Help
Help

Before your epic journey in Tyranny begins, you need to create your main character first.

 

Difficulty

The first step to start a new game is to select the difficulty level, there are four difficulty levels in this game. In addtion to that, you can also select Expert Mode or Trial of Iron.

Story Mode

The story mode difficulty setting requires minimal micromanagement and easily forgives mistakes in combat. Enemies recieve a penalty to most stats. Companion Combat AI is enabled by default and party members do not recieve wounds until they are knocked out.

Normal

The normal difficulty requires strategy efficiency, but forgives a few mistakes in combat. Companion Combat AI is enabled by default.

Hard

The hard difficulty is suited for veteran players of isometric RPGs (such as Pillar of Eternity) who are looking for a challenge. Survival requires micromanagement and optimization of stats through items, spells and abilities. Enemy AI is more efficient and uses abilities more frequently.

Path of Damned

In the Path of Damned difficulty, enemies recieve a bonus to most stats, have the most efficient AI and will very frequently use abilities. Party members take more wounds during combat and when being knocked out. This diffculty level can only be chosen when starting a new game.

Modes

  • Expert Mode: Expert Mode disables a number of helper features in the game. Player who want to rely on their own faculties and intuition while playing the game should play Expert Mode. This option is selected when you start a new game. It cannot be enabled in game and, if disabled, cannot be re-enabled in that game.
  • Trial of Iron: If trial of Iron is enabled, only one save slot is permitted. If your party is defeated, the game ends, your save is lost, and you must start again. Recommended only for those who seeks a greater challenge. This can only be modified when starting a new game.

 

Appearance

Gender

Woman

In the Northern Empire, where you were born, women enjoy equal protections under the laws of Overlord Kyros. In the southern lands of the Tiers, women may crew a ship, but only men may own or captain a vessel. While these customs give the oceans to the men, the lands are trusted to the women - men may rent and lease, but only women may own land and bequeath it to their daughters and sisters.

While following a parent's profession is standard, many women choose to pledge service to one of the Overlord's powerful Archons. Those without a viable trade or lands to call their own are often drafted into the armies of the Archon where it is assumed they will rise to golry or vanish in obscurity in accordance to their worth.

Man

In the Northern Empire, where you were born, men enjoy equal protections under the laws of Overlord Kyros. In the southern lands of the Tiers, only men may own or captain ships, but real estate is restricted to women - men may lease, but durable ownership of the land in the Tiers always pass to eldest daughters or sisters.

Most sons enter their fathers profession by their mid-teens. Those without a profession or family lands to work can find purpose by pledging service to one of the Overlord's mighty Archons. Criminals, derelicts and others are often conscripted into the armies of the Archons - if a child cannot forge his own skein, he will certainly find one in battle. 

Body Type

There are three body types in game, they only affect how your characters look.

Skin

There are five skin colors in game, they only affect how your characters look.

Face and hair

Chose one of the face and hair style for your character.

Hair color

Chose the color of your hair.

Voice

Chose the voice of your character.

Portrait

You can select one of the portraits for your character, you may also add new portraits yourself, see Modding Guide for more information.

A sample of custom portrait:

History

Pit Fighter

Not wishing to pay feed and house two, the madam that purchased your mother sold you to the Proving Grounds, the Northern Empire's bloodiest, most notorious fighting arena. Given only too soon, your natural prowess and survival instinct led you to one victory after another. There was no elegant swordplay, no formalized duels - just brutal melee and the stench of blood, *****, and bronze with each day's gruesome necessities.

It is said that any fighter that slays a dozen others in the grand melee is given her freedom, but in three hundred years, only three warriors have ever walked away from the Proving Grounds. When the closing horns sounded and thirteen corpses lay about your feet, you became the fourth to be granted freedom to thunderous applause - but this autonomy was short-lived, within days word of your accomplishment made its way to the Archon of Justice.

Soldier

Unable to settle the year's accounts with grain, your parents offered you as a tithe to the Overlord instead. Seeing your first battles as a child, you've known all your life how tofight, how to stay calm at the sight of blood and disembowelment, and how to rely on your fellow warriors. Deemed smarter than the average killer, you were groomed for command and given an education in letters and numbers.

With rumors of war, it seemed recruitment into the Disfavored legion would be the obvious match for your skills, but the Archon of Justice is known to say that good iron is not used for swords, and good minds are not used for soldiers. Claimed by Tunon, you were instead drafted into the court of Fatebinders, where your martial skills were put to use in the enforcement of laws.

Hunter

When the leader of your home village spoke out of turn one time too many, agents of the Overlord put the whole town to the torch to contain the spread of insubordination. The Bounding Viper tribe came across the smoking ruins of your village and when the Beasts' matriach found you frozen but unafraid, the mighty leader took you in and raised you with the protection of her tribe.

For years you lived with these wild Beastmen in their migratory homes throughout the mountains, but the Bounding Vipers were a dying breed. Each long winter took a greater toll than the last and once the dwindling tribe was too weak to defend its lands, Disfavored soldiers came to dispense of the ravenous scavengers your tribe had become. Finding a human amongst the wild tribe, the Disfavored soldiers made a point of taking you alive. News of the wild child of north eventually spread to the Archon of Justice, and he ordered you released from captivity, delivered unto his court.

Lawbreaker

Accused of a crime you most certainly did commit, you stood before Tunon the Adjudicator, Archon of Justice, and argued your case with eloquence and conviction. Impressed by your logic, reason and confidence, he found you guilty anyway.

It is rumored that Tunon selects many of his agents from his prisoners - who better to catch the wicked than those versed in such ways?

In his mercy, Tunon offered you the choice of two sentences: decades languishing in prison or a lifetime serving him in the court of Fatebinders. The choice was an easy one, and instead of seeing the inside of a cell, you were trained in letters and numbers, magic and war. The laws you once broke are now yours to interpret and enforce.

Guild Apprentice

Deeply proud of your intelligence, your parents always knew you were too smart for a life spent with your hands in the soil. Lokking to secure a better future, your parents struck a bargin with the Seven Tree Guild, a small magical order willing to teach you letters, numbers, and magic - if you proved capable.

For several years, you learned much from the mages, mastering reading and writing faster than the rest, and eventually learned the basics of mystic theory and spellcraft. Your magical studies came to an abrupt halt when the Voices of Nerat, Archon of Secrets, deemed the Guild a peacetime distraction that must be disbanded for the upcoming war, its mages assigned to proper armies. While your peers went on to other guilds, your mind was seen as too valuable to be wasted on the armies - instead, your life was claimed by Tunon, Archon of Kyro's Justice.

War Mage

Few have the combination of wits and courage to be accomplished casters and warriors, and those cursed with such a combination of talents are invariably pulled from their mundane lives and assigned to the armies of the Archons. Your earliest memories are a painful slog of training, study, lecture, and exhaustion - all the elements of being groomed for battle. You knew better than to ask what became of your family, nor to question the massive allegedly penned by their hand that were part of your earliest lessons in reading.

When you reached adulthood, Tunon the Adjudicator came to the baracks laid claim to your life. Seeing you as too valuable for the crucible of battle, the Archon of Justice deemed your life better spent dedicated to the art of punitive legal remedies. Though you had much to learn in matters of civil discourse, none could deny your bright future as Tunon's next great enforcer.

Noble Scion

Born to noble parents, you were groomed for leadership - your youth spent on letters, history, rhetoric, and other matters of culture and statecraft. Though you had wealth and creature comforts, you were expected to grow up quickly and bear the honor of shepherding others through prosperity and war.

When your parents came under accusation of sedition, you went to the court of Tunon, Archon of Justice, to defend your family's sentence: the dissolution of the treasonous estate. Eloquently pleading your own ignorance on your family's action, you negotiated your most  important deal yet - immunity from the crime of your family for the simple cost of swearing fealty to the Archon himself. Despite the unwilling induction, your education and savvy made you a valuable addition to the Archon's cadre of enforcers. And so long as you remain in good standing, your family just might be allowed to live.

Diplomat

Though they would never tell you why, Kyros bestowed great wealth upon your family for some unmentioned service, and your parents used this wealth to have you raised far from home - your childhood was a nomadic tour of Terratus with hired tutors and fleeting friendships. Where others had stability and routine, you had a worldly and varied education.

A careless word in a far-flung city landed you in legal trouble, and you were taken before Tunon the Adjudicator and made to stand trial. Not only did you plead your innocence, but you turned the accusations around on the accuser of Justice concurred. Amused by your wit, wisdom, and adaptability, Tunon claim you as his newest enforcer.

Primary Expertise

Sword and Shield

Wielding a sword and shield puts you in the front line of combat, standing between enemies and your allies. Holding a shield will down your attack rate slightly, but give you good defensive bonuses.

Skills:

Greatsword

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.

Skills:

Shortbow

The shortbow is the weapon of choice for those who choose to attack from a distance, avoiding direct engagement with their enemies.

Skills:

Shock Spells

Mages skilled in shock magic can frequently interrupt their enemies, preventing them from executing their attacks.

Starting Abilities:

Skills:

Vigor Spells

The School of Vigor is a utility branch of magic that focuses on granting bonuses to yourself and your allies.

Starting Abilities:

Skills:

Javellin

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.

Skills:

Dual-Wielding

Wielding two weapons gives you the advantage of versatility as each weapon can deal different types of damage.

Skills:

Unarmed Attacks

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.

Skills:

Frost Spells

Frost magic is an offensive school that focus on slowing enemies as well as dealing cold damage.

Starting Abilities

Skills

Atrophy Spells

Antrophy magic drains the skills and attributes of your enemies, weakening their attacks and making them easier to kill.

Starting Abilities

Skills

Secondary Expertise

Believing that all of his agents should be well-rounded, Tunon ordered that you recieve training in a secondery combat style. Fatebinders are often deployed into treacherous circumstances, and one's ability to adapt to unexpected changes - like sudden violence or a legal entanglement - can represent the difference between life and death.

Spear and Shield

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.

War Mace

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

The shortbow is the weapon of choice for those who choose to attack from a distance, avoiding direct engagement with their enemies.

Skills:

Shock Spells

Mages skilled in shock magic can frequently interrupt their enemies, preventing them from executing their attacks.

Starting Abilities:

Skills:

Vigor Spells

The School of Vigor is a utility branch of magic that focuses on granting bonuses to yourself and your allies.

Starting Abilities:

Skills:

Javellin

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.

Skills:

Dual-Wielding

Wielding two weapons gives you the advantage of versatility as each weapon can deal different types of damage.

Skills:

Unarmed Attacks

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.

Skills:

Frost Spells

Frost magic is an offensive school that focus on slowing enemies as well as dealing cold damage.

Starting Abilities

Skills

Atrophy Spells

Antrophy magic drains the skills and attributes of your enemies, weakening their attacks and making them easier to kill.

Starting Abilities

Skills

Name and Banner

Decide your main character's name.

Atttibutes

Decide your main character's attributes.

There are six attributes in Tyranny, Might, Finesse, Quickness, Vitality, Wits, and Resolve. Each attributes starts with 10 and you have 8 free points to distribute. For more information see our Attribute page.

Skills

There are three type of Skills in tyranny, their starting value is based on your previous choice in character creation, however there are 20 free points for you to distribute.

Conquest

Conquest

Selecting the Conquest option will allow you to play through Kyro's Conquest of the Tiers, choosing how your character was involved in the invasion. This gives you the most control over the starting state of the game and how other factions will react to your character. See Conquest page for more.

Quick Start

Selecting the Quick Start option will bypass the Conquest phase of Character Creation. You will select from a list of available templates for how your character was involved in Kyros' Conquest of the Tiers. This will affect the starting state of the game.




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