Magical Girl Quest - The Fire That Burns

I would like some sort of mind/soul shield.

Also ya, kamehameha wave. Something we can literally front load more and more magic into to make it more deadly.

A spell that says, fuck you, the area around you, and the country your standing in.

That or something to shred armor. We have a lot of DoTs and not many ways to get them through resistance and armor.
 
I want to figure out the thing we did to the scrant at the first opportunity. I don't really care about any other ability.
 
Okay here, a plan

[X] investigate the crematorium first, keeping Ignition Aura active in about a 5-foot radius
-[X] If it's not there, sweep the camp from one end to the other one building at a time
--[X] when you find the creature, activate Alpha and Omega, trying to keep collateral damage to a minimum
 
Thoughts on magic:

If there are two things I'd like to push through before the gate closes on quickly gaining new spells it would be:

1 Melee enhancing spell, such as the one that was used when fighting the mage.

This is because I don't believe that we are at the point of being sufficiently damaging enough in melee, despite how effective we may seem atm. Damage is suppose to be our bread and butter, and Cerys already unknowingly activated an ability with the sword once, so we know it is possible.

Multiclassing is good and all, but we need to be good at what we are built for first, and I think we can be much better by that means.

Even right now, Daiyu has a 1.4 multiplier on her weapon despite her not being the "dps" of the group. Crush's X3 is helpful at exceeding her damage now, but the more levels raise the less that single X3 stacks to the multiplier increase.

Our sword damage was made with the assumption we'd be buffing it with other skills, so do so.

Yes we other abilities might be nice, but I consider this a basic for our build.

2. A ranged attack that doesn't deal fire/ice damage. We know that there will be enemies with resistances to fire, or outright heal from thermal damage (which would include and fire I imagine :V) in this world. If we want to actually do anything to them in the future without having to rely on our super ability, we need to get this asap. Also our super ability takes times to fully prime to dangerous, and a sufficiently fast opponent or one that could teleport could move outside of its range, and never stay in the aoe long enough for it to actually amount to anything. We need something to defeat enemies that are resistance, immune, or heal from our primary attack type. Also having a Thermal attack will make it so that people have a better idea that we can do non-thermal attacks, hopefully making it easier for us to make some in the future once it does become harder. Even our melee attacks are attacks using heat (plasma cutting edge blade). Personally I would go for "a spell that tries to erase the target or otherwise disintegrate/destroy it" in hopes of getting the disintegrate ability (or erase, though I imagine that would be a milestone or a cash shop upgrade). It falls into line with "Alpha and Omega" so it isn't exactly out of her capabilities, I'd imagine.

As for abilities that Rukia mentioned that he thinks are important that we are ignoring, besides Alpha and Omega, there is also Ignition aura guys :V

You know the very first ability that we got, has "ignition" in its name and so is basically specifically made to be iconic of us? The ability that once we get to level 20 with it and 1000xp will be our highest increasing in damage skill by far? That ability :V

It is probably also much more than it appears, but we haven't really got far enough along with it, nor have we experimented with it.

It is our iconic ability and we haven't really been using it much.

Collateral damage is an issue yes, but how are we ever going to get rid of that problem if we don't practice it?

Same goes for Alpha and Omega and for Further incentive for practicing the super ability besides the obvious:

Alpha and Omega's Mana Steal doesn't affect stats atm, whereas Blood Willow's Mana Steal does.

Note: atm (at the moment).

If it was impossible to make Alpha and Omega's mana steal to affect stats there would be no need to put "atm"

meaning that we can make its mana steal buff us in a fight in some way (perhaps HP, perhaps damage, perhaps all our base stats).

But to get there we need to actually practice the ability and get good at it. Which people have been avoiding.

We are going to be hard focused because our super ability corrodes reality, and people already know this in every other dimension in the local dimensional cluster.

Avoiding it out of fear now that the deed has already been done is a little too late. We have to own the ability and master it.

Now as for current planning:

Ghost like opponent means that, obviously, there is a decent chance that our hot/cold damage won't even work, leaving us with alpha and Omega.

Actually, on the ability sheet for this quest, which only turns updates with things as they appear in quest we now have:

Intangibility: Negates physical damage and halves magical.

Now one might say that this makes things easier because we have magic damage, but… Consider the fact that the Blood Willows consume didn't work on Plasma Sphere for instance, because, despite the fact that compressing the heat was magical, releasing it wasn't. The damage not magical, hence there is no reason to assume that it would be so for Thermal Sphere either. Whether we can harm it in Melee is a question of whether or not swinging our swords counts as magical damage, and I am very much not wanting to go within melee range of this thing anyway.

Also speaking of abilities, I am don't remember the following one appeared before in quest, and yet it is on the ability list:

Damage by Health: Allows an attack to target by Health percentages.

Which means that higher health doesn't necessarily mean better odds of survival. It might even be worse, in that if resilience isn't bypassed it higher health means that our resilience absorbs less of that damage.

I imagine that this would be from the claw attack though I might be wrong.

Also:
Stack by Level: Allows buffs from the same source to stack upon themselves a number of times equal to ability level.

I don't think we've seen in quest before.

Though I admit I don't know if Damage by Health or Stack by level appeared only now or they went up before.


However, right now, our only likely way of dealing with this foe is Alpha and Omega. Possibly ignition aura (because that is definitely magical fire) but that might not work since Ignition Aura "everything in radius is on fire" is based on what Cerys believes can catch on fire, if she doesn't think it can, it won't work. Push technically could work because it is pure magical force but on the other hand it is only 5 damage at the moment and we have little chance of being able to increase it damage to overcome the enemies resilience. Whether Halt works or not is questionable, since at level 3 it might not work on intangible beings yet (after all, the amount of things it works on is something Rukia confirmed increases as it levels, which means there must be things that it can't work on now).

other things to keep in mind:

The enemy is intangible, that doesn't just decrease damage, but it also increases way to avoid damage. It is very possible for instance, for it to escape A&O by simply walking through a wall, then we'd have to waste time knocking the wall down to get to it or find an alternate method of getting close. The ideal here would be to lead it out into the open, and to try to stay out of its melee range.

If we wait for the enforcers, actually we have an excellent oppurtunity, they probably all have more "magical" attacks than we do, and most probably don't have a MM over 70. If we can lure it into an area with the 30 enforcers they could barrage it with magic and it would be unlikely that we'd be harmed. Might need to level up weapon to make it more likely though to go through unscathed, or otherwise check with each one to see if their spells can penetrate A&O before challenging the enemy.

On the other hand, the enforcers might also be attacked by the target and lives lost.

Currently still theorycrafting possible votes but posting this for now so people keep it in mind, since I have to go afk for a bit anyway.
 
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Damage by Health: Allows an attack to target by Health percentages.

Which means that higher health doesn't necessarily mean better odds of survival. It might even be worse, in that if resilience isn't bypassed it higher health means that our resilience absorbs less of that damage.

I imagine that this would be from the claw attack though I might be wrong.
This is actually the Scale-to-Target ability in LDJ's Bible.
 
Damage by Health: Allows an attack to target by Health percentages.

Stack by Level: Allows buffs from the same source to stack upon themselves a number of times equal to ability level.
Damage By Health
^This is my whups.
I have fixed it to what it should be.

Stack by level is Reinforcement and ~Spoiler~
 
No?
Scale to Target: Allows the Damage of a weapon/spell to use multiples of the Target's HP as it's damage counter.
This is not what either of the things listed do.

Kill by Modifier: Percentage chance to automatically kill target, determined by Magic Modifier.

Stack by Level: Allows buffs from the same source to stack upon themselves a number of times equal to ability level.
 
She nods slowly as she hands you a picture, large words proclaiming 'Arbeit Macht Frei' across a small metal gate. You take a long breath before nodding. Ok, I can deal with this. It's fine.

Rukia?
Auschwitz-Birkenau is in Poland, not in Germany.

If you just left it ambiguous, I would have believed the whole thing; there were some of the larger camps within the country... but not this one. That I know very well.


And here the glow makes its return, after people told me it was not worth turning brighter.


1 Melee enhancing spell, such as the one that was used when fighting the mage.
...
I wonder how often I mentioned it, but Cerys already has it. Means she can not lose it only because our grace period is ending, we just need to conciously unlock it.

2. A ranged attack that doesn't deal fire/ice damage.
I think I will add a note about making a spell to "End the enemy".


Besides, what did I say about getting the set first? I was saying that for the last fifty pages or so, that I want the Spells and Abilities now before starting to really work the kinks out of them.




Actually... @Rukia, can we wait for the enforcers? How long will they take?
 
Actually... here. I made a plan. We have backup, so why not wait for it this time? We can use it to get a few things out of the way, even.

[X] Plan United We Stand
-[X] Turn away from the main camp and wait for the enforcers; use the time to try making another means of attack and defense
--[X] Create a statue of ice for target practice, then use your magic cloud again; refresh the statue as often as necessary
---[X] Have your magic End the target, but let it not just turn into activating Alpha and Omega
---[X] Have it shield the target to End all damage done to it
---[X] See about turning your magical glow-light into a strong flare for but a moment, to blind enemies; warn potential onlookers to look away

-[X] If you create new spells, bring them to the test once the enforcers arrived
--[X] For this mission, keep Alpha and Omega around your armour instead of Ignition Aura, that might work better against ghosts; warn the enforcers not to look at you too closely
-[X] tell them to wait in the courtyard, far away from any place they could be ambushed from; you will lure the creatures there
--[X] then check the buildings one by one; do not engage if you find an enemy, but draw them out of the buildings and Halt them once the enforcers can get a clear line of sight
--[X] unless it becomes a bullrush after the first one, use the breaks in-between to make sure the enforcers are alright; if someone gets injured and no one has healing powers, try to change their positions so they can not be directly attacked

[X] Save the EXP


The enforcers moving in should give us an hour or two to prepare... and seeing that we will not have much time to experiment with magic otherwise, we might as well make an attempt now, before that window closes.



Edit: Made slight additions. I do not feel particularly well using fire in that place, so Cerys should not. Some present spirit might remember the flames and take offense.
Besides of that, I expect debuffs.
 
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We can try slightly changing the temperature. It's magic resistance should hinder that. So anywhere it does not change as much, is its location.
 
[X] Naron

Say if we're on a deadline with learning spells, after this shouldn't spend more time training as long they don't need us for minor events or is it better to fit that what little training in our missions?
 
We can try slightly changing the temperature. It's magic resistance should hinder that. So anywhere it does not change as much, is its location.

Which would inevitably damage everything if we do it for longer than a few seconds... it is an idea to find out where they are, but maybe Cerys herself has a better one.
Besides, I think her being able to tell where she can not control the temperature increases with differences; it is easy to tell where cold spots are in a raging inferno, but if you lower the temperature everywhere by about 1°C? There will not be much difference and those camps are pretty big, so Cerys might not find anything.


Say if we're on a deadline with learning spells, after this shouldn't spend more time training as long they don't need us for minor events or is it better to fit that what little training in our missions?

Well, the only mission we still have is "kill lots of small stuff all around England", so we should be good on some training time.
I am still not sure if we should commit to that until Daiyu is ready, then take her on a grand tour of slaughter...
 
Rukia?
Auschwitz-Birkenau is in Poland, not in Germany.

If you just left it ambiguous, I would have believed the whole thing; there were some of the larger camps within the country... but not this one. That I know very well.

Actually... @Rukia, can we wait for the enforcers? How long will they take?
I left it unnamed for a reason.
I couldn't find a good picture of the other ones :/
If you can find me a good aerial pic, I'll change it.

You can, they will take between twenty and fourty minutes for the first and last to arrive.
They are doing things where they are.
 
I left it unnamed for a reason.

There is only one camp with "Arbeit Macht Frei" (work frees) written on top of its gate. Each one had a different slogan... the other one I remember is "Jedem das Seine" (to each their own), which belongs to Buchenwald.

So maybe you should take out the line about the gate. I would not have noticed anything wrong, were it not for that.
 
There is only one camp with "Arbeit Macht Frei" (work frees) written on top of its gate. Each one had a different slogan... the other one I remember is "Jedem das Seine" (to each their own), which belongs to Buchenwald.

So maybe you should take out the line about the gate. I would not have noticed anything wrong, were it not for that.
Was it?
My bad, the source I found said it was common to all the gates :/
""Arbeit macht frei" (German pronunciation: [ˈaɐ̯baɪt ˈmaxt ˈfʁaɪ]) is a German phrase meaning "work sets you free". The slogan is known for appearing on the entrance of Auschwitz and other Nazi concentration camps."
Wikipedia has lied to me.

Also, Views: 100,020
Milestones~
 
I do not think it was ever mentioned to be with the other camps.
I know Buchenwald for a fact though, seeing that I went there in the past.


Edit: Have to get going now, will be back in a few hours.
 
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I left it unnamed for a reason.
I couldn't find a good picture of the other ones :/
If you can find me a good aerial pic, I'll change it.

You can, they will take between twenty and fourty minutes for the first and last to arrive.
They are doing things where they are.
I see no reason to bring them over. It is not like they will be able to help.
 
if someone gets injured and no one has healing powers, try using your own magic to heal them... but only with permission
I'm alright with your whole plan, except this part. Do you really want to improvise on Enforcers? Unless we crit, it will either do nothing or do something harmful to the Enforcer since we've shown no aptitude toward healing (Regeneration doesn't count) so far.

Rukia said as long as the Enforcers working with us died for a valid reason, their colleague wouldn't be angry at us. If we harm an Enforcer because we experimented on one, do you really think they won't be angry at us?

Edit: And you've forgotten about glowing. :p
 
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Rukia said as long as the Enforcers working with us died for a valid reason, their colleague wouldn't be angry at us. If we harm an Enforcer because we experimented on one, do you really think they won't be angry at us?
Clearly if we kill one with an experiment, we kill the rest to silence the witnesses! :V
 
I see no reason to bring them over. It is not like they will be able to help.

If we can lure those things into the open, two to three dozen mages can open fire at them.
Quantity is a strength of its own, especially because the damage from all those spells should then be counted together.


I'm alright with your whole plan, except this part. Do you really want to improvise on Enforcers? Unless we crit, it will either do nothing or do something harmful to the Enforcer since we've shown no aptitude toward healing (Regeneration doesn't count) so far.

Rukia said as long as the Enforcers working with us died for a valid reason, their colleague wouldn't be angry at us. If we harm an Enforcer because we experimented on one, do you really think they won't be angry at us?

Edit: And you've forgotten about glowing. :p

Fair enough, I will take that out. Maybe I got a little too greedy there...
I did not forget the glowing, though. It just does not fit anywhere... although I can just give it a third line.

Edit: Done



Apparently Dachau and Sachsenhausen, which were both in Germany had them.
Oh, I guess one always learns something new.
I could still argue that people in the know (or googling) will always find Auschwitz first... but oh well, that would be too much nitpicking.

My bad, then.
 
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-[X] tell them to wait in the courtyard, far away from any place they could be ambushed from; you will lure the creatures there
--[X] then check the buildings one by one; do not engage if you find an enemy, but draw them out of the buildings and Halt them once the enforcers can get a clear line of sight
I do believe, before investigating inside the buildings, we should do a quick recon of the whole camp from high up in the air.

Maybe looking quickly inside through the windows is a good idea? It would allow us to escape quickly if necessary.

What I'm saying is that we should avoid pulling aggro without meaning to (i.e. a ghost happened to see us through a windows and reacted by rushing straight out of the building).
Baiting them will allow us more maneuverability. There are multiple ways to grab a ghost's attention that I can think of:
  • Make a noise loud enough to grab the attention of those close to you.
  • Use our thermokinesis to grab a ghost's heat if possible.
  • Create a small moving flame as a bait.
Edit: We could do a quick tally of the ghosts (assuming we found some) then plan with people (the Enforcers) who actually know what they are doing.
 
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