Tyranny: The Mechanics of Combat, the Lore of Spells

Tyranny

The previous Awkward Mixture article about Tyranny introduced the setting and choices in Obsidian Entertainment's interlude between Pillars of Eternity and Pillars of Eternity II: Deadfire. This second article will focus on the mechanic issues of combat, especially spells, abilities and health.

While Tyranny shares a common system with its many predecessors (Baldur's Gate, Icewind Dale, and Pillars of Eternity) it offers its own innovations. Undoubtedly, readers will find it most similar to Pillars of Eternity, because of their shared developer, but with distinct differences.

The biggest of these occur before and after battles. Pillars of Eternity didn't allow characters to cast spells to buff heroes before an encounter. Tyranny does. This would improves the game, but one finds this improvement marred by a serious error of judgment. Certain buffs override other buffs. The Vigor buff, Titan's Touch (which increases the targets Vitality and Might) disappears if the Illusion spell, Spectral Blur (which increases the change to avoid damage) is cast on the same target. However, the Vigor spell, Surge of Glory (which increases damage) can be paired with either of the prior buffs. In short, some buffs stack, while others override previous spells. While Tyranny hopefully includes an easy to understand system, it never mentions this issue in advance, and most player's won't notice the problem (and suffer for it) or won't take the time to figure out which spells are compatible. This issue limits the otherwise functional Combat AI. The Combat AI (which can be turned off or adjusted) chooses when companions use spells and abilities. It performs reasonably well, except that it stacks unstackable buffs. One companion would constantly cast the Spectral Blur spell on a hero already buffed with Titan's Touch. The AI also has difficulty with pathing, as it did in Pillars of Eternity. If ordered to move in battle, heroes move directly toward the target, instead of moving around to avoid fighting an enemy in the way. Aside from these issues, the AI makes reasonably informed choices, and the player can override it at any time.

Tyranny needs a reasonably capable AI, because hero spend most of their time using an ability or casting a spell. While every heroes can attack normally, abilities inflict a greater effect. By the end of Tyranny each hero will know so many abilities that one will always be one available. Even when all abilities are on cooldown, one must pay attention for the instant they become available. When a hero gains a level the player selects an ability for them to learn. Acquiring spells is more complicated. Heroes don't learn spells based on their class level, because Tyranny does not include classes. While a small minority of spells are learned like abilities, most are gained by the same method as Divinity: Original Sin; by reading the proper book. The concept offered little to promote it in Divinity, but Tyranny made it worse. In Divinity merchants or dealers sold all the spell books in easy to access locations. In desperate circumstances a player could craft the spell book themselves.
In Tyranny spell books are scattered haphazardly throughout the world. They must be discovered to unlock the particular spell. Unfortunately the books are rarely repeated and hidden in difficult to find locations. Looking at a complete list of the spells right now (to write this article), I realize I missed at least half of the scrolls. To increase the difficulty of this task, some spells requires a specific skill of a specific companion (Lantry's Voice of the Ages), in a specific location, the Oldwall. While specific attributes determine the effectiveness of a spell, the Lore skill determines which spells a character can cast. Players create spells out of three parts. A spell must include one Core element, which determines the character (fire, illusion, or vigor), one Expression which translates the Core into a particular form (ranged attack, buff, area of effect, debuff, etc...), and a number of accents to improve the basic spell (longer duration, greater cast range, stronger effect). With 11 different Cores and 9 unique Expressions, one might assume Tyranny includes 99 different spells, but Cores only combine with five or six Expressions, for a total of six-four spells.

Now, a slight detour from combat into the source of magic in Tyranny. All magic derives from the Archons. As mentioned in the previous article, Archons unlock the power to reshape reality. This much is clear, but Tyranny remains reticent about the process to become an Archon. From the clues provided one can ascertain certain facts. The Archon to be must perform great feats. Other must witness their achievements and become believers in the power of the Archon. This belief empowers the Archon. This becomes a feedback loop, power creates belief, which generates additional power. An Archon, with extra. They shape their sphere with will, emotion, and belief. The clearest example during my play-through was Graven Ashe, commander of the Dishonored. History relates how Graven Ashe, as the leader of the North, fighting a war of resistance against Kyros, began to manifest his power. As a great general he demonstrated his skill in tactics, strategy, training, and leadership. Despite his skill, he had no magical power. Facing the Archon of War, each success of Ashe's demonstrated skill and inspired devotion in his soldiers. Eventually the power to shield his soldiers manifested itself and grew stronger as his soldier's built his mythos. While spell casters seem powerful, they create no magic of their own, but use the forms already created by the Archons.
The magic of Tyranny offers more complexity than that of Pillars, but seemed underwhelming in comparison. The visual effect weren't as amazing, and many (though not all) of the spells seemed oddly ineffective. On the other hand, Tyranny offers its version of the Resurrection spell very early. Lantry learns this ability at a low level. In Pillars, the revive spell only becomes available to the Priest class at level 9.

In addition to regular abilities and spells, heroes share combo abilities. These abilities are cast by the protagonist and one of their companions simultaneously. Each companion shares multiple combo abilities with the main character. These abilities possess incredible power, and for this reason are limited to one cast per battle, or one cast per rest.

A quick comment on battle sizes. Combat in Pillars of Eternity always felt small, with six heroes against a number of enemies. The exception was the great Battle of Yenwood Field. Tyranny's party of four is smaller than Pillar's but a number of battles include additional allies. Still, it includes nothing as big as Yenwood, and a smaller company translated to smaller battles overall.

During battles the heroes grunt, cry out, and exclaim. Readers may remember the best battle cry of Divinity: Original Sin, “I sing the body electric!” Tyranny competes with Eb's declaration when her attack inflicts no damage; “This weapon is like nipples on men. Useless!”
Eventually battles end and healing begins. Pillars of Eternity used a more complicated health system than most RPGs, with a maximum Health and a temporary Endurance. Losing all endurance during a battle knocked a hero down, inflicting a wound. Losing all of a character's health resulted in irreparable death. The only means to heal Health or remove wounds was to rest, using one of the campfires (and the party could only carry four at a time). Tyranny eliminates Endurance and no one dies when their health reaches zero. They collapse and suffer a wound. When battle ends everyone heals automatically, though not instantly (five to ten seconds). A character can't die, but they do carry their wound until they rest with a campfire (Tyranny expands the supply to eight).

And after winning a battle, or before fighting one, or just after every five minutes, don't forget to save.

Before concluding, I want to touch on two last mechanics which are supposed to impact battle, but never seem to.

Heroes have a number of skills and abilities which require stealth. Based on previous RPGs (including Pillars of Eternity) stealth seemed unreliable as a combat mechanic. The enemy sees the character before they attack, and hiding in the midst of battle never works. So, I never tried stealth in combat.

Also, Tyranny includes traps. Traps made sense in Pillars and Divinity because health didn't replenish automatically. In Tyranny, a hit from a trap doesn't impact the game, unless it deals enough damage to one shot the hero. This happened on a rare occasion, but only requires a campfire to repair. A solution, activating a trap should cause enemies to run toward the heroes. This never happened. After being hit by a trap, all the player needs to do is stand in place for five seconds so their heroes can heal.

Next week Awkward Mixture will wrap up its three part review of Tyranny by looking at the bigger picture.

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