Job Title: Desert Discovery Part 2
Rank: A
Player Requirements: Must be A-rank or equivalent. Must be a member of Silver Wolf. Four members minimum. Up to six members maximum. Must have completed Desert Discovery Part 1.
Job Requirements: 18,000 words. Must fight at least five (5) mobs. Must defeat boss to complete job.
Job Location: Forgotten Desert
Job Description: Marcus B. Rhode has dispatched an excavation team to the dig site that was secured in the previous job. The team reported heavy bandit activity in the desert before fleeing. Silver Wolf is to protect the site and drive away or exterminate the bandits. Exact numbers are unknown, but heavy resistance is to be expected.
Enemies: The bandit boss from the previous mission is out for revenge. To this end, he has marshalled the entirety of his forces and has put them through rigorous training. He has also augmented his forces with mages who can control animals. The animals themselves have been subjected to spells that force them to grow much larger than normal. They can either attack independently or carry a rider into combat.
Weak:
Bandit Recruits x16: These are the new hires looking to prove themselves in battle. They are not very strong individually, but in groups they can pose a threat. Their command of Sand Magic is basic and deals C-ranked damage. They are distinguished by their plain white turbans.
Notes: This time they can ride giant scorpions or giant vultures into combat. They are now equipped with basic leather armor that requires one B-ranked hit or equivalent to defeat each one. Their swordsmanship has improved since the last encounter, so now they inflict 2x C-ranked damage with each hit.
Mounts - Giant Scorpions/Vultures: Lash out fiercely at their targets, attempting to strike them down with their bodies. Scorpions use their pincers and tail, while Vultures attack with their talons and beaks. They deal B-Ranked Damage and Take 1 A-Ranked or equivalent to defeat.
Normal:
Bandit Warriors x8: These are the foot soldiers for the bandits. They possess more skill with their scimitars, enabling them to do B-ranked damage with each hit. They can also use Sand Magic to root their opponents into one place by trapping their feet in sand via a sand vortex. Trapped mages can be helped out by allies throwing a rope to them and pulling them out or by defeating the mage that cast the spell. They are distinguished by a white turban with a golden cobra pin.
Notes: Warriors have received leather armor with pauldrons. Now it takes 1x A-ranked hits or equivalent to defeat each one. They ride giant scorpions into combat. Their training enables them to do 2x B-ranked damage per hit.
Strong:
Bandit Elites x4: These are veteran soldiers who have been with the group since its founding. They are charged with defeating difficult opponents. They are also tasked with shadowing their boss and protecting him at all costs. Due to their years of experience, they are tough opponents. They can be distinguished by their purple turbans with a gold cobra badge pinned to them.
They are armed with well-made scimitars and are expert swordsmen. Each hit of theirs does A-ranked damage. They are also adept with Sand Magic and can use it to buffet opponents for half of B-ranked damage per post (up to three consecutive posts) or to bury them up to their waists in sand. Trapped mages can be freed by friends or by defeating the enemy who cast the spell. If not ended sooner, the spell will end on its own in three posts.
Notes: The Bandit Elites wear improved leather armor that requires 3x A-Rank hits or equivalent to defeat. They ride into battle on giant camel spiders. They have trained since the last encounter, so now they can block melee weapon strikes of B and below three times per post.
Mounts - Camel Spiders/Cobras: These mounts are far stronger than the other types, Camel Spiders use pincers, while Cobras use their fangs to attack and deal A-Rank Damage with each strike. Cobras can also constrict victims with their body, this deals no damage but keeps you locked in place for up to 2 posts unless you find a way to escape or are freed by a comrade. They take 3x A-Rank or equivalent to defeat and knock their riders off.
Boss:
Bandit Boss: He is the leader of the bandits who wish to claim the site for themselves. He has formidable talent with both blade and magic. The boss is distinguished by his golden turban.
His command of Sand Magic enables him to buffet opponents with sand for half of B-ranked damage per post (up to three consecutive posts) or pull opponents into the sand up to their necks. If not freed sooner, the spell ends after three posts. He also wields a spell called Desert Grip, where a hand of sand grips an enemy and squeezes them for half of B-ranked damage per turn (up to three consecutive posts).
Notes: The boss enters battle with a pair of additional Elites at his side. All (second encounter) stats for the Elites apply to this pair, who wear red turbans with a golden cobra pin to denote their status as the boss’ hand-picked bodyguards. The boss also rides a giant cobra into combat. His bodyguards ride either giant camel spiders or cobras. Furthermore, his armor has been upgraded to require ten A-ranked hits or equivalent to defeat him.
In addition to training his forces, he has also trained himself. Now he deals 2x A-ranked damage per hit and can block B-ranked and below melee weapon strikes four times per post. He has added two new spells to his repertoire. The first spell, Sand Hammer, forms a giant hammer made of sand that deals 2x A-ranked damage if it hits. The second spell, Sand Claw, forms a claw made of sand that can strike a single target for 2x B-ranked damage and inflict ½ B-ranked bleeding damage over time for three turns after.
Spurred by his humiliation from the last encounter, the boss is determined to fight. Neither he nor his bodyguards will flee, so expect a fight to the finish. Should the boss be defeated before all of his followers are, the surviving bandits (except for his red-turbaned bodyguards, should any be alive) disengage from battle and flee.
Reward: A-ranked Experience, 75k Jewels, and access to Desert Discovery Part 3.
Rank: A
Player Requirements: Must be A-rank or equivalent. Must be a member of Silver Wolf. Four members minimum. Up to six members maximum. Must have completed Desert Discovery Part 1.
Job Requirements: 18,000 words. Must fight at least five (5) mobs. Must defeat boss to complete job.
Job Location: Forgotten Desert
Job Description: Marcus B. Rhode has dispatched an excavation team to the dig site that was secured in the previous job. The team reported heavy bandit activity in the desert before fleeing. Silver Wolf is to protect the site and drive away or exterminate the bandits. Exact numbers are unknown, but heavy resistance is to be expected.
Enemies: The bandit boss from the previous mission is out for revenge. To this end, he has marshalled the entirety of his forces and has put them through rigorous training. He has also augmented his forces with mages who can control animals. The animals themselves have been subjected to spells that force them to grow much larger than normal. They can either attack independently or carry a rider into combat.
Weak:
Bandit Recruits x16: These are the new hires looking to prove themselves in battle. They are not very strong individually, but in groups they can pose a threat. Their command of Sand Magic is basic and deals C-ranked damage. They are distinguished by their plain white turbans.
Notes: This time they can ride giant scorpions or giant vultures into combat. They are now equipped with basic leather armor that requires one B-ranked hit or equivalent to defeat each one. Their swordsmanship has improved since the last encounter, so now they inflict 2x C-ranked damage with each hit.
Mounts - Giant Scorpions/Vultures: Lash out fiercely at their targets, attempting to strike them down with their bodies. Scorpions use their pincers and tail, while Vultures attack with their talons and beaks. They deal B-Ranked Damage and Take 1 A-Ranked or equivalent to defeat.
Normal:
Bandit Warriors x8: These are the foot soldiers for the bandits. They possess more skill with their scimitars, enabling them to do B-ranked damage with each hit. They can also use Sand Magic to root their opponents into one place by trapping their feet in sand via a sand vortex. Trapped mages can be helped out by allies throwing a rope to them and pulling them out or by defeating the mage that cast the spell. They are distinguished by a white turban with a golden cobra pin.
Notes: Warriors have received leather armor with pauldrons. Now it takes 1x A-ranked hits or equivalent to defeat each one. They ride giant scorpions into combat. Their training enables them to do 2x B-ranked damage per hit.
Strong:
Bandit Elites x4: These are veteran soldiers who have been with the group since its founding. They are charged with defeating difficult opponents. They are also tasked with shadowing their boss and protecting him at all costs. Due to their years of experience, they are tough opponents. They can be distinguished by their purple turbans with a gold cobra badge pinned to them.
They are armed with well-made scimitars and are expert swordsmen. Each hit of theirs does A-ranked damage. They are also adept with Sand Magic and can use it to buffet opponents for half of B-ranked damage per post (up to three consecutive posts) or to bury them up to their waists in sand. Trapped mages can be freed by friends or by defeating the enemy who cast the spell. If not ended sooner, the spell will end on its own in three posts.
Notes: The Bandit Elites wear improved leather armor that requires 3x A-Rank hits or equivalent to defeat. They ride into battle on giant camel spiders. They have trained since the last encounter, so now they can block melee weapon strikes of B and below three times per post.
Mounts - Camel Spiders/Cobras: These mounts are far stronger than the other types, Camel Spiders use pincers, while Cobras use their fangs to attack and deal A-Rank Damage with each strike. Cobras can also constrict victims with their body, this deals no damage but keeps you locked in place for up to 2 posts unless you find a way to escape or are freed by a comrade. They take 3x A-Rank or equivalent to defeat and knock their riders off.
Boss:
Bandit Boss: He is the leader of the bandits who wish to claim the site for themselves. He has formidable talent with both blade and magic. The boss is distinguished by his golden turban.
His command of Sand Magic enables him to buffet opponents with sand for half of B-ranked damage per post (up to three consecutive posts) or pull opponents into the sand up to their necks. If not freed sooner, the spell ends after three posts. He also wields a spell called Desert Grip, where a hand of sand grips an enemy and squeezes them for half of B-ranked damage per turn (up to three consecutive posts).
Notes: The boss enters battle with a pair of additional Elites at his side. All (second encounter) stats for the Elites apply to this pair, who wear red turbans with a golden cobra pin to denote their status as the boss’ hand-picked bodyguards. The boss also rides a giant cobra into combat. His bodyguards ride either giant camel spiders or cobras. Furthermore, his armor has been upgraded to require ten A-ranked hits or equivalent to defeat him.
In addition to training his forces, he has also trained himself. Now he deals 2x A-ranked damage per hit and can block B-ranked and below melee weapon strikes four times per post. He has added two new spells to his repertoire. The first spell, Sand Hammer, forms a giant hammer made of sand that deals 2x A-ranked damage if it hits. The second spell, Sand Claw, forms a claw made of sand that can strike a single target for 2x B-ranked damage and inflict ½ B-ranked bleeding damage over time for three turns after.
Spurred by his humiliation from the last encounter, the boss is determined to fight. Neither he nor his bodyguards will flee, so expect a fight to the finish. Should the boss be defeated before all of his followers are, the surviving bandits (except for his red-turbaned bodyguards, should any be alive) disengage from battle and flee.
Reward: A-ranked Experience, 75k Jewels, and access to Desert Discovery Part 3.
- Code:
[b]Job Title:[/b] Desert Discovery Part 2
[b]Rank:[/b] A
[b]Player Requirements:[/b] Must be A-rank or equivalent. Must be a member of Silver Wolf. Four members minimum. Up to six members maximum. Must have completed Desert Discovery Part 1.
[b]Job Requirements:[/b] 18,000 words. Must fight at least five (5) mobs. Must defeat boss to complete job.
[b]Job Location:[/b] Forgotten Desert
[b]Job Description:[/b] Marcus B. Rhode has dispatched an excavation team to the dig site that was secured in the previous job. The team reported heavy bandit activity in the desert before fleeing. Silver Wolf is to protect the site and drive away or exterminate the bandits. Exact numbers are unknown, but heavy resistance is to be expected.
[b]Enemies:[/b] The bandit boss from the previous mission is out for revenge. To this end, he has marshalled the entirety of his forces and has put them through rigorous training. He has also augmented his forces with mages who can control animals. The animals themselves have been subjected to spells that force them to grow much larger than normal. They can either attack independently or carry a rider into combat.
[i]Weak:[/i]
[u]Bandit Recruits x16:[/u] These are the new hires looking to prove themselves in battle. They are not very strong individually, but in groups they can pose a threat. Their command of Sand Magic is basic and deals C-ranked damage. They are distinguished by their plain white turbans.
Notes: This time they can ride giant scorpions or giant vultures into combat. They are now equipped with basic leather armor that requires one B-ranked hit or equivalent to defeat each one. Their swordsmanship has improved since the last encounter, so now they inflict 2x C-ranked damage with each hit.
[u]Mounts - Giant Scorpions/Vultures:[/u] Lash out fiercely at their targets, attempting to strike them down with their bodies. Scorpions use their pincers and tail, while Vultures attack with their talons and beaks. They deal B-Ranked Damage and Take 1 A-Ranked or equivalent to defeat.
[i]Normal:[/i]
[u]Bandit Warriors x8:[/u] These are the foot soldiers for the bandits. They possess more skill with their scimitars, enabling them to do B-ranked damage with each hit. They can also use Sand Magic to root their opponents into one place by trapping their feet in sand via a sand vortex. Trapped mages can be helped out by allies throwing a rope to them and pulling them out or by defeating the mage that cast the spell. They are distinguished by a white turban with a golden cobra pin.
Notes: Warriors have received leather armor with pauldrons. Now it takes 1x A-ranked hits or equivalent to defeat each one. They ride giant scorpions into combat. Their training enables them to do 2x B-ranked damage per hit.
[i]Strong:[/i]
[u]Bandit Elites x4:[/u] These are veteran soldiers who have been with the group since its founding. They are charged with defeating difficult opponents. They are also tasked with shadowing their boss and protecting him at all costs. Due to their years of experience, they are tough opponents. They can be distinguished by their purple turbans with a gold cobra badge pinned to them.
They are armed with well-made scimitars and are expert swordsmen. Each hit of theirs does A-ranked damage. They are also adept with Sand Magic and can use it to buffet opponents for half of B-ranked damage per post (up to three consecutive posts) or to bury them up to their waists in sand. Trapped mages can be freed by friends or by defeating the enemy who cast the spell. If not ended sooner, the spell will end on its own in three posts.
Notes: The Bandit Elites wear improved leather armor that requires 3x A-Rank hits or equivalent to defeat. They ride into battle on giant camel spiders. They have trained since the last encounter, so now they can block melee weapon strikes of B and below three times per post.
[u]Mounts - Camel Spiders/Cobras: [/u]These mounts are far stronger than the other types, Camel Spiders use pincers, while Cobras use their fangs to attack and deal A-Rank Damage with each strike. Cobras can also constrict victims with their body, this deals no damage but keeps you locked in place for up to 2 posts unless you find a way to escape or are freed by a comrade. They take 3x A-Rank or equivalent to defeat and knock their riders off.
[i]Boss:[/i]
[u]Bandit Boss:[/u] He is the leader of the bandits who wish to claim the site for themselves. He has formidable talent with both blade and magic. The boss is distinguished by his golden turban.
His command of Sand Magic enables him to buffet opponents with sand for half of B-ranked damage per post (up to three consecutive posts) or pull opponents into the sand up to their necks. If not freed sooner, the spell ends after three posts. He also wields a spell called Desert Grip, where a hand of sand grips an enemy and squeezes them for half of B-ranked damage per turn (up to three consecutive posts).
Notes: The boss enters battle with a pair of additional Elites at his side. All (second encounter) stats for the Elites apply to this pair, who wear red turbans with a golden cobra pin to denote their status as the boss’ hand-picked bodyguards. The boss also rides a giant cobra into combat. His bodyguards ride either giant camel spiders or cobras. Furthermore, his armor has been upgraded to require ten A-ranked hits or equivalent to defeat him.
In addition to training his forces, he has also trained himself. Now he deals 2x A-ranked damage per hit and can block B-ranked and below melee weapon strikes four times per post. He has added two new spells to his repertoire. The first spell, Sand Hammer, forms a giant hammer made of sand that deals 2x A-ranked damage if it hits. The second spell, Sand Claw, forms a claw made of sand that can strike a single target for 2x B-ranked damage and inflict ½ B-ranked bleeding damage over time for three turns after.
Spurred by his humiliation from the last encounter, the boss is determined to fight. Neither he nor his bodyguards will flee, so expect a fight to the finish. Should the boss be defeated before all of his followers are, the surviving bandits (except for his red-turbaned bodyguards, should any be alive) disengage from battle and flee.
[b]Reward:[/b] A-ranked Experience, 75k Jewels, and access to Desert Discovery Part 3.
*Please Give Credit to Leona Jarnefeldt and Quill Scorchwood*