Revan reminded me that I haven't written about convictions yet. So I'll go over those as well.
✦ The character survives one fatal injury per game cycle.
✦ +3 Faith, +1 Beauty, +1 Spirit.
It's hard to say how often game cycles will change (Revan told me their length can vary), but I'd still call the passive bonus useful. As for the stat increases, they don't seem particularly helpful when divorced from specific Arterian branches. Of course, in the previous game set in this universe, Arterians had plenty of other elements (like talismans) where the Faith stat played an important role, so it's too early to judge. Besides, as I mentioned before, Arterianism has a hidden third bonus — the ability to use certain skill branches. In other words, the usefulness of this conviction can vary, but it can't be called useless by any means.
[1] El Isin — 80% fire resistance, the character's melee and ranged attacks deal 50% bonus fire damage, +1 Strength, +1 Endurance, +1 Agility.
A strong conviction for both ranged and melee characters. The less obvious advantage of this conviction is that the fire damage bonus significantly eases fighting against heavily armored opponents. Additionally, it's one of the few ways for characters using ranged weapons to increase their damage. And most importantly, El Isin requires absolutely no investment in terms of experience from the character, and all its bonuses work from day one. The cherry on top is the small, but no less pleasant, stat bonuses, which also very effectively offset Grimwald's penalties. Before I made my final choice in favor of Artery, I was torn between it and this conviction. And even now I can't say whether I made the right decision.
[2] Sin Ash Shamash — Access to Pyromancy, +50% fire and wood resistance, +1 Intelligence, +2 Beauty.
Before Revan posted the equipment usage restrictions for Pyromancy, it looked to me like an upgrade to El Isin's bonuses, even if unlocking them requires 2500 experience. The ban on even light armor somewhat reduced the branch's usefulness for typical melee fighters and archers, but it's still far from the worst pick, especially for the latter. Though the branch also has weapon usage restrictions. Separate from warriors and archers, for a mage character it provides both a small Intelligence bonus and access to a local equivalent of artillery — Pyromancy spells not only deal massive damage but can also boast greater range than any other spells we know of. And this is all without mentioning the status effects that any of the character's attacks and spells apply. But the main appeal of this branch, at least for me, is that it easily allows creating a hybrid character. It will work reliably regardless of what the character is currently doing — swinging a sword or hurling spells.
[3] Enkinabu — Family Heirloom, +2 Charisma, +1 Intelligence.
One of those options that are hard to fully evaluate. Revan's special items have always been strong and useful, and this conviction also allows flexibility in choosing the item, but how much stronger or weaker it will be compared to comparable options for warriors or mages is hard for me to say. It's probably most interesting for non-combat characters who don't have an abundance of choices. Or for someone looking for additional sources of event points and believing that Enkinabu's family heirloom will help them with that.
[4] Eshingir — The character starts a battle with the "lethal attack protection" status (survives with 1 HP) and restores it after defeating an enemy), +3 Strength.
Nanomachines, son. There's a certain irony in the fact that this lineage of strong, straightforward people interested only in attacks using brute force, these human avalanches, is even better suited for agile characters with parrying or assassins. The lethal attack protection refreshes after every killing blow dealt by Eshingir's descendant. Any number of times. You can't call it anything other than a dream for a fragile, dodge-oriented character. And combined with an already overpowered ability from the saber branch, the character becomes nearly invulnerable. A good pick regardless of the chosen playstyle.
[5] Ren — The player starts the game with an additional character: a companion-lover of the opposite sex from among their close relatives.
The effect speaks for itself. And I'm not talking about Revan's fetishes, but about the effectiveness of this conviction. A second player character, with the right approach, will almost always outweigh any other conviction bonuses in terms of usefulness.
[6] El-Hamazi — Magic learning speed is doubled, +2 Intelligence, +1 Spirit.
A good pick either if you want to play a less combat-oriented mage, or if you want to save event points for something else. A less flashy option than Shamash, but far from useless. Especially considering that magic in this system requires a lot of experience, and Intelligence doesn't provide bonuses related to progression.
[7] Shahrazad — Attractiveness roll vs. Willpower roll in dialogue; on success, makes the chosen character of the opposite sex fall in love (charm), +1 Beauty, +1 Charisma, +1 Agility.
I can't fully evaluate the usefulness of this conviction, but I don't think it particularly matters. Options like these are usually taken not out of a desire to play a terminator.
[8] Aganzo — One additional destiny card, ability to decline the effects of two of them. This conviction must be taken before using the cards.
Actually, not such a bad option. Moreover, if a character chooses this conviction, they gain immunity to conviction changes from cards, according to Revan. Of course, there are risks involved as well; with sufficient bad luck, the character could either end up with no bonuses at all or start with some negative trait. But with luck, it allows grabbing the equivalent of bonuses from several other convictions at once. A good choice if you're willing to take risks, but only up to a certain point.
✦ Under certain conditions, a character with this conviction can summon a demon and enter into a contract with it.
In the previous expedition, demon bonuses ranged from overpowered to situational to something aimed at players wanting to see the Mage Guild world in flames. Considering that the method of choosing a patron has changed, I assume strong bonuses have become even stronger, but now there's also a chance to get something extremely unpleasant. It's hard to say how strong this conviction is, but it looks interesting.
✦ Under certain conditions, a character with this conviction can summon one of the heroes of the past, chosen randomly. Their strength depends on their rank (there are five in total - ★★★★★, ★★★★, ★★★, ★★, ★) and the higher the rank, the stronger the hero. Additionally, the higher the hero's rank, the lower the probability of summoning them specifically (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star).
In the previous expedition, it was very strong, although some options had more potential for harm than benefit. Considering that back then we started with skilled characters, but many legends still surpassed them in terminator capability, a hand-controlled hero looks like an even more effective option. In fact, last time it was so effective that it delayed the plot somewhat.
[1] Patronage of the Fire Spirit: +50% fire resistance, +3 Strength, +2 Endurance.
Imrud or Eshingir for the poor. From a gameplay mechanics perspective, it only makes sense to take it if you want to offset penalties to Strength and Endurance. At least, if Animism doesn't have any other mechanics associated with it, like Artery does.
[2] Patronage of the Water Spirit: +50% water resistance, +3 Agility, +2 Speed.
More useful than its fire counterpart due to the good Speed bonus. I wouldn't call it the strongest of convictions, but it's perfectly decent.
[3] Patronage of the Earth Spirit: +25% physical damage resistance, +25% wood resistance, +5 Endurance.
The most interesting option in its group, due to the physical damage bonus. Not that it's bad, but it's redundant if you can take the Dragon. In other cases, it's not the worst choice for a tank.
[4] Patronage of the Wind Spirit: +50% wind resistance, +3 Perception, +2 Speed.
About the same as the water spirit, but with a greater focus on attack. What was said about the water spirit also applies to it.
✦ +50% experience gained.
A good option both for a peaceful character and for someone wanting to level up many expensive skills or save event points. Not the most interesting bonus, but it has its niche. Besides, peaceful characters don't suffer from a lack of available options.