Destinies - Kingdoms of Amalur: Reckoning wiki

Fateless One

Tier 0

 

Requirements

Might: 0
Finesse: 0

Sorcery: 0

Newly resurrected, your Fate is blank, formless, and ready to be forged into the shape of your choosing.

 

Acolyte

Tier 1

 

Requirements

Might: 0
Finesse: 0
Sorcery: 1

As an Acolyte, you are devoted to the arcane and a mastery of elemental forces. You prefer to destroy your opponents with raw magic rather than through crude or mundane methods.

+15% Elemental Damage
10% Mana Cost Reduction

 

Brawler

Tier 1

 

Requirements

Might: 1
Finesse: 0
Sorcery: 0

With this Destiny you are a formidable melee combatant. You can withstand a lot of punishment, and it is usually more efficient for you to block or suffer an attack rather than dodge one.

+15% Melee Attack Damage
+10% Block Efficacy

 

Rogue

Tier 1

 

Requirements

Might: 0
Finesse: 1
Sorcery: 0

Unlike many of the warriors of Amalur, Rogues prefer to fight from far away, or from behind, or by dishonorable means, and usually by surprise. As a Rogue, you sneak, dodge, and slather weapons with poison to gain the advantage in combat.

+10% Ranged Attack Damage
+30% Damage Resistance While Dodging
+5% Piercing Damage

 

Fighter

Tier 2

 

Requirements

Might: 11
Finesse: 0
Sorcery: 0

With this Destiny you are even more effective in melee combat. The Fighters of the Faelands are well-accustomed to battle, and can therefore both absorb and deal more damage.

+17% Melee Attack Damage
+13% Block Efficacy

 

Soldier

Tier 3

 

Requirements

Might: 28
Finesse: 0
Sorcery: 0

From the Alfar military to human armies, the experienced Soldiers of Amalur excel in close quarters fighting. With this Desitiny, your brutal attacks carry an added weight to stun your opponents.

+20% Melee Attack Damage
+15% Block Efficacy
+10% Stun Duration

 

Warrior

Tier 4

 

Requirements

Might: 49
Finesse: 0
Sorcery: 0

Because of their additional resilience, Warriors do not hesitate to wade into the thickest of frays. In most battles, their ability to inflict damage is equaled only by their honed defensive capabilities.

+23% Melee Attack Damage
+17% Block Efficacy
+15% Stun Duration

 

Conqueror

Tier 5

 

Requirements

Might: 76
Finesse: 0
Sorcery: 0

As a Conqueror, you are an imposing figure, feared by most enemies on the battlefield. Like the greatest warriors of legend, a single strike of yours can stagger your opponent, and even the strongest foe will find it difficult to overcome your defenses.

+25% Melee Attack Damage
+20% Block Efficacy
+17% Stun Duration
+17% Chance to Stun

 

Warlord

Tier 6

 

Requirements

Might: 109
Finesse: 0
Sorcery: 0

There have been few Warlords in the history of Amalur, and they were all respected and feared as the primal embodiments of conflict itself. This Destiny allows you to endure any and all attacks while laying waste to those who would dare to oppose you.

+30% Melee Attack Damage
+20% Block Efficacy
+20% Stun Duration
+20% Chance to Stun
Last Stand - Automatically resurrect with 20% Health. Health drains until an enemy is killed.

 

Scout

Tier 2

 

Requirements

Might: 0
Finesse: 11
Sorcery: 0

Adopting more refined tactics and equipment, Scouts remain quiet, collected, and stylish in combat. With this Destiny you produce stealthy kills by ambush, backstab, or at range.

+13% Ranged Attack Damage
+35% Damage Resistance While Dodging
+7% Piercing Damage

 

Hunter

Tier 3

 

Requirements

Might: 0
Finesse: 28
Sorcery: 0

More successful Rogues style themselves as stalkers of dangerous prey. Stealth, ranged attacks, and targeting with anatomical precision more often translates into attacks of critical damage.

+15% Ranged Attack Damage
+40% Damage Resistance While Dodging
+5% Chance to Critical Hit
+10% Piercing Damage

 

Ranger

Tier 4

 

Requirements

Might: 0
Finesse: 49
Sorcery: 0

Solitary Rangers enjoy a dark and deadly reputation, mostly earned, for swift violence and secret murder. A Ranger’s foe suddenly struck dead by his or her own weapon...a Ranger ambling away, unmarked and refreshed, from a battle with a dozen would-be thieves...such elements are common in Amalurian folk tales.

+17% Ranged Attack Damage
+45% Damage Resistance While Dodging
+7% Chance to Critical Hit
+13% Piercing Damage

 

Assassin

Tier 5

 

Requirements

Might: 0
Finesse: 76
Sorcery: 0

In addition to a more polished execution of precise targeting, nimble dodging, and a tidy efficacy with deadly poisons, the Assassin’s swift, agile movement aids unnoticed approaches and silent exists from deadly encounters. This effortless grace and style marks the assassin as an “Aristocrat of Violence.”

+20% Ranged Attack Damage
+50% Damage Resistance While Dodging
+10% Chance to Critical Hit
+10% Piercing Damage
Evasion - 6% Chance to Avoid Hit

 

Nightblade

Tier 6

 

Requirements

Might: 0
Finesse: 109
Sorcery: 0

At this level of proficiency, the Nightblade’s deadly arts become confused in the popular mind with
Sorcery. With this Destiny, you assassinate targets unheard, unseen. Fierce foes fall dead, silently, without a mark. Impossibly fast, deadly, and untouchable, your craft assumes the seamless mystery of a black art.

+30% Ranged Attack Damage
+60% Damage Resistance While Dodging
+12% Chance to Critical Hit
+20% Piercing Damage
Assassination - +20% Damage vs. Human-sized or smaller Enemies
Evasion - 11% Chance to Avoid Hit

 

Initiate

Tier 2

 

Requirements

Might: 0
Finesse: 0
Sorcery: 11

An Initiate’s powerful spells suffice to terrify the vast majority of Amalur’s threats. Embracing this Destiny results in a marked increase in the potency of your spells. An efficient management of arcane resources helps you outlast less disciplined magic users.

+17% Elemental Damage
13% Mana Cost Reduction

 

Seer

Tier 3

 

Requirements

Might: 0
Finesse: 0
Sorcery: 28

Because of their attunement to mystical energy, Seers naturally rplenish their reserves of mana and continue to develop the power of their spells. With this Destiny, you are an adept spell-caster able to teleport short distances with the Blink ablility.

+20% Elemental Damage
13% Mana Cost Reduction
+1 Mana Regen Per Second
Blink - Short-range teleport. Replaces Dodge

 

Sage

Tier 4

 

Requirements

Might: 0
Finesse: 0
Sorcery: 49

As a Sage, besides approaching the natural limits of magical power, the lingering effects of your elemental magic are extended beyond their normal duration. Your understanding of Ice magic allows you to teleport a short distance by harnessing that elemental sphere.

+23% Elemental Damage
17% Mana Cost Reduction
+1 Mana Regen Per Second
+15% Duration of all Duration-Based Spells
Ice Blink 1 - Short-range teleport with Ice Effect. Replaces Dodge

 

Sorcerer

Tier 5

 

Requirements

Might: 0
Finesse: 0
Sorcery: 76

With this Destiny, you are among the elite magic users of Amalur. In addition of supernatural offensive and defensive power, great magical reserves, and improved economy of mana, you also gain an enhanced Ice Blink ability.

+25% Elemental Damage
20% Mana Cost Reduction
+2 Mana Regen Per Second
+20% Duration of all Duration-Based Spells
Ice Blink 2 - Short-range teleport with Ice Effect. Replaces Dodge.

 

Archemage

Tier 6

 

Requirements

Might: 0
Finesse: 0
Sorcery: 109

The Archmage is unrivalled as the greatest spell-caster of Amalur. With this Destiny you rain fire from the heavens down upon your enemies with ease, and control the elements with a mere thought. your mastery of the arcane is so potent that Echoes of Fate rise from the corpses of your fallen enemies to aid you in combat.

+30% Elemental Damage
25% Mana Cost Reduction
+3 Mana Regen Per Second
+25% Duration of all Duration-Based Spells
Ice Blink 3 - Short-range teleport with Ice Effect. Replaces Dodge.
Echoes of Fate - Chance to Spawn Fate Echo Ally per Kill

 

Disciple

Tier 2

 

Requirements

Might: 0
Finesse: 6
Sorcery: 6

The sometimes fragile appearance of a Disciple masks a deadly assortment of skills that are usually employed from a safe distance. With this Destiny you excel at dealing elemental damage and piercing an enemy’s armor.

+15% Elemental Damage
+7% Piercing Damage

 

Arcanist

Tier 3

 

Requirements

Might: 0
Finesse: 14
Sorcery: 14

Able to teleport a short distance at will, the Arcanist practices a shadowy magic shunned and feared by others. With this Destiny your chance to deliver a critical strike is improved, and you are guaranteed to do so when your enemies panic in dread.

+17% Elemental Damage
+10% Piercing Damage
+5% Chance to Critical Hit
Dread - Guaranteed to Critical Hit vs. enemies in Panic
Blink - Short-range teleport. Replaces Dodge.

 

Warlock

Tier 4

 

Requirements

Might: 0
Finesse: 25
Sorcery: 25

The Warlock excels at dealing different kinds of magical damage from afar, while teleporting out of reach. By embracing this Destiny, you regenerate your lost mana at a greater rate, and enhance your Blink ability with poison.

+20% Elemental Damage
+13% Piercing Damage
+7% Chance to Critical Hit
+1 Mana Regen Per Second
Dread - Guaranteed to Critical Hit vs. enemies in Panic
Poison Blink 1 - Short-range teleport. Replaces Dodge.

 

Spellcloak

Tier 5

 

Requirements

Might: 0
Finesse: 38
Sorcery: 38

As a Spellcloak, you are a mysterious and evasive mage of the shadows. You imbue your every teleport with a poisoning effect, and utilize a varied array of grim tools to unleash havoc upon your foes.

+23% Elemental Damage
+15% Piercing Damage
+10% Chance to Critical Hit
+2 Mana Regen Per Second
Dread - Guaranteed to Critical Hit vs. enemies in Panic
Poison Blink 2 - Short-range teleport. Replaces Dodge.

 

Shadowcaster

Tier 6

 

Requirements

Might: 0
Finesse: 55
Sorcery: 55

With this Destiny, you are an adroit magic skirmisher, gracefully raining eldritch violence upon your foes. Your varied attacks deal deep and appalling wounds swiftly, without risking yourself at close quarters. Enemies die before they can profane your personal space.

+25% Elemental Damage
+20% Piercing Damage
+12% Chance to Critical Hit
+2 Mana Regen Per Second
Dread - Guaranteed to Critical Hit vs. enemies in Panic
Poison Blink 3 - Short-range teleport. Replaces Dodge.
Drain Mana - Critical Hits restore Mana

 

Guardian

Tier 2

 

Requirements

Might: 6
Finesse: 0
Sorcery: 6

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.

Gain 10% of Damage Received as Mana
+15% Elemental Resistance

 

Battlemage

Tier 3

 

Requirements

Might: 14
Finesse: 0
Sorcery: 14

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.

G

ain 13% of Damage Received as Mana
+17% Elemental Resistance
+10% Melee Attack Damage
Blink - Short-range teleport. Replaces Dodge.

 

Crusader

Tier 4

 

Requirements

Might: 25
Finesse: 0
Sorcery: 25

A mastery of war magic allows you to elude your opponents with the ability to teleport a short distance, while exposing them to devastating attacks. Both your defensive and offensive capabilities are increased with your improved control of the arcane.

Gain 15% of Damage Received as Mana
+20% Elemental Resistance
+15% Melee Attack Damage
Blink - Short-range teleport. Replaces Dodge.

 

Paragon

Tier 5

 

Requirements

Might: 38
Finesse: 0
Sorcery: 38

In battle, the Paragon wields an intimidating display 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.

Gain 20% of Damage Received as Mana
+23% Elemental Resistance
+17% Melee Attack damage
+10% Total Armor
Blink - Short-range teleport. Replaces Dodge.

 

Champion

Tier 6

 

Requirements

Might: 55
Finesse: 0
Sorcery: 55

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

Gain 25% of Damage Received as Mana
+25% Elemental Resistance
+20% Melee Attack Damage
+15% Total Armor
Blink - Short-range teleport. Replaces Dodge.
Harmonic Overload - Chance to produce elemental projectiles per Kill.

 

Duelist

Tier 2

 

Requirements

Might: 6
Finesse: 6
Sorcery: 0

With this Destiny, you quickly dispatch your enemies from both afar and close-range. Your specialty lies in delivering frequent, lethal strikes and overwhelming your adversary with varied attacks.

+15% Melee Attack Damage
+7% Ranged Attack Damage

 

Warden

Tier 3

 

Requirements

Might: 14
Finesse: 14
Sorcery: 0

As a Warden, you deal additional damage with both ranged and melee weapons. You also inflict critical damage more often by striking at your enemies’ weak points.

+17% Melee Attack Damage
+10% Ranged Attack Damage
+5% Chance to Critical Hit

 

Avenger

Tier 4

 

Requirements

Might: 25
Finesse: 25
Sorcery: 0

With the Avenger Destiny, you are a terror of Amalur, defeating opponents with a relentless barrage from any range. In the zealous execution of your prowess you are often able to circumvent the armor of your rival.

+20% Melee Attack Damage
+13% Ranged Attack Damage
+7% Chance to Critical Hit
+10% Piercing Damage

 

Slayer

Tier 5

 

Requirements

Might: 38
Finesse: 38
Sorcery: 0

Your knowledge of corporeal damage is absolute, and you promise death through the arsenal of short and long-range options at your disposal. Given the opportunity, your ambush means an enemy’s bloody end.

+23% Melee Attack Damage
+15% Ranged Attack Damage
+10% Chance to Critical Hit
+13% Piercing Damage
+20% Damage While in Stealth

 

Blademaster

Tier 6

 

Requirements

Might: 55
Finesse: 55
Sorcery: 0

Having become one with your weapons, you are capable of killing most enemies within seconds. Those who survive longer only sere to fuel your relentless onslaught. Either way, against you, their reckoning is at hand.

+25% Melee Attack Damage
+20% Ranged Attack Damage
+12% Chance to Critical Hit
+15% Piercing Damage
+25% Damage While in Stealth
Cut Throat - +15% Physical Damage, +1% Chance to Steal Health, and Gold Drops as 20% of Damage for 5 seconds when striking fallen enemies.

 

Seeker

Tier 1

 

Requirements

Might: 2
Finesse: 2
Sorcery: 2

With this Destiny you are a Jack of all Trades, proficient in all forms of combat. Whether iti is in melee, at a distance ,or magical combat, you will rarely find yourself without recourse. You are comfortable with the trappins of mage, warrior, and rogue alike.

+7% Melee Attack Damage
+7% Ranged Attack Damage
+7% Magic Attack Damage
Equip Requirements reduced by Half

 

Wayfarer

Tier 2

 

Requirements

Might: 4
Finesse: 4
Sorcery: 4

The Wayfarer could just as likely be seen in the vanguard of the Alfar army as alone in the woods of Dalentarth. With this Destiny you are an adaptive combatant and resourceful explorer of both wilderness and civilization.

+10% Melee Attack Damage
+10% Ranged Attack Damage
+10% Magic Attack Damage
Equip Requirements reduced by Half
+1 to All Skills

 

Adventurer

Tier 3

 

Requirements

Might: 10
Finesse: 10
Sorcery: 10

As an Adventurer, you are experienced in all forms of combat and exploration. You are well accustomed to the shadows, wielding the arcane, or trading blows in a melee. Because you are used to life on the road, you are tougher than the average denizen of Amalur.

+13% Melee Attack Damage
+13% Ranged Attack Damage
+13% Magic Attack Damage
Equip Requirements reduced by Half
+1 to All Skills
+5% Total Damage Resistance

 

Prodigy

Tier 4

 

Requirements

Might: 17
Finesse: 17
Sorcery: 17

The various pursuits and interests of the Prodigy include all types of weapons, magic, and armor. You are acclimated to a rugged lifestyle and natrually resistant to all attacks. You also have a greater chance to land a critical strike.

+15% Melee Attack Damage
+15% Ranged Attack Damage
+15% Magic Attack Damage
Equip Requirements reduced by Half
+1 to All Skills
+7% Total Damage Resistance
+5% Chance to Critical Hit

 

Polymath

Tier 5

 

Requirements

Might: 26
Finesse: 26
Sorcery: 26

Your experience with the varied dangers of Amalur has honed you into a dilettante of combat. Felling countless foes has prepared you for any battle.

+17% Melee Attack Damage
+17% Ranged Attack Damage
+17% Magic Attack Damage
Equip Requirements reduced by Half
+2 to All Skills
+10% Total Damage Resistance
+7% Chance to Critical Hit

 

Universalist

Tier 6

 

Requirements

Might: 37
Finesse: 37
Sorcery: 37

The Universalist is an expert of all forms of combat, with a mastery over all manner of weapon. You are a rare legend of prowess in Finesse, Might, and Sorcery. Few are your equal in one of these specialties, and there are none who can compare in all of them.

+20% Melee Attack Damage
+20% Ranged Attack Damage
+20% Magic Attack Damage
Equip Requirements reduced by Half
+3 to All Skills
+12% Total Damage Resistance
+10% Chance to Critical Hit
Mastery of Arms - Unlocks all Weapon Mastery Abilities

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