Master Tyranny's attributes! Learn how Might, Quickness, Wits, Finesse, Vitality, and Resolve impact your effectiveness, defenses, and spellcasting.
Alright, let's break down how your character's core attributes work in Tyranny. Think of your attributes as the foundation of your build. The 'neutral' or baseline for all of them is 10. Anything below 10 starts giving you penalties, and anything above 10 gives you bonuses. Most of these stats also play a role in your defenses, so it's not just about offense!
Here’s a quick rundown of what each attribute does:
| Attribute | Main bonus | Defense bonus |
| Might | +3% attack and ability effectiveness. | +3 endurance |
| Quickness | -3% ability and spell cooldown. | None |
| Wits | +5% spell effectiveness. | +3 magic |
| Finesse | +2 accuracy, +1% deflection | None |
| Vitality | +5% health. | +3 will |
| Resolve | +3% affliction duration. | +2 all |
A couple of things to keep in mind:
- When the game talks about a “spell”, it specifically means something you create yourself using sigils. Anything else, even if it feels magical, is considered an “ability”.
- Accuracy is super important – it affects pretty much everything you do, even when you're just trying to buff your allies. While Finesse gives you a direct boost to accuracy, other attributes also contribute small amounts by improving your related skills.
- There’s no attribute that can increase how long your own buffs last. The only duration you can directly influence with an attribute is for negative effects on enemies, like being frozen or burning (afflictions).
- Unlike in some other games (like Pillars of Eternity, where Dexterity did more), Quickness in Tyranny *only* affects how fast your abilities and spells refresh. There aren't any stats that directly speed up your general action or recovery time.
- Just a heads-up, as of patch 1.1, the Finesse bonus to armor is now a flat bonus, not something that applied to each piece of armor individually.
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