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Money and Time
Tyranny

Money and Time

Tyranny's money and time are constrained resources. Prioritize party strategy, spell sigils, and spire upgrades (library/forge recommended early) to manage limited resources effectively.

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Tyranny's money and time are constrained resources. Prioritize party strategy, spell sigils, and spire upgrades (library/forge recommended early) to manage limited resources effectively.

Tyranny presents a unique challenge in RPGs by making money and time genuinely scarce resources. You won't be able to afford everything and fully train your characters simultaneously. This scarcity extends to spell sigils, which are finite and may not be available for purchase later if missed early on.

Time is also a critical factor. Act I features a strict 8-day limit, though it's manageable with moderate skill. In Acts II and III, time is tied to spire activities like harvesting, researching, and forging, which advance based on quest experience. The limited number of quests means finite opportunities to gather materials (scrolls, ingots, alchemy supplies) and complete research/forging tasks. Focus your research on essential elements for your character build and party composition to avoid running out of time or materials for desired items.

Spire Upgrade Order

Prioritize hiring the weapon-generating specialist in your first spire as soon as possible. This provides a consistent income stream that will likely cover its own cost.

For your second spire, establishing either a library or a forge is recommended. A library is advantageous as research can be initiated without extensive resources, and some artifacts require both library research and forge construction. Starting library research early is beneficial. A forge is valuable for hiring recruits who produce bronze and iron ingots, essential for upgrades and forging items, though the forge itself may be largely inactive for much of Act II.

If you plan to forge cloth or leather artifacts, consider the training upgrade for the hide-producing recruit. Hides are difficult to acquire otherwise and are needed in significant quantities for multiple artifacts and upgrades.

The infirmary is generally the lowest priority. It doesn't offer research and while alchemy supply generation is useful, it's less critical than library research, forging, or hide generation unless you're critically low on specific poisons or potions. However, the infirmary does house a master lore trainer, which can be valuable for enhancing spell power if your lore skill is high.

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