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    Questline: Roots Stretch Further Still (4/4)

    Hania
    Hania

    Demonically Bound


    Demonically Bound

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Have Seijin On Your Friends List- Player 
    Lineage : Warrior of Steel
    Position : None
    Posts : 1093
    Guild : Rune Knights
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 206,450

    Character Sheet
    First Skill: Requiem
    Second Skill:
    Third Skill:

    Questline: Roots Stretch Further Still (4/4) Empty Questline: Roots Stretch Further Still (4/4)

    Post by Hania 29th August 2017, 5:42 pm

    Job Title: Roots Stretch Further Still
    Rank: B
    Player Requirements: 4500 word per player requirement.  Must have at least 1 Rank B+ wizard in the group.   At least one wizard must have completed Thine Gods Do Answer first.  Must have 2-5 members in the party.
    Job Requirements:  Get past the Golem and defeat/kill the bosses.
    Job Location: Silent Cemetery
    Job Description: There is yet another hidden entrance in the cemetery, however this one is far from obvious.  What the door is and how it is used is up to the role players.  Inside is a long corridor with a single golem blocking the path to the chambers.  You must kill the golem before you can proceed.  

    After defeating the golem you proceed, passing locked doors that seem to lead to living chambers, as well as kitchens and other household rooms.  The end of the chamber is a large circular chamber where members of the high cult are waiting.  If there are two wizards present then there are two cultists.  If three wizards, then three cultists.  If there are four or five wizards then there are four cultists.  No matter how many cultists there are, there will always be an additional cultist, this being the girl from before.  They knew you were coming and the others were out preparing something.  The girl states that she was ordered to watch and observe to determine if you were strong enough for the rank seven cultist rather than actually fight you.

    After defeating them you have the choice to kill them or not.  If you do not kill them, they will either leave, or thank you and promise to repay you in the future.  The Charming man will give you a magical weapon as a thank you, convincing the silent Assassin to give one to you.

    If you killed the high cult members, and have taken the dark path, you find the girl waiting outside, appearing a bit cheerful.  She congratulates you and tells you that if it’s power you seek, she can help you with it, and gives you a black card with a skull on one side, as well as a black and red sword.  

    Regardless of whether you choose the light or dark path, she gives you eighteen thousand jewel.  With that she leaves without you noticing.  Regardless of which path you have selected, you will find plans on a table nearby, showing three places as dots on the map.  These dots are on Sky tower.  Peace Village.  and Rose Garden.

    Enemies:

    Weak:  The golem is made of stone and rather durable.  The golem has no magical attacks, but it’s physical attacks are incredibly strong.  It’s also highly resistant to physical attacks, as well as any elemental attacks that are not water, or earth.  It has two attacks:  Forceful Strike:  This attack focuses on a single target, dealing x2 rank B damage.  Demolition:  A strike against the ground, creating a powerful shockwave on the ground that also launches boulders through the air.  Nearly impossible to dodge dealing x1 rank B damage to all wizards it hits.  Has a 10% resistance to any physical attack.  This monster takes eight rank B attacks to defeat.

    Normal:  The golem is made of hardened steel and extremely durable.  This golem has no magical attacks, but along with it’s physical attacks it also has electrical attacks.  This golem possesses some intelligence and is able to determine which attacks are best for certain opponents.  It has four attacks:  Metallic pierce:  It’s arm transforms into a blade or hammer and strikes at a single target.  It deals x2 your rank in damage.  Orb seekers:  Metal orbs that are shot from the golem and seek out and follow all wizards, avoiding obstacles in order to strike all wizards, dealing your rank in damage.  Lightning Shot:  A single blast of electricity on a single target, dealing half your rank in damage, paralyzing rank B and below wizards as well.  Lightning Storm:  Blasts of electricity strike at all wizards, dealing half your rank in damage.  Has a 25% resistance to physical damage.  This golem takes thirteen rank B attacks to defeat.

    Strong:  The golem is made of lacrima and raw magic energy.  The magical barrier provides protection from both physical and magical attacks.  This golem has four attacks, all magic based.  Arcane Missiles:  Releases four arcane spears that can target a single wizard or multiple ones that deal half the strongest wizard’s rank in damage.  Arcane Blast:  A powerful blast of magical energy that can strike up to two wizards, dealing damage equal to the highest wizard’s rank.  Nova Blast:  An arcane blast that erupts in every direction in a single wave, striking everything in it’s path, dealing your rank in damage and knocking wizards back.  Arcane eruption:  Upon destruction, it releases an extremely powerful explosion that deals x3 your rank in damage.  Has 25% resistance to physical and magical damage.  It takes fifteen rank B attacks to defeat.

    Boss:

    1.  Cloaked Boy.  Summoning magic.  Celestial wizard.  Secondary:  Summoning
    Uses a celestial key to summon a spirit, along with his summoning powers.  He summon’s a spirit first, and upon that one’s defeat, he uses his celestial key.

    Reaper:  A spirit that takes the form of a reaper with a scythe, four wings, four arms, and a skeleton horse with a ghost like appearance.  This spirit has 240 points of health with a 25% resistance to magical attacks.
    Abilities:  Spirit of Death- All wizards near this spirit are drained of five points of health each turn.  Winged Creature- Ground attacks mean nothing to this spirit.
    Attacks:  Scythe slash- Swings the weapon in a wide arc, striking at all wizards for thirty one points of damage.  Horse Trample- The steed charges forward, trampling all in it’s path dealing fifteen points in damage and stunning you for one turn.  Death Song- Sends vibrations out that last for three turns, draining your health or your mana by 5% each turn.  Effects all wizards unless blocked by magic protecting against sound.

    Celestial Spirit:  Azriel the fallen angel:  She has silver hair, a black and white dress and a thin sword.  It seems that the cloaked boy is most attached to this spirit as if she were his friend.  This celestial spirit has 275 points of health.
    Abilities:  Faithful Wings- She is able to take flight to avoid any ground attack, or land on the ground to avoid arial attacks.  Agile Body- She is extremely fast and agile.  This along with her incredible reaction timing allows her to avoid most attacks.  Eyes of an Angel- She is able to detect and exploit her opponent’s weakness(s), though it may take time for her to discover it.  Hybrid- Being a Unique Fallen Angel, she has resistance to both divine and dark magic:  15% resistance to both.
    Attacks:  Heaven’s Strike- An attack of her blade where she thrusts her sword at you too fast to know just how many attacks she’s actually landing, that deals up to thirty nine points of damage.  Shadow Fall- A magical attack that appears directly below her target and follows them if they move that strikes them with a dark spear, crippling them for one post while dealing nineteen points of damage.



    2.  Manipulating Woman.  Take over Magic.  Health:  Same health as highest rank Wizard present.
    Partial 1:  The first change in her take over is that she grows or sprouts horns.  These horns increase her speed and strength.
    Partial 2:  The second change in her take over is when she sprouts demon wings.  These wings are made of her own flesh and bone, allowing her to fly as well as strike with them.
    Partial 3:  The third change in her take over transforms her skin into a shadowy like substance.  She can choose to appear as shadow, or as human flesh, but either way physical attacks will lose effect on her in this state.
    Partial 4:  The fourth change in her take over is her eyes, changing to a glowing orange that grants her fire abilities as well as paralyzes any who glance at them.
    Abilities:  All damage dealt by physical attacks is reduced by 25%.  With every melee attack dealt, attacker is harmed by 5 points of damage.  When flying she is fast, but on the ground she relies on brute strength, which she has in demon form.  She is immune to fire attacks.
    Attacks:  Claw Strike- She can use her claws on her hands or wings to strike you, dealing damage equal to highest wizard’s rank.  Shockwave- Using her wings she can push the air away from her, pushing all wizards away as well, cancelling any attack used against her.  Infernal blast- She can create and control fire, using multiple types of such attacks that deal damage equal to highest wizard’s rank as well as apply burn upon hit, dealing 15 points of damage for three posts.  Banshee Scream- When she is halfway defeated she will start to use her banshee scream, dealing x2 of your rank in damage, that will immobilize all wizards for one post.

    Lady Killer:  Holder Magic.  Health:  Same health as highest rank wizard +20 points.
    Abilities:  Allure- All female wizards deal 25% less damage.  Rivalry- If there is a female and male wizard on the battlefield, cultist deals additional 25 points of damage with each attack.  Flux- Any magical attack that is used against him increases his damage by 5 points.  Can stack up to three times.  Lasts two posts.
    Attacks:  Obedience-  Conjures an arcane whip as his melee weapon that deals half damage of highest wizard’s rank.  Warming Touch- Upon physical contact with him he relaxes your body immensely, causing you to go limp for one post.  Taxing Kiss- If he kisses your character, he drains your mp by 10%.

    Silent Assassin:  Requip magic.  Health:  Same health as highest rank wizard +30 points.
    She focusses on requiping her weapons with blinding speed, as well as launching weapons from seemingly nowhere.  She can also requip her ring which gives her different boosts.
    Buffs:  Depending on which ring she uses, she can have +speed- increases her agility and reaction timing to an insane amount, making her move nearly faster than the eye can blink.  +strength- this increases her physical strength, allowing her to stand powerful attacks and increasing her physical resistance by 25%.  +Precision- increases her accuracy as well as critical eye, allowing her to ignore 25% of your armor value.
    Weapons:  She has practically every sword in her collection, as well as daggers.  All swords deal damage equal to the highest wizard’s rank, however each sword can also deal additional damage.  Such as 25 points of damage of a single element, dark magic, divine magic, etc.  Weaknesses mean nothing to her.  She has the exact same variety in daggers as well, which she can throw with precise precision.  She has mastered every one of these blades.


    Reward: 18k jewel.  
    Dark ending:  Unlock -The Apprentice- Questline, dark path.  Magic weapon/Black card.  
    Light ending:  Unlock -The Apprentice- Questline, legal path.  Magic Sword/Dagger of strong+ rank.

    Credit goes to Oras Auro~


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    Questline: Roots Stretch Further Still (4/4) 59875_s


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