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  1. I've been working on a FE8 ROM , I changed the pointers from the class and map sprite tables and inserted map sprites the GBA Graphics Editor, I want now to work with feditor, but whenever I open the Spell Animation Inserter it crashes. :c
  2. So, I changed Amelia's Recruit promotions to Soldier and Female Mercenary, just for shiggles. I also added the Female Mercenary custom animation to the appropriate class through FEditor. When I go to promote Amelia, the screen goes black. Did I do something wrong, or is FEditor being funny with me? Yet another question: How do I create a custom class in FE8? I want to have the Halberdier available as a promotion for the soldier class, but I can't figure out how to make the class and put it into the game's files.
  3. So, since my former playthrough was off topic far too boring, I decided to do something a little more interesting this time around. Fire Emblem: Sacred Stones, A 5-Character Run. This challenge idea came to me waaaaaaaaaaay back when, and it's inspired by Ephraim's end-game statement: I will be doing Ephraim's route (as honestly, I have ALWAYS played Ephraim's route, and do not truly have as much knowledge about Eirika's route for this sort of thing. Besides, I like Ephraim's route more than Eirika's. I like Ephraim more than Eirika, period. In fact, I'm an Ephraim fangirl so SPHEAL WITH IT. THE CHOSEN HEROES Ephraim (Lances*) Franz -> Great Knight (Swords*, Spears, Axes) Ross -> Fighter -> Warrior (Axes*, Bows) Neimi -> Ranger (Bows*, swords) Artur -> Sage (Light*, Anima, Staves) * = S rank. I tried to make a lineup that covers as many of the ancient weapons as possible... Utility Characters Eirika (Forced unit for first 7 chapters) Vanessa (For rescuing in ch2, distracting the spider in chapter 6) Any character which recruits another character RULES! 1: Only the five chosen characters may participate in combat. 2: All other units must have their weapons stripped off of them to prevent accidental attacking 3: The prologue, ch1, and possibly chapter 5x are exempt to the above rules for obvious reasons. 4: Eirika may see battle for the first 7 chapters, but after that, must not be used. Not even in the final chapter, despite being forced in that one. 5: Utility characters may be used, but they are not allowed to actually attack. 6: Nobody may die. 7: The Tower of Valni may only be used to increase levels before promotion. So obviously, in the end this isn't going to TRULY be a five-character run, but whatever. Technicalities aside, the goal here is to win 90% of the game with only five characters and prove Ephraim wrong, only for him to say it anyway because the devs didn't think of everything. XD This will be recorded, but I won't be actually commenting in the video, as it takes far too long for me to do that sort of thing, and it's usually why I lose interest in LP's to begin with. SO, HERE WE GO! Chapter 1, where I ATTEMPT to follow the rules, but unfortunately had to break them due to issues:
  4. I imported the Dancer animation from FE7 into FE8, and had the unit use magic, and it worked perfectly, but in FE7 when I tried doing the same exact thing, it didn't work, the game locked up at the end of the battle. It'd probably because FE8 handles animations slightly differently than FE7, which is not anything new. I just found it to be interesting.
  5. So, I opened FEditor, added spots for the FE10 Fighter animations (Melee, Hand Axe, and Disarmed). I then put the aforementioned animations into these three extra slots. I saved this data into a junk copy of FE8, opened Nightmare2, and used the Custom Battle Animation Editor and put these animations under entry 0x8E60000, I then made this the battle animation for the Fighter class. I went into the game to see if it worked, and the game used the map screen instead of the normal battle screen. Where did I mess up, and what's the fix?
  6. Hello, everyone! I'm sure you missed me and my LPs terribly, so I'm going to rectify that. I'll be playing a reskin of FE8 called Master Version, by Bright Vega. The hack's topic can be found here. The objective is to make FE8 more difficult without just inflating stats; I hope the author has succeeded in this regard and look forward to playing this. I'll be playing Ephraim hard mode, which is supposed to be difficult. It should be noted I've not played this before, so any, uh, surprises will be, well, surprising. I'll almost certainly use savestates, but I'll try to minimize their use, and I'll also give a summary of what's different at the end of each chapter. Without further ado, let's master this version! That sounded better in my head. [spoiler=Chapter 1] So, we have a slightly modified title screen. It tells us we're playing something different from vanilla. I approve. The menu backgrounds have been changed, and I gotta admit, that looks spiffy. I will, as previously mentioned, be playing on difficult mode. The text hasn't been changed as far as I can tell, so I'm just skipping through the cutscenes. There's also a nice background for the chapter title, although I caught it a bit late (I'm guilty of mashing the space bar waaaay too often). Our enemies are the standard two fighters and O'Neill, so I won't show placement. I can't tell if these guys have been nerfed or if they were always this shoddy, but either way, they won't pose much of a problem. Also, notice the new background here as well! I'm not a HUGE fan, because it's sometimes hard to read the white text on the mostly-white background, but it's not a big issue, and the fact that Vega changed it at all is a nice touch. O'Neill, on the other hand, got a bit of a boost to his stats. Eirika can't double him anymore! In exchange, he gave up his name for the generic-sounding "Commander", and for some inexplicable reason has A in all physical weaponry. He also drops some gold, which is nice. On our side, Eirika seems to have gained a few new items. The slim sword needs no explanation, and it's nice to see the rapier's got some more uses, but what's this Star Seal nonsense? Tada! It gives +1 to all stats. Not overpowered, but a nice item to have when you're trying to level up some of the newbies. Eirika also starts out with E swords. Nothing new there. I like the vulnerary icon, incidentally. Seth's also got a surprise in the form of an Angelic Robe. I think Eirika would be the candidate for it at the moment, but I'm going to hold off using it for a bit. He also has a silver sword in place of a steel sword, and-hang on, 9 movement? I'm not sure this is a great idea, but I'm going to reserve judgement for now. The usual shenanigans for the prologue. Moving Eirika here allows her to... ...crit-kill the two fighters on EP 1. She does take a hit, but in vanilla, if she's on the forest, O'Neill won't hit her. That being said, I heal up just in case this beefed up O'Neill Commander pulls of some bs. I'm not going to savestate on the prologue now, am I? But no bs ensues. Eirika crits for the win and gets a nice level and some gold. [spoiler=Chapter 1 Changes] All this information is taken from the text files kindly provided in the download. I'm not double-checking them in Nightmare. Growth Changes: Eirika: Str +5, Def -5, Res +5 Seth: HP +10, Skl -5, Spd +5, Def -10, Res +10 Bases Changes: Eirika: Str +1 Seth: Skl +1, Spd +2, Lck -1, Def +4, Res +2, Mov +1 Promoted Unit Caps Changes: Great Lord (F): Str +1, Skl +1 Paladin (M): Spd +4, Def -1, Res +3, Weapons Changes: Slim Sword: Might +1, Crit +10 Silver Sword: Rank -1, Might -1, Hit -10, Uses +5 Rapier: Hit +5, Uses +10 Silver Lance: Rank -1, Hit -5, Uses +5 Iron Axe: Weight -2, Uses +5 Enemy Growth/Bases Changes: None. Thoughts: You took Seth, arguably the best character in the game, and made him and his class even more OP. I'm not entirely sure how I feel about this. Iron axes having less weight makes things easier for Ross when he arrives, I suppose. [spoiler=Chapter 2] Our boss again has some cash, and the two soldiers traded in their iron lances for some two-range weaponry and droppable pure waters. They're still shit, though. Oh, hello! A and S ranks get some additional bonuses, detailed below, so this makes this guy slightly more dangerous. Eirika runs towards the fighter. Seth chills in the background. Will have to see whether their bases were changed. Eirika gets a meh level. Gilliam and this soldier demonstrate their incompetence. Some more than others. Franz was supposed to get the kill from Gilliam's chip; unfortunately, he'll probably have to take some damage now. BOTH OF YOU ARE DISGRACES TO YOUR RACE! Gilliam attempts to redeem himself. Hang on, something looks different about these guys... ...Yeah, probably not gonna use this guy. Apparently I'm going to need these. Neener neener neener blah! Forgot to free up his inventory beforehand. I dropped the 4-dose vulnerary. Utterly useless. Seth drops Eirika in front of the boss, he attacks her, and she ORKOs him for a nice level. Money and more money! [spoiler=Chapter 2 Changes] Growths: Gilliam: Str +10, Skl +10, Res +5 Franz: Hp -10, Str +10, Spd +5, Luk +10, Def -5 Bases: Gilliam: Con -2 Promoted Unit Caps: Great Knight (M): Str -1, Skl +3, Def -2, Res -1, Mov +1 General (M): Str +1, Skl +1, Spd -1, Res -3 Weapons: Iron Sword: Uses +4 Iron Lance: Weight -1, Uses +5 Enemy Growths/Bases: Knight: Base HP +3, Def growth +2 Ranks: A rank gives +1 damage and +5 hit S rank gives +1 damage, +10 hit, and +5 crit. Thoughts: Nothing too drastic changed here. Pegasus knights/Amelia become a tad more dangerous because they don't get weighed down as much by iron lances, which is kinda nice.
  7. Hello there ! So I've finally managed to load my character's portrait into FE8 and I choosed to replace Seth with it. Now, I would like to know how I'm supposed to change his class ? I was wanting to make my character a fighter, so that would be great if I could not stay as Paladin for ever xD. And also, how do you exactly edit the sprites of the character in battle sequence ? I need to do it in order to have the color match with the sprite. Thanks for helping me ! Edit : Solved the Class Change problem by myself by using an elder version of Nightmare.
  8. Hello, i need help with the Worldmap events :C, Someone have a tutorial or something :c ?
  9. Hello there! well I have been playing this hack called Fire Emblem Girls for quite some time and I am enjoying it a lot! I am at the final chapter now but gonna Tower abuse and Ruin abuse after in creature campaign. Now there are a few things about this hack that I still do not know despite me playing all the way up to the last chapter. I will list them below ah and did I mention this thing is ridiculous hard? i could have sworn I picked normal mode Lol. 1.What are the stat caps on this game? I went to the lagdou Runis and saw a skeleton with 50 strength!! what the heck is going on there? is that a bug there is no way they can be THAT HARD right? I think HP maxes at 80?? I noticed this hack has the flavor of SNES Fire Emblem games and I really like that since I loved the SNES era the most so I am really enjoy the HP not 60 cap as 60 is way too low for HP heck maybe I am still wrong and HP caps even higher. 2.How does weapon weight work in this game? is it still Con - weight of weapon? or Str - weight of weapon? I have on many occasions had enemies able to double attack my units despite them either having an almost equal speed stat or a speed stat that matches. Manaketes are very guilty of this actually manaketes got slighty downgraded here before they used to be the terror of the battlefield now.. I find they get Ok`ed easily darn weak dragon stones but maybe i can fix it with increased Con I hope. 3.How many times can that Knights crown Promotion item be used? and is it`s purpose what I think it is for? I have come to think after using it the purpose is to make it so your units stat caps can go further I believe that is how you get stats of 50 or higher? by repeated use of it? so when does it come to for them to stop being used? stats do have limits in this game right?? and is it possible to max stats without the use of this item? as there are certain units I would like to keep in their base classes like for example Selena she joins as a Mage Knight I would like her to stay as one but also able to ma stats the item does not give here choice to class swap to Mage knight again I am not a big fan of swapping classes. 4.Is it my eyes or do the monsters inside the Tower of Valni and Lagdou Ruins every visit getting stronger and stronger? the last time I went to the tower the enemies seemed to jump to Level 39 and higher seeing Zombies and skeletons walking around with max stats.. is not.. normal Monsters are not supposed to be a threat like that gah especially in the Tower of all places that was supposed to be a level grinding spot but it is not safe to train weak units there anymore it seems. Well with the use of Mine bug it can be possible but without no. So yeah do enemies get stronger each visit? this is starting to remind me of Romancing Saga the stronger you got the stronger the monsters and i level grind a lot so... But anyway yeah I just wanted to know that stuff as I plan on 100% completing the game so i need to know what stat caps are so I can max out every unit. I wanna record a video of this game some day and show off the ruins and tower but it won`t happen with enemy units walking around with 50 stats.
  10. If so, how would one go about doing that? I'm just curious, considering something for a future project, and it's not that high on my priority list. I'm talking about like, the same exact way say, Ross works when it comes to leveling to level 10.
  11. So I've been testing the waters of hacking FE8, and one thing I seem to be encountering is that when I try to promote to a class to which I've assigned a custom animation, the game stops on a black screen. e.g. I've put in the FE10-style Fighter to replace the original, but I haven't overwritten the original (i.e. added it to the ROM via FEditor).I try promoting Ross and the screen goes black. Any tips or such?
  12. Everyone says archers are bad. I would agree with them. So, lets play FE8 with possibly the worst class in the game! [spoiler=Rules] Difficult mode because FE8 has the tower of grinding You get to decide which route I take (Please not Ephraim...) I'm doing Ephraim's route because the people have spoken. Only the twins (Eirika and Ephraim) and bow using classes may be used. Moulder, Natasha, Tethys, and Colm may be used. Any class that is not naturally bow locked (Warriors, Rangers, etc.) Can only use bows. The poll decided I get to not have this be a thing! I can only use archers. Savestates will be used. Tower and Arena abuse is a thing. Now that that's sorted, let's start this thing! [spoiler=Prologue] As said before, I'm playing Difficult mode. Plot. Nothing's changed here. Gimme that sword and get the hell out of dodge. Today is the day a little girl will face multiple grown men in fisticuffs and emerge victorious. As seen here (Yes that was a crit. On my first attack. Luck seems to be with this run.) Now to get the boss off that forest of his. TACTICS! Prologue Bosses: Getting beaten by little girls since FE7. Now that's how you don't get a 4-Stat Level Up, folks. Prologue is as easy as ever. See you next time on LITTLE GIRL SOLO: THE RUN ARCHER EMBLEM!
  13. So... My idea is to have a story consisting of four separate Lords' tales that can be played in any order. Once you have completed one of the tales, you are able to continue nonto the next Lord's tale. Once all Lords' tales have been completed it would unlock the final tale which brings all the Lords together. If anyone has played Live-a-Live its a concept inspired by that. I have played Arch's Elibean Nights. He has a similar mechanic he uses the maps sprites for. Is there a way to utilize the mechanics in either FE7 or FE8 Lord selection that could do this method? ...which would be better? Would it be better just to utilize the map events rather than fiddle with the Lord choice coding? :0 Keep in mind, I am more of an artist than a coder. Any thoughts or help with this would be very much appreciated! :D
  14. From the creator of Corrupt Theocracy, Blademaster! has created a sequel called Sun God's Wrath in Fe8. Looks really good so I am going to LP it and play it blind. I didn't read everything in moniker's LP but I am more of a gameplay guy anyway so not knowing the history exactly is not a big deal to me, I can still get the gist of it. For more information on the lore and stuff go here: http://serenesforest.net/forums/index.php?showtopic=53190 I will be playing this in hard mode to also be somewhat of a beta tester for that mode and provide feedback as I go. Let's get this shit started. Prologue, laying down the story
  15. Is it possible to write your own AI and insert it into either FE7 or FE8? Like, write your own AI codes and have enemy and green units point them into the game. Is there any documentation on it?
  16. I was bored so I made a support planning sheet for FE8. It automatically correlates data to duplicate cells (ie Rennac/Dozla to Dozla/Rennac), so you should only edit what's above the black boxes. It also sums the values of each row on the right side so you can make sure no unit has more than 5 support conversations planned. I'll link the version in my google drive, so you'll have to save a copy to your own before you can edit. Doesn't support the "A B C" system that FE uses, so just pretend 1 = C, 2 = B, 3 = A. Hope it's of some use to someone. https://docs.google.com/spreadsheets/d/15_NpGXOYhPkKw6-vpBJNJQVdIdOEE85fdnxQj1R3K8s/edit?usp=sharing
  17. So like, if there was the mercenary class, would I be able to give two different factions different sprites for that one class? Or would I have to have a single class linked to a single sprite.
  18. So... I was just going to stick a character into my map, have them run around a little, test out how far it takes to get across, nothing fancy. No text, no reinforcements, no talk commands, no anything except load ally character here. And... EA won't let me do it. It keeps giving me this: My event file: Anyone have any ideas what's going on? And yeah, I'm new (and kinda bad) at this.
  19. I was just wondering if it was possible to implement a three tier promotion system. Like, in Radiant Dawn. Except in FE8. You would probably need to expand the class table a lot, not to mention edit the trainee class promotion behavior. So, yeah, is it possible? Maybe with FEXNA? Shadowflare
  20. So I've found some tutorials on how to change the animations of existing classes, but how do I add more classes to the class registry? What do I need to do if I want to add T3 classes or more monster classes? Pointing to the things I need (walking sprites, class name, generic portraits, animations) in nightmare would be easy enough, but how do I insert this into the game and expand the possible nightmare entries? Thanks in advance.
  21. Hello everyone! I'm relatively new to the forum and I'm making a FE8 hack. It's not too ambitious, just basically vanilla FE8 with some new and rebalanced classes, extra weapons, extra supports, much harder difficultly, and eventually (if I can figure out how) a few more chapters. I don't want to go down in ROM history, just create a better alternative to regular FE8. Re-Balanced difficulty and class changes. AKA, the bulk of what I'm doing. Things done already are highlighted in Green New Content AKA Stuff I largely don't know how to do yet. As you can see this is a huge undertaking, and I don't expect to finish it all. I'm going to use available animations for all I can, and maybe beg help for the animations that don't exist yet. There are animations for the halbardier class I want to use, but the link in the animation resourse thread is dead. I also once saw a video of a swordwoman attacking with a mauth dog that I want to use for Velour, but I don't know what the deal is. I hope to be able to work out a deal with people who can help me. I can write smut for you perverts if you give me what I want Right now I've increased the difficulty of the presplit and about four Erika route chapters, but that part is the easiest thing I have to do. Any feedback you folks can provide is much appreciated.
  22. So, I really like big maps. Like, really like big maps. And I was thinking, why not try to make a full on custom, except with giant maps? I'm not exactly sure of the exact tile limit (although I am sticking to 1500 max), but I'd thought it'd be fun, especially with the world map feature in FE8, to try to literally create the continent from scratch, then have it come to life via the individual chapters. I haven't really done much yet, nor do I have much experience, but I'm pretty darn psyched by this idea so... Thoughts? Feasibility? ~Shadowflare :)
  23. I had a bright idea on amping up late-game monsters in FE8 for a personal monster romping good time, and I need to edit some monster loadouts to make that possible. Short of going through each chapter in Nightmare and editing each monster's loadout individually, is there any way to set a creatures' loadout by class? Taking it one step further (or in the complete opposite direction), is there a way to randomize or implement %-based loadouts? Say, 50% that a bonewalker gets a Brave weapon?
  24. Well, everyone else is doing one and the game's relatively short so hell, I might as well throw everything into the blender and see what transpires. Using the same settings as Klok's LP so...let's get this random party started! [spoiler=Prologue & Ch1: Monster Quest] Yeah, I'm no weakling. Go big or go home for challenge I say! Someone hit the red button and changed everyone. Names, classes, you name it, the jerk that hit the red button likely caused it. Apparently the enemy hates monsters. I suppose they aren't anyone we know, right? Oh hey, there's a king...who was really a monster this whole time. That being said, he doesn't seem too bad. That speed is likely going to lead him into being doubled before long, meaning he's going to need to travel very carefully as the game progress, but good starting magic & resistance scores means he's no slouch at dealing damage right out of the gate. Being a flyer gives him some utility too, allowing him to reach important points in a map before anyone else potentially. If one king wasn't enough, how about two? Fado's having none of this dying bullshit on his home turf and he too turned himself into a monster. Lots of move, acceptable bases. Should be able to help Hayden mop up the joint if needed. Just a reminder that Hayden isn't very tanky right now. Since I want to feed him as much experience as possible, I'm going to have to get a bit crafty. By crafty, I mean Fado stands in front of Hayden and trades his weapon away to him so he can act as a giant monster-esque wall to which the enemies will have to put in some serious work to break down. Like so. I've got six Vulneraries to burn so Fado can keep on tanking hits like this. Not much needs to be said about my strategy here. Hayden keeps plinking away while Fado uses a Vulnerary so he can keep up with his tanking duties. Repeat until Hayden drops the two nobodies. You know, assuming he can hit said nobodies in the first place. After a good 4-5 rounds of a giant eye nuking things, there's only the leader and...oh god that's another monster, haha. So I'm 3/3 on player units & bosses being monsters. I'd love to see this keep up honestly. In any case, O'Neill has a ton of speed, enough to double the two monster kings, but he's no stronger physically than his lackeys. All this means is that Fado will likely take 6 damage a round compared to 3 damage. Fado rushes forward into a forest and pops another Vulnerary as he's going to be tanking again. Monsters wanting to kill other monsters...oddly amusing to be honest. That high speed does mean O'Neill will be a bit tricky to hit, but luckily for Hayden, he nails both of his attacks over the next two turns, killing O'Neill. Considering he's gotten all the kills thus far, something else happens... Hayden's first level! Not that bad actually since he can now hit harder and be more accurate, two things he'll sorely need if that speed is anything to go by. Eirika really needs to lay off the drinks because monsters are appearing everywhere, but whatever, chapter 1 time now! Not much to say about the start here. Fado uses his turn to take back his Demon Surge weapon since I'm going to need him ready for offensive strikes if needed. Meanwhile, Hayden gets as close to the Soldier's attack range without being in it as he can. He'll take a hit most likely from the Fighter in the next enemy phase, but he'll be fine. I think he's even seeing through this whole farce...or maybe he's drunk too, who knows? You didn't miss much here. Just Hayden trading blows with that Fighter. Reinforcements for us, but obviously they aren't who they say they are. Oh hey Ephraim, fancy meeting you this early. Problem here is that his magic is abysmal and he's not that much faster than Hayden. Hopefully his growths don't disappoint. Please please please have awesome growths Saleh. Amazing bases, high move, and a flyer to top it all off. Ephraim's 2 magic just hurts him so badly. He needs to feed off of very low hp enemies if he wants to get anywhere. Saleh though kicks all kinds of ass. Give him some Vulneraries and he'll likely be able to fend for himself if needs to fly somewhere dangerous. Fado wipes out a Fighter while Hayden finishes off the Fighter he counterattacked last turn, picking up the same level he got in the prologue. Enemy phase highlight right here folks. Saleh promptly kills the foolish Soldier on his counterattack. Saleh still owns face as he continues to either ORKO or OHKO his opponents. He grabs a bit of an underwhelming level after counterkilling a Soldier, but whatever. Strong bases ensure he'll be pretty good up to at least lv8-10. Oh sure, more random mooks to slay. Going to let Ephraim lure in one Fighter and do some damage via a counterattack with everyone else out of range and ready to pounce on the enemy trio in the next turn. Some people can murder well enough. Others would murder if they could actually hit their targets. That's why Fado's here to correct said failure to murder. You didn't miss anything on the enemy phase aside from the Soldier & Ephraim trading blows. The Soldier is weak enough that Ephraim can finish him off on the next player phase, leaving only the boss to deal with. Another monster as a boss, fantastic. Too bad he sucks besides his modest hp total. Between just about everyone getting in some random hits for lulzs and unneeded rescue shenanigans (Fado rescued Saleh just in case someone wanted to attack the boss at melee range), the boss falls to an attack by Hayden who picks up another level. No magic in this one, but he gets some precious hp which is just as important. He then seizes on the next turn. Ephraim confirmed to be a secret agent working undercover without the girls noticing. That concludes this update. [spoiler=Growths & Comments (Hayden, Fado, Ephraim, Saleh)]Hayden's growths: Hp: 15% Luk: 20% Mag: 80% Def: 0% Skl: 100% Res: 80% Spd: 20% Eh, he's going to become more and more of a liability as the game progresses with those kind of hp & spd growths. Not as worried about him having no def growth as that simply means he'll need to ensure that there's no physical bearing enemies near him when he ends a turn. Fado's growths: Hp: 25% Luk: 30% Mag: 0% Def: 45% Skl: 60% Res: 95% Spd: 75% If there's a 0% in someone's growths, it had better not be in a stat they're going to need desperately. Fado clearly didn't get this. Hopefully the enemies don't get too resistance blessed later on. Alternatively, I get another Gorgon that rocks the house down the line. Ephraim's growths: Hp: 45% Luk: 35% Mag: 25% Def: 35% Skl: 55% Res: 70% Spd: 50% 2 magic with a 25% growth sucks, but his other growths aren't horrid. I guess I'll give him a chance and see if he gets enough lucky magic level ups for himself. May even consider promoting him if I don't run into a staff user quickly enough, just to have a staffbot available. Saleh's growths: Hp: 105% Luk: 50% Str: 25% Def: 0% Skl: 45% Res: 0% Spd : 15% Dammit Saleh, I thought we had something special going on here and you decide to have god awful strength & speed growths. Even so though, his fantastic bases coupled with flyer capabilities means he should stay relevant for awhile.
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