Timeline: This happens after Eclipse Soul has found Zeno at the end of the COOP Guild Event.
Rank: A
Player Requirements: 1 or more A Rank (or higher) Eclipse Soul members. (Max. 4 participants) Each person is to have a minimum of 10 posts, and 300 words per post.
Job Requirements: Secure the invaded City Guard Tower(s) Zeno has tasked you with. Make sure none of the hostages get killed. (PM Zeno to request this mission)
Job Description:
(Location: Karakuri City
Time: Midnight)
Attention, Eclipse Soul members! Karakuri City is under attack by an unknown terrorist guild. They must have been planning this attack for months, infiltrating the city and integrating into our local society, because they were already inside the walls when they attacked. They have taken over the city's Guard Towers violently... Quite a few guards were killed and the remaining people inside the towers are being held hostage. Their motives remain unclear, but they have requested to speak with Master Monk Zhao. I have him secure in my quarters, but he seems to be hiding something. It is your duty as members of Eclipse Soul to secure these City Towers and prevent any more harm to Karakuri's citizens. These terrorists must be dealt with swiftly and in any way deemed necessary. Judgment lies in your hands today.
There is a total of 12 towers have been compromised and have their cannons aimed at the other uninvaded towers. If the terrorists sense a threat from outside, they'll fire the cannons and kill more hostages. The stakes are very high and a stealthy approach is mandatory. Max. 4 towers can be done per team.
They use a radio to communicate with me for discussing terms. I suspect that's what they use to communicate from tower to tower as well. No personal communication devices have been spotted.
Reward:
If you succesfully clear out the tower, the team will receive 75k jewels paid by the city council of monks. No money will be paid if any innocents die during your attempt. If you can do it without having one tower alarm another, an additional 25k will per rewarded per person. If you encounter one of the bosses and manage to defeat them, EXP is doubled. If you manage to bring Relick's Mask or Zafann's Swords to Zeno, he will craft legendary items from them as a reward as well. The maximum amount of towers one team can clear is 4.
Rank: A
Player Requirements: 1 or more A Rank (or higher) Eclipse Soul members. (Max. 4 participants) Each person is to have a minimum of 10 posts, and 300 words per post.
Job Requirements: Secure the invaded City Guard Tower(s) Zeno has tasked you with. Make sure none of the hostages get killed. (PM Zeno to request this mission)
Job Description:
(Location: Karakuri City
Time: Midnight)
Attention, Eclipse Soul members! Karakuri City is under attack by an unknown terrorist guild. They must have been planning this attack for months, infiltrating the city and integrating into our local society, because they were already inside the walls when they attacked. They have taken over the city's Guard Towers violently... Quite a few guards were killed and the remaining people inside the towers are being held hostage. Their motives remain unclear, but they have requested to speak with Master Monk Zhao. I have him secure in my quarters, but he seems to be hiding something. It is your duty as members of Eclipse Soul to secure these City Towers and prevent any more harm to Karakuri's citizens. These terrorists must be dealt with swiftly and in any way deemed necessary. Judgment lies in your hands today.
There is a total of 12 towers have been compromised and have their cannons aimed at the other uninvaded towers. If the terrorists sense a threat from outside, they'll fire the cannons and kill more hostages. The stakes are very high and a stealthy approach is mandatory. Max. 4 towers can be done per team.
They use a radio to communicate with me for discussing terms. I suspect that's what they use to communicate from tower to tower as well. No personal communication devices have been spotted.
- Weak Enemies:
http://shumelkin.deviantart.com/art/Militia-hunter-180220896
Archers: On the lookout in many of the towers' windows. If they spot anything suspicious, they'll fire arrows coated in ice magic to slow down their targets. They're very accurate shooters and some civilians have already been shot in non-fatal places, in order to be taken in as injured hostage to add pressure to the situation. There are at least 10 archers per tower.
Rank: C
Spells:
Cryo Shot: The tip of their readied arrow is coated in freezing magic. Slows down enemies up to A Rank wherever they are hit by 10%.
Cryo Blade: In case of close range encounters, they have magical combat knives that are also coated in ice magic. Slows down enemies up to A Rank by 10% wherever they are hit.
http://shumelkin.deviantart.com/art/Rogue-179934228
Scouts: These guys patrol the towers and the area around the tower. They are fast and cunning. If anything's off, they will sense it and investigate. They aren't the strongest fighters of the bunch, but they are nimble and agile. They use poison to wear down their enemies.
Rank: B
Spells:
Poisoned Blade: Their blade is coated in poison. If hit directly, the poison weakens the magic of mages up to A Rank by 25% per turn for a duration of 4 turns or until cured.
Pocket Poison: The scouts have poisoned dust in their pockets that they can hurl at opponents. If hit in the eyes, causes blindness to mages up to S Rank for 2 turns.
- Strong Enemies:
http://windmaker.deviantart.com/art/Mercenary-Swordsman-319538449
Elemental Mercenary Guards: These guys have already seen some battles, and have the scars to show for it. They're battle-hardened and do not go down easily. They usually carry either a sword, a hatchet or an iron club. There are runes on their off-hand arm that hint at their magical abilities. These guys are Elemental Mercenaries... at the slightest sign of danger these guys will violently respond and overpower. Reports claim that there are at least 8 Elemental Mercenaries per tower.
Rank: A
Spells:
Elemental Hand: Their off-hand is coated in whatever elemental magic they posess. It deals A Rank damage in a direct physical hit. If fire: deals a burning status effect that deals additional B Rank damage. If ice: deals a freezing status effect that slows mages up to A Rank down by 30% wherever they are struck. If lighting: deals a stunning status effect that paralyzes mages up to A Rank for 1 turn wherever they are struck.
Elemental Blast: The same as Elemental Hand, but ranged and from a distance of up to 20 meters before the magic dissipates.
Elemental Weapon: Their weapon is coated with magic. Teams of Elemental Mercenaries can coat each other's weapons to provide a higher elemental advantage against opponents. Effects are the same as Elemental Hand, plus an additional bleeding status effect that deals B Rank damage each turn for a duration of 4 turns or until healed.
http://shumelkin.deviantart.com/art/Warrior-182715012
Dual Wield Mercenary Guards: Equally as battle-hardened as the elemental guards if not more. These guys posess the ability to boost their physical stats, but they can alternate between two stats. They can have any combination of Speed, Strength, Durability, Magic Resistent. However, they can only have 1 active at a time and have a maximum of 2 stats they can boost. They are incredibly fast at switching it around though; they swing their sword with extreme speed one moment and follow it up with an incredibly powerful hit of their hammer. They're versatile and extremely unpredictable, plus they can let the elemental guards coat their weapons to add additional effects. They always use weapons to attack, but are dual wielders. The weapons they use can vary. There are at least 4 of these guys per tower.
Rank: A
Spells:
Stat Swap: They can boost any of their 2 stats in a pinch and swap the boost from one stat to the other faster than the eye can blink. Each boost improves the stat by 100%.
(Elemental) Weapon: If their weapon is coated with magic by Elemental Mercenaries: It deals A Rank damage in a direct physical hit. (without status boost) If fire: deals a burning status effect that deals additional B Rank damage. If ice: deals a freezing status effect that slows mages up to A Rank down by 30% wherever they are struck. If lighting: deals a stunning status effect that paralyzes mages up to A Rank for 1 turn wherever they are struck PLUS an additional bleeding status effect that deals B Rank damage each turn for a duration of 4 turns or until healed.
If the weapons are not coated in magic, it only deals A Rank damage per direct hit (without status boost) and the additional bleeding status effect.
- BOSS:
Mercenary Overlords: Battle mages who have fought in a number of guild wars. The mercenaries are lead by 2 Mercenary Overlords who are working together: Zafann and Relick.
It is unknown in which towers each of them are, but they are definitely not in the same one.
Zafann
Master of Dual Wielding.
His technique is probably better than all the dual wielding guards put together. His weapons of choice are two huge longswords that can clean a person right in two. His stat swapping skills are of a much higher level than those of his underlings. He's got a natural boost in all stats by 100% and can boost it even further. While technically an A Rank mage, most consider him powerful enough to defeat an S Rank mage in all-out combat.
Rank: A
Spells:
Stat Swap: Zafann can boost any 2 of his stats in a pinch and swap the boost from one stat to the other faster than the eye can blink. Each boost improves the stat by 100%. Maximum 2 stats at a time.
(Elemental) Weapon: If his weapon is coated with magic by Elemental Mercenaries: It deals A Rank damage in a direct physical hit. (without status boost) If fire: deals a burning status effect that deals additional A Rank damage. If ice: deals a freezing status effect that slows mages up to A Rank down by 50% wherever they are struck and S Rank up to 30%. If lighting: deals a stunning status effect that paralyzes mages up to A Rank for 2 turns wherever they are struck PLUS an additional bleeding status effect that deals A Rank damage each turn for a duration of 4 turns or until healed. S Rank mages are paralyzed for 1 turn, but also take A Rank damage each turn for a duration of 2 turns or until healed.
If the weapons are not coated in magic, it only deals A Rank damage per direct hit (without status boost) and the additional bleeding status effect.
Relick
Master of Elements
He was once a legendary elemental storm mage, until he got severely injured during a guild war and contracted a rare magic devouring virus through his wounds. (Rumour has it this happened somewhere in the Phoenix Mountains.) Relick's magic is a very rare hybrid, the only one known to have ever posessed it, and it is unknown how he obtained it. He control fire, ice and lighting in perfect synergy, just like a Storm Mage would control wind, water and lightning. He is a freak of nature, and the virus has left him mentally insane. He was once a SS Rank mage, but due to the injuries and the virus was reduced to A Rank. In the heat of the moment, the rage he feels towards his unfortunate situation can cause his magic to flare up into S Rank power, but it leaves him fatigued. Relick is covered in scars and strange colorations on his skin due to the virus and his war injuries. He wears a special metal mask, a magic resistant artifact that reduces damages from magic up to S Rank by 50%, as well as long robes above his metal armor.
Reward:
If you succesfully clear out the tower, the team will receive 75k jewels paid by the city council of monks. No money will be paid if any innocents die during your attempt. If you can do it without having one tower alarm another, an additional 25k will per rewarded per person. If you encounter one of the bosses and manage to defeat them, EXP is doubled. If you manage to bring Relick's Mask or Zafann's Swords to Zeno, he will craft legendary items from them as a reward as well. The maximum amount of towers one team can clear is 4.