[X] Write In: Modified Overlord
Eldritch 8, Arcanum 6, Destroyer 3, Sanctum 3
Techniques:
[Sanctum+Arcanum] modify Comfort's Embrace to a Combination Technique. Integrate Eldritch if it can materially improve the result, seems plausible but also plausibly it wouldn't. (-100 XP, -25 if discounted.)
[Sanctum+Arcanum] Comfort's Embrace 2->6 (-540 XP, discounted; Accounting for how being a Sanctum technique makes Comfort's Embrace easier to level.)
[Arcanum] Arcane Induction 0->2 (-93.75 XP, discounted. If the build has spare XP, add a level here.)
[Arcanum?-Architecture] Connections 1->5 (-300 XP, discounted, per 100-250-350-500-600-750 etc cost scaling.)
[Arcanum] Arcane Focus 0->2 (-900 XP), Wands or Cups. Devotion status optional.
[Eldritch] The breadth of free Eldritch Techniques is unknown. Spellcasting and combat are the only ones we know of(from these: prefer Spellcasting to Combat, 2:1), but surely there should be others possible. For instance, one might expect a healthier and more energetic body to make some Will costs lower. If there's anything especially useful available and we won't get a more detailed view of the options, default to Solomon's judgement.
-100XP, or -25XP if discounted, from the combination.
-540 XP, from Comfort's Embrace.
-393.75, from induction and connections.
-900 from Arcane Focus.
81.25-6.25 XP left over.



I have a hard time describing the purpose of this build because it's composed of just, what I think are good options or efficient choices. It might be edited to drop a level or two in connections for something else, or drop the Arcane Focus's waffly 'wands or cups and maybe devoted' text or Arcane Focus itself.

This build has been edited to explicitly account for Comfort's Embrace's Sanctumized cost decrease; The original 'get another level if there is enough spare XP' phrasing means it would've actually done the same thing anyway.
 
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[X] Penultimate Sloth

So I am guessing we are going this and then going all in on getting destruction up to par? Because that is personally what I would do, I feel atleast 6 is minimum for Hermes and then focus on whatever.
 
I tried writing a familiar creation technique for Fire+Eldritch. Any suggestions?(The way I see it 3-4 should be enough to reenact the scene where Kars turns his hand into a squirrel in JJBA part 2).

Fire+Eldritch Combination Technique(I Am the Swarm): You may sacrifice biomass to create animals. This mass cannot be recovered while the animal lives by any means short of merging the animal back into your body. The animals exist in a hivemind with you and will obey orders though you can assume direct control of one animal at a time.

Lvl 1: Ordinary animals, 1-1 biomass to animal ratio
Lvl 2: Animals on the level of Apollo the Gray parrot from youtube in intelligence, 1-1.25 biomass to animal ratio, all animals can bite with the force of a tiger, all claws have an analogous quality
Lvl 3: Animals on the level of an average human adult in intelligence, 1-1.75 biomass to animal ratio, all animals can bite with the force of a Tasmanian devil, all claws have an analogous quality
Lvl 4: Animal physical capabilities are no longer restricted by purely natural biology, can threaten average mid first year enrolled, 1-2.75 Biomass to animal ratio, animals may possess 1 narrowly defined technique at level 2 that fits within the themes of the fire devotion or eldritch aspect and does not involve self replication/creation of additional animals.
 
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[X] Eldritch Overlord
[X] Write In: Modified Overlord


First get Combat power, so we can elevate ourselves later.
 
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[X] Write In: Modified Overlord

[X] Yer a Wizard Sy, in mah Tower

Arcanum 7, Eldritch 7, Destroyer 3, Sanctum 3
Techniques:
Four Free Techniques: Improve Arcanum to 8 via Eldritch
[Arcanum] Arcane Focus 3 (Devoted: Wands)
[Arcanum] Familius 1
[Arcanum] Arcane Induction 1
[Arcanum?-Architecture] Connections 0->4
[Sanctum+Arcanum] modify Comfort's Embrace to a Combination Technique. Integrate Eldritch
[Sanctum+Arcanum] Comfort's Embrace 2->4
[Arcanum+Eldritch] Combination Technique of Familus, Arcane Induction, Eldritch and Connections


I really liked JoeBob's ideas and figured it's worth intergrating with a Familiar/Tower build. Connections into the mix of Arcane Induction and double familar technique of Eldritch and Arcane is going to make things even interesting..
 
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[X] The mobile sanctuary of the magician of the strong-willed magician
Affordable experience:29,355

Aspects: Arcanum 6 (1000+2000+4000+8000/2=7500 EXP),
Eldritch 6 (8 000 × 0,25 = 666 EXP),
Sanctum 5 (250+500+1000+2000+4000+8000=7750 EXP),
Destroyer 1

29 355-(7 500 + 7 750 + 666) = 13439 exp

[Arcanum] Comfort's Embrace 6 ((540 + 720 + 900 + 1 080)*0,25 = 810 EXP)
[Arcanum] Connections 6 ((250+350+500+600+750)*0.25=612,5 EXP)
[Sanctum] Dimensional Sanctum 4(250+500+1000+2000=3750 EXP)
[Arcanum] Arcane Induction 6 (125 + 250 + 500 + 1000+2000+4000)*0,25=1968,75 EXP)

13439-(810+612,5+3750+1968,75)=6342,75 EXP left over


This plan will allow us to restore willpower, turn our sanctuary into a mobile battle fortress and also see esoteric connections between things and endow others with abilities.

I would be very grateful if someone checks the calculations.

[] Be Water, My Friend
[X] King of Winter
 
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Alright, a few observations:

*It looks like Air's raw power was significantly reduced from the concept phase, in exchange it now has continuous (nonmagical?) mental augmentation. Given this change, I'm not too interested in taking it now, though it'd be a valuable second Devotion.
*Water and Earth received substantial buffs to their foci that make them much more appealing.
*Given the cost alteration to Comfort's Embrace, and the clarification on Connections cost, none of the example builds are a great idea any more. They leave too much on the table in terms of technique XP efficiency.

In light of that, two potential builds:

[X] Be Water, My Friend

'Water... takes the shape of the vessel that holds it. In a sense, it can be said to perform the absolute minimal movement necessary to accomodate its environment. It perturbs only when perturbed, otherwise imperviously reflecting the wider world. Is this not the vertex in the Logos where sloth and perfection intersect?'

-Solomon, King of Magi

Eldritch 8, Arcanum 6
Four Free Techniques: Improve Arcanum to ~7 via Eldritch with three, buy Lethal Protector 3 with the last one.
Sanctum 1
750 XP into a fourth Eldritch Technique that synergistically boosts Arcanum
[Devotion] Arcane Focus: Cups 3
Connections 8
Sanctum Comfort's Embrace 8
Total Cost: 29,231 XP

*As this builds relies on self-buffing via potions rather than raw magical might for combat, Hermes is temporarily neglected since we'll be using the Techniques to improve our lacking versatility.
*A build that focuses on getting good value for XP and dramatically expanding Sol's effective Will without committing us to huge numbers of Sanctum levels. Highly efficient and potent.
*Our Aspect level for potions and transmutations is an impressive 7.1 + 1 + .2 Sanctum + .3 = 8.6!
*With Comfort's Embrace 8 and Cups Devotion 3, we'll get an extra +40 Will per turn!

[X] Simple and Good Part II

It's simple: we maximize magic.

Eldritch 7, Arcanum 7 (7854 XP remaining)
Four Free Techniques: Improve Arcanum to 8 via Eldritch
Hermes the Destroyer 4 (4354 XP remaining)
Sanctum 1 (4104 XP remaining)
[Devotion] Arcane Focus: Wands 3 (1104 XP remaining)
Connections 6, and
Comfort's Embrace 5 (49 XP remaining)

*No chickenshit faffing about here. Our in-combat Arcanum is a whopping 8 + 1.2 + 1.8 +.3 = 11.3 before the 20% ER bonus to flame magics (which takes us to ER 193.5), bringing us to an effective Aspect rating of 12.5 in battle if we've conserved our energies that day!
*Even without our Fire burst, the high Hermes level ensures we maintain consistent devastation in combat, and our utility casting rating is a terrifying 10.3, 11.5 Flame Magics.
*Our investments in high-tier Connections and Comfort's Embrace provide XP-efficient value to multiply Solomon's strengths and blunt his chief weakness.
*Beware the King of Magi, whose fury is as fleet as flame; his is no mere kindling blaze, but the over-brimming radiance of nuclear ignition.
*Simple and good... is simple and good.
 
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With the recent mechanical clarifications, the example builds are now very bad. Penultimate Sloth doesn't even take a Devotion, so it generates less Will per turn than Be Water while also being worse at combat, not having any Connections levels, and not having the utility of overpowered potions. Consequently, Be Water is stronger than Eldritch Overlord in combat while having more Will gain than Penultimate Sloth. If you make a build, please take a Devotion, they're overwhelmingly better than the alternatives right now.

I'm not sure why Air is taken as the default Devotion in two of these given its lacking mechanical power, narrow purview and new specialization of improving our Architecture. The cognitive enhancement is theoretically potent... but they don't even take Connections to leverage that.
 
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Alrighty, I've put the kettle to boil - here's some analysis of Birdsie's pre-made builds and maybe some of the extant write-ins.

[] Eldritch Overlord
Arguably THE muscle wizard path, E8 is the maximum we can currently access - which grants 15x healing, 25x peak human physical performance, and defenses sufficient to require mass artillery or magic bullshit just to pierce. One could even throw in Pentacles/Cups for immense amounts of synergy. This is certainly an unexpected direction to specc into - who would possibly expect the person titled the Magician (or whatever hero name we settle on) to run at and shatter you, your armor, and the brick wall you were hiding behind - but there isn't a significant amount of focus put on the Role's actual purpose, which is casting spells. While this can be mitigated somewhat via Eldritch techs it won't be as good at Wizardin' then any other build.

I'll also comment on its current player-made derivative, Modified Overlord (by JOEbob). Mod. Overlord focuses on leveraging the Techs that currently have a discount (Arcane Induction, Connections, Idle Study, Comfort's Embrace) with the possibility of Cups / Wands to supplement spellcasting. Sidenote: I think Connections' starting level is 1, not 0. Anyhow, MO adds some caster flair and long-term growth to Overlord in order to mitigate most of its faults.

[] Esoteric Ravager
This is the bog-standard "IT'S WIZARDIN TIME YOU SHITS, GET FIREBALL'D" build, but is no weaker because of it. Its standout characteristic is the fact that it probably levels HtD the highest of any build currently floating around - and supplements that with Devotion | Swords in order to turn Sol into an arcane artillery emplacement. Its main weakness is a lack of utility, as in order to properly leverage half of its bullshit we'll need to go in pretty hard with Swords (which is the least versatile of the four devotions). However Sol would dominate wizard duels, be a decent combatant vs. Enrolled, and A7 is arguably where the big Arcanum power spike is anyways.

[] Wizard's Tower
Probably the all-rounder build, WT suffers somewhat from a lack of focus - it isn't as good as any of the other choices at anything specific. On the other hand, this can be a strength. While I love Devotion | Swords, pivoting to Wands would turn WT into a build focused on maximizing Caster Bullshit to an absurd degree. It has the added advantage of the second highest Sanctum level of the extant builds (excluding write-ins), allowing for a deployable oh-shit button and a Sol-cave (name pending) to nap / plot in.

[] Yer a Wizard Sy, in mah Tower.
I suppose I can mention another write-in, this one from _brightwing. Equally an all-rounder build that integrates the long-term growth of Modified Overlord alongside elements of familiarcraft and also making Symon a wizard with... Wizard Tower's multifaceted approach. While it does somewhat suffer from a broad focus, its use of force multipliers like summons, Symon (now with magic!) and Devotion | Wands makes it a potent contender.

[] Penultimate Sloth
This would be the sleeping giant amongst the Birdsie Builds. High Sanctum, passive income Techs, and little investment elsewhere. This would allow a loop in which Sol naps for a month, gains like a class worth of XP anyways, then does a boatload of classes - all with positive Will gain. It does suffer somewhat from not fully taking advantage of Sol's more potent aspects with this massive boon of EXP, long-term Sol would experience an absurd amount of growth.

Anyhow Rihaku just suplexed some plans here so now I will analyze them because (as per usual) I really like them.

[] Be Water, My Friend
The first (i think) plan focused on the Devotion | Cups arcane foci, BWMF is focused on high Will gain - with a side effort on Potions and Connections, both worthy ideas. In the short-term it suffers from Cups' lack combat capability without pre-emptive alchemy, however it also doesn't need like four or five levels of Sanctum to go online.

[] Simple and Good Part II
Electric boogaloo, I want to Maximize Magic with you. This exists in a similar space as Esoteric Ravager, except with a (slightly) lesser focus on Hermes the Destroyer - and a greater one on Comfort's Embrace and Connections, allowing for both a more active Sol and general Architectural Bullshit. Honestly this is probably among my favorite plans, and certainly fulfills its promise: it is simple and good - I can find little fault in that!

So what am I voting for? To me, the greatest expenditure of EXP here should be on two things: combat first, and growth second.

[X] Esoteric Ravager [7 Credit]
[X] Eldritch Overlord
[X] Write In: Modified Overlord
[X] Simple and Good Part II
[X] Yer a Wizard Sy, in mah Tower
 
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[X] King of Winter

I'm going with this, because the will generation is extremely important if we want Solomon to actually do something that takes substantial effort on his part instead him just lazing about, which is imperative to both the growth of his mystical abilities, and his personal growth of character.
 
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After a brief revision, I've decided to change the scaling of the cost for Idle Study and Comfort's Embrace:

The cost of every level of either Technique is now the cost of the previous Level + 180, starting with 180. Therefore, it goes: (180 -> 360 -> 540 -> 720 -> 900 -> 1080 -> 1260 -> 1440 -> 1620 -> 1800 -> 1980 -> 2160 -> 2340 -> 2520) etc.

Also, for the record, the scaling of Connections is always a sequential increase of 100, then 150, then 100 again (repeating) XP, so it scales 100 -> 250 -> 350 -> 500, etc. The scaling of Arcane Induction is double the previous level, starting at 125.
Will you be amending the Penultimate Sloth build to account for the exp changes involved?
 
Eldritch 6 (8 000 × 0,25 = 2 000 EXP),
I think you're forgetting the x3 efficiency of Immersion XP on Eldritch; this actually costs you 666 XP, accordingly.
*A build that focuses on getting good value for XP and dramatically expanding Sol's effective Will without committing us to huge numbers of Sanctum levels
is 3 a huge number, or are you acting on the assumption a Combination Technique's maximum level is 2x the level of its lowest contributor? I don't think the latter's the case; iirc it scales to 2x the levels of both contributors together.
Sidenote: I think Connections' starting level is 1, not 0.
Correct; I actually accounted for this mentally, but for some reason wrote it as 0->4 and not 1->5. Fixed.
 
On the suggestion from Birdsie that my original technique scaled too fast, here's a toned down version of I am the Swarm with its first 4 levels.

Fire+Eldritch Combination Technique(I Am the Swarm): You may sacrifice biomass to create animals. This mass cannot be recovered while the animal lives by any means short of merging the animal back into your body. The animals exist in a hivemind with you and will obey orders though you can assume direct control of one animal at a time.

Lvl 1: Ordinary animals, 1-1 biomass to animal ratio
Lvl 2: Animals on the level of Apollo the Gray parrot from youtube in intelligence, 1-1.1 biomass to animal ratio, all animals can bite with the force of a tiger, all claws have an analogous quality
Lvl 3: Animals on the level of an average 8 year old in intelligence, 1-1.3 biomass to animal ratio, all animals can bite with the force of a Tasmanian devil, all claws have an analogous quality
Lvl 4: Animal physical capabilities are no longer restricted by purely natural biology, can breach the armor of a knight in plate mail, has the intelligence of an average 13 year old, 1-1.5 Biomass to animal ratio, animals may possess 1 narrowly defined technique at level 1 that fits within the themes of the fire devotion or eldritch aspect and does not involve self replication/creation of additional animals.
 
is 3 a huge number, or are you acting on the assumption a Combination Technique's maximum level is 2x the level of its lowest contributor? I don't think the latter's the case; iirc it scales to 2x the levels of both contributors together.
I'm comparing it to Penultimate Sloth, which is now quite terrible since it doesn't take a Devotion.
 
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