Attributes & Skills

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See also: Character creation

intro here. contents of character sheet here.

Attributes[edit]

There are six core attributes to characters in the game. These affect the level of skills and other secondary modifiers (such as health, defense, resistances etc.).

To see which attributes affect which skills check the skills section.

Note: For attribute levels under 10 the below bonus effects turn into maluses.

Attribute Effects Description
Finesse Finesse
  • Deflection +1% Armor deflection
  • Accuracy +3 Accuracy
The Finesse attribute describes a character's physical and mental precision. Finesse is used to determine accuracy of attacks and spells, as well as increasing worn armor's chances to reduce a hit type (e.g. a critical to a hit, or a hit to a graze).
Might Might
  • +3% Ability strength
  • Damage +3% Attack strength
  • Endurance Defense +3 Endurance defense
Might determines the physical strength of a character. Increased Might leads to more powerful attacks and stronger abilities, as well as increasing the Endurance defense.
Quickness Quickness
  • –3% Ability cooldown
  • –3% Spell cooldown
Quickness determines how often a character can use their abilities and spells in combat, reducing cooldown durations.
Resolve Resolve
  • +3% Affliction duration
  • Endurance Defense +2 Endurance defense
  • Magic Defense +2 Magic defense
  • Will Defense +2 Will defense
Resolve determines a character's ability to endure physical and mental challenges. Resolve is the primary attribute used to derive the Endurance, Will, and Magic defenses. It also increases the durations of Afflictions applied by the character.
Vitality Vitality
  • Vitality +5% Health
  • Will Defense +3 Will defense
Vitality determines a character's physical health and their strength of personality. It also increases the Will defense.
Wits Wits
  • +5% Spell strength
  • Magic Defense +3 Magic defense
The Wits attribute describes a character's mental acuity - their ability to observe their environment and pick up on clues. Wits is used to increase spell strength as well as increase the Magic defense.

Skills[edit]

There are three types of skills: weapon, support and magic. All weapon and support skills are available to all characters while the different magic skills are only available if a character has learned them first.

Every skill has a primary and secondary attribute associated with it. The base values of skills are determined by the six core attributes.

Note: The results of the attribute multiplication are rounded down.

Skill Type Primary (x1.5) Secondary (x0.5) Effects Description
Bows Weapon Finesse Finesse Might Might Determines effectiveness of ranged bow attacks. Higher skill values lead to more accurate attacks, increasing the chance of critical strikes.
Dual Wield Weapon Quickness Quickness Finesse Finesse Determines effectiveness of attacks when wielding weapons in both hands. Higher skill values lead to more accurate attacks, increasing the chance of critical strikes.
Magic Staff Weapon Wits Wits Finesse Finesse Determines effectiveness of attacks using magical staff. Higher skill values lead to more accurate attacks, increasing the chance of critical strikes. The accuracy of magical attacks is determined by both the Magic Staff skill and the magic skill used by the equipped staff.
One-Handed Weapons Weapon Might Might Finesse Finesse Determines effectiveness of attacks using weapons wielded in one hand - swords, axes, daggers and maces. Higher skill ranks lead to more accurate attacks, increasing the chance of critical strikes.
Thrown Weapons Weapon Might Might Quickness Quickness Determines effectiveness of attacks with thrown weapons. Higher skill ranks lead to more accurate attacks, increasing the chance of critical strikes.
Two-Handed Weapons Weapon Might Might Resolve Resolve Determines effectiveness of attacks using large weapons wielded in both hands - greatswords, war hammers and axes. Higher skill values lead to more accurate attacks, increasing the chance of critical strikes.
Unarmed Combat Weapon Finesse Finesse Quickness Quickness Determines effectiveness of unarmed attacks. Higher skill values lead to more accurate attacks, increasing the chance of critical strikes.
Athletics Support Finesse Finesse Might Might Determine's a character's ability to traverse difficult terrain, as well as their ability to execute complicated moves in combat. Athletics is also used in dialogue to determine your ability to intimidate or physically overpower someone.
Dodge Support Quickness Quickness Wits Wits The Dodge skill defends against ranged attacks from bows, javelins, or magic spells. Higher skill ranks will reduce damage taken, or even cause enemies to miss their attack altogether.
Lore Support Wits Wits Resolve Resolve Lore skill determines a character's ability to decipher information and put together clues from fragments of information. This skill is critical for magic users who wish to learn new runes to power their spells. Lore is also used in dialogue to determine what you know about the history of the world, or to impress others with your intelligence.
Parry Support Finesse Finesse Wits Wits The Parry skill defends against melee attacks and spells. Higher skill ranks will reduce damage from enemy attacks and may lead them to miss altogether.
Subterfuge Support Quickness Quickness Wits Wits The Subterfuge skill determines a character's ability to move unseen through their environment, to detect and manipulate hidden traps and devices, and to open locked chests and doors. It is also used in dialogue to determine your ability to deceive or trick the person you're speaking with.
Control Atrophy Magic Resolve Resolve Wits Wits Determines a character's ability to evoke and control spells that use the Sigil of Atrophy. Higher skill values increase the chance of hits and crits, which extend the duration of Atrophy's penalties on enemies.
Control Emotions Magic Vitality Vitality Wits Wits Determines a character's ability to draw and control spells that use the Sigil of Emotions. Higher skill values increase the chance of Hits and Crits, which extend the duration of Emotion spell effects.
Control Fire Magic Vitality Vitality Wits Wits Determines a character's ability to evoke and control spells that use the Sigil of Fire. Higher skill values increase the chance of Hits and Crits.
Control Force Magic Resolve Resolve Wits Wits Determines a character's ability to draw and control spells that use the Sigil of Force. Higher skill values increase the chance of Hits and Crits.
Control Frost Magic Resolve Resolve Wits Wits Determines a character's ability to evoke and control spells that use the Sigil of Frost. Higher skill values increase the chance of hits and crits.
Control Gravelight Magic Finesse Finesse Wits Wits Determines a character's ability to draw and control spells that use the Sigil of Terratus. Higher skill values increase the chance of Hits and Crits, draining more health from enemies with the summoned Gravelight.
Control Illusions Magic Quickness Quickness Wits Wits Determines a character's ability to draw and control spells that use the Sigil of Illusion. Higher skill values increase the chance of Hits and Crits, which extend the duration of Illusion's effects on allies and enemies.
Control Life Magic Vitality Vitality Wits Wits Determines a character's ability to draw and control spells that use the Sigil of Life. Higher skill values increase the chance of Critical hits, which increase the amount of health restored with a single spell.
Control Lightning Magic Quickness Quickness Wits Wits Determines a character's ability to draw and control spells that use the Sigil of Lightning. Higher skill values increase the chance of Hits and Crits.
Control Stone Magic Might Might Wits Wits Determines a character's ability to draw and control spells that use the Sigil of Stone. Higher skill values increase the chance of Hits and Crits.
Control Vigor Magic Might Might Wits Wits Determines a character's ability to draw and control spells that use the Sigil of Vigor. Higher skill values increase the chance of Critical hits, which extend the duration of Vigor's bonuses to allies.
Performance Magic Vitality Vitality Wits Wits Determines a character's ability to perform powerful songs that infuse magic into their music. Higher skill values increase the chance of Hits and Crits, increasing the power of a songs stanzas.
Tidecasting Magic Might Might Wits Wits Determines a character's ability to manipulate the waves. Tidecasters, through their strong link with Terratus Grave, can use their own energy to influence the movement of water. Higher skill values increase the chance of Hits and Crits with Tidecasting talents.

Secondary modifiers[edit]

Physical defenses are used to resist direct weapon attacks. Melee attacks are defended against using the target's Parry skill, while Ranged attacks are defended using Dodge. As these skills are used, they gain experience and improve their skill rank over time. Parry and Dodge can be modified by shields, equipped armor, Talents, and other effects from spells or items.

Modifier Type Effects Description
Health Health General AAA
Precision Precision General AAA
Accuracy Accuracy Offense AAA
Recovery Recovery Offense AAA
Damage Damage Offense AAA
Endurance Defense Endurance Defense Defense Endurance resists attacks on the internal physical systems of the character (e.g. poison, disease, stunned, etc.) It is defined by the character's Resolve and Might attributes, but can also be influenced by equipped items, Talents, and effects from spells and potions.
Will Defense Will Defense Defense The Will defense opposes attacks that are mentally-based (e.g. Confusion). It is defined by a character's Resolve and Wits attributes, and can be modified by equipped items, Talents, and effects from spells and potions.
Magic Defense Magic Defense Defense Magic defense allows characters to resist harmful effects from spells and attacks that deal Arcane damage. It is determined by a character's Resolve and Vitality, and can be modified by equipped items, Talents, and effects from spells or potions.
Dodge Dodge Defense AAA
Parry Parry Defense AAA
Armor Armor Armor A character's armor rating is subtracted from damage received before damage is applied to that character. E.g. if a hit is recorded at 50 damage and the character has an armor rating of 30, that character will take 20 damage. If a weapon used has an armor penetration rating then then this is subtracted from the character's armor rating before the armor rating deduction is applied to the damage taken.
Deflection Deflection Armor Deflection is a percentage chance of downgrading a hit type to a more minor hit type. Hit types can be a critical, a hit, a graze or a miss. A characters deflection rating represents the chances of each one being downgraded to the next highest hit type. E.g a deflection rating of 50% means that 50% of crits on a character will be converted to hits, thus reducing the damage taken significantly. Similarly 50% of hits are converted to grazes, and 50% of grazes are converted to misses, avoiding damage entirely. Deflection can be increased by wearing light armor and using talents and certain items. Wearing heavy armor does not increase deflection.
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