Job Title: Finish Him!
Rank:
S Rank
One Time Only
Player Requirements:
1 or 2 S Ranks
or
2 - 4 A Ranks
Must be either Dark/Neutral Guild, or Guildless
Job Requirements:
Must Complete The Hunt!
Posts
45 Posts, 550 Words Each
Must Roll Dice 30 Times
After 30 Rolls, Boss Spawns
Boss Roll Will Count as Strong Roll
Job Location:
Sky Tower
Job Description:
A phoenix lands near you with a letter.
"So the polar bears didn't work out, and we're going back to the birds. So much faster...
Anyways, we've managed to get enough of that gunk off of the letter you sent us, and we've given you a copy of the letter that wasn't smelling horrid. It seems as though he wishes to duel you at the top of the Sky Tower. Go there and end him for all the trouble he's caused, the Magic Council has already put out the warrant for his head. But be cautious, there will be more than simple wizards there as mercenaries have gotten word of our demand.
Good luck to you!"~Magic Council, Secretary
Enemies:
Weak: 3x Wizard Bandits
These wizards use magic equal in power to your own, and they have been training their bodies to withstand the force of their own magic. They're physically, and mentally tough and able to withstand all forms of mind control of equal or lesser rank. They use offensive, defensive, or support magic and travel in balance teams of 3 with each member using one of the types. However, they are limited in power as their training is incomplete, and only know 2 spells each. Each of these guys takes 7 S ranked attacks to defeat, and will use each of their spells 1 time each.
Offensive: Use the Block Dice to determine if these hit you
Fire Ball - The wizard fire a ball of fire at you, if successful you take B rank damage and suffer a burn losing 2% HP for 3 posts. This can stack if multiple Wizard Bandits are drawn.
Air Sword - The wizard uses a wave of air to slash you for B rank damage.
Defensive:
Earth Barrier - The wizard erects a large sphere around one of the three wizards protecting them, this sphere is only large enough to protect one of the three, and will only go down once the other two are defeated. While in the sphere, that wizard cannot use his/her magic. This sphere will shatter immediately if put around you or your allies.
Wind Barrier - The wizard uses a gust of wind to deflect one of your own spells back to the wizard who casted it, dealing the rank of that spell and a half to the wizard. (Block Dice will determine if you're hit or not)
Supportive:
Liquid Assist - The wizard uses water magic to allow his/her allies to take 1 extra hit of damage.
Wind Assist - The wizard uses wind magic to speed up the other two by 50%
Normal: 4x Wizard Trainer
These are the ones training the wizard bandits to use magic, be careful as just one of him is the equivalent of the three of his trainee's. He uses the same spells as all three of them. His Earth Barrier is destroyed by 2 S ranks of damage. He personally takes 10 hits to down.
Strong: Mercenary
This is the one who killed the other mercenaries you saw while going up the sky tower, he uses guns, swords, bows and arrows, and is very sturdy. Though he knows no magic, this will still be a challenge as he takes 15 S rank hits to take him down, and the inside of the Sky Tower provides very little room for mobility.
After you're 30 sets of enemies, you reach the top. Take in the splendor as you look around at the world. Enjoy staring at the large diamond being held up by two golden griffins.
Done?
Good!
FIGHT! START!
Boss: Bandit Leader
He uses all the spells that the three Bandit Wizards use, except twice the potency. Additionally, every post he will drop a meteor on the area, the Damage Dice will determine if you're hit. After two posts, the Bandit Leader will disable your magic for 1 post, and also switch to using a greatsword that he wields with only 1 hand as though it was light as a feather. 30 S ranked attacks should be enough to bring him to his knees. He will offer you a choice, let him live for a sum of money, or follow your orders.
Reward:
65,000 Jewel
Bonus Reward:
Depending on you're choice to kill or free the Bandit Leader
Normal EXP plus 1x more S rank EXP if you KILL the leader
or
Normal EXP plus 100,000 Jewel if you FREE the leader
Rank:
S Rank
One Time Only
Player Requirements:
1 or 2 S Ranks
or
2 - 4 A Ranks
Must be either Dark/Neutral Guild, or Guildless
Job Requirements:
Must Complete The Hunt!
Posts
45 Posts, 550 Words Each
Must Roll Dice 30 Times
After 30 Rolls, Boss Spawns
Boss Roll Will Count as Strong Roll
Job Location:
Sky Tower
Job Description:
A phoenix lands near you with a letter.
"So the polar bears didn't work out, and we're going back to the birds. So much faster...
Anyways, we've managed to get enough of that gunk off of the letter you sent us, and we've given you a copy of the letter that wasn't smelling horrid. It seems as though he wishes to duel you at the top of the Sky Tower. Go there and end him for all the trouble he's caused, the Magic Council has already put out the warrant for his head. But be cautious, there will be more than simple wizards there as mercenaries have gotten word of our demand.
Good luck to you!"~Magic Council, Secretary
Enemies:
Weak: 3x Wizard Bandits
These wizards use magic equal in power to your own, and they have been training their bodies to withstand the force of their own magic. They're physically, and mentally tough and able to withstand all forms of mind control of equal or lesser rank. They use offensive, defensive, or support magic and travel in balance teams of 3 with each member using one of the types. However, they are limited in power as their training is incomplete, and only know 2 spells each. Each of these guys takes 7 S ranked attacks to defeat, and will use each of their spells 1 time each.
Offensive: Use the Block Dice to determine if these hit you
Fire Ball - The wizard fire a ball of fire at you, if successful you take B rank damage and suffer a burn losing 2% HP for 3 posts. This can stack if multiple Wizard Bandits are drawn.
Air Sword - The wizard uses a wave of air to slash you for B rank damage.
Defensive:
Earth Barrier - The wizard erects a large sphere around one of the three wizards protecting them, this sphere is only large enough to protect one of the three, and will only go down once the other two are defeated. While in the sphere, that wizard cannot use his/her magic. This sphere will shatter immediately if put around you or your allies.
Wind Barrier - The wizard uses a gust of wind to deflect one of your own spells back to the wizard who casted it, dealing the rank of that spell and a half to the wizard. (Block Dice will determine if you're hit or not)
Supportive:
Liquid Assist - The wizard uses water magic to allow his/her allies to take 1 extra hit of damage.
Wind Assist - The wizard uses wind magic to speed up the other two by 50%
Normal: 4x Wizard Trainer
These are the ones training the wizard bandits to use magic, be careful as just one of him is the equivalent of the three of his trainee's. He uses the same spells as all three of them. His Earth Barrier is destroyed by 2 S ranks of damage. He personally takes 10 hits to down.
Strong: Mercenary
This is the one who killed the other mercenaries you saw while going up the sky tower, he uses guns, swords, bows and arrows, and is very sturdy. Though he knows no magic, this will still be a challenge as he takes 15 S rank hits to take him down, and the inside of the Sky Tower provides very little room for mobility.
After you're 30 sets of enemies, you reach the top. Take in the splendor as you look around at the world. Enjoy staring at the large diamond being held up by two golden griffins.
Done?
Good!
FIGHT! START!
Boss: Bandit Leader
He uses all the spells that the three Bandit Wizards use, except twice the potency. Additionally, every post he will drop a meteor on the area, the Damage Dice will determine if you're hit. After two posts, the Bandit Leader will disable your magic for 1 post, and also switch to using a greatsword that he wields with only 1 hand as though it was light as a feather. 30 S ranked attacks should be enough to bring him to his knees. He will offer you a choice, let him live for a sum of money, or follow your orders.
Reward:
65,000 Jewel
Bonus Reward:
Depending on you're choice to kill or free the Bandit Leader
Normal EXP plus 1x more S rank EXP if you KILL the leader
or
Normal EXP plus 100,000 Jewel if you FREE the leader