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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?

  • 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!


@Dragoon HP: Thanks for offering your time, but I recruited a 10th person today and I think that should be enough. Don't worry, you'll still get to play the game when it is publically released.

@ginnn: Only a month or so now!
Just wondering, for your story in this game did you use any historical references?
Or is it entirely fictional?
It's entirely fictional, set in a fictional world, but it does reference and draw from the Roman Empire stylistically.
Have you any plans for passive abilities? Also will debuffs like poison be based on enemy health like most games or will it be based on the caster's abilities? I also think it could add some depth and strategy to battles if the duration of status inflictions were dependent on the user's stats instead of given a specific value.

Another thing that I thought of is how will battles be laid out? Will they be short and numerous or on the longer side with greater rewards?

I have no plans for passive abilities. In Legionwood, most anything you'd want out of a passive ability comes in the form of equipment. As for status conditions relying on the caster's stats... it's not currently implemented that way, but I like that idea. It'd probably take a bit of scripting to figure out though, so it may not be implemented in the first release.

The battles will be longer than most games, with more strategy involved but more rewards and EXP. I don't want battles where you win after three rounds of clicking "Attack" - Legionwood 1 was close to what I want from this, battle wise.
Attacking was kinda lame, though. Rather, mid to end game for Legionwood 1, I just spammed Power Bomb with my two magi, and a crit build dual wielder taking out whatever survived the first blasts, with level ups and focusing on increasing Int I could do this endlessly without rest. If the bestiary were better implemented somehow and melee doesn't feel as weak...

I don't recall using status effects at all that much. Mostly because the bosses had the 'contractual immunity' and such with usual boss types. Using them against regular monsters was inefficient ._.
Mages would, once they got Energy Bomb, deal more damage than fighters against mutiple targets, but that spell came rather late. Against single targets, like bosses, a dual wielding fighters using Double Strike would by far out-damage a mage. Prior to Energy Bomb, mages didn't have any multi target attack and were stuck with dealing less damage than fighters. I certainly don't think melee was weak in Legionwood. I didn't play the last patch though, so maybe things changed there.

However, I didn't use status effects much either. That is, with the exception of the stun that came with Yilane Slash, but even then I used Yilane Slash because it hit multiple targets, not because I wanted the stun effect. It wasn't only status effects that I didn't use, pretty much anything that didn't heal or deal damage was almost never used. Maybe it's because we power built out characters and could just plow trough the enemies that we didn't feel need for status effects. If that's the case, status effects may actually end up more useful in Legionwood 2 since it doesn't seem like I will be able to break the characters as much there as I did in the first Legionwood.
Eh, that's the intention. See, when I test played Legionwood 1, I actually did use status effects as I was testing if the game could be completed with an average, non power build party. Your mileage may vary. Game experience will always differ in games where you dont have set character builds.
author=Dark Gaia

I have no plans for passive abilities. In Legionwood, most anything you'd want out of a passive ability comes in the form of equipment.
Will there be a way to enchant equipment then to add extra effects or even stats?
As for status conditions relying on the caster's stats... it's not currently implemented that way, but I like that idea. It'd probably take a bit of scripting to figure out though, so it may not be implemented in the first release.
What about duration? Will it be static or will it be based on something?

The battles will be longer than most games, with more strategy involved but more rewards and EXP. I don't want battles where you win after three rounds of clicking "Attack" - Legionwood 1 was close to what I want from this, battle wise.
I fully agree. How will encounter rates be effected though? I'd hate to have to spend more time in battle then actually getting to the desired location lol.

I agree that the multi-target spells tended to be vastly superior to single target. Battles in LW1 for me always ended up being spamming whatever the strongest AOE spells I had. Maybe there could be a resistance to AOE type spells? For those units that tend to spawn in groups of 2 or 3 maybe they can get a resistance to it while the swarm types that show up in groups of 5+ don't?
Mm. One thing that irked me about melee combat in Legionwood 1 (and this applies to just about any RPG Maker game) is the seemingly less than stated accuracy. Having to sink points into Strength, Accuracy, and Critical felt like I was spreading out points in too many places, as opposed to just pouring everything into Intelligence. While it's true that spells can't really match the damage output on a single target, they'll also never miss, and 95% of the fights in the game will be against multiple targets. It's just convenient.
All RPG makers that I know of makes first a roll to see if you hit and then a roll to see if the enemy evades. Having a high accuracy decreases the chance that you will miss, but it has no effect on the enemy's chance to evade. So, if an enemy has an evasion of 10, at least 10% of your attacks will miss, no matter how many billion points of accuracy you have.

Personally, I would suggest not putting any points into accuracy and critical and just spam Double Strike instead of attacking. Skills have their own accuracy, so your accuracy stat doesn't matter while using them. They also can't score a critical hit. More importantly though, Double Strike has (or had at least) an ATK-F of 190. So, unless your critical hit chance is 45 or higher or you match the elemental weakness of the enemy, Double Strike has a higher average damage than the attack command. This also doesn't take into account that the points you had to put into critical can now be put into attack instead. By spamming Double Strike instead of attacking, the warriors are able to concentrate on one single stat, just like mages.

It's true that 95% of the fights will be against multiple enemies, but again, you don't have Energy Bomb for most of the game.
Hi everyone!

@Rainen: That duration of the status effects (at the moment) is based on a set minimum number of turns, and then a random chance to abate each turn after that (for example, Toxify lasts a minimum of 5 turns, then has a 50% chance of fizzling out each turn after that). As for AoE spells, my general rule this time around is that they will be weaker than single target spells, to prevent them being spammed. There will be more AoE attacks in Legionwood 2, than in Legionwood 1. You can't enchant equipment at this stage but that's a good idea (and possible in VX Ace). Encounter rates are roughly the same as in Legionwood 1.

@AntarcticTiger: Yes, that was evident because of the way RPG Maker VX's attacking formula was rolled. In VX Ace however, we can input custom formulas, so the rate of hits to misses should be better.

heyy i found bahasa on your legionwood 1 where u from dark gaia
I'm from Australia but I can speak it, so I used certain words in the game.
Played the chap 1 demo. Most major battles and resting at the inn - the screen loads extremely slow. When I entered the final cave, all players became invisible. I was still able to play to the end and finish. Great game so far - look forward to chap 2 !!
Hi Dennis.

The slow loading can probably be attributed to computer specs; I think Ace requires more processing power than VX does. If I can find an anti-lag script, I might try to add one in.

As for the issue in the final dungeon, I'll have a look, fix that up and upload a new version.

Thanks for playing!
I also experienced the all characters turn invisible bug.

I tried to put another character at the top in the hope to see what happens in the response to that bug. This resulted in another bug. He appeared in two places and Lionel did not appear.

The scene where you sleep at an inn and Lionel thinks about Clara (or whatever her name is) became messes up. I don't know how that scene is supposed to play out, but I do know there aren't supposed to be two Lionels. Felix wasn't there and while one of the Lionels may have been supposed to be Felix, the two Lionels were nowhere close to each other. One was in a room and the other in a hallway.

Overall, there seems to be a major issue with how many characters are supposed to appear.

The Shield Earring does for some reason gives a 30 attack boost on top of it's defensive bonuses.

Anyway, I gave my characters the following classes:
Lionel Rogue/Fighter
Felix Rogue/Fighter
Aelia Rogue/Gunner
Marcus Magus/Cleric

I may have used a less offensive focused group if it wasn't for the Shield Earring. This party pretty much tears the opposition apart. Although I must admit, you managed to give most enemies just enough HP so that they have a sliver left if I double strike them with this party. So, my party may not be that effective against randoms despite it's huge damage output, although bosses die very quickly (I think the last boss in the demo had somewhere around 6000-7000 HP and my Rogues were dealing about 500 points of damage each.) If you release a new version with the Shield Earring fixed, I'll try again.

As for the story, it seems to work well on a macro level, but not on a micro level. The overall plot with the war, the monster outbreak and the other element that the barbarians tells you about all seem interesting. However, the individual scenes are rather ineffective. I found it impossible to care about anything related to Lionel and his Clara and a lot of characters doesn't seem to do what they are supposed to do.
Hi Crystalgate. Thanks for playing!

I found out what was causing the bug with the characters: basically, in cutscenes, I make the player visible and use events for Lionel and the others (to account for the fact that I don't know what order your party is in and I can't disable it) and there were a few things that were confusing me with how transparency states work in Ace (I'm using a badly translated Japanese version). I've fixed that up now, and in the new version I uploaded a few hours ago, it should be gone, as far as I know.

As for the difficulty and balancing... I didn't use an offensive party like you did, so I didn't run into the same issues. It's likely I'll change the Shield Earring (it's not supposed to raise Attack) and add some more HP and Defense to the later enemies and bosses (those bosses were of moderate difficulty when I faced them).

In terms of story, you can definitely tell the focus is on the macro events. I basically have only inserted the scenes about Lionel and Clara to serve as a basis for the morality system that will come into play later on (I found it better to have Lionel have a catalyst than to just be a soldier mindlessly following orders; he needs to have internal conflict, and dealing with grief seems to work). I also thought I'd try to experiment with characterisation, as Legionwood 1 was light on it, but it obviously does need some work. I didn't really want you to care about Clara, as this happens within the first 20 minutes of gameplay; it's pretty much a catalyst to cause Lionel to have internal conflict, and I want you more to care about his relationship with Felix and the others.
The focus actually shifts away from the characters in the next chapter and onwards, since the introductory character exposition has been dealt with. I can definitely tell you that the story does center around the war and the other elements, just as Legionwood 1 centered around Castoth and the Swords. That said, I was more focusing on getting the game mechanics and maps done at this stage, and didn't pay much attention to the dialogue. The characters could probably be written more effectively, but my main priority was to get the game playable first, and only have it very roughly done. I'll work on it later.

Thanks for your comments.

EDIT: I'll have a new version up within the next 2 hours with the Earring fixed and Defense increased for enemies. Dialogue rewrites will have to wait until the next major release, though I'll likely be doing those too, depending on what feedback I get. I was hesitant to do micro characterisation in this game, and originally intended to focus on the world events only at first, I just wanted to see if people thought having a focus on the actual characters in the sense that Legionwood 1 lacked was "working" or not.