Kingdoms of Amalur Reckoning Destiny Builds Guide

By   /   Feb 6, 2012


Destiny in Kingdom of Amalur: Reckoning is just a new name to the old character class concept which is typical in any RPG game.

The difference however is that unlike many RPG games, Kingdom of Alamur allows you to shift between the destinies in no time so that you can get maximum out of your attributes.

Fateweavers can be found throughout the kingdom and you can pay them to reset your attributes and skill points. This is helpful specially when you have equipment that suits a particular set of skills.

For more help on Kingdom of Amalur, read our Races, Ability Trees and Trainer Locations guide.

Following 4 destinies are included in the game:

Brawlers

They love to brawl and hence specialize in Longswords, Greatblades and Hammers. They can get up close and personal and tear bodies apart like a beast. The Brawler Destiny has been divided into following tiers:

Tier 1 – Brawler
Requirements

  • Might: 1
  • Finesse: 0
  • Sorcery: 0

Attributes

  • +15% Melee Attack Damage
  • +20% Block Effiency

Tier 2 – Fighter
Requirements

  • Might: 11
  • Finesse: 0
  • Sorcery: 0

Attributes

  • +17% Melee Attack Damage
  • +22% Block Effiency

Tier 3 – Soldier
Requirements

  • Might: 28
  • Finesse: 0
  • Sorcery: 0

Attributes

  • +20% Melee Attack Damage
  • +24% Block Effiency
  • +10% Stun Duration

Tier 4 – Warrior
Requirements

  • Might: 49
  • Finesse: 0
  • Sorcery: 0

Attributes

  • +23% Melee Attack Damage
  • +26% Block Effiency
  • +15% Stun Duration
  • Tier 5 – Conqueror

Requirements

  • Might: 76
  • Finesse: 0
  • Sorcery: 0

Attributes

  • +25% Melee Attack Damage
  • +28% Block Efficiency
  • +17% Stun Duration
  • +17% Chance to Stun

Tier 6 – Warlord
Requirements

  • Might: 109
  • Finesse: 0
  • Sorcery: 0

Attributes

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  • +30% Melee Attack Damage
  • +30% Block Efficiency
  • +20% Stun Duration
  • +20%Chance to Stun
  • Last Stand – You auto-revive with 20% health if killed; your life then drains until an enemy is killed.

Rogue

Rogues specialize the use of Longbows, Faeblades and daggers. They prefer to silently sneak from behind and take the opponent by surprise.

Tier 1 – Rogue
Requirements

  • Might: 0
  • Finesse: 1
  • Sorcery: 0

Attributes

  • +10% Ranged Attack Damage.
  • +30% Damage Resistance while Dodging.
  • +5% Piercing Damage.

Tier 2 – Scout
Requirements

  • Might: 0
  • Finesse: 11
  • Sorcery: 0

Attributes

  • +13% Ranged Attack Damage.
  • +35% Damage Resistance while Dodging.
  • +7% Piercing Damage.

Tier 3 – Hunter
Requirements

  • Might: 0
  • Finesse: 28
  • Sorcery: 0

Attributes

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

Tier 4 – Ranger
Requirements

  • Might: 0
  • Finesse: 49
  • Sorcery: 0

Attributes

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

Tier 5 – Assassin
Requirements

  • Might: 0
  • Finesse: 76
  • Sorcery: 0

Attributes

  • +20% Ranged Attack Damage.
  • +50% Damage Resistance while Dodging.
  • +10% Chance to Critical Hit.
  • +15% Piercing Damage.
  • Evasion – 6% chance to avoid being hit

Tier 6 – Nightblade
Requirements

  • Might: 0
  • Finesse: 109
  • Sorcery: 0

Attributes

  • +30% Ranged Attack Damage.
  • +60% Damage Resistance while Dodging.
  • +12% Chance to Critical Hit.
  • +20% Piercing Damage.
  • Assassination – 300% Critical Hit after a successful evasion.
  • Evasion – 11% chance to avoid being hit.

Acolytes

They master the powers that can burn their enemies to ashes.

Tier 1 – Acolyte
Requirements

  • Might: 0
  • Finesse: 0
  • Sorcery: 1

Attributes

  • +25% Elemental Damage
  • 10% Mana Cost Reduction

Tier 2 – Initiate
Requirements

  • Might: 0
  • Finesse: 0
  • Sorcery: 11

Attributes

  • +30% Elemental Damage
  • 13% Mana Cost Reduction

Tier 3 – Seer
Requirements

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  • Might: 0
  • Finesse: 0
  • Sorcery: 28

Attributes

  • +35% Elemental Damage
  • 13% Mana Cost Reduction
  • +1 Mana Regen per Second
  • Blink – Short Range teleportation replaces Dodge

Tier 4 – Sage
Requirements

  • Might: 0
  • Finesse: 0
  • Sorcery: 49

Attributes

  • +40% 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

Tier 5 – Sorcerer
Requirements

  • Might: 0
  • Finesse: 0
  • Sorcery: 76

Attributes

  • +45% 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

Tier 6 – Archmage
Requirements

  • Might: 0
  • Finesse: 0
  • Sorcery: 109

Attributes

  • +50% 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 Ally from a slain enemy.

Go to next page for multi-class destinies.

If you don’t like to become a Brawler, Rogue or Acolyte, you can opt for multi-class destiny.

Kingdom of Amalur: Reckoning Multi-Destiny Builds

Multi-class destiny is based on two attributes at a time. For example if you want your character to be a fighter as well as a magic user then you can choose Might (for fight) and Sorcery (for magic) destiny.

Finesse and Sorcery

They are ranged attackers as both the attributes suit the long range gameplay.

Tier 2 – Disciple
Requirements

  • Might: 0
  • Finesse: 6
  • Sorcery: 6

Attributes

  • +18% Elemental Damage
  • +7% Piercing Damage

Tier 3 – Arcanist
Requirements

  • Might: 0
  • Finesse: 14
  • Sorcery: 14

Attributes

  • +22% Elemental Damage
  • +10% Piercing Damage
  • +5% Chance to Critical Hit
  • Dread – Auto-Critical Hit on panicked enemies
  • Blink – Short range teleport that replaces Dodge.

Tier 4 – Warlock
Requirements

  • Might: 0
  • Finesse: 25
  • Sorcery: 25

Attributes

  • +26% Elemental Damage
  • +13% Piercing Damage
  • +7% Chance to Critical Hit
  • +1 Mana Regen per Second
  • Dread – Auto-Critical Hit on panicked enemies
  • Poison Blink 1 – Short range teleport with Poison that replaces Dodge

Tier 5 – Spellcloak
Requirements

  • Might: 0
  • Finesse: 38
  • Sorcery: 38

Attributes

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  • +30% Elemental Damage
  • +15% Piercing Damage
  • +10% Chance to Critical Hit
  • +2 Mana Regen per Second
  • Dread – Auto-Critical Hit on panicked enemies
  • Poison Blink 2 – Short range teleport with Poison that replaces Dodge

Tier 6 – Shadowcaster
Requirements

  • Might: 0
  • Finesse: 55
  • Sorcery: 55

Attributes

  • +34% Elemental Damage
  • +20% Piercing Damage
  • +12% Chance to Critical Hit
  • +2 Mana Regen per Second
  • Dread – Auto-Critical Hit on panicked enemies
  • Poison Blink 3 – Short range teleport with Poison that replaces Dodge.
  • Drain Mana – Critical Hits restore Mana

Finesse and Might

This class can give you dual advantage that is you can fight-off enemies both at long and short range.

Tier 2 – Duelist
Requirements

  • Might: 6
  • Finesse: 6
  • Sorcery: 0

Attributes

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

Tier 3 – Warden
Requirements

  • Might: 14
  • Finesse: 14
  • Sorcery: 0

Attributes

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

Tier 3 – Avenger
Requirements

  • Might: 25
  • Finesse: 25
  • Sorcery: 0

Attributes

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

Tier 5 – Slayer
Requirements

  • Might: 38
  • Finesse: 0
  • Sorcery: 0

Attributes

  • +23% Melee Attack Damage
  • +15% Ranged Attack Damage
  • +10% Chance to Critical Hit
  • +13% Piercing Damage
  • +20% Damage while in stealth

Tier 6 – Blademaster
Requirements

  • Might: 55
  • Finesse: 55
  • Sorcery: 0

Attributes

  • +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 Life, and 20% of damage done drops as gold for 5 seconds when hitting knocked down enemies

Might and Sorcery

They are primarily short range fighters but can also use magic for good depending on the need.

Tier 2 – Guardian
Requirements

  • Might: 6
  • Finesse: 0
  • Sorcery: 6

Attributes

  • Gain 25% of damage taken as mana refill
  • +15% Elemental Resistance

Tier 3 – Battlemage
Requirements

  • Might: 14
  • Finesse: 0
  • Sorcery: 14

Attributes

  • Gain 30% of damage taken as mana refill
  • +17% Elemental Resistance
  • +10% Melee Attack Damage
  • Blink – Short teleport that replaces Dodge

Tier 4 – Crusader
Requirements

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  • Might: 25
  • Finesse: 0
  • Sorcery: 25

Attributes

  • Gain 40% of damage taken as mana refill
  • +20% Elemental Resistance
  • +15% Melee Attack Damage
  • Blink – Short teleport that replaces Dodge

Tier 5 – Paragon
Requirements

  • Might: 38
  • Finesse: 0
  • Sorcery: 38

Attributes

  • Gain 50% of damage taken as mana refill
  • +23% Elemental Resistance
  • +17% Melee Attack Damage
  • +10% Total Armor
  • Blink – Short teleport that replaces Dodge

Tier 6 – Champion
Requirements

  • Might: 55
  • Finesse: 0
  • Sorcery: 55

Attributes

  • Gain 75% of damage taken as mana refill
  • +25% Elemental Resistance
  • +20% Melee Attack Damage
  • +15% Total Armor
  • Blink – Short teleport that replaces Dodge
  • Harmonic Overload – Chance to produce elemental shots from each kill

Jack of All Trades

This destiny is set for the ones who want to play all-around. You won’t be able to access some destiny specific high weapons as all the points are needed for this destiny. In the final tier of this class however, you will get the ability to switch to double-class or single class destinies depending upon the need.

Tier 1 – Seeker
Requirements

  • Might: 2
  • Finesse: 2
  • Sorcery: 2

Attributes

  • +7% Melee Attack Damage
  • +7% Ranged Attack Damage
  • +7% Magic Attack Damage
  • Equip requirements (attribute point requisites) are reduced by 25%

Tier 2 – Wayfarer
Requirements

  • Might: 4
  • Finesse: 4
  • Sorcery: 4

Attributes

  • +10% Melee Attack Damage
  • +10% Ranged Attack Damage
  • +10% Magic Attack Damage
  • Equip requirements (attribute point requisites) are reduced by 25%
  • +1 to all skill points until destiny is changed

Tier 3 – Adventurer
Requirements

  • Might: 10
  • Finesse: 10
  • Sorcery: 10

Attributes

  • +13% Melee Attack Damage
  • +13% Ranged Attack Damage
  • +13% Magic Attack Damage
  • Equip requirements (attribute point requisites) are reduced by 25%
  • +1 to all skill points until destiny is changed
  • +5% Total Damage Resistance

Tier 4 – Prodigy
Requirements

  • Might: 14
  • Finesse: 14
  • Sorcery: 14

Attributes

  • +15% Melee Attack Damage
  • +15% Ranged Attack Damage
  • +15% Magic Attack Damage
  • Equip requirements (attribute point requisites) are reduced by 25%
  • +1 to all skill points until destiny is changed
  • +7% Total Damage Resistance
  • +5% Chance to Critical Hit

Tier 5 – Polymath
Requirements

  • Might: 26
  • Finesse: 26
  • Sorcery: 26

Attributes

  • +17% Melee Attack Damage
  • +17% Ranged Attack Damage
  • +17% Magic Attack Damage
  • Equip requirements (attribute point requisites) are reduced by 25%
  • +2 to all skill points until destiny is changed
  • +10% Total Damage Resistance
  • +7% Chance to Critical Hit

Tier – Universalist
Requirements

  • Might: 37
  • Finesse: 37
  • Sorcery: 37

Attributes

  • +20% Melee Attack Damage
  • +20% Ranged Attack Damage
  • +20% Magic Attack Damage
  • Equip requirements (attribute point requisites) are reduced by 25%
  • +3 to all skill points until destiny is changed
  • +12% Total Damage Resistance
  • +10% Chance to Critical Hit
  • Mastery of Arms – Unlocks all weapon mastery abilities until destiny is changed (this saves you some ability points to be used elsewhere)

Don’t forget to share your tact, which destiny you plan to choose ?