Welcome to Tyranny, Obsidian Entertainment's unique RPG where you play as a Fatebinder, an agent of the Overlord Kyros. You'll navigate the complex politics of a world already conquered by evil, choosing which of Kyros's warring Archons to support and how to enforce their will. Moment-to-moment gameplay involves making difficult dialogue choices, managing your reputation with various factions, and engaging in tactical combat.
This guide is here to help you master the game's intricate systems. We'll cover the primary and side quests, detailing how your choices impact the narrative and the world. We'll also highlight special items and provide strategies for navigating the different paths, such as aligning with the Disfavored or the Scarlet Chorus, ensuring you can forge your own path to power and achieve the most satisfying endings.
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Confused by Tyranny in Tyranny? This guide breaks down this powerful infinity, its symbols (Ϫ̵̳̎͂̓, ⊗, ⋠), and how it ends 'Class ∰' by overcoming Repetition.
FAQ (PC) by solipsa
Tyranny FAQ covering character building, skills, talents, companions, and choices. Updated 03/12/2023.
- 1This FAQ covers Tyranny Character-Building Guide v1.1.
- 2It addresses a post-release bug.
- 3Details are provided on Attributes and their Effects.
- 4The guide explains Skills and how Attack Rolls (how skills get used) function.
- 5It covers how to put everything together.
- 6Information on Gearing Up includes Money and Time, Recovery, Deflection, Precision, Armor, Weapon Types, and how to suit up.
- 7The guide dives into Your Talents, with special notes on "Thrust", the Stealth Cycle, Leadership, Defense, Power, Agility, Range, and the Magic talent tree.
- 8A section is dedicated to Friends (companions): Barik, Verse, Lantry, Eb, Sirin, and Kills-in-Shadow.
- 9Afflictions and when to use them are discussed.
- 10Magic is covered, including Accent Sigils of Note.
- 11Example Builds are presented.
- 12The Appendix includes Special Thanks and Version History.
- 13The Stinger is also included.
- Pay attention to the details on Attributes and Skills to understand how they affect gameplay.
- Understanding "Attack Rolls" is crucial for effective skill usage.
- The guide offers specific advice on Gearing Up, including managing Money and Time.
- Explore the different Talent trees to customize your character's abilities.
- Learn about each companion's strengths and how to utilize them effectively.
Money and Time
Tyranny's money and time are constrained resources. Prioritize party strategy, spell sigils, and spire upgrades (library/forge recommended early) to manage limited resources effectively.
Tyranny presents a unique challenge in RPGs by making money and time genuinely scarce resources. You won't be able to afford everything and fully train your characters simultaneously. This scarcity extends to spell sigils, which are finite and may not be available for purchase later if missed early on.
Time is also a critical factor. Act I features a strict 8-day limit, though it's manageable with moderate skill. In Acts II and III, time is tied to spire activities like harvesting, researching, and forging, which advance based on quest experience. The limited number of quests means finite opportunities to gather materials (scrolls, ingots, alchemy supplies) and complete research/forging tasks. Focus your research on essential elements for your character build and party composition to avoid running out of time or materials for desired items.
Spire Upgrade Order
Prioritize hiring the weapon-generating specialist in your first spire as soon as possible. This provides a consistent income stream that will likely cover its own cost.
For your second spire, establishing either a library or a forge is recommended. A library is advantageous as research can be initiated without extensive resources, and some artifacts require both library research and forge construction. Starting library research early is beneficial. A forge is valuable for hiring recruits who produce bronze and iron ingots, essential for upgrades and forging items, though the forge itself may be largely inactive for much of Act II.
If you plan to forge cloth or leather artifacts, consider the training upgrade for the hide-producing recruit. Hides are difficult to acquire otherwise and are needed in significant quantities for multiple artifacts and upgrades.
The infirmary is generally the lowest priority. It doesn't offer research and while alchemy supply generation is useful, it's less critical than library research, forging, or hide generation unless you're critically low on specific poisons or potions. However, the infirmary does house a master lore trainer, which can be valuable for enhancing spell power if your lore skill is high.
Recovery
Learn how recovery time works in Tyranny, from base stats and armor to weapons and spells. Optimize your combat actions and minimize downtime.
Alright, let's talk about something super important in Tyranny that you might overlook: Recovery. Basically, after you do anything – an attack, using an ability – your character needs a moment to reset before they can do something else. Think of it as a cooldown, but with a twist: this time only counts if your character is just standing there doing nothing. If you're moving, you can kinda 'outrun' some of that recovery time.
Everyone starts with a base recovery time, which seems to be around 1 second. This is the absolute minimum you'll ever have to wait. Now, here's where it gets interesting: every single piece of armor you slap on, even some basic cloth gear, and any shields you equip, add extra recovery time. Sometimes, this can add up *really* fast! This combined time is your 'unconditional' recovery – the baseline wait time you'll always have, no matter what you do.
On top of that base recovery, each weapon and some abilities have their *own* specific recovery time. When you swing a sword or use a special move, you tack that weapon's or ability's recovery onto your unconditional recovery. That's the total time you're locked out. Spells are a bit different; they don't seem to add their own recovery time. Instead, the 'Total Recovery' you see in their description is usually just your current unconditional recovery. The trade-off? Spells often have much longer 'casting' animations – that's the time from when you click the spell to when it actually goes off – compared to regular attacks or abilities. It might look flashy, but it means you're stuck watching for a while.
Generally, you'll want to keep your recovery time as low as possible. A long recovery time really screws with your ability to react quickly in combat. In Tyranny, recovery times can get up to 7 seconds, which is an eternity compared to games like Pillars of Eternity. Imagine needing to use a taunt *right now* to save a party member, but you've still got 5 or 6 seconds left on your recovery. It's a recipe for disaster!
For your spellcasters and ranged attackers (archers, throwers), keeping recovery low is even more critical. Seriously, consider equipping cloth armor on anyone who's supposed to hang back. Rely on your tanks to draw aggro, use taunts effectively, and don't be afraid to have your squishier characters flee when things get hairy. This strategy not only lets them deal more damage but also makes your casters, especially healers, way more responsive when the action heats up.
Quick Note: As of patch 1.1, if you're dual-wielding weapons, you get a nice 20% recovery bonus when you're actually attacking with those weapons. So, go wild with those sword-and-dagger combos!
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