Kingdoms of Amalur: Reckoning / Weapons and Reckoning
Kingdoms of Amalur: Reckoning Weapons and Reckoning: combat chains and Fateshift
Combine weapon roles and use Fate energy deliberately.
Edition covered
Original 2012 Reckoning campaign and original PC publisher imagery. Re-Reckoning balance changes and the Fatesworn expansion are excluded; Dead Kel and Teeth of Naros are separate original-game DLC adventures.
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Weapons and Reckoning





Magical close or mid-range attacks
Staves and chakrams
Tradeoff: Use spacing and the appropriate ability support.
Quick notes
- Equip two complementary weapons. The combat system supports switching between two equipped weapon choices.
- Unlock weapon techniques through abilities. Additional attack sequences depend on the relevant ability development.
- Build Fate through varied combat. Fate energy accumulates through fighting, with varied actions supporting the system.
- Finish Reckoning with a Fateshift. Reckoning slows the surrounding action and enables a finishing sequence on a defeated target.
Unlock weapon techniques through abilities
| Step | Action | Purpose |
|---|---|---|
| Build | Fill the Fate meter through combat | Prepare the mode |
| Choose | Wait for a worthwhile encounter | Avoid wasting the resource |
| Down | Defeat targets during Reckoning | Set up the group payoff |
| Finish | Use the prompted Fateshift | Complete the finishing sequence |
References
| Reference | Website |
|---|---|
| Kingdoms of Amalur: Reckoning publisher listing | store.steampowered.com |
| Publisher game manual | store.steampowered.com |
| EA original combat presentation | www.ea.com |
