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Warning: Legionwood 2 is for seasoned RPG players! This game is hard. We mean Final Fantasy III crossed with low level Dungeons and Dragons hard. Don't anger the dice gods.

Legionwood 2: Rise of the Eternal's Realm is a fantasy Role Playing Game (RPG) in the style of classics like Chrono Trigger and Dragon Quest and the long awaited sequel to Legionwood: Tale of the Two Swords.

Playing as an elite imperial soldier trying to protect their homeland, you'll get to explore a massive, fully detailed medieval empire filled with daring adventures, outlandish treasures and dramatic conflicts. Along the way, you'll have to contend with the likes of political corruption, zombie hordes, the onset of war and a game world that changes depending on your choices and actions. Will you be the one who saves Legionwood, or will you be the one who dooms it to an age of darkness?

Features
  • 15+ hours of classic RPG gameplay.

  • Dozens of minigames and sidequests to discover.

  • Hundreds of different character configurations.

  • Over 80 intelligent and dangerous foes.

  • Non-linear game that makes your choices count.

  • Six possible endings.

Legionwood 2 is an epic adventure spanning entire worlds and time itself for only $5.99! Purchase the game here.

Latest Blog

Legionwood 2 is finally on sale!

The day everyone a small group of hardcore fans has been waiting for is here: after almost four years of development, the full version of Legionwood 2 has finally been released. As of this very moment, the game is available to purchase from the Dark Gaia Studios website in all of its indie, SNES-style Role Playing Game glory.

As I’ve posted before, the game retails for $5.99 USD (even though I live in Australia it’s so much easier to handle online payments in American dollars) and you can pay for your copy via Paypal, credit card or wire transfer – it’s all handled securely through the game’s distributor. All purchased copies of Legionwood 2 are completely DRM-free and can be backed up on an external drive or transferred to other PCs with ease.

I’m also working on getting the game available through Desura and its associated portals. The Desura edition of Legionwood 2 is currently being evaluated and should be online within the next two weeks. By the end of March I’ll also hopefully have the game out on some of the larger RPG Maker portals such as Amaranth Games and RPG Maker Web as well.

I first started working on Legionwood 2 back in 2010 right after Legionwood 1’s release. After countless betas and even a complete rewrite in a new engine, I’m so excited that the game is finally complete and ready to be devoured by masses of hungry fans. It’s been an awesome ride working on this game and engaging with all the people who tested its various beta builds – without your feedback, it definitely wouldn’t be as good as it is today. I really hope that you enjoy Legionwood 2 and its epic continuation of the Legionwood canon.

You can start your adventure by purchasing the game or downloading the free demo here. Happy adventuring!

Posts

I tried fighting her again and she crited me a lot less this time. Though I did miss quite a few times it got balanced my Lionel negating quite a few of her hits. I also found that you can save wherever which is nice to know!

Also, Just to add this to the general knowledge pool in case it isn't already if you choose to watch the intro you can choose to rename the main character, Lionel. If you skip it it just defaults.
Ah yes, that's true. No worries, I'll just insert a rename option after the "skip" option.
While fighting the dryad or fairy thingy this occured. Script 'Ace_ChargeTurnBattle'line722:NoMethodError occured
undefined method 'charge_on' for nil:NilClass
EDIT: Also the second town when your sleeping in the inn, you can see your party in the room and talking to each other at the same time.
Swift shoes drag my agility way down.
When you cancel out to the fight or flee screen during a battle, chose to flee then go back to it again it crashes the game.
I'm still working on fixing those script issues. I'm not a scripter, so they allude me, but I'm going to have a scripter look at it for me. Hopefully we can get that fixed.

@bigtime: Ah, yes, I see. I have it set on 25% instead of 125%. I'll fix that immediately. Thanks.
author=Dark Gaia
It turns out that, by default, Magic Defense really matters in Ace. Characters with low Wisdom will get one shotted, while those with average Wisdom barely take a scratch from that spell. I might have to adjust the formulas.

Actually, the reason defense and magic defense makes such a huge difference in LW 2 is because you made it so that characters have much higher attack and defense stats than enemies, but their HP is way lower. This amplifies the effect of defense and magic defense.
Good point. That's generally how I did it in Legionwood 1 as well, but in this case, there's a whole extra stat to account for that really changes things.
The game got way harder now that accessories give percentile bonuses instead of set bonuses. I used to be able to slap on Protect Earrings on everyone and take pitiful damage that way. The Rogue/Warrior setup is no longer overpowered, nothing seem to be that anymore. I'll see how it works out.
Tell me how it goes. I thought I'd try it as an experiment, as I'd rather the game be hard than for it to be possible to get overpowered.

The idea with percentage based accesories though, is that they will become more powerful as the game goes on. In a new release I'm working on at the moment (which will also contain about an hour of new content after the end of the current demo) I've changed it so that you can equip two accessories at once, as they are generally weaker now.
After playing trough the game again, I realized there's even more test to be done.

Anyway, the overall decrease of defense mainly resulted in random encounters getting much harder. The bosses weren't that severely affected. The reason for that is simple, random encounters are fought in groups of three while bosses are alone. Imagine that the characters have 10 points of defense less. This means that they will take 20 points of additional damage from normal attacks. A boss will only get those 20 extra points of damage once per turn while randoms have the chance of dealing those extra points of damage thrice as often. As a general rule, changes to a character's defense will affect random encounters more than boss battles.

Most bosses were also less threatening than random encounters. The exception is the Goblin King and Zolom. Both have nasty area off effect attacks and Zolom can also one shot my characters if he scores a critical hit. The first time I encountered him on this playtrough, he did that about seven times and I only had five revival items. Next time he only did that once.

The Magus/Cleric build did for a while look like a new powerbuild. I had a smooth sailing with it against randoms. They aren't that much more fragile to physical attacks than a Rogue and they are almost immune against spells. They can also two shot randoms with a 0% miss chance. They do however fail against enemies without elemental weaknesses. Typically, they are good against monster, but poor against humans. There seem to be two more characters that will eventually join, so I can see switching characters in and out based on opposition, something that was pointless to do in the first Legionwood.

I need to do more testing with classes, but so far my impression is that all of them are useful and none are overpowered. However, the Gunner and the Cleric doesn't seem good as main classes, only as sub classes.

The game seem very random. A warrior will take very little damage from physical attacks, but a lot from spells. A Magus or Cleric is the opposite. Now, let's assume the player has two physical classes and two magical ones. During one encounter, the enemies may nicely use physical attacks against the physical classes and magic against the magical classes and during another, they may do the opposite. Bosses can also randomly decide to use two nasty attack in a row. The sheer unpredictability does add danger, but it also disables a lot of strategies.

When there aren't any reliable defenses, offense becomes the new defense. I can't rely on an enemy targeting a Warrior with a physical attack or a Magus with a magical attack. I also can't rely on status effects to actually land. However, I can rely on a dead enemy neither using physical or magical attacks. Thus, randoms really are an offense spam with healing thrown in. So while Legionwood 2 is considerable more difficult than most other RPGs, it's difficult in a way that disables tactics.
I didnt even use sub class. I had one of every main except cleric. My warrior could heal and that managed to suffice through the whole demo. I however loved the gunner solely because of attacks that lowered defense, agility, and an attack that hit everyone.
That's part of why I wrote that I needed to do more testing. I'm a bit biased against only using single classes here since that seems boring. But in terms of combat effectiveness, that's likely the most effective way to go. I suspect the Gunner is an exception though, it has great skills, but not so good stats, so I think I may get more power by sticking its great skills on another class. I'll test it some other day.
Yeah i see your point. Like i said i was able to use a warrior as a healer. My best character though was the Rogue offense wise. Dual equipping for hi attack and speed plus the gunner skills might make a great combo.
I've been wondering something: Why is it the townspeople don't really recognize Lionel much? The game gives off the feel that Lionel hasn't been there in years (it's only been a few months since he left right?)
@Crystalgate: From what you've said, the classes are now working pretty much how I want them to. Aside from tightening up the bosses a little more (which I'll do for the next release), it seems that the difficulty I'm aiming for has been reached. The only thing to do now is to fix the randomness of the enemy targetting; that's basically a matter of getting the coding for the Threat stat done (as if does exist in the engine and can be manipulated) and adding in abilities, items and equipment that adjust Threat. This way, you'll be able to direct physical attacks to your Warriors and magical attacks to your Mages, which will enable strategy.

Also, Gunner isn't a useless class as a main class. I use Aelia as a Gunner/Warrior and she does very well - equipping guns actually increases your evade and critical rates, and the Gunner has Agility and Attack in between the Warrior and Rogue, along with a high evasion rate and the highest critical hit rate of all the classes (it's 15% base, plus whatever you get from equipping the more powerful guns).

As for Cleric, its stats are essentially identical to Magus, except it has slightly lower Defense and slightly higher Attack. It's pretty much a duplicate of Magus.

@bigtime: Try dual wielding status inflicting weapons and using Bullet Time :)

@Rainen: It's uninentional. They're not really speaking to Lionel directly; they're more speaking to the party as a whole (the entire group), or Aelia, since she's the general. Thus why nobody personally addresses him. Though I'll probably make a few NPCs address him in the next release.

As for why the Senator doesn't seem to recognise him... He's a ruling class politician, and Lionel was a lowly soldier when he lived in Corinthe. It's unlikely Brutus would have known him personally.
Oh yeah sweet tactic. Dual wiel status and hit everyone. Sweet.
I finished the beta a few days ago and I'm looking forward to the next release.

I actually opted not use the sub class system and focus on the main class. In the beginning this does make the game a bit more difficult. However, by the end of the beta my characters were able to handle all the enemies they came across. You do have to careful in the Dryad Sanctuary. The twig like enemies can kill a character quite fast. Their attack might need a very slight decrease. The bosses were just right in difficulty.

The music you selected so far has been great. Especially the battle theme.

If you need someone to help test the next release I would be happy to help. I'm pretty sure I know which Legionwood 1 character will be making an appearance. I'm basing my guess off how Legionwood 1 ends.

Great game so far. Keep up the good work

I played the demo. REALLY good. But I still prefer playing Legionwood 1 because I like the Side-veiw battle system. I hope they make a sideveiw script for RPGMakerVXAce! :)

So Dark_Gaia, what percentage done are you now?