Fairy Tail RP

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    Questline: Thine Gods Do Answer (3/4)

    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: Thine Gods Do Answer (3/4) Empty Questline: Thine Gods Do Answer (3/4)

    Post by Hania 29th August 2017, 5:04 pm

    Job Title: Thine Gods Do Answer
    Rank: B
    Player Requirements: 4500 word requirement for solo.  2 or more wizards requires 7500 words.  Must have at least 1 Rank B+ wizard in the group.   At least one wizard must have completed Infiltrating the Temple first.
    Job Requirements:  Discover and enter the secret door.  Fight and kill the cultists and then fight and kill the boss.
    Job Location: Bosco
    Job Description: After deciphering the page, you find that it is a letter, inviting the cultist to the embrace ritual.  The details of this ritual are non existent on the letter, but it does give you the location.  A particular alleyway in Bosco.  After the long journey you reach the alleyway but only see a wall.  Upon further investigation you discover that through the use of technology, the wall is blocking the door.

    Once inside you see a very large ritual circle, more complex than the one you saw beforehand.  There is a single pedestal with a black stone resting on it.  Along the edge of the circle are seven items.  Some items are easily identified as crushed lacrima, silver flowers, skulls, but some appear to be different types of ground or sliced flesh, and other things that would ward most people off.  You see a cultist in the center of the circle and more cultists around the circle, chanting along with him in the ancient language.  When you approach the man in the center loses his body, seeming to be turned into base materials while his soul enters the black stone on the pedestal.  The other cultists notice you and attack.

    Upon defeating the cultists, the black stone shatters and the materials reforge into a skeletal being the soul enters in.  You see some form of lich before you that summons up undead to fight alongside him.  You must kill the lich.

    Once the lich is dead, you see the not-young girl approach, seeming to be slightly impressed, or impressed with your work, depending on how well the fight ended for you, as well as how quickly you finished him off.  She informs you that you could be of some help to her and gives you the location of where the high cultists live.  The location, she says, is the silent cemetery.  If you ask her why you would help her she will tell you what your character(s) need to hear in order to go and face them.  If you ask why she is helping them, she simply says it's in her interests as well as yours.  She then leaves without you noticing.

    If you explore and look for more clues, you discover a map of the fourteen lands, showing where all the ley lines are.  As it turns out, not only are you standing on one such location, but there’s also a ley line that moves directly through Fiore.  In addition you will discover that in their religion, they worship every God, demigod and demon of death there is in existence.  You also find fifteen hundred jewel.

    Enemies:
    Weak:  Chanters.  These cultists use magic that is activated by voice.  Speaking in the ancient tongue they are able to bend energy and create enchantments that aid them in combat.  Each wield two daggers that deal your rank in damage.  Due to the spells below they are immune to surprise attacks and distractions, and are resilient to any slow wizards.  They take four rank B attacks to kill.  x10 Chanters.
    Flash step:  This enchantment allows them to move with far greater speed.
    Keen eye:  This enchantment allows them to be perceptive of everything going on, never caught by surprise.

    Normal:  Channelers.  These cultists use magic by channelling the essence of the world around them into magic.  Depending on the environment determines their type of magic.  With the ritual being active, their powers involve dark magic.  It takes six rank B attacks to kill them.  x6 Channelers.
    Leech life:  An attack that deals half your rank in damage, and heals the cultist by half rank B damage.
    Call Wraith:  Summons a spectral wraith to fight for him.  Creature deals rank B damage with each hit and takes two rank B attacks to destroy.  There can be up to three wraiths at a time.
    Decaying Sphere:  A dark green orb that once hit by, will deal half rank B damage per post.  Lasts for three posts.

    Strong:  Necromancers.  These cultists are skilled in magic and necromancy.  Each of them has an arsenal of spells at their disposal.  Their magic is fueled by the dead and there are many many corpses in the area for them to use.  Along with this, they are also skilled with weapons.  Physical hits deal your rank in damage.  It takes eight rank B attacks to kill necromancers.
    Strengthen:  By transforming the flesh of the corpses into energy and absorbing it, necromancers are able to increase their speed and strength greatly.
    Command:  Necromancers can cast this spell on any corpse and force it to rise and fight for them, all corpses dealing rank B damage.  There can be up to two corpses per necromancer.  It takes one rank B attack to kill them.  Not compatible with summon spell.
    Summon:  Necromancers can call upon spirits to fight for them, bringing a soul warrior into the fray.  All damage dealt by magic attacks are reduced by ten points of health.  Spirits can deal rank B in damage, and take three rank B attacks to kill.  Not compatible with Command spell.
    Acid Rain:  Necromancers can summon acid rain that harms all wizards, for rank B damage.

    Boss:  Necromantic Lich.  A skeleton robed in black cloth.  While he has only just now become a lich, he knows the individual powers and spells that he is capable of.  And he wishes to demonstrate his newfound power to you.  The lich is on an entirely different level than the cultists, and requires 30 A ranks worth of damage to defeat.
    Abilities:  Undead- Any damage dealt by unholy or demonic magic is reduced by 50%.  Magic Incarnate- It is impossible to drain any mana or health from the Lich.  Loyalty- Any undead creature you summon will attempt to avoid harming the Lich.  Bone of my Bone- Whenever a skeleton dies, it restores it’s health equivalent to half rank B damage.
    Spells:  Control- Lich summons two skeletons to fight with him, each dealing rank B damage.  It takes three rank B attacks to kill one.  Life Drain.  Lich deals your rank in damage and drains 2% of your mana.  Deteriorate- A DoT attack that acts like acid on the skin, dealing half your rank in damage for three posts.  Leech Force- deals x2 your rank in damage and heals himself equivalent of half rank B in damage.  Fields of Misery- Creates a sort of field that brings misery and terror to the party.  All rank B and below wizards are immobilized for one post.

    Reward:  15,000 jewel. Gains access job Roots Stretch Further Still

    Credit goes to Oras Auro~


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    Questline: Thine Gods Do Answer (3/4) 59875_s


    True sins are the ones that you cannot atone for.
    Golden Lacrima: Valid until December 8th 2019

      Current date/time is 5th November 2024, 9:22 am