Kingdoms of Amalur: Reckoning PS3 (Käytetty)
- Myymälä Vantaa 1
- Varasto Vantaa Ei varastossa
Taistele läpi massiivisen universumin, jossa rajattomasti mahdollisuuksia.
Bestsellerkirjailija R.A. Salvatoren, Spawn kehittäjä Todd McFarlanen ja Elder Scrolls IV: Oblivion pääsuunnittelija Ken Rolston ovat yhdistäneet kykynsä luodakseen Kingdoms of Amalur: Reckoning –pelille maailman, joka tunnetaan vielä pitkään.
Rakenna itsellesi hahmo, jonka olet aina halunnut ja kehitä sitä jatkuvasti oman pelityylisi mukaisesti mullistavalla Destiny-järjestelmällä. Valitse polkusi ja taistele läpi rönsyilevän mestariluomuksen kaikkien aikojen kiivaimmassa ja muokattavimmassa RPG -seikkailussa.
Dead is dead. Or so it seems..
Your body was left to rot in a pile of corpses, another failed experiment. But you are alive. Unbound by the chains of Fate, you are free to choose your Destiny. And with the Faelands enveloped in the Crystal War, your power will not go unnoticed—by friend or foe.
Harness awakening magic in Kingdoms of Amalur: Reckoning and discover how its fluid action combat sets a new standard for single-player RPGs.
Throughout the known history of Amalur, magic had been the world's most precious resource. For some races, such as the elves, the control of magic was intuitive, becoming a fundamental part of their culture. Other races, such as the humans, had no means of directly employing magic; they could not learn to cast spells, no matter how diligently they studied the arcane arts. Most other races fell somewhere in between, and a kingdom's place on the magical spectrum had a profound influence on its overall standing in the world.
But at the dawn of the Age of Arcana, everything changed. Magic awakened in the mundane races, shifting the balance of power in fundamental ways. A new era for the kingdoms of Amalur had begun.
A massive hammer crackling with magical energy. A storm of poisoned arrows loosed from a distance. A blade in the back, thrust from the shadows. There are countless ways to die in Amalur, as your enemies will soon discover.
With Reckoning's combat system, you can create a custom blend of strength, subtlety, and spellcasting that perfectly suits your play style. Swapping between primary and secondary weapons is seamless. Hurl an enemy in the air with a spell, fill your foe with arrows as it flails in the air, then blast it with a wave of magical energy from the sceptre at your side, all before it hits the ground. For the stealthy approach, plant a deadly trap in your enemy's path, pull it into the trap with a spell, then quickly close the distance to finish the fight with a dagger strike. The possibilities are endless.
The weapons and armor you choose form the basis of your combat approach. Two-handed hammers, swords, and greatswords are favored by warriors; rogues specialize in daggers, faeblades, and bows; and mages wield sceptres, staves, and chakrams. Rogues prefer armor made of leather, while fighters tend toward steel and iron. A pure mage might only don robes of cloth to facilitate spellcasting. But in Reckoning, these divisions are flexible. Any character class can include elements of subtlety, magic, or strength to create any hero you can imagine. Mastering the use of weapons and armor is a key part of combat, and that mastery is strengthened and expanded through the Abilities system.
Most role-playing games force you to choose a role at the beginning of the adventure, when you know the least about the road ahead. In Reckoning, you develop your character's role over time by specializing in Abilities. As you gain levels, you will spend your Ability points in the disciplines of Might, Finesse, and Sorcery. How you choose to distribute Ability points sets your character on a path toward specializing in force, stealth, or magic. However, you are not locked in to a particular class; you are free to spend points in any discipline at any time. With the Abilities system, you can create a unique hybrid class as easily as building an equally powerful pure rogue, mage, or fighter.