Logo of Dragon Warrior IV RPG - By Electrocutor

The HeroIntroduction

This Dragon Warrior 4 RPG pits a character generated by you, into the epic storyline of Dragon Warrior 4. Your character shall help the Hero who has been stripped of his home to confront his destiny and destroy the Ruler of Evil. Through spells and weapons you shall gain experience and gold. You gain levels through experience, and in those levels you gain strength, agility, hit point, and magic point increases depending on your character's class.

Descendant of Roto and Princess Gwaelin- Dragon Quest 1
----->Yea, I thought that I should add a little note here. This RPG should beplayed out by a GM that knows the terrain of DW4. Of course, just because the name says so, that doesn’t mean that this RPG has to take place in the actual setting of DW4, I just modeled it after Dragon Warrior 4. Why? Because it is the best AMERICAN one. At least in my opinion. Anyway, you can make the setting whatever you want for this game. Just use the stats and stuff here. I hope you enjoy it.
 
 

Ragnar - Soldier of BurlandCharacter Generation

Terms

First off, I feel like you need an explanation of what your character will have. Your character gains Strength Points, Agility Points, Vitality Points, and Magic Points. The character also will have Attack Power, Defense Power, and Hit Points. Let me explain them here so no further confusion is around.

Strength Points – Strength Points make up your physical prowess. This also directly influences your Attack Power. The influence is like this:

Strength Points àBase Attack Power

Your Base Attack Power is your Attack Power uninfluenced by weapons and other things. When you put a weapon on a character, you add the points it adds to the Base Attack Power to get your Attack Power. Note that this does not influence your Strength in any way unless the weapon or item equipped directly says so.

Agility Points – Agility Points make up the dexterity that your character has. This directly influences you Defense Power. The influence is like this:

Agility PointsàBase Defense Power (½ of agility)

Your Base Defense Power is ½ of your Agility Points. What I mean by this is that your Agility Points cut in half is your Base Defense Power. Armor, shields, and helmets then further influence the Defense. Again, this does not affect your Agility unless said so.

Vitality Points – Vitality Points make up the Hit Points on your character. Hit Points judge how much damage a character can take before they die. The ratio of Vitality to Hit Points is here:

Vitality PointsàHit Points (Vitality x2)

Vitality Points are doubled to get the Hit Point count. When a player loses all of their Hit Points, they die.

Alignment – For anyone who has played D&D, you will not need to read this section. The Alignment of your character is the way they act. There are different types of Alignment, and I will list them here:

Good
Good characters obey the laws set forth and will generally help people in need. Good characters HATE Evil and will therefore try to kill it should they find it.

Neutral
Neutral people tend to go either Good or Evil as they please. They will obey the laws if they wish, and will generally do whatever they want. This does NOT say that they can ACCOMPLISH what they want, they can just try.

Evil
Evil characters generally don’t obey the laws set forth, and generally will NOT help those in need; unless there is profit in it. Evil HATE Good and will try to kill it should it be found.

These are the basic alignments. There are also combinations of these. Chaotic Good, Lawful Evil, Neutral Good, Chaotic Neutral, etc. These can be figured out with a little common sense using the above.

Magic Points – Magic Points represent what amount of Magic a person can draw upon. Spells require a certain amount of Magic Points to cast. This is what magic is for. Each level, a Magic-user must roll a d4 to see how much more magic that they have gained. To gain a spell, refer to the Dragon Warrior 4 FAQ. Hero and Necrosaro
 

Classes

You character shall have a chosen (by you) class which will give certain advantages and disadvantages. A Soldier for instance will not be able to use spells, but can use almost any weapon or armor and get bonuses in Strength and Agility. BTW, when I say bonuses, I mean in relation to the rest of that particular class. Magic may not be given to a Soldier, but he gets points in the other points. Thus a bonus.

Class Templates

Roto - Dragon Quest 3
Soldier
Merchant
Fortune Teller
Dancer
Wizard
Knight
Healer
Creature

Class Explanations

Soldier
Soldiers are the guardians from the various towns and castles in the Dragon Warrior 4 world. As a Soldier you will be able to use most of the weapons and armor in the game. You will also get higher bonuses in Strength and Agility. The downside is that you will not be able to use any spells whatsoever. A Soldier's alignment is ANY.

Merchant
Like Soldiers, Merchants are from the towns and castles you will find in your adventure. Merchants are able to appraise the value of almost all the items in the game. Merchants, since they must know how to use weapons and armor along with appraising them, will get moderate bonuses in Strength and Agility. A Merchant is also able to use most of the weapons and armor in the game. Merchants can be of ANY alignment and may or may not be loyal to the other members. No spells.

Fortune Teller
Fortunetellers are one of the characters that can use magic. Fortuneteller is the only class that can read Tarot cards. This character can also use strong armor and fairly good weapons. A Fortune Teller's alignment may be neutral, neutral evil, or neutral good. Agility, Strength, and Magic are the bonuses.

Dancer
Dancers are magic users and have the ability to charm almost any of the opposite sex. Dancers cannot use the heavy armor or stronger weapons. Alignment can be that of Neutral, LawfulGood, or ChaoticEvil. Dancers get bonuses in Agility and Magic.

Wizard
Wizards can use ALL spells except those not in their attack group. Utility spells are allowed. Wizards can use marginal armor and minor weapons. Alignment can be ANY of the alignments. High bonuses in Magic and moderate in Agility.

Knight
Knights are the only people that are capable of riding horses to increase defense. In the game of Dragon Warrior 4 there are no people capable of riding horses, though I thought adding them would be a great effect. Horses may be bought at Endorfor a price made by the GM. Knights get bonuses in Strength. The Agility of a Knight leaves something to be desired. Alignment may be Lawful Good or Neutral. The Knights can use any weapon in the game.

Healer
Healers are capable of using only heal spells for their armament of magic and get bonuses in Strength, Magic, and Agility. As they are Healers, they do NOT use the better weapons or armor. They can use only up to a Boomerang and Leather Armor. Alignment can be ANY.

Creature
Creatures are, basically, things that are not human. Choices of creatures are as follows:

1. Red Dragon
2. Silver Dragon
3. Infurnus Knight
4. Blue Dragon
5. Green Dragon
6. White Dragon

If you choose a Creature, you may be of ANY alignment, get boosts in StrengthPoints and AgilityPoints. No Magic unless on, during generation, a D20 an 18 or higher. Then and only then will your creature get magic, depending on the type:

Red Dragon- Fire
Silver Dragon- Ice
Infurnus Knight- Infernos
Blue Dragon- Lightning
Green Dragon- Temporary increases (upper, boost, etc.)
White Dragon- Lightning

Downside is that whenever your group enters a city or castle, unless abandoned or ruled by monsters, you will NOT be allowed in unless under the power of the Staff of Transform. Small caves will not allow larger creatures (Dragons) but will allow the Infurnus Knight.

Abilities
Dragon Quest 4 Famicom Box Image

Some classes get special abilities. These abilities vary from a Merchant singing a lullaby, to a Fortuneteller lending their services for gold. The abilities of classes are as follows:

Soldier

<No abilities as of yet; coming soon>

Merchant

  1. Merchants are a tight knit group. Therefore, in a time of crises, the Merchant Guild can be called upon aid in a battle. This is, of course, only available if a Merchant is actually in the Merchant Guild. When a Merchant joins, they will be able to call a magic Merchant army that does 30 damage to one enemy in three hits for a turn.
  2. Merchants are capable of singing a lullaby to put an enemy to sleep. These must be learned from other people, and the player MUST sing the lullaby given. They can be written down, but MUST be sung to take effect. There is a 70% chance of a lullaby working. They do not work on bosses.
  3. Merchants are notoriously good at making bad puns. If a Merchant makes a pun in battle, there is a 40% chance that it will be successful in making the monster laugh and leave. The pun must be voiced out loud and can only be made up by the player.
  4. One of the best things a Merchant can do is trip. When a Merchant trips (on accident), a terrific blow is done by a random player.
Fortuneteller
  1. A Fortuneteller can hire out their services for gold. In order to do this, they must have Tarot Cards. The Tarot Card stat sheet will tell what they mean. To read Tarot Cards, you will have to refer to the Tarot Card stat sheet.
  2. Fortunetellers can see into the future. Once for each level of the character, only during battle, a Fortuneteller may look into the future by one turn. This will tell the Fortuneteller (and Fortuneteller alone) where all the monsters will be attacking.
Dancer
  1. As stated earlier, Dancers are good at attracting the opposite sex of the same species. When a Dancer does this, the person being seduced will lose all will and will tell the Dancer anything. There is a 30% chance of seducing someone.
  2. Dancers can also hire themselves out for money. When at Monbaraba, the Dancer can perform at night to earn 100 gold per night. Also, any free tips thrown onto the stage are theirs.
Wizard
  1. Wizards have access to the Wizard’s Guild. The Wizard’s Guild is a collection of Wizards whose only goal is to further the knowledge and power of its members. Every ten levels, a Wizard can see if a new item is available.
  2. Wizards have the innate ability to transform at will. This ability is only available to those Wizards who have seen and heard much. There may yet be in the world, people who know and are willing to teach this art to others. Only a Wizard with the Fortuneteller and Healer multiclass is capable of learning such arcane knowledge.
Knight
  1. A Knight is forever defending various places. Especially his home. Thus, should he ever lose his horse in the defense of that home and survives, then his home will give him a new horse and a moderate compensation.
  2. A Knight is also the only class capable of taming a dragon to ride it. Once the Knight tames the beast, though, the Knight will become a special class – The Dragon Knight. DragonKnights are revered throughout the land for their bravery and prowess. You will usually see a DragonKnight riding a dragon, as that is what they tame. The DragonKnight and dragon develop a telepathic link that increases over time. Eventually it is such a link that the Knight can send messages to the dragon from across the world. Also, only MasterDragon can sanction a DragonKnight. Only fighting an opponent chosen by Master Dragon does that. Lose and face death.
Healer
  1. The Healers are also a close knit group. When a Healer is present at a House of Healing, the Healer has access to all of the items and brews there to use ONLY there. The items are magically enchanted, and they cannot leave.
  2. Healers, when at an Item shop, can get a discount on items used to heal (Herbs, special elixirs not available anywhere else….). The discount is 50% off. Elixirs are only available to the Healers.


Generation

For the creating of your character you must go through a period of dice rolls. The rolls are as follows (creatures are listed at the end of the Level Gain section):

Strength: 2d12 (MUST be above 10)
Agility: 2d12 (MUST be above 10)
HP: 2d12 (MUST be above 15)
MP: 1d12

Gold

Your character will start out with an amount of gold depending on their class:

Roto and party - Dragon Quest 3
Soldier
50
Merchant
100
Fortune Teller
100
Dancer
100
Wizard
25
Knight
250
Healer
100
Creature
0

Starting Equipment

Your character, depending on their class, will get certain equipment:

Descendant of Roto - Dragon Quest 1
Non-creature creature classes
Soldier
Copper Sword
Leather Armor
Knight
Iron Spear
Chain Mail
Fortuneteller
Copper Sword
Dancer
Dancer's Costume
Merchant
Basic Clothes
Wizard
Cypress Stick
Basic Clothes
Healer
Thorn Whip
Basic Clothes
 

Metal Slimes!!!!  King Metal!!!  Lotsa experience!!
Creatures

Red Dragon
Scales
Claws
 Silver Dragon
Scales
Claws
White Dragon
Scales
Claws
Green Dragon
Scales
Claws
Infurnus Knight
Infurnus Armor
Infurnus Shield
Infurnus Sword
Infurnus Helmet
Blue Dragon
Scales
Claws

Home Town

You choose your character’s hometown.
 
 

Cristo - Chancellor of Santeem Rules

Combat

To inflict damage upon an enemy, you subtract the enemy's defense from your attack.

Ex. A Soldier with 42 attack is in combat with an Elerat with 5 defense.

42
-5
---
37 damage to the Elerat.

For an opponent to inflict damage, follow the same steps. If one of your party members uses a medical herb, then the amount of gained HP is according to a roll on 2d12. Healing magic is not explained here. Attack Magic is not explained here. If an enemy Transforms into a duplicate of a party member in the battle, that enemy gains all aspects of that character. For each level of your character, then you can roll a d4 in battle:

1: Inflict one damage
2: Do a terrific blow (All of your attack goes at him COMPLETELY)
3: Enemy dodges
4: You miss

On a four, you roll a d4 yet again. Label your party members that are in the battle temporarily. Roll the d4. Whichever party member has the number rolled, will get your full attack in damage. You can roll your maximum d4 rolls only once a day. If the enemy dodges your attack, their defense goes down to zero until the end of the next turn of battle. If you miss, your defense goes down to zero until the next turn of battle.

I.E. A Merchant is at level 20. Thus he can roll a d4 20 times per day.

During battle, you or a creature may inadvertently miss a swing. What you must do each turn of battle that you attack with a physical weapon is roll a d6. 4-6 you hit, 1-3 you miss. Spells do not miss.

Shops
Prince of Midenhall, Princess of Moonbroke, and Prince of Cannock - Dragon Quest 2
A shop will buy almost anything for a price. If a Merchant is in your party, you may have him APPRAISE an item for what it is worth, whether or not it can be used as an item in battle, and who can be equipped with it. The Shops will hold whatever the GM has in stock for them from the item list that you can find in the Dragon Warrior 4 FAQ.

NPCs (Non-Player Characters)

In the true game of DW4, you play through various chapters as the Chosen Ones:

Ragnar, a Soldier of Burland
Alena, a Princess of Santeem
Christo, a Chancellor of Santeem
Brey, a Wizard of Santeem and Alena's tutor
Taloon, a Merchant of Lakanaba who owns a shop in Endor
Mara, a Dancer of Monbaraba
Nara, a Fortune Teller who is the sister of Mara
The Hero, whose name is chosen at the beginning and is The Hero to destroy the Ruler of Evil

In each of the chapters you can hire, find, or accept NPCs into your party (except Alena's Adventure):

Healie, a Kind Healer of the Children's Playground near Izmit who - after befriending Ragnar - becomes human
Strom, a Guardsman of Endor
Laurent, a Troubadour in Endor
Orin, an Alchemist who apprenticed under Edgar, the father of Mara and Nara. He is in the cave west of Kievs.
Hector, a Young Man who is the owner of the WAGON at the outpost next to the desert near Anneaux.
Panon, a Comedian who - when Mara and Nara left - got a job in Monbaraba.
Doran, a Baby Dragon in Zenitha who lends you his services to destroy the Ruler of Evil
Lucia, a Zenithian whose wings were broken by monsters and needs the Hero to take her back to Zenithia.

The players, if the GM allows it, may play the Chosen Ones. I have included a stat sheet of the characters near the end of this document.
 
 

The Enemies

A list of all the enemies in the game can be found in the Dragon Warrior 4 FAQ.
Anyone hungry? =)
 

The Bosses

When there is a question mark next to stats, that means the GM makes up the stats for that boss. The Bosses in the game are as follows:

Minibosses
 

Saro's Shadow
HP: 250     Exp.: 73
Attack: 52     Gold: 60
Defense: 36
SaroKnight
HP: 800     Exp.: 6800
Attack: 165 Gold: 0
Defense: 155
Special Item: Sphere of Silence
Lighthouse Bengal
HP: 70 Exp.: 2000
Attack: 60     Gold: 350
Defense: 83
Infurnus Shadow
HP: 250     Exp.: 585
Attack: 130     Gold: 73
Defense: 116
Anderoug
HP: 300     Exp.: 1030
Attack: ?     Gold: 300
Defense: ?
Radimvice
HP: 820     Exp.: 6300
Attack: ?     Gold: 0
Defense: ?
Gigademon
HP: 1023     Exp.: 4100
Attack: ?     Gold: 250
Defense: ?
Hun
HP: 70     Exp.: 0
Attack: ?     Gold: 0
Defense: ?
Roric
HP: 90     Exp.: 0
Attack: ?     Gold: 0
Defense: ?
Vivian
HP: 90     Exp.: 0
Attack: ?     Gold: 0
Defense: ?
Sampson
HP: 90     Exp.: 0
Attack: ?     Gold: 0
Defense: ?
Linguar
HP: ?     Exp.: ?
Attack: ?     Gold: ?
Defense: ?
Bakor
HP: 1000    Exp.: 7400
Attack: ?     Gold: 0
Defense: ?
Chameleon Humanoid
HP: 40     Exp.: 136
Attack: 28     Gold: 99
Defense:28

Main Bosses
 
Keeleon
HP: 400    Exp.: 5100
Attack: 140    Gold: 0
Defense: 80

Special Notes on Keeleon-Keeleon rules the country of Keeleon where Mara and Nara were born. Balzack and Keeleon worked together to evolve themselves with the Secret of Evolution. Mara and Nara hate Balzack as he killed their father, Edgar. Keeleon has two attacks per turn, thus doubling his defense, and has the spells Firebane, Fireball, and can emit a fireball, which does 100 dmg minus the defense.

Keeleon - Final Form
Balzack
HP: ? Exp.: ?
Attack: ? Gold: ?
Defense: ? MP: ?

Special Notes on Balzack-Balzack was once an apprentice to Edgar the Alchemist. Mara and Nara seek revenge on him because Balzack killed their father and stole the SecretofEvolution. Balzack gets two hits per turn and has the spells Blizzard, Snowstorm, and can emit a blizzard that does 100 dmg minus the defense. Balzack is in an abandoned Santeem.

Balzack - Final Form
Esturk
HP: ? Exp.: ?
Attack: ? Gold: ?
Defense: ? MP: ?

Special Notes on Esturk-Esturk is the Rulerof Evil. Buried under the mining town of Aktemto by MasterDragon eons ago, he is revived after miners dig too far and foul gas begins welling out. Monsters begin appearing in the mines. Esturk is the destiny of the Hero, as the Hero is the only one who can defeat him. Esturk gets one hit per turn because when you find him he is still resurrecting. Esturk can utilize all spells and he can shoot waves from his fingers to paralyze his opponents for one turn. Players can make a saving throw on a d4 (MUST roll a 4 to dodge). Necrosaro has men guarding Esturk.

Esturk - Ruler of Evil
Necrosaro
HP: ? Exp.: 0
Attack: ? Gold: 0
Defense: ?

Special Notes on Necrosaro - After Princess Alena the tournament in Endor Necrosaro, as some believe, eliminated the people of Santeem. Necrosaro then oversaw that Esturk was guarded while reviving. The guards failed and Esturk died. Nothing is known of Necrosaro after that.

Necrosaro can utilize all game spells and shoot waves from his hands.

Necrosaro - Final Form, End of Game Boss, Ruler of Evil #2
Necrosaro in Ruler of Evil form.

The Towns and Castles

The various towns and castles in DW4 have certain specialties for the player to get to the end (Info, items, key weapons, etc.):

CastlesMain Character, Daughter, and Legendary Hero - Dragon Quest 5

Burland - Ragnar's home. The village Izmit lies to the north and is home to many strange events. This castle is located northeast of the Hero's abandoned home which, in turn, is northeast of Endor.
Santeem - The home to Alena, Christo, and Brey. The inhabitants of this castle disappeared shortly after PrincessAlena won the tournament in Endor. Balzack inhabits this castle. Santeem is located west north west of Endor.
Bomnalmo - In a time before Taloon bought his shop in Endor and created the cave that leads from Branca to Endor, the king of Bonmalmo had planned to invade Endor. Due to Taloon's playing "messenger boy" for the Prince of Bonmalmo and the Princess of Endor, the two heirs are currently getting married. Bonmalmo is an extremely poor country and lies north of Endor.
Endor - Ah Endor! A truly rich country. Endor is the home of the Coliseum and the Casino. Many shops lie within its gates. The Princess Mia of this fine country and Prince Reed of Bonmalmo are getting married over a long period of time, as their tradition goes. Endor is the economical center of the world.
Keeleon - KeeleonCastle is an evil center, as is its master. The country of Keeleon is a dictatorship under the rule of the evolved form of a human, Keeleon. The city Aktemto, a poor, cursed mining town, is here. The House of Prophecy is also located here. Keeleon is south of Endor.
Soretta - If there was ever a place that was poorer than Bonmalmo, Soretta is it. This country is so poor that even the king has to work. Though it is poor now, it wasn't always like that. The Padequia Root, a cure-all, was its major income until it was devastated. Soretta is located far to the southeast of Endor.
Stancia - The waterway castle Stancia is the home of the Zenithian Shield. The king there is currently holding a contest for people to make him laugh so they can win the Shield. Stancia is VERY far north of Santeem.
Gardenbur - Gardenbur is a castle where women dwell. Very few men live here. Those that do are VERY lucky :). Gardenbur is located to the west of Burland and is surrounded by mountains. This is the home of the Zenithian Helm. To the southeast is a mysterious island where few go and less come back...
Zenithia - Zenithia is a castle in the clouds where dragons dwell. It can be reached only if one is equipped with ALL of the Zenithian Armaments and have climbed the tower west of Gottside. This is the home of Master Dragon.
Dire Palace - This is the castle of monsters. Those who try to enter that are not monsters will meet brutal force and will be ejected or killed. A throne sits empty here and is waiting for Esturk. Located FAR east of Monbaraba.

VillagesMain Character and Bianca - Dragon Quest 5

Izmit - Izmit village is home to many strange things. It is located north of Burland.
Tempe - Tempe was a cursed village because a monster demanded tribute of young girls.
When Alena arrived, though, the monster was killed. In Santeem country
Frenor - Frenor used to own the Golden Bracelet until it was ransomed off to save an actor. In Santeem country
Lakanaba - Taloon used to live here. In Bonmalmo country
Monbaraba - Monbaraba, "town of song and dance", is where Mara and Nara used to work in Keeleon country.
Keivs - Keivs is the home of Mara and Nara. To the west is a cave. In Keeleon country.
Haville - A port town located in Keeleon country.
Aneaux - A spa town south of the desert in Branca country.
Koneber - South of Haville, this town's major income comes from merchants that arrive to trade goods in its port.
Mintos - This is where the party obtains the Treasure Map. In Soretta country.
Rosaville - This is where the elfin girl Rosa lives. She is in a tower made by Necrosaro and no one but he can reach her. Only one human lives here and he runs the weapon shop, armor shop, item shop, and House of Healing. Not in any province, though a waterfall is to the east.
Aktemto - This town is in ruins because of a foul gas. In Keeleon country.
Riverton - Located to the west of Dire Palace. You use the Gas Canister here to get the balloon.
Gottside - Located on the equator and Prime Meridian of this world. The island that this is on is surrounded by high Sea Mountains. A shrine is in the east, cave surrounded by mountains in the west, and a tower in the southwest.
Seaside Village- This town is in a place designated by the GM. The people here say that the Stone ofDrought used to be here. At night the tide comes in and a space is clear in the middle.
Elfville- The World Tree is located here. This village is in a desert surrounded by mountains to the east of Mintos.

Brey - Wizard of Santeem Spells

This spell list is for of the spells in DW4. The term charge time is how many turns you have to wait to cast that spell. During that time, your defense is zero, and if you are hit, you lose the entire spell and must start chanting again. Charge times are irrelevant outside of battle unless the GM specifies that they will matter. The colors have no real significance except those Purple spell names are spells used only outside of battle. Green spells can be used in battle and out of battle, and the other colors are designating the separate classes (and I think that they look good that way).

Blaze- this spell causes a column of fire to go up the enemy. It does 1d12 damage.
Charge time – Instantaneous
Number of Enemies hit – One

Blazemore- this spell causes a column of fire that lasts for 5 seconds to go up the enemy. It does 2d20 damage.
Charge time – One turn
Number of Enemies hit - One

Blazemost- this spell causes a large column of fire to go up enemy. It does 4d20 damage.
Charge time – Two turns
Number of Enemies hit – One

Fireball- this spell launches a fireball at an enemy. It does 1d20 damage to each.
Charge time – Instantaneous
Number of Enemies hit – One enemy type group

Firebane- this spell launches a fireball at the enemy. It does 2d20 damage to each.
Charge time – One turn
Number of Enemies hit – One enemy type group

Firevolt- this spell launches a fireball at the enemy. It does 4d20 damage to each.
Charge time – Two turns
Number of Enemies hit – One enemy type group

Icebolt- this spell launches an icebolt at an enemy. It does 1d12 damage.
Charge time - Instantaneous
Number of Enemies hit - One

Snowstorm- this spell creates a snowstorm over the enemy. It does 2d20 damage to each.
Charge time – One Turn
Number of Enemies hit – One enemy type group

IceSpears- this spell sends spears of ice at the enemy. They do 3d20 to each enemy.
Charge time – Two Turns
Number of Enemies hit - All

Blizzard- this spell creates an isolated blizzard over the enemy. It does 5d20 damage to each.
Charge time – Three turns
Number of Enemies hit – One enemy type group

Zap – This spell will do 1d10 damage to an enemy.
Charge time – Instantaneous
Number of Enemies hit – One

Lightning – This spell creates a cloud over the enemy that shoots lightning balls down. Each ball hitting an enemy will do 2d20 damage. 20 balls per cloud.
Charge time – Two turns
Number of Enemies hit – All

Thordain – This spell takes 15 MP from all party members (at least four) and sends a bolt of lightning that does 500 damage to any given target.
Charge time – Three turns
Number of Enemies hit – One

Bang – this causes a small explosion (2d10 damage) at the enemy.
Charge time – Two turns
Number of Enemies hit - All

Boom – this causes a large explosion (5d10 damage) at the enemy.
Charge time – Three turns
Number of Enemies hit - All

Explodet – This spell causes large explosions around the enemy that do 3d20 damage.
Charge time – Four turns
Number of Enemies hit - All

Infernos – this spell sends one tornado at the enemy. The tornado does 2d10 damage.
Charge time - Instantaneous
Number of Enemies hit – One enemy type group

Infermore – this spell sends four tornadoes at the enemy. The tornadoes do 3d20 damage.
Charge time – Two turns
Number of Enemies hit – One enemy type group

Infermost – this spell sends six tornadoes at the enemy. The tornadoes do 6d20 damage.
Charge time – Three turns
Number of Enemies hit – One enemy type group

Beat – this spell has a 30% chance of eliminating an enemy.
Charge time – Two turns
Number of Enemies hit - One

Defeat – this spell has a 40% chance of eliminating the enemies.
Charge time – Four turns
Number of Enemies hit – One enemy type group

Bedragon – This spell turns the caster into a dragon for the duration of a battle. When done, all stats increase tenfold.
Charge time – Three turns

Upper- this will raise a party member's defense by a roll of 2d20 for the remainder of a battle.
Charge time – Instantaneous

Increase – This spell will raise a party member’s defense by a roll of 4d12 for the remainder of a battle.
Charge time – Two turns

Boost- this will raise a party member's defense by a roll of 5d20 for the remainder of a battle.
Charge time – Two turns

Bounce- this causes ALL spells cast on the person enchanted by Bounce to reflect back to the caster.
Charge time - Instantaneous

Ironize- this spell will make ALL your party members impervious to attack; though your party cannot move or attack as well.
Charge time – Instantaneous

Fendspell – This spell will stop any spells from reaching the caster, unless the caster casts it.
Charge time – Two turns

Barrier – This spell will reflect all spells that target any party members.
Charge time – Three turns

Surround- 50% chance of surrounding the enemy with mirages.
Charge time – Two turns

Chance – Refer to the Chance and Confusion FAQ at Dustin’s Dragon Warrior/Quest Shrine.
Charge time - Instantaneous
Number of Enemies hit – Everybody is affected in some way

Sleep – This spell has a 40% chance of putting an enemy to sleep for 1d6 turns. Will not work on bosses.
Charge time – Instantaneous
Number of Enemies hit – One enemy type group

Sleepmore – This spell has a 50% chance of putting an enemy to sleep for 1d12 turns. Will not work on bosses.
Charge time – Two turns
Number of Enemies hit – One enemy type group

Stopspell – This spell has a 30% chance of blocking an enemy’s spells
Charge time – Two turns
Number of Enemies hit – One enemy type group

Robmagic – This spell causes you to steal 10 MP from an enemy.
Charge time - Instantaneous
Number of Enemies hit – One

Sap – This spell will remove 1d20 defense from an enemy for the duration of a battle.
Charge time – Instantaneous
Number of enemies hit - One

Defense – This spell will remove 2d20 defense from an enemy for the duration of a battle.
Charge time – One turn
Number of enemies hit - All

Speedup – This spell will increase the attack of all party members by one quarter for the duration of a battle.
Charge time – Instantaneous

Bikill – This spell will effectively double the attack power of a party member for the duration of a battle.
Charge time – One turn

Transform – This spell can make the caster an exact duplicate of the enemy for the battle. All stats are set equal to the enemy’s.
Charge time – One turn

Awake – This spell will relieve the effects of sleep.
Charge time – Instantaneous

Chaos – This spell will send an enemy into chaos. They will attack random targets at double strength.
Charge time – Two turns

Farewell – This spell will eliminate the caster, but revive all other party members to full stats.
Charge time - Instantaneous

Expel- 30% chance of sending an enemy out of the battle.
Charge time – Two turns

Heal- this spell will heal 1d12 on a companion.
Charge time – Instantaneous

Healmore- this spell will heal 1d20 on a companion.
Charge time – Two turns

Healus- this spell will heal 1d20 on all companions.
Charge time – Three turns

Healall- this spell will heal all of the damage on a companion.
Charge time – Three turns

Healusall- this spell will heal ALL companions to full life.
Charge time – Four turns

Vivify- this spell has a 50% chance of reviving a dead companion to one life.
Charge time – Three turns

Revive- this spell will revive a companion to full stats.
Charge time – Six turns

Return- this spell will teleport you and three other party members to ANY village or castle you have already visited.
Charge time – One turn

Stepguard – this spell will make your party immune to poison, barriers, and soforth as long as one person is on the harmful substance. Only works if the party member is no more than one turn away.

X-Ray - This spell will tell what is inside of a chest

Outside- this spell will teleport you and five other party members outside a cave.

Day-Night- this spell causes day to become night, and vice-versa.

Repel – This spell causes enemies to keep away from your party for 1d20 turns

Antidote- this spell will cure poison.
 
 

Mara - Dancer of Monbaraba, Daughter of Edgar of KievsLevel Gain

Characters gain levels at the rate specified in the Dragon Warrior FAQ. The amount of Strength, Agility, Vitality, and Magic that they gain are listed here:
 
 

Soldier
Vitality: 2d8
Strength: 2d8
Agility: 1d10
Magic: N/A
Merchant
Vitality: 2d6
Strength: 1d10
Agility: 2d10
Magic: N/A
Knight
Vitality: 1d12
Strength: 4d6
Agility: 1d6
Magic: N/A
Fortuneteller
Vitality: 2d6
Strength: 1d6
Agility: 2d6
Magic: 1d12
Dancer
Vitality: 2d6
Strength: 1d4
Agility: 2d8
Magic: 1d12
Wizard
Vitality: 2d6
Strength: 1d4
Agility: 1d8
Magic: 2d12
Healer
Vitality: 2d8
Strength: 1d10
Agility: 1d10
Magic: 1d12
Creature
Vitality: 2d10
Strength: 2d10
Agility: 2d10
Magic: 2d10
The Hero
Strength - 1d12
Agility - 1d12
Vitality - 2d20 (above 20)
MP - 2d20 (above 15)
Alena - Princess of Santeem, Winner of Endor tournamentNPCs and Characters

The NPCs and characters listed near the beginning of this document have special stats. Their stats are listed below. The jobs on a few are not available. There are two lists of stats for the NPCs. One list is of characters that are used by the player in the game, and the other list is of characters on the game, but the player cannot use. The NPCs are controlled by the GM and can or cannot sell their weapons by the GM's choice. They can use ANY (except Zenithian) weapons and armor.

The Chosen Ones
 
 
Ragnar - Soldier of Burland
Ragnar
Vitality: 35   Strength: 80
MP: 0   Agility: 50
Equipment
Sword of Malice
Half Plate Armor
Iron Helmet
Iron Shield

Class – Soldier

Alena - Princess of Santeem
Alena
Vitality: 30   Strength: 50
MP: 0   Agility: 30
Equipment
Iron Claw
Chain Mail

Class – Princess

Cristo - Chancellor of Santeem
Christo
Vitality: 35   Strength: 35
MP: 20   Agility: 30
Equipment
Morning Star
Half Plate Armor
Wooden Helmet
Iron Shield

Class – Chancellor

Brey - Wizard of Santeem
Brey
Vitality: 20   Strength: 20
MP: 40   Agility: 30
Equipment
Venomous Dagger
Scale Shield
Wooden Hat
Leather Armor

Class - Wizard

Taloon - The greatest Merchant ever.
Taloon
Vitality: 25   Strength: 20
MP: 0   Agility: 10
Equipment
Abacus of Virtue
Iron Shield
Iron Apron
Iron Helmet

Class - Merchant

Nara - Fortuneteller of Monbaraba, Daughter of Edgar of Kievs
Nara
Vitality: 20   Strength: 20
MP: 30   Agility: 20
Equipment
Silver Tarot Cards
Iron Shield
Half Plate Armor

Class - Fortuneteller

Mara - Dancer of Monbaraba, Daughter of Edgar of Kievs
Mara
Vitality: 25   Strength: 20
MP: 40   Agility: 30
Equipment
Poison Needle
Chain Mail
Scale Shield

Class - Dancer

The Hero (Male and Female versions)

Hey!  What are you guys doing?!?
The Followers

The Followers cannot sell their items and cannot carry any other ones. Followers do not gain levels or spells or ANYTHING.
 
 
Healie
Vitality: 35   Attack: 10
MP: 35   Defense: 10
Equipment - None
Class - Kind Healer
Level - 1
Spells - Heal
Strom
Vitality: 90   Attack: 60
MP: 0   Defense: 40
Equipment
Iron Spear
Bronze Armor
Iron Shield
Class - Guardsman
Level - 1
Laurent
Vitality: 50   Attack: 40
MP: 60   Defense: 40
Equipment
Venomous Dagger
Leather Armor
Scale Shield
Class - Troubadour
Level - 1
Spells
Firebal
Sleep
Heal
Orin
Vitality: 90   Attack: 90
MP: 0   Defense: 50
Equipment
Iron Spear
Bronze Armor
Iron Shield
Class - Alchemist
Level - 1
Hector
Vitality: 80   Attack: 70
MP: 0   Defense: 60
Equipment
Iron Spear
Bronze Armor
Iron Shield
Class - Young Man
Level - 1
Panon
Vitality: 90   Attack: 90
MP: 30   Defense: 60
Equipment
Sword of Lethargy
Bronze Armor
Class - Comedian
Level - 1
Spells - Sleep
Lucia
Vitality: 50   Attack: 50
MP: 40   Defense: 70
Equipment
Venomous Dagger
Cloak of Evasion
Class - Zenithian
Level - 1
Spells
Sleep
Blizzard
Firebal
Infermost
Healusall
Doran
Vitality: 100   Attack: 100
MP: 0   Defense: 60
Equipment
Scales
Claws
Class - Baby Dragon
Level - 1
Notes: Doran can emit a blizzard that will do 5d20 damage to a group of enemies.

 
 

Saro and RosaNotes

Some things not listed earlier are listed here. Scales provide +30 armor. Claws provide +40 attack. On the Infurnus Knight character, the Infurnus equipment is as follows:

Infurnus Sword: +20
Infurnus Armor: +15
Infurnus Helmet: +10
Infurnus Shield: +5

If Infurnus equipment is worn by any other than the Infurnus, it will attach to the wearer. The player then rolls a D20. In that many turns the character, if good, will die. For an evil character, you multiply the roll by 2. Detection magic will show an EXTREMELY evil and perilous glow. Infurnus can only use Infurnus armaments.

Mara and Nara
Detection magic is a group of spells that will tell the alignment of armaments, items, and people. Magic users can get these on ANY level even if it says no spell is to be given. The Detection magic spells are listed here:

Detect Armor
Detect Weapon
Detect Person
Detect Item

Zenithian armaments are hidden all over the world of DW4. They are the Zenithian Sword, Armor, Helm, and Shield. If the GM decides that a player can use them (other than the Hero) then he/she can. Ready for War - Dragon Warrior

Only the GM or someone designated by the GM can use the Hero. When the other players are rolling their characters, the GM rolls the Hero.
 

If you have read the entire document, then you probably found a brief statement about multiclassing. Well, I put multiclassing into this game to add a new aspect that isn’t available in the carts. You can, when you meet the requirements, multiclass into a combonation of classes. Such as, a Healer and Knight mixed. Good agility and ability to ride horses for defense! What a great rule, don’t you think? Well, here is the rule that works rather well concerning multiclassing:

Requirements

  1. A character with a level divisible by 10.
  2. A NPC or level 30 character to train you
  3. Any items needed for training
Your character MUST be level 10. When the character reaches level, say 11, then the multiclassing shot is gone until they reach level 20. You can multiclass whenever your character reaches the requirements. Little thing for multiclassing though. When your character reaches a level with a 5 in it, they must retrain in one of their multiclasses. If they don’t, then they lose all multiclassing abilities and revert to their original character class. The GM can make up classes as he goes along. You are not limited to the classes in this document.

Since the GM can make new classes, why not items and weapons? Yea, it doesn’t take an idiot to see what is implied here.
Slimes!
A complete list of all items and weapons is to be found in the Dragon Warrior 4 FAQ.

If I happened to leave anything out of this RPG that you would like to see in another release, let me know at:
bpointer@cyou.com

Credits

Of course there are credits! Why not?

Jjukil – For helping me with various odds and ends surrounding this game.
Dustin Hubbard – For being so patient with me and my annoyingly long time getting this set up, for being a faithful contributor to the DQ/DW community; and for having his DQ/DW shrine, without which I would know nothing of Dragon Warrior and probably would not have done this RPG.
My friends – For playtesting and getting along with my bad GM job.
GWS Wizard – He made the DW4 FAQ, without which I couldn’t have gotten the job done.
Everyone else that I can’tremember – For doing things that I can remember at this time.
Thanks to all who enjoy this game.

Spur - Savior of Zenithia =)Spur

Disclaimer
Dragon Warrior is property of Enix.  The images that portray Dragon Warrior scenes or compontents are property of their respective makers.  Do not ask me who they are, because I found them all over the place.  The Dragon Warrior 4 RPG is (c) Ben Pointer, and the concept of the game is property of Enix.