Kingdoms of Amalur: Reckoning: Difference between revisions

m
Mass update links
m (Mass update links)
m (Mass update links)
Line 8:
For untold years Amalur was a world where fate [[You Can't Fight Fate|cannot be altered]] and your destiny was sealed from birth. In the aftermath of decades of bloodshed and suffering a new threat emerged to threaten Amalur, the [[Always Chaotic Evil|Tuatha Deohn]]. Across the land [[The Magic Comes Back|magic returns]] to mortals, chaos replaces order and [[Seers|The Fateweavers]] have foreseen no-one is fated to save the land from its inevitable destruction. As hope seems lost, the impossible occurs, the "[[Applied Phlebotinum|Well of Souls]]" succeeds in restoring someone back to life. Freed from the chains of fate by death, "[[Immune to Fate|The Fateless One]]" is able to forge not only their own destiny but alter that of others as well.
 
The game forgoes choosing a [[Fighter, Mage, Thief|standard class]] from the start in favor of a new "Destiny" system. This allows the player to build their characters stats from the outset in ''any'' of the three disciplines - Might(Warrior) Sorcery(Mage) and Finesse(Rogue). These choices will unlock Destiny cards that enhance their selected abilities. Each card is rewarded based on the type of build you choose allowing unique bonuses for specializing in a single disciple, creating a [[Magic Knight|hybrid warrior]] or even choosing to possess skill [[Jack of All Stats|in all three]]. The system is an attempt to allow stats and bonuses to be altered with a level of flexibility that most RPG's don't offer and to avoid the player being locked into a specific build. ''Reckoning'' also seeks to merge the deep RPG mechanics with the combat system of action games. It takes advantage of hybrid abilities and skills, allowing the merging of abilities and cross-class combos, and lets you carry up to two of nine weapon types, with [[Real Time Weapon Change]].
 
Has two DLC campaigns. The first, titled ''The Legend of Dead Kel'', involves being shipwrecked on an island run by the titular dreaded pirate. The second, titled ''Teeth of Naros'', involves coming to the aid of [[Living Statue|the Kollossae]], a civilization based upon ancient Greece located in the titular region.
Line 46:
** Teeth of Naros DLC - {{spoiler|Primos Anakatos}}.
* {{spoiler|[[Bigger Bad]]: Tirnoch}}
* [[Blade On a Stick]]: With ''aversion'' of [[Slice -and -Dice Swordsmanship]]. Spears have long reaching stab attacks.
* [[Body Horror]]: Dead Kel has a thick branch in place of his left arm and a skull mask that might not really be a mask at all but rather his own deformed skull. His twisted appearance is one of the reasons he's not happy that {{spoiler|Akara brought him back from death. It's implied that he was left in that state because Akara aborted the revival process midway when he realized Kel was a [[Complete Monster]] who would abuse Akara's power.}}
* [[Body Surf]]: The method used by the Dark Empyrean to facilitate her escape. She uses several high level mages to create the artifact necessary for her release. And she controls all of them simultaneously.
Line 54:
* [[Breakable Weapons]]: all EQ has a "durability" rating that goes down over time. Blacksmith [[NP Cs]] can repair it, but the cost goes up dramatically if you're using blue (rare), purple (unique) or gold ([[Set Bonus]]) gear; you'll save money by buying Repair Kits from vendors and making field repairs.
* [[Broken Angel]]: The Fae are slowly losing their magic and immortality thanks to the Tuatha Deohn's actions wrecking havoc on the Great Cycle. They're not happy about it, but most of them know deep down that their time has passed.
* [[Butterfly of Doom]]: The Fateless One. Argath has a minor [[Freak -Out]] {{spoiler|when you save him from the monster that was destined to kill him}} since that is the moment he realizes the full ramifications of one person being [[Immune to Fate]]. ''Everything'' the Fateless One does changes the Weave of the entire world, for better or for worse. This actually happens in the very beginning of the game {{spoiler|when Hughes avoids the death foretold by Argath ''just by meeting you''.}}
* [[Call a Rabbit A Smeerp]]: It's not skeleton, it's faer gorta. Likewise, those are not elves, they're alfar. Nope, not a demon. A niskaru.
** They really go out their way with this trope. Those creatures all other RPGs would happily call goblins? Those are Brownies! Yeah.
Line 65:
* [[Can't Argue With Elves]]: Played with a little, the literal elves of this setting usually can be disagreed with when they get huffy...you can even disagree with them through actions that ruin them. As for the Fae which more accurately fit the whole long lived magical special race, you can argue with them and outwardly disagree with them, but they tend not to listen and if they're tuatha they generally don't listen on the grounds that they feel you simply can't understand them because you're mortal.
** The 'good' Fae don't listen because they're willingly or reluctantly bound to their old stories, of which the Fateless One is not a part. More reasonable ones, like the High King Titarion and Prince Cydan (note that these are the ''leaders'' of the sane Fae) acknowledge that the Fae's time has passed and have a healthy respect for mortals.
* [[Continue Your Mission, Dammit!]]: in the last dungeon, {{spoiler|Alyn}} talks for pretty much the entire area...which includes several scripted encounters against swarms of enemies.
* [[Contrived Coincidence]]: {{spoiler|It's really ironic when you consider that the Fateless One, who was part of a group that kept Tirnoch's existence a secret, was the one who actually manages to put her down for good.}}
* [[Crapsack World]]: Amalur has been getting progressively darker for centuries, culminating in the fated victory of the Tuatha. It's to the point that fateweavers, who were once the advisors to kings, are forced to live as beggars, since all they do is predict bad futures that are [[You Can't Fight Fate|impossible to avoid]]. There's a reason why every fateweaver who meets the Fateless One treats him as the messiah; as far as they're concerned, he can't possibly make anything ''worse''.
Line 73:
* [[Dawn of an Era]] / [[End of an Age]]: {{spoiler|The disappearance of fate}} at the end of the game and the return of mortal magic eventually leads to a time of unprecedented growth and change dubbed The Age of Heroes. At the same time, the Fae are slowly ''losing'' their magic and {{spoiler|since their immortality relied on the Great Cycle of fate, the end of fate means the end of their immortality. They are effectively mortal now.}}
* [[Deal With the Devil]]: At the end of the Warsworn quest chain, you can choose to {{spoiler|ally yourself with the demon you've been hunting the whole time. This gives you a few nifty things, but also turns any Warsworn hostile.}}
* [[Deadly Disc]]: The chakrams, which also double as [[Precision -Guided Boomerang|Precision Guided Boomerangs]] and [[Boomerang Comeback]].
* [[Deadly Dodging]]: High level wizards and wizard/thief hybrids can perform a flash step with a damaging effect included. This can be spammed, and costs no mana, allowing you to perform this move repeatedly, to the point that you can wipe out an entire party of attackers without ever drawing your weapon.
* [[Death Mountain]]: A quest in the Scholia Arcana chain takes you to the top of Skycrown, a huge mountain in the center of the Plains of Erathell.
Line 96:
* [[Fan Disservice]]: Banshaen have breasts the size of your head. Too bad they're giant, monstrous, lightning-spitting reptiles that vomit up their young.
* [[Fetch Quest]]: There are several, but they're mostly filed under "Tasks" and are mostly the player turning in [[Vendor Trash]] they find scattered across the various lands.
* [[Fighter, Mage, Thief]]: Of course, you can choose to combine aspects of these into a style of your choice.
** You can be all three at once, or have your fate unwoven so that you can select different skills and abilities, letting you change from Warrior, to Thief, to Wizard, or any combination of the three on a regular basis, so there's no worries to be had over not being able to meet the requirements to go through a faction quest (or being stuck with a gimped character because you accidentally chose the wrong skills to level up). For a modest fee, you can reset your stats and remake your character (the only thing you can't change are the destiny cards concerning the choices you've made).
* [[Fighting a Shadow]]: The problem with fighting the Fae. You can kill their bodies, but they just come back.
Line 107:
** A more subtle example in the main questline. One quest requires you to recover a spear that is the only thing that can defeat a greater Niskaru. When the weapon is lost during the battle against this monster, and you have to take it on, once it's health is reduced to a sufficient level, you use a finisher, and what you create to destroy the enemy is {{spoiler|AN EXACT REPLICA OF THE SPEAR, FORGED FROM THE WEAVE OF FATE.}}
** Another example comes up in the "Teeth of Naros" DLC. {{spoiler|Primos Anakatos uses the Fateless One's role as Beckoned to fulfill the Kollossae's prophecy just enough to open the way to the Hyperian and breaks the Fateless One's Cipher. At that point, [[Irony|since the Fateless One had gained a new fate, he becomes the very victim of the kind of power he commanded, becoming inflicted with the Broken Fate status.]]}}
* [[Gambit Roulette]]: Alyn Shir suggests near the end of the game that {{spoiler|the Fateless One planned out everything [[Thanatos Gambit|including his/her death]] and subsequent resurrection.}} If this is true, then {{spoiler|the Fateless One essentially [[Out -Gambitted]] Tirnoch.}}
* [[Gladiator Subquest]]: House of Valor has this in two flavors - one is chain of teamfights leading to a championship match and coupled with some plot (what little of it can be applied to such quest); second is just series of fights against common enemies, sometimes with additional rules.
* [[Green Rocks]]: Prismere, a powerful magical mineral that is usually blue, unless treated with magic the right where, whereby it turns bright glowing red. Prismere is the mineral of choice for most of the evil or corrupting people in the game, in particular Gadflow and his Tuatha, or the Maid of Windemere. In limited amounts, it allows the bad guys to [[Screw Destiny]] too, though not to the same extent that you can.
Line 143:
* [[Lecture As Exposition]]: The Lorestones will just jabber on no matter what, even if you've hit pause. Similarly, in the last level, your companion goes on at length about how you died. Timing the lecture, it goes for ''five solid minutes''.
* [[Legacy Character]]: The roles of the various heroes of lore taken up by the Fae of the House of Ballads, as explained to you by King Wencen and Lady Belmaid are as a matter of continuity to them as a people and is likened to mortals passing on their legacy to their children. You can participate in this by becoming Sir Sagrell.
* [[Linear Warriors, Quadratic Wizards]]: Roll a sorcerer, equip chakrams, and mash the action button, and you can happily shut your brain off for a few hours while decimating everything on the field.
** Averted somewhat with Greatswords: big sweeping arcs, lots of damage, knockback, and a rolling attack that instantly sends groups of enemies flying.
** Also averted with Longswords. They have amazing field control and one of the best knock-ups in the game. However, to use them effectively, you will want to be both a warrior and a rogue (longsword + bow = absolute field control and no fear of death if active).
Line 203:
* [[She Is the King]]: Playing through the House of Ballads storyline lets you take on the role of Sir Sagrell, a fae hero, and eventually {{spoiler|King Wencyn himself}}. This doesn't change if the Fateless One is female.
** Nor does it change if you choose the tyrannical approach which is {{spoiler|choosing to spare the life of the end boss and become [[Les Yay|king to her queen]] in a changing of the telling}}
* [[Shout -Out]]: The Warsworn wear light blue armor with massive shoulder pads trimmed in yellow and their mission is to "fight chaos wherever they find it". Does that [[Warhammer 40000 (Tabletop Game)|remind you of anything]]...?
** The name of the Greater Niskaru, Balor, is a shout out to the Formorian king by the same name from [[Celtic Mythology]]. In addition, the devs [[Shown Their Work|showed their work]] by giving it an [[Evil Eye]] and having it (usually) require a [[Mook]] to open and close it.
* [[Smoke Out]]: A Finesse skill allows you to turn briefly invisible by throwing down a smoke bomb.