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Introduction
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.

Character
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 dont
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.
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

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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
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:
<No abilities as of yet; coming soon>
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:

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50 |
100 |
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100 |
100 |
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25 |
250 |
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100 |
0 |
Starting Equipment
Your character, depending on their class, will get certain equipment:
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Copper Sword Leather Armor |
Iron Spear Chain Mail |
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Copper Sword |
Dancer's Costume |
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Basic Clothes |
Cypress Stick Basic Clothes |
Creatures
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Scales Claws |
Scales Claws |
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Scales Claws |
Scales Claws |
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Infurnus Armor Infurnus Shield Infurnus Sword Infurnus Helmet |
Scales Claws |
Home Town
You choose your characters hometown.
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
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.
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
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HP: 250 Exp.: 73 Attack: 52 Gold: 60 Defense: 36 |
HP: 800 Exp.: 6800 Attack: 165 Gold: 0 Defense: 155 Special Item: Sphere of Silence |
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HP: 70 Exp.: 2000 Attack: 60 Gold: 350 Defense: 83 |
HP: 250 Exp.: 585 Attack: 130 Gold: 73 Defense: 116 |
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HP: 300 Exp.: 1030 Attack: ? Gold: 300 Defense: ? |
HP: 820 Exp.: 6300 Attack: ? Gold: 0 Defense: ? |
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HP: 1023 Exp.: 4100 Attack: ? Gold: 250 Defense: ? |
HP: 70 Exp.: 0 Attack: ? Gold: 0 Defense: ? |
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HP: 90 Exp.: 0 Attack: ? Gold: 0 Defense: ? |
HP: 90 Exp.: 0 Attack: ? Gold: 0 Defense: ? |
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HP: 90 Exp.: 0 Attack: ? Gold: 0 Defense: ? |
HP: ? Exp.: ? Attack: ? Gold: ? Defense: ? |
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HP: 1000 Exp.: 7400 Attack: ? Gold: 0 Defense: ? |
HP: 40 Exp.: 136 Attack: 28 Gold: 99 Defense:28 |
Main Bosses
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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. |
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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. |
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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. |
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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 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.):
Castles
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.
Villages
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.
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 members 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 Dustins 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 enemys 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 enemys.
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.
Level
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:
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Vitality: 2d8 Strength: 2d8 Agility: 1d10 Magic: N/A |
Vitality: 2d6 Strength: 1d10 Agility: 2d10 Magic: N/A |
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Vitality: 1d12 Strength: 4d6 Agility: 1d6 Magic: N/A |
Vitality: 2d6 Strength: 1d6 Agility: 2d6 Magic: 1d12 |
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Vitality: 2d6 Strength: 1d4 Agility: 2d8 Magic: 1d12 |
Vitality: 2d6 Strength: 1d4 Agility: 1d8 Magic: 2d12 |
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Vitality: 2d8 Strength: 1d10 Agility: 1d10 Magic: 1d12 |
Vitality: 2d10 Strength: 2d10 Agility: 2d10 Magic: 2d10 |
NPCs
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 Vitality: 35 Strength: 80 MP: 0 Agility: 50 Sword of Malice Half Plate Armor Iron Helmet Iron Shield Class Soldier |
Alena Vitality: 30 Strength: 50 MP: 0 Agility: 30 Iron Claw Chain Mail Class Princess |
Christo Vitality: 35 Strength: 35 MP: 20 Agility: 30 Morning Star Half Plate Armor Wooden Helmet Iron Shield Class Chancellor |
Brey Vitality: 20 Strength: 20 MP: 40 Agility: 30 Venomous Dagger Scale Shield Wooden Hat Leather Armor Class - Wizard |
Taloon Vitality: 25 Strength: 20 MP: 0 Agility: 10 Abacus of Virtue Iron Shield Iron Apron Iron Helmet Class - Merchant |
Nara Vitality: 20 Strength: 20 MP: 30 Agility: 20 Silver Tarot Cards Iron Shield Half Plate Armor Class - Fortuneteller |
Mara Vitality: 25 Strength: 20 MP: 40 Agility: 30 Poison Needle Chain Mail Scale Shield Class - Dancer |
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The Followers
The Followers cannot sell their items and cannot carry
any other ones. Followers do not gain levels or spells or ANYTHING.
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Vitality: 35 Attack: 10 MP: 35 Defense: 10 Class - Kind Healer Level - 1 Spells - Heal |
Vitality: 90 Attack: 60 MP: 0 Defense: 40 Iron Spear Bronze Armor Iron Shield Class - Guardsman Level - 1 |
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Vitality: 50 Attack: 40 MP: 60 Defense: 40 Venomous Dagger Leather Armor Scale Shield Class - Troubadour Level - 1 Spells Firebal Sleep Heal |
Vitality: 90 Attack: 90 MP: 0 Defense: 50 Iron Spear Bronze Armor Iron Shield Class - Alchemist Level - 1 |
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Vitality: 80 Attack: 70 MP: 0 Defense: 60 Iron Spear Bronze Armor Iron Shield Class - Young Man Level - 1 |
Vitality: 90 Attack: 90 MP: 30 Defense: 60 Sword of Lethargy Bronze Armor Class - Comedian Level - 1 Spells - Sleep |
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Vitality: 50 Attack: 50 MP: 40 Defense: 70 Venomous Dagger Cloak of Evasion Class - Zenithian Level - 1 Spells Sleep Blizzard Firebal Infermost Healusall |
Vitality: 100 Attack: 100 MP: 0 Defense: 60 Scales Claws Class - Baby Dragon Level - 1 Notes: Doran can emit a blizzard that will do 5d20 damage to a group of enemies. |
Notes
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.

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.
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 isnt 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, dont you think? Well, here is the rule that works rather well concerning multiclassing:
Requirements
Since the GM can make new classes, why not items and weapons?
Yea, it doesnt take an idiot to see what is implied here.
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 couldnt have gotten the job done.
Everyone else that I cantremember
For doing things that I can remember at this time.
Thanks to all who enjoy this game.
Spur - Savior
of Zenithia =)
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.