A Magical High School Girl

A Magical High School Girl

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How to survive
By Argomundo
A sort of template for players struggling to survive.
Includes, instructions, spells, and tipps.
   
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Table of Content
Introduction

How to Fight

The Essentials (Items)

The essentials (Spells)

Things you should know

Modifiers you should know

Some Spells

Introduction
Well ill keep this short.
The best fun I had with this was figuring out myself,
what spells work best, what works and what doesnt.

So I would advise against reading this guide,
but if youre at an impass and cant figure out how
to beat any more levels, this is for you.

But also be aware that this guide is made with the
intention to just lend a helping hand and
therefore I will not tell you everything.

How to Fight
I found the best way to advance is to use a map spell
And head for the exit.

The monster dont grow unreasonably harder aynways,
so it got to the point where later in the game I would
level up after killing only 1 or 2 enemies.


To imediatly head to the exit or avoid enemy hoards
that will probably kill you, youll need a bunch of
utility spells, which are listed below.

Running away and surviving should always be your
first concern.
Run away and get yourself some time to heal.
Run away and set up traps as you do.
Run away to prepare some buffs.

To do this youll need to stay ahead of your enemies.
This usually means speeding yourself,
cursing (bind/stun/freeze) the enemies,
or dashing a distance away.
Or better yet all three.

The Essentials (Items)
Over my playtime, Ive come to think of some spells
and items as an absolute necessity.

Lets first start with the Items.

Badges: They can be treated as permanent upgrades as such you should try to
get them when possible.

Witches Perfume: Using this item will transport you to the Witches, you should
always try to keep at least 2 on you for emergencys. For example if youre
surrounded and have no time to heal or flee.

Crosse: This is more of a recomendation buty you should always have
these 3 crosse on you.

Anger crosse: Increases your #Swing damage. You will get silenced at
some point and put in a bad spot, equip this and maby youll manage.

Benevolence crosse (or Healing crosse):
Increases the amount a heal spell heals, equip this before using one.

Crosse of Envy: Increases the chance for status infliction.
I wont get into the details, but very important for cc and bosses.

ALWAYS carry some milk with you.

The Essentials (Spells)

As you can see this is the first page of my spellbook.
And surprisingly these are enough to cover the essentials,
although I will tell you about a few more spells later.


1. Is your standart damage spell. It has to have a very good
cost efficiency and decent damage overall. Ive come to favour
this "Deadly Sting", as it is piercing and has a chance to instakill.

2. A dash skill. This skill teleports you a 2 squares forward,
but incidently mine moves 4 squares since it also has the
multi modifier. You can get the same effect with "Twin Dash".
Although the efficiency wont be as good as my merged spell.

3. Debuff skill. You will need to use a multitude of
Debuffs across your playthrough. The most
important one beeing curse as it doubles the
time an enemey needs to execute an action.
"Weak poison curse" should do the trick.

4. "Anti Speed". This will allow you to make 2 moves
instead of one wich is insanely important to stay ahead.

5. "Anti field". This will create a damage reduction field on
the tile youre standing on. Needs to be used for tactics.

6. "Anti Map". Will reveal the current map and all items and
monsters on it. Knowing where the exit is and how to avoid
monster hordes is invaluable to staying alive.

7. "Anti Warp". Warps you to a random point on the map.
Extremly usefull when trapped or on the other side of the
map relative to the exit.

8. Counter spell. Counter spells return large damage to
an attacker and will be invaluable later on. "Reflector"
should do the trick

9. "Heal potion". Healing spells use your hp (Milk) to
regenerate your mp. Paired with the benevolence crosse
theyre pretty strong and needed for when youre out of
good food.
Things you should know
Originally this was supposed to be the first section but I think its better here.

When naming your spell, the actuall spelling can make
huge diffrences, even when its only about capital letters.
For example Anti map and Anti Map have a diffrent mp cost.
Try it out yourself.

Well you probably shouldve realised by now that
givng Ms. Nickname three spells will return you
one Anonymous Magicite.

By quiting to title without saving you can
reuse anonymous magicite.

At most intersections and corners you can
walk diagonally wich you should do to save
a move.

Enemies have elemental weaknesses.
There are two ways to find them.
1st. Guessing and trying
2nd. Listen to Ms.Gossip

This purple slash effect shows you
the attack was effective
.
Ms Gossip will give you hints for current
fetch missions and other stuff.

Some enemies drop special magicite that
improves the result from spell merging.
I strongly favour economy magicite wich
decreases spell cost.

Later you will face extremly dangerous enemies.
Some that will 1 hit you, some that are hard to
damage, some that are faster than you and
will debuff you. Usually all of these can be beaten
with some gimmik, but if youre unsure you should
just run away.

Modifiers you should know
Anti: Will cast on self and is usefull for buffs and utility.

Death /Dead: Will add Instakill. It will not always help you
but can definetly make your life easier.

Weak: Will produce a low cost low power version of the spell
great for debuffs.

Speed: Will make you faster

Curse: Will make the enemy slower

Map: Reveals the map

Warp: Warps you

Dash: Moves you forward.

Multi: Triggers spell effect twice, usually results in lower spell power.

Eagle: Chance for critical hits.

Counter: Damages attacking enemy (once)

Quick: Usually results in no cost low power version of a spell.

Grand: Can be wonky at times but usually results in higher spell cost
and damage.

Mine: Creates a setup mine with great cost efficiency.

Some Spells
As promised here are some spells.
These are mainly to give you an idea and or reference.
But ill just be using the post on twitter function for this one.

"Grand Eagle Quake"
Power: 36 / Cost: 45 / Cast Time:1 / Element: Earth / Area: All / Special: Eagle
This one carried me through Ms. Nicknames witch dream

"Deadly Sting"
Power: 38 / Cost: 16 / Element: Heat / Area: Straight / Special: Pierce Instakill
Current high level already economy merged standart spell

"poisonWeakest sting"
Power: 4 / Cost: 1 / Element: Storm / Area: Straight / Special: Curse Pierce Poison
Merged debuff skill

"Evil Mine"
Power: 46 / Cost: 11 / Element: Evil / Area: Front / Special: Mine
High cost efficiency spell

"Weak straight"
Power: 2 / Cost: 3 / Element: Earth / Area: Area / Special: RemoveBuff
I havnt found many good RemoveBuff spells,
but this is probably the best one I got.

"Twin dash"
Power: 0 / Cost: 5 / Element: Storm / Area: Self / Special: Advance Multi
The multi dash I talked about above

"Quick stun blizza"
Power: 3 / Cost: 0 / Element: Earth / Area: All / Special: Stun Bind
Trying to stun everything when youre in a pinch?
Well this thing isnt very reliable but it works.

"Weak blindsilence"
Power: 0 / Cost: 1 / Element: Frost / Area: Target / Special: Blind Gagged
Youll need other debuffs too. this is a pretty good one.
1 Comments
Fritzy 25 Jan, 2018 @ 5:33pm 
Thanks fam