Job Title: The Apprentice: The Not So Peaceful Village
Rank: A
Category: Normal/ Job Series
Job Location: Peace Village
Solo Word Count: 5,000
Group Word Count: 10,000
Additional Requirements: Must have completed The Apprentice: Thorns in the Garden.
Job Description: Upon hearing that some of the high cultists are in the hideaway, you come to the village to investigate. Everything seems completely ordinary with no difference in any way. The entrance to the hideaway is in the inn. Upon entering you see what seems like an underground room with a spring in the center and what seems like a bar, tables, and a small hallway with rooms to stay in along the edge of the circular room. There are cultists in the room who will fight you before you make it to the large doorway on the opposite side of the room.
After defeating the many cultists you enter the final room. The cloaked cultist with the mask stands there, apparently having waited for you for quite some time. He informs you that the cultist you fought last time had sent a hidden message and he was sent here to keep you distracted while the final preparations of the ritual are made. You must fight and defeat him, which obviously won’t be easy. Once he is defeated, you know there’s only one final location to look.
Before you leave you see the girl and she appears to be disappointed in you, stating that you could have gained so much power, as well as immortality, that you could have had an army follow you against anyone you wanted and instead you chose to follow the stupid magic council blindly. In any case she thanks you for removing another fly, and as a reward tells you that her master is ready to begin the ritual before vanishing from sight.
Enemies:
Reward: 75,000 jewel and access to The Apprentice: Savitar
Rank: A
Category: Normal/ Job Series
Job Location: Peace Village
Solo Word Count: 5,000
Group Word Count: 10,000
Additional Requirements: Must have completed The Apprentice: Thorns in the Garden.
Job Description: Upon hearing that some of the high cultists are in the hideaway, you come to the village to investigate. Everything seems completely ordinary with no difference in any way. The entrance to the hideaway is in the inn. Upon entering you see what seems like an underground room with a spring in the center and what seems like a bar, tables, and a small hallway with rooms to stay in along the edge of the circular room. There are cultists in the room who will fight you before you make it to the large doorway on the opposite side of the room.
After defeating the many cultists you enter the final room. The cloaked cultist with the mask stands there, apparently having waited for you for quite some time. He informs you that the cultist you fought last time had sent a hidden message and he was sent here to keep you distracted while the final preparations of the ritual are made. You must fight and defeat him, which obviously won’t be easy. Once he is defeated, you know there’s only one final location to look.
Before you leave you see the girl and she appears to be disappointed in you, stating that you could have gained so much power, as well as immortality, that you could have had an army follow you against anyone you wanted and instead you chose to follow the stupid magic council blindly. In any case she thanks you for removing another fly, and as a reward tells you that her master is ready to begin the ritual before vanishing from sight.
Enemies:
- Chanter x10
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 wields 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 4x A-rank attacks to kill.- spells:
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.
- Channeler x6
These cultists use magic by channeling the essence of the world around them into magic. The environment determines their type of magic. With the ritual being active, their powers involve dark magic. It takes 6x A-rank attacks to kill them.- spells:
Leech life: An attack that deals half your rank in damage, and heals the cultist by 1/2 A-rank damage.
Call Wraith: Summons a spectral wraith to fight for him. Creatures deal B-rank damage with each hit and take 2x A-rank 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 1/2 B-rank damage per post. Lasts for three posts.
- Necromancer x4
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 in weapons. Physical hits deal your rank in damage. It takes 8x A-rank attacks to kill necromancers.- spells:
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 A-rank damage. There can be up to two corpses per necromancer. It takes one A-rank 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 to the summons is reduced by ten points of health. Spirits can deal A-rank damage, and take 3x A-rank attacks to kill. Not compatible with Command spell.
Acid Rain: Necromancers can summon acid rain that harms all wizards for A-rank damage.
- Masked Cultist
It takes 30x A-rank attacks to defeat him. The cultist is a shade, a wizard whose mastered shadows in all its forms. His secondary magic only amplifies his shadow abilities and makes him immune to any spells or abilities that affect him in any way other than damage.- spells:
Shade Form- Masked Cultist can shift his body into a shade form, becoming shadows themselves and can use this to teleport between shadows. He is immune to attacks in this form, but cannot attack either.
Being of Shadows- All physical damage is reduced by 50%.
Mind Shadows- The cultist can read the emotions and any memories of a specific wizard, using this to try and trigger emotions in his targets.
Suffocate- The shadows cover the entire area, choking the life out of the wizards in its grasp. It does not paralyze, but it does deal half the rank of the highest wizard damaged to all caught in it for three turns as well as removes all light sources, normal or otherwise.
Shadow Grip- The cultist can control shadows and make them physical, punching or grabbing wizards to deal your rank in damage.
Dark Blades- The cultist can summon a weapon of any sort out of shadows and use it to do physical damage, dealing twice your rank in damage.
Death Brand- Any physical contact from the cultist, whether he attacks you, or vice versa, will result in a death brand. This brand slowly drains your mana by 5% each post.
Shadow Pulse- A blast of shadow and mana energy that deals x2 A-rank damage.
Reward: 75,000 jewel and access to The Apprentice: Savitar