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Legionwood 2: Volume One features a character advancement system focused around equippable classes and sub classes, available through the use of Yanfly Engine Ace.

This system is designed to preserve the high degree of character customisation that was an important feature in Legionwood: Tale of the Two Swords while also providing some sort of structure to build your characters around, which wasn't present in the first game. This means that character advancement in Legionwood 2 is still flexible but easier for less skilled players to utilise correctly.

In Legionwood 2, characters' attributes are determined by their class. By using the "Class" option in the menu screen, you can switch your characters classes at will. Each character is able to equip up to two classes -- a Main Class and an optional Sub Class.

Your character's Main Class determines their current stat growth pattern, the types of equipment they are proficient with and the Techs they are able to use. However, by equipping a Sub Class, your character also gains access to the Techs that can be used by that class (for example, a Warrior with a Magus Sub Class is able to use both Warrior and Magus techs) but they receive a 10% penalty to their stats in order to offset the extra versatility.

In brief, the system follows this process:
1. Equip a Main Class to determine attributes and primary Tech category.
2. Equip an optional Sub Class to determine secondary Tech category.
3. Incur small statistical penalty for using a Sub Class.

Using this method, tons of possible character builds can be generated and over 80 different party configurations are available.

There are eight classes in Legionwood 2, with the first five unlocked from the start of the adventure.

  • Warrior- Uses Techs of a physical nature and can buff Attack. Warrior characters have the highest Attack of all classes and also boast decent Defense and HP.

  • Rogue- Can steal items in battle and uses Techs that inflict status conditions. Rogue characters have a higher Agility value than any other class and are also able to wield two weapons instead of one.

  • Gunner- Can study enemies to reveal their weak points and uses Techs that are focused on hindering foes. Boasts excellent Luck and Evasion and lands critical hits often.

  • Magus- A powerful student of magic. Uses magical Techs that inflict elemental damage. While very lacking in Attack and Defense, the Magus' high Magic makes it able to inflict huge amounts of damage with its spells.

  • Cleric- Clerics crusade against evil. They can use Techs that heal and aid the party as well as harm dark creatures such as the undead, and are also decent physical attackers. The cleric has greater Magic Defense than the Magus.

  • Barbarian- Has the highest Defense and HP out of all classes and is second only to the Warrior as a physical attacker. Barbarians are built for defending and can utilise a number of physically oriented Techs that cripple the enemy's offense.

  • Ranger- Ranger characters are expert hunters and trackers. They are roughly comparable to Gunners in that they focus mainly on ranged combat but are also able to learn Techs used by enemies.

  • Shaman- Can summon elemental spirits to inflict powerful magic damage on all foes. Shamans are something of a mix between a Cleric and a Magus in terms of their Magic and Magic Defense, but they have a higher Attack stat than either of those classes.

Posts

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There needs to be a Paladin class >;o...j/k
You can get a paladin like class by choosing Warrior/Cleric, although I don't know if it would be a useful combination.

Anyway, let's take a look at the most straightforward class combinations. For physical attackers, the Barbarian/Warrior combination looks very appealing. That gives you the high attack power of the Barbarian and also access to the Warrior's physical techs. For mages, the Magus/Cleric or Cleric/Magus (the class with the highest spirit gets to be the main class) looks very appealing. That way you have access to both offensive magic and healing in one package.

Those two class combinations are the brute force builds. Unless I've greatly misjudged what the classes does, these are the best combinations if you just want to smash your way trough the enemies with offense and healing. The other classes looks more like finesse classes that you use if you want a more tactical approach. I'm curious to see if you manage to make what I called finesse classes appealing to use.
It's awesome to configure your characters anyway you want them to be, and this pretty much does just that! ^o^
Yeah, there's 72 class permutations (why did I call it combinations before?) so that's a lot of options.

In theory, the first Legionwood had far more options than that. In practice however, all options save a few were more or less intentionally gimping your character. For example, if you make a black mage, there's no practical reason whatsoever not to give the character healing magic as well. Concepts like black mage and white mage were therefore meaningless. So, this game may actually turn out to be more flexible in practice (although hardly all 72 permutations will be viable.) Sometimes less is more. It remains to see if the classes are properly balanced though.
@Crystalgate: That's what I was aiming for. It has less options than Legionwood 1, but each of the options is more structured and actually somewhat viable. (you'd be able to have a Warrior/Cleric for example, using equipment and stat boosting to cover the lower Intellect attribute).
Yes, I agree with you that Warrior/Berserker and Magus/Cleric are the most obvious initial brute force classes, but they are by no means the only way to proceed. In fact, if you used only these classes, you would find yourself at a disadvantage, as you wouldn't be able to do things like debuff enemies, inflict status ailments, steal items, or inflict specialised damage to specific monster types.
I would say that Conjurer, Alchemist and Ranger are more "tactical" classes and less essential than the others. But I've made sure that the options granted by having a Rogue combination are very appealing (better equipment via stealing, more Runecrafts via stealing, ability to debuff and inflict statuses etc) and Gunner is also a very appealing class to play (favouring critical hits and evasion while still being able to hold its own, attack wise, compared to a Warrior).
As for the classes being properly balanced, that's something I hope to test via having people play the game. Obviously, the way I play does not account for all possibilities. I've tried to balance them out in theory, but the actual nuances of each class will become apparent as people play. I'd consider it roughly like Final Fantasy V in that certain classes are slighly better or worse than others.
I realized that my second post makes no sense any more since you added a penalty to equipping a sub class. To make it simple, there are no longer any over-powered class setups (Rogue/Fighter used to be one) although there's a lot you can do with equipment to make classes more useful though.

Anyway, is anyone interested in a character build guide?
author=Crystalgate
I realized that my second post makes no sense any more since you added a penalty to equipping a sub class. To make it simple, there are no longer any over-powered class setups (Rogue/Fighter used to be one) although there's a lot you can do with equipment to make classes more useful though.

Anyway, is anyone interested in a character build guide?
Yes!
I think that would be a great idea! Crystalgate has played around with different builds far more than anyone else who has played the game.
In general: The first goal is to be able to two shot enemies. In some circumstances, you may be able to one shot them, but usually, you can't unless you're over-leveled. So, aim for two shotting them instead. Further, it's better to remove 60% of an enemy's lifebar and survive two attacks than to remove 90% of it's life, but only survive one attack. In both cases, you will need two attacks to kill it, but in the former scenario, you will survive longer. So, once you have enough attack to two shot enemies, it's better to increase your defenses than to further increase offense. Finally, it helps if you're faster than the enemy.

With a strong build, you're more or less safe against getting a game over from random encounters, but you can still have characters KO'ed. Spells are nasty if you aren't a Magus or Cleric and there are other unfortunate circumstances that allows enemies to KO even well-prepared characters.

Warrior: The Warrior has great defenses, good skills, but suffers a bit both in terms of attack and agility.

At the beginning, the only real way the Warrior has to increase agility is to equip a spear, so do that. This will bring attack down further since spear weapons are weaker than sword weapons, but you can take care of that problem by equipping two Offense Rings. The Warrior has high hitpoints and defense and doesn't need any defensive accessories. Further, it's Double Strike skill is cheap enough to be spammed, so use it instead of attacking if attacking isn't strong enough.

This gives you a character who's very fast, can two shot randoms and is very durable.

Once you get the Swift Shoes, you can give the Warrior a sword instead of spear and switch one Offense Ring for the Swift Shoes instead. Also, you may at some point steal an axe that's really powerful. If you do so, combine the axe with the Swift Shoes.

The First Aid skill is also great for healing early on. It has a set power though, so the healing will become less and less impressive as the game goes on. However, if you don't have a Cleric, First Aid is the cheapest after battle healing there is. Finally, use first aid if someone suffers from defense down, getting attacked with a defense down debuff will usually result in a KO.

Sharpen is useless against randoms and only useful against bosses if you're confident that the Warrior will be able to keep attacking. Counter Attack sounds like it would be great if you combine it with increasing the Warrior's agro, but counter attacking seems to crash the game whenever it kills something. Save first if you want to try it out.

The Warrior is flexible as is and currently doesn't need any sub class.

Rogue: The Rogue has a very high attack, it will two shot most randoms without aid of Offense Rings. If you give it a sub class, you want to give it two Shield Earrings. Without a sub class, it only needs one and you can use the other accessory slot for whatever. The Rogue is also fast and should go before enemies without further aid.

Against randoms, the Rogue's most common role is to attack and steal. For safety reasons, you may want to kill one enemy before you start stealing. However, the Rogue is very fast, it will probably be one of the first two characters to act, so it's first turn may already be used up once you kill an enemy. It's a risk vs reward decision whether you use it's first turn to steal or to attack. As a rule though, if you start running low on Angel's Tears, it's time for less stealing and more killing.

Don't bother with status effects on randoms.

Steal from bosses until you cleaned them out, a lot of them have multiple great items. Status effects can also be useful as long as the boss is vulnerable against it. You can try speed up, but remember that you use up a turn to cast it in order to gain turns. For it to really pay of, you need to stack two of them and then recast it as soon as it's about to wear of. If you don't feel like counting your turns, don't bother.

Gunner: The Gunner has some great skills, but it's attack is to low to two shoot randoms, even with two Offense Rings. You can try giving another character extra high offense so it and the Gunner can together two shot randoms, but that strategy is unreliable for various reasons. Ideally you want any combinations of two characters to be able to kill one enemy with one action each.

My solution is to make a Rogue/Gunner instead of a pure Gunner. Rogues have high attack, but almost all of it comes from equipment and the sub class penalty is based on the base value, so the Rogue takes almost no attack hit at all from getting a sub class. A sub classed Rogue has durability issues though, but two Shield Earrings more or less fixes that problem. Finally, having two characters who can steal is convenient for random encounters.

The Gunner should use Study Enemies on each enemy type once. I've experienced a bug that causes the scan to fail when it shouldn't, but try scanning until/unless you consistently fail. Critical Shot and Debilitating Shot is not worth it against randoms.

Bullet Time an expensive, but useful skill, as long as at least three enemies are left. It has accuracy issues and one enemy may very well be deal already when the Gunner's turn comes up though.

Silver Bullet's use is obvious.

Against bosses, the Gunner should first fire Debilitating Shots until it hits twice. This will greatly slow the boss down. Occasionally use a new Debilitating Shot to reset the duration. Next you may want to fire Critical Shot's to bring it's defense down as well. This will make the boss take slightly higher damage (defense down has a much lower impact on enemies than on characters) from physical attacks which isn't that great, but it will add up over multiple attacks.

Magus: The Magus is frail against physical attacks, but can easily two-shot randoms even without augmenting it's intellect with accessories, so two defensive accessories are recommended. The Magus is however almost immune against magic, so Shoulder Pads is better for it than Shield Earrings.

It's also easy to figure out what skill to use, just use whatever the enemy is weakest against. Human enemies however don't tend to have weaknesses, so the Magus is not very good against them.

Cleric: Don't use a pure Cleric, you lose way to much damage output that way. Use a Magus/Cleric or a Cleric/Magus instead. You can make an exception if all enemies in an area are weak against Crumble though. Either way, the Cleric want the same accessories as the Magus.

The Cleric heals and has some buffs that aren't very useful. Healing Light is however the only practically limitless source of full healing once First Aid starts to fall behind. It also saves money over throwing salves, but eventually (next update probably) the cost of salves becomes obsolete.

Generally, you want to use the offensive skills of the Magus unless you want to heal. That's all there is to this class right now.
This is a great guide, Crystalgate! I'll make a separate page for it so that more people see it. The CTB change on skills is out in the next beta, by the way, so players will have no choice but to not use the bug. The only ability that will work in this way is Debilitating Shot, which will work like Delay Attack in FFX.

EDIT: I should point out that it actually has been fixed in the latest available download, so to those reading, do NOT open the game in the editor and delete the ctb change commands -- they're on the correct Techs now.

Also, I hope that the next beta, with its introduction of two new classes, will stir things up a bit. I've also implemented more Techs that directly control Evasion, Hit Rate and Threat, which should add some tactical options to battles. The Ranger is a class that (sort of) combines elements of a Rogue and a Gunner, while the Barbarian is a more offensive version of the Warrior. I'm also going to be making Clerics more versatile.
That new version has some new balance problems.

First off, even though only Debilitating Shot has the delay effect, it's still enough to completely prevent a boss from moving. Two hit's from it will also halve the target's speed, so it ends up removing half the progression towards getting a turn from an enemy who's already moving at half speed. If the boss is slower than the Gunner, then one Gunner is enough to shut that boss down completely. Two Gunners can handle a boss that's up to twice as fast.

There is no defense against the delay effect as far as I know and it works even if the skill it's attached to misses. It doesn't seem to be an effect designed to be used on offensive skills. If you want to keep it, I think you need some sort of defense against it.

Some skills have a CTB cost of 30%. This doesn't mean they use 30% less speed, it means they only use 30%. So, the Magus and the Cleric practically gets to act 333% as fast as their speed dictates once they're past their first turn. I suspect you intended to make them 30% faster rather than 70% faster.

Critical Shot has a CTB cost of 50%. The fact that it's twice as fast right now means that I would recommend every physical class to be either Fighter/Gunner or Rogue/Gunner. It's a bit step to spam it outside of boss battles, but eventually the cost will be negligible as the characters gain levels.

It's nice that there are ways to manipulate the battles, but right now the turn manipulation is unbalanced. The fact that the Gunner could with two Debilitating Shot's cause a boss to only get half as many turns was already very powerful, now everyone can get twice or thrice the turns as well. I suspect though that most of the players will not spot most of the exploits. Still, I do think that the majority will eventually notice that, for example, the Magus becomes absurdly fast.

I removed the references to the turn nuking bug in my guide. I also didn't add references to a lot of other turn manipulation techniques. I'll leave that out unless you confirm that they will stay.
Ah yes, I see what you mean. I've re-uploaded, changing the CTB costs to negative costs (ie. 30% to -30%) now. I assumed the CTB change command was supposed to be used in moves like FFX's Delay Attack, and I didn't know the effect was still happening even if the move misses. I'll have to look into that.

I might add a speed penalty to Debilitating Shot, so that the gunner loses a turn for using it (to prevent it being spammed), and I'll see if there's a script to make the Agility debuff not stack (I didn't realise VX Ace stacked the debuffs each time one was made -- I assumed the new one would just cancel the old one out). Likewise, I'll ask the creator of the CTB script if there's a way to prevent the effect happening more than once per turn or if the attack misses (the ideal way I'd like to have it so that using it more than once in succession has no further effects).
If you want a skill to be 30% faster, the cost should be 70%, not -30%. By default, all skills have 100% cost, not 0%. -30% has no effect since the game considers that a bogus value. If it did work though, you would have gained infinite turns with that skill.

I think it's best I go trough CTB cost and CTB change since they have different systems.

CTB cost decides how long it takes for the user to act again after taking their action. 100% is the default. Anything higher means the skill is slower, anything lower means the skill is faster.

CTB change determines how the target's progression towards getting a turn is altered. The default is 0%. A positive value means the target will get it's turn earlier and a negative value means the target will get it's turn later.
"CTB cost decides how long it takes for the user to act again after taking their action. 100% is the default. Anything higher means the skill is slower, anything lower means the skill is faster."

Now I get it. That solves a lot of problems. I thought it worked like CTB Change, with negative values making the user have to wait longer for their next turn. I was trying to figure out why putting negative values just made them normal speed. Expect it to be sorted out in the next release.

CTB change is working how I want it to, though: the Techs that delay the target's turn are set to negative values already.
One thing that could make this game very hard is if you haven't had Aelia's subclass
as cleric and learnt her the healing magic before you step into The Eternal Gates. The monsters there are though and if you don't have enough healing items you will have hard times.
That's a good point. In future revisions, I'll add some more chests with healing items there, but otherwise I wanted that part of the game to catch you off guard.
First Aid will suffice as after battle healing and Lionel is guaranteed to have it. However, it's not strong enough out-heal enemies during battles, so if your damage output and defenses aren't up to the task, you will have a problem.
That's the kind of situation I was aiming for. It's basically a test of how well you can adapt to a dangerous situation when caught off guard. There will be other such situations in the game - essentially every time you enter a Gate, at the end of each Chapter.
Yes, it is a crystalgate says. First Aid at that point is weak in battles and if you
have no Mp left or low defense you are a goner.
When having the magus with me, my Aelia is just a gunner. without him,she is Gunner/Cleric. This seems to help me a lot :)
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