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Found 122 results

  1. As we all know, certain classes are gender-locked in Three Houses. Pegasus Knight (I), Falcoknight (M), and Gremory (M) are all exclusive to female units, while men get Brawler (I), Dark Mage (I), Hero (A), Grappler (A), Dark Bishop (I), and War Master (M). But what if this weren't the case, such that men could ride pegasi and women could don the dark robes? Which characters would get a lot out of specific cross-gender classes? I intend this to be less of a competition ("who wants it most?") and more a brainstorming session ("how would character X do as class 3?"), so with that in mind, let's start with a couple! Linhardt as a Gremory. Regarded as masters of pure magic, this class seems a natural fit for Linhardt, who has boons in Reason and Faith alike. Gremory would give Linhardt the highest magic stat possible (+5 mod, notably higher than +2 of Dark Knight and Bishop), with slightly better speed (+1 versus -1 and 0, respectively) than the other two. 5 move would be a step up from Bishop's 4, but stil behind the 7 (6 dismounted) of Dark and Holy Knights. His damage output would be slightly worse than as a Dark Knight (no Black Tomefaire), but getting Black Magic x2 somewhat makes up for it (extra Excalibur is certainly welcome). Moreover, he keeps White Magic x 2 from Bishop, but loses out on Healing + 10, making his Physic weaker even after accounting for higher Magic (of course, his Warp is even stronger). Overall, I could see Gremory as a strong compromise pick for Linhardt - slightly less offensive than Dark Knight, and slightly less supportive than Bishop (unless you're just using Linhardt as a Warpbot, in which case, this is his best class), but better than either one at doing both. And, let's be honest, we all know he would slay in that dress. Catherine as a Grappler or War Master. Catherine is the only playable woman (sans F-Byleth) with a propensity for punching, so it seems like she's the one missing out most on access to Gauntlet-specialist classes. She could go back to Brawler, but that offers poor class skills and mastery (the same one, coincidently), so she'd probably prefer to train her fists either by staying Swordmaster (good stats, no seals required) or going Brigand (Death Blow, while great on any physical unit, synergizes phenomenally with brave weapons like Gauntlets and Thunderbrand; but it does require building her Axe rank from the floor up). Compared to Swordmaster, Grappler offers Fistfaire while losing Swordfaire, and Unarmed Combat while losing Sword Crit +10). She'll also lose Strength (+2 to +1) and Speed (+4 to +3), but make up for it in HP (+1 to +2), Dex (+1 to +3), and a movement range only rivaled among infantry units by Assassins. Mastery will grant her Tomebreaker and the Fierce Iron Fist combat art, which I would say far outshine this game's incarnation of Astra. It will take some work, and won't be as strong a Thunderbrand-wielder as Swordmaster, but I think Grappler could be a great pick for Catherine, likely on-par with Assassin (which, admittedly, she'll have an easier time reaching). War Master is even more of a stretch, but if you somehow get her Axe rank to B or above, she'll enjoy an unparalleled +5 Strength mod (and respectable +2 Speed), Faires in both Gauntlets and Axes, and an absurd Crit + 20 to all weapon types (take that, Sword Crit + 10). Achieving mastery is likely a pipe dream, but War Master's Strike is an effective Axe art, while Quick Riposte is one of the best skills in the game. And it's worth noting, all combat arts may see their damage boosted, thanks to Catherine's major crest of Charon. War Master may just be Catherine's strongest infantry option (I know, you can train her in lances and flying so she goes Falcon, but punching people is too fun, dammit!), if you're willing to put in the work to get there. Anyway, what do y'all think of these analyses (I recognize that I could have considered a lot more factors - personal skills, class growths, personal bases and growths - but chose to ignore those, for the sake of brevity)? And what units would you like to consider, in classes previously forbidden to them? Let me know!
  2. I'm curious as to which classes most Morgans tend to finish up as. I know from persoal experience that every Morgan is different and if I did miss ANY classes please tell me!
  3. Name the Class name Base, Promoted, Tier 3, or unique class? Weapon types Growth bonuses Promo bonuses (if there is a class below) Horse, Pegasus, or infantry? Movement (Optional) Class line
  4. I have been working on a builds 'optimizer' type calculator that can systematically and automatically suggest the best class for each character. It started as I was planning my team for a NG Maddening run, found myself kind of enjoying the process until I ended up where I am, with this calculator lol. So I thought I'd share some of the results to get some feedback and thoughts on my calculator. I don't know if something like this already exists so if you know of one please do let me know! MINOR SPOILER ALERT: All non-dlc classes are listed, including unique story-related classes that only get revealed as the story progresses. Let me start by explaining what this calculator does (or at least tries to do) and how it works. First it looks at the growth stats of a character and adds them to the growth stat of each class. In the sample images below, these are the values in the main part of the table listed under the stats. For each level of classes (Beginner, Intermediate, etc.) it highlights in yellow which class results in the highest growth for each particular stat, just an interesting visual aid. So far, this is purely raw data: char growth (stat) + class growth (stat) Next, I assign a rating for each class for that character. Here I've come up with a rating made up of two parts: It evaluates how closely the growths for a class align with the character's natural growths. This part takes into consideration that some characters can be more flexible than others. A value is also given to the character's strengths / weaknesses in skills that are certification requirements for each class. The two parts are combined to gain the final Class Rating. Without getting into the specifics of how the metric is calculated, it can be thought of as: [class-char fit] + [skills value] = [Class Rating] Obviously this method will not be perfect. Firstly it is based almost entirely on stats. Meaning it ignores valuable non-stat considerations such as potential hero's relics, character unique abilities, crests, etc. It also does not take into consideration the base stats of a character. One nice thing about including a value for strength/weakness in skills however is that when a character is strong in a particular skill it usually means they will also unlock useful unique abilities down that skill line, or that there might be a useful relic they will be able to use. So I like to think that some 'wisdom' finds its way into the [skills value] part of the Class Rating. That's about it. Below are some sample results from each house. If this calculator does its job well, then the higher Class Rating value, the better that class should be (theoretically) for the character. The way to understand the class rating is not that it is finding the best class for that character. Rather it is trying to identify the class that best 'fits' the character's strong suits. This is done by considering the organically strong stat growths a character has as well as the skills they are strong in or have a budding talent in. It says nothing however about how good the class itself is, what benefits outside of growth stats it might bring, or how the class might fit in a builds progression for the character. Inevitably there will be a few eye-brow raising results. I don't think a calculator can ever supersede common sense and experience, but I think it does a not so terrible job as it stands. Oh I should also add that Class Rating values don't compare across characters. Meaning if one character has a higher rating for a specific class than another character, it doesn't necessarily mean they are better in that class. It could mean they are a better "fit" for the class, but not necessarily that they will perform better. Thoughts in general? Any suggestions? Feedback? Do you know of a similar calculator / optimizer out there already? Is there an interest towards getting an improved version of something like this? One thing I think can improve in the Class Rating is to include consideration for base stats as well, just haven't figured out yet how to best incorporate that. I think that alone would fix some of the oddities. Thank you for your time. Clarifications: 1. This calculator does not consider the progression path of the character. Masters classes won't consider what you chose for the Advanced or previous classes, etc. Another area where common sense is needed. 2. Comparisons of classes are done only within the same class level. So the rating of say, a Paladin, is not compared to say a Wyvern Lord. Each class level's ratings are ranked separately. This is another area where common sense has to intervene. If you want to CTRL+F jump to a character's results, here's the list in this sample: Byleth, Edelgard, Hubert, Caspar, Ferdinand, Petra, Bernadetta, Dimitri, Sylvain, Felix, Annette, Claude, Lorenz, Raphael, Ignatz, Lysithea, Marianne, Hilda, Leonie. Byleth: Edelgard: Hubert: Ferdinand: Caspar: Petra: Bernadetta: Dimitri: Sylvain: Felix: Annette: Claude: Lorenz: Raphael: Ignatz: Lysithea: Marianne: Hilda: Leonie:
  5. Hi, I typed the base stats from the main site for you to see things clearly: Great master: 19 hp 8 str 6 mag 6 skl 8 spd 5 lck 6 def 7 res 65 total Butler/maid: 18 hp 4 str 5 mag 9 skl 8 spd 4 lck 5 def 4 res 57 total Game balance? is that what butlers/maids get for being able to use shuriken? There are 8 base stats points of difference between 2 promoted classes while both are hybrid physical weapon/staff and great master has early access to a passive healing skill while butler/maid has to heal someone (so not attacking for that turn) to get heal back from the same level skill. Shuriken and daggers already hit like wet noodles. Then why this much difference in stats and why is great master as fast as butler while hitting way harder with more powerful weapons and being much bulkier, with countermagic as an anti magic skill vs tomebreaker that doesn't even break magic weapons (while countermagic counters so many weapon types) for what lv 35 skills are worth. I was wondering if I'd switch my Jakob to great master, but now I don't doubt anymore. Great master spits even more on butlers by having better growth rates (+10% hp, +5% str, +5% def) while keeping the same spd growth and loosing only to magic (5%) and skill (10%) (it means even total growths are 5% higher than butler). Why even create classes if there's absolutely no intent to balance them in the first place? I don't know, filler hurts a lot I think. Like how blacksmith and master of arms are replicates of hero with slightly different (should I say slightly worse?) stat/growth spread and different weapons (at least master of arms gets full WTC, which isn't blacksmith's case).
  6. First time poster to this place, long time visitor, so apologies for formatting. Anyways so I've been a fan of FE for a while now and recently got three houses and played it for maybe a week now and been just having fun and noticed something. So we are all aware of how Mounted units can't use Guantlets while mounted but am I the only one who finds it odd how the primary magic using classes in the game can't use gauntlets? So far only Nobles/Commoners, Dancer, Enlighten one, and Mortal savant are the only magic users who can also weild Gauntlets. Same goes for if you're trying to equip the unarmed combat skill, it'll let you equip it but you can't actually use your bare fist. Maybe later down the line we might get a DLC class, like maybe a Mystic or some sort of Martial artist class that can use magic kinda like a Brawling magus and what not?
  7. We all know canto, the skill innately possessed by(or exclusive to in the case of TearRing Saga) by all mounted units, but has anyone ever thought about what kind of skills armored classes should have as their base and exclusive skill? Let's face it, armored units need help alot of the time with armored status providing nothing but loss of movement, an extra weakness and often terrain disadvantages. Given how Armored Knights and Cavaliers are frequently shown as counterparts to eachother, it only makes for Knights and Generals to have a powerful base skill of their own, but what? The closest we've had to this is Generals, Barons and Emperor, but not the armored knights, having pavise in Genealogy of the Holy War. But that was exclusive to that game, came in too late for the playable units and might be too powerful for generic enemies to have. I'm thinking something like Vestaria Saga's adjacent guard skill or some sort of skill that provides armored units extra defense when they are attacked on enemy phase. I don't think either of those would be too powerful for enemy units. Any opinions on this subject? EDIT: Adjacent Guard is a skill in Vestaria Saga. It gives +3 defense and resistance to adjacent units and upgrades to +5 defense and resistance upon promotion.
  8. I was thinking of this for a while. Since Ylisse and Valm are the future continent of Archanea and Valentia, I do noticed while playing Fire Emblem: Shadow Dragon and Fire Emblem Echoes: Shadows of Valentia had some classes were completely absent in Awakening. I do know that Awakening doesn't use Third Tier class promotions since Valentia had them and this game does travel to Valm. I think the Third Tier class promotions were absent because Awakening uses the Class Branch Promotion. To my knowledge that I do know that Dread Fighter and Bow Knight were the only recurring classes in Awakening that were formerly Third Tiers to become as DLC for Dread Fighter and 2nd Promotion for Archer and Mercenary class. Does anyone know kinda wondered why some of these classes from Archanea and Valm where completely absent in Awakening? I do know that some games like Judgral, Elibe, and Tellius usually keep the classes that appeared in the first part later returned in the second part. I did seen some classes from Archanea were absent in Awakening were: Hunter -> Horseman (I definitely do know that Horseman class were definitely replaced by Bow Knight class since you need an archer riding a horse) Bishop (I definitely know that they were replaced by War Monks and War Clerics) Pirates Ballitician (But, we do know they did comeback in Fates) Freelancer (I definitely do know Freelancer is Xane's Exclusive Class since Xane is no where to be seen in Awakening) Rest of the Manakete classes except Divine Dragon and what Nowi's and Nah's Manakete as far as we know of (I think they might have been killed off sometime between Marth's/Alm's and Chrom's timeline) Emperor I did seen some classes from Valentia were absent in Awakening nor in seen in Valm as well: Fighter (not the Axe version of Fighter) Priestess Princess Rest of the Third Tier class except Dread Fighter and Bow Knight Brigand Arcanist (We don't know if they have relationships with Sorcerer class) -> Cantor Witch (We definitely know Duma was the one used Women in Valentia to become Witches, but they did made comeback in Fates) Rest of the Monster classes except Revenants and Emtombeds
  9. So, I made it to the timeskip and noticed that characters don't appear in their new clothes outside of cutscenes unless they are in a certain advanced class. So, I thought it might be helpful if there was a list of what class a character needs to be in to see their new look in actual battles. I only have the ones for Blue Lions since that is the only one I've played so far, so if someone wants to list the requirements for characters from other houses that would be appreciated. I believe the House Leaders are in their new classes at the start of Chapter 13 regardless of what class they were in before. Annette: Warlock Ashe: Sniper Dedue: Fortress Knight Felix: Swordmaster Ingrid: Pegasus Knight Mercedes: Bishop Sylvain: Paladin
  10. So the plan is to get everyone to C in Axes > Brigand for deathblow > Pegasus/Wyvern rider > Falcon Knight/Wyvern Lord? These three classes have insane growths and movement, why even bother with other classes besides one or two supportive mages? You can shift to Pegasus if low on Spd growths and Wyvern if low on Str. There is almost no penalty for doing this other than the early low hit rates of units with no Axe experience. It's fun to play but I think I'll be waiting on lunatic before I start another playthrough.
  11. Is there a way to accelerate the rate at which a unit masters a class?
  12. What classes can you be certain/deduce are returning in this game? What classes do you expect to see return for this game? And what classes do you want to see return for this game? Based on the trailer, I know there is a class called Aristocrat, which may be a variation of the lord class. We can also see from the formations that myrmidons are returning (unless those are mercenaries). We can also see that archers are returning. From the cinematic parts of the trailer, we can see cavaliers, Pegasus knights, and what presumably are fighters; given that they are shirtless axe-wielders wearing fur and blue kilts (as a fan of Scottish Culture, I do like the kilts). What other classes have you noticed from the trailer? Given that the MyUnit seems to be returning as the character repeatedly referred to as "teacher", I expect the tactician class to return, though likely modified or renamed. Given the importance placed on the continent's religion in the trailer, I expect priest/bishop to return in some form. I hope mercenary/hero returns, and I hope it has the blue tartan kilt that the fighters in the cinematic had. I also hope it has the red tartan cape that that sword-wielding character in spiked armour had (though I hope the spiked armour doesn't appear; I personally have never been much of a fan of spiked armour). I also hope that the warrior class returns as a promotion for the fighter class. What do you think? What other classes did you see in the trailer? What classes do you expect to see return? What classes would you like to see return?
  13. Silque is becoming one of my favourite characters in the game, and I was thinking about reclassing her with a fork so I could use her more in direct combat. What classes would you guys recommend? I have the DLC classes if that helps with things. I am mostly debating between Mage and Pegasus Knight, myself.
  14. Something that has seen changes in various games would be the designs of the classes such as the mercenary, lord, myramidon, mage, cleric, etc etc... what do you thing of the looks for classes present in echoes? what are your favs, what do you not like, any thoughts you have on their looks at all! for me I dont have much that i dont like about the design for the classes... exept for the dread fighter. to be honest its that... not sure what it is but the thing on their backs the big ol' mega chakram fire doodad I can see how it would add to them (makes them less bland or somtin like that) but it looks so weird! it really bothers me, but I'm no good at designing. As for a class I do like the design of would be the bow knight, if I have to choose one to talk about its bow knight. not much reasoning but I just find the armor and sleeve really pleasing to look at, doubly on Kliff and his victory animation!
  15. Sorry if it looks bad, graphic design isn't really my thing. All images from Famitsu. I would assume that you can jump around as much as you want so long as you meet the class requirements so it isn't really a tree. (i.e. If you had a myrmidon, you could train them in lances and riding to make them a cavalier.) I also don't expect there to be any way to reset your level back to 1, and you will instead just go from level 1 to level 40 or 50 depending on how long the game goes. (Similar to FE4.) *The skill icons represent what I believe to be the skills that you have to train to become that class, but not necessarily being the only weapons that class can use.
  16. What do you think the canon classes might be for the students of the Three Houses, based on the weapon types shown to be used by each student so far, as well as their overall design?
  17. I was considering running either a Dark mage, master ninja, mechanist, paladin, archer, cavalier, dread fighter or one of the knight(?) classes. I really have no idea; first file was a priestess with magic boon and luck or skill bane, it was decent as a support. For ref; female Corrin here!
  18. Which Fighter promotions do you prefer? Not much else to say.
  19. So, what your thoughts on having a game where no character have a class and they instead just use a specific weapon like in Heroes, except that they might have access to a second weapon or a new movement type upon promotion? I think it might open a more diverse set of characters. An archer would not have promote specifically to another class of just two options. Instead, he could become someone that wield a bow and lance, a bow and axe, or even just gain a mount and the bow itself. Meanwhile, his archer buddy might just promote to a unit with an entirely different set of weapon accessibility. Character identity would not be effected by this process either. I honestly think that the lack of classes would improve it. Here we have one sword fighter from a noble house; equipped with a skill that allows him to use rapiers and the legendary weapon and there, we have the gruff, buff warrior who is also a sword wielder. This guy would be wearing chains, rags, and large gauntlets to make him seem like a threat to his enemies. Hell, with the lack of classes, we could probably even have extremely tall allies and enemies. No one is bounded to the weapons their classes allowed them and their actual roles compared to what they do can be taken more seriously. (Actual knights for example that could use swords and lances and is not found wondering with a group of bandits for whatever reason. ) We could have mounted knights and lance wielding samurais. I personally could stop questioning the reason Lords have this specific class that no one else in the game have access to despite obviously being lords in other parts of the world. In terms of modelling and clothing, Intelligent Systems have a crap ton of funding and tech because of the success of FE Heroes and it's previous main stream FE games, I don't think it would be too much of a hassle for them to make a specific set clothing for each character. Hell, they can get away with people having similar clothing because of uniform standards and even keep the same general move set for the majority of the cast. (Although, I only guessed that Intelligent Systems had massive success. I'm doing a fact check at this movement. XD)
  20. Fates gave us a bunch of class dualities between the Europe-inspired Nohr and the Japan-inspired Hoshido to represent different cultural variants. Cool concept, but what if they made it possible for different culture factions to share classes, using different styles of armor following a particular layout code? For example, Fighters wear armor on one arm, but in Nohr that would be European plate while in Hoshido it would be more Samurai-esque panel. Or there could be a Greco-Roman faction with Gladiator-esque Fighters, or a Middle Eastern faction with Fighters that were more deserty garb, and so forth. Cavaliers would be mounted knights in Nohr and mounted samurai in Hoshido. Myrmidons would be fencers in Nohr and samurai in Hoshido. I'd thought of this idea for a Zelda/FE game where you have Hylians, Sheikah, and Gerudo each following clear cultural inspirations, and felt allowing overlaps with cultural distinction would make the classes easier to work with. So far however I like the idea of each tribe getting unique starting classes, with friendship class sharing like in Fates. Of course, this does make each faction feel less distinct mechanically, but each faction could get a different set of classes to which its own units have access. I suppose it depends on the number of factions within a given game; a title like Fates can handle distinct classes for each faction, but a game with 4-5 factions might have to resort to the aesthetic distinction.
  21. I hacked thracia to check the unused content and i found that the class lord knight (the class of sigurd in Fe4) have an incomplete staff animation (this class can use staves when is dismounted) and cause a softlock when i tried to use a staff with that class the next images are the selection of the staff, leif using the staff with animation and leif using the staff without animation (looks like he is attacking) i wanted to make leif promote to master knight or lord knight at the end of chapter 18 (i don't know how to do that) but the animations are imcomplete and cause glitches and bugs
  22. What are the best classes in the game? Why? I think we can agree the king of SoV is Dread Fighter. The loop, strong promotion gains, amazing abilities, and movement make it hard to beat. In addition, access to Zweihander gives them massive, consistent, damage output. How do other classes stack up though? I'm asking partially because I'm thinking of what to change all the mercenaries into before taking on the endgame but also out of curiosity.
  23. So we all know Barons are bad and are nothing but a hinderance, even more in the remake, I was wondering what fans would do to make the class worth it in Echoes: Shadows of Valentia?
  24. So, after finding so many who disliked Archers for their inability to counterattack on enemy phase (I love them anyway), I was curious to see what class you dislike the most, and if you want, what you would change about it to balance it with other classes. For me, that class would be Strategists. Valkyries I was okay with, I never loved them, and in Awakening, I always reclassed Maribelle. But I specifically hate Strategists, the unisex Valkyries from Fates. They just can't hit anything, which is frustrating because the payoff for training a healer is usually, upon promotion, they can participate in combat effectively, albeit without much security. It isn't just Elise, who I always bench because her skill growth is so bad, but I didn't want Leo in Dark Knight or Sorcerer, both of which also can't hit anything, so I tried him in Strategist. Nope. Still bad. He has utility as a healer, which is nice, but considering that in Revelations, Sakura was my go-to healer, that wasn't too helpful. Other times I tried Strategist included: Felicia (bad), Saizo (not bad, but much better as a butler, and awful caps held him back), Niles (never again), and Sakura (much better as a priestess). And going back to Awakening, I also tried Strategist Maribelle, but I hated it, because every single one of her caps was worse as a Valkyrie (with the exception of everyone's favorite stat, Luck) in comparison to Dark Flier, which suited her much better, because it was an offensive class and was simply better. To fix it, I would make them durable. There aren't any magic classes in Fates that can take a hit. Dark Knights are the closest, but really, they just have an HP cushion. A mounted unit should have better defenses than wet tissues, and should also be a little less concentrated on resistance because, it's clear that, if other mounted units are any indicator, horses have poor resistance :\ Strategists, and even Troubadours, could even bring back light magic, which would be awesome, and with their high constitution (although in Fates/Awakening that isn't a thing ) and possibly strength (again, mounted class) they would have no issue with carrying those tomes. With a lower magic stat in comparison to clerics, they wouldn't overshadow the cleric's supportive role instantaneously, either (Priscilla vs. Serra and Maribelle vs. Lissa, anyone) and with poor resistance, they could be less of a resistance sponge and more of a physical soaking magic class, something which is very rare, even though newer games are making it clear that magic will no longer be the go-to for damage because more and more enemies are given a resistance stat, and therefore not all magic units should be glass cannons. What class do you dislike and how would you make that class better?
  25. So, I'm wondering how to go about defining which battle and map sprites are associated with a given class. I'm trying to add in a female Knight to the Sum Patch to go along with female Generals, going into the "female Dismounted Knight" class slot. I've copied all the information over from the male Knight class (save for Class ID), and even set it to promote into the female General. The problem is, I have absolutely no idea how to go about setting which sprites the class uses, on the map or in battle. It appears to use the female General sprite in battleÔÇöat least, that's what shows up in the battle sprite box when the class is highlighted to be reclassed intoÔÇöbut it has no defined map sprite, and the game crashes when you try to back out into the main reclass menu after changing a character into it. Ideally, I would just set it to call the exact same files the male Knight uses for its battle and map sprites, but I don't know how to actually do that, or even if it's possible. I know Arch ported the female Cavalier and General classes back into Shadow Dragon, graphics and all, but I don't know what process he used to get the graphic importation and association working. If anyone knows how to do this, I'd greatly appreciate your wisdom! ÔÇŽAs an addendum, does anybody know if Soldiers in Shadow Dragon are flagged as being able to reach level 30, like other single-tier classes? I can't seem to find any conclusive answer to that.
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