Character creation

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See also: Attributes & Skills

intro here

History

History Effects Description
Diplomat AAA
Guild Apprentice AAA
Hunter AAA
Lawbreaker AAA
Noble Scion
  • +2 Lore
AAA
Pit Fighter AAA
Soldier AAA
War Mage AAA

Expertise

Note: Choosing the same expertise as primary and secondary will stack its effects.

Expertise Type Effects (Primary / Secondary) Abilities Description
Dual-Wielding Physical
  • +6 / +2 Dual Wield
  • +5 Athletics
  • +5 Parry
  • +3 Subterfuge
Pick either:
  • AAA
  • AAA
Wielding two weapons give you the advantage of versatility as each weapon can deal different types of damage.
Javelin Physical
  • +6 / +2 Thrown Weapons
  • +5 Athletics
  • +3 Dodge
  • +3 Parry
Pick either:
  • AAA
  • AAA
Wielding a javelin is a good compromise between melee and ranged. Thrown weapons deal more damage than bows, but cannot attack from as far away. They also have the benefit of being able to switch between ranged and melee attacks depending on the enemy's distance.
  • Greatsword
  • (War Mace)
Physical
  • +6 / +2 Two-Handed Weapons
  • +5 / +2 Athletics
  • +5 / +0 Parry
Pick either:
  • Cleave
  • Sunder
Wielding a two-handed weapon puts your focus on power rather than speed. This is a slow attack style, but the damage you deal will often overcome the armor of your enemies.
Shortbow Physical
  • +6 / +2 Bows
  • +3 / +0 Athletics
  • +3 / +0 Dodge
  • +5 / +2 Subterfuge
Pick either:
  • Heart Shot
  • Hobble
The shortbow is the weapon of choice for those who choose to attack from a distance, avoiding direct engagement with their enemies.
  • Sword and Shield
  • (Spear and Shield)
Physical
  • +6 / +2 One-Handed Weapons
  • +4 Athletics
  • +5 Parry
Pick either:
  • Shield Slam
  • Sunder
Wielding a sword and shield puts you in the front line of combat, standing between enemies and your allies. Holding a shield will slow down your attack rate slightly, but give you good defensive bonuses.
Unarmed Attacks Physical
  • +6 / +2 Unarmed Combat
  • +5 Athletics
  • +5 Dodge
  • +3 Subterfuge
Pick either:
  • AAA
  • AAA
Unarmed fighting is one of the more challenging combat styles. Damage is generally lower, but this is offset by the speed of your attacks. A good style for someone interested in being challenged.
Atrophy Spells Magic
  • +8 / +2 Control Atrophy
  • +2 / +1 Magic Staff
  • +3 / +0 Dodge
  • +5 / +5 Lore
  • Touch of Atrophy
Atrophy magic drains the skills and attributes of your enemies, weakening their attacks and making them easier to kill.
Frost Spells Magic
  • +8 / +2 Control Frost
  • +2 / +1 Magic Staff
  • +3 / +0 Dodge
  • +5 / +5 Lore
  • Frozen Grasp
Frost magic is an offensive school that focuses on slowing enemies as well as dealing cold damage.
Shock Spells Magic
  • +8 / +2 Control Lighting
  • +2 / +1 Magic Staff
  • +3 / +0 Dodge
  • +5 / +5 Lore
  • Charged Fist
Mages skilled in shock magic can frequently interrupt their enemies, preventing them from executing their attacks.
Vigor Spells Magic
  • +8 / +2 Control Vigor
  • +2 / +1 Magic Staff
  • +3 / +0 Dodge
  • +5 / +5 Lore
  • Titan's Touch
The School of Vigor is a utility branch of magic that focuses on granting bonuses to yourself and your allies.
Game concepts