Chakrams are a type of hybrid melee and magic weapon available to the Fateless One in Kingdoms of Amalur: Reckoning. Using arcing focused attacks as well as circular area-of-effect attacks, the chakrams are a mid-range weapon, good at dealing with enemies before they can get into melee range as well as disrupting multiple enemies with elemental vulnerabilities. Being part of the Sorcery-based weapon set, they are intended for use by mage-style characters, and are bolstered by the Arcane Weaponry and Chakram Mastery passives in the Sorcery ability tree.
Chakrams will always have a base damage consisting of Physical Damage and elemental damage, with approximately a 50/50 split ratio. Chakrams will also have their respective element's damage-over-time (DoT) component, adding to their overall damage.
- Fire chakrams will deal Fire Damage, with the extra Burning Damage DoT dealing approximately 200% of the base fire damage over 3 seconds.
- Ice chakrams will deal Ice Damage, with the extra Freezing Damage DoT dealing approximately 100% of the base ice damage over 6 seconds.
- Lightning chakrams will deal Lightning Damage, with the extra Shocking Damage DoT dealing approximately 140% of the base lightning damage over 5 seconds.
- Primal chakrams (Teeth of Naros DLC only) will deal Primal Damage, with an extra Primal Damage DoT dealing approximately 140% of the base primal damage over 10 seconds.
They have a Moderately Low damage output per hit, having similar damage values to those of the Faeblades. However, this is bolstered by the damage-over-time elemental component, which can potentially make chakrams one of the most damaging weapons in Amalur, falling just below greatswords and hammers.
The Fateless One can learn new attack techniques with the chakrams by investing in the Arcane Weaponry series of abilities, and can increase damage delivered by the use of chakrams by investing in the Chakram Mastery ability.
- Maelstrom: Hold and release to fling the chakrams in an expanding circle around the Fateless One. Size and damage can be increased by charging the chakrams for a longer period of time before releasing the attack.
- Elemental Escape: Attack -> Pause -> Attack to perform a 2-part attack with both Chakrams, finishing by launching them into the ground at the enemy's feet, blasting them backwards while jumping away.
- Orbit Blades: Attack while dodging to launch an enemy into the air and send your Chakrams spiraling into them for aerial punishment.
- Main article: Blacksmithing
The Fateless One can craft chakrams at any Blacksmithing Forge by using an elemental disc and a handle; bindings and grips are optional components. With sufficient skill, mastercrafted chakrams that offer a bonus percentage to total damage can be created. Like other sorcery weapons crafted with a gem, it must be a Utility Gem, not a Weapon Gem.
List of Common Chakrams
- Iron Chakrams
- Steel Chakrams
- Azurite Chakrams
- Sylvanite Chakrams
- Prismere Chakrams
- Primal Chakrams, available with the Teeth of Naros DLC.
List of Unique Chakrams
- Allender's Edge
- Baronett's Blades (The Legend of Dead Kel DLC)
- Crafter's Hands
- Dragon Eyes
- Fate's Eyes (Fate-Touched Weapons Pack DLC)
- Flotsam Chakrams (The Legend of Dead Kel DLC)
- Hengerings (Teeth of Naros DLC)
- The Song (Reckoning Sorcery Bonus Pack DLC)
- Titan's Cuff (Teeth of Naros DLC)
- Twinned Souls (Kingdoms of Amalur: Reckoning Demo Bonus)
Notes and Advice
- The chakrams are an all-around powerful weapon with no really glaring weaknesses. Being a mid-range weapon, they allow the Fateless One to engage enemies without moving into melee range. Also, due to the arcing nature of their attacks, chakrams can damage multiple enemies per attack if aimed properly. Finally, the charge attack Maelstrom is a very strong move with a large radius, making it extremely potent against sizable groups of small enemies, such as bandits, brownies, boggarts, murghans, and kobolds.
- Due to their Physical Damage component, chakrams are actually considered melee weapons, and thus benefit from destinies and enchantments that boost melee damage (such as all of the Might-based destinies).
- The charge attack Maelstrom has two release versions based on the amount of time spent charging, similar to the way Whirlwind works for Greatswords. The Fateless One will flash once the first level of charge is achieved, and can release the attack for a small AoE and moderate damage. However, if the Fateless One holds the charge until the second flash, the released spiraling pattern will be much larger as well as much more damaging.