Combat

A massive hammer crackling with magical energy. A storm of poisoned arrows loosed from a distance. A blade in the back, thrust from the shadows. There are countless ways to die in Amalur, as your enemies will soon discover.

With Reckoning's combat system, you can create a custom blend of strength, subtlety, and spellcasting that perfectly suits your play style. Swapping between primary and secondary weapons is seamless. Hurl an enemy in the air with a spell, fill your foe with arrows as it flails in the air, then blast it with a wave of magical energy from the sceptre at your side, all before it hits the ground. For the stealthy approach, plant a deadly trap in your enemy's path, pull it into the trap with a spell, then quickly close the distance to finish the fight with a dagger strike. The possibilities are endless.

Watch Reckoning's combat come alive in A Hero's Guide to Amalur: Skill at Arms.

Gear

The weapons and armor you choose form the basis of your combat approach. Two-handed hammers, swords, and greatswords are favored by warriors; rogues specialize in daggers, faeblades, and bows; and mages wield sceptres, staves, and chakrams. Rogues prefer armor made of leather, while fighters tend toward steel and iron. A pure mage might only don robes of cloth to facilitate spellcasting. But in Reckoning, these divisions are flexible. Any character class can include elements of subtlety, magic, or strength to create any hero you can imagine. Mastering the use of weapons and armor is a key part of combat, and that mastery is strengthened and expanded through the Abilities system.

Explore Abilities

Abilities

Most role-playing games force you to choose a role at the beginning of the adventure, when you know the least about the road ahead. In Reckoning, you develop your character's role over time by specializing in Abilities. As you gain levels, you will spend your Ability points in the disciplines of Might, Finesse, and Sorcery. How you choose to distribute Ability points sets your character on a path toward specializing in force, stealth, or magic. However, you are not locked in to a particular class; you are free to spend points in any discipline at any time. With the Abilities system, you can create a unique hybrid class as easily as building an equally powerful pure rogue, mage, or fighter.

Explore Destinies

Destinies

As you distribute Ability points, you will unlock Destinies that further define your character's combat style. Choosing a Destiny grants your character unique combat bonuses that enhance your personal style of play. If you choose to specialize in stealth, you might choose the Ranger destiny, which grants bonuses to dodging, ranged attacks, critical hits and piercing damage. If you decide to add magic to the mix, you could then switch your Destiny to Arcanist, a shadowy hybrid class that retains the Ranger's rogue-like bonuses and adds elemental damage and teleportation. A mage with a poisoned dagger? A soldier with command of magic? A rogue with a sword and shield? Your Destiny awaits.

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