One of the best features of Kingdoms of Amalur: Reckoning is the ability to combine abilities from multiple character archetypes. If you want you can build a warrior-mage, a warrior-rogue, a mage-rogue, or even a character with abilities of all three classes. The last is complicated and easy to do poorly, but if you put in a little planning it can be a fun, unique, and effective character. The following guide will help you guild a jack of all trades in a Kingdoms of Amalur: Reckoning.
Destiny – The jack of all trades destiny gives you a damage boost to melee attacks, ranged attacks, and spells. Additionally, it gives you a boost to all skills. In order to best take advantage of this, you need to use both a melee and ranged weapon and cast spells. Additionally, you should not increase any of your skill beyond seven ranks.
Weapons – The best way to take advantage of your destiny is to use a bow, any of the warrior melee weapons, and mage spells. You could try using a chakram and use the few rogue abilities that count as spells, but this is much less effective and much harder to build for. Which warrior weapon you should use is almost entirely a matter of taste, but if you choose to use a greatsword, you will also need to use a shield in order to avoid wasting points in your 1st tier warrior skills.
Passive Abilities – As is true for any character build, you will want the weapon Mastery skills for the weapons you are using. Additionally, you should take Conservative Casting from the 2nd tier mage abilities as soon as you can and Hardy Constitution immediately after that. All bow passive abilities are amazing and increase the size of your quiver, so put one point in each of them whenever they become available. You can put more points in later as you have points to spare. Inoculation should be your priority when you reach 3rd tier skills. With this and Hardy Constitution, you will resist over half the damage in the game.
Sustained Abilities – You will have access to all the sustained abilities in the game, but not all of the upgrades. Sphere of Protection is a good choice, despite only having access to one upgrade and in combination with your passives will give you resistance to all damage in the game. Envenomed Edge is also worth putting points into, but Battle Frenzy and Blade Honing almost certainly aren’t.
Active Abilities – None of the Weaponry skills will improve more than one of your weapons and Arcane Weaponry will be worthless. You should only take these abilities if you need to spend points to unlock higher tiers. Storm Bolt is critical because it is the only spell you can get at 1st tier. Quake is a competitive choice with mage spells, especially if you also get the Aftershock ability, but the majority of your active abilities should be from your mage tree.