Job name: Caravan Raids!
Rank: D
Player Requirements: 1 - 4 D-Rank or higher mages. Dark Guilds and Guildless mages only. Minimum of 10 posts per player. 200 words per post.
Requirements: Must Destroy the caravan and loot the supplies. (Weapons, food, water, etc.) Survivors are allowed.
Location: Any of the "Lands" except for "Castles and Towers"
Description: The Reaper King: "Some of our members are too weak, we must train them while still putting them to work. We need more supplies if we are to raise an army. Have all your lower members attacking caravanners 24/7 to raise their power. The time to strike is nearly upon us and we need more strength."
Enemies:
Weak Merchants: Peddlers with no skill in defense or offense, but will carry some means to defend their poorly trained selves.
Normal:Guards: Mercenaries hired by the Peddlers to defend them: They are trained to handle most threats such as bandits, but pose no magical abilities. Come with a variety of weapons from swords to guns.
Strong:Mages: Mercenary companions to their weapon weilding counterparts, however are much weaker physically compared to them, but still stronger than the merchants. Their specialty lies in using both healing and damaging magic to support their allies. Each mage comes with a staff that enables them to heal the wounds of their allies while up close, and enables them to cast D rank magic from afar. Can use any element except for Light and Dark based magic.
Reward: 1,250 Jewels to each mage.
Rank: D
Player Requirements: 1 - 4 D-Rank or higher mages. Dark Guilds and Guildless mages only. Minimum of 10 posts per player. 200 words per post.
Requirements: Must Destroy the caravan and loot the supplies. (Weapons, food, water, etc.) Survivors are allowed.
Location: Any of the "Lands" except for "Castles and Towers"
Description: The Reaper King: "Some of our members are too weak, we must train them while still putting them to work. We need more supplies if we are to raise an army. Have all your lower members attacking caravanners 24/7 to raise their power. The time to strike is nearly upon us and we need more strength."
Enemies:
Weak Merchants: Peddlers with no skill in defense or offense, but will carry some means to defend their poorly trained selves.
Normal:Guards: Mercenaries hired by the Peddlers to defend them: They are trained to handle most threats such as bandits, but pose no magical abilities. Come with a variety of weapons from swords to guns.
Strong:Mages: Mercenary companions to their weapon weilding counterparts, however are much weaker physically compared to them, but still stronger than the merchants. Their specialty lies in using both healing and damaging magic to support their allies. Each mage comes with a staff that enables them to heal the wounds of their allies while up close, and enables them to cast D rank magic from afar. Can use any element except for Light and Dark based magic.
Reward: 1,250 Jewels to each mage.