A massive hammer crackling with magical energy. A storm of poisoned arrows loosed from a distance. A blade in the back, thrust from the shadows. There are countless ways to die in Amalur, as your enemies will soon discover.
With Reckoning's combat system, you can create a custom blend of strength, subtlety, and spellcasting that perfectly suits your play style. Swapping between primary and secondary weapons is seamless. Hurl an enemy into the air with a spell, fill him with arrows as he flails in the air, then blast him with a wave of magical energy from the sceptre at your side, all before he hits the ground. For the stealthy approach, plant a deadly trap in his path, pull him into it with a spell, then quickly close the distance to finish him with a dagger strike. The possibilities are endless.
Gear
The weapons and armor you choose from the basis of your combat approach. Two-handed hammers, swords, and greatswords are favored by warriors; roges specialize in daggers, faeblades, and bows; and mages wield sceptres, staves, and chakrams. Roges prefer armor made of leather, while fighters tend toward steel and iron. A pure mage might only don robes of cloth to facilitate spellcasting. But in Reckoning, these divisions are flexible. Any character class can include elements of subtley, magic, or strength to create any hero you can imagine.
Abilities
Most role-playing games force you to choose a role at the beginning of the adventure, when you know the least about the road ahead. In Reckoning, you develop your character's role over time by specializing in Abilities. As you gain levels, you will spend your Ability points in the disciplines of Might, Finesse, and Sorcery. How you choose to distribute Ability points sets your character on a path toward specializing in force, stealth, or magic. However, you are not locked in to a particular calss; you are free to spend points in any discipline at any time. With the Abilities system, you can create a unique hybrid class as easily as building an equally powerful pure rogue, mage, or fighter.
Destinies
As you distribute Ability points, you will unlock Destinies that further define your character's combat style. Choosing a Destiny grants your character unique combat bonuses that enhance your personal style of play. If you choose to specialize in stealth, you might choose the Ranger destiny, which grants bonuses to dodging, ranged attacks, critical hits and piercing damage. If you decide to add magic to the mix, you could then switch your Destiny to Arcanist, a shadowy hybrid class that retains the Ranger's rogue-like bonuses and adds elemental damage and teleportation. A mage with a poisoned dagger? A soldier with command of magic? A rogue with a sword and a shield? Your Destiny awaits.