Aristeia

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There's an Aristeia guild in a temple. You can get to it from everywhere. It's pretty great.

Maybe check out the book.

Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.

Contents

Joining

You may join Aristeia from Homer located in the Temple of Aristes.

   You say, "I devote myself to Aristes"
   
   You sense a presence settling into your memory, looking to filter and siphon a small portion of your experience for itself.

   You are now a second-degree specialist in athleticism, memory, pain tolerance, and showmanship. [event logged]
   You are now a fourth-degree specialist in legend lore. [event logged]
   You are now a sixth-degree specialist in tenacity. [event logged]

Minimum Specialty Points required are 8 WIL, 6 INT, 2 EGO, 2 STR.

Joining appears to cause a -1 to Assimilativity.

Unknown rejoin cooldown time length until corrected.

Rejoining

If there is a rejoin cooldown time it's less than 2 months (left Jan 28th 2019, rejoined March 25th 2019)

You'll have all your previous achievements and ranks, plus the defined/adopted achievements you had when you left.

Achievement Selection

You can access your current list of achievements via: think about my achievements.

You can adopt an achievement, setting it as active, via: will myself to adopt the achievement $*. To remove it, will myself to cease adopting the achievement $*.

You can exemplify an achievement, setting it as active, via: will myself to deeply exemplify the achievement $*. To remove it, will myself to cease exemplifying the achievement $*.

You can get additional information on each individual achievement via: think about my achievement $*.

You can get your list of active achievements via: think about my active achievements.

Or, if you want some aliases:

set alias ach to think about my achievements
set alias adopt to will myself to adopt the achievement $*
set alias nadopt to will myself to cease adopting the achievement $*
set alias exemplify to will myself to deeply exemplify the achievement $*
set alias nexemplify to will myself to cease exemplifying the achievement $*
set alias achinfo to think about my achievement $*
set alias achs to think about my active achievements

Achievement Effects and Development

Achievements generally affect how your attack, damage, dodge and deflection values are calculated by increasing the ratios on how specific skills related to the achievement are calculated. Some achievements may only take effect during specific events as outlined in its individual help information (such as being poisoned, in a specific combat mode, and so forth).

Achievements will normally have to be set as 'active' (from adoption or exemplification) for their primary effects of rating calculation to take place.

The only known difference between adopting and exemplification of an achievement is the amount of time before you can swap active achievements. Adoption requiring a three minute cool-down, while exemplification requires 3 hours. This means you may have up to six achievements active at any given moment, and may switch up to three of them within ten minutes time.

Not all achievements affect the same combat ratings, some may just give discharge rating increases or only damage, attack, or dodge ... etcetera.

Not all achievements which affect combat ratings appear to give the same skill weight ratios, at rank one a achievement may only add a fraction of its related skill while another might add a larger portion. The way the ratio develops as the achievement progresses is also different.

All achievements appear to develop from combat, and at different rates of progression.

Some achievements will grant specialty access in its related skills.

Some achievements appear to give bonus specialties even when not selected active, so it could be worth-while to develop them for free specialty points.

Achievements have a maximum rank of 100.

You can find a list of known achievements here: Aristeia Achievements.

Chevo's with "Issues"

  • Elemental - Chevo gives resistances but does NOT appear to give any advantage from said resistance's absorption
  • Impregnable - Chevo works, but a significant amount of other chevo's do NOT tick up while in Defensive Combat Mode
  • Stoic - Chevo works, but a significant amount of other chevo's do NOT tick up while in Passive Combat Mode
  • Toasty - Chevo will not tick up if you're on fire and taking damage from said fire in combat

Chevo's of S H A M E

  • Tit for Tat - MASSIVELY bugged, in a severely game-breaking fashion
- Needs Twilight to fix

Player Recommended Achievement Builds and Setups

players take it from here - Starhound

A lot of achievements require use of artifact weapons, it might be beneficial to pick ones you like out and use them when able.

Your effective Hardiness and Athleticism skills (ie, the skills + buffs + related stats) help improve your damage-type taking achievements like Callous.

Your Showmanship skill effects your damage-type dealing achievements like smashing - high skills add to the infliction (-resist, +penetration) effect - as well as your damage-type taking achievements like Callous - high skills add to the +combat advantage effect.

There are a handful of achievements that add a bonus spec to your character just for earning them, including:


Getting thumped from hitting things in unarmed combat will raise your Callous achievement/give you some combat advantage, making it a solid pick for an unarmed build.

Anything you can double-dip on skills with is going to be a solid choice, tenacity especially has lots of good options and can be buffed heavily by a scribal belt. By getting multiple achievements that use the same skill, you only need to raise that one skill to achieve great things.

All your ratings bonuses are affected by percentage-based ratings bonuses - this means that ranged combat, with potentially 200-300% bonus based on your bow, is especially viable for this guild.


End of spoiler information.

Good Chevo's vs Shite Chevo's

Title says it all, in Aris there are a handful good chevo's that (almost) everyone uses, A LOT that are utter shite, and some which are highly situational and character dependent. I'll try to break them down here, also note this is focused on what you should Adopt/Define NOT what you should just up. The bonus stuff is already covered above for that.

Good - Always

  • Maneater (Define): Great, I'd venture EVERYONE defines this. Bonus to attack anthrope's PLUS physical resistance bonus specs (when Adopted/Defined). Yes please!
  • Damage Enhancement - Any (Define): Pick AT LEAST one that you do a lot of damage for, if you shoot arrows take Transfixing for example, if you do fire damage take Firebrand.
  • Flesh Wound (Define) - Ugh this is SOOOOOOOOOO OP but I have to list it. I refuse to take it though!
  • Raw Material (Define) - Gives bonus specs to all it's resistances, gotta kill A LOT of stuff though

Good - If Possible

  • Breaker of Horses (Define) - IF you can get a good non-squishy equine mount then Define this sh*t and up your Mounted skill (Mounted Combat, Riding and Equestrian), in that order
  • Dragoon (Define) - IF you can get a good non-squishy mount the Define this sh*t and up your Mounted skills (Mounted Combat, Riding and Equestrian), in that order
  • Planetshine (Define) - Bonkers good (if you can stay Blessed consistently), all-around combat bonuses PLUS Bless benefits? Sweetness.
  • Illumination (Define) - Bonkers good (if you can stay Illuminated consistently), all-around combat bonuses PLUS Illumination benefits? Sweetness.
  • Snake Eater (Define) - IF you can figure out a way to make yourself poisoned in combat (and not have it F you up) then pick this up.

Good - Situational

  • Damage Resistance (Adopt): These are good to up to XI since you'll get a bonus spec even when not Adopted/Defined, they are also good to adopt since you'll gain better resistance as well as combat advantage.
  • Fieldcraft - Any (Adopt): If you can get these up and have decent Fieldcraft skills (join Explorers and get some fancy pants!) they are great to Adopt as needed.

Decent - Always

  • Advantaged (Define) - Combat Focus, some people like this more than Combat Meditation. Pick your poison.
  • Centered (Define) - Combat Meditation, one of if not the best Combat Mode.
  • Hushed (Adopt/Define) - Buy a gag in Disco and go to town!

Decent - If Possible

  • Anodyne (Adopt/Define) - If you can/and want to fight while analgetic (without pain) this is a decent chevo, just be aware of the downsides.
  • In the Spotlight (Adopt/Define) - If you have Faerie Fire this is a pretty good chevo, lots of attack bonuses via Courage skill.

Decent - Situational

  • Atlas (Adopt/Define) - Not bad as a second-tier chevo and if you don't mind being encumbered.
  • Impregnable (Adopt) - Good if you cast spells, use psionics or fire bows. Otherwise avoid.
  • Patience, Fortitude (Adopt) - Good if you're using attacks that have a fixed activity that don't change based on combat mode, provides A LOT of Deflection
  • Transistor (Adopt/Define) - Decent if you LOVE Flux weapons.

Shite - Always

  • Artie's (Adopt) - Pretty much ALL Artie Chevo's are hot steaming garbage, BUT if you LOVE an Artie sure adopt it and get the Legend Lore bonus. The other "bonus" specs are useless since you'll never get a bonus and the access is temporary.
  • Skinchanger - If you can shape shift...this exists, but the bonuses are crap so it's fine for XP but useless otherwise.
  • Skywalker - Crap.
  • Weapons - Pretty much ALL weapon Chevo's suck and suck hard, mathematically they are best avoided UNLESS you have invested a truly prodigious amount in said skill.

Shite - Situational

  • Combat Modes (Adopt/Define) - If you hate yourself pick one of these (sans Advantaged, Centered, Impregnable and Patience, Fortitude).

Submit any bugs or typos here: Issues/Suggestions

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