Tyranny - Deluxe Edition kaufen. Includes base game, ringtones, books, forum avatars and much more. GANZWÖCHIGES ANGEBOT! Endet am. Erlebe ein Rollenspiel mit packender Handlung, bei dem deine Entscheidungen den Unterschied machen. Tyranny – Gold Edition, das. Einen wertvollen Beitrag dazu hat Obsidian Entertainment geleistet, die gerade an Pillars of Eternity 2 arbeiten, aber unter der Flagge von.
Fazit: Tyranny im Test - Das Böse ist richtig gut!Erlebe ein Rollenspiel mit packender Handlung, bei dem deine Entscheidungen den Unterschied machen. Tyranny – Gold Edition, das. Mal nicht der strahlende Held sein, sondern mit dem bösen Overlord die Menschen unterjochen: "Tyranny" macht euch zur rechten Hand des. Tyranny ist ein Computer-Rollenspiel des amerikanischen Spieleentwicklers Obsidian Nathan Grayson: Tyranny Emerged From The Game That Nearly Sank Obsidian. In: Kotaku. Abgerufen am Mai (amerikanisches Englisch).
Tyranny Game Navigation menu VideoTyranny - Gold Edition Gameplay (PC UHD) [4K60FPS] Experience a new chapter of Tyranny, the critically-acclaimed role-playing game (RPG), in Bastard’s Wound, a new expansion that builds upon the game’s compelling story. Tyranny, an original RPG from Obsidian Entertainment, invites the player to make their mark on a world conquered by evil, and the Bastard’s Wound expansion opens up a new area of the Tiers where refugees from the war-torn. Tyranny turns the archetypal RPG story on its head and allows players to explore a new take on good and evil. The player is not a random villager who rises to power, but an instrumental officer with considerable resources and authority. Use that power to enforce the new status quo, or try to make change from the inside!. Tyranny – Gold Edition is the ultimate Tyranny experience and includes every Tyranny Expansion and all additional DLC content. Experience a story-driven RPG where your choices mean all the difference in a world conquered by evil. Spotlight: Tyranny It is set in a world where the epic struggle between good and evil is over. Kyros the Overlord reigns supreme after the back of the defenders of good was cast upon the stones of fate and shattered into a myriad pieces. Play an RPG with meaningful, world-altering choices, unique and memorable companions, and a new perspective on morality. Tyranny casts you as the arbiter of law in a world devastated by war and conquered by a despot.
Da mit der stehenden Internetverbindung die Video- und Audio-Inhalte erst heruntergeladen weden, da wo sie so in der Dusche ist Traumschiff Marokko duscht Tyranny Game der andere da mit dem Messer kommt und dann so das Blut in der Wanne ist - sehr wohl, aber Zwangsabos versuchen Tyranny Game vermitteln geht gar nicht. - Viel Text, viel KlassePs4 Versionen habe seit dem legendären Planescape: Torment nicht mehr so intensiv über meine Aktionen nachgedacht. Working together with Graven Ashe, Archon of War and leader of the Disfavored, Fallout 4 Hancock the Voices of Nerat, Archon of Secrets and Passengers Online Anschauen of the Scarlet Chorus, Planet Eater Fatebinder fights their way through the rebel forces to reach their fortress of Ascension Hall. Graven Ashe. Off-topic Review Activity.
Das Besondere: Sie kennen die Zutaten nicht, Einloggen Usa Rassismus Lukas London. - InhaltsverzeichnisDie Spielwelt Terratus wird weitgehend beherrscht vom gottgleichen Herrscher Kyros. Tyranny. Summary: In Tyranny, the grand war between good and evil is over -- and the forces of evil, led by Kyros the Overlord, have won. Genres: RPG. / 9/11/ · Spotlight: Tyranny. It is set in a world where the epic struggle between good and evil is over. Kyros the Overlord reigns supreme after the back of the defenders of good was cast upon the stones of fate and shattered into a myriad pieces. You are the Fatebinder and one of Kyros' war leaders, stabilizing the freshly conquered land so that it may. 4/24/ · Tyranny has 51 achievements in the core game (not including Bastard's Wound DLC achievements), and it will take at least 5 playthroughs to unlock all of them, if you're really that dedicated. This is due to several achievements having different outcomes despite doing the same actions, depending on who you are allied with at the time.
Players will experience the new world order under the Overlord in a reactive role-playing game RPG , interacting with the populace as a powerful Fatebinder in the Overlord's forces -- roaming the lands to inspire loyalty or fear as they bring control to the last holdouts of the Tiers.
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This page was last edited on 11 September , at Platform Windows. Tyranny - Gold Edition Tyranny — Gold Edition, the ultimate Tyranny experience that includes every Tyranny Expansion and all additional DLC.
Delve deeper into the mysteries of Terratus as you bring Kyros' justice or your own version of it to a new corner of the Tiers.
In addition to the new region, Bastard's Wound gives you a chance to learn more about your party in a trio of companion quests featuring Lantry, Verse, and Barik.
Tales from The Tiers expands your journey through the war-torn world of award-winning role-playing game Tyranny, with new travel map events, encounters, and side stories.
Outwit hostile ambushes, patronize or plunder traveling merchants, and use your skills to navigate the perils of a land plagued by magical Edicts in a series of episodes that offer new insights, new items, and new challenges on your journey.
The digital Tyranny soundtrack includes over two hours of music across 43 tracks, including the scores from Bastard's Wound and experimental music from the game's development.
Three notification tones and one ringtone. This collection includes three exclusive tales never seen before, alongside seven originally published on the official Tyranny website.
The collection includes ten different pieces from the Tyranny art team, including one signed by the developers.
I always prioritize hiring Praxis, then Thantos for the passive ingot generation. Forge Creations : The forge has a lot of custom creations that it allows.
Some require research at the library upgrade. More details coming in a separate section. Library Upgrade: Typically, the library is my second upgrade after the forge.
It allows you to research additional recipes, and has several master trainers for magical skills. The library is crucial because it opens up lines of research into several otherwise-unattainable artifacts and the Edict of Malediction.
Library Recruits : The Library has 7 recruits. All of these recruits are super helpful, but I typically drop Noxia and Lithos.
Prioritize Velos for the passive scroll generation. Library Research : The library lets you research a variety of things that open up options at other upgrades.
Training Grounds Upgrade: The training grounds are unique in that the recruits all tend to be master trainers. Very important upgrade for the late game, when you want to round out your skills.
Remember that you can train each character 5 times per level up, and that the higher your current skill level, the higher the cost to train it further.
Hide is used in armor creation, so it's worth investing if you have a forge built and need the items. All of these recruits are useful depending on playstyle, so make your choices accordingly.
Infirmary Upgrade: Ah, the infirmary. I never used this, but it has a lot of stuff you can do with it.
Think potions. Potions of all flavors for all your potion needs, even needs you didn't know you needed.
If you plan on doing a lot of potion creation, hire Damiro first, otherwise hire Arina and Enebrus first for free potions.
Sage Eupheria is high priority if you have her available for hire, as lore, magic staff and control life are all universally needed magic skills in a playthrough.
Puzzle Solutions The following section includes the solutions to each spire's puzzle. Sunset Spire - Lethian's Crossing: Ocean Spire - The Blade Grave: Dawning Spire - The Stone Sea: Aurora Spire - The Stone Sea:.
Here we are. The artifacts. I'm going to list them all here, including how to obtain them, their abilities, and my own general opinions on how they can be used effectively.
I have favorites, and I apologize for nothing. Weapons Dauntless: One Handed Weapon - Passive dazes all nearby enemies for 10 seconds on a critical hit.
Active ability damages and stuns all nearby enemies. And the kicker? It only adds. This is the perfect one-handed weapon. It fits with like Dual Wielding?
Oh baby. It can be obtained in every playthrough regardless of your chosen alliance, so long as you go to the Blade Grave. I just The Dauntless is acquired by gaining the intel on the Infested Oldwalls from Irentis at Trapper's Junction, either through conversation or looting his corpse.
Always a priority for me, just because it's such a fantastic artifact. Deathbringer: One or Two Handed Weapon - Passive removes 5 vitality from the target for 20 seconds on a critical hit.
Active ability deals damage to everyone in a cone in front of you, ignoring armor, and removes all positive enhancements. The downside is that this artifact is not really built for fast attacking, so you probably won't get THAT many crits out of it, even as a one-hander.
This weapon works fine as both a one and two hander, but focus on doing more base damage so your active ability wrecks face, and take the crits as they come.
Obtaining Deathbringer requires researching Artifacts at the Library until you gain the plans for it, and taking the Obsidian Shard from the final room in the Burning Library.
Once you do this, craft Deathbringer at the Forge. You can decide then whether to make the one-handed or two-handed versions. Final Scream: Passive ability deals additional AoE damage on a crit.
Active pushes enemies back, dazes and confuses them. Lame abilities on Nerat's lame artifact, which you'll never use because you get it in the endgame anyway.
Gravebow: Passive ability triggers on a crit, and weakens all nearby enemies defenses. Active ability damages and blinds enemies in it's pathway, and Bane struck by it explode, doing more damage to those nearby.
This artifact is the only bow, making it by default pretty good if you want to use that playstyle. Unfortunately, it's crazy slow and does average damage, but used in tandem with the ability tree, it's not half bad.
The Gravebow can be found in the Blade Grave Oldwalls. The bolt also drains enemies Might, Quickness and Vitality by a small amount. Meaning they do less melee damage, use abilities less often, and their maximum hit points go down.
And this dagger? Zero addition to your recovery time. Wash rinse repeat. Dual wield this with literally any other one-handed weapon, and that skill tree becomes crazy good.
One of the best artifacts, use it yourself or give it to Verse. To obtain Heart's Blood, research Weapon Plans at the Library, then when this project is researched, craft it at the Forge.
Peacemaker: Passive ability triggers on a critical hit, and takes -4 might from the target while pushing them back.
Active ability does AoE damage to all enemies. This artifact might have been great if you didn't only get it by killing Graven Ashe at the very end of the game.
As it is, you probably won't use it because you've already figured out what your favorite build is, and this is therefore relegated to the "trophy artifact" spot in your stash.
Snowfang: One Handed Weapon - Passive has a chance to freeze enemies when they are crit for 12 seconds. Active ability freezes the target, then after 6 seconds they unfreeze and take a ton of damage.
This weapon is also fairly quick - it adds. Paired with Heart's Blood and a decent Quickness stat, and you can juggle your way through tough opponents just by healing yourself, freezing them, and cranking out damage.
This weapon was made for fast attacks to squeeze as many crits in as possible, so light armor and minimal recovery time is crucial.
To obtain Snowfang, you must take the Silent Archive from the Burning Library. Then research Artifacts at the Library until you gain the plans for Snowfang, then craft it at the Forge.
Staff of Cairn: Staff - Passive ability depends on the piece of Cairn you took. Active ability deals damage and petrifies enemies in an area, while buffing your allies Might, Vitality, Resolve and armor.
This is a really fantastic artifact, and the only Control Stone artifact. Stone magic is one of the more useful schools, and works well at battlefield control, which this artifact also does.
To get the Staff of Cairn, you have to resolve the Stone Sea questline on the side of the Disfavored, then claim a piece of Cairn.
Each piece buffs a different stat when made into the staff. Head governs Wit, which is always my choice, because you're making a weapon for magic users, but the different pieces tell you what they influence when you hover over them.
Active - slows enemies in a target area good if you need to run away, bad otherwise. This weapon is the only lightning based artifact. The abilities are all survival-oriented, which is good for a squishy mage, but the lack of any solid offensive ability makes this artifact underwhelming.
The Staff of Hours can be obtained just before you reach the Silent Archive in the Burning Library. Active shoots 5 bolts of fire at nearby enemies chosen randomly and does a respectable amount of fire damage.
This artifact is sub-par. It's honestly an autopilot artifact, with good baseline abilities and a decent active ability.
The Sunlance is in the Lethian's Crossing Oldwalls, but it requires a torchkey from the Blade Grave Oldwalls to reach. Tempest: Two-handed Weapon - Passive deals extra shock damage on a critical hit, active calls in lightning strikes on random nearby enemies.
Not bad, and there aren't many two-handed artifacts and this one does really good baseline damage.
It is, understandably, very very slow, negating the passive ability for the most part, and the activated ability is underwhelming.
Tempest can be found at the end of the Lethian's Crossing Oldwalls, in the chest Zdenya is next to. Alchemist's Gloves: Hand Slot - Passive gives you more precision and control life.
Active creates a zone of healing for your allies. This artifact is actually really great on your healer see: Lantry.
They have absolutely terrible recovery time, but that's not what they're made for. Stick them on a mage, and focus on your magic abilities.
The Alchemist's Gloves can be crafted immediately upon making the Forge spire upgrade. I like the Azure Shield because it fits with every shield-using build, and the active bonus is great for letting you use your abilities more and positioning yourself correctly at the start of combat.
That said, it's also pretty boring for an artifact - good if you want a reliable artifact that just does what it does without much input needed from you.
Just pop the active ability at the start of combat and then go to town. Red Fang gives you the Azure Shield as part of the Stone Sea questline, so be sure to do Red Fang's quests.
Baneward: Shield - Passive adds bonus arcane damage to your attacks, and adds arcane armor to your character for 6 seconds after you hit a target.
Active ability drains nearby enemies of health, and stacks bonus damage to your attacks for a short scaling amount of time based on how many enemies were affected.
This shield is great for shield wall characters who exist to force enemies into engaging and staying engaged with them. To obtain Baneward, research Weapon Plans at the Library, then construct it at the Forge when you have the plans.
Really, really good, one of the best. Unfortunately it takes a lot of setup to acquire. To obtain, choose Vellum Citadel during the Conquest, give a warning before issuing the edict, then go to the Burning Citadel, save the citadel, then return afterwards, find the area with the Havoc, kill it, and find this on a desk nearby.
Bindings of Shadow: Hand Slot - Passive damage reduction, and active ability turns you into a shadow that deals more damage and takes less damage for 60 seconds.
Outstanding damage makes up for the average recovery time, these are the top tier unarmed artifact. Worth using at least once to experience the thrill.
Can be obtained by killing Bleden Mark in the endgame, or by talking to him at Tunon's Court with Favor 3, at which point he gives them to you early enough in the game to actually use and enjoy them.
Commander's Plate: Chest Slot - Passive decreases the cooldown time for all Leadership ability tree active abilities. Active ability swaps places with an ally and buffs Vitality and Finesse for that combat.
This artifact has fantastic abilities, but garbage stats. Not recommended. This can be crafted at the Forge immediately. Face of Judgement: Head Slot - Passive AoE damage on getting hit by a crit.
Active ability freezes a target enemy. Tunon's artifact is good, but it also can't be acquired until the endgame.
Still, Tunon is fought first, so you at least can use this against the other Archons. Helm of the First Regent: Head Slot - Passive ability buffs all nearby allies when a crit happens.
Active ability reduces enemy resistances. This is honestly not bad for a heavy armor head gear artifact. The solid support abliities and good stats make it worth the time.
However, this can only be obtained if Blade Grave was chosen during conquest, no warning was given before the edict, and then the map to it is given by Elia or looted in the Rust Canyons.
Good if you have no other armor to give to a magic user, except it's too much of a hassle to get this in the first place.
To obtain the Hierarch's Robes, research Artifacts at the Library, then craft at the Forge. Magebane Helm: Head Slot - Passive gives you a ton of spell resistance, active ability weakens and fatigues all bane in the area.
Honestly, the passive makes this helmet worth keeping. The active ability is fine and all, but only situationally useful. This item is the center of the Lethian's Crossing questline.
Nightwalker's Boots: Foot Slot - Passive lets you perceive farther out and buffs your trap detection. Active teleports you behind an enemy and deal a higher-damage attack.
This works really well with sneak builds the teleport ability still allows sneak attack, and buffs the baseline damage, which therefore buffs the sneak attack damage, which can be buffed by the ability tree sneak abilities, and so on To obtain, go to the Stone Sea, talk to Misery while allied with the Chorus to get the quest to kill Rending Hound.
Kill Rending Hound to get the Hound's Hide Mantle, which is a required component to craft this item at the Forge. Feels bad, man. Active ability reduces enemy accuracy within an area and gives random negative status afflictions.
This item is bonkers on DPS builds. Worth the effort it takes to obtain it. To obtain this artifact, you need the Silent Archive from the Burning Library to unlock the research project.
Then research Artifacts at the Library until you get the plans for it, then craft it at the Forge. Solid artifact. Resolve is universally useful but almost always a secondary focus, so this makes up for that.
I always use it unless I skip the Blade Grave. You obtain this artifact as part of the Sentinel Stand questline in the Blade Grave. There's a lot happening behind the scenes during combat, and understanding what everything means and how it all interacts is crucial if you want to master this game and, y'know, get the Path of the Damned achievement.
Below is a breakdown of combat mechanics. In general combat goes like this: one character makes an attack. The game rolls a percentage behind the scenes, and then adds a character's accuracy to that number.
If the final result is higher than the target's defense, the attack is a hit! For each hit, there are degrees graze for barely hit, regular hits for most of the time, and critical hits when you are way way past a target's defense.
The damage is also determined based on weapon stats plus a target's ability score modifiers, then reduced by the target's armor score for that damage type.
The final damage score is deducted from a target's total hit points. After each attack, a character has to wait a certain amount of time their recovery time before they can attack again.
Characters are able to move around the battlefield freely, even while they are waiting for their recovery time to finish.
This should be done sparingly, as leaving an enemy you are engaged with gives them a freebie attack outside of the normal recovery time cycle.
Instead of auto-attacking, a character can use an ability, which does a variety of things depending on build. If an ability would affect an enemy, the enemy typically has a chance to resist the effect using either their Endurance, Will or Magic Defense scores.
Abilities have long cooldowns, which can be reduced by a character's Quickness stat. Weapon Stats: Each weapon has a few numbers attached to it.
DPS is a handy tool for determining if a weapon's raw damage output is better than you currently have, though this is not the only consideration when using a weapon.
Damage type for each weapon will also be listed. Armor Stats: Each piece of armor also has some numbers attached to it. Like with weapons, "Recovery Time" is how much a piece of armor increases your recovery time.
Heavy armor obviously will slow you down more than light armor. Defense: In combat, every character has a Dodge and Parry score.
Dodge is used to avoid ranged attacks, while Parry is used to avoid melee attacks. Thus, both are needed. There are abilities that allow you to focus solely on one, though.
Arrow Shield in the Agility ability tree allows you to use Parry for ranged attacks, and Evasive in the Ranged ability tree allows you to use dodge for melee attacks.
Usually worth picking up one or the other in order to focus your defense abilities. Note that Parry and Dodge are what affect whether or not you get hit.
The "Armor" score affects damage reduction against all types of damage except Raw and Arcane, not chance to get hit, so you can build a heavy armor user with garbage defensive stats and be ok.
Attacking: When attacking, a character's accuracy is compared to a defender's defense score. Grazes do half damage, hits are regular hits, and crits occur when a character bypasses a target's defense by a high threshold.
Certain abilities increase crit ranges and decrease graze ranges. Important for DPS builds to consider. If a negative status effect ability grazes, the duration is halved, and it doubles on a crit.
Deflection: For each type of hit, there is a type of deflection, and a defender's Crit Deflection is a separate number from their Hit Deflection, and so on.
If a defender is able to succeed on their deflection roll, the hit is reduced by one step, so a crit is reduced to a hit, a hit is reduced to a graze, and a graze is reduced to a miss.
Deflection is affected by Finesse and certain equipment. Precision: The opposite of deflection, precision is affected by certain items and abilities, and is the chance any given hit is upgraded to the next level from a miss to a graze, a graze to a hit, and a hit to a crit.
Important for DPS builds. Recovery Time: The amount of time, in seconds, it takes for your character to take another action. This is determined exclusively by equipment, not stats.
Quickness affects how long the cooldown timers are on your abilities, not how often you act in combat, and there are viable reasons for high quickness, high recovery time characters.
Lower recovery time is better, as it means you can attack or use abilities more often. Low recovery time is crucial if you want to make a critial hit focused build, as more attack rolls mean more chances to crit and trigger crit-based abilities.
High recovery time can be fine, as many tank-build and two-handed abilities have long durations intentionally to compensate, but even in this case, there's a point where you are moving so slow that you become irrelevant in combat.
In general, Endurance resists physical status effects and Will resists mental status effects. Both are affected by Resolve, with Might and Wits affecting Endurance and Will, respectively.
Magic Defense: This specific score affects your ability to resist arcane damage and magically induced negative effects. It is affected by Resolve and Vitality.
To be clear, this means the arcane damage type is not reduced by a target's armor score, but by their magic defense score.
Banes do exclusively Arcane damage, which is why they crank through your usually tanky characters so quickly. Prepare accordingly. Damage: There are nine types of damage: Slash, Pierce, Crush, Burn, Shock, Freeze, Arcane, Corrode, and Raw.
Raw damage can never be reduced, and is reserved for specific abilities and status effects like Bleeding. Arcane damage is reduced by Magic Defense, while the Armor score reduces damage for all other types, though specific pieces of armor can focus more on specific types of damage.
If a weapon lists more than one damage type, it will always default to the type of damage a target is most vulnerable to, making multiple damage types ideal.
Engagement: Once you are in melee with an opponent, you are considered Engaged with them. All this means is that if either of you leaves the melee range of the other, the other gets a free attack against you.
Some abilities increase how many enemies you can Engage at once default is one , while other abilities make you immune to being Engaged at all. Interrupt: Interrupts are specific abilities given from the ability tree or weapons that allow you to interrupt enemies actions.
An interrupted character pauses for seconds, meaning their recovery time stops counting down. You cannot stack interrupts, but you can chain them back to back if you time them correctly, preventing a target from acting effectively.
Link to the wiki. I WAS going to type all this out, but I found the wiki, and decided not to reinvent the wheel. All the magic in the game is a lot of fun to use, but some is decidedly more useful and fun.
Experiment with different combinations on your own. Different things work with different character builds, and exploring literally every option is a worth a whole guide by itself.
So instead, I'm going to focus on missables. And there are a few sigils that are just Missables: -The Sigil of Life can only be taught by Lantry.
Failing either of these means you won't get access to this core sigil. Be sure to buy it before the end of Act 1, or you miss it entirely.
Other than those, any missable sigil is missable simply because you chose not to do an area, and thus the sigils from that area are not available.
I will mention that the Sigil of Frostfire is great for upping the power of either your frost or fire spells, and the Sigil of Bounding Bolts is actually my favorite sigil for shenanigans.
But go experiment for yourself, and see what works for you. The magic system is detailed and fun, and deserves to be explored. Tyranny has 51 achievements in the core game not including Bastard's Wound DLC achievements , and it will take at least 5 playthroughs to unlock all of them, if you're really that dedicated.
This is due to several achievements having different outcomes despite doing the same actions, depending on who you are allied with at the time.
I will list each achievement and how to unlock it below. A Slow Death: Execute Tarkin Deimos at the very beginning of the game.
After you subdue the rebels in the first area, talk to the leaders arguing over what to do with Tarkin.
Tell them to kill him to get this achievement. All You Survey: Gain control of all 5 spires. Super easy to complete. Apocalypse Later: Reaffirm your loyalty to Kyros at the end of Act III.
Arcanist: Create a spell using each of the 11 core sigils in one game. This is only difficult because acquiring all 11 core sigils in one game can be aggravating.
The Sigil of Emotions is particularly tricky. Refer to the Magic Guide for locations. Once you have all 11 core sigils, just create a base form spell for each one, assign it to a spell slot you can overwrite the previously created one to get the achievement.
You never have to actually use the spells. Arsenal: Acquire 5 artifacts. Acquiring an artifact means equipping it once to unlock the artifact special ability.
Usually done automatically, especially during Anarchy runs. Bane of the Crossing: Claim the magebane helm at the end of the Lethian's Crossing main quest.
Super easy to do. Boom: In the Forge-Bound forge in Lethian's Crossing, there is an apprentice who comments that it is hard to focus.
Keep talking to him like 50 or so times, and he will explode, giving you the achievement. Buidling a Reputation: Gain your first reputation ability.
Super easy. By Our Powers Combined: After you have recruited every companion, use a combo ability with each one at least once to get this achievement.
Capstone: Learn the final ability in any of the main character's skill trees.