Kingdoms of Amalur: Reckoning - PS3 - Main Quest - Taking Vengeance (Blind, Hard Difficulty)

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Published on ● Video Link: https://www.youtube.com/watch?v=iLwlMZLqw2Q



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This is the penultimate main quest and spans the full length of Alabastra. I journey all the way to the Court of Winter, taking down the House of Vengeance in the process. When I reach the city of Bhaile I learn more about my past from Alyn. The quest ends with a fight with Gadflow and the next main quest is the final boss. I didn't want to complete the main quest and have the credits roll just then as there was still a lot to do, so in my version of the story Gadflow seals himself inside his underground chamber using a powerful prismere barrier. This will stop me and Alyn reaching him for now, but it will also greatly slow down the time it takes for him to summon Tirnoch as he has to focus his energy on both the barrier and the summoning. Once Tirnoch is on the verge of appearing the barrier will be almost depleted and that's the time when me and Alyn will go in to strike. For now I leave Alyn to sit watch and word will be brought to me when it's time to finally end it. OK it's contrived but it fits and will justify me going off on other adventures in the meantime.

This quest sees me hit level 39, I put all the points into finesse this time, rather than my usual 2 sorcery 1 finesse split, because my sorcery is maxed out as far as I want it. I also get some great loot so have another equipment shuffle after the quest. It started with me finding the Cowl of Madness, one of the most powerful pieces of mage headgear in the game. It has a huge 30% damage bonus, though it comes with a caveat, a 15% damage resistance decrease, one of the only equipment debuffs in the game. The other caveat is that equipping it meant I'd lose the +2 sorcery ability bonus from the Harbinger set, which I really wanted. Here's where things got technical. To get the +2 bonus back I had a few options but in the end I swapped out the Savant's ring for the Magus ring and made a new robe with a +1 sorcery epic gem using the 30% damage fulcrum I'd found, which compensated for the loss of the elemental boosts the old robe had. Not needing the Harbinger's gear anymore meant I could don the Handwraps of the Tempest, which gave me an extra 20% lightning damage, it also had the same gem slots as my shield meaning I could transfer the shield gems over from that and use the Shield of Ambient instead for a +1 finesse bonus. It was a lot of shuffling about but in the end it worked out to 20% extra fire and ice damage, 30% extra lightning damage, 60% extra all other types of damage plus the extra damage I'd get from the +1 finesse, so all in all well worth it.




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Tags:
2012
big huge games
ps3
Kingdoms of Amalur: Reckoning
rpg
western rpg
action rpg
electronic arts
walkthrough
playthrough
all quests
gameplay
video game
fantasy
archer
mage
dokkalfar
elf
guide
open world
free roam
hard
hard difficulty
blind
R. A. Salvatore
main quest
taking vengeance
alabastra
house of vengeance
Bhaile
boss
gadflow



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