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Abilities in Tyranny are listed here. Abilities now no longer have a fixed number of uses per encounter as they did in Pillars of Eternity, but instead have cooldowns. There are 5 types of Abilities in the game: Talents, Spells, Combo Abilities, Artifact Abilities, and Reputation Abilities.

 

Talents in Tyranny are special trees that players can place points into that provide new Abilities and effects. The player character has 6 talent trees to pick from and Party Members each have their own unique tree. When you level up, you gain one Talent point to spend in a tree of your choice, opening up more options for playing the game.

Within a talent tree, each tier of talents unlocks based on how many talent points have been spent within that tree. 

 

Talents

Punisher

Sentinel

Duelist

Skirmisher

Quill

Sage

Preservation

Leadership

Defense

Power

Agility

Range

Magic

Tidal

Gravelight

Ravager

Titan

War

Peace

Songs

Punisher Talent Tree

Talent Name

Description

Requirements


Striking Iron
Strike a single enemy, dealing siginificantly increased damage if the target is engaging Barik.  

Fierce Demeanor
Barik becomes an intimidating force on the battlefield. Enemies nearby Barik have their Resolve reduced. Requires 1 talent point spent in Punisher tree.

Engagement Attack I
Gain a chance to attack enemies as they engage you. Requires 1 talent point spent in Punisher tree.

Art of the Blade I
Increases one-handed and two-handed melee weapon damage. Requires 1 talent point spent in Punisher tree.
Art of the Blade II Replaces: Art of the Blade I
Moderately increase single one-handed and two-handed melee weapon damage.
Art of the Blade I
Requires 3 talent point spent in Punisher tree.
Breaking the Wall A powerful multi-hit attack that Dazes, Stuns, and Sunders the opponent. Requires 3 talent point spent in Punisher tree.
Training Ground When Barik is in the party, all party members gain bonus experience for Athletics, One-Handed, and Two-Handed Skills. Requires 3 talent point spent in Punisher tree.
Stance: Legs of Iron Root in place, gaining immunity to Push and Prone effects and a large boost to Endurance at the cost of the ability to move. Requires 3 talent point spent in Punisher tree.
Engagement Attack II Replaces: Engagement Attack I
Increase the chance for Barik's Engagement Attacks to occur.
Engagement Attack I
Requires 6 talent point spent in Punisher tree.
Suffering Strength Once per combat, when Barik's health is critical, he gains a bonus to Might and Resolve until combat ends. Requires 6 talent point spent in Punisher tree.

Glory to the Bold
For each enemy engaging him, Barik gains a bonus to any damage he deals. Requires 6 talent point spent in Punisher tree.
Art of the Blade III Replaces: Art of the Blade II
Greatly increases single one-handed and two-handed melee weapon damage.
Art of the Blade II
Requires 9 talent point spent in Punisher tree.
Engagement Attack III Replaces: Engagement Attack II
Further increase the chance for Barik's Engagement Attacks to occur.
Engagement Attack II
Requires 9 talent point spent in Punisher tree.
Last Stand Once per encounter, when Barik would be defeated, he delays his unconsciousness for a short time. Requires 9 talent point spent in Punisher tree.
Resilient One When a hostile effect expires on Barik, he gains a bonus to Endurance, Will, and Magic defenses for a short time. Requires 9 talent point spent in Punisher tree.
Blade's Embrace Deal damage to all enemies nearby, this damage increases for each enemy engaging Barik. Requires 12 talent point spent in Punisher tree.

Sentinel Talent Tree

Talent Name

Description

Requirements


Clash of Iron
Issue a mocking invitation, challenging enemies to attack Barik.  

Pursuit
At the start of combat, Barik gains a large boost to movement speed for a short time. Requires 1 talent point spent in Sentinel tree.
Retribution After using Clash of Iron, Barik will attack twice with his normal strikes for a short time. Clash of Iron
Requires 1 talent point spent in Sentinel tree.

Seasoned Veteran I
Allows Barik to engage an additional enemy. Requires 1 talent point spent in Sentinel tree.
Stance: Phalanx I Fight defensively, gaining a bonus to Armor. Requires 1 talent point spent in Sentinel tree.
Defender's Watch I Barik and nearby party members take reduced damage. Requires 3 talent point spent in Sentinel tree.
Sound of War Barik's Clash of Iron bolsters the strength of his nearby allies, granting them a bonus to Armor for a short time. Clash of Iron
Requires 3 talent point spent in Sentinel tree.
Seasoned Veteran II Replaces: Seasoned Veteran I
Further increases the number of enemies that Barik can engage.
Seasoned Veteran I
Requires 3 talent points spent in Sentinel tree.

Shield Wall
Increases the defensive benefits from shields. Requires 3 talent points spent in Sentinel tree.
Defender's Watch II Replaces: Defender's Watch I
Barik and nearby party members take moderately reduced damage.
Defender's Watch I
Requires 6 talent points spent in Sentinel tree.
Heroic Defense Once per combat, when Barik's health reaches a critical level, he will be healed instantly. Requires 6 talent points spent in Sentinel tree.
Bond of Honor Bond with an ally, sharing the damage that they receive. While the bond lasts, both Barik and his bondmate gain Might and Vitality. Requires 6 talent points spent in Sentinel tree.
Defender's Charge Leap to the aid of an ally, taunting enemies nearby. Requires 6 talent points spent in Sentinel tree.
Defender's Watch III Replaces: Defender's Watch II
Barik and nearby party members take significantly reduced damage.
Defender's Watch II
Requires 9 talent points spent in Sentinel tree.
Wounded Defender Once per combat, when Barik's health is critical, he will gain a significant Armor bonus for a short time. Requires 9 talent points spent in Sentinel tree.
Vigilant Protector When Barik uses Bond of Honor, both Barik and the target gain a damage absorbing shield for a short time. Requires 9 talent points spent in Sentinel tree.
Stance: Phalanx II Replaces: Stance: Phalanx I
Maintain a stance that is equal parts offensive and defense, gaining an Armor bonus and dealing Pierce damage to enemy melee attackers.
Stance: Phalanx I
Requires 9 talent points spent in Sentinel tree.
Shield of Suffering Heal all nearby allies and gain a damage absorption shield proportional to the health recovered. Requires 12 talent points spent in Sentinel tree.

Duelist Talent Tree

Talent Name

Description

Requirements

Skewer Verse thrusts both of ther weapons into the target, penetrating armor.  

Mocking Iron
Verse taunts her foe, Enraging them and forcing them to attack her for a brief time. Requires 1 talent point spent in Duelist tree.

Fury's Rush
Verse moves quickly about the battlefield - too quickly for enemies to engage her. Requires 1 talent spent in Duelist tree.

Killing Spree I
After a kill, Verse will strike twice with her attacks for a short time. Requires 1 talent spent in Duelist tree.

Know Your Enemy I
When an enemy strikes Verse, she gains a passive bonus to dodge and Parry Skill, until combat ends. (This effect stacks) Requires 1 talent spent in Duelist tree.

Lethal Opening
Verse will counterattack enemies that miss her in melee combat. (Verse must be wielding a melee weapon.) Know Your Enemy I
Requires 3 talents points spent in Duelist tree.

Blade Dancer I
Increase weapon damage while dual wielding. Requires 3 talents points spent in Duelist tree.

Pig On a Spit
Verse swaps positions with an enemy and then stabs them with each of her weapons. Requires 3 talents points spent in Duelist tree.
Gravedigger Sweep at the target's feet, knocking them Prone, then following downwards with strikes from each weapon. Requires 3 talents points spent in Duelist tree.
Blood Calls to Blood Melee Critical Hits damage enemies near their target. Requires 6 talent points spent in Duelist tree.
Know Your Enemy II Replaces: Know Your Enemy I
Know your enemy will now grant Accuracy to Verse when she Graze an enemy. (This effect stacks)
Lethal Opening
Requires 6 talent points spent in Duelist tree.
Killing Spree II Replaces: Killing Spree I
After a kill, Verse will strike three times with her attacks for a time.
Killing Spree I
Requires 6 talent points spent in Duelist tree.

Fury's Embrace
Unleash a rapid flurry of strikes against a single foe. Each hit applies a damage over time effect. Requires 6 talent points spent in Duelist tree.
Scarlet Vengeance When Verse is defeated, she immediately attacks all nearby enemies. Requires 9 talent points spent in Duelist tree.
Combat Mastery Verse gains bonus Graze Precision and Graze Deflection. Requires 9 talent points spent in Duelist tree.
Blade Dancer II Replaces: Blade Dancer I
Greatly increase weapon damage while dual wielding.
Blade Dancer I
Requires 9 talent points spent in Duelist tree.
Sprinting Death While using Fury's Rush, Verse will now passively attack nearby enemiesas she moves. (Verse loses the benefits of this ability if she wears any Heavy Armor) Fury's Rush
Requires 9 talent points spent in Duelist tree.
Sweeping Death Verse executes a deadly spinning flourish, striking nearby enemies with each graceful movement and causing Bleeding with her attacks. Requires 12 talent points spent in Duelist tree.

Skirmisher Talent Tree

Talent Name

Description

Requirements

Burning Iron Launch a burning arrow that sets foes on fire.  

Hobble Prey
Verse pins the target's feet with an arrow, hobbling them so they move more slowly. Requires 1 talent point spent in Skirmisher tree.

Piercing Arrows I
Attacks made with bows gain Armor Penetration. Requires 1 talent point spent in Skirmisher tree.

Eternal Flame
Launch an arrow drenched in oil and covered flames. Sets foes on fire for much longer than Burning Iron. (Replaces Burning Iron) Burning Iron - Requires 1 talent point spent in Skirmisher tree.
Nimble I While only wearing Light Armor, gain a bonus to Dodge. Requires 1 talent point spent in Skirmisher tree.

Evasive
When superior to Parry, use Dodge skill to avoid incoming melee attacks. Also gain a bonus to defense against Disengagement attacks. Requires 3 talent points spent in Skirmisher tree.


Battle Mind
When Verse is in the party, all members gain bonus experience for Dual Wield, Bows, and Athletics skills. Requires 3 talent points spent in Skirmisher tree.
Improvised Attacks Increases Accuracy and removes the Recovery Penalty incurred after changing weapon sets. Requires 3 talent points spent in Skirmisher tree.
Born of Blood and Fire Gain immunity to the Burning and Bleeding Affliction. Requires 3 talent points spent in Skirmisher tree.
Mobile Recovery Increase Combat Movement Speed and removes Recovery Time penalty incurred by movement. Requires 6 talent points spent in Skirmisher tree.
Sense Weakness Gain bonus damage against targets suffering from damage over time effects. Requires 6 talent points spent in Skirmisher tree.
Skull Splitter Verse fires a deadly arrow aimed directly at her target's head, Stunning them. Requires 6 talent points spent in Skirmisher tree.
Nimble II Replaces: Nimble I
Significantly increase the bonus to Dodge while wearing Light Armor.
Nimble I
Requires 6 talent points spent in Skirmisher tree.
Unbound Verse attacks all nearby foes and vanishes, appearing next to her target and leaving behind a spiritual remnant of one of her Scarlet Fury sisters. Requires 9 talent points spent in Skirmisher tree.
Piercing Arrows II Replaces: Piercing Arrows I
Attacks made with bows now penetrate even more Armor.
Piercing Arrows I
Requires 9 talent points spent in Skirmisher tree.
Lightning Reflexes Sometimes catch hostile ranged attacks that would have resulted in a Graze, redirecting them to the attacker. Requires 9 talent points spent in Skirmisher tree.
Canvas Splitter Fire a spread of ignited arrows, causing Burning to all foes caught in the area. Requires 12 talent points spent in Skirmisher tree.

Quill Talent Tree

Talent Name

Description

Requirements


Quill Strike
Lantry throws a well-aimed quill at his target, interrupting them.  

Subtle Throw
While stealthed, Lantry receives a significant bonus to ranged damage. Require 1 talent point spent in Quill tree.

Quill Flurry
Lantry rapidly attacks his target with a series of thrown strikes. Require 1 talent point spent in Quill tree.

Penetrating Throw I
Improves Lantry's Thrown weapon attack range and adds Armor Penetration to his Thrown weapon attacks. Requires 1 talent point spent in Quill tree.
Penetrating Throw II Replaces: Penetrating Throw I
Further improves Lantry's Thrown weapon attack range and adds moderate Armor Penetration to his Thrown weapon attacks.
Penetrating Throw I
Requires 3 talent point spent in Quill tree.
Swift Quill Reduces the Cooldown and Recovery Time when Quill Strike, Quill Flurry, and Quillstorm. Requires 3 talent point spent in Quill tree.
Bouncing Blades Lantry's Grazes with Thrown weapons can bounce to strike enemies behind their target. Requires 3 talent point spent in Quill tree.
Deadeye I Gain a bonus to Accuracy with Thrown weapons. Requires 3 talent point spent in Quill tree.
Penetrating Throw III Replaces: Penetrating Throw II
Greatly improves Lantry's Thrown weapon attack range and adds significant Armor Penetration to his Thrown weapon attacks.
Penetrating Throw II
Requires 6 talent point spent in Quill tree.
Accelerate While using Thrown weapons, Critical Hits accelerate the rate of Lantry's attacks for a short time. Requires 6 talent point spent in Quill tree.
Charged Throw Lantry's Critical Hits with Thrown weapons trigger an explosion of arcane energy around their target. Requires 6 talent point spent in Quill tree.
Deadeye II Replaces: Deadeye I
 
Gain a large bonus to Accuracy when using Thrown weapons.
Deadeye I
Requires 6 talent point spent in Quill tree.
Quillstorm Launch a hail of quills at multiple enemies in an area. Each quill applies a Bleeding affliction when it strikes. Requires 9 talent point spent in Quill tree.

Sage Talent Tree

Talent Name

Description

Requirements


Watcher's Judgment
Lantry strikes his target, interrupting them and lowering their non-physical Armor. If used from stealth, this attack will also Paralyze the target.  

Wary Gaze
Gain a passive bonus to Subterfuge and Dodge skills. Requires 1 talent point spent in Sage tree.

Arcane Judgment
Empowers Watcher's Judgment to strike foes near the target with an Arcane attack. Enemies have their Endurance, Will, and Magic defenses reduced. Requires 1 talent point spent in Sage tree.

Voice of Ages
Grants Lantry Hit Precision and the ability to decipher ancient languages. A useful skill for discovering new magics during travel.  Requires 1 talent point spent in Sage tree.

Loremaster I
Improves Lore Skill. Requires 1 talent point spent in Sage tree.
Loremaster II ReplacesLoremaster I
Moderately improves Lore Skill.
Loremaster I
Requires 3 talent point spent in Sage tree.
Stance: Mage Slayer While in this stance Lantry's attacks drain magical energy from their targets, Silencing them and lowering their magic skills. Requires 3 talent point spent in Sage tree.
Stance: Frozen While in this stance Lantry's attacks are imbued with power of frost and will slow enemies. Requires 3 talent point spent in Sage tree.
Learned Instructor When Lantry is in the party, all party members gain bonus experience for lore and Thrown skills. Requires 3 talent point spent in Sage tree.
Miasmic Strikes Lantry's Critical Hits with weapons Weaken enemies. Requires 6 talent point spent in Sage tree.

Ancient Knowledge
Grants additional Spell Slots. Requires 6 talent point spent in Sage tree.

Loremaster III
ReplacesLoremaster II
Greatly improves Lore Skill.
Loremaster II
Requires 6 talent point spent in Sage tree.
Recounting of Deeds Lantry orates the party's deeds, inspiring his allies and instilling terror in the hearts of enemies. Requires 9 talent point spent in Sage tree.

Preservation Talent Tree

Talent Name

Description

Requirements


Renewal
Lantry restores the party's weapons and armor to pristine condition. Increases the damage from weapons and protection from armor.  

Greater Renewal
Empower Lantry's Renewal ability, granting an even greater increase to weapon damage and Armor. Requires 1 talent point spent in Preservation tree.

Arcane Shield I
Grants a bonus to Arcane Armor and Magic defense. Requires 1 talent point spent in Preservation tree.

Gifted Vigor I
Improves Control Vigor Skill. Requires 1 talent point spent in Preservation tree.

Gifted Healer I
Improves Control Life Skill. Requires 1 talent point spent in Preservation tree.
Gifted Vigor II Replaces: Gifted Vigor I
Moderately improves Control Vigor Skill.
Gifted Vigor I
Requires 3 talent point spent in Preservation tree.

Second Breath
Lantry revives a fallen comrade. Requires 3 talent point spent in Preservation tree.

Erase the Record
Place a preservation seal on an ally. If the ally's health falls below a limit, they are healed for a large amount of health and the seal is destroyed. Requires 3 talent point spent in Preservation tree.

Gifted Healer II
Replaces: Gifted Healer I
Moderately improves Control Life Skill.
Gifted Healer I
Requires 3 talent point spent in Preservation tree.
Arcane Shield II Replaces: Arcane Shield I
Grants a moderate bonus to Arcane Armor and Magic defense.
Arcane Shield I
Requires 3 talent point spent in Preservation tree.
Gifted Vigor III Replaces: Gifted Vigor II
Greatly improves Control Vigor Skill.
Gifted Vigor II
Requires 6 talent point spent in Preservation tree.
Gifted Healer III Replaces: Gifted Healer II
Grately improves Control Life Skill.
Gifted Healer II
Requires 6 talent point spent in Preservation tree.

Passage of Hours
Lantry surrounds the target in a bubble of slowed time, slowing their action and movement speed. Requires 6 talent point spent in Preservation tree.
Moment of Peace Significantly increase the Health restored by Second Breath and protect revived character from damage for a short time after they are revived. Second Breath
Requires 6 talent point spent in Preservation tree.
Arcane Shield III Replaces: Arcane Shield II
Grants a significant bonus to Arcane Armor and Magic defense.
Arcane Shield II
Requires 6 talent point spent in Preservation tree.
Gift of Moments Lantry skips forward, vanishing from combat and healing. Upon his return, he releases a wave of energy that reduces Recovery of nearby allies. Requires 9 talent point spent in Preservation tree.

Leadership Talent Tree

Talent Name

Description

Requirements


Abundant Arms I
The party gains use of one additional weapon set and can switch weapons in combat with a lower recovery penalty. Level 3

Mark Enemy
Adds a marking effects to the Thrust ability. Attacks against the Marked target gain bonus Accuracy. The mark lasts until the enemy dies. Level 3

Bandolier
The party gains two additional Quick Item slots and consumables used while in combat are more effective. Level 3
Refuse Pain Generate an aura of will that removes a harmful effect from you and each ally every few seconds. Require 1 talent point spent in leadership tree.
To Arms! Adds defensive bonus to you and nearby party members when the Thrust ability is used. Mark Enemy
Require 1 talent point spent in leadership tree.
Will of Command Use your commanding will to inspire allies, boosting the damage of you and your party for a short time. Require 1 talent point spent in leadership tree.
Second Wind Once per combat, when you fall to low health, you let out a battle cry that heals you and your party member for a portion of their maximum health. Require 2 talent point spent in leadership tree.
Arbiter of Knowledge Grants additional Spell Slots to everyone in the party. Require 2 talent point spent in leadership tree.
Boost Morale While in combat, your party members that fight near you gain a bonus to each of their Attributes. Require 2 talent point spent in leadership tree.
Abundant Arms II Replaces: Abundant Arms I
The party gains use of two additional weapons sets and can switch weapons in combat with a lower recovery penalty.
Abundant Arms I
Require 2 talent point spent in leadership tree.
Seize the Initiative After attacking a target from stealth, increase the damage dealt by you and your party members for a short time. Require 2 talent point spent in leadership tree.
Swap Positions Switch positions with target ally. Require 4 talent point spent in leadership tree.
Resurgence Point to a fallen ally and command them to rejoin the fight. Require 4 talent point spent in leadership tree.
Killing Rush Everyone in the party regains a portion of their maximum health when any party member kills an enemy. Require 4 talent point spent in leadership tree.
Call to Battle Inspire a companion, granting bonus Might, Wits, and Vitality. This bonus increases based on their Loyalty. Require 6 talent point spent in leadership tree.
Victory in Defeat Once per combat, when your health becomes critical, nearby allies have their damage and Quickness increased for a short time. Require 6 talent point spent in leadership tree.
Apply the Lash Exhort a companion to improve on the battlefield, granting bonus Finesse, Quickness, and Resolve. This bonus increases based on their Fear. Require 6 talent point spent in leadership tree.
Undying Plant your banner on the battlefield. You and your party members near the banner regenerate health and receive a bonus to damage. Require 9 talent point spent in leadership tree.

Defense Talent Tree

Talent Name

Description

Requirements


Shield Mastery I
Increase the defensive benefits from shields.  

Staggering Force
Causes Thrust to Interrupt the target, delaying their next attack.  

Shield Slam
Slam your shield against a target, Dazing them for a moderate duration.  
Stance: Challenger Taunt nearby enemies every few seconds while this stance is active. Requires 1 talent point spent in Defense tree.
Blade Wall I Allows an additional enemy to be engaged at one time and grants a bonus to damage dealt to targets that are stunned or Prone. Requires 1 talent point spent in Defense tree.
Stance: Guard Enter a defensive stance, gaining a bonus to Armor. Requires 1 talent point spent in Defense tree.
One-Handed Mastery I Increase weapon damage while using a single one-handed melee weapon and allows basic attacks to strike multiple times. Requires 2 talent point spent in Defense tree.
Pinning Strike Enemies that are struck from stealth are rooted in place. Requires 2 talent point spent in Defense tree.
Iron Light as Air Temporarily remove all recovery penalties from equipped armor and shields. The lifted weight allows you to swing twice when attacking for a short time. Requires 2 talent point spent in Defense tree.
Shield Bash Replaces: Shield Slam
An empowered version of Shield Slam with an added Stun effect and increased Crush damage.
Shield Slam
Requires 2 talent point spent in Defense tree.
Heavy Guard I While wearing only heavy armor, gain an additional bonus to Armor. Requires 2 talent point spent in Defense tree.
One-Handed Mastery II Replaces: One-Handed Mastery I
Moderately increases weapon damage while using a single one-handed melee weapon and allows basic attacks to strike multiple times.
One-Handed Mastery I
Requires 4 talent point spent in Defense tree.
Shield Mastery II Replaces: Shield Mastery I
Greatly increases the defensive benefits from shields.
Shield Mastery I
Requires 4 talent point spent in Defense tree.
Blade Wall II Replaces: Blade Wall I
Allows two additional enemies to be engaged at one time and grants a large bonus to damage dealt to targets that are Stunned or Prone.
Blade Wall I
Requires 4 talent point spent in Defense tree.
One-Handed Mastery III Replaces: One-Handed Mastery II
Greatly increases weapon damage while using a single one-handed melee weapon and allows basic attacks to strike multiple times.
One-Handed Mastery II
Requires 6 talent point spent in Defense tree.
Knockdown Lift your heel and drive it into your foe's gut, knocking the wind out of them and sending them to the ground. Requires 6 talent point spent in Defense tree.
Vigilance Grants immunity to Afflictions while health is critical. Requires 6 talent point spent in Defense tree.
Shield Assault Replaces: Shield Bash
Assault your target, bashing them with your shield to apply a Daze and Stun, then following up wth a powerful overhand attack
Shield Bash
Requires 6 talent point spent in Defense tree.
Heavy Guard II Replaces: Heavy Guard I
While wearing only heavy armor, gain an additional bonus to Armor. (More effective than Heavy Guard I)
Heavy Guard I
Requires 6 talent point spent in Defense tree.
Blood Brings Victory When you are critically hit, Challenger Stance will amplify damage taken by nearby enemies and Guard Stance will grant you and your party bonus Armor. Requires 9 talent point spent in Defense tree.

Power Talent Tree

Talent Name

Description

Requirements


Cleave
A sweeping cone attack that hits multiple nearby enemies.  

Focused Strike
Adds Armor Penetration to the Thrust ability and increase its Accuracy.  

Palm Strike
Perform a powerful palm strike to the target's chest, interrupting them, pushing them back, and Silencing them from spell casting.  

Stance:Blitz
An aggressive stance that focuses on rapid strikes to overwhelm opponents. Requires 1 talent point spent in Power tree.
Stance: Might An agressive stance that focuses on powerful strikes that penetrate a foe's Armor. Requires 1 talent point spent in Power tree.
Sunder Deliver a powerful overhead attack that reduces the target's armor. Requires 1 talent point spent in Power tree.
Two-Handed Mastery I Increase weapon damage with two-handed melee weapons and allows basic attacks to strike multiple times. Requires 2 talent point spent in Power tree.
Concentrated Force Add a Stun effect to the Sunder ability. Requires 2 talent point spent in Power tree.
Unarmed Mastery I Increases damage with unarmed attacks and allows basic attacks to strike multiple times. Requires 2 talent point spent in Power tree.
Expose Weakness When attacking from stealth, enemies that are struck have their Armor reduced until combat ends. Requires 4 talent point spent in Power tree.
Two-Handed Mastery II Replaces: Two-Handed Mastery I
Moderately increase weapon damage with two-handed melee weapons and allows basic attacks to strike multiple times.
Two-Handed Mastery I
Requires 4 talent point spent in Power tree.
Massive Blow I Moderately increases Critical Hit damage. Requires 4 talent point spent in Power tree.
Unarmed Mastery II Replaces: Unarmed Mastery I
Moderately increases damage with unarmed attacks and allows basic attacks to strike multiple times.
Unarmed Mastery I
Requires 4 talent point spent in Power tree.
Head Strike Deliver a powerful blow to the target's head, Stunning them. Requires 4 talent point spent in Power tree.
Rampage Gain a stacking Accuracy bonus when you deal the killing blow to an enemy. This bonus lasts until combat ends. Requires 6 talent point spent in Power tree.
Two-Handed Mastery III Replaces: Two-Handed Mastery II
Greatly increases weapon damage with two-handed melee weapons and allows basic attacks to strike multiple times.
Two-Handed Mastery II
Requires 6 talent point spent in Power tree.
Massive Blow II Replaces: Massive Blow I
Greatly increases Critical Hit damage.
Massive Blow I
Requires 6 talent point spent in Power tree.
Unarmed Mastery III Replaces: Unarmed Mastery II
Greatly increases damage with unarmed attacks and allows basic attacks to strike multiple times.
Unarmed Mastery II
Requires 6 talent point spent in Power tree.
Brawler Once per combat, when you fall below 35% health, you gain a large Might bonus until combat ends. Requires 6 talent point spent in Power tree.
Skull Cracker Deliver a powerful upward blow that launches the target into the air. Requires 9 talent point spent in Power tree.

Agility Talent Tree

Talent Name

Description

Requirements

Flurry of Blows Unleash a double attack on your target  
Feint Add a feint to your Thrustability, Blinding your opponent as you strike them with your attack.  
Lightfoot Move faster in combat.  
Slice A carefully placed attack that attempts to open a major artery, leaving the target Bleeding. Requires 1 talent point spent in Agility tree.
Arrow Shield When superior, replace Dodge with Parry while defending against ranged attacks. Requires 1 talent point spent in Agility tree.
Sneak Attack Adds bonus Accuracy and damage to attacks made from stealth. Requires 1 talent point spent in Agility tree.
Dual Wield Mastery I Increases weapon damage while wielding a weapon in each hand and allows basic attacks to strike multiple times. Requires 2 talent point spent in Agility tree.
Leg Sweep Perform a leg sweep against nearby enemies. If successful targets are knocked Prone. Requires 2 talent point spent in Agility tree.
Unfettered Gain a burst of movement speed for a short duration. During this time you cannot be engaged by enemies. Requires 2 talent point spent in Agility tree.
Duelist I While wielding a melee weapon, sometimes riposte missed melee attacks. Also gain bonus Accuracy when a weapon with nothing in your offhand. Requires 2 talent point spent in Agility tree.
Unseen Advantage Apply poison with weapon attacks made from stealth. Requires 2 talent point spent in Agility tree.
Dual Wield Mastery II Replaces: Dual Wield Mastery I
Moderately increases weapon damage while wielding a weapon in each hand allows basic attacks to strike multiple times.
Dual Wield Mastery I
Requires 4 talent point spent in Agility tree.
Hundred Fists Replaces: Flurry of Blows
Unleash a triple attack on your target. (replaces Flurry of Blows)
Flurry of Blows
Requires 4 talent point spent in Agility tree.
Unencumbered While wearing only light armor, gain a bonus to Dodge and Parry. This effect is lost if any heavy armor is worn. Requires 4 talent point spent in Agility tree.
Duelist II Replaces: Duelist I
While wielding a melee weapon, often riposte missed melee attacks. Also gain bonus Accuracy when wielding a weapon with nothing in your off hand.
Duelist I
Requires 4 talent point spent in Agility tree.
Disarm Disarm your target, leaving them unable to re-equip their weapons for a short duration. Requires 4 talent point spent in Agility tree.
Dual Wield Mastery III Replaces: Dual Wield Mastery II
Greatly increases weapon damage while wielding a weapon in each hand and allows basic attacks to strike multiple times.
Dual Wield Mastery II
Requires 6 talent point spent in Agility tree.
Leaping Kick Leap into the air and deliver a powerful kick to your target's head, dealing heavy damage and interrupting them. Requires 6 talent point spent in Agility tree.
Charge Charge towards an enemy instantly and perform a powerful attack. All enemies in your path also take damage. Requires 6 talent point spent in Agility tree.
Duelist III Replaces: Duelist II
While wielding a melee weapon, always riposte missed attacks. Also gain bonus Accuracy when wielding a weapon with nothing in your offhand.
Duelist II
Requires 6 talent point spent in Agility tree.
Blade Dancing Gain bonus Parry for each enemy that engages you. Also gain abonus to Hit and Graze Deflection. Requires 6 talent point spent in Agility tree.
Whirlwind Strike Perform a powerful whirling attack against all nearby enemies. Requires 9 talent point spent in Agility tree.

Range Talent Tree

Talent Name

Description

Requirements


Escape
Adds a rooting effect to the Thrust ability. Thrust now also increase movement speed and breaks current engagements.  

Hobble
Target your enemies' feet with a ranged attack, Hobbling them if successful.  

Poisoned Dart
Throw a poisoned dart at an enemy. If it hits, the target recieves a long lasting Corrosive Poison Affliction.  

Safe Distance
Gain a bonus to Accuracy when attacking targets that are further than 5 metres away. Requires 1 talent point spent in Range tree.

Heart Shot
Delay your aim to focus on hitting the target's heart. Gain additional Accuracy for this attack and leave the target Bleeding. Requires 1 talent point spent in Range tree.

Piercing Throw
Adds Armor Penetration to attacks with Thrown Weapons. Requires 1 talent point spent in Range tree.

Penetrating Shot
Charge up and launch a projectile with enough force to penetrate armor. Enemies in a line take damage and are left Bleeding. (Replaces Heart Shot) Requires 2 talent points spent in Range tree.

Thrown Mastery I
Increase damage with thrown weapons and allows basic attacks to strike multiple times. Requires 2 talent points spent in Range tree.

Arrow Catch
Gain a chance to catch physical ranged projectiles and launch them back at attackers. Requires 2 talent points spent in Range tree.

Bow Mastery I
Increases weapon damage with bows and allows basic attacks to strike multiple times. Requires 2 talent points spent in Range tree.

Evasive
When superior, replace Parry with Dodge while defending against melee attacks. Requires 2 talent points spent in Range tree.
Headshot I Critical Hits with bow attacks Stun targets for a short time. Requires 4 talent points spent in Range tree.
Bow Mastery II Replaces: Bow Mastery I
Moderately increase weapon damage with bows and allows basic attacks to strike multiple times.
Bow Mastery I
Requires 4 talent points spent in Range tree.

From the Shadows
Cause your target to become Terrified when you strike from stealth. Requires 4 talent points spent in Range tree.

Thrown Mastery II
Moderately increases damage with thrown weapons and allows basic attacks to strike multiple times. Thrown Mastery I
Requires 4 talent points spent in Range tree.
Explosive Missle Launch a glowing projectile at a single target. When it hits, it explodes in an area, dealing Fire damage and Blinding enemies in a cloud of black smoke. Requires 4 talent points spent in Range tree.
Headshot II Replaces: Headshot I
Critical Hits with bow attacks Stun targets for a longer duration.
Headshot I
Requires 6 talent points spent in Range tree.
Bow Mastery III Replaces: Bow Mastery II
Greatly increase weapon damage with bows and allows basic attacks to strike multiple times.
Bow Mastery II
Requires 6 talent points spent in Range tree.

Ricochet
Graze and misses with ranged attacks bounce to enemies behind their target. Requires 6 talent points spent in Range tree.
Thrown Mastery III Replaces: Thrown Mastery III
Greatly increase damage with thrown weaponsand allows basic attacks to strike multiple times.
Thrown Mastery III
Requires 6 talent points spent in Range tree.
Fan of Blades Fire projectiles in a large arc, hitting all enemies within a cone. Requires 6 talent points spent in Range tree.
Darken the Sky Target an enemy, then launch multiple projectiles into the air. Each one strikes a random enemy within the selected area, rooting them. Requires 9 talent points spent in Range tree.

Magic Talent Tree

Talent Name

Description

Requirements


Magical Prodigy
Grants a bonus to Lore Skill.  

Arcane Charge
Adds the Spell Breached Affliction to Thrust attacks. Also grants a bonus to magic skills for a short time after using Thrust.  

Charged Strike
Charge up your Magic Staff and release a powerful burst of energy that explodes in a small area around the target.  

Expanded Mind
Grants additional Spell Slots. Requires 1 talent point spent in Magic tree.
Energy Shield Focus your will into a shield of energy around yourself or a party member, granting additional Armor. Requires 1 talent point spent in Magic tree.
Cone of Magic Channel a burst of energy through your magic staff, damaging all enemies in front of you. Requires 1 talent point spent in Magic tree.

Enfeeblement
When attacking from stealth, Weaken your target for a short duration. Requires 2 talent points spent in Magic tree.

Magic Staff Mastery I
Increases damage with magic staves and allows basic attacks to strike multiple times. Requires 2 talent points spent in Magic tree.

Ward Master
Adds physical protection to Energy Shield and causes hostile spells that target the recipient of your Energy Shield to be less effective. Energy Shield - Requires 2 talent points spent in Magic tree.
Expanded Mind II Replaces: Expanded Mind
Increase number of additional Spell Slots granted by Expanded Mind.
Expanded Mind
Requires 4 talent points spent in Magic tree.
Spell Reflection Grant your Energy Shield ability a chance to reflect traditional human spells back on to their casters. (Harmful Spells Only) Ward Master
Requires 4 talent points spent in Magic tree.
Channel Strength Replaces: Cone of Magic
Channel a burst of energy through your magic staff, dealing damage to all enemies in a cone, and stealing health from the Bane. (Replaces Cone of Magic)
Cone of Magic
Requires 4 talent points spent in Magic tree.
Magic Staff Mastery II ReplacesMagic Staff Mastery I
Moderately increase damage with magic staves and allows basic attacks to strike multiple times.
Magic Staff Mastery I
Requires 4 talent points spent in Magic tree.
Imbue the Elements: Frost Adds frost damage to weapon attacks. Requires 6 talent points spent in Magic tree.
Imbue the Elements: Fire Adds Fire damage to weapon attacks. Requires 6 talent points spent in Magic tree.
Chaos Blast Release a wave of energy around yourself, hitting all nearby foes with a random damage type. Requires 6 talent points spent in Magic tree.
Imbue the Elements: Shock Adds shock damage to weapon attacks. Requires 6 talent points spent in Magic tree.
Magic Staff Mastery III Replaces: Magic Staff Mastery II
Greatly increases damage with magic staves and allows basic attacks to strike multiple times.
Magic Staff Mastery II
Requires 6 talent points spent in Magic tree.
Empowered Chaos Replaces: Chaos Blast
Empower Chaos Blast to knock back enemies and afflict them with random powerful effects.
Chaos Blast
Requires 9 talent points spent in Magic tree.

Tidal Talent Tree

Talent Name

Description

Requirements

Repelling Blast Create a powerful jet of water that strikes a nearby target and knocks them back.  
Mother's Embrace Summon a globe of water to surround the target's head, leaving them to slowly drown. Requires 1 talent point spent in Tidal tree.
Fluid Body Affliction applied to Eb have their duration reduced. Requires 1 talent point spent in Tidal tree.
Elemental Fury I Gain a bonus to all Frost Damage dealt. Requires 1 talent point spent in Tidal tree.
Student of Magic I Gain a bonus to damage dealt by Magic Staves. Requires 3 talent point spent in Tidal tree.
Purifying Waters Conjure enchanted waters to wash over the target, removing all hostile effects. Requires 3 talent point spent in Tidal tree.
Repelling Wave Replaces: Repelling Blast
Creates a powerful wave that repels foes in acone, pushing each of them back a fair distance.
Repelling Blast
Requires 3 talent point spent in Tidal tree.
Clear Mind While Eb is not taking damage her Recovery Time is reduced and she strikes twice with her normal attacks. Being hit removes this bonus for a few seconds. Requires 3 talent point spent in Tidal tree.
Elemental Fury II Replaces: Elemental Fury I
Gain a bonus to all Shock and Frost Damage dealt.
Elemental Fury I
Requires 3 talent point spent in Tidal tree.
Student of Magic II ReplacesStudent of Magic I 
Gain a modetate bonus to damage dealt by Magic Staves.
Student of Magic I
Requires 6 talent point spent in Tidal tree.
Cascading Embrace When Mother's Embrace erupts, nearby targets are Afflicted with Drowing. Mother's Embrace
Requires 6 talent point spent in Tidal tree.
Surging Waters Once per encounter, when Eb's health is critical, she triggers a nova of repelling waters to surge outwards around her, pushing back foes. Requires 6 talent point spent in Tidal tree.
Mother's Breath Create a thick fog that reduces enemy Accuracy and grants a bonus to the party's Subterfuge. Requires 6 talent point spent in Tidal tree.
Empowered Elements Spells and abilities gain a larger area area of effect. Requires 6 talent point spent in Tidal tree.
Student of Magic III ReplacesStudent of Magic II 
Gain a significant bonus to damage dealt by Magic Staves.
Student of Magic II
Requires 9 talent point spent in Tidal tree.
Return to the Source Eb summons water from the target's blood and tissue. It then erupts out of them in a surge, dealing massive damage in the process. Requires 9 talent point spent in Tidal tree.
Swift Current While in combat, Eb grants herself and nearby allies a bonus to movement speed. Requires 9 talent point spent in Tidal tree.
Elemental Fury III Replaces: Elemental Fury II 
Gain a large bonus to all Shock and Frost Damage dealt.
Elemental Fury II
Requires 9 talent point spent in Tidal tree.
Repelling Nova Replaces: Repelling Wave
Create a powerful nova of water that repels all nearby enemies, pushing them back a fair distance.
Repelling Wave
Requires 12 talent point spent in Tidal tree.

Gravelight Talent Tree

Talent Name

Description

Requirements

Arcane Missile Send a charged bolt of arcane energy at a foe that bounces to hit nearby enemies.  
Runic Barrier I Grants bonus Armor while Eb is wearing Light Armor in combat.  Requires 1 talent point spent in Gravelight tree.
Terratus' Call Lift a target into the air and violently throw them back down to the ground, dealing crush damage. Requires 1 talent point spent in Gravelight tree.
Gravestrike Cause each enemy in a cone to trigger an explosion of Gravelight energy. Foes take Arcane damage and a portion of their lost health is drained back to Eb. Requires 1 talent point spent in Gravelight tree.
Spell Barrier I Grants a bonus to Magic Defense. Requires 3 talent point spent in Gravelight tree.
Runic Barrier II Replaces: Runic Barrier I
Grants a moderate bonus to Armor while Eb is wearing light Armor in combat.
Runic Barrier I
Requires 3 talent point spent in Gravelight tree.
Call of Reckoning Eb's presence Frightens nearby Bane. Requires 3 talent point spent in Gravelight tree.
Runic Teacher While in the party, Eb and her allies gain more skill experience with Lore, Spells, and Magic Staves. Requires 3 talent point spent in Gravelight tree.
Moonlit Way I Grants a bonus to Control Gravelight skill and Gravelight damage at night. Requires 3 talent point spent in Gravelight tree.
Spell Barrier II Replaces: SpellBarrier I 
Grants a significant bonus Magic Defense.
SpellBarrier I
Requires 6 talent point spent in Gravelight tree.
Runic Barrier III Replaces: Runic Barrier II 
Grants a large bonus to Armor while Eb is wearing Light Armor in combat.
Runic Barrier II 
Requires 6 talent point spent in Gravelight tree.
Terratus' Grip Eb suspends the target in mid-air. They can only be hit by ranged attacks, and cannot attack, move, be stunned, or knock down. Requires 6 talent point spent in Gravelight tree.
Runic Loremaster Grants bonus Lore and additional Spell Slots. Requires 6 talent point spent in Gravelight tree.
Moonlit Way II Replaces: Moonlit Way I
Grants a moderate bonus to Control Gravelight skill and Gravelight damage at night.
Moonlit Way I 
Requires 6 talent point spent in Gravelight tree.
Call to the Grave Once per encounter, when Eb's health is critical, she causes an explosion of Gravelight energy around her that drains health from nearby foes. Requires 9 talent point spent in Gravelight tree.
Empowered Afflictions Afflictions caused by attacks last longer. Requires 9 talent point spent in Gravelight tree.
Moonlit Way III Replaces: Moonlit Way II
Grants a significant bonus to Control Gravelight skill and Gravelight damage at night.
Moonlit Way II
Requires 9 talent point spent in Gravelight tree.
Terratus' Gate Eb uses Gravelight to teleport across the battlefield. Enemies near her cast and destination locations are hit with a Gravelight attacks that drains health. Requires 12 talent point spent in Gravelight tree.

Ravager Talent Tree

Talent Name

Description

Requirements

Leaping Death From stealth pounce on a nearby enemy, damaging all enemies in the area as well as knocking them Prone.  
Primal Scream Roar at targets in a cone, Frightening them. If this is used from stealth foes will be Terrified instead. Requires 1 talent point spent in Ravager tree.
Dual Claw While low on health, Kills-in-Shadow attacks twice with her normal weapon attacks. Requires 1 talent point spent in Ravager tree.
Natural Weaponry I Improves Unarmed Damage. Requires 1 talent point spent in Ravager tree.
Wild Instinct While in the party, Kills-in-Shadow provides a bonus to experience gained in Subterfuge, Unarmed, and One-Handed skills. Requires 3 talent point spent in Ravager tree.
Rending Claws I Adds Armor Penetration to Unarmed Attacks. Requires 3 talent point spent in Ravager tree.
Claw Swipe Swipe at enemies in range, damaging and interrupting them. Requires 3 talent point spent in Ravager tree.
Natural Weaponry II Replaces: Natural Weaponry I
Moderately improves Unarmed Damage.
Natural Weaponry I
Requires 3 talent point spent in Ravager tree.
Stalking Prey Gain a bonus to subterfuge skill. Requires 3 talent point spent in Ravager tree.
Thick Hide Grants a bonus to the natural Armor provided by Beastmen hide. Requires 6 talent point spent in Ravager tree.
Reaching Claws Increases the Attack Distance of Kills-in-Shadow's Unarmed Attacks. Requires 6 talent point spent in Ravager tree.
Shadow of Death Significantly increases Critical Hit damage dealt by Leaping Death and grants a bonus to damage afterwards that lasts until combat ends. Leaping Death
Requires 6 talent point spent in Ravager tree.
Natural Weaponry III ReplacesNatural Weaponry II
Significantly improves Unarmed Damage.
Natural Weaponry II
Requires 6 talent point spent in Ravager tree.
Tooth and Nail While stealthed , gain 100% Hit Precision. Requires 6 talent point spent in Ravager tree.
Rending Claws II Replaces: Rending Claws I
Further improves the Armor Penetration of Unarmed Attacks.
Rending Claws I 
Requires 9 talent point spent in Ravager tree.
Raking Slash A two hit claw attack. The first hit Dazes the target and the second hit Weakens them. Requires 9 talent point spent in Ravager tree.
Natural Weaponry IV Replaces: Natural Weaponry III 
Greatly improves Unarmed Damage.
Natural Weaponry III
Requires 9 talent point spent in Ravager tree.
Bestial Constitution Reduces the duration of any harmful effects applies to Kills-in-Shadow. Requires 9 talent point spent in Ravager tree.
Disembowel Use both claws to rip the target's stomach wide open, dealing Best of Slash/Pierce damage and leaving the target Bleeding. Requires 12 talent point spent in Ravager tree.

Titan Talent Tree

Talent Name

Description

Requirements

Breaking Iron Strike forcefully with a weapon, dealing damage and Sundering the target's Armor for an extended duration.  
Taste of Blood Attacks from Stealth cause targets to Bleed and grant Kills-in-Shadow a heal over time effect that lasts until combat ends. Requires 1 talent point spent in Titan tree.
Untamed Might I Increases one-handed melee weapon damage. (Kills-in-Shadow uses two-handed weapons as one-handed.) Requires 1 talent point spent in Titan tree.
Swift-Savage Strike Attack all enemies in a cone with a weapon, pushing them back a fair distance. Foes are left Hobbled. Requires 1 talent point spent in Titan tree.
Adaptation: Earth Gain a permanent health bonus and reduction to all incoming Crush damage. Requires 3 talent point spent in Titan tree.
Blood Rage As Kills-in-Shadow's health reduces, her damage and attack speed are increased. Requires 3 talent point spent in Titan tree.
Trample Move rapidly towards an enemy, trampling foes in your path, dealing Crush damage and knocking them Prone. Requires 3 talent point spent in Titan tree.
Scars of Battle Grants a damage bonus while Wounded. Requires 3 talent point spent in Titan tree.
Overpower Grants bonus damage on Prone targets. Requires 3 talent point spent in Titan tree.
Adaptation: Frost Gain a permanent health bonus and reduction to all incoming Frost damage. Requires 6 talent point spent in Titan tree.
Stance: Berserker Rage In this stance, damage taken is increased, but a large bonus to Endurance and Melee Damage is granted. Requires 6 talent point spent in Titan tree.
Untamed Might II Replaces: Untamed Might I
Greatly increases one-handed weapon damage. (Kills-in-Shadow uses two-handed weapons as one-handed.)
Untamed Might I
Requires 6 talent point spent in Titan tree.
Relentless Reduces the skill penalty from being wounded. Requires 6 talent point spent in Titan tree.
Pack Leader Increase the number of enemies that Kills-in-Shadow can engage. Requires 6 talent point spent in Titan tree.
Adaptation: Shock Gain a permanent health and reduction to all incoming Shock damage. Requires 9 talent point spent in Titan tree.
Blood Spike A three-hit attack with a weapon that increases in damage with each hit. The second hit causes foes to Bleed and the third hit Stuns. Requires 9 talent point spent in Titan tree.
Overrun Increases the Attack Range and Crush damage of Kills-in-Shadow's Trample ability. Trample
Requires 9 talent point spent in Titan tree.
Seize Prey Gain bonus Accuracy and Damaged with Disengagement attacks. Requires 9 talent point spent in Titan tree.
Snapping Bone Rear up and bring both fists down on a target, dealing Crush Damage and knocking all enemies in the immediate area Prone. Requires 12 talent point spent in Titan tree.

War Talent Tree

Talent Name

Description

Requirements


Aria of Force
Sirin releases a quick sonic blast that deals Crush damage to enemies and forcefully pushes them away from her.  

Resonant Field I
Sirin maintains a damage prevention field around herself. Any damage, even if prevented by Resonant Field, will briefly stop this field from regenerating. Requires 1 talent point spent in War tree.

Aria of Resonance
Sirin's voice fractures the armor of her foes. Enemies in the area cannot defend against Sirin's voice and have their Armor Sundered for a short time. Requires 1 talent point spent in War tree.

Rapid Tempo
Sirin accelerates her vocal progressions, increasing the speed of her Songs and causing her to move through each stanza more quickly. Requires 1 talent point spent in War tree.

Focused Song
Sirin learns to precisely channel her voice towards nearby enemies, gaining an Accuracy bonus to her Offensive Songs. Requires 3 talent point spent in War tree.

Resonant Field II
ReplacesResonant Field I
Moderately increases the damage prevented by Sirin's Resonant Field.
Resonant Field I
Requires 3 talent point spent in War tree.

Aria of Pain
Sirin focuses her voice and raises her pitch to deafening levels. Those caught in Sirin's attack take arcane damage and are interrupted. Requires 3 talent point spent in War tree.

Quick Breath I
Sirin automatically gains Breath at the start of combat. Requires 3 talent point spent in War tree.

Cry of Despair
When Sirin is defeated, her final breath unleashes a potent wave of vengeful emotion. All enemies nearby become Weakened, Dazed, and Frightened. Requires 6 talent point spent in War tree.

Resonant Field III
ReplacesResonant Field II
Greatly increases the damage prevented by Sirin's Resonant Field.
Resonant Field II
Requires 6 talent point spent in War tree.

Aria of Confusion
Sirin bombards her enemies with a cacophony of tormenting notes. Those that fail to resist her power are Confused. Requires 6 talent point spent in War tree.

Quick Breath II
Increases the amount of Breath Sirin gains at the start of combat. Requires 6 talent point spent in War tree.

Vengeful Pitch
Sirin maintains a field of sound around her that retaliates against attackers. Melee attackers have their damage reduced for a short time. Requires 9 talent point spent in War tree.

Aria of Storms
Sirin's aria generates lightning that strikes all foes near her and then chains to distant enemies. Those struck are knocked prone and Dazed. Requires 9 talent point spent in War tree.

Aria of Nightmares
Sirin recalls a nightmare and begins to sing. The power in her voice creates an embodiment of her memory that will terrify and torment her foes. Requires 12 talent point spent in War tree.

Peace Talent Tree

Talent Name

Description

Requirements


Aria of Resolve
Sirin's aria bolsters the party's resolve, extending the duration of their helpful effects, and granting them increased Dodge and Parry.  

Disarming Guise
Sirin's non-threatening appearance causes foes to underestimate her, granting her a large bonus to Disengagement Defense. Requires 1 talent point spent in Peace tree.

Aria of Dissonance
Sirin's aria increases the effectiveness of the party's Armor and causes foes that strike allies in melee to have their attack damage reduced for a time. Requires 1 talent point spent in Peace tree.

Languorous Tempo
Sirin slows her vocal progressions, reducing the speed of her Songs and causing her stanzas to last longer while Languorous Tempo is active. Requires 1 talent point spent in Peace tree.

Inspiration
Sirin's presence inspires the party, increaseing experience gained for Magic and Subterfuge Skills. Inspiration also grants Sirin additional Spell Slots. Requires 3 talent point spent in Peace tree.

Defensive Cry
When combat begins Sirin reflexively cries out, protecting her and nearby allies by significantly increasing Endurance, Will, and Magic defenses. Requires 3 talent point spent in Peace tree.

Aria of Respite
Sirin sings notes that seep into the minds of her allies and draw them to lucidity. Removes a hostile effect from each ally affected. Requires 3 talent point spent in Peace tree.

Crystalline Control I
With careful restraint, Sirin can safely control her voice over longer distances. Increases the range of Sirin's Defensive Songs. Requires 3 talent point spent in Peace tree.

Sustained Breath I
At the end of combat, Sirin can retain Breath for several minutes. Requires 3 talent point spent in Peace tree.

Guise of Innocence I
Replaces: Disarming Guise
While not wearing Heavy Armor, Sirin is immune to engagement.
Disarming Guise
Requires 6 talent points spent in Peace tree.

Aria of Winter
With a few whispered notes, Sirin's voice unleashes a wave of icy winds that washes over enemies, leaving them Frozen. Requires 6 talent points spent in Peace tree.

Crystalline Control II
Replaces: Crystalline Control I
Sirin's control over her voice continues to improve, further increasing the range of Sirin's Defensive Songs.
Crystalline Control I
Requires 6 talent points spent in Peace tree.

Sustained Breath II
Replaces: Sustained Breath I
Increases the amount of Breath retained at the end of combat,
Sustained Breath I
Requires 6 talent points spent in Peace tree.

Guise of Innocence II
Replaces: Guise of Innocence I
As long as Sirin is not wearing Heavy Armor, Guise of Innocence will now grant her 100% Critical Deflection.
Guise of Innocence I
Requires 9 talent points spent in Peace tree.

Reviving Song
Sirin's Aria of Respite now has the power to reach into the minds of allies that are completely unconscious and revive them Requires 9 talent points spent in Peace tree.

Aria of Memories
Sirin recalls a happy memory and begins to sing. The power in her voice creates an embodiment of her memory that will serve to protect her and the party by forcing nearby enemies to attack it. Requires 12 talent points spent in Peace tree.

Songs

Name

Description

Requirements


Bringer of Death
A song ominously describeing the power of Kyros' will as it washes our over life and land, reaping those that stand against it.  

Blood Brings the Dawn
A powerful battle chant Sirin was forced to sing for the Scarlet Chorus to inspire their victory.  

Sword of Strength, Sword of Justice
A song of valor and defiance. Adopted by the Vendrien Guard to boost morale in their rebellion.  

Bane of Night
A song that terrorizes enemies with notes that conjure horrifying visions of the bane. Level 7

Red Runs Our Blood
An old song, once proudly sung by the free cities of the Four Brothers. Since Kyros' destruction of Setting-Sun, the song is rarely sung. Level 8

Glory in Battle
A song that evokes qualities of the DIsfavored. When sung by Sirin, it exemplifies those qualities in her allies. Level 9

Breath of Winter
A violent song that chills the bones of foes with extreme cold magic. Level 10

To the Tiers, We March
A song that retells the events of Kyros' conquest over the Tiers. Its 6 stanzas represent each nation of the Tiers that fell before Kyros' might. Level 11

Fatebinder's Victory
A song that is sung in the name of the Fatebinder. Its words empower allies and ensure their victory. Level 12
Dual Vocalization Through a mastery of her vocal potential and with the aid of her magic, Sirin gains the ability to sing two songs simutaneously. Level 13

 

Spells in Tyranny are covered on this page. In addition to basic spells players can engage in Spell Creation by combining Sigils they discover in the game. This page will be updated when more is known.

 

Spells

 

Fire Spells

 

 

Emotion Spells

 

 

Terratus Spells

 

 

Atrophy Spells

 

 

Stone Spells

 

Combo Abilities are a type of Ability in Tyranny. Combo Abilities are special Abilities that players can execute with one of their Companions

 

Combo Abilities

 

Artifact Abilities are a type of Ability in Tyranny. Artifact Abilities are special Abilities that players can execute by wielding one of the game's powerful Artifacts

 

Artifact Abilities

 

Reputation Abilities are a type of Ability in Tyranny. Reputation Abilities are special Abilities that players can unlock by raising their Reputation with Companions, Factions and Archons

 

Reputation Abilities

 




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