Leveling Truthseeker almost invariably places her on a collision course with the bullies, who will promptly be stomped.
Provided that the bullies continue to intimidate others. It is quite possible that they refused this because of the danger of getting a retaliatory strike that could well kill them. Or because of the fear that the rest of the group will rally against them now that the stakes have risen.
 
Provided that the bullies continue to intimidate others. It is quite possible that they refused this because of the danger of getting a retaliatory strike that could well kill them. Or because of the fear that the rest of the group will rally against them now that the stakes have risen.
Doesn't Pen have some ability to see into the hearts of men, so to speak? I think she would notice wherether they tried to reform from fear or genuine desire to improve themselves.
 
Doesn't Pen have some ability to see into the hearts of men, so to speak? I think she would notice wherether they tried to reform from fear or genuine desire to improve themselves.
She will probably be able to understand that they did not change their behavior out of remorse. But what will she do with this information?
Probably just threaten them so that they do not return to bullying.
She will not beat them for what happened before admission or apply other sanctions to them. After all, she has no official authority over them, and they gave no reason to use force.
Of course, she can ignore all this and give the hooligans what they deserve, but with this action she will scare everyone else away from herself and divide the class even more.
 
Well, I see things got very out of hand while I was gone. Yikes, Dual Immersion is crazy. Sol becomes an insanely strong power, and creates another such power that has bond level 6 with him. At that level Penelope will always have our back. The tarot class is no longer a group of disparate political factions, it's a dictatorship under the rule of Queen Penelope and King Solomon (not that he'll actually do any ruling. Mostly show up from time to time to point his best friend or maybe girlfriend at things).

We'll need to take significantly more slacking off actions in the future, our jello supply is running out and our lake of willpower has become a desert... But Sol's earned the break at that point. It would take an awful lot of Individualized lessons to generate this level of power.
 
*Eldritch at baseline does not grant any effective Arcanum levels no matter how much we scale it
*Eldritch with a few Techniques does not grant any effective Arcanum levels but does raise our mana pool significantly
*Eldritch with numerous Techniques focused on spellcasting does grant effective Arcanum levels but to an unspecified degree. This may or may not scale with further Eldritch levels.

What would really help with build design and variety is a comparison of just these scenarios:

*Case 1: In the specific case where we have Eldritch 7, Arcanum 7 and 4 techniques devoted to the goal of "improve our effective Arcanum level via Eldritch," what is our effective Arcanum level? I know Techniques vary greatly but let's just assume Sol has the best four Techniques for that specific goal, all at level 3.
*Case 2: As above, but we have Eldritch 8, Arcanum 6.
*Case 3: Eldritch 8, Arcanum 6, and 0 Spellcasting Techniques
Your understanding is correct.

1. It depends on the specific Techniques you pick, but with that many stacking Techniques you could definitely get to 8.0.
2. You could get to 7.25 or so.
3. No substantial increase.
 
A few people think we will have combat power equivalent to Arcanum 16+ post Dual Transcedence. I believe this is incorrect; my intuition is, as stated earlier:

1. Arcanum Levels are like Wizard Levels in D&D
2. Eldritch Levels, at baseline, are like Super D&D Barbarian Levels (souped up because it has additional class features like shapeshifting, powerful regeneration, a secondary mind and weapon / armor formation)
3. Taking Arcanum 7 / Eldritch 7 is like becoming a strong Wizard with a Gestalt in Super Barbarian. A Level 15 Gestalt Wizard / Super Barbarian will not be remotely as powerful as a Level 30 Wizard, but will still be much stronger and more useful than a Level 15 Wizard alone.
4. While we have confirmation from Birdsie that Hermes (for combat) and Arcane Focus (for the Devoted subjects) stack directly with Arcanum for their respective domains, we don't have any such confirmation for other Aspects.

What does Eldritch do? It's basically a Klyntar symbiote from Marvel in terms of capabilities - As Birdsie said in Discord, Eldritch 4 is "We are Venom Denim." I do believe its pound-for-pound power level in combat is higher than Arcanum, but this does not mean it stacks with Arcanum in combat; at best it would replace our casting action with a symbiote carnage action, but it is extremely unlikely that Eldritch will scale so rapidly that 7 levels in Eldritch equals 14 in Arcanum for combat purposes. It is not as narrow as Hermes the Destroyer which grants only offense and defense; Eldritch also offers disguise, shapeshifting, mass/limb creation, second mind, regeneration and so on.

We can probably conclude that Eldritch 7 is overall superior to Seraph 7 in direct combat since Seraph 7 grants spellcasting and physical buffs, and spellcasting is broader than the ability array detailed above.

But, because we do have direct Aspect stacking in the form of Hermes + Arcanum (+ Arcane Focus), our best line for combat efficacy is almost certainly still going to be Hermes the Destroyer stacking with Arcanum. That gets us to Arcanum 7 + Carnage 1 + Hermes the Destroyer 6 (3 x 2) = Arcanum 14 combat, which is probably the realistic limit of Sol's combat power here. What Eldritch grants us is:

1. The additional +1 Arcanum. This is, by itself, worth the XP of buying Eldritch 7 due to exponential costs.
2. Passive extremely powerful regeneration, so we don't have to spend mana on defense nearly as much
3. The utility effects mentioned above, which don't cost mana
4. A fallback combat ability at maybe the Arcanum ~8 or 9 level, which also doesn't cost mana (hitting things with the Symbiote's STATS)
5. The potential to act at double speed in concert with the symbiote
6. Free 'Will' in desperate combats as the symbiote takes control and fights at 100% of its capacity without requiring effort from Sol
7. Most importantly, the power of memes.

Unless we find a physical combat Aspect that stacks with Eldritch in the same manner that Hermes stacks with Arcanum, Eldritch alone will not offer superior results to the Hermes + Arcanum combo, though it will contribute to that combo by massively amplifying our mana and granting an additional Arcanum level. @Birdsie please let me know if I have any major misconceptions here.
 
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at best it would replace our casting action with a symbiote carnage action, but it is extremely unlikely that Eldritch will scale so rapidly that 7 levels in Eldritch equals 14 in Arcanum for combat purposes.
Although much of your argument is valid, I'm doubtful of this portion; why would Solomon not be able to continue casting while his Symbiote battles?
(I'm also doubtful of the [Arcanum 14 from Eldritch'1'+Hermes3+Arcanum7]'s implicit position that 'massively amplifying our mana', boosting our durability, etc does not mean it effectively raise our combat power further than the increased effective Arcanum alone.)

Mostly, though, my main objection is not to your logic here, but your conclusion, and there is little to debate there.

Since we're discussing our positions, I may as well also ask what your opinion is on Sanctum; my impression is you believe it is a poor option, but I do not see how that can be so (or how any option can be and stay poor, as XP availability rises).
 
Although much of your argument is valid, I'm doubtful of this portion; why would Solomon not be able to continue casting while his Symbiote battles?

1. The latter does not equal "Eldritch 7 = Arcanum 14 in combat"
2. Assuming Eldritch 7 grants physical force equal to an Arcanum 9 attack, the symbiote hitting things is basically a rounding error in the face of our Arcanum 14 spells, though having a low-mana combat form is nice for extended adventures.

That's just how exponential scaling works; a thousand strongmen will not meaningfully be able to oppose the Olympian in physical combat.

Mostly, though, my main objection is not to your logic here, but your conclusion, and there is little to debate there.

You object to the conclusion that "Unless we find a physical combat Aspect that stacks with Eldritch in the same manner that Hermes stacks with Arcanum, Eldritch alone will not offer superior results to the Hermes + Arcanum combo?" This is not a value statement, but an empirical hypothesis. You believe that Eldritch 8 Arcanum 6 is a better fighter than E7 A7 even in the face of Hermes stacking? Seems unlikely given most of the premises above, but even if it were so E7 A7 would almost certainly have superior noncombat utility.

I don't think Sanctum is great, but am probably fine with picking up a level or two with our spare XP if we go E7 A7 since we'll have 6k to spend. Mostly to improve our Will regen with comfy magic, as a secondary tier source behind synthesizing coffee jelly and getting Penny to boost our Will. I still don't think Sanctum is worth the XP investment likely needed to make it mobile and thus useful during exploration, which seems like it will comprise the majority of the wordcount going forward.
 
[X] Dual Immersion [30 Will, 12 Credit]
[X] Eat Coffee Jello
-[X] Lament for all the Coffee Jello you have devoured in your mad pursuit for power.
 
Per my napkin math, Eldritch 7 costs 6000 and Arcanum 7 is 15500, for a total of 21500 of our 27500, leaving 6000 of Immersion's XP at loose ends. Arcanum 8 would be 31500 and is outside our budget; Eldritch 8 + Arcanum 7 sums to 32167. Eldritch 9 on its own is likewise unaffordable. So that leaves us with the choice of whether we want to neglect (relatively speaking) Arcanum, leaving it at 6 alongside Eldritch 8 for a remainder of 3333 Immersion XP. Unless we want to pivot to building around this new Aspect and embrace the degenerate path of betentacled muscle wizardry, it seems better to balance them out.

Our 1580 vanilla XP lets us afford Hermes the Destroyer 3. With 1750 of the remaining 6000 we can pick up Sanctum 3, or at least shell out 750 for 2 to see how it scales going forward (the second Sanctum level seems much less valuable than the first). We can also pick up Connections 3 on the cheap for 87.5 XP and should likely go even higher while the 75% discount lasts. Arcane Induction is also on sale (two levels for 93.75), but not that immediately useful - unless we can narrow it even further with secondary Techniques to improve its scaling or even allow it to be applied to another Enrolled. Assuming we buy all that, we'll still have over four thousand XP to play around with!

A Sanctum + Comfort's Embrace combination Technique or an Eldritch tentacular massage Technique to help with Will would be good, since after eating a coffee jelly here we'll have only two remaining. Though apparently an Arcanum-derived Jellocraft Technique at level 3 would suffice to replicate Solomon's favorite brand, so there's that to consider. We could also invent a Technique to tweak the symbiote's personality, try for antimagic from Hermes to cover any gaps in Sol's defenses, and so on. We don't have the options in front of us, so this is mostly me spitballing to try and drum up the SC to afford Dual Immersion in the first place.
 
You object to the conclusion that "Unless we find a physical combat Aspect that stacks with Eldritch in the same manner that Hermes stacks with Arcanum, Eldritch alone will not offer superior results to the Hermes + Arcanum combo?" This is not a value statement, but an empirical hypothesis. You believe that Eldritch 8 Arcanum 6 is a better fighter than E7 A7 even in the face of Hermes stacking? Seems unlikely given most of the premises above, but even if it were so E7 A7 would almost certainly have superior noncombat utility.
nope! I agree that Eldritch alone will not long-term beat Hermes+Arcanum. It's one aspect against two, and one of those is combat-specialised; it's not plausible for it to win even if there was no stacking at all.
I do believe that Eldritch 8 Arcanum 6 is probably win a fight against Eldritch 7 Arcanum 7; I find the straight stacking of Hermes with Arcanum already implausible as a straight-faced combination of the two Aspects effects, since the amount of raw power a level 1 Hermes gives shouldn't make a meaningful difference to someone wielding, eg, Arcanum 10, so with that stacking already present I infer Birdsie's running on an abstraction which tends to add Aspect Levels together if they aren't explicitly inefficient combinations, and so that adds Eldritch's combat effectiveness to other combat effectiveness.
I agree Eldritch 7 Arcanum 7 has more noncombat utility than Eldritch 8 Arcanum 6, and think this is indeed obvious. it moves a level from Combat/regen/body/utility to Utility. My preference for Eldritch 8 Arcanum 6 isn't for its value on the one-vote time horizon, but because by taking Eldritch 8 now we're effectively getting more Experience, and I think we're unlikely to face dangers at this power level fast enough to not be able to balance out our build holes soon enough. E8A6 is a worse build on itself, but it makes it easier to get a stronger build later than E7A7 and we've already taken a lot of Immediate Power.

I don't think Sanctum is great, but am probably fine with picking up a level or two with our spare XP if we go E7 A7 since we'll have 6k to spend. Mostly to improve our Will regen with comfy magic, as a secondary tier source behind synthesizing coffee jelly and getting Penny to boost our Will. I still don't think Sanctum is worth the XP investment likely needed to make it mobile and thus useful during exploration, which seems like it will comprise the majority of the wordcount going forward.
Sanctum probably isn't great for exploration for the moment, yeah. Though that might be more a matter of Techniques than levels? A Technique to temporarily shift the Sanctum or set down the Sanctum temporarily doesn't seem implausible as a lower-level alternative.
I do think it will inevitably be worth the XP investment to make it mobile eventually, because exponential costs, etcetera etcetera. It's probably also good for all our enchanting efforts, since those happen in the Sanctum, and for any future instances of the rite of Absorption where we have the time to store, retreat to the Sanctum, and do the absorption there.
(I do agree Sanctum-Comfy will probably be behind synthetic coffee jello right now, but I think it'll be ahead of Penny in terms of Will-boosting for the moment. Could change depending on our actions, presumably; and synthetic coffee jello will probably drop off with usage if it's a simple technique to cast without some kind of cooldown, whereas the Sanctum-comfy I don't think will drop off... but then, since we'll have more XP in the future, I suppose choosing to expend now is more about the present... shrug)



Unrelated general thought: getting the first level of Sanctum is plausibly worth it at this level of XP expenditure just to be able to see what kinds of things are Sanctum techniques. As we learned at some point, Aspects at level 0 don't display their possible techniques, meaning that Sanctum's techniques could all be amazing, or allow it to be moved easily for combat or be defined in a moveable way ('My sanctum is this tent! I carry it around'), and we'd not know until getting it to level 1- though admittedly, the odds of getting a tent sanctum this early seem low.
 
I think it will be very difficult to get the thread to save enough for A7 in the foreseeable future and personally value A7 much more than E8, so I'd rather secure E7 A7 now. I think the marginal difference in power long term is not hugely relevant and would have a lot more fun if Sol can fully take advantage of his King of Magi role immediately. Five or ten turns of A7 screentime is well worth the reduction in greed if most of our future scaling will occur via outlier Exploration discoveries anyway.

I do believe that Eldritch 8 Arcanum 6 is probably win a fight against Eldritch 7 Arcanum 7; I find the straight stacking of Hermes with Arcanum already implausible as a straight-faced combination of the two Aspects effects, since the amount of raw power a level 1 Hermes gives shouldn't make a meaningful difference to someone wielding, eg, Arcanum 10, so with that stacking already present I infer Birdsie's running on an abstraction which tends to add Aspect Levels together if they aren't explicitly inefficient combinations, and so that adds Eldritch's combat effectiveness to other combat effectiveness.

I think there are a number of alternate explanations that are much more plausible than an abstraction anywhere near that broad -

1) Hermes' raw power boost is multiplicative on our baseline mana
2) Hermes grants a [Conceptual Destruction] tag to our spells, the strength of the tag scales with Hermes level, the tag is always a relevant % boost to combat effectiveness
3) Hermes has some syncretic synergy with our core Role (plausible given the name) that makes it especially potent in conjunction with Arcanum. Even small amounts of trace elements can alloy iron into steel.

I will be pleasantly surprised if Sanctum allows mobility at low levels; my intuition is that a truly effective Mobile Sanctum technique, even a temporary one, will be reserved for levels of Sanctum 5+ if not 7+. But I have large uncertainty bands on this intuition.
 
I think it will be very difficult to get the thread to save enough for A7 in the foreseeable future and personally value A7 much more than E8, so I'd rather secure E7 A7 now. I think the marginal difference in power long term is not hugely relevant and would have a lot more fun if Sol can fully take advantage of his King of Magi role immediately. Five or ten turns of A7 screentime is well worth the reduction in greed if most of our future scaling will occur via outlier Exploration discoveries anyway.
Fair enough, I suppose.

I will be pleasantly surprised if Sanctum allows mobility at low levels; my intuition is that a truly effective Mobile Sanctum technique, even a temporary one, will be reserved for levels of Sanctum 5+ if not 7+. But I have large uncertainty bands on this intuition.
You are probably right, but I think it's worth the 250 XP to find out. And there are middle-ground possibilities; for instance, a temporary-mobile-sanctum-technique with a long cooldown and additional cost per cast, or even a technique to instantly move the Sanctum and deffer the normal cost of doing so temporarily, could still be a valuable panic button to avert or minimise situations like those which justified Revolver and the ritual dagger.
 
Additional Discord Info:

*Hermes does stack with Arcanum even as Arcanum rises to high levels, but the stacking efficiency goes down if they are too far apart
*Birdsie said if the two Aspects are more than 3-4 levels apart, stacking-wise it makes more sense to raise the lower Aspect unless you are trying to monofocus the higher for a specific reason

In light of this we might buy Hermes 4, which reduces our uncommited XP from 6k to 4k in the case of E7 A7, or from 3k to 1k in the case of E8 A6.
 
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The big advantage of Sanctum is that we can upgrade our Will-improving techniques, which is very important. If we can get per turn Will to 30, a lot of Will budgeting issues are severely reduced.
 
*Birdsie said if the two Aspects are more than 3-4 levels apart, it makes more sense to raise the lower Aspect unless you are trying to monofocus the higher for a specific reason
I don't think this is actually new information, I've been arguing it's usually the case for Aspects that're 1-2 levels apart for a while now.
(Outside discount situations)
 
Generating more SC via effortposts... Speculation on what an effective Arcanum level of 8.0 actually entails:

Data Points:

1) We know that the Court Mage used a magic Aspect of level 6, plus a Technique (High Esotericism) of level 12, to create the Kingdom of Oregan alongside the Shining Prince using a general role Aspect of Level 10, plus a Technique (Walls of Myth) of level 20.
2) We know that Arcanum 15 combat is a casual city block buster, citybuster with effort, greater than that with significant effort
3) We know that Arcanum 2 is equal to a 5-6th level D&D Wizard
4) We know that Seraph 4 is equal to a "mid-leveled" D&D Cleric in terms of spells and effect access (10th level? It does also gives stats, but Arcanum's magic seems broader in principle so I'm calling it a wash)
5) Arcanum 8 costs a total of ~64,000 XP. Each Individualized Lesson yields 250 XP for a student of Solomon's talent level. This would require 256 Individualized Lessons, or 85 months, or roughly 7 years of mono-focused Individualized Lessons to achieve, assuming you never rest, don't take breaks, and have infinite Will. Basically, even someone with Solomon's genius and Harrison's work ethic won't get close to this level by graduation using classwork alone.
6) However, we have been given Discord info that implies that third years who do explore can, if effective, expect ~10,000 XP worth of gains per month.
7) We know that Arcanum 4 combat is car-destroying and equal to a 2nd year.
8) The Ancient Greek class fought Primordial Titans and won.

From 2) and 3), it sounds like 1 Aspect level is worth 2.5 D&D levels at least in the initial part of the scaling curve. A naive extrapolation would put Arcanum 8 at the equivalent of a 20th level D&D Wizard, then.

A level 38 D&D Wizard might struggle to destroy a city block with one spell via raw evocation damage, but could of course achieve that result much more reliably with indirect means. A single Aspect 6 + Aspect 10 working in concert managed to alter the fundamental nature of an entire state, but their high-level Techniques make it difficult to draw many conclusions from that. We've been told that most Techniques don't boost raw power, so maybe it's nbd.

Point 6) strongly implies that effective students are walking out of education with their highest Aspect at 9, with strong outliers getting Aspect 10. Average graduates without huge exploration gains aren't even hitting Aspect 8. Most graduates seem way weaker than a level 20 Wizard, so this is a point against naive scaling. On the other hand, most graduates may not be effective explorers and, perhaps far more importantly, may not have an EFB Role.

Given all this, especially point 8), my best guess is that the Aspect to D&D level ratio is extremely likely to hold or improve at least up to Arcanum 10, and we will basically be as versatile as a 20th level D&D Wizard with Arcanum 8, though with a mana pool rather than spells per day and probably less power concentrated in outlier spells like Shapechange and Wish. Basically, a level 20 Wizard "as intended" rather than "as played by optimizers." But we don't really have the data to say definitively.

The Olympian is basically median showing Superman, and median showing Superman can easily defeat a 20th level Wizard played "as intended" in most situations (via speedblitz, orbital laser bombardment, etc). This is congruent as Superman is basically peer (weaker, but not vastly so) to Doctor Fate who ranges from high Epic to Greater Deity levels of power depending on host & effort expended.
 
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Additional Discord info: We have finally gotten confirmation that Arcane Focus: Devotion is basically an 18 SC option, as 11 SC worth of our upgraded KoM's power was spent just on the Fate weakness reduction and unlocking it. This makes Devotion an even more priority target than it was previously, and definitely something we should aggressively pursue with our next tranche of XP and SC!
 
I'm thinking we do Eldritch 7, Arcanum 7, Hermes 4, if the latter stops stacking as well with a difference of more than 3.

A thought occurs. While Arcane Induction is limited to non-Enrolled right now, that's the blurb from The Problem of Evil, with Arcanum 1.

-[ ] Technique: Arcane Induction (Level 1, 125 XP / Level 2, 250 XP) - Can take on a single non-Enrolled apprentice, conferring the potential to reach half your overall talent and level in the Arcanum Aspect and your Arcane Focus Technique / Can take on three apprentices of a similar level.

And Techniques ping off their relevant Aspect/Aspects to determine their power, being akin to an extra level in the relevant Aspect in their specific field. So Arcanum 7 would effectively grant +6 levels to Arcane Induction's effects compared to the last time it showed up. Which is to say: even if it wouldn't have allowed for Enrolled tutoring before, perhaps it would with 7? I mean, Birdsie definitely didn't expect us to make it this far this fast, and buying 6 levels in AI wasn't even possible last time.

I wonder how the Educator would react if Sol started offering tutoring for the class from AI? Presumably, high enough levels of it would also make teaching the students easier. So, asking a handful of favors from them(dibs on clearly magician-y artifacts they pick up while exploring, for instance) in return for access to Arcanum 1-3 cantrips would probably be something most of the class would consider a pretty good deal, winning Sol a ton of social capital. Especially if Connections pings off the Tarot class to make boosting them this way easier.

Something similar applies to Comfort's Embrace and Idle Study, which should also be buffed significantly by going from Arcanum 2 to Arcanum 7.

It's part of why getting Eldritch 5 and 4 Level 3 Techniques is so good, because those Techniques ping off Eldritch's already-high Level.

I also wonder if Arcanum 7 and Connections, say, 5 would be enough to jump to worlds with different Themes for looting? The gate already links all the worlds to the Enrollment Academy, and it's clearly possible to visit worlds outside your Theme. Maybe that's how the Metaphysician came back? He just ended up in a Theme World, and is piggybacking off of Sol's Class because he sees Trump as a great augment for his own Role, allowing him to make a triumphant return with a set of extra Aspects. Sort of like what Sol and Pen are doing here with Eldritch and Seraph, but with a full Role.
 
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Well, this certainly changes things! Cheat codes for the win!

[X] Plan Wallet
-[X] Dual Immersion [30 Will, 12 Credit]
-[X] Eat a coffee jello. This is the situation where it would probably be a good reward for a job well done.

As for what to do with our XP, I'd support a relatively balanced distribution between Hermes and Arcanum so we don't experience synergy drop-off due to the level differential. A couple levels of Sanctum would be nice too, we haven't been taking advantage of our ability to create or empower magic items, and we could presumably use it for Super Sleep to enhance our will.
 
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