Updated Mon, Feb 13, 2012 by Ethec
Kingdoms of Amalur: Reckoning is out today, and with some playtime estimates in the 300-hour range, you’ll want to start out on the right footing. Here are a handful of tips and tricks to welcome you to your new aRPG home.
Whatever your platform, remember to leave a trail of save games with this or any RPG. Though we haven't heard of any problems in Reckoning, a corrupted file dozens of hours into the game can really ruin your experience.
I built my character out thinking that I would play a rogue-ish role, picking the piratey Verani and the crit-enhancing god of death Belen as my deity. Hours in I decided to play a pure Sorceror spec, and have felt in no way gimped. Much more important than class considerations to pick a persona that’s easy on the eyes.
Reckoning is more Arkham than Skyrim in that if you stand still as you attack, you’re likely to take far more damage than you should. And that means burning through potions, which are especially precious early in the game.
One point is enough to give you a decent chance to harvest components as you venture around the world, and three points will all but ensure you can gather anything in Dalentarth. If you’re a fiend for healing potions, you’ll want to pay particular attention to Black Cohosh and Embereye. But don’t make more potions than you really need: components weigh nothing, but potions take up inventory space you’ll need during longer dungeon crawls.
Having a place to put partial set gear and equipment you want to save for respecs is key to inventory management. Your first house is available very early in the game, but you’ll have to complete quests to get it. At the risk of offering a slight spoiler, make the Web Wood quest arc around Canneroc a priority.
Even if you invest heavily in Arcane or Weapons Mastery, the combos are few in number and simple enough for just about anyone to master. Be effective with your weapons and you’ll never have to lean entirely on your mana-draining skills.