Kingdoms of Amalur: Reckoning: Difference between revisions

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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.
 
''Reckoning'' itself is the brainchild of Big Huge, owned first by Microsoft and then 38 Studios, who were themselves developing an [[MMORPG]], "Project Copernicus," which ''Reckoning'' became a [[Dolled -Up Installment|Dolled-Up Prequel]] to. ''Reckoning'' met a decent reception from critics, almost all of whom praised the game's ambitious design. However, in late May 2012, 38 Studios dissolved in the midst of [http://hothardware.com/News/38-Studios-Is-Dead-Fallout-Over-Company-Implosion-Takes-On-Life-Of-Its-Own/ catastrophic financial shenanigans], making ''Amalur'' a [[Stillborn Franchise]].
 
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* [[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''.
** Look down at [[Did You Just Punch Out Cthulhu?]], and you may just realize that maybe, just maybe, {{spoiler|someone was intentionally making things that way.}}
* [[Cult]]: The Tuatha Deohn are an evil cult of Winter Fae led by Gadflow. Unfortunately the Tuatha are gaining influence in the Winter Court.
* [[Dark Is Not Evil]]: The Winter Fae. Their main court is "The House of Sorrows" and they hold a reverence for waning of the seasons and present a foreboding appearance. However they hold death as merely a part of the Great Cycle and necessary in life. [[Subverted]] however in that Gadflow is doing his best to forcibly convert the Court of Winter into a force of evil and much of the court has fallen prey to the ways of the Tuatha Deohn.
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* [[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.
* [[Did You Just Punch Out Cthulhu?]]: Most of the Faction Quests have you defeating entities that have stood over mortals for centuries.
** The final boss fight has you {{spoiler|defeating a dragon so large that you look like a mosquito next to it. A dragon capable of controlling fate. After it is beaten, the fateweavers become unable to see a fate for ''anyone,'' leading to the possible conclusion that it was responsible for the entire weave of fate throughout all of history. In short, you killed the creature that ''created destiny'' and which has been constantly rewriting the destiny of the entire world to ensure that it ''could not be defeated.''}}
*** {{spoiler|And probably engineered the extermination of all mortal races since, unlike the Fae, mortals did not meekly accept Fate's designs, but constantly pushed against it. A world with just Fae meekly obeying the commands of Fate would be far easier to manipulate for all of eternity. Interestingly, if Tirnoch did in fact script all of Fate then [[Hoist By His Own Petard|she may have sealed her own defeat as the Fateless One's creation (foreseeable by Agarth) was apparently part of the plan.]]}}
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* [[Drop the Hammer]]: Yet another option for the Fateless One.
* [[Drunken Master]]: Agarth implies a few times that he's actually ''more'' competent after he's had a few.
* [[Dual -Wielding]]: Daggers, Faeblades, and Chakrams allow this.
* [[Eldritch Abomination]]: Niskaru. Creatures from a chaotic plane of existence, they come in several flavors: hunters (look like a freakish mix of a preying mantis, human, and a box of glowing crystals), tyrants (ten feet tall, with very malleable bodies, can reach across the screen with one attack), greater (you fight one as part of the story line they're 40 feet tall and can destroy cities, and can only be defeated with specially created weapons), and Lords (The Warsworn quest involves stopping the emergence of one, and it is implied that these things can ravage CONTINENTS if they emerge, and are almost impossible to kill once free. Just one emerging into the mortal plane of existence is something that can shake the foundations of the world).
** The Fateless One, in a sense. They died, then their soul was captured and stuffed into a body created purely from arcane energy. And since they aren't bound by Fate (and often use it as a weapon), they are often asked "What are you?!" by NPC's who are sensitive to the Weave of Fate. The Tuatha even consider him/her an abomination.
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* [[Flash Step]]: By ranking up in Sorcery, your dodge roll becomes this instead.
* [[Fluffy the Terrible]]: Tirnoch, the Goddess of...Mercy?
* [[From Nobody to Nightmare]]: Before murdering the heads of the Winter Court, forming the Tuatha, and leading them on a war to annihilate all mortals, according to the lorestones, Gadflow was... [[WhosWho's Laughing Now?|the court jester of the Winter Court.]]
* [[Full Set Bonus]]
* [[Gameplay and Story Integration]]: The [[Seers|Fateweavers]] originally read the Destiny of others through cards. For the Fateless One who makes his/her own Destiny, the cards instead allow access to the [[Class and Level System]] via deliberate choosing of the cards.
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* [[Heel Realization]]: {{spoiler|Primos Anakatos}} in the "Teeth of Naros" DLC realizes he was a [[Complete Monster]] near the end of the questline {{spoiler|after hearing Ethene's true desires.}} He challenges you to a fight to the death anyway {{spoiler|because the evil he committed in life made him a suitable scapegoat for his entire race's flaws (he was ''that'' bad). As a result, when the Fateless One kills him, the Kollosae as a whole are redeemed of their past arrogance and savagery.}}
* [[Heroic Mime]]: The Fateless One's dialogue is never heard aloud.
* [[High -Pressure Blood]]: Doing bleeding damage to enemies causes impressive torrents of blood to burst out of their bodies.
** There's also one quest giving NPC, who suffers this effect permanently.
* [[Hoist By His Own Petard]]: {{spoiler|Tirnoch severed the Fateless One from the weave of Fate intentionally, seeing that as the only way to secure her freedom. He is then the only one who can kill her. Bonus points if the Fateless One is using Prismere equipment, since Prismere is crystal infused with Tirnoch's power}}.
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* [[Humanoid Abomination]]: People who take Fate really seriously like the Fae and the Fateweavers get freaked out when they understand that Fate doesn't apply to the Fateless One. The Fateless One is not only [[Immune to Fate]], he/she can wield the very Weave itself as a weapon. No one like the Fateless One {{spoiler|except maybe Tirnoch}} has ever existed before; the oldest living mortal in the world notes that he/she is something new. The Tuath outright call the Fateless One an abomination. The Fateless One's origin is also suitably disturbing: he/she is a dead person whose soul was pulled back from the afterlife and shoved into a new body created entirely by magic that is physically identical to their old one.
* [[Hyperspace Is a Scary Place]]: Walking through shadows is heavily implied to be this. Before you make the trip, Cydan tells you to keep your eyes closed -- ''and to ignore the whispers''. The trip itself is uneventful and offscreen, presumably because your character actually listened to Cydan's advice.
* [[I Am Who?]]: {{spoiler|Alyn Shir and the Fateless One were originally members of a secret organization designed to keep the secret of Tirnoch's existence from the world.}}
* [[Immune to Fate]]: "[[Exactly What It Says On the Tin|The Fateless One]]". Being ressurected from the dead has allowed him/her to be freed from their destiny and forge a new one. In a world governed by fate and the inability to fight it, this individual marks an omen for serious change in the world. For good or ill.
** It goes further than this: The Fateless One can manipulate fate, but not in a way you would expect (one of the game's taglines is "Fate Is A Weapon"). The Fateless One can manipulate fate in such a way that he can form physical weapons from the weave of fate to annihilate his opponents. [[Crazy Awesome|Essentially, he's ripping his opponent's fate out of the weave and beating him to death with it.]]
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** With the proper components to construct them, this equipment far outshines even the best armor sets in the game, including a complete armor set that you can get just moments before the final boss battle.
** You can also collect "shards" to turn into gems to use on [[Socketed Equipment]] via the "Sagecrafting" skill, and "Alchemy" lets you make your own potions, once you've learned or experimented out the appropriate recipes.
* [[Kill 'Em All]]: The Fateless One can actually press a button to toggle that attacks against villagers.
** {{spoiler|Everyone in the House Of Sorrows is either dead or sealed in Esharra by the end of its questline}}
* [[Land of Faerie]]: The Fae races claim to be from a different realm of existence. There's also the suggestion that if any mortal has set foot there, they have not returned.
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** 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).
* [[Luckily, My Shield Will Protect Me]]: Characters of any build can equip a physical or magical shield in addition to their weapons and pull it out instantly to block attacks, even in the middle of a combo. This makes sense when you have a talisman equipped, since a talismans is basically a magical [[Deflector Shield]] mounted on your arm that activates whenever you want it to, but it gets a bit silly when you pull a tower shield just as tall as you are out of thin air.
** The one exception to "even in the middle of a combo" are chakrams: unless they're physically in your character's hands, s/he can't block... and their whole purpose is to go flying around dealing razor-sharp death at range.
* [[The Magic Comes Back]] ''and'' [[The Magic Goes Away]]: Having been lost to the mortal races since ancient times, magic has returned to the world. The era the game takes place in has been dubbed "The Age of Arcana". However, as the mortals' magic waxes, the fae's wanes. It's not clear whether or not there is a connection or if it is just a coincidence; fae and mortal magic are too different from each other to be really sure. [[All There in the Manual|And according to the Amalur webpage's history section]], magic will become even stronger over time. Roughly 1600 years after the events of the game, people all over the world are manifesting incredible abilities ranging from [[The Archmage|an unprecedented control over magic]] to physical abilities beyond anything seen in previous ages. This era is dubbed, quite fittingly, the [[World of Badass|Age of Heroes]].
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** High level mage knights are able to use Warrior level armor (a jack of all stats fighter/made/thief can equip Sylvanite armor at top levels, potentially even higher if they can level past the minimum requirements for the Universalist destiny), but also use powerful magic weapons like Chakrams, staffs, and scepters. However, the most powerful, room clearing spells in the mage tree are really only attainable to magic dedicated characters.
* [[Manic Pixie Dream Girl|Manic Pixie Dream Elf]]: Rast Brattigan from the Legend of Dead Kel DLC. The trope itself is name-dropped via an achievement regarding her.
* [[Mike Nelson, Destroyer of Worlds]]: Rast Brattigan in the Legend of Dead Kel DLC. If you spend time talking to everyone and reading the logs you find out the Calamity, her ship, managed to accidentally shipwreck a whole lot of ships on the island
* [[Money for Nothing]]: If player is using self crafted equipment there is very little to spend money on, leading to a very probable possibility of ending game as multi millionaire.
* [[The Man Behind the Man]]: {{spoiler|Tirnoch to Gadflow.}}
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* [[Money Spider]]: Wolves carrying around swords, armors, and various other adventuring supplies abound.
* [[My Greatest Failure]]: In "Legend of Dead Kel", Akara deeply regrets {{spoiler|failing to realize Kel was a monster before reviving him. Akara's only goal is to rectify his mistake by empowering a champion to slay Dead Kel -- which would also mean Akara's own death, since the two are linked thanks to the incomplete resurrection magic.}}
* [[Nice Job Breaking It, Hero]]: {{spoiler|The Dark Empyrean is able to rise because the Fateless One took part in the ritual to enter the Scholia Arcana. Had the Fateless One not initiated the questline, the Dark Empyrean may have slumbered for centuries longer. On the bright side, the Fateless One ''kills'' the Dark Empyrean, ending her threat and freeing the Scholia Arcana from their age old burden.}}
** The Fateless One is also partially responsible for {{spoiler|the end of the House of Sorrows. It was already doomed since its ''leader'' was secretly a Tuatha who wanted the House dead, but the Fateless One accelerated its demise.}}
** {{spoiler|If you use all the lorestones in the Cradle of Summer, it triggers a side quest because you've destroyed the magic protecting the area and now you've got to fight the Wild Fae.}}
*** A more literal example is, during a part of the main quest line, you use a device that allows a fateweaver to see where a person is on the Great Weave. When you touch it it falls apart.
* [[Nice Job Fixing It, Villain]]: {{spoiler|Tirnoch's efforts to free herself by creating the Fateless One ultimately end with her dead and everyone else free of fate.}}
* [[Not So Invincible After All]]
* [[Oh Crap]]: Tirnoch isn't ''quite'' what Gadflow expected.
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** {{spoiler|Gadflow in person. You only fight [[Actually a Doombot|a clone of him]] before [[You Have Outlived Your Usefulness|Tirnoch fries him.]]}}
* [[The Very Definitely Final Dungeon]]: Bhaile and Amethyn.
* [[This Cannot Be!]]: {{spoiler|Tirnoch's reaction right before the Fateless One finishes her off.}}
* [[Too Many Belts]]: What little Alyn Shir wears consists mostly of belts.
* [[Treacherous Advisor]]: {{spoiler|Bisarane of the House Of Sorrows, who is actually their feared but never seen enemy Saturnyn. Templar Octienne is one as well.}}
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* [[We Buy Anything]]: And we have an infinite amount of money to buy your [[Vendor Trash]] with, too!
* [[We Sell Everything]]: [http://www.youtube.com/watch?feature=player_detailpage&v=_JITD7sbVWU#t=277s As pointed out] by [[Total Biscuit]], apparently inns can sell blue-level weaponry when the blacksmith does not.
* [[What the Hell, Hero?]]: You basically are told this if you {{spoiler|betray the Warsworn and ally with the Nishkaru at the end of their questline, turning every Warsworn NPC in the game aggressive to you. Can lead to [[Video Game Cruelty Potential]] if you decide to go and slaughter each of the keeps afterwards.}}
* [[Wicked Witch]]: The Maid of Windemere {{spoiler|(whether she wants to be or not)}}, The Widow. "The Legend of Dead Kel" DLC has the Whispering Witch.
* [[World Tree]]: Nyralim is a huge sentient talking tree that is one of the oldest mortals in existence. {{spoiler|Akara from "Legend of Dead Kel" is one as well. Akara reveals that he was once a member of a group of twelve such trees that called themselves the Ring of Watchers.}}