Sorcerer#4 Playing Manual


Table of contents

For users NOT played #1:
Tutorial(see First)
Sorcerer Playing Manual(English)
For users already played #1/#2/#3:
Welcome to the world of Sorcerer#4
Major modification in Sorcerer#4
- Adventurer
- Camp
- NPC
- Swimming
- Combat
- Priest spells
- Wizard spells

Trade Shop Items in #4

Welcome to the world of Sorcerer#4


Sorcerer#4 is a story few generations after the adventurer in Sorcerer #1/#2/#3. In those days you would be a veteran warrior of a handred wars, but that's past -- All the things are renewed. Mazes, items, spells, even traps of chests you know are changed. Trial with older knowledge may causes a serious result! I can understand that you want to join adventure first, but (at least) you should be better to read Major modifications. Others are enough to read if you need them. No probrem, you don't have necessity all the things at once.

Major modifications in Sorcerer#4


Mazes:Initially, size of maps are (slightly) changed. You may not enough with your mapping sheets. Maps themself are various, from surface to underground, more than 10 floors that you ever see. Many ivents such as a deep pools you can dive or blowing fires are added.
Some doors are locked. To unlock the door, you need an ability of thives or ninjas, spells or special items. Doors themself may be hidden cleverly. These door can not find by LIGHT or HI LIGHT spell. Not only doors but also many devices or, in some cases, even a stair may be hidden in mazes. To find out them, you need an ability of thives or ninjas, or power of spell.
Characters:Now ability of swimming is added. Numbers of killing monsters and numbers you killed are indicated.
Various Items:Weapons have a concept of range. Plural defence attributes and hidden attributes not indicates in status view are increased hugely. An effect of healing power can only affects if you equip them. Fortunately, this concept affects to cursed items.
Spells and Magics more than 50:Spells and magics are big reformed. They are not only to attack simply, to find out hidden items, to make faster or slower the target, to block an effect of spells or breathes, to charm person to negotiate profitable, or to summon monsters to supports you.
Various Monsters:Measures of monster's attack are more various. They breath not only fire but also ice or poison, absorb levels or attributes, or steal your important items. Their friends followed them are not fixed -- sometimes unexpected friends followed them!
Non-Player Character(NPC):The activities on mazes are not only your adventurers. Otherwise, thives, marchants, or ghost things are also settled. They are cooperative or non-cooperative, to win them over to you side or have them for an enemy is owned by your act.

Adventurers


The image indicates status view of a character. Most of all things are unchanged, new 3 items are added.
- MARKS: indicates number of monsters the character slain till now.
- RIP: indicates number of slain by monsters till now.
- SWIM: indicates ability of swimming. The character can dive more skillful if the number is high. The number will rise if the character trains swimming.
Spells are big reformed. You can refer a complete list of spells at Magic page.

The image indicates informations of an item. Most of all are unchanged, a range of weapons are separated to LONG, MEDIUM or SHORT. The range the weapon can reaches are as follows:
- SHORT: Front characters(lines 1-3) can attack 1)-2) lines of monsters. Rear characters(lines 4-6) can not attack any monsters.
- MEDIUM: Front characters can attack 1)-3) lines of monsters. Rear characters can attack 1)-2) lines of monsters.
- LONG: All characters can attack all of monsters.

Camp


The image indicates camp view. Previous "Search for Another Party" ara changed "Search/Unlock". Tap it.

Mazes are not simple as before as you can find any doors by casting LIGHT spell. Doors, many items and ivents, or stairs are hidden cleaverly. To find them or unlock the door, these items are added:
- Search a Hidden Item: searches hidden items at the block the party is here. Sometimes no items can find. Wizard spell, FIND SECRET causes same effect. If some hidden items are found, they are visible in moving screen, or some ivents occur. That effects until you moved the floor.
- Search a Secret Door: searches hidden door in front of the party. Wizard spell, FIND SECRET causes same effect. If hidden doors are found, they are visible in moving screen. That effects until you moved the floor.
- Unlock a Door: tries to pick the door in front of the party.

If the door is locked, it indicates in screen. At this situation, you cannot open the door. Use "Unlock a Door" command to pick the lock. this command can be used by thieves or ninjas. They can not always unlock the door, their succeed is belong to character levels and agility of them. Wizard spell, KNOCK KNOCK causes same effect.

There are locked door they cannot unlock without special items. To unlock them, use "Use Items" command in status view of a character. Some door cannot react while the item is not equipped.

NPC


People slip into dungeon are not only your adventurer. NPC(Non-Player Character) is a person slip into dungeon, not an adventurer. They have each purpose. Someone needs help of an adventurer, someone advices to adventurer, or someone entrap an adventurer. NPC has a attribute like an adventurer. A NPC with LAW attribute is kind to adventurer, CHAOS attribute is almost coldhearted. To open their mind, you should give some special items or a message touches his heartstrings. To win them over to you side or have them for an enemy is owned by your act.
Commands you can choose when you meet NPC are as follows:
- Talk: talk to NPC. NPC almost settled older than your adventurer, so they know many useful affairs. To make a well conversation can bring out their knowledge. They have their own intensions, they will ignore displeased person, repeating dull questions will hurt their feelings little by little. And, most important information will be talked to truly trustworthy person. To win thier trust is owned by your act.

A conversation is done as a image. Initially, a greeting such as "HELLO" or "HI" is better. NPC will greet (if he is cheerful) to you or introduce himself. Main purpose of convarsation is to find key words. For example, if NPC tell you he is a secretary of a warlord such as the image, ask "WARLORD" or "SECRETARY" to get more detailed information. Or ask various items or ivents you found in mazes, or another residents in mazes, then you may get some hints. If you have any opportunity, you should ask about generary key words such as "RUMOR" or "TREASURE". Keep on talking would get a new key word, then ask for the key word to get another key word. Repeating convarsations, the full view of the story will appears little by little.
And, to quit a convarsation enter "BYE". Capital letters or small letters affect same.
- Trade Item: trades items to NPC.

After choose Trade Item, you should choose sell items or buy them like the image. NPC is not an honest marchant. They will ask an exorbitant price by their rules. They will not always respond to trade. They will refuse any trade to displeased person, or they can never buy any items if they have no gold (if buying price is extreamly low, that indicates they only have that gold).
- Give Item: gives item to NPC by free. Alost of all are given as a present to NPC. NPC would not do any special things as useal if they get items, but sometimes you can get some items as gratitude. A special item, for example, something the NPC seeks, if you give the item, he may thanks sincerity, and he may tell you a special information. To talk about an item you give or you get is better.
- Cast a spell: cast a Priest spell: CHARM, or Wizard spell: TEMPTATION (if you can use both, choose which you cast). When you hurt NPC's emotion or NPC don't have interest with you, cast these spells then he is charmed and your impression will rises. Thus you can talk or trade smoothly. These spells affect overlapping, but repetition will never get NPC's trust (impression and trust is not same). CAUTION: few NPC will immune these spells.
- Fight: choose this command if you want to pick a quarrel with especially displeased NPC. A natural result, NPC's impression falls greatly. CAUTION: if you kill NPC, he will never rise again. If the NPC knows important things, you never get the information. To clear this game is possible if you slain all NPC, butit may be too difficult. As same as real world, you shoud think fighting against NPC is the lasr resort.
- Steal: steals item from NPC. if you choose this command, succeed in stealing is owned by the character's class (nothing to say, thieves are the best), levels and agility that he steals. If you success, you can get some golds or item. If you fail, impression of NPC falls greatly, and he will attack anger against you by his attribute.

Swimming


In mazes, fountains, pools or spas are existing. They have many levels of depth, each level causes various effects, items, or adventurer encount monsters.

Anyone can dive into fauntains. The depth is, A is most shallow, then B,C to deeper. Choose character to swim then depth to dive. Swimming always has possibility of death by drowning, once the character dives beyond the ability of swimming, the possibility is extreamly high. Generaly, depth within the ability of the character, he may swim almost safety, but the ability will rises when he dives much deeper beyond his ability.

Combat


Combat adopts a concept of a range (refer Adventurer), some new options are added. Thieves and ninjas can use "Hide" command. The command means he will try to hide in a turn on a battle. Once he succeed in hidding, he can attempt a surprised attack in next turn. This can attacks any monsters with no relation of weapon, and gives damages as twice. If his character level is low, he is not good at hidding, but if he becomes proficient, he can hide continuously after he gives a surprised attack.
Spells are big reformed. You can refer a complete list of spells at Magic page.
An attack by monsters also changed variously. As same as the character can use long range weapon, some monsters can attack rear characters directly. Their breath is not only fire but also ice or poison. Be care about enemy thives especially -- they will try to steal items your character has! The thief stoled you items leave immediately, so if you slain another all monsters, the stolen item will not return.

Once you defeted all monsters, a treasure box you wait for a long time. Almost all traps set on a treasure box are which you don't know. The effects of each traps will be known by experience of yourselves.