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"Can the remnants of our past lead us to a future...?"


Dragon Quest: Legacy of the Lost is a fangame highly inspired by Dragon Warrior 7. The game will feature the shard system and time travel aspect found in Dragon Warrior 7. The underlying story, however, is not the same and besides the time travelling portion, no plot sequence will be taken from Dragon Warrior 7.

STORYLINE:
“Join a story that spans the ages! Through a series of seemingly unrelated events, a young man finds himself in the middle of a divine conflict. Picking up allies along the way, the man will confront the darkness and bring back the legacy of the lost!”

The world of Araginol is at peace… or so it seems. As far back as the people of this land can recall there is little in terms of land. The continent of Erdrich is all that has been discovered by seafarers and captains of the seas…

“How can this be? Is it truly possible that the world be so small?”

Unknown to the people of the current era, Araginol had once consisted of several islands and continents. Through the power of the demon lord, the islands that occupied Araginol fell one by one, eventually leaving no remnant of their passing.

Just when it seems Erdrich has been spared from this tragedy, several unfortunate events begin to plague the land. It is up to you, the hero, to traverse the rifts of time and save the world from evil’s vile clutches!


CREDITS:
SCRIPTS:
Nelderson (RPGMaker VX Community) Ekras, Sojabird, Yanfly, Gexrox, Woratana, Fridgecrisis,
StorymasterQ, Synthesize, Ty, Diedrupo, Night5h4d3.

RESOURCES:
Square Enix
Dragon’s Den
Oran Gemeo (Logo, Title Screen and Game Over)
Myself

Latest Blog

The Final Patch Has Arrived!



The final patch for the game has arrived! Many players were looking for a larger post-game, like many Dragon Quest games offer, and this patch aims to add that extra challenge for players!

The patch does a lot more than add the final content though. It fixes many issues and makes many adjustments to the game to make it hopefully more fun for the player! I've put a lot of work into this patch and thanks to my diligent testers, I am fairly certain that it will be bug free!

The patch notes are pretty comprehensive. The details are either in the PDF file here or in the spoiler tags below. I hope you all enjoy the final update and patch for Legacy of the Lost!

Story Related:

- The final dungeons, “Temple of Earth”, “Temple of Flame”, “Temple of Water”, “Temple of Wind”, and “Saint’s Harbour” have been added. These story-related dungeons are only accessible after clearing the main game and are meant to be a challenge for the player.
- The post game scenario begins by entering your house after the game's conclusion.


Gameplay Related:

- The max level has been raised to 60.*
- In battle, status changes on characters now cycle through if you have more than 2 buffs/debuffs cast on you.
- Poison no longer lasts the entire battle.
- Many monster stats (representative of their dropped gene) have increased. Monsters that were deemed too weak for effort obtained or too weak at all have had all stats increased.**
- You can now change equipment in battle by pressing the “A” key on a character’s turn.
- A new Olian specific trial, “Runic Ward”, has been added to the Dharma Temple.
- The HP of many bosses has been lowered.
- In accordance with the above change, many bosses’ stats have been increased.
- Monsters in Esrarch, Yuria and Onyu now grant higher EXP points.
- Each arena level now has a recommended level specified by the class name.
- On the world map, red icons used to be random and mean nothing. Now they blink and indicate a shard left to find.



Item Related:

- A new category of weapons, “Monster Claws”, have been added.
- It is possible to see a better comparison of weapons and armor in the shop window by hitting the shift key.
- Attributes for many weapons and armor have changed. Two-handed weapons, in particular, have become noticeably stronger (to see changes, go to equipment list on main page. Changes are in red).
- Text help for items now scroll if the description was too long. In accordance with this change, weapon and armor descriptions now display more information to the user.
- Drop rates on most items have increased. A select few have decreased.
- Most enemies drop more gold.
- New post game equipment has been added. In accordance with this, new monster ingredients and recipes have been added.
- Price of torches has been reduced from 400 gold to 220.
- Drop rates on most Notorious Monster’s second item has increased to be no lower than 33%



Skill Related:

- All spells are now represented by an icon that depicts spell type and element.
- Text help for spells now scroll if the description was too long.
- All human characters learned several new abilities.
- Two of Aldain’s abilities have changed: “Sizz -> Firewave” and “Rainslash > Fury”.
- The following abilities changed in function/potency: Thordain, Thor’s Blade, Drain Magic, Frizzle, Kasizzle, Kacrackle, Kaboom, Flare, Blizzard, Blood Rite, Oomph, MegaMagic, HighJump, Ramming, Dodge, Sacrifice, Megaslash, Gigaslash, Darkbolt, Absolution, Opposition, Polarity, RockThrow, Evilslash, MPass, Mysticism, Absolute Zero, Thunder Roar.
- Added a spell, “Teleport”, that takes you make to the Great Shrine regardless of location.
- The following abilities now learned at different levels on Olian: Return Will, Detox, Envision, True Will, Purge.
- Missing spells because you have an old version has been addressed with the “Skillset” items available in the Great Shrine if your file is deemed an old version.*
- The “Oomph” spell is now just as strong as TwinHits.



Other Changes:

- The sprites for the main heroes (and a few other NPCs) have changed.
- A new item, “Repellant”, and a new spell, “Repel”, was added to prevent monster encounters.
- The achievement “The Ultimate Mage”, that required you to attain an essence of MegaMagic is no longer an achievement. Instead, the achievement is “The Ultimate Hunter” which requires you to defeat every notorious monster. This was done so that it is possible to get all achievements on any playthrough.
- A NPC very early in the game was added to make mention of the “Who Needs the Church!?” achievement.
- It is now harder to obtain Teal and Violet Medals. In addition, Metalys and Metabbles now run away at a higher frequency.
- The monster, Dragos, now joins at level 8.
- The brightness of tiles in the arena (present time) / treasure game have been lowered.
- Doors opened by the thief’s key / master’s key are now color coded. The only exception is that the prison doors in Castle Persivor (opened by master’s key) are still gray.
- Certain NPC dialogue in the present has changed to make it less ambiguous on who may want to go to Onyu.
- The dialogue for Melody joining your party has changed.
- Some tracks have been changed to create more musical consistency.
- Messages for some states have been changed to be less ambigious.
- The evasion parameter for all enemies has been lowered.
- The trainer who offers up her Slime to breed with you has been moved from Yu’Tolio to Present Time Quevi.
- It is easier to encounter the following monsters: Facetree, Grakos, Kingslime, Aiatar* and IceGiant*. Aiatar and IceGiant are only more common on the lowest level of the dungeon that they can be found.
- The secondary drop of Facetree and Kingslime have changed.
- A NPC has been added that mentions the optional treasure in Esrarch Tower.
- The Dracky NPCs in the Wisdom Trial are now ghost NPCs that don’t move.
- Any discrepancies involving the Monster Library have been fixed.
- A new NPC that sells monster essences has been added to the Abandoned Caves in present Esrarch (This NPC sells a possible six genes to you and can be encountered infinite amount of times)
- The music “Cardial in Crisis” no longer plays during battle for the Cardial Region at a certain point.
- The portals that take you back to the entrance in the Lyndbaum Mountain Range are now colored green, whereas correct portals are color coded blue. The portal maze remains unchanged.
- The “Safestep” spell now alerts you when it has worn off.
- The Achievement “Mystic Talent” now only requires you to complete 8 trials instead of the possible 10.
- The Achievement “I Cannot Live a Lie” is more lenient. You can now have one point in the wrong area respectively and still earn the achievement.
- The NPC innkeeper that is interested in moving on Onyu now has dialogue to make it more obvious.
- The following legendary monster accessories have changed in name: “Rosevine’s Grasp” -> “Rose Grip”, “Demon’s Volition” -> “Volivoir”, “The Eternal” -> “Agonizer”.
- The game’s font “Press Start 2P” should automatically display without having to install the font.


Bug Fixes:

- The window for spells learned has been resized when you level up – making sure that no spell’s name is cut off.
- A fix for missing Melody’s spells has been implemented. Now, she will have her full spell list regardless of what level perform the arcanist class change.
- The lag on some machines in the escape scene for Mount Wyubori has been alleviated. (It is still possible that some lag exists though).
- In the battle against Angsti, an additional check is performed to ensure Absolute Zero only goes off if the required conditions are met.
- Torch light is now always centered on the screen. In the old version, various locations would cause the torch light to go off center.
- Being able to solve the ice block puzzle in the Room of Rites in two steps has been fixed.
- Door leading to great shrine doesn’t reset to being closed anymore.
- The portal in Wyubori Volcano plays the intended shorter animation.
- Hopefully all issues where the hero is called “Aldain” regardless of your name have been fixed.
- It was impossible to clear the achievement “This is Yardrick (Past)!!!” if you cleared the present arena first. This has been fixed.
- When crossing a certain area in the shrine, Aldain’s graphic would reset to default regardless of costume. This has been fixed.
- Many NPCs incorrectly referred to the Phoenix as Pheonix.
- Issues with final battle 1 and 3 as a result of failing the battle / the timing in which you killed certain bosses / and re-challenging the boss fight upon game completion have been fixed. The issues involved certain bosses being locked into a set attack phase and the final boss being harder than he should be if you cleared the game.
- In the battle with Gripevine, his “burrowed” form caused him to be weaker. This has been corrected.
- You can now sell to the weapons/armor vendors in Onyu (Present Time).
- Various typos have been fixed.
- It is no longer possible to fight Deathtrap and Killjoy Slime before clearing Quevi.


If You Are Playing an Old File (Notice):

*If you are playing from an old version file:*

Even though the level cap has raised to 60, your level will stay at 50. In addition, any skills learned from the new version will not be learned naturally as you level.

However, you can still “level” past 50 and gain all the skills you missed! For files registered as old, several new NPC’s have been added in the Great Shrine. Head the where the saint’s plaque was located to find the ghosts of your past heroes. NOTE: Olian will only appear if you managed to recruit him. Also, when you clear the game, a monster ghost will appear that will grant an exclusive armor called monster mastery to replicate the effect of leveling from 50-60.

Leveling Up:
Each ghost will present you with a log item (Hero’s Log, Mage’s Log, Maiden’s Log, Cleric’s Log). When you use the item, it will perform a level check on how much experience is needed to reach level 51. When you hit the required experience, using the item will play the level up sound, display your stat changes and permanently increase your stats. The stat gains are exactly the same as if you had played the new version normally. Next time you use the item, it compares your EXP to level 52 and continues all the way to level 60. Note: If you gained a lot of excess experience past 50 on your old file, you may/will need to use the item multiple times to gain all of your hard-earned level ups!

Acquiring Missing Skills:
Each ghost will present you with a skillset item (Hero’s Skillset, Mage’s Skillset, Maiden’s Skillset, and Cleric’s Skillset). Using the item will replace your old skills with the new ones (Maiden’s Skillset also works if your old file caused Melody to be missing some arcanist spells). The game won’t inform you of changes, so check the charts below to see when you should use the item (it has unlimited use).

Posts

Woooooo! It's shaping up quite nicely in my opinion. I'm especially glad to see I'm not the only one who played DQ: Monsters (I had a level 99 Darkdrium with 999 in every stat 'xcept WLD >:D)

Also, don't forget that you can add a download link from your gamepage :> The advantage is that it's harder to miss, and when it's finally approved your game will appear on the front page. :>

Also, subscribed. ^^
If you want an 8bit looking font that doesn't look blurry I would recommend "fiery turk" size 24
@Miracle:
Thanks for the tip! I've got the download in pending now. :)

@Darken:
I think the pictures submitted may not be of the highest quality. The font doesn't look blurry in the game to me, but I can try out that font and see how it goes. Thanks for the suggestion!
You should use a Bitmap Font script so that the text is more authentic. I have one for RMXP which should work for RMVX here

You just create a font file like this one (FF6):


and put it in your pictures folder named 'font'
I saw this project and I was like, "Oh fuck yes, I'm totally- whaaaat... Dragon Quest SEVEN? The worst one in the series? Never mind."
DQ7 is the best one in the series what are you talking about!!!!
@Clyve:

Aww, lol. Well, if you like the series, you would probably like it. :)

Only part from DQ7 in it is the time travel aspect using shards.
I got to say I'm enjoying this game very much. It does remind me of the good old days when DragonQuest was called Dragon Warrior for the nes. Keep up the good work. but I did come up to I guess a bug when after fighting auzl slime again my chr goes transparent and stays that way.
I'm glad you're enjoying it, and good find! I'll fix that transparency issue right away. :)
Whoa, I'm a massive fan of the Dragon Warrior Monsters series and I want to reconstruct the first game with better graphics, actual story and keep the monsters perfectly in-line with the original game. You are the first one I've seen to accomplish the breeding and recruiting system, a sorely missing component.

The writing is ambiguous up top...did you finish implementing these systems? Where did you find the coding, or did you write it yourself? How close to the original system is it, and what are the limitations?
Unfortunately, the breeding system will not be 100% identical to DQM, but it will most certainly feel similar. Originally, I did plan to recreate it in its entirety, but it would require extensive coding to accomplish I would think. Here are the details of the system I plan to use:

===Breeding System===
Through various missions and sidequests throughout the game, you will be able to recruit monsters. There are a total of 12 unique base starting monsters, but you can only get 8 of these on a single playthrough. (In the screenshot, you see an evented join-up of a monster battler. It didn't involve Beef Jerky or anything like that, but there were conditions). At a certain point in the game, you will unlock the breeding center, in which you can breed two monsters together. There are also some monster masters that will offer a monster of their own to breed with yours. There is a total of 106 possible monsters, with 9 of them being exclusive to Dragon Quest: Legacy of the Lost.

===The Breeding Center===
The Breeding Center is the most exciting aspect of monster breeding. When you begin breeding, you select a monster to serve as the base pedigree. The base monster will determine the result. For example. if you breed a Dragonkid and a Spooky, you would get a Drakslime. If you had chosen Spooky as the base, you would get a MadSpirit. To breed, a monster must atleast be Level 15. The parent monsters will be lost upon breeding. In addition to receiving the offspring, When you breed a monster, you receive Skill Essences. Skill essences are a way of passing on skills to another monster. You will be given the opportunity to pass on the skills the monster is capable of learning. Essenced skills are not passed, however. Skill Essences will come with a stat requirement and are only useable by monsters.

Also, each parent monster will also drop one stat increasing item known as a Gene. This item will reflect that monsters highest stat and will be in varying degrees of +5~10.

*No monster learns more than 3 skills. But through the Essence system, you will be able to create a monster with a wide array of powerful and useful skills.

I had originally hoped to add the +1,+2.etc feature in, but due to how complex that would be without code, I decided to go with genes instead. That being said, I am sure it would be entirely possible to recreate the system, but with my limited scripting knowledge, I couldn't do it myself! I'm happy with how the breeding system will work in Legacy of the Lost, I think it'll definitely be a fun aspect of the game!
Very oldschool, how did you do something like this on VX.
@Ichimaru_Gin
The graphics are all custom, compiled for VX, or ripped by me. I used a program called PhotoFiltre to stretch the images to 32x32 without loosing quality. :)
so I can't seem to get that old man from the past to help clear out the vines... Its madding!
This is looking good.. Im stuck tho at the part where your supposed to get the moon flower from the woods. However when i get to the end of the woods i dont know what to do as the area keeping looping? did i miss something? is there an order or certain secret path im missing?
Rolandknight:
You just have to get Oruba to Level 2. :)
If you haven't got him yet, make sure to talk to every member of the village atleast once.

Jay185:
There is a maze path in the woods, very much like Zelda. To get the path, make sure you have Holy Water, have tried to get through the woods, and then talk to Rothberg.

This looks awesome, I've got to say. Dragon Warrior VII is my favorite of the DQ/DW games (though the NES IV comes in close!)

I like the 8 bit style, too, to be honest, I've always loved the DQ/DW NES style.

Couple of questions though...Just out of curiosity

A: Are you using the older Enix US spell/enemy names? Or the modern ones? I know it's a really minor detail, but I'm just curious. I'm still sort of getting used to them...Still muchly prefer the older ones.

B: Are you planning this to be HUGE in length like 7? Once again, just wondering, but from the sounds of things, you are!

Anyways, sounds amazing so far! I'm going to dig into the demo very soon! Also, subbed!
Let me answer those questions for you!

A. I'm using a combination of both the old and new names for spells. In general, the three basic heroes will use the new naming scheme for their spells (Frizz, Frizzle, Kasizzle. etc) whereas monsters will use the old naming scheme (Blaze, Firebal, Boltslash.etc).

B. Maybe not as huge as Dragon Warrior 7, but it'll be quite large! There will be 13 regions and the "final" part. I'm estimating the finished game to be well over 20 hours of gameplay, even longer depending on how involved you get with sidequests, breeding, casino games and things of the like.