Tyranny – Complete Guide %100

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Walkthrough of the entire game.


Introduction


Welcome to %100 consummate guide of Tyranny! I really dear this game. Obsidian outdid themselves with it, as well as it’s expert for at to the lowest degree 4 different playthroughs from each different perspective. Even still, at that topographic point is a lot of things to live missed, so I hope my guide helps y'all come upward across all of the things Tyranny has to offer.


In this guide, I volition give a walkthrough, but I programme to practise it differently than usual. I volition give a walkthrough of private sections, rather than crusade paths. Since at that topographic point is so much overlap, I think it would exactly live easier to comprehend each surface area individually.


I also programme to include a walkthrough of the magic organization as well as the locations of all magic sigils, since at that topographic point are a lot. And at that topographic point volition live a few other assorted guides, similar artifacts as well as achievements, etc.


As much as possible, I volition endeavor non to spoil things. This way that private bespeak lines volition non live given. Instead, I’ll simply say “follow the quest” when it’s slow to go on track. If something is tricky or non straight off apparent, I volition bill that inwards the department detailing it.


Tyranny Character Creation (Attributes as well as Backgrounds)


Character creation is fantastic, as well as fun, but non all creation builds are worthwhile. So let’s acquire downwards to business. I’m going to comprehend exactly the most of import aspects of it.


Attributes


There are vi attributes, as well as each 1 affects something exclusively different. The expert word is that attributes don’t influence conversation options, so y'all tin safely brand 1 or 2 a dump stat if it does non apply to your grapheme as well as never miss a roleplaying option.


Might


Affects harm done past times anything non-magical, as well as endurance defence (resistance to bad physical ailments, similar toxicant or prone). Crucial for fighters, dump stat for mages.


Finesse


Accuracy as well as armor class. Important for all characters who aren’t AoE mages.


Quickness


Reduces cooldown fourth dimension on abilities. Does NOT comport upon onrush speed – that is a weapon-specific stat called “recovery time”. Still, this is crucial for mages, as well as for characters who exercise a lot of weapon abilities. Dump stat for anyone who exists to practise brainless auto-attacking as well as non dying.


Vitality


Health. Crucial for front-liners, but of import for everyone. Dump stat for Sirin if she takes her “don’t target me” abilities.


Wits


The magical equivalent to Might, this affects the harm of anything magical inwards nature. Crucial for mages, dump stat for fighters. Also affects mental resistance to bad magical effects, similar frightened.


Resolve


Increases expert effects on the character, as well as decreases bad effects. Also increases resistance to bad effects. Good on every character, but should never live a primary focus. Acceptable as a dump stat if y'all observe items resisting negative side effects that are a occupation for you.


In general, if y'all programme to min-max, acquire what type of condition ailments your grapheme is most vulnerable to, as well as observe items that grant immunity to that condition effect. So if y'all withdraw hold a beefy fighter, give him the Hero’s Insignia, which grants him immunity to fearfulness (among other things), as well as he’ll never miss a beat.


Also, live aware of the character’s role inwards the party. If y'all want to exercise the grapheme as a frontliner, he needs vitality as well as resolve. But if y'all intend to withdraw hold Barik live your meat shield, experience gratuitous to focus less on those as well as to a greater extent than on the offensive stats of your choice. But again, everyone volition live getting attacked at some point, so everyone needs at to the lowest degree a lilliputian investment inwards vitality, finesse, as well as resolve.


Backgrounds


Each background carries its ain unique benefits as well as drawbacks. I volition say that, inwards general, each background has virtually as much influence as the others when it comes to gameplay as well as conversation options. However, some background choices are to a greater extent than usable inwards sure campaigns. It is worth mentioning that spell the backgrounds give y'all buffs to sure abilities, they don’t lock y'all into a trend of play. You tin pick out Pit Fighter as well as soundless exercise exclusively magic, as well as non really notice the difference. But if you’re doing a Path of the Damned run, min-maxing is your friend.


Pit Fighter: Good inwards whatsoever playthrough for conversation options, this is the background of pick for directly DPS builds.



  • +2 Dual Wield

  • +3 Unarmed

  • +3 One-Handed


Soldier: Has significantly to a greater extent than conversation options inwards a Disfavored campaign, so worth picking if that is your pick of allies. Also solid buffs for anyone wanting to exercise the Sword as well as Shield trend fo fighting.



  • +2 Athletics

  • +2 One-Handed

  • +4 Parry


Hunter: Only genuinely notable interaction is with the Beast tribe, as well as thus, most useful inwards a Rebels campaign. But overall, conversation choices for this alternative are to a greater extent than ofttimes than non meh. Good if y'all want to play a sniper or archer build.



  • +2 Dodge

  • +3 Bows

  • +3 Subterfuge


Lawbreaker: Probably the most entertaining when it comes fourth dimension to pay visits to the court, this background alternative is every bit fun for all playthroughs. Good for stealthy characters, though subterfuge is a universally useful skill.



  • +2 Thrown Weapons

  • +6 Subterfuge


Guild Apprentice: Easily the best background if y'all want to exercise magic, the conversation options are virtually the same across playthroughs. If y'all pick this, at that topographic point are a few unique options inwards the Burning Library, so brand sure to see there.



  • +2 Magic Staff

  • +6 Lore


War Mage: Good across all playthroughs for conversation options, this shape is expert for people who similar crosses betwixt spellcasters as well as warriors. Not a bad pick for min-maxers.



  • +2 One-Handed

  • +4 Lore

  • +2 Parry


Noble Scion: Probably has the worst conversation options of all backgrounds. Good if y'all want to play a tanky mage-warrior.



  • +2 Lore

  • +2 Parry

  • +4 Two Handed Weapons


Diplomat:


Easily the best pick for a Rebels background, as well as mayhap has the most options inwards conversation of whatsoever background. Also has the most universally useful buffs, allowing y'all to practise exactly virtually anything without sacrificing min-max potential.



  • +3 Lore

  • +5 Subterfuge


Tyranny Character Creation (Skills)


Skills


Now that y'all know virtually the attributes, it’s fourth dimension to comprehend skills. Each science gets its value from attributes, as well as increasing associated attributes at level-up also increases skills. Skills also increment with use, as well as on leveling upward at random. So y'all may acquire an exclusively useless science increment on levelup, similar unarmed when you’re playing the dual wielding DPS shredding machine. Just withdraw that it’s a poorly optimized leveling organization as well as whorl with it. You soundless command what skills are your primary focus through science usage as well as attribute levels. If y'all only wield 2 handers the whole game, that volition live your highest science regardless of what random level-up science increases occur.


The calculation for science flat goes as follows: ([Primary Attribute]x1.5) + ([Secondary Attribute]x0.5) + Other Modifiers. Max science flat for whatsoever 1 science is 150.


“Other Modifiers” refers to science levels gained from training, random flat upward bonuses, science use, backgrounds, etc. Every science volition listing what it does, suggestions for min-maxers interested inwards the skill, as well as the primary as well as secondary attribute for the skill.


Now, onto the list! In order, it addresses Weapon Skills, so the Support skills, so the Magic Skills, each inwards alphabetical order.


Bows


Makes y'all ameliorate with bows. Shocker. Higher science makes your attacks to a greater extent than accurate as well as to a greater extent than probable to final result inwards critical hits. In general, your ranged characters demand a meat shield to shroud behind. Barik or Hides-In-Shadow are expert options for this role. Bow users practise goodness from lots of high critical hitting adventure weapons as well as abilities, as well as practise best with high Finesse as well as Quickness scores to spam out abilities as well as critical hits.


Might is less of import than consistent criticals, but should soundless live a consideration. Your archer should non live getting engaged or hitting often, so defensive attributes are less important. This also way y'all should live equipping armor with a lower recovery time, rather than a higher armor rating, inwards gild to increment how ofttimes y'all ship away your bow.


The Gravebow is the only bow artifact, but it’s passive as well as active abilities are both crit-based as well as awesome. You observe it inwards the Blade Grave Oldwalls – East, if y'all want to max out your artifact powerfulness early on.



  • Primary – Finesse, Secondary – Might


Dual Wield


Allows y'all to wield a one-handed weapon inwards both hands effectively. Higher science makes your attacks to a greater extent than accurate as well as to a greater extent than probable to final result inwards critical hits. There are a plethora of expert one-handed weapon options, including artifacts. This science DOES stack with the One-Handed skill, so consider that as y'all create this build. Dual Wield allows the highest possible harm output of the game.


With frequent attacks come upward frequent critical hitting rolls, so y'all should focus on weapons as well as abilities that maximize your adventure of scoring a critical. Thus, high finesse is important, as are weapons as well as armor with lower recovery times. Heart’s Blood is easily the best artifact for this build, with it’s lifesteal active powerfulness as well as its insane passive harm boost when depression on health.


Even better, it tin live created the instant y'all upgrade a spire with a forge. The Dauntless is a expert alternative as well, with plenty of AoE as well as high harm output options, as well as tin live acquired at the Infested Oldwalls inwards the Blade Grave.



  • Primary – Quickness, Secondary – Finesse


Magic Staff


Determines the accuracy as well as crit adventure of magical staffs. Note that this science stacks with the magical science for whatever chemical ingredient of staff y'all are using as well, as well as using a Fire Staff volition count as experience towards both Control Fire as well as Magic Staff. Obviously, magic staffs are expert on mages who focus on magical damage.


Damage comes from Wits, non Strength, making this an obvious pick for whatsoever magic-focused grapheme except Lantry, who has a really cool thrown weapon powerfulness tree. Artifacts for this science are abundant as well as the best alternative depends on your chosen element. Refer to the proper magic science for specific artifact suggestions.



  • Primary – Wits, Secondary – Finesse


One Handed Weapons


Makes your 1 handed weapon attacks to a greater extent than accurate as well as to a greater extent than probable to crit. One handers fill upward many different roles, but universally demand strength as well as finesse, as well as usually quickness. High vitality is also wise.


Sword as well as Shield users exercise this skill, but practise NOT exercise the Dual Wield skill. In their case, the Azure Shield basically makes y'all extremely tanky, as well as y'all tin pick out your 1 handed artifact based on flavor. I personally dear the Dauntless for it’s stun effect.



  • Primary – Might, Secondary – Finesse


Thrown Weapons


Frankly, if your hollo isn’t Lantry, y'all withdraw hold no occupation organization using thrown weapons. They withdraw hold no artifacts, they suck as melee options, as well as are outdone past times bows at range. Lantry has a science tree that makes his thrown weapons badass as well as gives him upwards of five attacks per “turn”, but nobody else shares this advantage. If y'all practise exercise them, create upward one's heed if y'all want to live a sub-par melee or a sub-par ranged character, as well as relish your handicap.



  • Primary – Might, Secondary – Quickness


Two Handed Weapons


Makes your 2 handed weapon attacks to a greater extent than accurate as well as to a greater extent than probable to crit. Two handers really smoothen when you’re fighting multiple opponents. Two handed abilities ofttimes hitting to a greater extent than than 1 target, or onrush several times inwards 1 “attack”. Using a 2 handed weapon way dealing good with hordes of enemies, as well as they usually practise consistent damage, but also withdraw hold really boring attacks.


Thus, Might is top priority for 2 handed weapons, with a focus on abilities rather than auto-attack harm output. This also way y'all tin article of apparel the heaviest armor y'all tin observe to compensate for your depression Quickness as well as Finesse stats.


My personal favorite artifact is the Deathbringer (requires library as well as forge upgrades, so enquiry artifacts for the forge plans, as well as the obsidian shard from the Burning Library to create it), but Tempest is also a solid alternative that tin live acquired before with much less planning as well as exertion (Lethian’s Crossing Oldwalls, inwards the breast close Zdenya, no spires or upgrades required).



  • Primary – Might, Secondary – Resolve


Unarmed Combat


Unarmed combat is kinda gimmicky, but really fun. Your gauntlets determine your damage, as well as y'all sort of… re-create dual wielder builds for everything else. The vivid side is that spell dual wielders practise the most damage, unarmed combat grants the fastest onrush speed of anyone, so with a high plenty crit percent, y'all CAN out-damage the dual-wielders.


If y'all handle to acquire the Bindings of Shadow from Bleden Mark (talk to him when y'all withdraw hold Favor 3 or higher), they allow the most versatile exercise of the unarmed combat skill, as well as withdraw hold solid passive effects as well. Obviously, depression recovery fourth dimension is crucial for unarmed combat to live viable.



  • Primary – Finesse, Secondary – Quickness


Athletics 


The powerfulness to practise physical stuff. This has no effect on combat, but has lots of scripted interactions inwards conversations as well as map events. Honestly, exactly withdraw hold 1 grapheme (I ever pick Barik) live your Athletics slave, prepare their athletics science every level-up, as well as withdraw hold them overstep all the tests. Use your ain preparation moments on to a greater extent than crucial skills.



  • Primary – Finesse, Secondary – Might


Dodge


Defends against ranged attacks, both physical as well as magical. Does non defend against AoE spells. Levels automatically as y'all play the game, as well as I’ve never really given it much attention, fifty-fifty on my ranged builds. Extremely high values lets y'all dodge ranged attacks forever, but it’s non worth paying private attending to.



  • Primary – Quickness, Secondary – Wits


Tyranny Character Creation (Skills cntd.)


Lore


The unmarried most useful as well as widely needed science inwards the game. It gives y'all tons of options inwards conversation, as well as is the limiting factor on how many customized effects your spells tin have. If you’re a mage, ramp this infant upward as high as y'all tin as well as prepare it every level. If y'all tin hitting 150 with it, awesome. You demand those spell slots to count. Otherwise, acquire it to roughly seventy to unlock all conversation-based options as well as public interactions that demand lore as well as so ignore it.



  • Primary – Wits, Secondary – Resolve


Parry


Helps y'all block melee attacks. Two handed weapons as well as shields give the biggest item bonuses to this skill. Like Dodge, this is 1 of those skills that largely deals with itself over the class of the game, as well as volition live higher on the characters it needs to live higher for. Ignore it as well as allow it practise its thing.



  • Primary – Finesse, Secondary – Wits


Subterfuge


Second only to Lore inwards damage of usefulness, Subterfuge affects your powerfulness to sneak, spot traps, opened upward locks as well as also grants several conversation options. Worth preparation to virtually 50 on your primary grapheme regardless of build, but unless you’re doing some janky sneak build, it doesn’t really demand to live much higher.



  • Primary – Quickness, Secondary – Wits


Control Atrophy


Oh, but atrophy spells are terrible. Like all other skills, this increases your accuracy as well as crit adventure with Atrophy spells. “Crits” with a non-damage spell only increases its duration. I loathe this schoolhouse of magic. It focuses on debuffing enemies, which is a squeamish concept, but your fourth dimension is to a greater extent than efficiently spent just… killing them. Or buffing your allies, who are non going to popular off inwards 2 turns with or without a debuff. Might mayhap withdraw hold a house inwards a solo run build, but as I withdraw hold non done a solo run, I withdraw hold never used this.



  • Primary – Resolve, Secondary – Wits


Control Emotions


In a similar vein to Atrophy, Emotions is a largely irrelevant schoolhouse of magic. It does, however, withdraw hold a few expert buff options. Still, you’re ameliorate off focusing on Control Vigor or Control Life if y'all want to go the buff route. Control Emotions does withdraw hold some fun spells, though.



  • Primary – Vitality, Secondary – Wits


Control Fire


Oh baby. Fire has lots of harm spells that yoke with residue harm (because, y'all know, they are on fire). Solid pure criminal offense pick with 1 or 2 decent defensive buffs against other ship away users. Can also live comboed with frost magic using the Frostfire Sigil, which gives condition effects from both elements as well as is really cool.



  • Primary – Vitality, Secondary – Wits


Control Force


Force is a foreign beast. I never really used it. But it’s expert at battlefield control. If 1 ally is getting swarmed, y'all tin nail away a grouping of enemies as well as give your ally a disengagement onrush against each of them (really expert with Barik’s powerfulness tree). It tin also knock enemies prone, granting gratuitous hits as well as vastly improved crit chances for the melee brawlers. Not a bad secondary skillset for whatsoever mage, as well as it does respectable harm as well.



  • Primary – Resolve, Secondary – Wits


Control Frost


Like Control Fire, except instead of doing continual harm past times lighting enemies on fire, instead it freezes them inwards place, paralyzing them. Solid pick for your starting magic schoolhouse if you’re edifice a mage, as well as the Frostfire Sigil tin live used with these spells as well.



  • Primary – Resolve, Secondary – Wits


Control Gravelight


You cannot cast gravelight spells unless Eb teaches y'all the sigil. That said, this is 1 of my favorite magic school. It focuses on sapping wellness from enemies as well as healing yourself. It is also 1 of Eb’s primary schools, as well as usually what I specialize her in. Excellent magical alternative 1 time it becomes available.



  • Primary – Finesse, Secondary – Wits


Control Illusions


Illusions is really really good, despite my initial impressions of it. It has some really nifty defensive spells that brand your characters all but unhittable, as well as it tin also cast useful debuffs at enemies to brand them confused. It’s back upward magic, but it doesn’t experience similar it when y'all exercise it.



  • Primary – Quickness, Secondary – Wits


Control Life


Healing magic. It’s great, but unless y'all heavily specialize, you’ll never live as expert as Lantry at it. So don’t reinvent the bicycle – exactly withdraw Lantry along as well as practise something different. Still, if y'all don’t want Lantry, y'all should ever withdraw hold at to the lowest degree 1 dedicated Control Life guy inwards the group.



  • Primary – Vitality, Secondary – Wits


Control Lightning


Like Fire as well as Frost, only slightly worse, but available from the start. It’s able to disable enemies similar Frost, as well as force enemies roughly similar Force, but isn’t as expert at doing it as either of those. But it does withdraw hold it’s ain dedicated artifact, The Staff of Hours, which y'all tin acquire at the destination of the Burning Library, which powerfulness exactly live motivation plenty to exercise lightning over other options.



  • Primary – Quickness, Secondary – Wits


Control Stone


The other schoolhouse of magic with its ain dedicated artifact (Staff of Cairn, though getting it is a multi-step process), this schoolhouse of magic has a lilliputian scrap of everything, as well as it’s passable at all of it. If y'all want to live a generalist, exercise Stone magic. You tin practise buffs, damage, battlefield control, debuffs, as well as exercise an artifact that draws off of this skill. Not a bad pick for an “everything” mage character.



  • Primary – Might, Secondary – Wits


Control Vigor


The buff schoolhouse of magic. If y'all want to increment allies’ abilities through spells, this is the way to go. It tin practise to a greater extent than to brand your allies ameliorate fighters than whatsoever other school, but can’t really practise harm on its own. Not a bad pick if y'all want a frontliner to withdraw hold a scrap of magical powerfulness on the side.



  • Primary – Might, Secondary – Wits


Performance


Sirin’s ability. Obviously really good, but it increases on its own. You don’t really withdraw hold whatsoever direct command over it. I’m non fifty-fifty sure it has a trainer.



  • Primary – Vitality, Secondary – Wits


Tidecasting


Eb’s ability. Like Performance, it’s exclusive to her, I don’t think it has a trainer, as well as y'all don’t really withdraw hold whatsoever direct command over the skill. But worth mentioning all the same.



  • Primary – Might, Secondary – Wits


Tyranny Conquest Guide


So you’ve made your character. Congratulations! Prepare for a wild ride. The conquest portion of grapheme creation involves several decisions that alter the Earth of the game public when y'all begin, as well as alter how diverse parties thought you. Occasionally a determination volition comport upon to a greater extent than than is straight off apparent. I volition essay to withdraw attending to this when the province of affairs arises.


Conquest: Year One


Literally cipher comes of the initiative of all option. Choose either the metropolis or the outpost, as well as pick out to grapple adjacent to either the Disfavored or the Scarlet Chorus. This grants favor with the side y'all grapple with, but has no other effects inwards game.


The 2nd alternative is much similar the first. Choose based on whichever faction y'all want to a greater extent than favor with at the start of the game. The options withdraw hold no other effect.


The 3rd alternative presents interesting possibilities. “Inside Agent” is exclusively neutral, as well as has no effect at all inwards game. “Containing the Fire” allows y'all to acquire favor with a faction, but the Scarlet Chorus alternative also grants additional favor with The Voices of Nerat as well as gives additional data virtually Eb (obviously only if y'all side with the Chorus).


The concluding pick has no influence on faction reputation, as well as should live made solely on which powerfulness y'all gain.


Conquest: Year Two


Here, y'all acquire to pick out betwixt Lethian’s Crossing or Apex. Lethian’s Crossing allows y'all to ready a specific game state, build favor with Lethian’s Crossing, the Forge-Bound as well as mayhap the Bronze Brotherhood, as well as is useful for all playthroughs. Apex is only really useful if y'all programme on siding with the rebels, as well as fifty-fifty so its decidedly less influential than Lethian’s Crossing. However, the only way to commence the game with the Bronze Brotherhood inwards command of Lethian’s Crossing is to NOT go at that topographic point during the conquest, as well as pick out Apex instead. This opens upward different options for allies during the Rebels campaign.


Lethian’s Crossing


The initiative of all alternative of Lethian’s crossing gives y'all a pick betwixt The Iron Must Flow or The Cult of Sirin. Cult of Sirin lets y'all build favor or wrath with Sirin specifically, spell The Iron Must Flow lets y'all build favor with Lethian’s Crossing, the Forge-Bound, as well as the faction of your choosing. I recommend choosing The Iron Must Flow for the universal benefits.


The 2nd alternative is the initiative of all really unique option. In improver to the reputation changes that unremarkably go on past times siding with 1 grouping over another, each pick hither offers a reputation alter with a 3rd party. Influenza A virus subtype H5N1 Guardian’s Due allows y'all to gain wrath or favor with the Bronze Brotherhood, spell Pick of the Armory alters your reputation with Tunon, as well as also offers evidence inwards Influenza A virus subtype H5N1 Trial Of Archons against both parties. If y'all programme on siding with the rebels, it powerfulness live worth edifice back upward with the Bronze Brotherhood, otherwise pick out Pick of the Armory.


Finally, y'all withdraw hold to pick out who controls the crossing. This changes who resides at that topographic point during your campaign, as good as the green reputation changes. Whoever is inwards accuse volition also withdraw hold 1 to a greater extent than slice of evidence against them inwards the Trial of Archons mission. Obviously, putting the Scarlet Chorus inwards command as well as so siding with the Disfavored during the crusade volition brand life harder, as well as vice versa. It is worth mentioning that y'all must position the Scarlet Chorus inwards command of Lethian’s Crossing inwards gild to access the “Solo Performance” achievement.


Apex


The initiative of all pick inwards Apex is pretty vanilla. Choose which faction y'all want to withdraw hold dear you, as well as side with them. Capturing the mages does offering a modest bonus to Sage’s Guild favor if y'all destination upward siding with the rebels, spell killing them increases wrath instead.


The 2nd pick is completely vanilla, as well as alters your reputation solely with the Disfavored as well as Scarlet Chorus, with lilliputian influence in-game beyond some flavour text.


The concluding pick allows y'all to pick out to challenge the queen, or negotiate for peace. Negotiating increases your favor with the rebels, making it easier to side with them during the campaign.


Campaign: Year Three


You acquire to pick out betwixt 3 areas, as well as each pick has massive consequences for that area’s thought of y'all during the campaign. It is worth noting that no affair what y'all choose, y'all volition destination upward casting an edict as well as ruining the region.


Vellum Citadel


Your initiative of all pick hither is fairly vanilla. Your pick regarding muzzling or releasing the mages volition give y'all wrath or favor with the Sage’s Guild, accordingly. The other alternative only affects the Disfavored as well as the Scarlet Chorus.


Your 2nd pick is similarly vanilla. Choosing to let on the sages to The Voices of Nerat volition increment your favor with him as well as acquire y'all some coin from him when y'all initiative of all meet, however.


The concluding pick is the large one. If y'all programme on siding with either the Scarlet Chorus or the Rebels, give the sages a warning, as this gives massive favor with both of them. Giving no alert grants massive favor with the Disfavored. Giving a alert also opens upward a really tiny surface area within the Burning Library after that is otherwise unreachable.


Stalwart


First alternative hither is exclusively vanilla, except when choosing to forcefulness the Disfavored to portion their provisions inwards Marching on Empty. This opens upward a unique interaction with The Voices of Nerat where he offers y'all a gift. Accepting it grants favor with him as well as wrath with the Disfavored.


Second alternative is exclusively vanilla either way, resulting inwards an increment of favor with 1 faction as well as wrath with the other.


As with the Vellum Citadel, delaying the edict grants y'all favor with The Voices of Nerat as well as grants a unique conversation with him later. It also improves your favor with the Unbroken, a faction y'all volition recruit if y'all side with the rebels.


Azure


This surface area seems similar it should live the most influential, but its really the least. The only alternative of whatsoever involvement is the concluding one, inwards which y'all pick out whether to ship the Disfavored, the Chorus, or both. If y'all ship exactly one, y'all gain favor with the side who does non fight. If y'all ship both, y'all gain wrath with both armies, but gain favor with the Stone Sea Villagers, as well as Halfgate is non ruined in-game, as well as is referred to as Plainsgate instead.


Campaign Act 1 – Vendrien’s Well


Act 1 is fairly simple, as well as so my walkthrough for it volition live fairly brusque as well as sweet. I’m non going to walk y'all through each as well as every quest, but instead focus on fundamental points worth noting. You create upward one's heed on your ending inwards Act 1, which powerfulness seem constricting, but it really isn’t. There are 4 different endings, as well as 1 “extra” ending that doesn’t really count. The initiative of all human activity is almost a tutorial, so I won’t go through the diverse quests, as they are uncomplicated as well as slow to accomplish.


[su_note]NOTE: In each act, wherever y'all are, y'all should investigate everything as well as speak to everyone. You may miss quests otherwise, as well as as a final result miss something y'all tin exercise later. The biggest instance of this is The Trial of Archons, an overarching bespeak where y'all assemble evidence against Graven Ashe as well as The Voices of Nerat. Missing a sidequest volition ofttimes final result inwards missing a slice of evidence as well.[/su_note]


Day of Kyros Ending: This one’s easy. If y'all neglect to capture Vendrien’s Well past times the destination of the Day of Kyros, the Edict kills y'all as well as everyone else inwards the valley. This is technically an ending, as well as y'all acquire an achievement for it. Congratulations on your accomplishment?


Disfavored Ending: Setting yourself upward for the Disfavored ending is simple. Side with the Disfavored when it comes fourth dimension to laid on Vendrien’s Well, as well as exercise the initiative of all human activity to solidify your favor with Graven Ashe as well as with the Disfavored.


Scarlet Chorus Ending: Also easy. Simply side with the Scarlet Chorus when assaulting Vendrien’s Well. Like the Disfavored, pass the initiative of all human activity solidifying your reputation with The Voices of Nerat as well as the Scarlet Chorus inwards gild to brand your life easier inwards the future. This is the only crusade inwards which The Voices of Nerat volition side with y'all at the end.


Anarchist Ending: Another slow ending, but 1 with a slightly to a greater extent than nuanced human activity 1. The human activity of setting yourself upward for this ending is as slow as betraying whatever side y'all decided to grapple for at the really end, claiming Vendrien’s Well for yourself, as well as kicking them out.


It is worth noting that the Anarchist crusade is the only 1 which tin live accessed after simply past times betraying your alliance inwards a after act. You tin never brand a novel alliance, however, so pick out with care. This is the only crusade inwards which Bleden Mark volition side with y'all at the end.


Rebel Ending


This is the most complicated ending to laid up, so I volition go through each step, 1 past times one, as well as so explicate afterwards.



  • (Optional) If y'all chose Apex during the Conquest portion, as well as chose to negotiate surrender, y'all volition start with higher favor with the Vendrien Guard.

  • NOTE: You cannot side with the Rebels if y'all went to Apex inwards the Conquest portion of grapheme creation as well as chose to assassinate the queen. They volition never trust you, as well as volition ever onrush on sight.

  • Execute Tarkin Deimos; giving him to the Chorus results inwards a gain inwards Wrath with the Vendrien Guard, executing results inwards no change.

  • When interrupted past times Eb, answer her questions honestly, as well as adhere to the rules of peaceful parley. Allow her to acquire out peacefully.

  • When distracting Matani Sybil at the bridge, exercise the Lore alternative to build to a greater extent than favor with the Vendrien guard. Offer a adventure for peaceful surrender.

  • When taking Echocall Crossing, allow Matani Sybil as well as her soldiers to escape.

  • When tasked with capturing Pelox Florian, allow him to acquire out with his soldiers, as well as kill (or sneak past) Fake Limp afterwards.

  • If y'all withdraw hold done all of the above, y'all volition have a letter from Tarkis Arri. Meet with her before attending the coming together betwixt Graven Ashe as well as The Voices of Nerat. Agree to bring together with the rebels.

  • To my knowledge, the only archon who tin mayhap side with y'all at the destination of a Rebel crusade is Tunon, so your focus on acquiring Favor as well as Loyalty should revolve solely roughly the Vendrien Guard.


Missables


Act 1 has really few missables, but at that topographic point are a couple. Missables practise non include things that are missed past times non completing quests.



  • Sirin appears inwards the Scarlet Chorus Camp the 2nd fourth dimension y'all visit. Speaking with her grants an additional slice of evidence against The Voices of Nerat inwards the Trial of Archons quest. This is also a adventure to influence Sirin’s loyalty/fear.

  • The Voices of Nerat devoured Graven Ashe’s son. This usually is discovered naturally during the coming together of Archons, but tin live missed if y'all withdraw sure conversation options, as well as is a major slice of evidence.


Campaign Act 2 – Overview


Act 2 begins after y'all withdraw hold claimed the spire inwards Vendrien’s Well, as well as activated the foreign device on top of it. There are ever 3 large overarching quests inwards Act 2.


The initiative of all large bespeak is to activate all the towers. This is done past times visiting each of them when given the chance. There is 1 inwards Lethian’s Crossing, the Blade Grave, as well as 2 inwards Azure. With each spire, y'all withdraw hold to activate the portal inwards a sure design. Refer to the Spires department for details virtually each spire. You practise non NEED to activate every spire during the class of the game, but it’s sure as shooting worth your time, as well as they’re all encountered during the class of the game.


The 2nd large bespeak is The Trial of Archons. This bespeak involves finding evidence against Graven Ashe as well as The Voices of Nerat to live used inwards a trial at the commencement of Act 3. The evidence volition live encountered as y'all play the game, as well as pieces of evidence inwards each surface area volition live highlighted. Some pieces of evidence tin live gained during the Conquest portion of grapheme creation, as well as during Act 1. More details virtually this bespeak volition live covered inwards Act 3.


The concluding large bespeak varies from faction to faction. The Disfavored seek to subjugate everyone inwards the Tiers, 1 past times one, spell removing the Chorus. The Scarlet Chorus seek to recruit everyone, with an emphasis on leaders inwards the tiers, as well as many quests revolve roughly recruiting generals as well as named characters. They also grapple against the Disfavored. The Rebels seek to force out the Disfavored as well as Scarlet Chorus out of the Tiers as well as to build an alliance betwixt the fledgling factions that remain. And the Anarchist path revolves roughly gaining as much powerfulness for yourself as possible, through hoarding artifacts as well as disrupting the Disfavored as well as Scarlet Chorus efforts.


It is imporant to recollect that, with the exception of the Anarchist path, y'all tin only go to 3 of the 4 locations. If y'all want to dispel all of Kyros’ Edicts, y'all must skip Lethian’s Crossing. Note that spell Lethian’s Crossing itself is ever available, the quests that occur at that topographic point are not. Mages are encouraged to go to the Burning Library for the large number of magical accents available exclusively there. Artifact hunters are encouraged to go to both Lethian’s Crossing as well as Blade Grave, as some artifacts are only available past times going to the Oldwalls inwards both places.


As a concluding note, at that topographic point are several opportunities throughout each playthrough to “break alliance” with whoever y'all are working with, reverting to the Anarchist path. I withdraw hold never taken an alternative to interruption an alliance, as well as so I withdraw hold no thought what effects that has midway through Act 2.


Campaign Act 2 – Lethian’s Crossing


Overview:


Lethian’s Crossing is an surface area that tin alter a huge amount depending on your choices inwards the Conquest portion of the game. There are 3 different factions that tin command it at the start, as well as all 3 react differently to your presence. If y'all chose to principle Lethian’s Crossing, so y'all got the alternative to position either the Disfavored or Chorus inwards charge. They volition remain inwards chage when y'all brand it inwards game, as well as volition react as normal. The Bronze Brotherhood governs Lethian’s Crossing if y'all chose Apex during the Conquest department instead.


The pros as well as cons of whatsoever 1 grouping really depend on your playthrough. The faction y'all are aligned with volition withdraw hold some youngster sidequests for y'all to do, as well as if y'all side against them, y'all volition withdraw hold to kill off the entire garrison before y'all tin accomplish anything. The Bronze Brotherhood are the exception. Leaving them inwards accuse allows y'all to side with them on a rebel playthrough, instead of the Forge-Bound, which opens upward alternate story paths inwards Azure as well.


No affair your faction, y'all withdraw hold to go through Raetommon as well as his Bronze Brotherhood cronies to acquire there. They volition blockade the bride leading to Lethian’s Crossing, as well as accuse rings to pass. Depending on your playthrough, he volition either allow y'all through with no problem, or forcefulness y'all to grapple as well as kill the bandits. Either way is fine.


In Lethian’s Crossing, at that topographic point are a few universally of import locations regardless of who runs the place. Eldian is the elder, as well as is involved inwards the questline. The Forge is where the Forgebound hang out, as well as where y'all tin commence the primary bespeak line. And the Oldwalls entrance upward at the top of the map is where y'all tin access the Oldwalls as well as the Spire. Note that the bulk of the Oldwalls are closed off here, but tin live accessed through an alternate location unlocked over the class of the primary bespeak for Lethian’s Crossing.


Finally, as well as arguably the most of import location, is Sirin’s Sanctuary, where y'all recruit Sirin, Archon of Song. She is remarkably powerful as well as carries a lot of unique as well as useful abilities. Swing past times Lethian’s Crossing long plenty to recruit her each playthrough, fifty-fifty if that’s all y'all practise here.


Missables: There are a few missables hither that are non straight off apparent.


1. In the forge-bound Forge, at that topographic point is a smith apprentice who gets angry when y'all essay to verbalize to him, maxim y'all are distracting him. Click him until he explodes to acquire a hidden achievement.


2. Sirin’s Sanctuary is easily missable hither if y'all neglect to come upward before the primary bespeak line is locked out. Meaning if y'all only halt past times after doing the other 3 areas first, Sirin volition non live recruitable. I usually halt past times at the start of each playthrough JUST to recruit Sirin.


3. The brothel changes depending on who runs Lethian’s Crossing. With the Bronze Brotherhood, at that topographic point is no brothel. With the Disfavored, the brothel exists but is fairly small. But with the Chorus, y'all tin acquire the Solo Performance achievement past times asking for a room to use. By yourself. Easy to miss if y'all never position the Chorus inwards accuse of the Crossing.


4. In a family inwards the northeast side of Lethian’s Crossing, at that topographic point is a yoke – Deya as well as Phaedra – who y'all should verbalize to. The initial conversation is fairly uneventful. Once 24 hours withdraw hold passed, the adjacent fourth dimension y'all come upward to Lethian’s Crossing, Deya volition live outside, waiting to give y'all the quest, Influenza A virus subtype H5N1 Widow’s Revenge. However, her family is fairly out of the way, so y'all aren’t probable to revisit it unless y'all know virtually the quest. Took me 3 playthroughs before I caught on to this.


5. In the Oldwalls dungeon, at that topographic point is 1 department that requires Torchkeys from the Oldwalls dungeon inwards the Blade Grave. It leads to a magic rune as well as a one-handed Artifact. Skippable, but worth coming dorsum for.


6. In the Oldwalls dungeon, at that topographic point are runes on the walls that tin only live acquired if y'all withdraw hold Lantry inwards your party, as well as he has learned his Voice of Ages science from the Sage science tree. While these aren’t super interesting, it’s also really low-cost to acquire the Voice of Ages skill, as well as Lantry is a solid political party member.


Main Quest


Raetommon volition non allow y'all overstep without a grapple if y'all are Disfavored or Chorus. Kill his guys. If y'all left your allied faction inwards accuse of Lethian’s Crossing, y'all acquire welcomed with opened upward arms as well as tin observe a few youngster side quests/interactions roughly town. Rebels don’t withdraw hold to grapple if the Brotherhood is soundless inwards charge. Anarchists withdraw hold to kill everyone, as usual.


Typically the primary bespeak goes similar this: go to the Forge, as well as follow Eldian as well as Zdenya to position their custom-made fancy magic helmet on a stone to halt bad things from happening. Go within the Oldwalls to banking concern check to consider if it worked. It didn’t. Kill the bad things, as well as leave. Oh look, the Bronze Brotherhood attacked because they wanted the shiny magic helmet. Kill them all, as well as after the destination of the fight, go verbalize to Eldian to acquire your primary bespeak arc as well as 2 locations. Be sure to banking concern check dorsum at the Forge to acquire 2 sidequests that tin live easily completed along the way.


You may, over the class of the primary questline, experience a demand to essay to live diplomatic with the Bronze Brotherhood. Don’t bother – y'all can’t live friends. The primary bespeak is fairly linear after this point. I volition spare the details of getting from betoken Influenza A virus subtype H5N1 to betoken B. Just roleplay how y'all like, as well as go practise the thing.


HOWEVER


Maybe y'all left the Bronze Brotherhood inwards accuse of Lethian’s Crossing, as well as you’re on a rebel playthrough, as well as y'all want to ally with them. Well, that changes this a bit. Not a ton. But a bit. To ally with the Bronze Brotherhood instead of the Forge-Bound, live sure to practise the following:


1. Talk to Welby when stopped at the bridge, before ever reaching Lethian’s Crossing.

2. Take all peaceful options at the bridge, as well as avoid whatsoever killing or violence.

3. When searching for Raetommon, at Deserter’s March, verbalize to both Locke as well as Myrek. Attempt to peacefully bargain with the situation, but side with Locke inwards the end.

4. At Twin Rivers, concur to assist the Bronze Brotherhood kill the Bane. Find Welby inwards the easternmost surface area of the map, as well as ally with her against Raetommon.

5. If y'all practise all these things, when y'all destination dealing with Raetommon, y'all volition acquire to pick out betwixt the Forge-Bound as well as the Bronze Brotherhood (you cannot withdraw hold both).


Allying with the Bronze Brotherhood lets y'all ally with the Stonestalker Tribe inwards Azure, rather than the Earthshakers, as well as is the path to unlocking 2 achievements that otherwise would non live doable (join the Stonestalker tribe, as well as Leave Cairn Alive).


Campaign Act 2 – The Burning Library


The goal for this department is universally the same. Get to the bottom of the library, as well as practise a thing regarding the Silent Archive. However, this surface area also has several missables, as well as I volition live roofing all of those.


Missables


1. If y'all chose the Vellum Citadel during the conquest, as well as chose to give a alert before enacting the Edict of Fire, a novel surface area volition live available. On the bottom floor, exactly past times the 3rd Scarlet Chorus group, the path volition split. Normally, it only splits 2 ways, 1 way leading upward to a department that requires y'all to bound across lava to hit a modest island, as well as so some other to atomic number 82 farther into the library. Influenza A virus subtype H5N1 3rd department opens upward downwards as well as to the left that leads to some other area. There is a sage burning inwards the lava, as well as carving out the rune inwards his breast gives y'all the Unconventional Materials achievement.


2. You practise non withdraw hold to ship away the library to the ground! With a high plenty lore skill, as well as a gratuitous artifact inwards your inventory (the Staff of Ages is inwards the same room as the Silent Archive as well as is fairly mediocre), y'all tin supplant the Silent Archive with a different artifact, preserving the stasis spell on the library. You practise this past times reading the notes of the dead sages (you really withdraw hold to right click the bill as well as read it), opening upward a novel alternative when interacting with the archive. This allows y'all to interruption the Edict of Fire without destroying the citadel. Once the edict is broken, homecoming inside, as well as a novel surface area volition withdraw hold opened upward with a few magic sigils, 2 artifacts, as well as the Bane for this area.


3. I don’t withdraw hold to tell y'all this, but explore everywhere. There are tons of sigils as well as pieces of evidence for the Trial of Archons hither that can’t live institute anywhere else. When inwards doubt, banking concern check the mini map to consider if y'all missed a treasure spot anywhere – hither to a greater extent than than anywhere else, almost every spot is worth investigating. The Tab push is your friend here.


Main Quest


If y'all are Scarlet Chorus, y'all tin simply waltz right in. The Disfavored must initiative of all rescue their lost scout from the sages, who y'all withdraw hold to kill, before going to the Burning Library as well as killing the Chorus members there. The Rebels side with the Sages, as well as withdraw hold to grapple the Chorus. And the Anarchist exactly kills the Chorus as well as ignores the Sages entirely. In every case, 1 time y'all acquire inside, it’s really straightforward until y'all acquire to the really end.


In the concluding room, y'all tin simply withdraw the Silent Archive as well as run, destroying the Burning Library, or y'all tin follow the procedure detailed inwards the Missables department to save it instead, opening upward to a greater extent than areas. The Disfavored acquire cranky if y'all don’t outright destroy the Silent Archive, but tin live talked roughly it. The Chorus, Anarchist as well as Rebel path dear that the Silent Archive survives. Probably the easiest surface area to maneuver.


Campaign Act 2 – The Blade Grave


Main Quest


This is easily the grindiest department of the campaign. The primary questline revolves roughly dealing with the Unbroken as well as retaking Sentinel Stand. To practise this, y'all volition eventually withdraw hold to go through the Oldwalls, solve tons of puzzles, grapple some other Bane, as well as acquire the Steadfast Insignia, as well as so go through the storm, withdraw downwards Sentinel Stand, as well as interruption the edict.


Unless, you’re doing the Anarchist playthrough. Then y'all exactly kill everyone, as well as withdraw the artifacts.


The only existent departure comes from who y'all side with. The Disfavored battle with the Unbroken to observe out how to acquire through the tempest to Sentinel Stand. This takes y'all through 3 different battles with the Unbroken, followed past times a concluding force through a battlefield leading to the tempest itself. And 1 time you’re through the storm, y'all simply raid the keep.


The Rebels side with the Unbroken, as well as this plays out much similar the Disfavored side, except y'all are repelling the Disfavored attack, rather than spearheading it.


The Chorus plays oddly similar to the Anarchist playthrough, inwards that y'all demand to kill literally everyone. However, they withdraw hold a fundamental departure at the end, where their primary goal is to recruit Amelia, as well as go on the Edict going. You tin soundless destination the edict if y'all desire, but it requires careful conversation choices, or y'all volition live auto-locked from it.


The Anarchist run does non withdraw hold to withdraw Sentinel Stand, though it’s recommended inwards gild to acquire the Steadfast Insignia artifact, which is fairly useful all around. The goal inwards this run is to observe the Dauntless, an optional side-quest for the other 3 playthroughs. Once y'all withdraw hold acquired it, y'all tin acquire out as well as live done with the area. For this reason, Anarchist runs withdraw hold the most missables for this area.


Regardless, similar all the primary quests, it’s really linear. The quests give y'all expert management on where to go, as well as everything is fairly transparent. You shouldn’t miss much if y'all exactly verbalize to all the named characters as well as destination all the mag quests. Like always, at that topographic point are a few unique interactions with your ain chosen side that don’t occur inwards other playthroughs, but they withdraw hold no lasting impact.


Missables


1. For the Anarchist run, y'all tin skip Sentinel Stand entirely, bypassing the Oldwalls as well as so missing everything there, including the Spire for the Blade Grave. It’s recommended to go through with it anyway – the Oldwalls withdraw hold some really sugariness loot, as well as the Steadfast Insignia is a nifty artifact.


2. In the Oldwalls, at that topographic point are a yoke of areas that tin only live accessed with the torchkeys acquired inwards the Lethian’s Crossing Oldwalls. These areas atomic number 82 to a few extra magic sigils as well as some artifacts, all of which are worth the extra effort. Be sure to withdraw the fourth dimension to backtrack if y'all caput to Lethian’s Crossing second.


3. The Dauntless is a one-handed sword Artifact, which makes it a rarity. One of the best swords inwards the game, it’s worth doing the bespeak to acquire it. It’s required for Anarchist runs, but the other 3 tin miss the sidequest if y'all pick out the right conversation options as well as rally the troops behind y'all without it. The Scarlet Chorus, inwards particular, withdraw hold an slow fourth dimension missing this one, as they tend to kill the human being who tells y'all where it is, as well as a cutscene moves y'all away from the surface area y'all grapple him in. Be sure to backtrack to search his corpse for directions.


4. Ashe’s daughter, Amelia. If y'all went to the Burning Library as well as checked everywhere similar I told y'all to, you’ll withdraw hold a slice of newspaper outlining how to interruption the edict without killing her. Otherwise, y'all demand to overstep the highest lore banking concern check inwards the game – 71 – inwards gild to go on the edict inwards place. This is important, because only past times ending the Edict through a technicality tin y'all convince Tunon to side with y'all at the destination of the game.


5. In the battle betwixt the Disfavored as well as the Unbroken leading upward to taking Sentinel Stand, at that topographic point is a crucial slice of evidence against Nerat placed on a torso on the western portion of the map. You withdraw hold to backtrack a scrap AFTER reaching the border of the tempest to acquire it, but it’s worth it. Again, the quondam dominion applies – exactly search every container on the map. But if you’re busy focusing on wrapping upward this super grindy area, it’s slow to exactly breeze past times it.


Campaign Act 2 – The Stone Sea


Main Quest


The primary bespeak inwards the Stone Sea revolves roughly Cairn, as well as what to practise with his not-quite-dead-body. Depending on your faction, this surface area tin destination quite a few ways, as well as at that topographic point are a lot of achievements to live unlocked here. And a lot of how this surface area plays out depends on who y'all withdraw hold allied with upward until this point.


So, the Disfavored hither are the simplest. You literally exactly kill everyone as well as everything that gets inwards your way, until finally the Earthshakers acquire their ritual completed.


The Chorus are, likewise, simple. They essay to recruit the Stonestalkers, as well as withdraw hold a few sidequests to that effect, but inwards the end, their goal is to kill all the Disfavored.


The Anarchist playthrough gets a lilliputian complicated, but stays inwards the full general realm of “kill everyone”. You side with the Stonestalker Tribe, as well as kill off all the Disfavored as well as Chorus troops inwards the area. As a reward, y'all are given the Azure Shield, a special artifact as well as 1 of the few shield artifacts inwards the game. See the Missables department for of import Anarchist run information.


Finally, at that topographic point are the Rebels. Who y'all side with hither changes depending on who y'all sided with inwards Lethian’s Crossing. If y'all sided with the Forge Bound, so y'all volition live courting the Earthshakers, who volition withdraw hold y'all defeat the Chorus inwards the area, as well as negotiate with the Stonestalkers for rights to harvest the glowy rocks from everywhere (make sure y'all pick upward as many as possible on your travels). You practise non withdraw hold to kill the Stonestalker tribe, but it is an alternative here.


If y'all went through the problem of siding with the Bronze Brotherhood, y'all volition recruit the Stonestalker tribe instead, as well as inwards this case, volition destination the chapter past times killing off all the Earthshakers, as good as the Disfavored as well as Chorus inwards the area.


Missables



  • For Anarchist players, AFTER y'all acquire the Azure Shield, your adjacent bespeak marking volition say to go dorsum to Bleden Mark. Don’t. Instead, go dorsum to Hundred-Blood with the Stonestalkers. She volition opened upward up the path to Cairn as well as the 2nd Spire inwards this area. If y'all homecoming to Bleden Mark, the conversation alternative to access the concluding spire as well as Cairn volition non live available, as well as y'all volition miss out on that entire surface area permanently.

  • If y'all chose Azure during the conquest portion, as well as sent both armies to halt Cairn, Halfgate volition live replaced past times the not-destroyed Plainsgate. Plainsgate has different quests, an exclusively novel surface area to explore, as well as to a greater extent than chances to play squeamish with the Stone Sea Villagers (even though getting high rep with them is worth literally nothing). Ultimately, y'all miss cipher either way, but it’s worth experiencing once, as well as it’s really cool to consider the practise goodness of your choices inwards such a stark way.

  • Joining the Stonestalker Tribe is easily missed. When y'all withdraw hold to negotiate peace betwixt the Earthshakers as well as Stonestalkers (only during a Rebel run), speak to Red Fang before doing anything permanent. The alternative to bring together the Stonestalkers volition appear after y'all hope to assist Red Fang, THEN kill off all the Earthshakers inwards the area, THEN return. Good for that 1 achievement.


Campaign Act 3 – The Trial of Archons


The Trial of Archons is an ongoing bespeak over the entire game. It comes to a caput at the commencement of Act 3, when Kyros pits all the Archons against 1 another. It’s a complicated quest, with all way of missables. I’ll live roofing each slice of evidence, as well as where to observe it. Influenza A virus subtype H5N1 few pieces of evidence alter who they count against depending on Conquest decisions. This volition live noted as well. No conquest evidence is required to convict an Archon, but it tin assist if y'all miss a slice hither or at that topographic point during the primary game.


I withdraw hold non tried to convict both archons yet, so I withdraw hold no thought if it works. If someone tin confirm this, I would appreciate it. I programme to essay it regardless on my adjacent Rebel run.


Note that the entire bespeak tin live “completed” past times killing either The Voices of Nerat or Graven Ashe before the trial. This earns wrath with Tunon, but ultimately does non foreclose y'all from earning his loyalty. Anarchist playthroughs volition ever kill the archons first, as well as so never experience the trial. That said, the bespeak is done inwards passing, as well as there’s no existent argue to skip it. It’s 1 of the ameliorate moments of the game, as well as y'all should experience a successful trial against each Archon at to the lowest degree once.


Also bill that midway through Act 2, Tunon volition asking an update on your progress. Don’t worry virtually this – cipher y'all say is binding, as well as it has no effect on the concluding trial.


So with all that out of the way, hither is each slice of evidence available inwards the game, as well as where to observe it. I withdraw hold given the map hollo where it tin live found, because y'all really shouldn’t demand anything to a greater extent than specific than that. You practise non demand to convict an Archon to gain Tunon’s loyalty, as well as convincting an Archon does non guarantee Tunon’s loyalty (though it helps). Graven Ashe is considerably harder to convict than The Voices of Nerat, but it is soundless doable. I convicted him on a Rebel playthrough. Nerat is the obvious guilty party, as well as is laughably slow to convict inwards whatsoever playthrough. Enjoy, as well as I hope this helps.


The Voices of Nerat


Conquest:

-In Apex, at that topographic point is a adventure to allow the Chorus to participate inwards a Tiersman festival. This counts against them inwards the trial if chosen.

-In Apex, 1 path reveals the Chorus looted Disfavored bodies. This counts against them, regardless of your choice.

-In Azure, Chorus soldiers toxicant Disfavored soldiers accidentally

-In Stalwart, Chorus soldiers essay to recruit from the Forge-Bound ranks

-In Stalwart, Chorus soldiers tin mayhap raid Disfavored render lines.

-In Stalwart, Chorus soldiers tin live spotted fighting with the Unbroken

-In the Vellum Citadel, 1 path reveals that Nerat wanted the noesis of the sages for himself, despite it beingness forbidden

-In the Vellum Citadel, Sirin conscripts from the Disfavored ranks

-In Lethian’s Crossing, both Archons essay to bribe y'all for to a greater extent than weapons.

-In Lethian’s Crossing, the Chorus tries to capture the Forge-Bound master.


Act 1 – Vendrien’s Well:

-Nerat killed Graven Ashe’s son, absorbing him as well as his knowledge. This is a large slice of evidence, as well as is institute during the concluding confrontation betwixt archons before the siege. It is also missable. Be sure y'all don’t miss it if y'all programme on convicting Nerat.


Act 2 – The Blade Grave:

-At Sentinel Stand, at that topographic point is a Damp Report that shows Nerat was feeding the defenders data during the Disfavored siege. This study is easily missed on a corpse before passing through the tempest the 2nd trip here, when all sides are fighting. See “Missables” inwards the Blade Grave department for Act 2.

-In the Rust Canyons, Elia has a map that shows that Nerat was giving the Unbroken data virtually Disfavored patrols.

-In Trapper’s Junction, y'all tin observe Jagged Remedy’s Orders inwards a crate nearby that gave him orders to conscript from Disfavored lands.


Act 2 – Lethian’s Crossing:

-If y'all completed the bespeak inwards Act 1 to observe the Disfavored iron, y'all tin go to Tunon as well as acquire the House Seal, which tin live taken to Harchiard Bronze. He volition so inform y'all that Nerat was supplying the Vendrien Guard with Disfavored iron.

-Apprentice Garrick inwards the Oldwalls was allowed to go inwards past times the garrison. If y'all awarded command of Lethian’s Crossing to the Chorus, this evidence counts against them.


Act 2 – The Stone Sea:

-Rending Hound gives y'all a slice of evidence against Nerat when y'all succeed at tracking him down. However, he also only appears during a Scarlet Chorus playthrough. Basically useless, since y'all probable want to ally with Nerat if y'all fifty-fifty encounter Rending Hound.


Act 2 – The Burning Library:

-When y'all hit the Silent Archive, the Censor reveals that she wants the data within of it for herself. This counts against Nerat.

-The Censor pitted her soldiers against each other. This is institute out past times talking to the gang leaders after entering if y'all did non acquire the data from the Censor herself (because y'all sided with the Disfavored, for example, as well as she didn’t experience chatty).

-At the entrance to the Burning Library, at that topographic point is a human being named Foul Murmur. He has a study on him that gives y'all some other slice of evidence against Nerat, but y'all withdraw hold to kill him for it.


Graven Ashe


Conquest:

-At Apex, Cairn kills a lot of Chorus soldiers taking Edgering Fort.

-At Stalwart, the Disfavored march on Sentinel Stand despite the imminent Edict

-At Lethian’s Crossing, both Archons essay to bribe y'all for to a greater extent than weapons

-At Azure, Ashe was unable to acquire Cairn to follow orders

-At the Vellum Citadel, the Disfavored tin execute sages belonging to the Chorus, if y'all pick out this option.


Act 1 – Vendrien’s Well:

-Do everything required to suit a coming together with Tarkis Arri, as well as so inquire virtually the ceasefire. Ashe arranged several unauthorized prisoner exchanges inwards attempts to acquire his boy back. This is a large slice of evidence, since at that topographic point is decidedly less evidence against Ashe overall. Note that y'all practise non withdraw hold to ultimately side with the rebels inwards gild to acquire this evidence piece.


Act 2 – The Blade Grave:

-In the Oldwalls – East section, at that topographic point is a corpse with a bill that incriminates the Disfavored for sending inwards civilians to the Oldwalls

-Ashe’s miss is a traitor. This is unlocked past times taking Sentinel Stand as well as killing Herodin.

-Talking to Osmios during a Disfavored run reveals some other slice of evidence. However, much similar the evidence from Rending Hound, you’re unlikely to ever really exercise it, as it’s only available on a Disfavored campaign.


Act 2 – Lethian’s Crossing:

-Clear Gino’s hollo after the onrush past times the Bronze Brotherhood to unlock noesis of Disfavored killing Chorus members fifty-fifty before the campaign. Only availabe if the Disfavored ain Lethian’s Crossing.

-Apprentice Garrick inwards the Oldwalls was allowed to go inwards past times the garrison. If y'all awarded command of Lethian’s Crossing to the Disfavored, this evidence counts against them.

-If the Disfavored ain Lethian’s Crossing, at that topographic point is a corpse inwards the Oldwalls Antechamber that gives some other slice of evidence against the Disfavored with Influenza A virus subtype H5N1 Note from Iron Guard Vintara.


Act 2 – The Stone Sea:

-During a Disfavored playthrough, y'all volition have a slice of evidence against Ashe when attacking Jagged Maw Shrine. Again, useless, since you’re on Ashe’s side anytime this is availabe.

-The Earthshakers intend to exercise Cairn to blight the land. This tin live learned either through talkign to Radix virtually his plan, or finding the bill on his corpse.

-The Earthshakers wanted to go on Cairn live against Kyros’s will. Unlike before, this tin only live institute out past times talking to Radix.


Act 2 – The Burning Library:

-Maric lost rails of his ain soldiers inwards the Library. This is only learned through talking to him, as well as is available to Rebel as well as Disfavored players.

-The Dusty Missive inwards the shelf exactly before going downstairs to the Silent Archive gives a slice of evidence against Ashe.


Campaign Act 3 – Final Showdown


This is it. The concluding battle. You withdraw hold to pick out your allies as well as enemies. Fighting each Archon is as slow as telling them y'all don’t attention to talk, that y'all prefer to exactly fight. But getting them to ally with you? That’s some other story entirely. This portion of the guide volition focus to a greater extent than on how to gain each Archon’s allegiance. If y'all withdraw hold come upward this far, y'all should know how to grip the combat inwards this game, as well as other guides as well as lets-play videos tin assist for higher difficulties. Despite this beingness the grand finale, the Archons volition non live the hardest grapple you’ve had thus far, as well as y'all shouldn’t withdraw hold that much problem with them. Color me a lilliputian scrap disappointed.


Tunon the Adjudicator


Tunon is an emotionless judge. Appeals to emotion volition withdraw hold no effect on him. Throughout the game, withdraw conversation options to increment your favor, as well as rest clear of options that increment your wrath. Having a Wrath of 3 or higher makes it so that Tunon WILL NOT side with you, fifty-fifty if y'all practise every other pace correctly. Additionally, having a wrath of 1 as well as 2 makes it harder to convince Tunon inwards conversation at your ain trial, as the other fatebinders volition interject with lilliputian remarks virtually your untrustworthiness. There is a remark for wrath 1, as well as a 2nd remark after for wrath 2, as well as both brand your life harder (but non impossible). It is possible to go upward to Wrath 3 from Wrath 2 if y'all are already closed due to these lilliputian interjections. Likewise, y'all MUST HAVE a favor score of at to the lowest degree 4 for Tunon to side with you.


To convince Tunon, during your trial, practise the following:


-Your companions volition bear witness for or against you. Be sure y'all withdraw the companions with the highest loyalty (NOT fear). Do non withdraw anyone with a loyalty lower than 3, though loyalty 4 is ideal. So long as they withdraw hold at to the lowest degree loyalty 3, their fearfulness score is irrelevant.

-When asked virtually venturing into the Oldwalls, Earth that it was circumstance that took y'all there. This is the initiative of all instant where some other fatebinder volition interject if y'all withdraw hold a wrath score of 1 with Tunon.

-When asked virtually why y'all withdraw hold the Silent Archive and/or the Magebane Helm, at that topographic point is a Lore 51 alternative virtually beingness a retainer of the court, as well as beingness qualified to lookout adult man over the items. Pick that option.

-This is important. When dealing with Ashe’s miss inwards the Blade Grave, y'all tin resolve things through the exercise of a legal loophole. You MUST USE this loophole. Then, during the trial, Tunon volition live enraged that y'all defeated an edict through the loophole. Using a Lore 71 banking concern check (highest lore banking concern check inwards the game, tied with the banking concern check to exercise the loophole inwards Sentinel Stand without the papers from the Burning Library to bypass the check), y'all tin argue that Kyros is non infallible, subverting Tunon’s faith inwards his ruler. If this is non done, Tunon volition non side with you.

-When given the chance, Earth y'all suspected corruption from the start. All other options hither are bad.

-If y'all withdraw hold done all these steps, your closing contention should live to challenge Kyros’s peace, stating it is a lie. This should destination with Tunon declaring y'all innocent of all charges, as well as bending the human knee to you. Well, he doesn’t withdraw hold knees. Or legs. You acquire the idea.


Bleden Mark: The courtroom headsman as well as Archon of Darkness cannot ally with y'all exterior of an Anarchist run. He volition ever essay to kill y'all after the trial with Tunon, though y'all tin opt to grapple him ahead of fourth dimension at Ashweald if y'all withdraw hold a high plenty favor with him. All this does is bypass the Trial of Archons bespeak as well as brand Tunon angry. He is also remarkably slow to recruit – exactly brand sure y'all withdraw hold a favor score of 4 past times the destination of the Anarchist playthrough, as well as practise the quests he gives you.


Graven Ashe: Recruiting him is likewise easy. You demand a favor score of 4 or higher, as well as side with the Disfavored. After y'all withdraw hold killed The Voices of Nerat, return, as well as Ashe volition essay to acquire y'all to kneel. Choose the options that betoken out how loyal y'all withdraw hold been to the Disfavored, as well as destination off with mentioning that y'all withdraw hold been a ameliorate full general than Ashe. With favor 4, he volition acknowledge it is true, as well as kneel. If y'all withdraw hold lower than favor 4, y'all volition withdraw hold to grapple him, fifty-fifty if y'all sided with the Disfavored.


The Voices of Nerat: So this is a lilliputian tricky. Nerat wants to absorb your mind, as well as is non interested inwards peace. Before y'all tin acquire to the conversation, go kill Ashe. When y'all return, Nerat volition essay to convince y'all to kneel. He volition non kneel to you. He tin live convinced to temporarily withdraw hold off on fighting y'all until the 2 of y'all grapple off the Overlord, assuming y'all withdraw hold favor 4 or higher with him. But he volition require a sacrifice of 1 of your companions.


Any companion with a Loyalty score of 4 or to a greater extent than volition withdraw command of Nerat’s heed when he tries to absorb them, effectively recruiting him to your side. If y'all want that companion for combat purposes, brand sure this is the lastly thing y'all practise inwards the game, as the companion is no longer available after beingness absorbed past times Nerat.


A companion with a loyalty of 3 or lower volition non withdraw command of his mind, as well as Nerat volition non curvature the knee, as well as y'all volition soundless withdraw hold to grapple him. What a jerk. As a side note, consider saving before having your companions absorbed. Every companion has a different, amusing conversation tree after beingness absorbed as well as taking command of Nerat, as well as it’s worth seeing each one.


Tyranny Companions


Verse:


Verse is a Scarlet Fury, as well as volition typically live a harm dealer inwards your party. She also tends to live fairly squishy, which limits her usefulness over time. You automatically recruit her early on. In fact, she is the 3rd allied grapheme y'all encounter inwards the game, inwards the really initiative of all area. She is a solid DPSer on her own, but paired with Barik, she is fifty-fifty better, as the 2 of them acquire their ain special combo onrush that is really effective. Consider using her if y'all programme on using Barik as well as your primary grapheme doesn’t check the DPS or Tank role.


Barik:


Barik is a walking tank. In whatsoever playthrough, he is probable on your listing of potential meat shields. Barik is granted to y'all after initially speaking with the archons inwards the Disfavored camp. Of all your companions, he is also easiest to lose due to plot decisions – live sure to build upward at to the lowest degree a loyalty of 3 with him before the destination of Act 1, or he may non side with y'all over Graven Ashe. Obviously, this is non an number during a Disfavored run.


As a note, if y'all programme on using Barik, build a Forge for your initiative of all Spire upgrade. Barik has some of the best armor inwards the game, but it starts at Common quality, as well as cannot live unequipped. If y'all give him some dear at the forge however, his armor tin live upgraded to live ameliorate than whatsoever other armor laid inwards the game. Crucial for him to remain relevant inwards the after stages of the game, peculiarly on higher difficulties.


Lantry:


Lantry joins y'all after y'all relieve him from his Scarlet Chorus captors. He joins automatically, as well as is easily the best magical grapheme inwards the game, with expert options for magical specialization, a uniquely high Lore science for ameliorate spells, as well as the powerfulness to exercise his quill science tree to live competent with his regular attacks as well. I ever auto-include him inwards whatsoever political party of mine. The only way to acquire the Sigil of Life is for Lantry to learn it to you.


Eb:


Eb is… a to a greater extent than offensive mage than Lantry. She is fantastic at this role, but I personally did non exercise her much, as my primary grapheme almost ever filled her role to some degree. That said, she is really expert at filling either a back upward or offensive role. What’s more, her magic saps health, as well as her science tree allows her to practise to a greater extent than with Terratus spells than most. She is recruited automatically after acquiring your initiative of all spire. The only way to acquire the Sigil of Terratus is for Eb to learn it to you.


Sirin:


Sirin is a scrap of an strange duck. She has skills that go on enemies from targeting her, as well as her role is almost exclusively back upward magic. She tin also practise some semi-effective debuff magic for enemies, but I observe that science tree unimpressive. Unforunately, Lantry is a ameliorate all roughly mage option. Sirin is fun to use, though, as well as worth recruiting. She is inwards Lethian’s Crossing, inwards Sirin’s Sanctuary, as well as tin live recruited straight off inwards Act 2. Know that if y'all position off recruiting her long enough, she may disappear, so don’t dally likewise long. If Lethian’s Crossing’s primary questline gets skipped, Sirin leaves, so recruit her first.


Kills-In-Shadow:


Kills-In-Shadow is hilarious. She is a beastwoman, uses no equipment aside from trinkets, as well as does tons of unarmed damage. Her science trees both revolve roughly different types of harm dealing. She tin fill upward either a DPS or tank/control role, as well as I withdraw hold used her to nifty effect inwards either. She volition eventually interrupt your travels inwards Act 2, at which betoken she tin live recruited.


Tyranny Edicts


I felt similar this 1 merited its ain special section. There are a total of 6 Edicts inwards the game, five of which tin live learned. I volition listing them here. You tin cast Edicts at whatsoever betoken after casting the initiative of all Edict, as well as they volition comport upon the chosen surface area inwards which they are cast. Very really useful when dealing with the concluding showdown betwixt yourself as well as other archons inwards Act 3, peculiarly on the higher difficulties.


Edict of Execution: The only Edict y'all cannot acquire yourself, this is the edict cast over Vendrien’s Well at the start of the initiative of all act. You interruption it when y'all claim Vendrien’s Well.


Edict of Stone: This Edict tin live learned past times breaking the Edict of Stone inwards the Azure part past times killing Cairn. When y'all cast this Edict yourself, sure effects occur inwards the surface area the Edict is affecting.


-Persistent +10 Control Stone science for allies

-Bonus to Prone Defense for allies

-Increased Prone fourth dimension for enemies

-Weakened Bane

-Weakened magic

-Increased political party Dodge as well as Parry

-Decreased enemy attack

-Decreased enemy defense

-Added random chaotic elemental harm to all attacks


Edict of Storms: This Edict tin live learned past times breaking the Edict of Storms inwards the Blade Grave past times ending the line of Regent. When y'all cast this Edict yourself, sure effects occur inwards the surface area the Edict is affecting.


-Increased ranged onrush rolls for party

-Decreased ranged onrush rolls for enemies

-Reduced visibility

-Reduced motion speed


Edict of Fire: This Edict tin live learned past times breaking the Edict of Fire inwards the Burning Library past times removing the Silent Archive from the pedestal. When y'all cast this Edict yourself, sure effects occur inwards the surface area the Edict is affecting.


-Increased political party magic skill

-Decreased ship away harm to party

-Bane go stronger

-Party heals for a portion of whatsoever frost harm received

-Consumables are to a greater extent than potent

-Enemies withdraw hold reduced Quickness, as well as are Fatigued

-Reduced Resolve for everyone

-Negative condition effects lastly longer on enemies

-Added random ship away harm to all attacks


Edict of Malediction: This Edict is never encountered inwards the game, as well as is easily missed. It tin live researched at the Spire’s Library after casting your ain Edict for the initiative of all time. When y'all cast this Edict yourself, sure effects occur inwards the surface area the Edict is affecting.


-Party gains a bonus to all skills, hitting precision, as well as graze precision

-Enemies gain a penalisation to all skills, hitting precision, as well as graze precision


Edict of Nightfall: This Edict is never encountered inwards the game, as well as is only available on the Anarchy campaign. This Edict tin live acquired from Bleden Mark with a favor of at to the lowest degree 4 at the start of Act 3. When y'all cast this Edict yourself, sure effects occur inwards the surface area the Edict is affecting. This Edict really shines for stealth-based parties.


-All enemies commence combat blinded

-Party gains a bonus to Subterfuge as well as damage

-All “at night” effects ever trigger

-Enemies have a penalisation to ranged accuracy as well as withdraw hold reduced visibility


Tyranny Magic Guide


The to a higher house wiki has every sigil location, as well as the effects of said sigil. I WAS going to type all this out, but I institute the wiki, as well as decided non to reinvent the wheel. All the magic inwards the game is a lot of fun to use, but some is decidedly to a greater extent than useful as well as fun. Experiment with different combinations on your own. Different things function with different grapheme builds, as well as exploring literally every alternative is a worth a whole guide past times itself.


So instead, I’m going to focus on missables. And at that topographic point are a few sigils that are just… slow to miss.


Missables


-The Sigil of Life tin only live taught past times Lantry.

-The Sigil of Terratus tin only live taught past times Eb.

-The Sigil of Emotions tin only live gained past times visiting both Oldwalls (Blade Grave as well as Lethian’s Crossing) OR past times giving the Tidecasters to the Scarlet Chorus inwards the Conquest portion, at Apex. Failing either of these way y'all won’t acquire access to this meat sigil.

-The Sigil of Guarded Form tin only live acquired from Sterling Hagnon inwards Act 1, if y'all allow him to rest as well as ready shop. Be sure to purchase it before the destination of Act 1, or y'all miss it entirely.

-The Sigil of Limitless Boundaries I is only available from Sniggler Dagos inwards Act 1, as well as volition non live available if y'all haven’t purchased it past times the destination of the initiative of all act.

-The Sigil of Timeless Form I is only available inwards Act I from Kosma, as well as volition non live available if y'all haven’t purchased it past times the destination of the initiative of all act.


Other than those, whatsoever missable sigil is missable simply because y'all chose non to practise an area, as well as thus the sigils from that surface area are non available. I volition advert that the Sigil of Frostfire is nifty for upping the powerfulness of either your frost or ship away spells, as well as the Sigil of Bounding Bolts is really my favorite sigil for shenanigans. But go experiment for yourself, as well as consider what industrial plant for you. The magic organization is detailed as well as fun, as well as deserves to live explored.


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