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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

@Aurora_Paradox: The Dryad Sanctuary is an optional area, and the player's free to tackle it when you wish, which is why the enemies there are a little harder than normal. I'm thinking of changing that though, and making all optional areas in the game scale in difficulty to the player's level (mainly so you can put them off until much later and they'll be just as challenging).

If I need some testing, I'll let you know. You might be surprised about the Legionwood 1 character, actually :)

And I must say, I like the battle theme, too. The credit goes to an artist called NemesisTheory from Newgrounds.

@ThePie: I kind of feel like a side view battle system is unnecessary, as implementing one would likely cause incompatibilities with my current battle system, and hence break the flow that I'd like to maintain.
I'd say I'm at ~20% completion at the moment.
Hey everyone,
It's come to my attention that the game folder I zipped up for upload was the wrong one, and was missing a lot of the files needed to run the game. Without these files, the game will constantly crash.

If you downloaded this broken version, please re-download, as I'm re-uploading with the correct project folder as I write this.

Sorry for the inconvenience!
Any idea on when you will update next ? Thanx !
Not at the moment. I'm currently finishing up my novel and negotiating a contract for it, so I likely won't touch Legionwood 2 until that's done.
Well then Good Luck on the contract !!!

I finally got around to retesting this game. I progressed until the dryad and then crashed. At that point I realized I didn't have the latest version installed, so I corrected that. It does however seem to me that the latest version makes things easier.

Currently, my class loadout is Warrior, Rogue, Rogue/Gunner and Magus/Cleric. This seems to be my most powerful strategy so far. The logic is that the gunner has great skills, but poor attack, so I attach it's skills on the rogue class instead. The Magus often deals 80% or so of the enemy's max HP, so he can easily eat the damage loss that comes from multi-classing. The defensive hit can be compensated by equipping two defensive accessories. This results in a second offensive hit, but so far it's just working fine. I'll see if that strategy holds out for the rest of the game as well.

BTW, are you supposed to encounter the werewolf as a random encounter in the dryad's dungeon? It was with the second last version that happened though.
Hmm, no, you're not supposed to encounter the werewolf. I've no clue how that got set as a random encounter. In either case, I'll fix that.

Thanks once again for the class insights. The new battle system script may make things slightly easier, which will again call for a rebalancing; it seems to have slightly different flow than the previous script and since abilities now change the turn order, it's easier for enemies to lose turns.

EDIT: Have you been played around with the Threat items yet?
Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
My observation: an accessory that lowers 20% threat isn't a great deal, especially when you would have to choose it over the other accessories.

Threat works by adding together the total values of all party members and then each party member's threat rate is calculated from their individual value divided by the total.

In a standard setup, threat values are as follow: 100+100+100+100 = 400

Each character has effectively 100/400 = 1/4 = 25% chance of being targeted.

The Threat-lowering accessory (assuming you equip one) leaves things like this: 100+100+100+80 = 380

So the character with 80% threat has 80/380 = 21~% chance of being targeted.

I personally don't find the reduction very appealing - and with how strong enemy attacks are, I would rather just buy defensive gear for the weakest ones.

I would suggest a tank-oriented accessory that slightly increases Defense (less so that the Shield Earring) and boosts threat by around 100%, which I think is a better way to manage Threat: instead of reducing targetability of multiple, weaker characters, concentrate it around the damage tank. An ability to increase the user's Threat would be nice, as well.

The other solution would be to keep things as they are, but add inherent Threat values across all classes: for example, have 120% Threat for Warriors by default, 80% for Rogues and Gunners, 60% for Magi and Priests, and so on (being careful not to allow Threat to drop to 0%).
Just finished the Chapter One, thanks for all your effort !

Will be eagerly awaiting the next Chapter,

Good luck with your novel !
@Hesuf0: Hmm, good point. I really didn't do the math there. Anyway, as stated in the changelog when I introduced them, these items are only to implement VERY BASIC control over Threat. There will be more useful and precise items and accessories later, as well as some skills that manipulate Threat in the coming chapters. Threat isn't so important in Chapter One, but it will be more important later, and hence you'll be getting more means to control it.
Whoa! I've been waiting for this! :D Must try this out immediately!
Hesufo
I am pretty interested in hooking up sometime. Screw me.
1199
I'd actually find Threat pretty important (if manageable) cause enemies can beat magic-users down to a pulp with a single hit if I get unlucky.

Since you have a full party pretty much from the start, I think it would make sense to implement Threat management early on.
benos
My mind is full of fuck.
624
Even the normal battles are impossible that I just quit sometimes.

What are they, bosses? But, you're looking for hard, it's way over that point, sometimes
you get lucky. I rather die on a boss then some pesky monsters.

I do check on the classes options though. I'm at the Mines now, I just couldn't handle
more of the forests, even after the boss, ya think I would of leveled up more.

Besides the point, I enjoy the storyline.
Hmm, I'm not sure what to do. See, people like Crystalgate are saying they find the fights too easy, while you're finding them too hard. Logic says that I leave them how they are then, because altering them any more will make them worse.

That said, the game may be difficult if you're not using Threat and effective class strategies. I want the random battles to be just as dangerous as the bosses if you're not carefully thinking about each battle. Look up the strategies posted by the other players a few posts ago, and see if they help you.

@Hesufo: I might just add a Threat ability for Warrior classes and a more effective accessory in Chapter One after all.
The game was only to easy at the first version, where dual-classing was absurdly powerful and this version, where enemies seem to skip a lot of their turns. In all other versions, the enemies were strong enough to put up a good resistance. Sure, with the right class and equipment setup, you will have a smooth sailing, but I don't see that as a problem. The problem only comes if the game is easy even if you're playing poorly. I do think you should look over how turn order works though, something seems wrong.

I got a threat increasing armor and with that, threat seems good enough for bosses. I think the game multiplies different threat sources together, so if you combine the threat armor with the horn, you should get 225 threat. Against bosses, it's practically guaranteed to help. Random encounters don't last so long though, so I still don't see the point to bother with threat against them.

Anyway, my recommended strategy is to aim for two shotting the random encounters. Once you got enough fire power to do so, aim for more defense. With the right setup, you should be able to two shot the enemies while they need three attacks to down rogues and casters. Since you have four characters and the enemies comes in groups of three (so far,) that gives you some margin in case the enemies scores critical hits or some other problem arises.

BTW, I got a new crash in the latest version. It was against the Zolom. It used attack all and I counter-killed it with Lionel. After the attack bounced back and killed it, it still hit the rest of the party. The game crashed when it was Marcus turn to get hit.

Edit: I got a new crash, this time when killing a zombie with counter. The game doesn't seem to like it when you kill something with counter.

I also think I figured out what happened to the enemy turn order. You use the <ctb change: -x%> tags on skills that are supposed to be faster or slower. The problem is, that tag applies to the target. So each time you use Steal Item on an enemy, the enemy's progression towards getting a turn is pushed back 50% of the Max Threshold. If you have played Final Fantasy X, it's a similar effect to Tidus' Delay Attack and Delay Buster. You should use the <ctb cost: x%> tags instead.
Ah, that explains it! I see; it makes sense. I was confused as to which of those tags was actually the one I wanted to use. Still no idea what is causing the battle crashes though. I updated the script and everything! I tell you, I never had these issues in VX...
Some more observations:

Scan doesn't seem to work past the forest. It fails against any enemy starting from the mine.

Shouldn't physical attacks have Normal Attack instead of Melee as element? Otherwise, the "has no effect on normal enemies" drawback on some weapons becomes rather pointless. Warriors and Gunners can just use skills and Rogues will be dual-wielding.

Are bows supposed to be one-handed?

The Barbarian Axe is very powerful. The downsides does not really offset the massive attack boost. It's not broken though, just significantly stronger than the other options.

The Cursed Circlet however is very broken. The permanent toxify status deals relative low damage and since the wearer has a massive boosted defense and resistance, he/she can easily take it. The luck status loss has practically no consequence this early in the game. The state rate change may hurt though, but not enough. Mind you, with both the offensive status and agility gaining a 50% boost, damage output more than doubles.

General observation; the game has a lot of strategical depth, but not so much tactical depth. There's a lot to do to maximize party effectiveness and it's not immediately obvious what's the best choice (other than "really do use the Cursed Circlet".) Once you do enter a battle though, it is fairly obvious which commands you should choose, but it's no worse than in the average JRPG.
Hmm, I'm not sure why Study Enemies stops working. It's handled by a Yanfly script, and isn't evented, so there aren't any switches or anything that should be interfering with it. I'll look over the script and see if there are any monster ideas that are being blocked from being scanned or something.

Nah, the Melee element is designed in a specific way. I'm well aware of what you described, but my intention with those weapons was just to not have them work on normal enemies with a physical attack. I decided to still have skills work, because people I spoke to about it said that having their skills disabled would completely null any point of using the weapon. The special enemy weapons in Legionwood 1 worked in much the same way as this game. Hence, the Melee element (also the scan script only shows elements and not physical attack values, and so I had to make Melee an element to show resistance to it).

There isn't actually any one handed or two handed states for weapons in Legionwood 2. It's purely slot based. However, I will disable bows for dual wielding.

Yes, the Barbarian Axe is quite powerful. I won't change it though; it is fairly easy to miss if you don't steal from bosses, and a lot of people have missed it. I intended it to be quite a lot more powerful than any other weapons available at the time. That was the intention with it.

I'll definitely be tweaking the Cursed Circlet, though. I want it to be more dangerous to use (at least until you get the purified version in the next chapter).

Eh, I'm kind of happy with the game as it is now. It does have a lot of strategic depth, but not so much tactical depth. I'd like it to, but at the moment it's not any worse than any other J-RPG which falls in line with my intentions with the game, so...
author=Dark Gaia
There isn't actually any one handed or two handed states for weapons in Legionwood 2. It's purely slot based. However, I will disable bows for dual wielding.

You make a weapon two-handed by giving it the "Seal equip " feature. I don't however know of any way of preventing them from being dual-wielded other than to outright prevent dual wielding classes from even equipping it in the first place.

author=Dark Gaia
Eh, I'm kind of happy with the game as it is now. It does have a lot of strategic depth, but not so much tactical depth. I'd like it to, but at the moment it's not any worse than any other J-RPG which falls in line with my intentions with the game, so...

If you do manage to give the game more tactical depth later, congrats, you outdid 99% of the commercial JRPGs. If not, the game will probably be great anyway.
"cough" very tough enemies from the start to boss...i feel w3ak when playing legionwood 2 because whenever i go to every dungeon my characters always gets one hit..for example i'm in currently now in the Elder Forest and when the Rat attacks me it K.O one of my characters in just one round and also i'm in Level 4 please help how to adjust the classes in order to get pass through the difficult monsters in Elder Forest,Thanks...Loved the game so far!