____________________________________________________________________________ |\__________________________________________________________________________/| || || || Kingdoms of Amalur: Reckoning || || Archmage Build/Guide || || || || || || Date: 2/29/2012 || || Author: Kurii || ||__________________________________________________________________________|| |/__________________________________________________________________________\| ============================================================================== Table of Contents ============================================================================== C-I. About the Author C-II. Guide Intro C-III. Equipment C-IV. Skills C-V. Abilities C-VI. Twists of Fate (*Spoiler Alert) C-VII. Closing Statements ============================================================================== ============================================================================== C-I. About the Author (Stuff you won't read) ============================================================================== Hi, my name is Chris. Also known as Kurii, Kuriii (League of Legends) synix09 (YouTube), Bananaya (from Dungeon Fighter Online), or Ciel (from Ethereal-RO). I've always played mage characters in just about any RPG. I really enjoyed it in this game as well so I decided to create a guide especially since my character started one-shotting everything in Hard difficulty once I hit level 28+. I also play a lot of other games like 2D fighters (Melty Blood, Guilty Gear, Immaterial and Missing Power, 3rd Strike), shooters (Counter Strike, S4 League), MMORPGs (Ragnarok Online, Lineage 2, Dungeon Fighter Online), and others (League of Legends, Gunbound, Starcraft, etc.) My YouTube channel is http://www.youtube.com/synix09 I hope you guys find my guide useful. ============================================================================== C-II. Guide Intro ============================================================================== *Don't mistake this guide as a walkthrough. It's merely a build for a strong mage character. Covering what items you need, how to get make them, what skills/abilities to get, and which quest choices to make to get the correct Twists of Fate. This build focuses on maxing your spell damage to the point where you can one-shot all non-boss monsters (without potions or reckoning mode) on Hard difficulty. You can one-shot the final boss on Hard Difficulty with potion buffs in reckoning mode. And at the same time, you wil be incredibly tanky with a huge health pool (over 2500 HP), damage mitigation, as well as life steal from your summon. You'll never die if you have your summon attacking things. Even if he wasn't out, it'd take like 5 minutes for normal monsters to take you down if you just stand there. And if you're close to dying, you can restore 100% health with 50% mana with level 7 Healing Surge. And you'll never run out of mana (unless you keep spamming Healing Surge and Sphere of Protection for some reason - these are percentage mana manacost spells). Eventually the gameplay becomes you running into a middle of a group, casting Meteor, one-shot everything, explore and find another group, cast Meteor. If you fight a boss, go into reckoning mode, cast Meteor. If you're fighting the final boss, go into reckoning mode, use some potion buffs, cast Meteor - just about one shotting the last boss (won't let you one-shot due to a special final boss battle sequence. ============================================================================== C-III. Equipment ============================================================================== At the start of the game, you might want to work on items that boost your mana. Then start transitioning to things that add % Fire/Elemental/Magic Damage and Magic Crit Chance. Don't worry about completing or keeping any sets (they all kinda suck). You'll end up using bits and pieces of yellows and purples you'll find through hidden objects, treasure chests, and monsters. What you'll end up doing towards the end of the game is you'll craft your own weapons and armor (not including accessories) through Blacksmithing and Sagecrafting which will be a lot stronger than anything you'll find in the game. To be honest, you're already pretty much unstoppable if you manage to get at least 2 or 3 of these items. So I wouldn't worry too much about making the "pefect" build. You can fill a lot of slots with +80 HP/MP components (Robust). Final Build (All items crafted except for Accessories) --------------------------------------------------------- *You can switch out the Flamed (20% Fire Damage) Bindings/Grip/Rivets for Arcane (% Magic Damage) Grip/Rivets and Mystic (% Chance to Crit with Magic) Bindings/Grip/Rivets, but they are EXTREMELY RARE. You can also use Faeblades or a Longsword with 2 Flawless Arcane components in the same weapon. So you can have 4 with Primary and Secondary. Chakrams (Primary): Weapon Fire Damage (Prismere Flame Disc) +7% Damage 15% Chance to Steal 25 Mana (Flawless Ravenous Handle) +20% Fire Damage (Flawless Flamed Grip) 20% Fire Damage (Flawless Flamed Rivets) +20% Health (Hero's Gem) Sceptre (Secondary): Weapon Fire Damage (Ebony Flame Dowel) +7% Damage 15% Chance to Steal 25 Mana (Flawless Ravenous Handle) +20% Fire Damage (Flawless Flamed Grip) +20% Fire Damage (Flawless Flamed Rivets) +20% Health (Hero's Gem) Cowl: +15% Mana Regen per Second +6% Experience Bonus (Spiritweave Headdress) +20% Fire Damage (Flawless Flamed Rivets) +20% Fire Damage (Flawless Flamed Bindings) +12% Damage Resist (Flawless Everlasting Lining) +20% Health (Hero's Gem) Robes: +30% Mana Regen per Second +16% Physical Resist (Spiritweave Cloth) +12% Damage Resist (Flawless Everlasting Trim) +12% Elemental Resist (Flawless Warding String) +20% Health (Flawless Strengthening Bindings) +1 Sorcery Abilities (Sorcerer's Gem) Handwraps: +10% Mana Regen per Second +16% Mana (Spiritweave Mitt) +20% Fire Damage (Flawless Flamed Grip) +20% Fire Damage (Flawless Flamed Bindings) +12% Elemental Resist (Flawless Warding String) +20% Health (Hero's Gem) Shoes +10% Mana Regen per Second +16% Health (Spiritweave Heel) +20% Fire Damage (Flawless Flamed Rivets) +20% Fire Damage (Flawless Flamed Bindings) +12% Damage Resist (Flawless Everlasting Lining) +20% Health (Hero's Gem) Talisman: +10% Elemental Resist (Platinum Guard) 16% Melee Block Efficacy 16% Ranged Block Efficacy 16% Magic Block Efficacy +12% Damage Resist (Flawless Everlasting Trim) +20% Fire Damage (Flawless Flamed Grip) +20% Fire Damage (Flawless Flamed Bindings) +20% Health (Hero's Gem) Necklace: Ancient Phylactery (Unique) <-- Changable. +15% Chance to Crit with Magic +15% Magic Crit Damage Ring: Archsage's Ring (Unique) +15% Fire Damage +15% Ice Damage +15% Lightning Damage +30 Mana -10% Mana Costs Ring: Savant's Ring (Unique) +10% Fire Damage +10% Ice Damage +10% Lightning Damage +25 Mana -9% Mana Costs Bonus percentage health is COMPOUNDED! This means if you have 2 pieces of equipment both with +20% Health, you would get 1.2 * 1.2 = 1.44 (44%) instead of 40%. So let's take this further. Let's say you have about 500 base Health. +10% Health from Destiny Defiant Destiny, 2 weapons with +20% Health each, 4 armor pieces with +20% Health each, Spiritweave Shoes with +36%, and no accessories. 570 * 1.1 * 1.2 * 1.2* 1.2* 1.2* 1.2* 1.2 * 1.36 = 2546.2 Health Tag on damage reduction from gear and Sphere of Protection. Then add on life steal from Faer Gorta. You won't die - ever. And don't worry about Mana. With Archsage's and Savant's Ring (from the Scholia Arcana quest line) and Archmage Destiny, you pretty much have infinite mana even without any weapon/armor on. You can get the components through Blacksmithing and Sagecrafting. Blacksmithing ---------------- If you see an item with the stats listed above, you can Salvage the components off of them. For example you might find a weapon called Staff of the Inferno (+20% Fire Damage) from a monster or NPC. Save your game (non-quicksave) if you buy the item from an NPC (because some items are bugged - unable to salvage the component even though it's there), go to a Blacksmith station, quick-save and try to get the +20% Fire Damage component through Salvage. Even though the item name is "of the Inferno", the component name will be Flamed. So watch out for those. Some examples are: Deathless -> Everlasting (Damage Resist), "of the Mystic" -> Arcane (% Damage with Magic), Mysticism -> Mystic (% Chance to Critical Hit with Magic), "of Gluttony" -> Ravenous (15% Chance to Steal 25 Mana). Sagecrafting --------------- The only gems you need to worry about are - Utility Gem: Pristine Protection + Pristine Protection = Hero's Gem (+20% Health) Epic Gem: Pristine Magic + Pristine Magic = Sorcerer's Gem (+1 to all unlocked Sorcery abilities) ============================================================================== C-IV. Skills ============================================================================== Most useful: Detect Hidden (Max) Useful towards the end: Alchemy (Max) Blacksmithing (Max) Sagecrafting (8 points - Master Level 1) Luxury: Lockpicking Mercantile Dispelling Not important: Persuasion Stealth 40 additional skill points to spend. Plus you get some for racial bonus, trainers, and skill books. Use this to help you not waste points. http://amalur.wikia.com/wiki/Trainers_and_Skill_Book_Locations Unbinding Destiny from Fateweavers unbinds your Skills too. So I wouldn't focus on Alchemy, Blacksmithing, and Sagecraft until you hit around level 30. Then you can re-spec to get some gems through Sagecrafting and re-spec to get points back afterwards. Don't worry about buying alchemy recipes because everything unlocks at max level Alchemy. And the only things you would really want to make are Experience Boosters (+% Exp Gain), Magic Amplification (+% Magic Damage), Magic Precision (+% Chance to Crit with Magic), Blazing Salve (+% Fire Damage), Damage Boost (+% Damage), and Fate Potions (Fills Fate Meter). I'd recommend maxing out Detect Hidden, Lockpicking, and Mercantile at the beginning to save yourself a lot of time. Then when it comes time to start crafting items, re-spec using a Fateweaver. ============================================================================== C-V. Abilities ============================================================================== 109 Sorcery (http://amalur.wikia.com/wiki/Sorcery) 14 Might (http://amalur.wikia.com/wiki/Might) Rush 109 Sorcery first to get Archmage Destiny. Every ability can go past their nmax level by 2 levels (e.g. 5/5 -> 7/5 or 6/6 -> 8/6) except for the Arcane Weaponry skills (they stay at 3/3). Reset using a Fateweaver to get back the default points in Might and Finesse. Final Ability Build ---------------------- 1 Arcane Weaponry I 1 Arcane Weaponry II 1 Arcane Weaponry III 1 Arcane Weaponry IV 6 Sceptre Mastery (Max) 6 Chakram Mastery (Max) 6 Summon Faer Gorta (Max) 5 Transference (Max) 5 Masterful Construction (Max) 0 Staff Mastery 5 Healing Surge (Max) 5 Elemental Rage (Max) 6 Sphere of Protection (Max) 5 Sphere of Reprisal (Max) 5 Sphere of Retribution (Max) 5 Mark of Flame (Max) 5 Smoldering (Max) 5 Meteor (Max) 6 Stormbolt (Max) 5 Chain Lightning (Max) 5 Tempest (Max) 5 Conservating Casting (Max) 5 Ice Barrage (Max) 5 Frostshackle (Max) 5 Winter's Embrace (Max) Skill Order Recommendation ----------------------------- Level / Total Ability Points / Investment 1 (4) 3x Storm Bolt 2 (7) 1x Storm Bolt, 1x Mark of Flame, 1x Conservative Casting 3 (10) 3x Mark of Flame 4 (13) 1x Mark of Flame, 2x Conservative Casting 5 (16) 2x Conservative Casting, 1x Storm Bolt 6 (19) 1x Arcane Weaponry I, 1x Arcane Weaponry II, 1x Spectre/Chakram Mastery 7 (22) 1x Spectre/Chakram Mastery, 1x Summon Faer Gorta, 1x Healing Surge 8 (25) 3x Summon Faer Gorta 9 (28) 2x Summon Faer Gorta, 1x Spectre/Chakram Mastery 10 (31) 3x Spectre/Chakram Mastery *Fateweave Unbind Destiny to get 2 ability points back from Might and Finesse. 11 (36) 3x Spectre/Chakram Mastery, 1x Transference, 1x Chain Lightning 12 (39) 3x Smolder 13 (42) 1x Transference, 2x Smolder 14 (45) 3x Transference 15 (48) 1x Arcane Weaponry III, 1x Sphere of Protection, 1x Sphere of Reprisal 16 (51) 2x Sphere of Reprisal, 1x Tempest 17 (54) 1x Masterful Construction, 2x Tempest 18 (57) 1x Masterful Construction, 2x Tempest 19 (60) 3x Masterful Construction 20 (63) 1x Arcane Weaponry IV, 1x Elemental Rage, 1x Sphere of Reprisal 21 (66) 1x Sphere of Reprisal, 2x Sphere of Protection 22 (69) 3x Sphere of Protection 23 (72) 1x Spectre/Chakram Mastery, 1x Sphere of Retribution, 1x Meteor 24 (75) 3x Meteor 25 (78) 1x Meteor, 2x Sphere of Retribution 26 (81) 2x Sphere of Retribution, 1x Ice Barrage 27 (84) 2x Frostshackle, 1x Winter's Embrace 28 (87) 3x Frostshackle 29 (90) 3x Healing Surge 30 (93) 1x Healing Surge, 2x Winter's Embrace 31 (96) 1x Spectre/Chakram Mastery, 2x Winter's Embrace 32 (99) 1x Spectre/Chakram Mastery, 2x Chain Lightning 33 (102) 2x Chain Lightning, 1x Ice Barrage 34 (105) 3x Ice Barrage 35 (108) 3x Elemental Rage 36 (111) 1x Elemental Rage, 2x Skillful Defense 37 (114) 3x Skillful Defense 38 (117) 3x Hardy Constitution 39 (120) 3x Hardy Constitution 40 (123) 3x Adrenaline Surge Ability Comments ------------------- Storm Bolt Useful in knocking down big enemies like trolls, so you keep them hit locked with your Chakrams.Not very useful otherwise, even with Chain Lightning upgrade. Sphere of Protection Useless at the beginning. Only useful when you unlock Sphere of Retribution upgrade since it can keep enemies from interrupting your spells. At that point, you should get Sphere of Reprisal upgrade to 5/5 for 4 protection spheres. Mark of Flame Probably your most used spellGreat damage and low cooldown. Max it first. Summon Faer Gorta Your best friend. He steals health from enemies and gives it to you. Keeps your health full. Though he does like to run around killing chickens and crabs and proc the battle music randomly. Max everything this guy has ASAP. Healing Surge Saves you pots. Restores percentage health by using percentage mana. You only need 1 point until the end. Ice Barrage You won't really use this much. You'll find that Mark of the Flame is way better. The Frostshackle upgrade is only good for Winter's Embrace. Elemental Rage Cool looking spell. Not too useful though. It has a vacuum effect but sometimes doesn't pick up some enemies and you can get cancelled out of the 3 spell combo if hit. Sometimes you vacuum in the enemy, and they hit you before you can cast the next spell. You can mess around and vacuum everyone in with the first spell, then cast Meteor afterwards. Tempest This spell is pretty good. AoE knockdown around you with low cooldown. Good at chain stunning minibosses. I use this spell as a clean up after casting Meteor, when Meteor is on cooldown, stun locking minibosses, or if someone is immuned to fire. Meteor Your best spell. This is what allows you to one-shot everything in the game (even the last boss in Hard difficulty if it weren't for the special final boss battle sequence). It's pretty overpowered. It has a long cast animation but that doesn't matter because once you start, it still comes out even if you were interrupted. So you just run in the middle of a group of enemies, one-shot everything, keep exploring until you find another group. Winter's Embrace Good for long boss fights. Weak damage but good utility. Keeps the enemies slowed so you can cast your spells without danger. After getting 109 Sorcery, put 5 into Skillful Defense to get to Hardy Constitution. After maxing both skills, put the 3 remaining points into Adrenaline Surge. ============================================================================== C-VI. Twists of Fate (*Spoiler Alert) ============================================================================== Twists of Fate received from Faction Questlines. Warsworn Faction - Choose to betray the Warsworn. (Buy everything you want and do all the Warsworn quests before completing this quest line because after you betray them, the Warsworn becomes hostile.) Forsworn - By accepting the Niskaru Lord Khazamandu's blessing atop Cloudrest Mountain, you became the scourge of Warsworn, rather than their champion. +10% Physical Damage +1 to Might Abilities +5% Fire Damage Scholia Arcana Faction - Choose to be fearless and indifferent. Fearless - Imbued with the tempered indifference of Archsage Caledus, no foe or challenge gives you pause. +5% Elemental Damage +1 to Sorcery Abilities Traveler's Faction - Choose to betray Grim Onwig by going to the east wing. Temperence - Prudence is what's important. Not bravado, not chivalry. Pragmatism is your ally in combat - - evading stronger foes and crippling them at their weakest. +1 to Finesse Abilites +6% Evade Chance I strongly urge you to complete the Scholia Arcana quest line ASAP. It is very rewarding. ============================================================================== C-VII. Closing Statements ============================================================================== Stop reading. Go play the game! If you need to contact me, you can find me on: IRC #moba @ irc.mizuumi.net or leave a message on my Youtube channel www.youtube.com/synix09