There are nine non-combat skills in Kingdoms of Amalur: Reckoning: Alchemy, Blacksmithing, Detect Hidden, Dispelling, Lockpicking, Mercantile, Persuasion, Sagecraft and Stealth. Skills offer the ability to craft, different ways to play, and conveniences to make the game easier.
Each skill has ten levels of proficiency. The skills can be improved by leveling, by reading skill books, and by training with skill trainers. Certain potions and unique items grant temporary bonus skill levels.
All skill points gained by leveling can be reset and redistributed by using a Fateweaver's service to "Unbind Fate".
Skills by type Edit
Crafting skills Edit
The three crafting skill s are Alchemy, Blacksmithing, and Sagecraft. Each craft has their own crafting stations that can be found in Amalur. Recipes for these skills can also be found in the world or through experimenting.
|Alchemy||Alchemy grants you the ability to harvest mystical reagents from the land and combine them to create powerful arcane potions. Each level increases the chance to successfully harvest reagents.||Alchemical Lab||Alchemical Recipes|
|Blacksmithing||Blacksmithing allows you to repair your arms and armor as they become worn or damaged, forge entirely new equipment, and extract components from salvaged items. It also increases the effectiveness of Repair Kits.||Blacksmithing Forge||–|
|Sagecraft||Sagecrafting allows you to craft gems from shards found throughout Amalur, socket them into equipment, and combine lower quality shards into higher quality shards. Each level increases the chance of higher quality shards dropping as loot.||Sagecraft Altar||–|
Playstyle variants Edit
Persuasion and Stealth allow the Fateless One certain actions that can often replace combat. Persuasion allows you to talk your way into and out of situations that would normally require a different solution. Stealth increases the time it takes NPCs to notice you, as well as decreasing their effective detection range if they are unaware of you. The two skills also complement each other: if you get caught stealing, persuasion will decrease bribe costs to guards.
Detect Hidden, Dispelling, Lockpicking, and Mercantile just make your life easier in the game. Detect Hidden enables you to find hidden treasure caches, deadly traps, enemy ambushes, and secret doors by placing markers on your map. Dispelling grants you the ability to dispel protective magical wards without suffering harm. Lockpicking grants mastery over the picking of mechanical locks, enabling you to bypass even the tightest security. With Mercantile, you master the art of selling for more and buying for less.
Skill points Edit
There are nine skills, each with ten levels (4 at basic level, 3 at advanced level and 3 at master level), so there are a total of 90 skill points that can be trained.
There are several ways to acquire skill points:
|Number of points||How to acquire|
|4||Permanent racial bonuses|
|40||Gained by leveling up until level cap is reached.[n 1]|
|36 (+3)||In the base game, each skill can be trained four times. Three additional trainers were added with the Legend of Dead Kel DLC.|
|9||There is one skill book available for each skill.|
These form a total of 89 skill points available in the game, if planned correctly, this means eight out of nine skills can be fully mastered in the base game. However, extra master trainers become available for Alchemy, Mercantile and Stealth in The Legend of Dead Kel DLC, which allows you to max out all your skills.
There are certain items (potions and gear) that will raise a character's skill level. Also, the Jack of All Trades destiny track will add one level to all skills, from the Wayfarer destiny and up.
Permanent skill points Edit
Skill points gained through racial bonuses, trainers, or reading cannot be reset by a Fateweaver. Due to their permanent nature you may permanently bar your character from training at a basic level trainer, by raising a skill level to +4. This can occur when a character has had training from an advanced or master trainer prior to a visit to a Fateweaver or reading a skill book for your skill with the +2 racial bonus.
Racial bonuses Edit
Each race comes with its own racial bonuses, 2 points in one skill and 1 point in two others.
A trainer is someone who is particularly adept at a certain skill, this trainer can be paid to raise a particular character's skill level by one. The raise is permanent and therefore cannot be reset by a Fateweaver. Each trainer can raise a character's skill level only once.
For each skill there are four trainers scattered throughout The Faelands. These are two basic, one advanced and one master trainer. Each of these trainers has a range of level requirements in which a character's skill level has to fall, in order to be eligible for training.
If a character falls short of meeting a trainer's requirements — either by having a too low or too high level — a trip to a Fateweaver may help to work around this. Note, however, that the Fateless One cannot sidestep the skill requirements via drinking skill-related potions or wearing skill-related items to temporarily increase the relevant skill proficiency into the trainer's range.
|Trainer type||Level requirement||Gold cost|
Available trainers Edit
The following list contains the locations of all available skill trainers within Kingdoms of Amalur: Reckoning and The Legend of Dead Kel DLC. Some trainers will not be available or offer training services until certain quests have been initiated or completed. (See Notes section.)
You can click a column header to (reverse) alphabetically sort the table by the contents of that column.
Skill books Edit
Skill books are special books found in Amalur or given as rewards for quests that allow the Fateless One to increase a specific skill. There is one skill book for each skill except Lockpicking which has two. Once you have the book, open your inventory and read it to receive a permanent +1 increase to that skill.
|Alchemy||Plains of Erathell - Cradle of Summer||Behind a hidden door|
|Blacksmithing||Detyre - Hall of Firstsworn||Accessible during The Mystic Hammer Warsworn faction quest.|
|Detect Hidden||Quest reward for Going Rogue or The Purloined Letters (chosen randomly)|
|Dispelling||Dalentarth - Yolvan||Fae cache on the top floor of Ballads Library|
|Lockpicking||Plains of Erathell - Forsaken Plain||Inside a locked chest in Orieator's Tomb on the Northern Forsaken Plain.|
|Mercantile||Detyre - The Hollowlands||In a bookshelf on the second floor of Aron Excavations Office after fully upgrading Motus Mining Outpost house.|
|Persuasion||Detyre - Adessa||Paper Trail quest reward|
|Sagecraft||Dalentarth - Glendara||Inside a hidden well cache just outside St. Hadwyn's Mission.|
|Stealth||Quest reward for Going Rogue or The Purloined Letters (chosen randomly)|
|Random skill book[n 2]||Dalentarth - Coilsbain Caverns||Accessible during The Natural Order quest.|
- ↑ Leveling starts at 0. The maximum level is 40.
- ↑ Spawns at random and may not spawn. For best results save before entering and reload if you don't get it.
Trainer notes Edit
- ↑ Conni must be rescued during Ghosts of Seawatch.
- ↑ 2.0 2.1 Bertrand Seznec and Marten Strand are not available prior to Scouting Mission.
- ↑ 3.0 3.1 3.2 Halder Rodric, Efyr Dynnwel, and Ney Csalan will become enemies if the Fateless One sides with the Niskaru Lord during The Mountain Prison.
- ↑ Efyr Dynnwel is not available prior to completion of A Master's Touch.
- ↑ After the completion of Thick as Thieves, Gawait Hand can be found in the Thirsty Wench in Whitestone.
- ↑ Eric Porthe is sometimes located in The Forum (Adessa, The Isles). He may not show on the map as a trainer at any time, but will still train if you have basic skill points available to train. Not showing as a trainer on the map may be a bug.
- ↑ Dionaeach is not available prior to entering the House of Sorrows faction and will become permanently unavailable during the progression of the House of Sorrows quests.
- ↑ Tefroy Tarion is not available prior to Lock and Key.
- ↑ Erlen Vanik is not available prior to completion of Diplomacy.
- ↑ Templar Montainel will sometimes relocate to the Hospitalis Quarters.
- ↑ One must gain access to the Delving Hall by initiating the Scholia Arcana quests to train with Savant Raina Njorn.
Book notes Edit
Requires DLC Edit