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Combat in Tyranny is explained on this page.

 

Combat Information

 

Combat is real-time, with the ability to pause at any time to issue commands to a party of up to 4 characters. In addition to the spells and Abilities each character can use, there are Companion combos which allow your character and a companion to work together in create a powerful effect. Abilities use a cooldown system, allowing you to use most of your abilities multiple times per encounter. Combat is based on your character’s Skills, and the more you use those skills, the more experience you’ll gain. With that overview, what follows are some specific elements to the combat system.

 

Attack Resolution

  • Accuracy is determined by character skills, and any attacks and spells will use the skills associated with the chosen weapon or spell. If more than one skill is used they are averaged together to find the final value.
  • Accuracy bonuses from Weapons or abilities are then added to that value to determine the attack's total accuracy.
  • The skills used to determine accuracy are the skills that earn experience.
  • Each attack targets one of the 5 defenses: Parry, Dodge, Endurance, Will, or Magic. Enemies have specific strengths and weaknesses regarding these defenses.
  • The accuracy value is compared to the defense and the difference is used to determine the results. The higher the accuracy the greater the chance to crit, and the lower the accuracy the greater the chance to graze or miss.

 

Taking Damage

  • There are several damage types: Slash, Pierce, Crush, Burn, Shock, Frost, Corrode, and Arcane. Enemies have different strengths and weaknesses against these.
  • Armor protects against damage but also gives different protections. Heavy armors provide Armor (Stat) which reduces damage dealt to a minimum of 1. Lighter armors give Deflection which adds a chance that an attack will be downgraded a level. A crit could become a hit, a graze could become a miss and everything in between. You can increase Deflection with Finesse and other Talents.
  • Characters have a single health bar, when damage reduces it to 0, they fall unconscious. They can be revived with special abilities or items or will revive at the end of combat.
  • Unconscious characters gain a wound. When wounded max health is reduced and all skills suffer a minor penalty. Wounds stack and remain until rest.

 

Game Difficulty

  • The game will have 4 difficulty settings: Story Mode, Normal, Hard, and Path of the *****ed. 
  • Increased difficulties feature improved AI and tactics rather than more Enemies. They will more effectively chose targets and use their abilities more often. Weaker enemies will also be replaced with more challenging ones.

 

Other Combat Changes

  • Interrupt is still a feature in the game. Only some abilities will interrupt on a hit or crit. Any interrupted target has their actions cleared and enter recovery for a length determined by how strong the ability was.
  • Consumables are now an instant action, meaning the effects apply as soon as you use the consumable, even if the character is on recovery. Once a consumable is used, all consumables for that character are on cooldown to prevent spamming healing.
  • Friendly Fire is no longer a concern for players, allowing them to focus on the combat.

 

Wounded

  • When a party member takes damage, they will start to lose Health. The health bar next to their portrait will start to decrease. When a party member's health drops low enough, they will gain a Wound and the health bar will turn red. Wounded characters have their maximum health reduced and recieve a penalty to all skills. Wounds are removed when the party rests, or when a character levels up.

 

Companion Combos

  • When you have companions in your party you are able to execute unique and powerful abilities called companion combos. These abilities allow two characters to act in comcert to create a powerful effect.
  • When a companion combo ability is activited, you will see that the icon above each character's head is set to the same ability. The combo will begin when each character is out of Recovery - when the blue circle around the ability icon is gone.

 

Combat Mechanics

Term

Definition

Ability Cooldown  
Accuracy  
Active  
Affliction  
Armor  
Armor Penetration  
Artifact  
Breath  
Companion Combos  
Crit  
Damage Types  
Death  
Deflection  
Disengagement Defense  
DPS  
Engagement  
Favor  
Graze  
Health  
Hit  
Interrupt  
Magic  
Miss  
Modal Talent (Battle Stances)  
Passive Talent  
Precision  
Primary Defense  
Recovery  
Reputation  
Riposte  
Scouting  

 

Afflictions and Injures

Name

Description

Asleep  
Bleeding  
Blinded  
Burning  
Confused  
Dazed  
Degenerating  
Disarmed  
Drowning  
Enraged  
Fatigued  
Frightened  
Frozen  
Hobbled  
Magefire  
Marked  
Paralyzed  
Petrified  
Poisoned  
Prone  
Rooted  
Silenced  
Spell Breached  
Stunned  
Sundered  
Suspended  
Taunted  
Terrified  
Weakened  



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