Also, Nightmare child has minions. The seasons do not seem too.
Spring Best Sempai does:
"Alright then, here I go! Blossom!"

(Blossom Roll: 2482)

The light crashed from the heavens and scattered into countless forms, becoming matter and forming another spearhead for the human soldiers they led. The Incarnations of Life were her sister's pride, large soldiers in the form of trees that did her bidding, protecting the weaker ones from harm with their strength.

Though they are, of course, less numerous than NC's zombies.

Also, an interesting detail. Reading back, there was supposed to be a Transcendent Trinity in Japan... yet the only one we saw was Strength. Presumably, two of her companions are dead. Maybe that's the bad memory that had her shaken?
 
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Say, does anyone want to write a small omake on Ana, Eva and Rico showing off their weapons, a what-if if we purchase Eva's Judgement, at current stats?

Ana shows the "training grounds", and demonstrates her happy trumpet (5150 damage max, Collateral Damage). Eva and Rico eagerly transform and synchro-attack the target (12000+ damage, Detonate).

Ana points out the similar destructive result, wonders why Eva's unharmed. After learning of healing, testing ensues. Both Eva, and Radiance-using Rico are unharmed from happy trumpet. Then Eva jokingly clonks both Ana and Rico on the head, and the latter is suddenly bruised.

Healing ensues, "ask sempai later" ensues, possibly Autumn Dream oh-so-gently testing with her own scythe reveals more information.

Of course all of this is redundant if Kibo has another "know thy character sheet" magical girl. But oh well...
 
So this isn't my QnA question but can we get a list of the known top 10 and their rankings cause while I believe the top 5 are Strength and the Seasons I don't remember how the others we know of (Nightmare Child) fit into it. Then again I could be completely wrong about Strength and the Seasons placement

There is no top ten outside of my own notes. The girls do not keep track.
I can give you the top 7, though. That is pretty consistent.
1: Magical Girl Transcendent Strength

2: Magical Girl Nightmare Child

3: Magical Girl ?????????

4: Magical Girl Spring's Dream

5: Magical Girl Winter's Dream

6: Magical Girl Autumn's Dream

7: Magical Girl Summer's Dream

Thought I'd add one more thing.
By the way, just as a heads-up: Abyss Knight is the second member of the top 10 you met so far.
This is what we've been told after FORSAKEN LIGHT.

I somewhat doubt she's #3, so it means we probably can guess who's the Top Ten under #8-10... One is UD-girl, one is Abyss Knight, and one is someone else we've met before Abyss Knight. Have fun guessing!
 
I somewhat doubt she's #3, so it means we probably can guess who's the Top Ten under #8-10... One is UD-girl, one is Abyss Knight, and one is someone else we've met before Abyss Knight. Have fun guessing!

Uh... yes. About that.
The top ten changed quite a bit since then. Judge originally was #10, but lost the place to someone else I made after I said what you quoted.
 
No questions about mechanics, huh? Well, have a load of speculation on Primordial Moon's skills shop instead.

Mistress of the Tide is the next Super ability we can see for Moon alone. Expensive, at 700 exp, it also has a requirement we don't know yet. My guess is that it requires Radiant Conductor, due to this line in the flavor text: 'Become the conductor of the battlefield.' I think this results in a battlefield wide effect, probably altering damage of all parties present, potentially increasing one side and decreasing the other side. Might also act like the 'tides', having an increasing then decreasing effect over time.

Radiant Consuctor is probably good even if it doesn't help unlock Mistress of the Tide, as it should allow us to either increase or decrease Sun's damage output - a useful skill. This may enable us to fire warning shots that don't kill one of the people we're trying to warn. That it also bolsters Moon's comparatively anemic damage output can only be a good thing.

Otherworldly Radiance probably 'just' alters Moon's Resilience, adjusting the rate at which it increases, making us substantially different tankier and increasing the effectiveness of buying levels in Veil of the Lunar Goddess. Definitely buy this before Shining Protector.

Shining Protector 'allows Eva to protect others in battle.' This probably means she takes hits instead of her allies - or perhaps enemies she wishes weren't enemies. I'm sure we'll get a number of uses out of it, in particular for protecting Sun. We almost certainly want Otherworldly Radiance first.

Neverending Moonlight provides a 'special' Omni-caster. Not the regular one attached to a spell, a special one. Hypothetically allowing us to multi-cast multiple spells at once, instead of the same spell multiple times. Damn useful, even more useful when Moon figures out a few more spells - ooh, maybe we can get a barrier spell! 'Shell of Moonlight' or 'Radiant Lunar Barrier' or something, protecting others with our Light.

Hmm, what else... eh, I have no idea what may yet become available. At the time of this post, at any rate. I'll do Sun next. Sometime. Might even be today, too!

As for spending exp, I can see several paths - not sure which to take. Tank, Battlefield Conductor, or super-caster are all up next, and I don't know which we want most - or we can work on Moon's weapon and healing spell. It would be nice to have a heal that doesn't take 25+ casts to heal Moon to full.
 
remember when we were holding off on improving it because it already healed both Rico and Eva to full in one or two shots?

how quickly things change...
 
Shining Protector 'allows Eva to protect others in battle.' This probably means she takes hits instead of her allies - or perhaps enemies she wishes weren't enemies. I'm sure we'll get a number of uses out of it, in particular for protecting Sun. We almost certainly want Otherworldly Radiance first.
Could also mean that any time an ally takes damage, it gets deducted from Moon's Health instead of from that ally's Health.
 
No questions about mechanics, huh? Well, have a load of speculation on Primordial Moon's skills shop instead.

Mistress of the Tide is the next Super ability we can see for Moon alone. Expensive, at 700 exp, it also has a requirement we don't know yet. My guess is that it requires Radiant Conductor, due to this line in the flavor text: 'Become the conductor of the battlefield.' I think this results in a battlefield wide effect, probably altering damage of all parties present, potentially increasing one side and decreasing the other side. Might also act like the 'tides', having an increasing then decreasing effect over time.

Radiant Consuctor is probably good even if it doesn't help unlock Mistress of the Tide, as it should allow us to either increase or decrease Sun's damage output - a useful skill. This may enable us to fire warning shots that don't kill one of the people we're trying to warn. That it also bolsters Moon's comparatively anemic damage output can only be a good thing.

Otherworldly Radiance probably 'just' alters Moon's Resilience, adjusting the rate at which it increases, making us substantially different tankier and increasing the effectiveness of buying levels in Veil of the Lunar Goddess. Definitely buy this before Shining Protector.

Shining Protector 'allows Eva to protect others in battle.' This probably means she takes hits instead of her allies - or perhaps enemies she wishes weren't enemies. I'm sure we'll get a number of uses out of it, in particular for protecting Sun. We almost certainly want Otherworldly Radiance first.

Neverending Moonlight provides a 'special' Omni-caster. Not the regular one attached to a spell, a special one. Hypothetically allowing us to multi-cast multiple spells at once, instead of the same spell multiple times. Damn useful, even more useful when Moon figures out a few more spells - ooh, maybe we can get a barrier spell! 'Shell of Moonlight' or 'Radiant Lunar Barrier' or something, protecting others with our Light.

Hmm, what else... eh, I have no idea what may yet become available. At the time of this post, at any rate. I'll do Sun next. Sometime. Might even be today, too!

As for spending exp, I can see several paths - not sure which to take. Tank, Battlefield Conductor, or super-caster are all up next, and I don't know which we want most - or we can work on Moon's weapon and healing spell. It would be nice to have a heal that doesn't take 25+ casts to heal Moon to full.

As long we dont forget Rico i am ok either way for now. and good Theories.
 
Uh... yes. About that.
The top ten changed quite a bit since then. Judge originally was #10, but lost the place to someone else I made after I said what you quoted.
I'm not surprised, the final slots were always prone to greater turnover.
No questions about mechanics, huh? Well, have a load of speculation on Primordial Moon's skills shop instead.

Mistress of the Tide is the next Super ability we can see for Moon alone. Expensive, at 700 exp, it also has a requirement we don't know yet. My guess is that it requires Radiant Conductor, due to this line in the flavor text: 'Become the conductor of the battlefield.' I think this results in a battlefield wide effect, probably altering damage of all parties present, potentially increasing one side and decreasing the other side. Might also act like the 'tides', having an increasing then decreasing effect over time.

Radiant Consuctor is probably good even if it doesn't help unlock Mistress of the Tide, as it should allow us to either increase or decrease Sun's damage output - a useful skill. This may enable us to fire warning shots that don't kill one of the people we're trying to warn. That it also bolsters Moon's comparatively anemic damage output can only be a good thing.

Otherworldly Radiance probably 'just' alters Moon's Resilience, adjusting the rate at which it increases, making us substantially different tankier and increasing the effectiveness of buying levels in Veil of the Lunar Goddess. Definitely buy this before Shining Protector.

Shining Protector 'allows Eva to protect others in battle.' This probably means she takes hits instead of her allies - or perhaps enemies she wishes weren't enemies. I'm sure we'll get a number of uses out of it, in particular for protecting Sun. We almost certainly want Otherworldly Radiance first.

Neverending Moonlight provides a 'special' Omni-caster. Not the regular one attached to a spell, a special one. Hypothetically allowing us to multi-cast multiple spells at once, instead of the same spell multiple times. Damn useful, even more useful when Moon figures out a few more spells - ooh, maybe we can get a barrier spell! 'Shell of Moonlight' or 'Radiant Lunar Barrier' or something, protecting others with our Light.

Hmm, what else... eh, I have no idea what may yet become available. At the time of this post, at any rate. I'll do Sun next. Sometime. Might even be today, too!

As for spending exp, I can see several paths - not sure which to take. Tank, Battlefield Conductor, or super-caster are all up next, and I don't know which we want most - or we can work on Moon's weapon and healing spell. It would be nice to have a heal that doesn't take 25+ casts to heal Moon to full.
Hmmm.

Radiant Conductor as "moderate Sun's Damage output" is an excellent guess if it's right.

Otherworldly Radiance I bet is either a Final End Damage reduction or Incoming Damage reduction, basically either does the same thing Nepgear's No Longer Human does or the same thing Rico's Radiance does - only on a permanent manner, not "once per turn" as in Rico's case. In fact, I believe it's more likely to be Incoming Damage reduction, as that also has the benefit of improving Eva's Veil of the Lunar Goddess No-Sell as much as it can.

Shining Protector I think we should purchase first, though. If my guess of Otherworldly Radiance is correct, I can honestly say that "we are decently tanky already, but Rico is vulnerable to Judgement, Smite and Unstoppable - and her health is pathetic". It's better to get Shining Protector now and know what we need to do to improve it, than to postpone it and risk not using it ever because someone one-shot Rico.

As for development paths, I am still in favor of 850-EXP plan of "get both spells to 10 (260 EXP), get Veil of the Lunar Goddess to 15 (390 EXP), and get Shining Protector to defend Eva (200 EXP)".
 
As for development paths, I am still in favor of 850-EXP plan of "get both spells to 10 (260 EXP), get Veil of the Lunar Goddess to 15 (390 EXP), and get Shining Protector to defend Eva (200 EXP)".
I currently want to save up EXP a little. We had a lot of chances to try for spell development, which we passed over for other, at the time, more important stuff. Think it's time we do that, see what spells we get and then decide on an EXP Plan.
 
I currently want to save up EXP a little. We had a lot of chances to try for spell development, which we passed over for other, at the time, more important stuff. Think it's time we do that, see what spells we get and then decide on an EXP Plan.
Will you at least accept the "get both spells to 10" part of the plan?

It's comparatively cheap, it gives us better damage and healing output, and it gives us two milestones (i.e. ability upgrade opportunities).
 
As for development paths, I am still in favor of 850-EXP plan of "get both spells to 10 (260 EXP), get Veil of the Lunar Goddess to 15 (390 EXP), and get Shining Protector to defend Eva (200 EXP)".
I'd say grab Otherworldly Radiance before upgrading Moon's Veil any further.
Radiant Consuctor is probably good even if it doesn't help unlock Mistress of the Tide, as it should allow us to either increase or decrease Sun's damage output - a useful skill. This may enable us to fire warning shots that don't kill one of the people we're trying to warn. That it also bolsters Moon's comparatively anemic damage output can only be a good thing.
Based on the wording of its description ("Modify Sun's damage and bolster your own"), another possibility is that it makes it so that when the twins synchronize their regular attacks, some of the damage can be transfered from Sun's weapon to Moon's weapon (probably not at 100% efficiency) so that the explosion caused by Sunlight Scepter's Detonate ability isn't strong enough to hurt Moon.
 
Will you at least accept the "get both spells to 10" part of the plan?

It's comparatively cheap, it gives us better damage and healing output, and it gives us two milestones (i.e. ability upgrade opportunities).
don't think I'd go against that. given we just finished a mission, we likely get a chance to develop new spells before we get thrown in the next SNAFU anyway.
And only after that we'll have EXP to spend.
 
Huh... I... I ought to say this now, before people do it and then get disappointed...

Soothing Moonlight has no significant Milestone at level 10. In fact, it has no more significant Milestones at all.
Tis a healing Spell and it already heals you plenty with what it does.
Adhoc vote count started by Naron on Jan 12, 2018 at 8:48 AM, finished with 2543 posts and 10 votes.
 
......
if you want that, you can ask Spring to help you out with getting it. I am not giving you a "screw you and any of your offensive moves" compacted into one single Spell.
No, that would be a spell with
Ability: Full Heal | Overheal | Mass Healing | Status Recovery | Status Block | Damage Barrier
Could also replace "Full Heal | Overheal" with "Total Heal | Overheal by Modifier" or "Mass Healing" with "Target by Level".
 
Yes, I know. I was giving an example of a theoretical spell though, and went with the option that gets the point across without looking at the actual numbers involved.

The spell I described was "heal lots of people to above their max health, remove any type of negative effect that's already on them, grant them temporary immunity to gaining new negative status conditions, and grant them a reduction to End Damage received".

One thing we can do with sufficient training though is make it so that Target by Level can target a single entity multiple times.
 
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I guess I should close the votes now. It is... pretty clear anyway.
The window for questions is still open and likely will stay that way over the weekend.
Adhoc vote count started by Naron on Jan 12, 2018 at 8:48 AM, finished with 2543 posts and 10 votes.
 
So, Sun's purchase list.

No new Super Abilities. They are probably event locked or hidden behind two or more of the other abilities either already purchased or on the list.

Sunlight Scepter: Spellslinger adds Multi-caster (1) to Sun's Sunlight Scepter, allowing us to cast two spells in a single action. At the moment this results in two Searing Sunlights with one cast, but it no doubt has upgrades - and she'll learn new spells in time, too. There might be something other than additional levels of Multi-Caster behind this.

Sunlight Scepter: Advanced Catalyst doubles Sun's Magic Modifier, increasing the effectiveness of Veil of the Solar Goddess and the benefit of purchasing additional levels of Sunlight Scepter - a boost to offense and defense for a low price. Even if it doesn't unlock anything it's a good buy.

The Light Never Fades adds Double Cast to Searing Sunlight, meaning that a single cast of Searing Sunlight casts two. It may result in upgrades, potentially bringing Double-Cast up to Omni-Magic, allowing for five casts of a spell at once. Combined with Spellslinger, this can result in an absurd flurry of spells in a single action. The Sun is always burning.

Neverending Sunlight provides Sun with a special Omni- Caster, increasing the number of actions per turn that can be spent on casting spells. Combined with the other abilities in the shop, this results in the Sun never setting - without any new spells, or any upgrades to the other abilities.

Sun is a very high DPS Magical Girl. Neverending Sunlight, The Light Never Fades, and Spellslinger all combine, resulting in Omni-Caster 1, Multi-Caster 1, and Double Cast on Scorching Sunlight, for up to eight casts in one round, and an action left over, just with what's available in the shop. If my reading of those rules is correct, this results in around 80k damage, before resilience is applied (four times, I think; once for each double cast).

The efficiency of the purchase makes me want to buy Advanced Catalyst next, followed by Spellslinger, as both of those upgrade the Sunlight Scepter. After those, or perhaps in conjunction with them, upgrade both Solar Blessing and Shell of Light for the base health and resilience to, say, level 10 or so. It isn't as efficient for defense as improving her weapon, there are MGs out there with Smite or Judgement, so both defensive abilities it is.

I don't know whether to upgrade Sun or Moon next, or split the difference and do both. Moon's weapon could do with some upgrading, and I think both could do with higher flight speeds...

So much to buy.
 
So, Sun's purchase list.

No new Super Abilities. They are probably event locked or hidden behind two or more of the other abilities either already purchased or on the list.
~snip~
Sunlight Scepter: Advanced Catalyst doubles Sun's Magic Modifier, increasing the effectiveness of Veil of the Solar Goddess and the benefit of purchasing additional levels of Sunlight Scepter - a boost to offense and defense for a low price. Even if it doesn't unlock anything it's a good buy.
~snip~
I don't know whether to upgrade Sun or Moon next, or split the difference and do both. Moon's weapon could do with some upgrading, and I think both could do with higher flight speeds...

So much to buy.
I think Sun is currently someone to keep on backburner, because her damage rises fast enough to deal with just about anything she can meet that's nominally something her relative experience tier can handle. I'm more interested in Moon getting to share her no-sell with Sun via Shining Protector.

The biggest question about Sunlight Scepter: Advanced Catalyst is whether QM will simply double MM and go from there, OR go back to LVL 1, double base MM, and recalculate the Magic Modifier accordingly. For the record, if it's the second one (re-calculate from level 1, which had 15 and will have 30 with SSAC) will result in approximately +103 final MM on level 10 compared to simply doubling the current value, and will only go higher from there.
 
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The biggest question about Sunlight Scepter: Advanced Catalyst is whether QM will simply double MM and go from there, OR go back to LVL 1, double base MM, and recalculate the Magic Modifier accordingly. For the record, if it's the second one (re-calculate from level 1, which had 15 and will have 30 with SSAC) will result in approximately +103 final MM on level 10 compared to simply doubling the current value, and will only go higher from there.
I'm guessing it just doubles it now. Because that's the easier answer.

But yes, doubling the level 1 value would add a bit of extra power due to compounded effects of rounding.
 
Are we going to do anything about Sun's HP, which are still ~1000 compared to Moon's ~50000? And is there anything to be done about it?
 
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