Combat

**Combat** in *Tyranny* is resolved in real time, with pause available (as per *Pillars of Eternity*). Some of the tweaks introduce include removing the Interrupt roll and making it an effect of abilities, making consumables instantaneous, even in recovery, and removing friendly fire (part of the Kyros' Fatebinder Benefits Package).

## Basics

### Attack resolution

* When a character makes an attack, their Accuracy is compared against the target's Defense, with the resulting calculation producing one of four possible results (from worst to best):
* Miss: No damage or status effects.
* Graze: Reduced damage and shortened status effects.
* Hit: Full damage and duration of effects.
* Critical Hit (Crit): Increased damaged and extended duration of status effects.

Accuracy bases on the skills governing the weapon used. Basic attacks use one of the primary weapon skills, while Magical attacks combine the skill corresponding to the type of magic attack and the Lore skill, averaging the two to produce the final value. Accuracy bonuses are then computed based on that base value and summarized to produce the final Accuracy value.

There are five types of Defenses: Parry, Dodge, Endurance, Will, or Magic. Every character and creature has their strengths and weaknesses in combat, making a varied, adaptable combat style your best option for success.

Attack resolution is further modified by Precision and Deflection.

## Damage

Damage is similar to *Pillars of Eternity*. There are nine damage types in Tyranny: Slash, Pierce, Crush, Burn, Shock, Freeze, Arcane, Corrode, and Raw. Damage types are used to determine how easily a target resists damage of that type based on their Armor. A creature or suit of armor may be very resistant to one type of damage but quite vulnerable to another. Some weapons or attacks may do multiple damage types or list an "or" between their damage types. When an "or" is listed, the attack will always do the damage type that the target is most vulnerable to. Raw damage is the only damage type that ignores all Damage Reductions and is generally associated with poisons and similar effects.

Damage types play a major role in tactics, as different types of enemies have different weaknesses to the various damage types. Armor has two functions, depending on class. Heavier armors primarily reduce damage taken by the character. Lighter armors offer less protection, but have an additional stat called Deflection:

* Armor: Reduces amount of damage taken in combat, down to a minimum of 1.
* Deflection: Adds a chance of reducing an attack's severity by one level (from a Critical Hit to a standard Hit, a Hit to a Graze, a Graze to a Miss). Finesse, talents, and items can increase the Deflection chance.

## Death and maiming

*Tyranny* relies on a single, unified Health bar. When the character or creature loses all their hit points, they lose consciousness (or die, depending on the difficulty). They can be revived using abilities, consumables, or by winning the engagement.

Wounds are applied to characters that lose consciousness, reducing their maximum health and skills. Multiple wounds can be incurred and their effects stack. Wounds are healed when resting.