Hogwarts Sect of Witchcraft and Wizardry

Care of Magical Creatures serves as a bridge between your pool and progress rolls, or between distinct actions.
I can think of many possible ways to accomplish either of this, but I'm eager to see what it's gonna be.
Cultivators who pursue this discipline will make lifelong commitments with up to three spirit beasts, although you start with one (or you would, if you had your dantian sorted out).
I'm not sure what the second part of this quote means. Could you clarify, @Karf ?

As for the 3 maximum limit, then that implies that most CoMC milestones improve our relationship/connection with whatever 1-3 spirit beasts we've already committed with (better communication and contracts, for example).
 
First can I say @Karf that Care sounds like a really cool subject. It's also very funny to me that we were less than 250 progress away from getting a familiar back in December when we gave up on it.

I'm looking forward to seeing what the other electives are like this summer (assuming we win the cup ofc).
Cultivators who pursue this discipline will make lifelong commitments with up to three spirit beasts, although you start with one (or you would, if you had your dantian sorted out).
I'm aware of the risks of drawing from a sample size of one but my guess is that Beginner 3 would normally be where you'd make a contract with your first spirit, which were locked out of because of our incomplete cultivation.

I'd therefore guess that the other electives might operate on the same structure. I've got no idea how you do that for Runes (magical language), Arithmancy (magical maths) or Divination though.

Though that reminds me @Karf, I'm guessing that Muggle Studies is gone from the curriculum?
 
I'm aware of the risks of drawing from a sample size of one but my guess is that Beginner 3 would normally be where you'd make a contract with your first spirit, which were locked out of because of our incomplete cultivation.
Remember the Jade Chit Vault perk, in case we win the House Cup. If we used it for CoMC, I seriously doubt it would give us another spirit beast, but rather the kind of improvement that most CoMC milestones give, which could be a contract, perhaps. But we'll see next update, on both fronts.
 
I'm not sure what the second part of this quote means. Could you clarify, @Karf ?

I'm guessing it's referencing how we need to be at Foundation Establishment to properly use the skill. Presumably that's when our dantian is 'sorted out'.
The above is essentially correct.

Also, the three is not really a limit set in stone (speaking as Karf, not in-universe). I hope it's a good compromise between not enough friends and too many to where they don't feel special and distinct, but I might easily be wrong too.

Though that reminds me @Karf, I'm guessing that Muggle Studies is gone from the curriculum?
Yup. I feel like its a bit superfluous, more of a throwaway gag than an interesting avenue to pursue. Though that's not to say that modern science won't make an unexpected appearance at some point or another.
 
[X][Breakthrough] Qi is wonder
[X][Charm] The proto-bludger
[X][Mythical] Yes
[X][Location] The infinite labyrinth of castle Hogwarts
 
Thresholds: 15
  • Defense: 11
  • Herbology: 13
  • Astronomy: 13
Pretty sure the Defense threshold should be 10. -1 from Basic Potions, -3 from Beginner, and -1 from Apprentice for -5 in total.
Care of Magical Creatures 129 out of 150/???+
  • Basic: 129/150
  • ???
  • Usually locked until Foundation Establishment stage
  • Adjusts Astronomy and Herbology thresholds: 14/13/12/11
This hasn't been updated yet either.
You blink, but play along, the invisible tally of Qi in your head ticking up by one, signaling that Daphne's dead serious. A group of... third year, you guess, Slytherins and Hufflepuffs passes into your peripheral vision, on their way to the forest from the castle behind you.
This'll be useful as well for the Cup, even if we don't end up winning the points for overall progress.
 
[X][Breakthrough] Qi is wonder
[X][Charm] The rainbow brush
[X][Mythical] Yes
[X][Location] The Forbidden Forest
 
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gloves of the gecko: on average, .15 extra dice per action at 7 dice pool, .34 at 12

proto-bludger: for something at dc 15 functionally gives on average 4.5% more dice, so .31 at 7 dice pool, .53 at 12, for dc 11 it gives 3.1% , so .22 at pool 7, .37 at pool 12

whispering loudspeaker: at dc 15, gives .09 sucesses at pool 7, .13 at pool 12. at dc 11, gives .09 sucesses at pool 7, .12 at pool 12

The rainbow brush: at pool 7 gives on average .49 dice, at 12 gives on average 1 dice

The recorder plushie: has a 31% chance to activate at pool 7, 28% at pool 12, giving 1.15 rerolls at 7, 1.28 at 12. overall, .36 dice at pool 7 or 12, assuming any dice fail

The self-filling bottle: .23 dice at pool 7, .24 at pool 12

The page-turner: at dc 15, has a 17% chance to produce a success for pool 7, 22% at 12, for dc 11, has a 20% chance at pool 7, 30% at pool 12. This comes out to .43 dice at pool 7, .56 at pool 12 for dc 15, .35 dice at pool 7, .53 dice at pool 12.

The little towel that could: literally half of the average for proto-bludger

That was a bit of a nightmare. Anyway, mechanically the rainbow brush is the best of the charms and only gets better as our pool increases, followed by the page turner, recorder plushie or proto-bludger depending on exact circumstances.
 
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[X][Breakthrough] Qi is wonder
[X][Charm] The rainbow brush
[X][Mythical] No
[X][Location] The Forbidden Forest

Watch as the Forbidden Forrest choice gives us a Gryphon with a unicorn horn.
 
So, we should really look to put an action or two into meridians as soon as possible. If not during the summer than as soon as we get back to hogwarts. Every technique or charm we put on a meridian gives us a couple percent of boost at worst, making it generally the most efficient action we can do up to around 5 unlocked meridians (or the point where we have everything slotted in).

Meanwhile, i'm pretty sure the most efficient use of our two is whichever of bludger or brush wins this vote, plus the whip shear technique.
 
Another factor to consider is that the proto-bludger might also apply to combat encounters, while all the others are limited to pools for training (most likely).

The calculations you made are great to inform our choice of next charms from a mechanics standpoint, but they're not totally fitting (though still very useful) to decide which ones to assign a meridian to next turn, because of the summer malus. Win or lose the House Cup, at least some of our actions are going to be 5d21s.

Speaking of which, @zinay (or anyone else with the ability, for that matter), could you calculate the odds of:

-getting 550+ points on 7d23 DC15 at +50, plus 15d21 DC 15 at +30
-getting 550+ points on 14d23 DC15 at +50, plus 5d21 DC15 at +30
-getting 550+ points on 14d23 DC15 at +50, plus 10d21 DC15 at +30
-getting 550+ points on 21d23 DC15 at +50
Combinations to get Ancient Runes to Beginner 2 in July.

-getting 115+ points on 7d23 DC15 at +50
-getting 115+ points on 5d21 DC15 at +30
Combinations to get Charms to Apprentice in July.

-getting 550+ points on 14d23 DC12 at +50
-getting 550+ points on 7d23 DC12 at +50, plus 5d21 DC14 at +30
-getting 550+ points on 7d23 DC12 at +50, plus 10d21 DC14 at +30
Combinations to get Divination/Arithmancy to Beginner 2 in August.

-getting 550+ points on 14d24 DC12 at +50
-getting 550+ points on 7d24 DC12 at +50, plus 5d22 DC14 at +30
-getting 550+ points on 7d24 DC12 at +50, plus 10d22 DC14 at +30
Combinations to get Divination/Arithmancy to Beginner 2 in August, if we get Charms to Apprentice in July.

-getting 186+ points on 7d24 DC15 at +50
-getting 186+ points on 5d21 DC15 at +30, plus 5d22 DC15 at +30
Combinations to get CoMC to Beginner 2 in July/August

As usual, feel free to totally ignore me or to be selective about them, if you can't be bothered or for any other reason.
 
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So, these numbers are assuming we have the rainbow brush and whip shear technique slotted. I've just done the boosted actions since working with unboosted actions is a bit of a pain.

Runes/Arithmancy/divination in June (550+ d23 dc15 +50)Arithmancy/Divination in July with Runes at beginner 2 (550+ d23 dc 12 +50)Arithmancy/Divination in July with charms at beginner 3 (550+ d23 dc 12 +50)Arithmancy/Divination in July with 3 meridians (550+ d23 dc 12 +50)Arithmancy/Divination in July with Runes at beginner 2, charms at beginner 3 (550+ d24 dc 12 +50)
Arithmancy/Divination in July with charms at beginner 3 plus 3 meridians (550+ d23 dc 12 +50)
Arithmancy/Divination in July with runes at beginner 2 plus 3 meridians (550+ d23 dc 12 +50)
Arithmancy/Divination in July with Runes at beginner 2, charms at beginner 3, plus 3 meridians (550+ d24 dc 12 +50)
2 boosted actions59%88%66%65%91%72%91%93%
3 boosted actions92%

The three meridian numbers assume we have all 4 of our current techniques/charms plus rainbow brush.

Personally, I'd prefer to just forget Runes and put 2 actions each into Arithmancy/Divination in June. Depending on results we can decide what to do in july, but three actions total into each are just as good as trying to set up better odds for July, and we won't really get much else out of Runes until next year anyway.
 
Out of Runes, we'd get 1 year+ of benefits from whatever technique/potion/charm/spirit 3 milestones-equivalent they provide, which could be huge. And there's always the chance we'd get to take advantage of the Arithmancy/Divination's threshold reduction, if it randomly happens because of social rolls and sect points' boons, or not at all randomly if we decide to aim for those skills for whatever reason.

It goes without saying, but thank you very much for running the numbers! Based on them, our best bet to max all Electives seems to be:

July:
-Runes x2 + Malus Runes x2 (around 90% odds)
-Malus CoMC x1
August
-Divination x2 (88% odds)
-Arithmancy x2 (88% odds)
-Malus whatever x1 (CoMC likely, or maybe Charms, or Arithmancy/Divination to be safer, even)

Edit - This might be better, but I don't think it's worth the higher risks:
July:
-Runes x1 + Malus Runes x3
-CoMC x1
August
-Divination x2 (88% odds)
-Arithmancy x2 (88% odds)
-Malus whatever x1 (CoMC/Runes if needed, and if not Charms, or Arithmancy/Divination to be safer)
 
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