Kingdoms of Amalur: Reckoning: Difference between revisions
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* [[Came Back Wrong]]:
** Until you came along, the Well of Souls produced at best mindless zombies. One of the journals you can pick up strongly implies that during the early stages of the project this trope also applied to the physical aspect, with the Well producing variously malformed bodies.
** It turns out that this also happened to {{spoiler|Dead Kel, thanks to the misguided generosity of Akara
* [[Camera Screw]]:
* [[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.
* [[The Chosen One]]: [[Defied Trope|There wasn't supposed to be a Chosen One
** In a strange twist of this trope in the ''Teeth of Naros'' DLC, the goddess Ethene knows that she is not fated to have a champion, and so she waits for someone who is not bound to Fate.
* [[Continue Your Mission, Dammit!]]:
* [[Contrived Coincidence]]:
* [[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?]] below, and you may just realize that maybe, just maybe,
* [[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.
* [[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
* [[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.
* [[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
* [[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
* [[Difficult but Awesome]]: Chakrams have the sort of range and multi-hit capability we last saw in ''[[God of War]]''. As a downside, you can't block with your shield until they have returned to your hands. Perhaps in compensation, the final strike of their combo actually loops around behind your character a little bit, and if timed correctly will ward off incoming attacks.
* [[Dirty Coward]]: {{spoiler|King Wencen near the end of the House of Ballads questline}} chickens out and leaves you {{spoiler|with his role}} because his victory is no longer guaranteed.
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* [[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
** 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.
* [[Everyone Is Bi]]: Most NPC's who flirt with the Fateless One will not change their dialogue based on his/her gender.
* [[Fair Folk]]: Fae in Amalur take inspiration from this trope, with a new spin on it though.
** Interestingly, the Tuatha are the exact opposite of what most Fae are considered. They are not subtle, nor do they shy away from violence or direct confrontation, nor do they rely on trickery. They are violent, cruel, and merciless, and in regards to tactics, they have roughly the same amount of subtlety as a warhammer blow to the face. [[Not So Different|You could almost mistake them for humans in that regard
** It is also commonly commented that there's something WRONG with the Tuatha. They're a radical branch of the Winter Court, who "are not nice, but not evil."
** Argath claims the Fae are even ''simpler'' to understand than mortals, because the Fae don't change with time thanks to the "Great Cycle".
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* [[Finishing Move]]: If you use Reckoning mode correctly, it will end with you ripping the threads of fate out of your victims, turning them into a glowing weapon, and beating them to death with it.
* [[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... [[Who's Laughing Now?|the court jester of the Winter Court
* [[Full Set Bonus]]
* [[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
* [[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.
** 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
** Another example comes up in the
* [[Gladiator Subquest]]: House of Valor has this in two flavors
* [[A God I Am Not]]: Akara in
* [[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.
* [[Groundhog Day]]: The Fey are big into reliving the past, including killing the same villains and being vanquished (actually dying) by the same, if the story goes that way. The Fae are thrown for a loop in the House of Ballads questline because the story has been ''changed'', starting with the champion Sir Sagrell being killed by the monster he always triumphed against in past tellings.
* [[Healing Factor]]: Using blacksmithing and sagecraft, a player can give his equipment a boost to health regen (you start with 0 health regen). Top tier equipment dedicated to defense and health regen makes the damage most enemies can deal to you negligible, and heal before it can show on your health bar.
* [[Heel Realization]]: {{spoiler|Primos Anakatos}} in the
* [[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}}.
* [[Hourglass Plot]]: In
* [[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
* [[I Am Who?]]:
* [[Immortality]]: The
* [[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:
** {{spoiler|Tirnoch turns out to be the ''other'' entity in the game that can manipulate Fate for offensive purposes. Most of the [[Final Boss]] battle involves her [[Beat Them At Their Own Game|ripping out]] the Fateless One's '[[Class and Level System|Destinies]]' and manifesting them as [[Enemy Without|enemies]] that must be killed for Reckoning points
* [[Impaled with Extreme Prejudice]]: One of Reckoning mode finishers involves this.
* [[Incredibly Lame Pun]]: The sidequest titles in particular are rife with these.
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* [[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 Mine Goes Click]]: Due to the mines being magical in nature, it's more of a "whoom" sound, but it serves its gameplay purpose of giving the player time to jump out of the way.
* [[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.
** {{spoiler|The Fateless One makes a brief visit to the place at the end of the "House of Sorrows" questline. The Fae who takes the Fateless One there is impressed that he/she seems none the worse for wear
* [[Large and In Charge]]:
* [[Last of His Kind]]: By the end of the "House of Sorrows" questline, {{spoiler|the Fateless One is the last member of the House
* [[Leaning on the Fourth Wall]]: A journal in
* [[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).
* [[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]]. Also, {{spoiler|fate disappears after the death of Tirnoch
* [[Magikarp Power]]:
** [[Magic Knight]] characters, while not powerful as their pure counterparts, get bonus abilities, like converting the damage they take as mana.
** Bonus points to the [[Jack of All Stats|Universalist Destiny.]] Putting 37 points in all skill trees nets you a destiny that gives 20% bonus damage to all weapon types, 12% resistance against all types of damage, 10% chance to critical hit and a +3 skill point bonus to all skills. Equipment restrictions are also reduced by half. It also "Unlocks all weapon mastery abilities.", meaning the player can use all special attacks for all weapon types.
** 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
* [[The Man Behind the Man]]:
* [[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.
* [[Message in a Bottle]]: There are eight of these in
* [[Mike Nelson, Destroyer of Worlds]]: Rast Brattigan in
* [[The Mole]]:
* [[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.
* [[Money Spider]]: Wolves carrying around swords, armors, and various other adventuring supplies abound.
* [[My Greatest Failure]]: In
* [[Nice Job Breaking It, Hero]]:
** 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
**
*** 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.
** Hilariously, during the House of Valor DLC questline that comes with the Online Pass, when the
* [[Our Monsters Are Different]]: Most monsters are wild fae, magical creatures only slightly better than animals. More specific examples below.
** [[All Trolls Are Different]]: Another type of wild fae, sometimes used as siege weapons by the Tuatha. They are a monstrous mix of rock and fifteen-foot tall gorilla wielding a tree-trunk as a club.
** [[Our Angels Are Different]]: The Erathi are "creatures of order" who left the world long ago, leaving behind massive underground ruins.
** [[Our Demons Are Different]]: The Niskaru are "creatures of chaos" mostly exterminated ages ago by the precursors of the Warsworn. Their [[Demon Lords and Archdevils|Lords]] are intelligent, but the lesser ones don't seem to be.
** [[Our Dragons Are Different]]: There's only one (that we know of) but she has godlike powers, including {{spoiler|controlling fate
** [[Our Elves Are Different]]: The Dokkalfar (dark elves) and the Ljosalfar (light elves) used to be one species, but split long ago over ideological differences. They are explicitly mortal (albeit long-lived) and used to rule over the other races before humans as a species began equaling them in magic.
** [[Our Fairies Are Different]]: And not to be confused with the elves in this game! Elves may also have pointy ears and inhuman beauty, but they are explicitly mortal and separate from the fae, which is really confusing if you're used to reading lots of Neil Gaiman...
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* [[Real Time Weapon Change]]: Including in the middle of combos. This ability is probably an even bigger advantage for the Fateless One than his or her power to [[Screw Destiny]], as most enemies don't seem to use it.
* [[Red and Black and Evil All Over]]: The Tuatha's armor and weapons.
** Many of the top tier equipments have this scheme, which isn't surprising, since, like the tuatha's gear, contain prismere, which is
* [[Sadistic Choice]]: This happens in the climax of the Travelers faction quest chain, in which you can choose {{spoiler|to [[God Guise|expose the Hierophant
* [[Scenery Gorn]]: The Winter Fae revere death and decay and their lands show it. The northern half is mostly swampland whose most notable feature is the giant tree with ''corpses'' hanging from its branches, and that's the ''nice'' part. The lands held by the Tuatha are a frozen bleak hellscape. It's implied that the Winter Fae's lands used to be much nicer before the Tuatha took over.
* [[Scenery Porn]]: Amalur is beautiful. On rare occasions, the camera pans around to make sure you know how awesome the area you just stepped into is.
* [[Screw Destiny]]: Imagine a giant upthrust middle finger flipping off fate, destiny, and all things pre-determined. Now imagine that finger given human form. That is the Fateless One in a nutshell. As mentioned above, he can rip a person's fate out of the weave, turn it into spears, swords, daggers, or gigantic maces, and pummel people to death with it. Oh, you're not fated to die this day? Let's change that. Permanently.
** At one point, Agarth starts yelling at you about this. Until he realizes that your ability to do this just saved him from his predetermined death.
* [[Screw You, Elves]]: Though the difference between man and elf is not emphasized in this setting like others and the two usually seem to get along amiably there are examples where elves put on airs on occasion, one example that comes to mind is the town Tirin's Rest where through your actions you may,
** {{spoiler|Aid a couple of refugees and former citizens of the region and snubbing your nose at the local church's claims that it's their gods plan that these people deserve what they got arbitrarily
** {{spoiler|Aid a thief in stealing the donations of the citizens meant for the war effort, the thieves intent being to donate it to refugees who the town gives a knowing cold shoulder to, again because of their local beliefs}}.
** {{spoiler|And last but not least, free an unjustly imprisoned fairy who than curses the head priestess of the [[Corrupt Church|local church]] as well as one of the towns main guardsman for their involvement and then you can even blackmail the priestess lest you blow the story wide open to the locals of the town
** Also, elves had magic first, and looked down on humans for not having it. Then humans got it.
* [[Sealed Evil in a Can]]: A few. The Niskaru Lord of the Warsworn quest chain and the Dark Empyrean of the Scholia Arcana chain are the most obvious, but the villains of the House of Ballad's stories could count as well. They are forced to play out their roles eternally, with no hope of victory. Although that one is less clear
* [[Seers]]: The Fateweavers. Able to see the destiny of anyone. ''Except'' you of course.
* [[Shaggy Dog Story]]: Early on, you'll get a quest to find ten books of "ribald literature" collected by a monk. These books are scattered across the Faelands, and you won't be able to finish it until very late in the game.
* [[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
* [[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 40,000|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.
* [[Sticks to the Back]]: [[Tropes Are Tools|So that the player can always see the entirety of his or her hand-crafted pride and joy, of course
* [[Stripperific]]: Armors your own female character can wear are surprisingly sensible in this respect.
** Played ''very'' straight by Alyn Shir.
* [[Suicidal Overconfidence]]: Regardless of level, enemies in the field will take you on, to the point that your character can be at level 25-30, with enchanted prismere armor and weapons, and wolves and bears at the opening areas will still try to take you. Apparently, living in the Fae lands removed their survival instincts.
** Justified for the Fae, who have spent the entirety of existence knowing exactly how and from what they will die, as they have gone through those deaths a thousand times. They don't realize that the one they are fighting is the one person in the world capable of violating fate and killing them permanently.
*** Also
*** King Wencen remains confident that he and his Court will prevail against the Maid as they have in previous tellings despite the Maid's newfound power. The very moment he understands that victory isn't guaranteed ''this'' time {{spoiler|he panics and passes his role onto you before running for his life
* [[Super Empowering]]: Once every generation Akara imbues a person with his power, and he/she becomes the Scion. The people of Cape Solace call this ritual the Offering and have given it a religious significance and treat the new Scion as the avatar of Akara's will. {{spoiler|This isn't at all what Akara wants. The Scion's true purpose is to slay Dead Kel, Akara's greatest mistake. Dead Kel's goal is to claim the power of the Scion for himself
* [[Take Your Time]]: There don't appear to be any time limits on quests whatsoever. Even when the quest in question involves providing first aid to a woman who got knifed and is lying on the street groaning and writhing in pain.
** Averted in one sidequest in
* [[That Man Is Dead]]: {{spoiler|The Maid of Windemere if you spare her. If you talk to her about it, she declares that the name will soon have no meaning anymore
* [[This Cannot Be!]]:
* [[Too Many Belts]]: What little Alyn Shir wears consists mostly of belts.
* [[Treacherous Advisor]]:
* [[Try to Fit That on A Business Card]]: If you do all the sidequests, the Fateless One will end up with a ''lot'' of titles. If you go by the fae tradition, every single quest chain could probably be a new
** You can even purchase a title for announcement purposes by officials in Ysa, to tack onto your already long list of names.
* [[Ultimate Blacksmith]]: The player. With Blacksmithing and Sagecraft, you can create armor and weapons that have such high stats that they make anything else, even high level armor sets, look weak in comparison. And you can max these both out before you reach level 20 if you make use of trainers and fateweaving.
** The Hermit Blacksmith. He is the only one who knows how to reforge a unique sword (if the player has points in Blacksmithing he/she can admit to not being able to fix it) and after going through his quests he'll come out of retirement to become a blacksmith for the Warsworn.
* [[The Unchosen One]]: Played with. Hugues' success at bringing ''someone'' [[Back from the Dead]] was foreseen by Agarth but the mountain of corpses in the Well clearly shows that the specifics weren't set in stone. Nothing beyond that was
* [[The Unfought]]: {{spoiler|The Niskaru Lord at the end of the Warsworn questline. All you do is decide whether to let it rot in its prison or become its new champion
** {{spoiler|Gadflow in person. You only fight [[Actually a Doombot|a clone of him]] before [[You Have Outlived Your Usefulness|Tirnoch fries him
* [[Unwanted Revival]]: Dead Kel really isn't happy being an undead abomination. He had accepted death, satisfied in the knowledge that he had escaped the gallows and died at sea.
* [[Unwinnable By Mistake]]: The Silence Falls glitch. Said quest involves you going around Klurikon and destroying prismere crystals that allow Gadflow control over the region. However, if you destroy a crystal before starting the quest, the game will glitch and you'll be unable to finish the quest.... and the game, because Silence Falls is part of the main storyline. What makes it worse is that the quest is relatively late in the game (it's after you first leave Mel Senshir), so you can potentially waste 40+ hours of gameplay; and it's even ''more'' painful if you've been going for achievements/trophies that span the whole game, such as finding all of the lore stones, succeeding at 50 persuade attempts, and beating the game on Hard mode.
* [[Unwitting Pawn]]: Some questgivers, including {{spoiler|the king of the House of Sorrows and Primos Anakatos}} play the Fateless One like a fiddle to take advantage of his/her power to alter Fate. Being [[Immune to Fate]] doesn't mean you can't be manipulated in other ways.
* [[Vendor Trash]]: Assorted non-magical jewelry, nuggets of precious metals, and various other items can be sold for a nice profit.
* [[The Very Definitely Final Dungeon]]: Bhaile and Amethyn.
* [[Weapon of Choice]]: Exaggerated. Not only is the main character's exclusion from fate literally weaponized, each of the Might Finesse and Sorcery disciplines gravitate towards their own equipment types. This trope applies to the player as well
* [[We Buy Anything]]: And we have an infinite amount of money to buy your [[Vendor Trash]] with
* [[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.
* [[World Tree]]: Nyralim is a huge sentient talking tree that is one of the oldest mortals in existence. {{spoiler|Akara from
* [[X Meets Y]]: ''[[Oblivion]]'' meets ''[[God of War (series)|God of War]]'' was often used to describe the gameplay both in early previews and the developers themselves. Though for many it also feels a lot like the former mixed with ''[[Fable
* [[You Can't Fight Fate]]: A big theme in the game. Prophecy keeps on reiterating that no one is actually destined to defeat the [[Big Bad|Tuatha Deohn
** True for the vast majority (i.e. all but one) of the people in the game. Of course, the exception is out to change the norm.
** [[The Fair Folk]] take the trope [[Up to Eleven]] by being tightly bound to their Cycle, gaining pseudo-immortality through the fact that as a ''Cycle'' it will repeat their parts again and again. When the Fateless One severs them from the Cycle they lose this immortality. Their House Of Ballads is essentially a bunch of Fae destined to repeat the same heroic deed over and over again, never failing to perform whatever deed was needing doing, or always dying whatever tragic death fate had in store for them.
*** The Fae are so super serious about this that it is part and parcel to the reasoning behind the long standing war in Amalur currently.
** Many of the followers of the god Lyria believe that fate is the will of Lyria, and all things that occur are by her design. They believe that bad things happen to bad people explicitly because Lyria is punishing them for their misdeeds, [[Fridge Horror|which, by extension, means that Lyria, one of the gods, is out to kill all mortals for some perceived sin, since Fate decrees that the Tuatha will succeed in wiping out all mortal races, and until the Fateless One, this could not be changed
* [[You Have Outlived Your Usefulness]]: {{spoiler|Tirnoch}} to {{spoiler|Gadflow}}, once she awakens.
* [[You Shall Not Pass]]: The Well's inventor Hughes pulls this against the invading Tuatha to cover the Fateless One's escape. {{spoiler|He even manages to escape his predestined death as a consequence of meeting the Fateless One
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