Mages in Kingdoms of Amalur: Reckoning have some of the most spectacular looking attacks and the most unusual variety of options. They can heal, summon monsters, and use powerful elemental spells. With all of the available options, building a mage can be a daunting task. The following guide will help you build your mage in Kingdoms of Amalur: Reckoning.
Destiny – Unsurprisingly, the destiny of a mage increases your elemental damage and improves your mana regeneration. In order to best take advantage of your destiny, you should try to have a mix of abilities that use mana and try to deal damage of all three elemental types.
Weapons – A mage specializes in three types of weapons: staves, scepters, and chakram. Staves are close range weapons, scepters are medium range weapons, and chakram are long-range weapons. The range of mage weapons often doesn’t matter much because mage spells are almost all long range. Still, variety can be beneficial. Any combination of the two weapon types is good, though scepters use mana with each attack, so if you choose a scepter, you should pick slightly less mana-intensive spells.
Passive Abilities – All three Mastery abilities are important if you are using the corresponding weapon. Chakram Mastery isn’t available until 2nd tier, but if you are using the other weapon as well you can simply put ability points into that weapon’s Mastery ability during 1st tier. Probably the most critical passive ability, at least at early levels, is Conservative Casting because it reduces the casting cost of spells. At later levels you may be able to ignore it due to the benefits of your destiny and equipment. When you reach 4th tier abilities, make sure to invest in Smolder or Frostshackle or both. These passive abilities improve your fire and cold attacks respectively. Unfortunately, there is not a corresponding passive ability for lightning attacks.
Sustained Abilities – The only sustained ability of mages is Sphere of Protection. It gives you resistance, which is important because mages are very flimsy. Also, Sphere of Protection has two upgrades that both deal damage to enemies that attack you. If you choose to use Sphere of Protection, you should prioritize these upgrades. If you really don’t want it, then you should make sure you have plenty of potions so you can unleash your offense quickly enough to avoid worrying about defense. Mages who don’t take this ability should almost certainly invest in the Alchemy skill.
Active Abilities – As a mage you have more active abilities than you can easily manage. Since your weapons will only, at most, deal two types of elemental damage, you should pick whichever of Storm Bolt, Mark of Flame, and Ice Barrage that you need to cover the last elemental type. Healing Surge is the only straight healing ability in the game, but it is very expensive and you may be able to ignore it if you have Sphere of Protection. An alternate option to either Healing Surge or Sphere of Protection is Summon Faer Gorta. This will summon a creature to fight for you. The abilities Transference and Masterful Construct will increase the damage output of the summoned creature and cause you to heal when it attacks. Any one of these protective abilities is usually enough to keep you safe and two will make you almost indestructible. Finally, when you reach tier-5 abilities, you will have to either choose Elemental Rage or wait until tier 6 to learn Meteor. These are huge damage abilities that basically make the rest of your spells look weak.