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Reckoning-Sorcery-ChakramMastery 656x369

Chakrams are a type of hybrid melee and magic weapon available to the Fateless One in Kingdoms of Amalur: Reckoning. Using arcing focused attacks as well as circular area-of-effect attacks, the chakrams are a mid-range weapon, good at dealing with enemies before they can get into melee range as well as disrupting multiple enemies with elemental vulnerabilities. Being part of the Sorcery-based weapon set, they are intended for use by mage-style characters, and are bolstered by the Arcane Weaponry and Chakram Mastery passives in the Sorcery ability tree.

Damage Characteristics[]

Chakrams will always have a base damage consisting of Physical Damage and elemental damage, with approximately a 50/50 split ratio. Chakrams will also have their respective element's damage-over-time (DoT) component, adding to their overall damage.

They have an Average attack speed, being slower than Sceptres and the Finesse weapons but quicker than Staves and the Might weapons.

They have Moderately Few combat moves available for those who invest in the Arcane Weaponry series of abilities, equal to the number available to the Hammer, Staff, and Longbow.

They have a Moderately Low damage output per hit, having similar damage values to those of the Faeblades. However, this is bolstered by the damage-over-time elemental component, which can potentially make chakrams one of the most damaging weapons in Amalur, falling just below greatswords and hammers. Edit: As the dot can't crit and can't stack, it's completely misleading. Chakram is nowhere close to being one of the best weapon from a DPS perspective on its own.

Weapon analysis: Chakram is a very good mid-range weapon, despite several pitfall affecting all Sorcery weapons, such as having to deal with element resistant enemies, having a dot effect doing basically nothing outside slowing/fearing while inflating the weapon rating, or needing primal and bleed enablers to really be able to compete. However, Chakram is a fast, mid ranged weapon affecting a large zone, allowing to dish good damage from a safe distance, and can do so as a main weapon (IE, it's not held back by an ammo system, for instance). On top of that, several moves are able to overlap, meaning huge enemies will take more damage, making the weapon competitive in all scenarios.

Chakram Abilities[]

The Fateless One can learn new attack techniques with the chakrams by investing in the Arcane Weaponry series of abilities, and can increase damage delivered by the use of chakrams by investing in the Chakram Mastery ability.

  • Maelstrom: Hold and release to fling the chakrams in an expanding circle around the Fateless One. Size and damage can be increased by charging the chakrams for a longer period of time before releasing the attack.
  • Elemental Escape: Attack -> Pause -> Attack to perform a 2-part attack with both Chakrams, finishing by launching them into the ground at the enemy's feet, blasting them backwards while jumping away.
  • Orbit Blades: Attack while dodging to launch an enemy into the air and send your Chakrams spiraling into them for aerial punishment.

Other abilities not specific solely to the Chakrams, such as Blade Honing and Envenomed Edge, can also be applied to increase damage delivered.

Crafting Chakrams[]

Main article: Blacksmithing

The Fateless One can craft chakrams at any Blacksmithing Forge by using an elemental disc and a handle; bindings and grips are optional components. With sufficient skill, mastercrafted chakrams that offer a bonus percentage to total damage can be created. Like other sorcery weapons crafted with a gem, it must be a Utility Gem, not a Weapon Gem.

The Fateless One can also disassemble existing chakrams for salvage, recovering some of the above-mentioned components.

List of Common Chakrams[]

List of Unique Chakrams[]

Notes and Advice[]

  • The chakrams are an all-around powerful weapon with no really glaring weaknesses. Being a mid-range weapon, they allow the Fateless One to engage enemies without moving into melee range. Also, due to the arcing nature of their attacks, chakrams can damage multiple enemies per attack if aimed properly. Finally, the charge attack Maelstrom is a very strong move with a large radius, making it extremely potent against sizable groups of small enemies, such as bandits, brownies, boggarts, murghans, and kobolds.
  • Due to their Physical Damage component, chakrams are actually considered melee weapons, and thus benefit from destinies and enchantments that boost melee damage (such as all of the Might-based destinies).
  • The charge attack Maelstrom has two release versions based on the amount of time spent charging, similar to the way Whirlwind works for Greatswords. The Fateless One will flash once the first level of charge is achieved, and can release the attack for a small AoE and moderate damage. However, if the Fateless One holds the charge until the second flash, the released spiraling pattern will be much larger as well as much more damaging.

Gallery[]

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