Peril's Origin - A Magical Girl Quest [Complete]

-Forms a silvery sphere somewhere around Heidi, roughly the size of her head. It quickly takes up speed as it shoots toward the target; preferably goes in a straight line, but can curve.
--the sphere can be held by her side for a few seconds, instead of being shot out immediately
1) I am not going to specify a speed, but you can assume that whatever movement she makes will not have a noticeable delay in the spheres adjusting. It can become noticeable if they are anchored a significant distance away from Heidi, though.
2) No, they are cast simultaneously and fly simultaneously.
Okay. Information noted and accepted. I was mostly working from the basic traits of the spell, thinking that since the spheres can be held by Heidi's side, they could be launched separately. And since I remembered the spheres being not fast or agile enough to hit Lu in their first appearance, that there could be a delay if they're forced to move over significant distances (100+m, since that's the distance we've seen those faeries go).
 
Okay. Information noted and accepted. I was mostly working from the basic traits of the spell, thinking that since the spheres can be held by Heidi's side, they could be launched separately.
I see... ugh. Of course.

Apologies again, that bit is a remnant of the spell's original incarnation. It went through a revision before the Quest began, but I forgot to remove this part. I just did that.

Due to me having to correct two such errors within a few hours, I will give you a little hint for this encounter: Argent Star is in no way useful to solving it.
 
Aetheric Tide:
-straight lance with a triangular blade and two long ribbons attached to the other end
--Heidi can throw the weapon and hold onto the ribbons for a further-reaching attack
--the ribbons allow for choking enemies if Heidi gets in a good position for that
-layer Arcane Slash over a regular attack
About how far of a range do we have when combining these?

Or rather, if combining those is the intent, how far away can something be and still be affected by Arcane Slash's Unblockable effect?
 
About how far of a range do we have when combining these?

Or rather, if combining those is the intent, how far away can something be and still be affected by Arcane Slash's Unblockable effect?
Considering Heidi's character portrait, she might be able to get another metre out of that. Rather less than more if she wants to make sure she actually manages to hold onto the ribbon, else she loses her weapon.

Arcane Slash works at the same extended distance, but you are not going to get more than one string for Aetheric Tide when using it like that.
 
Silver Fairy Blade
Level 5
Attacks Per Turn: 5
Affinities: Magic
Ability: Spell Boost

Silver Fairy Blade
Level 4
Attacks Per Turn: 4
Affinities: Magic
Ability: Spell Boost
Doublespeak
-FAIRY can cast two spells in a single action.

Perpetual Motion Mage
-Every time Blink is cast, reset spell limit.
Right, to facilitate possible discussion, here's the breakdown of our Voidstoppers and their shtick.
1) They have a respectable number of actions per turn (4 for one, 5 for other)
2) They can teleport however many times they have actions, because Blink resets their spell limit.
---2a) This also means that if they do have actions remaining, they can still Blink away before our attack hits them. Unless it's an Arcane Slash.
3) They can also cast (powerful) spells at the same time as they teleport, taking advantage of Doublespeak and resetting spell limit.

In summary, we're looking at annoyingly elusive opponents playing hit-and-dodge tactics with what passes for high explosives.

I doubt I need to tell you that this combination makes most of their current opponents largerly superfluous. By my assessment, Hell Beasts and Defiance are the only remaining combatants on our side that will matter. I think.

What we can do:
---Attack one of the fairies with Arcane Slash in close range, if they try to bait us.
------Currently Arcane Slash has 900 damage, isn't enough to meaningfully damage them. We can at most (846 total, 300 to level 10, 460 to level 14 after that) upgrade it to level 14, giving it 2100 base damage. Mostly ineffective against their MM of 5000, 6000, unless Echo trigger allows to combine damage together. Then it becomes viable for at least one kill.
---Direct Hell Beasts to shoot them, forcing them to exhaust their action pool. Expect them to drop anti-air spells like Warbook: Aether Swarm at us in response.
---Cast Conundrum and attempt to blind them. They seemingly lack any explicit adaptations that would have them power through the flash to fight effectively.
------Shared Conundrum probably facilitates this.
---Purchase Laser for our Stardust Striker, and hope that it's both a sword beam, and a lightspeed attack.
---Purchase Deny The Reaper or Guardian's Excellence, and hope they're somehow relevant
---Purchase another level of Improved Perception and hope it makes us fast enough to hit the enemy before they teleport away (it only boosts perception and reaction time though...)
---SOMEHOW contact General Argus and convince him to swat down those Faeries while we deal with the Imperial Golem. :V I'm entirely not serious here guys.
------Though given that his spell has Hypersonic 4, it's entirely a valid use for it. They simply shouldn't be able to react fast enough. Meanwhile we have our spear and the Paradox Charge to make our damage against the Imperial Golem relevant.
------Same as above, except contact him and attempt to synchronize our Arcane Slash with his Conqueror's Wave.

@Naron -
1) can we attempt a synchronization between a Perpetual Caster echo of Argent Star, and an Arcane Slash? Presumably the former triggers on its own, and the latter is what Heidi casts at the beginning of her turn. NOT NOW, but sometime later? Will it require the exploit about timing a normal attack with the echo of Argent Star (we have that one as a trainable exploit).
2) can Heidi forcibly make Shared Conundrum-made shells flash with blinding light without needing them to be hit first. Note - I expect that enemy spells will make those bright flashes of light happen if they hit anyway. Whether it'll be effective against Voidhoppers that are teleporting away in the same breath as they cast those damaging spells is another matter entirely.
3) Echo does add up the damage of Arcane Slash together, right?
4) can Heidi instantly track where the Voidhoppers teleport to, by "following their spells' contrails" or something with her magic-sight and/or magic-hearing?
5) just to confirm or eliminate the possibility - is asking General Argus for help and/or to exchange opponents an option?
 
Best ideas I've gotten are using the 'throw while casting Arcane Slash' when close enough, and try to make the Hell Beasts fire their spells at the same time in such a way that the explosions just barely overlap each other (to try to make it so that there's nowhere safe to go inside their teleport range).
 
1) can we attempt a synchronization between a Perpetual Caster echo of Argent Star, and an Arcane Slash? Presumably the former triggers on its own, and the latter is what Heidi casts at the beginning of her turn. NOT NOW, but sometime later? Will it require the exploit about timing a normal attack with the echo of Argent Star (we have that one as a trainable exploit).
2) can Heidi forcibly make Shared Conundrum-made shells flash with blinding light without needing them to be hit first. Note - I expect that enemy spells will make those bright flashes of light happen if they hit anyway. Whether it'll be effective against Voidhoppers that are teleporting away in the same breath as they cast those damaging spells is another matter entirely.
3) Echo does add up the damage of Arcane Slash together, right?
4) can Heidi instantly track where the Voidhoppers teleport to, by "following their spells' contrails" or something with her magic-sight and/or magic-hearing?
5) just to confirm or eliminate the possibility - is asking General Argus for help and/or to exchange opponents an option?
1) Attempt? Yes. Just be aware that if the target dodges and Arcane Slash follows, chances are the damage will not be unified.
2) More or less yes.
3) Echo always unifies its damage with the original attack.
4) They do not really leave contrails; Heidi can quickly find them again because they stand out from the ambient magic, though.
5) You would need to reach Argus first and explain the matter to him, which is rather difficult in your current situation. Heidi is unlikely to actually do it either way because it leaves her allies and her own back open to attacks.
 
Best ideas I've gotten are using the 'throw while casting Arcane Slash' when close enough, and try to make the Hell Beasts fire their spells at the same time in such a way that the explosions just barely overlap each other (to try to make it so that there's nowhere safe to go inside their teleport range).
I don't think that 10x Detonate-tier spells will fully cover a sphere 100+ meters radius, which is the distance they initially jumped, sorry.
 
I don't think that 10x Detonate-tier spells will fully cover a sphere 100+ meters radius, which is the distance they initially jumped, sorry.
Yeah, I don't think so either.

Just felt like tossing it out anyways because its one of the few things remotely close to a good idea I've come up with. Just in case it sparks an idea in someone else.
 
There's nothing explicitly telling me it wouldn't, there's a precedent or several in CWMGQ of lightspeed attacks, and because *insert one of MAGIC meme images*.

Conversely, nothing tells me that it is a lightspeed attack (or a sword beam for that matter).
 
There's nothing explicitly telling me it wouldn't, there's a precedent or several in CWMGQ of lightspeed attacks, and because *insert one of MAGIC meme images*.

Conversely, nothing tells me that it is a lightspeed attack (or a sword beam for that matter).
Lightspeed attacks go on light speed things. Why would you think that the "charge up your attack" ability on a sword would in any way equate to a lightspeed thing?
 
If Laser is the sword beam effect, besides being a charge-up attack.
Charging the sword beam takes time.
Shooting the sword beam may have it travel at lightspeed at a target.
 
welp O_O

If I'm seeing these guys right they can teleport 5 times a turn and leave a parting shot out of a list of level ~20 Warbook spells. Don't forget that Fairies can fly. Depending on turn duration that's a bit more than a second between teleports.

My guess for strategy is for Merry to drop a swarm or two to draw attention, then use knockdown to set up a target for Toaru's DoT spell. Or just use Freeze and bait an action so Toaru can use whatever his level 25 spell is...

Not sure how Defiance can handle the pair if they fail to Blink into arm's reach (~10 Meters or so, Priority-1 and Inhuman Agility are pretty nifty). There's a handy forest to duck into, but Toaru is noted to have a 'cover B gone' spell on tap.

[X] Go after the teleporters immediately

What I want to happen is for one of the Voidsteppers to Blink behind Defiance and get chopped by an attack that looks like it should dislocate a shoulder. I can't think of a way to force this to happen though. No time to scratch out a "lights out" glyph, nothing that stands out for making Heidi sneaky or her foes blinded, all her allies busy trying not to get killed...

Letting them have a moment to watch and act unharried is almost certainly worse. There are two casters, with a shared mobility method and training, that also have been known to sync spells. Charge in howling and hope MG instincts + High Speed Combat gets us a shot before our targets have things figured out :V
 
[X] Go after the teleporters immediately
-[X] Possible additional tactics - Hell Beasts chase them down, and/or shoot paired fireballs at them to force them to expend actions. Not necessarily on this very turn.
--[X] Due to Wrathful Shroud buff, Hell Beasts chase them down solo (one beast per teleporter), their enhanced damage should suffice. Have them spread out for that.
--[X] When chasing/shooting down the teleporters, preference is to focus on the same one as much as possible to force them to exhaust their blink-teleports.
-[X] Possible additional tactics - cast Conundrum and make it shine brightly, to blind the faeries.

EDIT: Additional options and EXP plan added. WARNING - the exp plan name is pretty literal. I don't know if it works, or if it takes precious, precious EXP from us.

[X] EXP Plan Grasping at straws
--[X] Purchase Shared Conundrum

EDIT 2: No, I don't have any good plan ideas. These guys are pretty much the worst opponents for Defiance - long-distance teleportation to keep the distance and shake off her spells, and really really powerful spells as their own primary options.
 
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[X] EXP Plan Grasping at straws

They might be trying to kite us away from our troops while we are playing whack-a-mole with them.
Maybe we should try to stay close to them.
I think that I might have a idea for a plan, but I think there is a lot that should be changed to make it workable.

[] Plan Whack-a-mole -alpha version
-[] Chase the fairies
--[] Be mindful that we should not hit our own troops with hellfire.
--[] Don't let yourself be taunted away from the troops.
--[] Gather up argent stars
---[] Only release argent stars when you can be sure that you can hit them.
--[] Try to blind the fairies with conundrum whenever possible.
 
Here...

We...

Go:


[X] Crystalwatcher's Peerless Defiant Star
-[X] Configure The Weapon into Aetheric Tide.​
-[X]Tie Aethric Tide's ribbon around our wrist to make sure we don't drop it, and we can pull our weapon back to us/manipulate it as necessary for the rest of the plan.​
-[X] Pass our command to Orux and Dragul so we can focus on the Doom Bloops.​
-[X] Jump to Paoras' mount. Explain to her the actions we need her to take in order to fulfill our plan, namely getting us in range as necessary and keeping her/our mount alive.​
-[X] Conundrum on all three of us before continuing. Survivability is key here.​
-[X] Have Paoras guide Mokutuuk closer to the Voidsteppers. Once in range of one of them, layer Arcane Slash over Aetheric Tide and throw.​
-[X] Aim For Absolute Maximum Damage!!! The idea is to nail one or the other in the single hit. If the target is impaled but still alive, pull the ribbon to toss the poor shit into one of our still active balls of Argent Star.​
-[X] Rinse and repeat until Fatality is achieved.​
-[X] Once Fatality is achieved, use that death to piss off the other guy.​
-[X] Insult and goad them if necessary. Make sure they're mad. Preferably to the point they're not thinking with a full deck.​
-[X] Make sure they're focused on you.​
-[X] Once you have their undivided attention, have Paoras guide Mokutuuk towards where Argus' forces are engaging the Imperial Golem.​
-[X] Keep periodically attacking and insulting to keep our kite mad and focused on us, but remember keeping ourselves and our ride alive is more important. We can always piss them off again later.​
-[X] Abuse our Agility to stay attached to Mokutuuk as Paoras focuses on dodging as much as they can while going to the fight while not sacrificing our ability to engage the Doom Bloop.​
-[X] Once we're close enough to join the fight around the Imperial Golem, send Paoras to explain what you're doing to Argus and hitch a ride on the Warcrime.​
-[X] Abuse the fuck out of our Agility again to stay attached to the intelligent Golem while it's focused on Argus and his peeps.​
-[X] Use the Golem as cover for the incoming Doom Bloop's spells. Hopefully by now they're still pissed enough they're not paying much more attention outside the fact you're still alive and their target is immune to the current spell being cast so change.​
-[X] Keep this up until the Warcrime is destroyed or the Fairy runs out of usable spells.​
-[X] Once the above is resolved, leap at the Doom Bloop and nail the fucker with Arcane Slash like the previous guy.​
-[X] If this all works, rub it in Argus' face.​




Also:

[X] [EXP] Facilitate The Brutality
--[X] Purchase Shared Conundrum (500xp)
--[X] +2 Level in Arcane Slash (130xp)
 
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More viable than anything I was able to come up with myself, and the reactions if we succeed at being such a mad lad will be great.

[x] Crystalwatcher
 
[X] Crystalwatcher's Peerless Defiant Star

[X] [EXP] Facilitate The Brutality

*Sits back and starts eating popcorn*
 
[X] Crystalwatcher's Peerless Defiant Star

[X] [EXP] Facilitate The Brutality

I thought that it was agreed that we wouldn't stick it to Argus.
 
[X] Go after the teleporters immediately
-[X] Possible additional tactics - Hell Beasts chase them down, and/or shoot paired fireballs at them to force them to expend actions. Not necessarily on this very turn.
--[X] Due to Wrathful Shroud buff, Hell Beasts chase them down solo (one beast per teleporter), their enhanced damage should suffice. Have them spread out for that.
--[X] When chasing/shooting down the teleporters, preference is to focus on the same one as much as possible to force them to exhaust their blink-teleports.
-[X] Possible additional tactics - cast Conundrum and make it shine brightly, to blind the faeries.



[X] EXP Plan Grasping at straws
--[X] Purchase Shared Conundrum
 
*awed* You absolute madman...
Eh, I'll keep my vote.
Adhoc vote count started by Faraway-R on Nov 19, 2019 at 12:57 PM, finished with 32 posts and 7 votes.

  • [X] Crystalwatcher's Peerless Defiant Star
    -[X] Configure The Weapon into Aetheric Tide.​
    -[X]Tie Aethric Tide's ribbon around our wrist to make sure we don't drop it, and we can pull our weapon back to us/manipulate it as necessary for the rest of the plan.​
    -[X] Pass our command to Orux and Dragul so we can focus on the Doom Bloops.​
    -[X] Jump to Paoras' mount. Explain to her the actions we need her to take in order to fulfill our plan, namely getting us in range as necessary and keeping her/our mount alive.​
    -[X] Conundrum on all three of us before continuing. Survivability is key here.​
    -[X] Have Paoras guide Mokutuuk closer to the Voidsteppers. Once in range of one of them, layer Arcane Slash over Aetheric Tide and throw.​
    -[X] Aim For Absolute Maximum Damage!!! The idea is to nail one or the other in the single hit. If the target is impaled but still alive, pull the ribbon to toss the poor shit into one of our still active balls of Argent Star.​
    -[X] Rinse and repeat until Fatality is achieved.​
    -[X] Once Fatality is achieved, use that death to piss off the other guy.​
    -[X] Insult and goad them if necessary. Make sure they're mad. Preferably to the point they're not thinking with a full deck.​
    -[X] Make sure they're focused on you.​
    -[X] Once you have their undivided attention, have Paoras guide Mokutuuk towards where Argus' forces are engaging the Imperial Golem.​
    -[X] Keep periodically attacking and insulting to keep our kite mad and focused on us, but remember keeping ourselves and our ride alive is more important. We can always piss them off again later.​
    -[X] Abuse our Agility to stay attached to Mokutuuk as Paoras focuses on dodging as much as they can while going to the fight while not sacrificing our ability to engage the Doom Bloop.​
    -[X] Once we're close enough to join the fight around the Imperial Golem, send Paoras to explain what you're doing to Argus and hitch a ride on the Warcrime.​
    -[X] Abuse the fuck out of our Agility again to stay attached to the intelligent Golem while it's focused on Argus and his peeps.​
    -[X] Use the Golem as cover for the incoming Doom Bloop's spells. Hopefully by now they're still pissed enough they're not paying much more attention outside the fact you're still alive and their target is immune to the current spell being cast so change.​
    -[X] Keep this up until the Warcrime is destroyed or the Fairy runs out of usable spells.​
    -[X] Once the above is resolved, leap at the Doom Bloop and nail the fucker with Arcane Slash like the previous guy.​
    -[X] If this all works, rub it in Argus' face.​
    [X] [EXP] Facilitate The Brutality
    --[X] Purchase Shared Conundrum (500xp)
    --[X] +2 Level in Arcane Slash (130xp)
    [X] Go after the teleporters immediately
    -[X] Possible additional tactics - Hell Beasts chase them down, and/or shoot paired fireballs at them to force them to expend actions. Not necessarily on this very turn.
    --[X] Due to Wrathful Shroud buff, Hell Beasts chase them down solo (one beast per teleporter), their enhanced damage should suffice. Have them spread out for that.
    --[X] When chasing/shooting down the teleporters, preference is to focus on the same one as much as possible to force them to exhaust their blink-teleports.
    -[X] Possible additional tactics - cast Conundrum and make it shine brightly, to blind the faeries.
    [X] EXP Plan Grasping at straws
    --[X] Purchase Shared Conundrum
    [X] Go after the teleporters immediately
 
Alright, folks; someone on Discord figured out a new viable exploit for you to train:
--Switch out Aetheric Tide during an attack, Multi-Slash's speed boost shorts out, but still allows to add one different weapon to the offensive string; any hits that would normally follow fall away (e.g. if the weapon switches after the first hit, there is no third) [1 Training Action]
Though this one requires switching weapon modes during an attack run first before it can be learned.
 
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