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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

Alrighty, so I'm done! I put about 7 hours into the demo, very very impressive! It almost feels like a love letter to Dragon Warrior 7 fans, which I'm most definitely one of. One quick question, then I'll get into the spoilerriffic stuff.

Are the demo saves going to be compatible with future demos and possibly the main game? If not, that's fine, can't wait to play more!

Anyways, ok, so I wanted to list a few things. None of them really break the game, nor do they make it too difficult, just some things I think you ought to know.

A: In the castle of Rhemage, you can walk onto the tapestries, and then into the backdrop of the castle. It doesn't net you anything special, nor can you break the game, but I think you should know.

B: The dancevegi's odd dance can, and will completely drain your characters of MP in the Rhemage of the past. It's not THAT big a deal, especially with the town nearby, but it did make it difficult.

C: Cardial. Just out of curiosity, was it inspired by the Hamelia area in Dragon Warrior VII? I've got to be honest, that was probably the most memorable area in DW7 to me, since I spent at least 10 hours griiiiinding there, haha. Gracos (as well as Gracos V) were SUPPOSED to be hard bosses...The boss of Cardial was pretty tough though!

D: Speaking of Cardial, I found it really difficult to grind there, namely because the heal slimes were making the battles last forever. Which brings me to my next point...

E: When everyone is holed up in the tower, you can't buy the new weapons or armor that were available in Cardial before.

F: Are you considering adding save points within other areas of the game? Or are you going to stay with the 8 bit feel?

G: Last but not least, when you visit Cardial in the future/present time, going into the tavern will cause you to go back to the past Cardial.


Whew, anyways, sorry for all the whining. I loved this so far, and I LOVE the fact that you used the DW7 music, it really fits, even with the 8 bit feel. Love it so far, can't wait to play more in the future!
I'm glad you enjoyed it, nesfreak64! I certainly did my best to recreate the feel of DW7, as it was one of my favorites as well.

I am hoping that the future versions of Legacy of the Lost will be compatible with current save files, but I can't promise it will. Sometimes scripts can cause errors unless you start over from the beginning. In the next demo though, I will give people the option to skip all the way past Cardial.

Let me try and answer those other questions too! :)

A. Good find! I'll be sure to fix it.

B. OddDance may be just a little over powered for that region! I think I'll change it to a single target magic drain spell.

C. Most certainly! I also enjoyed that region in DW7. I have tried to come up with completley original regions, but I was influenced by Hamelia. A Great Flood is also like the perfect way to wipe away a region too!

D. I might adjust some of the enemies. I originally didn't intend much grinding to be done in Cardial. The next coming region will make it easier to grind though since EXP from enemies will get a pretty nice increase.

E. I'll see about letting the weapons guy sell his things in the tower too.

F. Hmm... I can see where more save points would be a good thing, and not be all that hard to implement. I have planned for certain long dungeons, to have save points at certain spots, but my hope is making most dungeons not so long or incredible hard that a well stocked team can't handle it without dying. On a somewhat related note, I am trying to incorporate a better Game Over for the game, so that if you die, you can "respawn" at the last safe location you visited, losing half your gold. I found a script for this, but its not working as intended at the moment!

G. I've added the present bar for the future release. :)


Hey I get a black screen. The font is invisible on my computer; How's this fixed?
author=Radnen
Hey I get a black screen. The font is invisible on my computer; How's this fixed?


Hey! There should've been a font that came with the download, called PressStart2P. If you install that font everything should work correctly. :)
author=Orias_Obderhode
author=Radnen
Hey I get a black screen. The font is invisible on my computer; How's this fixed?
Hey! There should've been a font that came with the download, called PressStart2P. If you install that font everything should work correctly. :)


Yeah I got it working. You should add a readme to the game files so that someone who downloads it randomly can see what to do.

I'm planing on writing a review for this game, only if you think its complete enough? It's looking good so far.
I would be honored to have a review done of the game! I do think the game is in a state where it could be reviewed. There are currently a lot of features that aren't implemented in the version available at the moment, such as breeding, casinos, arena, and alchemy pot that future versions will have.

Perhaps a no-star review might work best, in light of several features missing and plans to clean up a few things. :)
It's actually looking hard so far. I died not too far into the game. Right after I put my mother away.

Basically it comes down to you just having one lousy attack and some weird need to grind early on. I'd prefer that you level up just a bit faster so that the early game isn't so boring. And I love RPG's especially dragon quest like games.

I died because I was at 1 hp left, and I used a Herb but the enemy attacked before I could heal. I dunno if you wrote the battle system from scratch but it'd be nice to prioritize the healing. Otherwise I'm wasting a 30hp Herb on my 24 HP, I tend to conserve by using healing at the last second so that I get a good enough fight out of the player character. I didn't continue because I got bored and left. Yeah I'm complaining about bad luck, but whatever. xD (I know it may sound like nit-pick but I don't remember hardly any game in which you die early on, even with bad luck). "Pidgey uses gust, goodbye bulbasaur" - just doesn't happen y'know?

Other than the combat everything about the game is perfect. From the dialog to the menus, the mapping graphics and sounds all come together wonderfully, and the 8-bit and 16-bit really do mesh very well. :) (A review is looking at the 4-5 star range).

Edit:
I went back and died a second time - the same exact way. 2 hp left used healing but the small dragon enemy attacked and knocked me out. Again bad luck, or is it? And I still didn't level up, holy hell how long does it take?

Edit:
I went over the bridge and there were harder creatures, being level 2 I didn't want to sit and grind but those creatures are hard! So, I waited until level 3 dipping into a hard creatures every so often. I then come across a PlantSlime that poisoned me. And that I must say is the end of the game for me. After healing at my house I was still poisoned. I had no poison cure items on me. And the person to cure poison is far away in a castle.

Also I die often in battle because I'm given one lousy attack; there's no strategy besides hit enter and pray. Yes I upgraded my items, but at level 2 there's ain't much. A rule of thumb: you make the game easier before it gets harder. As it stands the early-game combat is the worst I've ever played. But I have no clue into what it may become, it could be excellent?
Unfortunately, the beginning can be a tad rough, and I am considering changing the difficulty a little bit, probably by increasing XP/gold recieved. My thought process was, that you would do very few fights on the way to Erdrich Castle Town. Then, you view the CS with the doctor and would recieve just enough gold to buy either a Club or Traveler's Tunic from the shop (buying herbs or something of that nature is not necessarily a bad decision either). Better equipped, Aldain should be able to last 3-5 battles without need of much healing, going back to to the inn or item shop to restock and heal up when needed. Once you reach level 2, the enemies around this initial area will hardly pose a threat.

Then you can head off to continue the game. You'll need to be level 3 before attempting the first major dungeon in the region, but the process of reaching level 3 (going from level 1 to 3) should only take 10-20 minutes of battling (20 minutes is probably pushing it some), depending on luck.

You aren't the first person to tell me that it may be a tad grindy! I probably tried a little to hard to I guess lengthen? the beginning with a not too low EXP curve, based on my experience with the Dragon Quest series.

Just to make sure, were you battling with Sarah in the party? There is a bed in the house you can use to rest up damage recieved from encountering Azul Slime, but by having more members in the party, EXP gained from monsters will be reduced, splitting it among all members.

Hopefully its really not too frustrating! If it is, you can be certain it will be changed.


author=Orias_Obderhode
Hopefully its really not too frustrating! If it is, you can be certain it will be changed.

Yeah you should definitely change it; as it stands it's gotten impossible with the poisoning. The poison should deal like 1 damage every 3 steps. That way navigating such a large map would be a tad easier?

It's very frustrating because all you hit is Enter and you can't seem to counter or do anything else when a stronger creature, or creature combo like Big Bird and PlantSlime come (that combo can be invincible). I can guarantee you that anyone who has gotten past this has played far too long than is needed by grinding too much very early on, or are just very lucky.
Note taken! Adjustments will certainly be made in the next version. :)

EDIT: I also hate how poison works on the field. So far I'm using the default VX poison effect, and its pretty disastrous. Not only does it hurt way too much, it does it way too often making the screen flash an absurd amount of time. I'll see what I can do to fix this. Ideally, I'd want poison to hurt you maybe 1 damage every 15 steps.
Hey Orias im still playing this as im testing other games too but in the meanwhile i met up with some things in gameplay which might need changing.

I did have about 3/4 problems i encountered but cant remember them all but the two i do remember..

1) when you get the key from the bandit in the swamp cave around the early part of the game and you go to get the holy water from gustav i realized he takes back the key. This mean if you accidently used the swamp caves tunnel you get stuck in the tunnel as you no longer have the right key to get through.. whether this has been updated since i dont know.

2) i think someone above may have pointed this out.. the cardial part seemed pretty difficult.. the main boss especially.. i usually play rpgs day in and out but the main boss seemed highly over powered.. besides in the flooded tower you cant buy weapons.

all in all though i have enjoyed thus far.. nice job :)
author=jay185
1) when you get the key from the bandit in the swamp cave around the early part of the game and you go to get the holy water from gustav i realized he takes back the key. This mean if you accidently used the swamp caves tunnel you get stuck in the tunnel as you no longer have the right key to get through.. whether this has been updated since i dont know.

2) i think someone above may have pointed this out.. the cardial part seemed pretty difficult.. the main boss especially.. i usually play rpgs day in and out but the main boss seemed highly over powered.. besides in the flooded tower you cant buy weapons.


Thanks for the comments and suggestions!

I'll fix both issues! The concept that you could get stuck in the cave actually eluded me!
As for Sea Devil, he is a little overly powerful. I actually did a recent play-though because I added a script that messed up certain events, and when I came to Sea Devil I found him to be too hard. I've lowered his stats and ability use so that it is more of a fair fight.
I don't know if anyone told you this but you can walk on the flags and beyond in the castle in the north on the first island past part. also to comment on the beginning part of the game where people saying its too hard, I just have to say they must have never played the nes versions,for it was just like how your game is and that's what I love about it. I say keep it as it is as it is a love letter to the past.

Also do you think I should pick of dragon quest 7 for the ds?

author=Rolandknight
I don't know if anyone told you this but you can walk on the flags and beyond in the castle in the north on the first island past part.


It was brought to my attention and will be fixed in future versions, thanks!

I sort of liked the leveling curve as well, but I am considering changing EXP received by monsters just a little bit, without removing much of the old school charm.

I didn't realize they were making a Dragon Quest 7 for DS! It's such a massive game, but its awesome! I'd recommend it. :)
author=Orias_Obderhode
author=Rolandknight
I don't know if anyone told you this but you can walk on the flags and beyond in the castle in the north on the first island past part.
It was brought to my attention and will be fixed in future versions, thanks!

I sort of liked the leveling curve as well, but I am considering changing EXP received by monsters just a little bit, without removing much of the old school charm.

I didn't realize they were making a Dragon Quest 7 for DS! It's such a massive game, but its awesome! I'd recommend it. :)
yeah its been out for awhile now. wal-marts holds them as far I as know.
Finding that cave trap was totally by bad luck (or luck) lol because i decided to take it as a shortcut. Realized that dropping down a level with no way back up meant i had to reset game lol.

Also i dont find this game difficult, its just about right imo.. For me its just the cardial part that i found alittle overpowered.. had to grind 60-80 battles in the flooded tower for next level lol. So i think the idea of tinkering the exp would defo be a good idea. Maybe earn 2-5 more exp from enemies.. or 'alittle' less exp to level.

Either way gotta figure out what to do next, im stuck lol.
Beating Cardial is actually the end of the demo (you can get back to the Present and explore some of the unfinished islands though if you wish).

I will be releasing a new version of Legacy of the Lost in the coming months though! Hopefully old save files will be compatible, but I will have an option in the new demo to skip to the end of Cardial.
author=Rolandknight
I don't know if anyone told you this but you can walk on the flags and beyond in the castle in the north on the first island past part. also to comment on the beginning part of the game where people saying its too hard, I just have to say they must have never played the nes versions,for it was just like how your game is and that's what I love about it. I say keep it as it is as it is a love letter to the past.

No, because it got impossible for me. The very second you get poisoned early on you can't cure it by sleeping in the bed of your house. You aren't given any cure poison items. And so that's a recipe to die fast. (Walking all the way to the castle would kill me). That and there's no real skill but button mashing involved (in the beginning). I got bored if anything, the difficulty isn't too much a concern as it is when certain enemy combos come through or skills like poison acting on you pretty harshly. You have to have some serious luck in the beginning to get through it or grind more than you have to. I remember playing dragon quest myself and I never had that kind of difficulty, albeit it was on the Gameboy not the NES.
neato downloaded

party on fellow vx dragon warrior fangame maker
Hey ...
Any Walkthroughs yet in Dragon Quest : Legacy of the Lost?
^_^
Get stuck in the shrine maze ..
The Test of Wisdom .. :P LoL .. xD