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Legionwood 1

  • Game-Breaker: Draining a boss's SP will force them to waste a turn restoring it. Doing this repeatedly will lock them down and make them easier to defeat.
  • Porting Disaster: A Mac port of the game was developed in mid 2013 by a fan. It reproduces the game perfectly, including its largely MIDI based soundtrack. Problem? Midi files don't play natively in the Mac version.

Legionwood 2

  • Game-Breaker:
    • Disease Breath is a Ranger skill that can inflict multiple status effects on two random enemies, which nearly makes the Rogue class obsolete. If there's only a single enemy, Sleep, Toxify, Silence, and Blind will be inflicted against the enemy twice each, making it very hard for them to avoid status affliction. This becomes more of a game breaker in Heroes of Legionwood, where it hits three time and can be learned normally by the Rogue.
    • The Bard class has no offensive Techs, but it has high SP growth and decent agility, making it powerful when subclassing the Ranger class, which has many Techs with high SP cost.
    • The Magus can use Feebling Cantrip, which debuffs all of an enemy's stats except for agility and luck at the cost of half their HP. While the HP cost is worrying, the Tech is magic-based and therefore more accurate than physical-based debuff techs. This skill returns in Heroes of Legionwood with the same cost and effect.
    • The Cleric's Obstructing Seal can debuff an enemy's agility and luck. Unlike the Gunner's Debilitating Shot, this Tech is magic-based and is more accurate as a result.
  • Scrappy Mechanic: The low default accuracy was meant to simulate the RNG of older RPGs, but it can serve to make the early game more tedious for physical attackers. Unlike the first game, there aren't many early game ways to increase accuracy outside of the Take Aim skill, which means physical attackers will have to spend extra turns trying to maintain that buff.
  • Sequel Difficulty Spike: The class system in the second game may be more straightforward than the AP system of the first game, but it's also less customizable and locks player characters into specific skillsets and equipment types. The class system also lacks a means of increasing base accuracy, meaning the RNG is far more brutal in this game unless the player takes the time to use the Gunner's Take Aim skill. Several useful skills, such as Soothing Light and Energy Bomb, appear far later in this game than in the first game, making the early game more difficult. Finally, the game uses a conditional turn-based system where faster characters get more turns, which tends to favor bosses more than player characters due to the formers' high base agility.

Heroes Of Legionwood

  • Game-Breaker:
    • Summon Damara restore HP and 25% SP to the party. If Summoner!Locke has enough SP and/or a Violet Cape, they can act as a walking inn outside of battle by repeatedly using this Tech.
    • The Spirit Fetish buff can be stacked with the normal Magic buff, allowing the Shaman to deal more damage than the Magus. The only weakness of this skill is that it increases the user's aggro, but the Shaman has high enough HP growth that this drawback actually works in their favor.
    • If the player gets everyone's influence high enough, they can get additional stat passives for Locke, which can turn them into a Lightning Bruiser even without investing in defensive stats.
    • The Scouting talent can make it easy to hoard money, since it simply requires the player to walk on the world map and trigger randomized item events.
    • The Fitness talent and its upgrades increase the user's max HP and SP to the point where they don't need to invest too heavily in defensive stats, even on Purist mode.
  • Sequel Difficulty Drop: Compared to the second game, Heroes of Legionwood is much easier on equivalent difficulty settings. While each character is permanently locked into their class, the stat allocation system allows them to min-max in a way that allows them to overcome speed disadvantages. Skill acquisition, while costing AP, is no longer limited by story progress, meaning the player can learn more useful skills earlier. While the endgame does have a slight Difficulty Spike and has a low level cap of 30, it's also generous in giving the player permanent stat-increasing runes.
  • They Wasted a Perfectly Good Plot:
    • Thyrra's potential connection to the version of her from the first two games is never explained, even though there's the possibility she's either the same person or a reincarnation. This potential connection could have been used to explain her ruthlessness in trying to destroy the Darkness and defeat the Dark Disciples.
    • In general, Thyrra and Varn's darker sides are never expanded upon in the routes in which they survive, and both stop being relevant in Act 3, despite their potential to backstab the player one last time.

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