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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

@rpgiberto:
Sorry the guard sequence is annoying you! The only guard that I've ever seen have the incorrect line of sight was the one in the basement (first one you have to get past) if caught.

If you would like, if you send me your file, I'll get you past that point.
As much as it pains me, I am now stuck. And I'm not sure if its a glitch or if I didn't get some kind of hint. I'm at Mount Wyubori, just defeated Lavaman and coming down from the place that's all lava. Right at exit however if i step out it gets me GAME OVER screen. I don't see any of the supposedly do not touch molten lava there, just the normal floor tiles. (i made a print screen if it's needed).

My computer is quite old and it lags, so I waited quite a while to see if there's anything to avoid but to no avail. I tried it two times with same results. I would like to continue playing, as you created one of the best Rpgmaker game ever. Truly breathtaking how much effort gone into it.

author=Orias_Obderhode
@rpgiberto:
Sorry the guard sequence is annoying you! The only guard that I've ever seen have the incorrect line of sight was the one in the basement (first one you have to get past) if caught.

If you would like, if you send me your file, I'll get you past that point.


Well it wasnt me who posted a problem with that particular part but just got trapped there too >/<
author=Loiosh
As much as it pains me, I am now stuck. And I'm not sure if its a glitch or if I didn't get some kind of hint. I'm at Mount Wyubori, just defeated Lavaman and coming down from the place that's all lava. Right at exit however if i step out it gets me GAME OVER screen. I don't see any of the supposedly do not touch molten lava there, just the normal floor tiles. (i made a print screen if it's needed).

My computer is quite old and it lags, so I waited quite a while to see if there's anything to avoid but to no avail. I tried it two times with same results. I would like to continue playing, as you created one of the best Rpgmaker game ever. Truly breathtaking how much effort gone into it.


I did my best to get rid of the lag of that sequence! On my machine and my testers/a few others, I don't get any lag there anymore. I'll offer up the same to you. If you send me your file I'll fix that. :)
I've put it to my locker after I couldn't find other way to send over on rmn. Hope that works for you. And yes I stopped playing at this part a year ago due to lag. It is much better now, but my computer must be even more ancient than the testers haha. I'm fairly surprised how smooth it is overall, nice job :)
Well i kinda found a bug or at least something u have to change, my pixi monster seems to ignore def from all the metal slime family, he always 1 hit kills them, its too easy to lv up with him.
author=rpgilberto
Well i kinda found a bug or at least something u have to change, my pixi monster seems to ignore def from all the metal slime family, he always 1 hit kills them, its too easy to lv up with him.


Its actually not a bug.^^
He only one hit kills them because he is equipped with the Savant Fists or Avengers weapon. Those are the only two weapons in the game with the "Metal Killer" trait. I do understand it can be kind of easy to level up with that, but considering some monsters have a greater EXP requirement than Oruba or Aldain and are late additions and the rarity of the medals, I felt like it was an okay tradeoff. :)
Updated the guides page with a walkthrough for the Persivor Prison area. I've also included the video below for convenience!



Hope this helps anyone who gets stuck there. :)
Yup, made a Ghostbane. I think I'll keep him. If for no other reason than an all-hitting metal-killer move on someone with far more agility than the metal monsters is just obscene. At level 25, he's pretty much a match for the rest of the party (who hit the low 40s leveling all those lesser beings to 15 >.< ) ... time to move on and finish up the regular game, get to the new stuff.
author=Varn
Yup, made a Ghostbane. I think I'll keep him. If for no other reason than an all-hitting metal-killer move on someone with far more agility than the metal monsters is just obscene. At level 25, he's pretty much a match for the rest of the party (who hit the low 40s leveling all those lesser beings to 15 >.< ) ... time to move on and finish up the regular game, get to the new stuff.


Very cool! I think you're the first player to figure out how to make him. :)

Ghostbane is certainly a very powerful monster!
author=Orias_Obderhode
Very cool! I think you're the first player to figure out how to make him. :)

Ghostbane is certainly a very powerful monster!


Was somewhat close before asking questions last week; had already worked out that his two parents were unusually difficult to make

I'd encourage anyone else to not use him (at least on a first playthrough) - his unique moves are VERY powerful, and most of the bosses that you'd think would be immune, aren't.

On the other hand, he's great for the post-game ... which is definitely worth a look to anyone reading this.
*Came to check on updates... Saw Repellant/Repel spell has been added* Yesssssssssss!!
Hey Orias,
Just finished my first playthrough. Loved the game, and thanks for all the hard work!

I had a couple questions:

* Really trying to make a Ghostbane... I tried breeding EVERYTHING I had in every combination... I tried every combination of Hargon, 1EyeClown, Gasgon, Haloslime and whatever else I have in my inventory (not sure atm) but I can't get one. How? Could I at least have a hint? I'd hate to play through the game again just to find out I took a wrong combination

* Loverain - how is the amount of HP restored calculated? Is it based on target's level? Int?

* The guy in the monster breeding center - says he'll give you an egg if you bring him a monster he's never seen before - I've tried every monster in my inventory, including the Hargon - but I can't get it. What do you give this guy?

Thanks again. Look forward to a response.
I got Orias to post a hint on Ghostbane (spoilered in a response to me on page 33); the key insight is that his breeding pair requires specific breeding of all 11 monsters available to you.

Orias let slip that one of the breeding pair is Torchtree, and your 3 optional guys should be Azuli, Pyuro, and Whiteking. What helped me further was the realization that Torchtree needed a boss in his ancestry, and since you can only get one boss ...


This unfortunately means, that if your only save has already bred a Gasgon and a 1EyeClown ... I believe you're out of luck unless you want to restart the game. Sorry. My advice would be to just pick up some other abilities that look good and feed them to your Hargon (who you might consider transforming through some of the pairs labelled with "+BOSS").

And anyway, using Arcane Bension (doubles your stats) along with Ghostbane's Polarity (halves monster stats and tries to inflict most status ailments - and generally SUCCEEDS on everyone, even bosses) does kind of make you immortal and wreck the fun of the game if you abuse it ... I kind of wish I hadn't.

For the others - I think Loverain (and similar) ar a % of MaxHP, and the egg question is answered in the guide PDF - beat Orias's avatar at the arena for the monster to trade (you can actually get one of three - the post on page33 gives spell lists); but you can only do this after winning the normal game.
author=EatingSteak
Hey Orias,
Just finished my first playthrough. Loved the game, and thanks for all the hard work!

I had a couple questions:

* Really trying to make a Ghostbane... I tried breeding EVERYTHING I had in every combination... I tried every combination of Hargon, 1EyeClown, Gasgon, Haloslime and whatever else I have in my inventory (not sure atm) but I can't get one. How? Could I at least have a hint? I'd hate to play through the game again just to find out I took a wrong combination

* Loverain - how is the amount of HP restored calculated? Is it based on target's level? Int?

* The guy in the monster breeding center - says he'll give you an egg if you bring him a monster he's never seen before - I've tried every monster in my inventory, including the Hargon - but I can't get it. What do you give this guy?

Thanks again. Look forward to a response.


Varn answered the questions quite well! The only one it'd be hard for Varn to know was LoveRain. The spell is guaranteed to heal at least 38 HP, and has a variance of 40, depending on your INT. It is also the only holy based healing spell (because in VX holy based means that if you are weak to holy, it heals more) so it will heal undead monsters a more significant amount.
author=Varn
I got Orias to post a hint on Ghostbane (spoilered in a response to me on page 33); the key insight is that his breeding pair requires specific breeding of all 11 monsters available to you.

Orias let slip that one of the breeding pair is Torchtree, and your 3 optional guys should be Azuli, Pyuro, and Whiteking. What helped me further was the realization that Torchtree needed a boss in his ancestry, and since you can only get one boss ...



Thanks for all the help so far. Still working on it. I really don't want to test this from trial and error since I already played through the whole game and I'd hate to play through again only to realize I'd made a subtle wrong decision at some point.

So here's what I have:


* Since Fire Sapling is required to do Torchtree, can rule out all monsters that require it to spawn (eg, Redslime, Redking, Basilisk, et al)
* Serpentia would require a total of 6 monsters, simplest being (Greatdrak + Templar); where Greatdrak = Dragon-starter + Dragon-breeder, and Templar = Skulrider + Starfish; which would require Demonite, Hoodsquid, HideEgg, and another undead presumably the honesty reward
* Protomech would require 5 monsters, with Brushead + AgDevil; Brushead from Gismo and Hoodsquid, and AgDevil from Demonite+Azuli into, Pixy, combined with DragonKid-trainer
* Rosevine requires Plant + Boss. Easiest here would be Dancevegi and BOSS (Hargon) from WhiteKing + Kingslime, latter from Azuli + Slime-breeder
* Alternate BOSS would be WhiteKing + Cloudking
* Cloudking can be made from Gismo + Whalemage, with Whalemage from Hoodsquid + 1EyeClown, the latter from Demonite + Slime-breeder. This would let you get a BOSS for the Rosevine/Torchtree without burning your starter
* Before I go too far, you don't need one of those post-game guys (from the "never seen before" guy to get the Ghostbane, do you?
So those are the most complicated monsters, now we have...

* Doing the WhiteKing/Cloudking Rosevine would leave open Azuli/Pyuro/Haloslime/DragonKid
* Doing the WhiteKing/KingSlime Rosevine would leave open Pyuro/Demonite/Haloslime/Hoodsquid/Gismo/Dragonkid

I think one of those two would be the best route so far, I just can't find anything useful to with Pyuro. He's not a terrible monster, but I can't figure out anything good to build him into.

What do I do now?
You don't need the "never before seen" guy - you can have GhostBane right after picking up the slime from Quevi, if you're enough of a glutton for punishment to level a dozen or so monsters to 15.

There's not much more I can say without spoiling it, and not gonna so long as Orias wants it to be a secret. I guess this:

You're following the same logic train I did almost exactly. You're very close. I'm (almost) sure there is only one way to use all 11 monsters, Torchtree, and the 3 optionals to get a mate for Torchy without "wasting" any (and reasonably sure that this is the ONLY way to boil down any starting 11 to any single pair) - if you find a mate for Torchy that flies, it's the one. And finally ... you've overlooked one very relevant combination in the breeding PDF - you'll know it when you see it.

Will eventually give a go, thank you for the game!
Um question, the buttons on the cardinal cove in the past seem not to work when I press them in order... er is that a glitch or am I doing something wrong? Er this is also the final update version