Might/Sorcery in Kingdoms of Amalur: Re-Reckoning is one of the Destinies you can unlock. Destinies in KoA: Re-Reckoning are the equivalent of RPGs Classes System.

In the beginning, the character has no Fate, so you can customize your destiny according to the playstyle that best suits you. Destinies can be used to improve your character bonuses, effects and combat skills.

Might/Sorcery grants special bonuses for those players who prefer to combine Melee and long-range Magic Attacks. You can improve character capabilities by unlocking up to five different Tiers in the Might/Sorcery Destiny. You can unlock these Tiers by spending points on both Sorcery and Might abilities

 

All Might-Sorcery Destinies in Kingdoms of Amalur: Re-Reckoning

 

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Guardian

With this Destiny you are able to engage in melee and convert any force used against you into your own magical energy. You are naturally resistant to harmful spells and transmute a portion of damage sustained to your own mana pool.

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Battlemage

As a Battlemage, your every strike is amplified when wielding melee weapons. With this Destiny, you are able to Blink through combat, sustain both magical and physical damage, and use that energy to retaliate in kind.

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Crusader

A mastery of war magic allows you to elude your opponents with the ability to teleport a short distance, while exposing them to devastating attacks. Both your defensive and offensive capabilities are increased with your improved control of the arcane

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Paragon

In battle, the Paragon wields an intimidating display of might and sorcery. Besides your natural protection against elemental damage, your ability to gain mana from all attacks directed at you as well as Blink, you are now also well armored

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Champion

As a Champion, you are a destructive force of vengeance. A pure conduit of martial energy, you are able to refocus all manner of attack to turn the corpses of your enemies into weapons themselves. Those who strike against you seldom survive to do so a second time

 

 

All Might-Sorcery Destinies Table

Tier Name

Tier

Bonuses

Ability Points Required

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Guardian

2 Gain 25% of Damage Received as Mana
+15% Elemental Resistance
Might: 6
Finesse: 0
Sorcery: 6

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Battlemage

3 Gain 30% of Damage Received as Mana
+17% Elemental Resistance
+10% Melee Attack Damage
Blink - Short range teleport. Replaces Dodge.
Might: 14
Finesse: 0
Sorcery: 14

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Crusader

4 Gain 40% of Damage Received as Mana
+20% Elemental Resistance
+15% Melee Attack Damage
Blink - Short range teleport. Replaces Dodge.
Might: 25
Finesse: 0
Sorcery: 25

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Paragon

5 Gain 50% of Damage Received as Mana
+23% Elemental Resistance
+17% Melee Attack Damage
+10% Total Armor
Blink - Short-range teleport. Replaces Dodge.
Might: 38
Finesse: 0
Sorcery: 38

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Champion

6 Gain 75% of Damage Received as Mana
+25% Elemental Resistance
+20% Melee Attack Damage
+15% Total Armor
Blink - Short-range teleport. Replaces Dodge.
Harmonic Overload - Chance to produce elemental projectiles per Kill
Might: 55
Finesse: 0
Sorcery: 55

 




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