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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

Updated Version is Here!

Hey all! The updated version is here. It is 100% compatible with all save files from the previous final version. I would strongly encourage all of you to download this update as it fixes all the minor and major bugs (lag) present in the original final version.

New equipment has been added, so be sure to check out the "Equipment" tab on the game page.

When I make an update, I always want to be sure and include new content. I've added Notorious Monsters (NM's) akin to FFXI. Every region in past time now has a rare encounter with a monster that is slightly stronger than the normal monsters around that region. Defeating that monster is sure to bring great rewards to the player.

Here is a list of all of the changes:

1. The Treasure Game has no lag at all anymore. As such, the time given to complete the task has been reduced to 25 seconds. It plays much smoother now.
2. In Erdrich Forest, the correct path of west, west, south, east, north did not work the first time. In the new version, the path will work right away. (In the old one, you had to go any direction one time and then the path would work)
3. I reduced the HP of certain monsters in Erdrich, Rhemhage, Quevi, Yu'Tolio, and Persiva regions.
4. Lowered the MP Cost of Aldain's Frizz to 1 and Frizz is now learned at level 3.
5. Drop rate on certain monster materials have increased.
6. It is now possible to purchase an Emerald Ring (prevents silence) and Iron Cuirass before facing the boss of the Quevi region.
7. Some enemies now drop more gold.
8. The password in the pyramid has been changed so that it fits 100% on the screen.
9. A npc has been added that mentions what you should do in Yardrick.
10. The requirements on getting the Rhemhage Mayor to acknowledge your help and let you recruit Oruba have been lowered.
11. The weapon, Trident, poisoned enemies. It wasn't supposed to, so this has been removed. Now the high end spears (Slender and Holy Lance) now have additional effects on them.
12. It is now easier to find the battle with the dragon for the legendary quest for Ragnarok.
13. If you die to Kingsquid, your game is not messed up. Now it doesn't.
14. Aqua Rings reduced ice damage by mistake. It now reduces water damage.
15. There was a glitch involving Cardial Cove in past time when you re-enter it for a third time. All issues have been solved.
16. An issue involving warp locations you've reached if you open a current file then start a new game has been fixed.
17. It is no longer possible to re-fight the boss of Bariden.
18. Wicked Wizards in the legendary quest for Tuspimati have been weakened slightly.
19. Issues revolving around revisiting Cardial Cove have been solved.
20. The Queen not recognizing one tinymedal (from the House of the Legendary) has been fixed. An extra tinymedal has been removed.
21. Issues involving NPCs mistakenly calling the hero "Aldain" even if you named him something else have been solved.
22. The breeding combination "WATER + Taileater" now results in the correct monster.
23. The "Last Rite" Trial is now slightly easier to complete.
24. Aldain now learns "Taunt" at level 20. To coincide with this change, "Aggravate" has been strengthened and does damage.
25. Woman in Wyuto now awards the correct number of honesty/dishonesty points.
26. The abilities "True Will", "Empower", and "EerieLite" now function as intended.
27. The effects of the abilities "Drain Dance", "Magic Dance", and "Thor's Blade" have been strengthened.
28. All elemental slashes now cost 3 MP instead of 8.
29. The following abilities cost less MP: MouthShut, Numboff, Drain HP, Drain MP.
30. Fixed an issue with the battle background in Cardial Region.
31. Slowdown (on some machines) in Onyu (present time) has been fixed.*
32. Notorious Monsters (NMs) have been added to every region.* *

*Players who had the original final version and made it to Onyu will need to re-enter Onyu two times.
**Notorious Monsters appear as random encounters and will be a differently named monster that drops a rare piece of equipment (in most cases) and rare monster material. One of the drops will have a 100% chance and the other drop range from a 10% to 33% chance. There is a notorious monster for every region (in past time only).

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'
Download is up and running! :)
Yeah dude it's actually really blurry. Fiery turk on the other hand... is the only font and size combo that is pixel perfect on VX.

Also prexus that script did not work for me on VX.
Clyve
GOATSE FOR LIFE
1858
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.