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Kingdoms of Amalur: Reckoning Destinies Part 6 – Might and Sorcery

Kingdoms of Amalur: Reckoning Destinies Part 6 – Might and Sorcery

Tier 3
Guardian – Requirements: Might 6, Sorcery 6
Bonuses: Gain 25% of Damage received as Mana, +15% Elemental Resistance

“With this Destiny you are able to engage in melee and convert any force used against you into your own magical energy. You are naturally resistant to harmful spells, and transmute a portion of damage sustained to your own mana pool”.

An interesting starting dual destiny. You now want to take at least some damage to help out your mana pool during combat. While you lose the mana cost reduction, you can supplement that easily with skills. This class tree will only get more interesting as you move forward.


Tier 4
Battlemage – Requirements: Might 14, Sorcery 14
Bonuses: Gain 30% of Damage received as Mana, +17% Elemental Resistance, +10% Melee Damage, Blink – Short Range Teleport replaces Dodge.

“As a Battlemage, your every strike is amplified when wielding melee weapons. With this Destiny, you are able to Blink through combat, sustain both magical and physical damage, and use that energy to retaliate in kind”.

This tree seems to grow very quickly. You gain Blink, a quick teleport that replaces dodge, in addition to elemental resistance and a boost to melee damage. You also get a nice boost to the damage converted over to mana.

Tier 5
Paragon – Requirements: Might 38, Sorcery 38
Bonuses: Gain 50% of Damage received as mana, +23% Elemental Resistance, +17% Melee Damage, +10% Total Armor, Blink

“In battle, the Paragon wield an intimidating displace of might and sorcery. Besides your natural protection against elemental damage, your ability to gain mana from all attacks directed at you as well as Blink, you are now also well armored”.

The sharp increase to your damage to mana continues, ensuring now half of the damage you take is now converted to mana. The gain on the elemental resistance and melee damage is slower but still there. The new addition is something not seen in any other default tree, as you gain a boost to your total armor overall.

Tier 6
Champion – Requirements: Might 55, Sorcery 55
Bonuses: Gain 75% of Damage received as mana, +25% Elemental Resistance, +20% Melee Damage, Blink, Harmonic Overload: Chance to produce elemental projectiles per kill.

“As a Champion, you are a destructive force of vengeance. A pure conduit of martial energy, you are able to refocus all manner of attacks to turn the corpses of your enemies into weapons themselves. Those who strike against you seldom survive to do so a second time”.

Again, a sharp boost to your ability to gain mana based on damage received. With the right set up you can easily have close to infinite mana at that point. A nice 5% boost to your armor overall mixed with the other boosts put this at a great class to be walking into the thickest of melees and turn everything around easily.