Act I
- Discovery:
- Job Title:
Discovery
Rank:
D
Player Requirements:
3x Wizards Max
All must be from Lamia Scale
Job Requirements:
10x Posts
150 Words Per Post
Must find all 5 pages
Rolling is not needed
Job Location:
LS Guild Hall, Hargeon
Job Description:
While sifting through some books in Lamia Scale's Guild Hall, you come across a book that's black in color, wit gold accents. The name of the book was scratched out, as if someone didn't want anyone else to find it. Upon opening it you notice that the first page has a set of symbols on it, but only a few words you can read, you flip the pages rapidly, realizing that five pages are missing. From what you can see on the other page, only very small sections are written in common language. Find the five missing pages, and uncover the books secrets.
Enemies:
Weak: Page 1
"...Long ages have foretold, of power beyond that of mortal comprehension, a power which can only be described as pure and unfiltered...."
Normal:Page 2
"...Settled in the heartland ~unreadable for a couple paragraphs~ the center of the soul ~unreadable for a paragraph~ the mind of the world..."
Strong:Page 3
"...unearth the destiny one must cover their will, and abolish the darkness..."
Boss: Summoned Shadow Knight
The book begins shaking, and a massive blast of dark energy sends you flying across the library. Upon getting up, you are faced with a warrior wearing pitch black armour, and giving off a shadowy aura. This takes 10 hits of any rank to defeat, and is extremely agile. The Shadow Knight wields a shield and a sword, and is very, very, VERY skilled at using them. Upon defeating the Shadow Knight he will drop the final two pages.
"Allow the light to seep through, and follow it..."
"...is the ultimate power, a power which all may obtain."
Reward:
Aside from standard XP:
+1x D rank XP (added after normal)
Unlock "Unearth"
As this job is guild specific, guild bonus will not be applied
- Heartland:
- Job Title:
Heartland
Rank:
D
Player Requirements:
Completed "Discovery"
3 wizards max
Job Requirements:
10 posts
150 words per post
Must roll until you've got 20 clues
Must fight the boss
Job Location:
Hargeon Town (start in)
Job Description:
That strange book you found contained a strange message that unveiled itself to you...
"...Long ages have foretold, of power beyond that of mortal comprehension, a power which can only be described as pure and unfiltered....
...Settled in the heartland ~unreadable for 2 paragraphs~ the center of the soul ~unreadable paragraph~ the mind of the world...
...unearth the destiny one must ~unreadable~ their will, and abolish the darkness...
Allow the light to seep through, and follow it...
...is the ultimate power, a power which all may obtain."
You decide to do as told, and go to the heartland.
Roll the Normal Dice, depending on the number rolled you must go there.
1 - Hargeon
2 - Magnolia
3 - Rose Garden
4 - Neutral Ground
5 - Crocus
6 - Talonia
Search the town you've rolled, and find some sort of clue. You need 20 clue points to finish this job.
Enemies:
Weak:Shadowy Wizard
The shadowy wizard is a strange man dressed in full black. He willingly gives you a single clue.
Normal:Stange Symbols
For some reason, you see symbols glowing on the wall. At first it's indiscernible and looks like scribblings. A second glance, and the letters read "Continue" and point you in a direction. +1 clues.
Strong:Small Child
The gender of the child is yours to describe, either way, you're not allowed to hit him/her. You'll gain +2 Clues for persuading the child to talk, but you only have 1 chance. Roll the Damage Dice, if it's a hit you win. If it's a miss, no points for you!
Boss:Shadow Knight
He's back, and very unhappy. This takes 10 hits of any rank to defeat, and is extremely agile. The Shadow Knight wields a shield and a sword, and is very, very, VERY skilled at using them. Upon killing the Shadow Knight, a blast of light erupts from its body and shoots off in a direction. It's too fast for even the fastest wizard to follow, but it gives you a good idea where to go. +5 Clues
Reward:
After obtaining all 20 clues, you find a lacrima crystal inside of a rather normal tree, the age of this tree is... old... you decide to take the lacrima back to LS guild hall.
As a reward, you are given 10K(divided among all participants) Jewel for discovering the secret behind the tree's longevity.
Unlock the quest "Tranquility"
As this is a guild specific job, no guild bonus is applied.
- Tranquility:
- Job Title:
Tranquility
Rank:
D
Player Requirements:
Completed "Heartland"
3 wizards max
Job Requirements:
15x Posts
Must roll 5 times
Must fight the boss
175 words per post
Job Location:
Crescent Island
Job Description:
Sitting in the LS Library, you examine the book and the lacrima much more closely, and for reasons unknown you smell a coastal breeze. The bitter salt in the air, the sound of birds squawking overhead, and the sound of monkeys. There's only one paradise you can turn to, to find all that!
Enemies:
Weak:Monkey
Pretty standard simian, show off any spell and it will run away. Or kill it, either works.
Normal:Monkey
Slightly less standard simia, 2 hits and it runs. Or kill it, either works.
Strong:Monkey
THIS IS NOT NORMAL!!! KILL IT! KILL IT!!!!!!!
10 hits of any rank and it goes down. The Strong Monkey isn't very good at fighting though... but it does deal damage equal to 1 rank above you. IF it hits you...
Boss:Shadow Knight
Yup, even in paradise he wants to go again. This takes 15 hits of any rank to defeat, and is extremely agile. The Shadow Knight wields a shield and a sword, and is very, very, VERY skilled at using them.
At the end of your search, you find a black box with gold linings submerged in a geyser. If you have less than 20% HP then you need to get creative to take this out. Stick your hands in the water and get fried for 20% HP, and pull that sunken box out! Inside you find another lacrima, this one feels ice cold despite being in a geyser for ???? years.
Reward:
A bunch of banana's
The hatred of a bunch of monkeys
3K Jewel
Unlock "Unearth"
- Unearth:
- Job Title: Unearth
Rank: D
Player Requirements:
3x Wizards Max
Complete "Tranquility"
Complete "Dearly Departed"
Job Requirements:
10 Posts
150 words per post
Must roll 5 times minimum
Must fight the boss
Job Location:
Abandoned Cabin, Cursed Lands
Job Description:
While holding the two lacrima crystals, one producing the feeling of calm, peacefulness. The other quite cold, and lifeless. You begin to feel a familiar feeling, akin to that of being dead... You remember your mission to go free your friend of his/her curse. Putting the crystals down, the feelings vanish, as well as your grieving for your friend. You realize now, that the crystals tell you where to find the other, and decide to venture back to your friend's old home.
Enemies:
Weak:Ghouls x15
Upon arriving, you find that the plague is still here... As if they could be uglier, the ghouls are far worse decayed than last time. They will follow you to the death, so better grant it early. 1 hit of any rank will down them, but keep in mind, there's 15 of them.
Normal:Ghost Girl
This child is one of the few ghosts that aren't trying to possess you. She will engage you in dialogue for 1 post, but if you walk away before that 1 post she will get angry and attack. She deals 1 rank above you in damage, and can only be hit by non-physical attacks. So if you have a magic spell that works by punching, it's useless.
Strong:Zombie Ninja Monkey
Words cannot explain... it's fast as lightning, it hits 1 rank above yours, and takes 7 hits of any rank to go down. The fact that it's about the size of your fist makes it even harder to hit...
Boss:Shadow Knight
Aaaaaaand he is back! Again... This time he's even stronger too! He hits for 2 ranks above yours, and take 20 hits to down. He's still using that sword and shield, and is still extremely good at using them. Big, shadowy, armoured... lovely. Good luck!
Upon searching your friend's cabin, you realize it's empty. About to leave, feeling like a fool, the floor caves in and you land in an underground labyrinth.
Reward:
1x Bonus XP added after normal XP
Unlock "Abolish"
- Abolish:
- Job Title:
Abolish
Rank:
D
Player Requirements:
3x Wizards Max
Complete "Unearth"
Job Requirements:
20 posts
200 words per post
Must roll 10 times
Must fight boss
Job Location:
Abandoned Cabin, Cursed Lands
Job Description:
You've fallen through the floor of your old friend's cabin. Marveling at the fact that this didn't happen last time, you believe that the labyrinth could have been new. A set of bones under your feet suggest otherwise... In the rib cage of on of the skeletons under you is the exact same book that lead you here. Not really wanting to face that knight again, you want to leave it, but find yourself picking it up and carrying it with you. The labyrinth you're in has never once been mapped, and you don't know what exactly lies in it. Upon skimming through the book, you find a map that shows the labyrinth but the parts you need are faded out. What you can see is 4 obelisks drawn in each corner of the labyrinth, with a faded arrow leading from each to the middle. A clue on how to escape?
Enemies:
Weak:Skeleton x5
The curse has extended down here, and has reanimated the bones of the dead. Kill them with 1 hits of any rank.
Normal:Wisps
Strange glowing, floating lights that seem to be showing you the way. After 1 post they will all vanish at once.
Strong:Skelesaur
Skele-what? It's a Skeletor Dinosaur! In otherwords, this labyrinth is ANCIENT and now you gotta take down a dinosaur. It takes 15 hits of any rank to bring this 15ft tall monster down. It's attacks are bite and slash. Slash deals damage equal to 2 ranks above your own, and bite deals damage equal to 1 rank above your own.
Boss:A Cupcake!
Syke! It's the Shadow Knight! He's back in all his shadowy armoured delight, here to improve the quality of your stay in the labyrinth! He takes 20hits of any rank to take down, but now he can cast a paralyzing spell on you, and will do it 1 time. Roll a Block Dice and see if it works.
After the four obelisks are activated, signaled by a glowing in Red, White, Blue, and Green the Labyrinth will shift giving you a straight shot to the center. Standing on a pedestal is a single lacrima. This lacrima is burning hot, and obviously represents fire. Taking the lacrima off the pedestal, you're teleported to yet another labyrinth.
Reward:
5K Jewel
Unlock "Light"
- Light:
Job Title:
Light
Rank:
D
Player Requirements:
3x Wizards Max
Complete "Abolish"
Job Requirements:
20 posts
200 words per post
Must fight boss
Must complete each puzzle in order
Job Location:
Unknown Lands
Job Description:
Not quite sure where you are, you arrive there in one piece. Remarkably, your wounds are healed and you feel as though you've rested a while. This labyrinth is quite different from the other one, and is actually devoid of any signs of life. However, you look behind you and notice that the walls have began changing rapidly, as if your presence had awoken them. This place is powerful, alive, and you have no idea how to escape.
Puzzle 1: A pedestal lays before you, set in glowing blue marble. It has a hole that is obviously for one of your lacrima, and on it is a symbol of a flame. Upon putting your Flame Lacrima in the socket, several gears turn and shift, and it opens a massive rubix cube. The six sides; Fire, Water, Wind, Earth, Light, and Dark; must be lined up properly before you're permitted to leave the area. Walking away results in you being teleported back to the puzzle. Completing the puzzle results in a ray of light bursting forth, and going across the labyrinth.
Puzzle 2: A pedestal lays before you, set in glowing white marble. It has a hole that is obviously for one of your lacrima, and on it is a symbol of a Crescent Island. Upon placing your Earth Lacrima in the socket, gears turn and shift and the pedestal opens up into a celestial map. You must line up the stars so that the constellations Libra and Pisces, and Aquarius and Leo are lines up together. This is not an easy undertaking, as moving one constellation moves the others as well. After solving the puzzle, the light will be redirected to another corner of the labyrinth.
Puzzle 3: A pedestal lays before you, set in glowing red marble. It has a hole that is obviously for one of your lacrima, and on it is a symbol of a snowflake. Upon placing your Ice Lacrima in the socket, the pedestal begins turning and shifting. This time, encasing you in a golden cage with horizontal bars. In between each bar, is a set of coding that you must put in order. The coding is alien to you, and is extremely hard to decipher. However, you remember it from the book. Place the coding in order so it repeats the same message from the book that made you start this madness. Upon completing this simply task, the ray of light will shine to the middle of the labyrinth, and all the walls of the labyrinth will disappear underground.
Arriving in the middle, you find that there is a lacrima on a pedestal shining in multiple colors. You pick it up, and despite it being a bit larger than the other three, it's considerably lighter. It's warm, cold, peaceful, and light all at the same time. This leads you to believe it's a combination of the three lacrima from before, with the addition of wind. The black book begins shaking again, and out of it emerges an old friend.
Boss:Shadow Knight
He doesn't learn to stay put... 25 hits of any rank will bring him to his knees, but be weary. He will attempt to paralyze you for 1 posts, every 3 posts. His sword and shield skill has also improved, and he's considerably faster now.
Upon defeating him, you will be teleported a final time.
Reward:
5K Jewel
Bonus 2K Jewel
Unlock "Power"
- Power:
- Job Title:
Power
Rank:
D
Player Requirements:
3x Wizards Max
Complete "Light"
Job Requirements:
25 posts
175 words per post
Rolling is not needed
Must defeat all 4 enemies, 3 times each
Job Location:
Unknown Lands
Job Description:
You find yourself now on a large platform for six pedestals. Red, White, Gold, Green, Blue, Black are the colors. You have little time to take in the surroundings before your first enemy appears.
You must defeat a weak to summon a normal, defeat the normal twice to summon a strong. After defeating the strong 3 times, the boss will appear. During the time the strong monster is on the field, several candles will appear. After ten posts, the candles will go out. These candles can only be activated if there is a Shadow Knight present on the field.
Enemies:
Weak:Shadow Squire
A humble servant here to MESS YOU UP! He takes 5 hits of any rank to take down, and respawns after 3 posts. If consumed a new squire takes his place. If hit with light magic, two squires takes his place. He uses a dagger, and deals damage equal to your rank. After being killed 3 times, he will spawn no more.
Normal:Shadow Steed
A faithful servant of your long time enemy, the Shadow Steed takes 10 hits to be rid of, and is blindingly fast. It will trample you every other post, and will respawn after 3 posts. If hit with light magic, 2 will respawn. If consumed, another will take his place.
Strong:Shadow Knight
Hold on... the Shadow Knight isn't the boss? Nope! He's every bit as powerful as last time. 25 hits of and rank to beat him, he'll try to paralyze you for 1 post every 3 post. Sword and shield combination, and is fast. However, there's a twist. Every ten posts, the candles will go out. If you re-light them, it will hit all Shadow Creatures in the arena for 10 hits of damage. This Knight respawns after 5 posts, and will stop spawning after being killed 3 times. If killed by light attacks, he spawns after 2 posts instead of 5. If consumed, another will take his place.
Boss:Light Knight
Freed from his eternal bondage to the element of shadows, this noble knight wishes to fight you with his true power. After some dialogue (you're to choose the dialogue) he reveals that he was once a knight of truth. Integrity, honor, kinship... all dear to him. But he was corrupted by the same book that lead you here. He wishes to fight you in an honest duel (best 3 out of 4) in order to be assured that your heart remains pure. He tells you the three spells he knows.
Truth - A beam of light crashes down on your position, dealing 1 rank of damage above your own.
Honor - Five beams of light come in from around you, attempting to paralyze you for a post.
Kinship - He summons a Lamia to fight alongside him. The Lamia will attempt to cut you with one of the swords she wields in each hand, as well as wrap you with her tail. (For those who don't know, a Lamia is the snake version of a mermaid. Woman on top, snake below the waist.)
He takes 30 hits of D rank damage (15 hits of C rank) to bring to his knees. This must be repeated 3 times in a row. If you die, it is treated as a loss and you are respawned immediately with 50% HP, 50% MP.
After beating him, he touches your weapon and enhances its property before scattering into light particles. You pass out from exhaustion and wake up in the middle of Lamia Scale Guild Hall's bath house.
Reward:
5K Jewel and a Strong(normal) rank weapon
Unlock "Act II"
If completed all 7 parts Solo (most prove it):
Your weapon is upgraded to Strong(+)
If the weapon is already Strong(+) it becomes Legendary
If already Legendary you may choose a Strong Magic Item or 1 Pet Upgrade