One of the most important things in Kingdom of Amalur: Reckoning is the brilliant character development system. If there is one thing for certain, it is that you can’t really go wrong in building your character, no matter what Destiny you choose; it’s merely a matter of preference.
However, some builds and combination of skills serve better than other sets, simply because they eliminate potential weaknesses in your character.
That is why in KoA: Reckoning, many people opt for builds that span over multiple destinies. For example, some would go for Might-Finesse hybrids, others Sorcery-Might and so on.
That isn’t to say you won’t find Sorcery exclusive or Might exclusive or Finesse exclusive builds, but the people who do play such are taking a less dynamic path in the game.
This is because there is a chance you may encounter a strong enemy that has complete immunity or at least very high resistance to either magic or physical damage. Say that you had built a Might-only champion and you come across some enemy with very high physical defenses and a good bit of damage.
At times like these you wish you had a few magic skills at hand to prevent such a tough battle. A similar scenario can actually take place with Sorcery, while Finesse is also simply physical damage.
Thus, in this guide we’ll be only touching a handful of exclusive builds, as our focus will be on hybrid builds.
Kingdom of Amalur: Reckoning Character Builds
Following are some of the character builds you can use in Kingdom of Amalur: Reckoning:
An all-out power build with a bit of help from Sorcery through Storm Bolt and Sphere of Protection. This build focuses on sheer damage and heavy physical defenses from the Might build. So basically we’ll be talking about Hammers, Longswords and Greatswords here.
There isn’t much to explain here. The Sphere of Protection makes sense for some added tankiness to the champion. When it comes to the Might tree, we’ve taken each and every essential thing . Some would argue that Brutal Weaponry should be increase even more.
Well, there really isn’t any need for that, considering the ridiculous amount of physical damage, speed and defenses that will already stack up due to the other skills.
It is indeed very powerful against most foes, but suffers greatly against magic and high physical damage resistance enemies.
Another self-explanatory build. Just about everything in Finesse has been maximized, except for Shadow Flare, which is actually quite a good ability. I would personally remove that point from longswords and put it in Shadow Flare, since your concentration is to use longbows and daggers/faeblades.
There is also one point in Storm Bolt, which is, honestly, quite useless, as initial level Storm Bolt has no stun and will only act as another source of magic damage along Shadow Flare.
Once again, the build offers everything from Finesse – stealth, heavy backstab damage, lots of poison, brilliant weapon mastery. However, it doesn’t offer any versatility to the player type – you might be quite powerful in many battles, but there will be other battles that will be relatively harder with this build.
Both of these builds are very similar. However, the only difference is the points in necromancy. The first build uses the abilities of the Faer Gorta to the max, and spends only 11 points in Might for Hardy Constitution and Skillful Defense for better defenses.
The second build subtracts the Faer Gorta skills, and instead invests them in Winter’s Embrace and Adrenaline Surge. While both these skills are quite attractive, my personal choice would be the former Faer Gorta build, because the knowledge of being able to have an ally by your side is just too good to be ignored.
Either way, both these builds are quite effective for Sorcery. Winter’s Embrace can really do some fantastic area damage for a decent duration. But without a Faer Gorta, you’ll have enemies concentrating on you only, and you’ll only rely on your ability to heal and the added survivability from Adrenaline Surge. Choose wisely if you do plan to make a Sorcery Build.