORST mage class in the game. The WORST. Demi is the lone useful spell they learn. They only come in handy during boss battles, which makes them pretty close to useless the rest of the game. They have the dubious honor of being in the same category as Paladins and Bandits.
Verdict: Crap, but I guess they'd be useful if you have a difficult time with boss battles.
Witches and Warlocks:
Another mid-range class, in Kentona's opinion. I'd rank them a wee bit higher than that. Actually, quite a bit higher than that. Recipes are super useful, especially since medicinal herbs become worthless an hour or two into Chapter Five. And, the best part, they learn Vivify nine levels before a Druid, considered the healer class. Vivify is a revive spell, and quick access to it is wonderful. No more Temple visits. Toss in some solid support and offensive spells, and you've got the best non-secret mage class in the game.
Verdict: Awesome. Versatile. Way better than mid-range.
Sages:
And now we're into the secret classes. Sages are in Kentona's Top Tier, and I agree with that. The only reason I would ever rank them lower is because they lack multi-target spells, but careful use of Chainmagic negates that drawback. Not much else to say here. They're useful, have loads of MP, and a solid spell selection.
Verdict: Maybe not the Top Tier, but just under that. No multi-target spells isn't good, and Chainmagic eats up MP pretty quick.
Game Breakers Channelers:
Holy shit amazing. These guys are in a class of their own where magic is concerned. They are basically the opposite of Sages. No single target spells and no, absolutely no, MP. They can cast super strong spells, including the only spell in the entire game that does physical damage, for no cost. Add in great speed, insane damage, and the fact that all their spells also cause status effects, and you have the best mages.
Verdict: Totally worth an Elfstone.
Da Fighters
Black Knights:
According to Kentona, these guys belong in the lowest tier. I disagree. They may not have attack through the roof, but their defense is unholy. Super high defense and HP ensures that Black Knights do not die easily, if ever. They also have a good mix of offensive spells, which saves them from being useless against spectral enemies.
Verdict: Solid and dependable. A high speed would make them near game breakers, but they're great where they are.
Paladins:
Fuck these guys. Fuck them. I hate Paladins. They have mediocre stats, some healing spells, and are generally useless. They're basically Druids with some bonuses and poor spell selection. In fact, I don't think they even belong in the Fighter group. I'm pretty sure that every other Fighter class has higher attacks, even the Ronin. Oh, and their growth rates blow.
Verdict: No. Just no. Not as worthless as Mesmers, but close.
Shapeshifters:
Second favorite fighter class right here. Only the Champion is better, I think. Awesome speed, solid attack, and the ability to go werewolf? Yes please. Shapeshifters are not great for the start game, but they will make your enemies weep with pain in Chapter Five. Insane speed has my shapeshifters often getting two moves before anybody else has had one. Give them the Blade of Aborlon and dominate.
Verdict: Fantastic. Well balanced and just cool in general. Bring one along.
Ronin:
I have never used a Ronin in two playthroughs. They sound great and all, but Kentona says they're underpowered.
Verdict: Underpowered, I guess.
Champion:
Aw yeah. Champions are like little mini Holdanas. They lack the magic; in fact, they can't cast spells, but make up for it with Pummel. Pummel is supremely useful; its like Chainmagic for Fighters. They kick butt with solid speed, ungodly attack and defense. The best fighter class, in my opinion.
Verdict: Bring one. A lack of spells is compensated for by insane attack and Pummel.
Templars:
Bear with me here. From what I understand, these guys are obscenely overpowered. However, I've noticed that's not always the case. My last Templar had terrible speed and poor defense, despite having over 1000 HP. Templars have boatloads oh MP and HP, and Pummel, AND Chainmagic, but they're so slow, the fight's usually over before they can strike.
Verdict: Slow as molasses, so don't expect to see much of those astounding abilities.
Da Rogues
Bandits:
Oh god why. Bandits are just, well, awful. They have a middling selection of abilities and can steal. That...that's about it. They really aren't so much terrible as they are just worthless. Incredible speed is nice, but everything else is very unimpressive.
Verdict: Not worth it. Not even for stealing.
Harlequins:
Meh. Harlequins have some cool stuff going for them, like Tarot cards and some nice spells like Heroic Ballad, but they don't have much going for them besides that. They're outclassed by most other classes. In fact, I'd put them just above the worst classes.
Verdict: Eh, they're nice, I guess. But Tarot cards are too chancy and they don't have much else going for them.
Engineers:
Ah, my favorite rogue class. Engineers have really good defense and surprisingly solid attack. Tools are really useful, especially the Flintlock Pistol. In fact, I'm surprised these guys didn't get tossed in with the fighters instead.
Verdict: Useful. Very useful. Maybe worth taking over a fighter. Certainly better than a Paladin.
Rangers:
The other class I've never used. Kentona says they're pretty good. You should listen to him.
Verdict: Nice, I suppose.
Jokers:
Not really useful or anything. The only nice part about Jokers is they automatically become Daredevils. Not worth it, in my opinion.
Verdict: No. And you'll see why.
Daredevils:
In my opinion, this is the worst Elfstone class. They have access to nice spells and abilities, but I'm not too sure about that massive damage Kentona is talking about on his gamepage. My Daredevil had about ten levels on his, and the same equipment, but just didn't measure up to the hype.
Verdict: Cool abilities, but middling HP and average damage.
Da Heroes
Hunter(Holdana):
Best hero. Straight up. Awesome damage, good HP, Pummel, Thordain; best hero class. Holdana is up there with Chanelers and Champions. Holdana is the only hero I would ever consider a solo run with. The rest are good, but Holdana's better.
Magus(Zefiryn):
I never really fell in love with Zefiryn. She's got a solid mix of spells, but her Chainmagic is kind of broken and werewolf is useless for a spellcaster. She's certainly good, but not that good.
Ninja(Akira):
Yes. Akira has solid speed, useful abilities, and ninja gear. He's the most balanced of the heroes, which means a lot of people short-change him. I think he's better than Zefiryn and nearly as good as Raj Ahtan. Also, he's a damn ninja. Why wouldn't you like him?
Monk(Raj Ahtan):
Hello there. Raj has awesome versatility. He has healing spells, buffs, solid attack, duel wielding, unique monk abilities... He's great. While Holdana holds the title of best hero, Raj is right on her heels. He's not fantastic until the end of his chapter, but Chapter Five makes him awesome. He can buff himself for free, and then lay the smackdown on the enemy. His speed is wonderful, by the way.
Classes and YOU!
Yeah, yeah, double post. This is a pure text update; sorry about that. I'll have actual game stuff up soon, I promise.
So, yamata asked for me to put my opinions on the Hero's Realm classes down in the hopes that it might help sell this game. My thoughts don't line up with Kentona's ordering of classes, so we'll see if this helps anyone.
Da Mages
Druids:
Kentona puts these guys right in the middle, and I have to agree. They aren't stellar by any means, but they are the most effective healers. You won't make it far without them. Earth and poison spells are nice, and Explodet is insanely strong, but its the last spell they learn.
Verdict: Useful, but not incredible.
Wizards:
Once again, smack dab in the middle for Kentona and myself. Wizards are useful, but not essential. You can get by without them, but they come in handy at the beginning of the game. They have a solid mix of offensive spells and some buffs and debuffs that come in handy, but they're outclassed by Sages and Channelers.
Verdict: Solid and dependable, especially for players too lazy to track down the Elfstones.
Mesmers:
Kentona puts these guys in the low tier. I put them even lower. Mesmers are the WORST mage class in the game. The WORST. Demi is the lone useful spell they learn. They only come in handy during boss battles, which makes them pretty close to useless the rest of the game. They have the dubious honor of being in the same category as Paladins and Bandits.
Verdict: Crap, but I guess they'd be useful if you have a difficult time with boss battles.
Witches and Warlocks:
Another mid-range class, in Kentona's opinion. I'd rank them a wee bit higher than that. Actually, quite a bit higher than that. Recipes are super useful, especially since medicinal herbs become worthless an hour or two into Chapter Five. And, the best part, they learn Vivify nine levels before a Druid, considered the healer class. Vivify is a revive spell, and quick access to it is wonderful. No more Temple visits. Toss in some solid support and offensive spells, and you've got the best non-secret mage class in the game.
Verdict: Awesome. Versatile. Way better than mid-range.
Sages:
And now we're into the secret classes. Sages are in Kentona's Top Tier, and I agree with that. The only reason I would ever rank them lower is because they lack multi-target spells, but careful use of Chainmagic negates that drawback. Not much else to say here. They're useful, have loads of MP, and a solid spell selection.
Verdict: Maybe not the Top Tier, but just under that. No multi-target spells isn't good, and Chainmagic eats up MP pretty quick.
Holy shit amazing. These guys are in a class of their own where magic is concerned. They are basically the opposite of Sages. No single target spells and no, absolutely no, MP. They can cast super strong spells, including the only spell in the entire game that does physical damage, for no cost. Add in great speed, insane damage, and the fact that all their spells also cause status effects, and you have the best mages.
Verdict: Totally worth an Elfstone.
Da Fighters
Black Knights:
According to Kentona, these guys belong in the lowest tier. I disagree. They may not have attack through the roof, but their defense is unholy. Super high defense and HP ensures that Black Knights do not die easily, if ever. They also have a good mix of offensive spells, which saves them from being useless against spectral enemies.
Verdict: Solid and dependable. A high speed would make them near game breakers, but they're great where they are.
Paladins:
Fuck these guys. Fuck them. I hate Paladins. They have mediocre stats, some healing spells, and are generally useless. They're basically Druids with some bonuses and poor spell selection. In fact, I don't think they even belong in the Fighter group. I'm pretty sure that every other Fighter class has higher attacks, even the Ronin. Oh, and their growth rates blow.
Verdict: No. Just no. Not as worthless as Mesmers, but close.
Shapeshifters:
Second favorite fighter class right here. Only the Champion is better, I think. Awesome speed, solid attack, and the ability to go werewolf? Yes please. Shapeshifters are not great for the start game, but they will make your enemies weep with pain in Chapter Five. Insane speed has my shapeshifters often getting two moves before anybody else has had one. Give them the Blade of Aborlon and dominate.
Verdict: Fantastic. Well balanced and just cool in general. Bring one along.
Ronin:
I have never used a Ronin in two playthroughs. They sound great and all, but Kentona says they're underpowered.
Verdict: Underpowered, I guess.
Champion:
Aw yeah. Champions are like little mini Holdanas. They lack the magic; in fact, they can't cast spells, but make up for it with Pummel. Pummel is supremely useful; its like Chainmagic for Fighters. They kick butt with solid speed, ungodly attack and defense. The best fighter class, in my opinion.
Verdict: Bring one. A lack of spells is compensated for by insane attack and Pummel.
Templars:
Bear with me here. From what I understand, these guys are obscenely overpowered. However, I've noticed that's not always the case. My last Templar had terrible speed and poor defense, despite having over 1000 HP. Templars have boatloads oh MP and HP, and Pummel, AND Chainmagic, but they're so slow, the fight's usually over before they can strike.
Verdict: Slow as molasses, so don't expect to see much of those astounding abilities.
Da Rogues
Bandits:
Oh god why. Bandits are just, well, awful. They have a middling selection of abilities and can steal. That...that's about it. They really aren't so much terrible as they are just worthless. Incredible speed is nice, but everything else is very unimpressive.
Verdict: Not worth it. Not even for stealing.
Harlequins:
Meh. Harlequins have some cool stuff going for them, like Tarot cards and some nice spells like Heroic Ballad, but they don't have much going for them besides that. They're outclassed by most other classes. In fact, I'd put them just above the worst classes.
Verdict: Eh, they're nice, I guess. But Tarot cards are too chancy and they don't have much else going for them.
Engineers:
Ah, my favorite rogue class. Engineers have really good defense and surprisingly solid attack. Tools are really useful, especially the Flintlock Pistol. In fact, I'm surprised these guys didn't get tossed in with the fighters instead.
Verdict: Useful. Very useful. Maybe worth taking over a fighter. Certainly better than a Paladin.
Rangers:
The other class I've never used. Kentona says they're pretty good. You should listen to him.
Verdict: Nice, I suppose.
Jokers:
Not really useful or anything. The only nice part about Jokers is they automatically become Daredevils. Not worth it, in my opinion.
Verdict: No. And you'll see why.
Daredevils:
In my opinion, this is the worst Elfstone class. They have access to nice spells and abilities, but I'm not too sure about that massive damage Kentona is talking about on his gamepage. My Daredevil had about ten levels on his, and the same equipment, but just didn't measure up to the hype.
Verdict: Cool abilities, but middling HP and average damage.
Da Heroes
Hunter(Holdana):
Best hero. Straight up. Awesome damage, good HP, Pummel, Thordain; best hero class. Holdana is up there with Chanelers and Champions. Holdana is the only hero I would ever consider a solo run with. The rest are good, but Holdana's better.
Magus(Zefiryn):
I never really fell in love with Zefiryn. She's got a solid mix of spells, but her Chainmagic is kind of broken and werewolf is useless for a spellcaster. She's certainly good, but not that good.
Ninja(Akira):
Yes. Akira has solid speed, useful abilities, and ninja gear. He's the most balanced of the heroes, which means a lot of people short-change him. I think he's better than Zefiryn and nearly as good as Raj Ahtan. Also, he's a damn ninja. Why wouldn't you like him?
Monk(Raj Ahtan):
Hello there. Raj has awesome versatility. He has healing spells, buffs, solid attack, duel wielding, unique monk abilities... He's great. While Holdana holds the title of best hero, Raj is right on her heels. He's not fantastic until the end of his chapter, but Chapter Five makes him awesome. He can buff himself for free, and then lay the smackdown on the enemy. His speed is wonderful, by the way.
Let's Play Hero's Realm! Episode 5 has arrived!
Done, done, and done. I decided to break my own rule and bring a witch and a warlock along.(They're the same class with different names.)
I will absolutely add my opinions on classes in an update. Probably the next one. I differ from Kentona's estimations quite a bit, but I agree that Warlocks are underrated.
EDIT: I combined Kentona and Lyric's suggestions. Brought a male harlequin, named him Weiner.
I will absolutely add my opinions on classes in an update. Probably the next one. I differ from Kentona's estimations quite a bit, but I agree that Warlocks are underrated.
EDIT: I combined Kentona and Lyric's suggestions. Brought a male harlequin, named him Weiner.














