The warrior-mage is one of the most popular archetypes in fantasy. The idea of a powerful magic user that can wade into the middle of every combat makes for a powerful hero. As Kingdoms of Amalur: Reckoning proves, if made well, this archetype can be quite powerful. Warrior-mages in Kingdoms of Amalur: Reckoning can potentially deal all types of elemental damage while still absorbing lots of physical damage. If this sounds enticing to you, the following guide will help you build an effective warrior-mage.
Destiny – The most important advantage of the warrior-mage destiny is that it grants you a bonus to melee damage. You will need to wield at least one melee weapon to take advantage of that, but that isn’t difficult since all warrior weapons are melee weapons. The destiny also grants you a way to regain mana, but it isn’t particularly effective. You may want to train in the Alchemy skill in order to make mana potions to supplement your mana supply.
Weapons – The best combination of weapons you can choose as a warrior-mage is any warrior melee weapon and either a chakram or a scepter. Since scepters use magic, a chakram is the better choice, but one or the other is important to get a ranged attack option. You can choose to rely entirely on spells for ranged attacks, but the mana cost would get prohibitive quickly.
Passive Abilities – At 1st tier the appropriate weapon Mastery passive abilities should be your only priority, but at 2nd tier, Conservative Casting is the most important ability of any type. Without this ability, you simply won’t have enough mana to cast spells. Both Concussive Force and Adrenaline Surge are worthless to you, the former because you don’t have a lot of stun options and the latter because you won’t have enough health, but Hardy Constitution is nearly as critical as Conservative Casting. The only other useful passive abilities are the 4th tier abilities Smolder and Frostshackle, but neither need by a priority.
Sustained Abilities – You have access to two sustained abilities and both are good for this build. Sphere of Protection gives you additional resistances, which may not be necessary due to the fact that you can wear heavy armor, but it is a solid choice if you have spare ability points. If you do get it, the Sphere of Reprisal upgrade is essential because you are a melee warrior as well as a caster. Battle Frenzy is amazing because it combines so well with your area affect spells. Once you have the Stoneskin upgrade for it, Sphere of Protection is probably unnecessary, but both together will make you incredibly sturdy.
Active Abilities – If you use a chakram, Arcane Weaponry I is essential because the rest of the tier 1 magic abilities are not particularly useful for you. Of all the attack spells you can get, Ice Barrage is probably the most important because it has high range and area, but Storm Bolt can be nearly just as good if upgraded with Chain Lightning and Tempest. Your decision there should be based on how many points you have to spare in the magic tree. Healing Surge is just too expensive unless you have skipped sustained abilities altogether as is Summon Faer Gorta, but if forced to put points into one or the other, Healing Surge is more important. On the might side, Relentless Assault is absolutely critical to this build. It will let you avoid interrupts when activated and the upgrades for it, Vengeance and Bloodlust, will reflect damage back on enemies and steal health from them. You might want to skip the second upgrade for Stoneskin, but you can’t afford to skip the initial ability.