Job Name: Cultists: The Covert Covenant
Job Rank: C
Job Location: Heliohapt
Job Rewards: 100 XP, 7,000 Huang
Job Special: Chained from the prior here. Special: Players rank B and above are unable to take this job. Players who have already taken a job from this chain are unable to take this job (those who have taken a prior job are now considered 'known enemies' of the cultists).
Job Overview:
A Priest from the Temple of Ra had gone missing. Normally it would be considered a sensitive situation. It was made even more so when it was realized that the very same Priest was involved in investigating the recent emergence of a cult that follows a false god named 'Apep.' He was the man who had the most contact with those who made finds of this group and lived to tell the tale.
Very few clues exist pointing to where the man may be hidden. Due to him being a higher member of the clergy, however, a Magician from the Pharaoh's Court who is able to manipulate the Rukh and use Clairvoyance magic was brought in. Using an object owned by the missing Priest, the Magician leads the group to the man's location.
There was only one request from the High Priest. Bring the Priest back at any cost, hopefully before he is tortured for information (when the Priest is found, he is found in a coma and is unable to be awoken).
Job Name: Cultists: Convincing Converts
Job Rank: C/B
Job Location: Heliohapt
Job Rewards: 100/200 XP, 7,000/15,000 Huang
Job Special: Chained from the prior here. Special: At least 1 of the people in your group must be one of those who has taken part in the prior job. If you do not meet the minimum combined rank of the job at B-Tier, but meet C-Tier, then you face off against half the opponents and obtain the lower tier reward.
Job Overview:
One morning a mysterious letter arrives in the mail. The wax seal is fashioned in the style of a serpent. Upon reading it, it becomes apparent that the kidnapper group from before had found out who you are and where you live. But they are not trying to kill you at this time; they wish for you to join them, and to bring any others that you think would be willing to fight for their cause; the compensation, they promise, would be worth it. Not only will they forgive the prior transgressions, but they will pay handsomely for your assistance.
If you choose to explain the situation to a Priest of Ra, they will offer you a reward for cleansing the cult's base. Raid their location and free any prisoners you may find (you may find prisoners, or you may find bodies that have been cut open with their organs removed or both. The choice is up to you~).
If you have chosen to join the cultists, you must prove your loyalty alongside your ally. Kidnapping 1 person for each initiate looking to get paid is the requirement. During your mission, however, the guardsmen of Heliohapt were somehow alerted to your activities and you must defeat them before returning (you must still have a kidnapped person, whether you must kidnap a new person or still have the one you originally caught).
Job Rank: C
Job Location: Heliohapt
Job Rewards: 100 XP, 7,000 Huang
Job Special: Chained from the prior here. Special: Players rank B and above are unable to take this job. Players who have already taken a job from this chain are unable to take this job (those who have taken a prior job are now considered 'known enemies' of the cultists).
Job Overview:
A Priest from the Temple of Ra had gone missing. Normally it would be considered a sensitive situation. It was made even more so when it was realized that the very same Priest was involved in investigating the recent emergence of a cult that follows a false god named 'Apep.' He was the man who had the most contact with those who made finds of this group and lived to tell the tale.
Very few clues exist pointing to where the man may be hidden. Due to him being a higher member of the clergy, however, a Magician from the Pharaoh's Court who is able to manipulate the Rukh and use Clairvoyance magic was brought in. Using an object owned by the missing Priest, the Magician leads the group to the man's location.
There was only one request from the High Priest. Bring the Priest back at any cost, hopefully before he is tortured for information (when the Priest is found, he is found in a coma and is unable to be awoken).
- Opponents:
Enemy Name: Cultist Strongarm (x2)
Rank: C
Needed damage to take down: C
Description: The Cultist Strongarms both wield C-Tier Hammers that are 1 meter in length. Each cultist is cloaked in a white robe, and their hammers have an engraved snake upon it.
Abilities:
Strongarm Swipe: With a windup of their hammer, the Cultist Strongarm swings their hammer horizontally to inflict D-Tier damage to an opponent.
Strongarm Slam: With a sudden movement, the Cultist Strongarm brings their hammer down to inflict C-Tier damage to an opponent.
Enemy Name: Cultist Executioner
Rank: B
Needed damage to take down: B
Description: The Cultist Executioner wears a white robe, much like his Strongarms. His muscular body is much more defined, however, and the man also wears a white hood with an intricate design of a snake emblem upon it. A similar design is also on the man's back. He wields a B-Tier Greataxe that is 2 meters long. The man is also 2 meters tall.
Abilities:
Executioner's Entrapment: The Executioner allows an attack to strike him as he manipulates his body's mass to create additional muscles and immobilize the weapon that struck him in place. This blocks up to B-Tier damage and immobilizes the weapon for 2 posts.
Executioner's Engarde: The Executioner swings his Axe, dealing C-Tier damage to an opponent.
Executioner's Evisceration: The Executioner swings his Axe, backing it with magoi and dealing B-Tier damage to all those in his weapon's path.
Job Name: Cultists: Convincing Converts
Job Rank: C/B
Job Location: Heliohapt
Job Rewards: 100/200 XP, 7,000/15,000 Huang
Job Special: Chained from the prior here. Special: At least 1 of the people in your group must be one of those who has taken part in the prior job. If you do not meet the minimum combined rank of the job at B-Tier, but meet C-Tier, then you face off against half the opponents and obtain the lower tier reward.
Job Overview:
One morning a mysterious letter arrives in the mail. The wax seal is fashioned in the style of a serpent. Upon reading it, it becomes apparent that the kidnapper group from before had found out who you are and where you live. But they are not trying to kill you at this time; they wish for you to join them, and to bring any others that you think would be willing to fight for their cause; the compensation, they promise, would be worth it. Not only will they forgive the prior transgressions, but they will pay handsomely for your assistance.
If you choose to explain the situation to a Priest of Ra, they will offer you a reward for cleansing the cult's base. Raid their location and free any prisoners you may find (you may find prisoners, or you may find bodies that have been cut open with their organs removed or both. The choice is up to you~).
- Enemies while purging the Cultists:
Enemy Name: Cultist Veteran (x6)
Rank: C
Needed damage to take down: C
Description:
The Cultist Veterans each hold C-Tier daggers and a C-Tier shortsword, both of which are concealed weapons. Much like the rest of their ilk, the Cultist Veterans wear white robes.
Abilities:
Thrown Dagger: The Cultist throws a dagger for D-Tier damage.
Off-hand Parry: The Cultist slips a knife into their hand, simultaneously parrying an attack for C-Tier damage.
Sword Stroke: The Cultist slashes with its short sword, dealing C-Tier damage.
Enemy Name: Cultist Cell Head (x2)
Rank: B
Needed damage to take down: B
Description: These bald leaders wear white robes and are tattooed with the likeness of a serpent across their body. Their attitudes are intense and unyielding, and they each wield a B-Tier Scimitar.
Abilities:
Centered Swing: The Cultist Cell Head swings his scimitar, dealing C-Tier damage to an opponent.
Coveted Defense: The Cultist Cell Head defends against an attack, blocking B-Tier damage. If this blocks all of the damage from the attack, it knocks aside the weapon that it defended against.
Counted Days: The Cultist Cell head slashes, dealing B-Tier damage to his opponent.
If you have chosen to join the cultists, you must prove your loyalty alongside your ally. Kidnapping 1 person for each initiate looking to get paid is the requirement. During your mission, however, the guardsmen of Heliohapt were somehow alerted to your activities and you must defeat them before returning (you must still have a kidnapped person, whether you must kidnap a new person or still have the one you originally caught).
- Enemies while bolstering the Cultists:
Enemy Name: Heliohapt Guardsmen (x6)
Rank: C
Needed damage to take down: C
Description: The Guardsmen of Heliohapt are well trained, especially after the events from their last Festival which ended in tragedy. Wearing the light armor of their station, they each wield a C-Tier Scimitar and a wooden shield rests on their back. They seem prepared for the situation upon their arrival.
Abilities:
Guardsmen's Deflection: The Guardsmen parries an attack with his shield, defending against B-Tier damage.
Guardsmen's Feint: The Guardsmen swings his blade in a feint in an attempt to clash with a weapon before revealing the true direction his attack takes; a shield bash, inflicting C-Tier blunt damage.
Guardsmen's Trained Slash: A slash that they had trained innumerable times, the Guardsmen unleashes a blow from their sword to deal C-Tier damage.
Enemy Name: Guardsmen Captain (x2)
Rank: B
Needed damage to take down: B
Description: The Guardsmen Captains are well disciplined soldiers, upholding the law to the best of their ability. Their equipment is of better make and maintenance, though the sight of fancier equipment should not fool onlookers; these men are trained to an even greater degree than their subordinates. Carrying a B-Tier wooden shield and a B-Tier scimitar, they begin command from the back lines before taking to the front if things are not going well.
Abilities:
Captain's Defense: The Captain raises his shield to take the force and impact of a blow, defending against B-Tier Damage.
Captain's Strikes: The Captain makes 2 sword slashes, each attack covered with magoi and inflicting C-Tier damage to an opponent.
Captain's Thrust: The Captain thrusts forward 1-5 meters with his sword out, stabbing an opponent and causing B-Tier damage.