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Tyranny Wiki
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Sirin
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==Interactions== {{Interactions |companion = y |trains = [[Subterfuge]] (+5 ranks) at Loyalty 2 |other = With ''Bastard's Wound'', Sirin can learn something new from the [[ancient Oldwalls parchment]] }} ===General=== * Sirin is first encountered at the [[Scarlet Chorus camp]] at the eve of the attack on the Citadel. She will enthrall the Fatebinder and attempt to make them remove the helmet. Thankfully, if the Fatebinder and party are not able to break free of her will, the Furies accompanying the Archon are there to stop them. **With enough Loyalty (via [[Conquest]] options at [[Lethian's Crossing]] and [[Vellum Citadel]]), Sirin will also comment that the Archons may be up to something illegal; this is your first hint for the [[Vendrien's Well]] piece of evidence against either Archon, which will be listed in [[A Trial of Archons]] and then used in [[Final Judgment]]. ===Other interactions=== * Sirin is a strong supporter of the rebel cause, hating Kyros with a passion, particularly the Chorus. Understandably, she balks at working for the Chorus, gaining major Fear when you commit particularly heinous deeds, such as sending [[Amelia]] and her baby to Nerat. On the other hand, she will appreciate kind and caring actions. * Sirin has an unique interaction with [[Kills-in-Shadow]]: After asking Killsy about the current situation, if she asks about siding with the Tiersmen and talk back, you can backhand the Beastwoman. If Sirin is present, she will offer to sing a song of pacification. Accepting it earns Major Fear with Killsy (as you did not assert your dominance) and Average Loyalty with Sirin. If you refuse, you gain Major Loyalty with Killsy and Average Fear with Sirin. ===Combat role=== :''See [[{{PAGENAME}} talents]] for a complete breakdown of {{PAGENAME}}'s talents.'' Sirin is geared towards support roles, both offensive and defensive. She has two distinct talent trees, Peace and War, which allow to free allies for effects or revive them in combat (Peace) or debuff enemies and affect their battlefield locations (War). Sirin was designed to control and manipulate the flow of battle by afflicting her foes with terrible sicknesses of the mind and body. Sirin’s power as an Archon grants her the unique ability to influence others with song (Those who played ''Pillars of Eternity''’s [https://pillarsofeternity.fandom.com/wiki/Chanter Chanter class] will be familiar with her mechanics). In combat, she will passively sing, causing minor blights and hindrances to foes that hear her voice, as well as subtle benefits to her allies. As Sirin sings, she builds up a resource called ‘Breath’ that is later used to perform an ‘Aria’. Arias unleash powerful concentrated magical effects from Sirin’s voice on those she directs it towards. These effects can be devastating for enemies, or invigorating for her allies, depending on the Aria performed. A unique progression tree is used for Sirin’s songs that is automatically advanced as she gains levels, unlocking new songs, while Arias must be purchased exclusively from her two talent trees. Overall, the focus from each tree is directed towards either making Sirin a peaceful songstress who aids her allies with powerful beneficial effects, or an aggressive weaver of vengeful arias who aims to break her enemies where they stand. Sirin's songs are designed in a way that allows to be used without maintenance (general songs) or to counter specific situations, such as enemy types or group composition. She is most effective over the long term, but care must be taken to avoid having her run out of Breath. If properly maintained, Sirin can absolutely devastate enemy groups or tip the scales decisively in the Fatebinder's favor. Of course, reaching the apex of a song's influence takes time and Sirin is particularly vulnerable (moreso than other party members) to heavy objects applied to the face. In other words, pay attention to her.
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