Reckoning Wiki

Character Classes

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The fateless one destiny card.

Like most RPG's Kingdoms of Amalur: Reckoning utilizes a basic three class system which one can choose to base their character around. These three class trees are: Finesse, Sorcery, and Might. The character chooses one main destiny card after escaping Allestar Tower which will affect how they build their character throughout the game. What sets Kingdoms of Amalur apart from most other RPGs is that as the game progresses and you gain more experience and levels you can start to intertwine your skill trees together thus opening the door to various class combinations. The three skill trees in the game will allow you to make three basic types of characters and later allow you to use abilities from a combination of skill trees to make custom Class Characters. In-game, this system is referred to as Destinies.

Might: The WarriorEdit


A Warrior with Longsword and shield

Warriors are strength-based characters following the skill tree of Might. They rely on brute strength, heavy armor, and high defense to vanquish their enemies in battle. The Warrior's weapons of choice are the Greatsword, the Longsword, and the Hammer. Might skills focus on increasing the strength and defense of the warrior, from increasing your resilience to bringing you back from the brink of death to giving your attacks temporary bonuses.

Finesse: The RogueEdit


A Rogue with Longbow, planting a Frost Trap

Rogues are fighters who rely on stealth and lightning quick attacks to take out their opponents before they even realize that they're under attack. This can mean stealthy kills with backstabbing and smoke bombs, traps scattered across the battlefield, sniping with Longbows, or even simply attacking with the incredibly fast Daggers or Faeblades. Rogues can also specialize in the use of poisons, making every hit count for more and weakening their targets.

Sorcery: The MageEdit


A Mage with Staff and Chakrams

Mages are spellcasters who fight primarily from a distance with a combination of magic and magical weaponry. In Reckoning, mages tend to rely much more on weapons than they do in other games, as the game's spells focus on a variety of options rather than having a strong suite of general-use spells. Mage weapons, the Chakrams, Sceptre, and Staff, strike from a distance and primarily deal elemental damage instead of physical damage. Sorcery is the skill tree that a player would invest in if they wanted to make a Mage-type character; these skills focus primarily on different levels of spells that either damage enemies with the various elements or provide specialized aid in combat, such as a summoned ally or orbs that damage enemies who get too close.

Combination ClassesEdit

Finesse/Sorcery: The SpellcloakEdit

Spellcloaks combine the Rogue's backstabbing nature with the Mage's sorcerous might to create a shadowy death-dealer that can completely ignore an enemy's defenses with their wide variety of damage types. It is worth noting, though, that the Spellcloak is probably the single least durable class, making combat a race to kill before you are killed.

Might/Sorcery: The BattlemageEdit

The Battlemage is either a warrior who uses elemental magic to their advantage or a mage who would rather fight the enemy up-close. Battlemages are uniquely able to generate mana whenever they are struck in combat and are preternaturally durable, making them unstoppable juggernauts of destruction. However, they are also the class that receives the fewest damage bonuses, so fights are often long, grinding affairs.

Might/Finesse: The BlademasterEdit

The Blademaster combines the Rogue's speed with the Warrior's weapon skills to become a true master of physical combat. The Blademaster's main advantage is their variety, being able to adapt their style to perfectly match every situation. However, the Blademaster can merely use the same tools in a variety of ways; enemies with heavy armor will prove difficult targets.

Might/Finesse/Sorcery: The UniversalistEdit

The Universalist is a jack-of-all-trades, being adept at every form of combat while mastering none. While a Universalist can't go toe-to-toe with a Warrior, overwhelm a Sorcerer with magic, or fight faster than a Rogue, the Universalist overcomes their opponents with the strength of variety, playing on every enemy's weaknesses without exception.

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