Kingdoms of Amalur ReReckoning Any% run details and explanations.
Feel free to use these to build your own routes and improve upon where you are able.
Join the discord if there are additional questions you have or things you'd like added to the guide <3
End Goal
The final goal of the any% run is to defeat Tirnoch. At this time there are no known ways of skipping parts of the main questline. Each objective needs to be completed to activate the next section, leading all the way up to this fight.
Build Recommendations
Damage bonuses in this game are multiplicative. Two 10% buffs will result in 121% damage. This stacks for as many as you can get.
With the use of the House of Valor (Thora Woolstring) and Didenhil Crafting Hall (Olin Risberg) it is possible to acquire all of the parts reuired to build a full set of finesse armor and a sceptre for the maximum amount of damage+ components.
Note you need at least 3 points in the finesse tree to equip these armors.
- 4x Improved Damage Bindings (14% each)
- 4x Improved Damage Grips (14% each)
- 2x Damage Bindings (10% each)
- 1x Damage Grips (10% each)
[100%*1.14*1.14...]
That works out to ~380% damage dealt at all times.
- 2x Arcane Rivets (7% Magic Damage each)
Increases this to ~435% if you happen to build that route as well.
Finesse armor has additional passive boosts of critical hit damage (8% + 12% + 5% + 5% + 5%) so if you get lucky you will end up dealling absolutely absurd numbers.
It is possible to increase crit chance with crafting components, however most if not all of these are Grips or Bindings which are more importantly used for the base damage.
Fate Essence
Each time you kill an enemy while in Reckoning mode ("Shifting") they have a chance of dropping Fate Essence. Higher priority targets like Bosses, Trolls, Tyrants, and Threshes can drop up to 8-12 essence at once, so loot them whenever reasonable.
By the time you finish the House of Pride and enter Alabastra you want to have either 8 or 12 Essence, and level your Alchemy skill to level 5 (allows 4 ingredients).
Directly on your path in Camp Moondown is an alchemy bench where you can craft these into Fate Potions to speed up the final Tirnoch fight (details below).
Levelling/Experience Gain
The experience gain from things is not entirely static, but rather scaled to your current level. ie something that gives 100exp at level 5 may only give 60exp at level 6. By intentionally routing to hit a large experience gain when you're 90%+ of the way will carry that larger amount into the next. Unfortunately I do not have a formula for this you will simply have to try and see if it meets your need.
In addition to your level, each map region also has a minimum (and maximum) level, scaling their rewards accordingly. ie discovering Gorhart is worth much less exp than discovering Rathir. A Lorestone is worth 2x the experience of a discovery from that region. This also applies to quests that get turned in! Every time you reload a zone by leaving and re-entering it it will update the level it's set to, but not necessarily the spawns.
With the area level, the enemies will also increase in level. When you are 4+ levels below the area's level enemies will have RED TEXT. Enemies with RED TEXT will not stagger from your attacks, take significantly less damage, and deal significantly more damage. Unless you have a specific objective in mind it is not recommended to fight RED TEXT enemies as they will cost a lot of time. It is still possible with the damage buffs from above however.
Your difficulty setting will adjust what the map region sees your level as. Casual -2, Normal 0, Hard +2, Very Hard +3. Additionally, the difficulty setting will adjust how much experience you receive from combat with Very Hard receiving less experience than Casual for an enemy at the same level. With this in mind, to beneficially manipulate area levels you will want to be on Very Hard when you first enter to increase the level of the enemies, but immediately drop it to Casual so you can both fight them easier and receive more experience for your efforts.
Quest rewards are also tied to the area level, so by setting the difficulty to Very Hard before entering the quest hand-in zone, it may increase both the gold and experience rewards.
Money
Main quest missions often award you with gold directly, but some give items as well. Others you get a Persuasion option which may reward an item as well. As mentioned above, reward gold does scale with area level, so you may receive more than these values with manipulation.
- Hunter's Pit - In Didenhil, after completing Dellach, Agarth will give you a random green ring during his conversation to open the Hunter's Pit East or West.
- Nyralim - After completing Haxhi Dam but before getting permission to go to Ysa, Nyralim has an option to get an Amulet (95% at 2 Persuade, Casual)
- Ysa - After meeting the High King to hand over the codex you are awarded 6,300 gold.
- Urul-Tusk - In the final room with the spear, while waiting for Tilera to run in you can loot the chest on the far right to get the unique chakrams Solstice, and after the fight receive 11,300 gold.
- Adessa - After completing the Octienne fight, Jorielle will give you 11,300 gold.
- Rathir - After completing Urul-Tusk and entering Rathir, you need to talk to Elund before you're allowed East to Mel Senshir. You can persuade him to get a ring (95% at 3 Persuade, Casual)
- Mel Senshir - After completing the fight with the Balor, talking to the quest guy will award 13,300 gold. The bottom option will give you an additional amulet to sell as well.
- Foe's Hearth - After breaking the chantries for Cydan and returning here, you will be awarded both Cydan's Faeblades and 22,300 gold.
- Dannestar Tower - After completing the tower and talking to Ventrinio on the way out you will be awarded the Soul Lens (shield) and 20,300 gold.
- House of Pride - After breaking the chantry and freeing the House of Pride from Gadflow you will be awarded 18,300 gold.
Twists of Fate
Most twists are out of the way and require additional work to get, they're nice in casual play but if that is not your goal in the run they're probably not worth. Some of them are directly on the path and might cause you to prioritize quests in a different order.
- Harbinger - Gorhart DLC Chest - 2% bonus experience in reckoning mode
- Confident - Gorhart DLC Chest - 5% ice and fire resistance
- Unwritten One - Ysa High King - 3% bonus experience, 5% gold
- Unwraveller - Jorielle post Octienne - 5% bonus experience
- Siegebreaker - Post Balor in Mel Senshir - 4% bonus experience, 6% damage
- Unstoppable Force - House of Pride completion - 6% physical damage, 7% gold
Shrines
Around the world there are 6 different shrines which provide temporary buffs (5 minutes). Every single one is avaiable nearby at the entrance to Ysa, so it's recommended to grab them here for important splits.
In order of Ysa's left to right:
- Belen (Death's Touch) - 15% chance of health and mana steal. Both a survival and dps buff. Removes the need for potions.
- Lyria's Blessing - -25% mana costs. Helpful but not as important as Death's
- Mitharu's Protection - 0.5 HP Regen. Trickle may help you stay alive early but falls off compared to leech.
- Ethene's Wisdom - 20% Experience Bonus. Incredibly important with how level locked the late game gets
- Ynadon's Justice - 5% Crit Chance, 25% Crit Damage. Can help break through with RED TEXT enemies
- Thyrdon's Charge - 20% Damage. Can help break through with RED TEXT enemies
Keyboard Shortcuts
The numbers 2 and 3 get used on a surprising number of menus where there's no indication that they should do anything. It varies between menu types but can be used to speed up a lot of different interactions. I'm sure I'm missing some in this guide so test them in places as you go.
On the Map pressing 3 will alternate between Local and World maps.
Talking with a merchant you can press 3 to instantly open the shop menu.
In a shop menu pressing 3 will sell all items currently in your junk pile.
When looting items or chests:
- 2 will bring up the item to compare it to your currently equipped gear, pressing two again (followed by space for weapons) will equip it without having to go into your inventory.
- 3 will put that item into junk if that is applicable. By moving the cursor between the top item and "take all" while pressing 3 it is possible to junk the entire menu at once.
Some menus, such as the Destiny selection popup after meeting Agarth for the first time, or the Level Up menus, can be instantly closed or advanced by pressing 2.
Allestar Tower
There are three speedups we have available at this time.
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During the stealth sections you want to Crouch/Stealth and roll to move at maximum speed while gaining as little detection as possible. If you block during the roll it will remove you from stealth at the end allowing you to resume running quicker.
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Right before the staff pickup there is a spider jumpscare cutscene that removes control. By turning the camera 180degrees and looking at the ground you're able to run past without triggering it. (Have not found another trigger this works on)
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Hitting the Troll with a Storm Bolt on the frame that it would shout skips the cutscene, teleporting you directly into the arena and fight. (Very difficult)
Fateless Glitch
Upon leaving Allestar Tower the initial reaction is to run forwards, which steps on the trigger to progress the main quest, and additionally round you to the next level up.
Instead of stepping on this if you immediately open the map and fast travel to the Allestar Tower location it will place you on the opposite side of this event trigger.
This allows you to delay that instant level up for a later time, getting much more of an experience boost.
Important: The waypoint only appears if it is your very first run after opening the game.
Backup: If you forgot to restart the game it is still possible to discover Allestar Tower without hitting the quest trigger but it is a very narrow space and will lose time over already having it.
- Without moving or adjusting camera do a roll and immediately hold your shield.
- Continue holding your shield and move right until your right foot touches the ground a second time (The tree in the distance should be almost directly ahead of you)
- Continue holding your shield and tap forwards until Allestar gets discovered.
Gorhart DLC Chest
This chest contains all preorder bonuses from the original game as well as a few extra goodies. With the default max 70 inventory you will be unable to acquire all items at once so there's a few things to make note of.
At the very bottom of the chest there is an Elixir which when consumed will grant 500 experience (useful for pushing you just past the level to maximize Fateless), and there is also a Compass which grants you 1 Persuasion.
A few of these items may be worth using, but most can be sold for money to buy whatever you need at the start. The "Fate's" weapons all sell for 0 however so avoid picking them up if you need more money.
- While you're scrolled to the bottom to pick up the Elixir/Compass, manually collect non Fate's weapons so that the bottom of the box is just them. "Take All" starts from the top down.
Glitch: it is possible to send the all weapons and armor with a non-zero value to your junk bag by pressing the junk button (3) on the frame that you move your cursor from the top item in the chest to the Take All button. This can save time over manually junking things you want to sell.
Boggart Fight Club Easter Egg
Around Gorhart there are 6 hidden Boggart dolls. When interacted with (once each) in the correct order it will open a secret location. It is safe to warp to Gorhart or Allestar Tower between interactions to cut down on running distance.
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From Gorhart head towards Shieldring Keep, on the right wall before you leave the area there is a tree with a doll at the base.
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From here head North West to the tree you can walk under. The doll is under the root wedged beside some stone ruins.
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From here head South West to the ledge where the Fae is watching the village. The dolls is in plain view on the side.
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The fourth is directly east of Gorhart outside Agnur Farhal. As you're running towards it look along the right wall by a tree.
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Head south out of Gorhart, there is a small fenced in area with the doll beside the tree.
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Continue Heading West on the path past where you would interact with Agarth for the first time. Hugging the right (North) wall it is just east of the Shrine of Mitharu.
You can warp back to Gorhart and enter the Inn. If everything was done correctly you should see through the far opening on the main floor a glowing interact highlight on the Boggart Doll there.
Congratulations on entering the Easter Egg
- The Boggarts are non-hostile unless attacked.
- The Left Chest contains 3 backpack upgrades as well as the Ring of Ludicrous Speed (+50% speed but you deal effectively 0 damage while wearing it)
- The Right Chest contains a the VIP Pass which when consumed will instantly level you to 50, give you several potions and high tier gear, and will also add a couple waypoints for the Arena locations.
At this time there is no category distinction for the Any% route, however the chest on the Right (VIP) functionally changes how the game is played and may be split off at a later date if the category becomes popular enough.
Running Section
You're free to run across the entire western map in any order you see fit. There are several locations you will need to visit later on, so by discovering them now you get early experience, and can simply fast travel later when you're ready to accomplish the tasks.
Required Western Locations
- Arden's Hut
- Dellach
- Didenhil
- Hunter's Pit E/W - While it can be discovered early you still have to escort Agarth there from Didenhil to open it
- Caer Nyralim
- Haxhi Dam - Cannot be discovered until after talking with Nyralim
- Ysa
- Emaire
- Urul-Tusk
- Overlook Camp
- Saltwell Caverns
- Adessa
- Rathir
Useful Locations
- House of Valor - DLC for original game but included free in remaster, includes merchant powerful crafting components, as well as another merchant for 3x Greater Experience Booster
- Ayten - Merchant here sells 5x Greater Experience Booster which boosts gain by 30%. Will likely restock over the run
- Gloamthicket - Nearby chime required for Urul-Tusk
- Corgan Hold - Nearby chime required for Urul-Tusk
- Star Camp - Can't avoid discovery anyways. Useful for running to Haxhi Dam as it passes by an Ethene's Shrine
- Tam's Wagon - Central waypoint that can be useful for running in different directions. Somewhat close to Southern chime for Urul-Tusk
Quest Order
The start is mostly linear, however there are a couple things you can do in different orders.
Visiting Caer Nyralim before Dellach will skip having to go to the House of Ballads and talking with Alyn Shir.
After Dellach, Agarth wants to talk to you in Didenhil. The top conversation will take you to Hunter's Pit West, while the bottom will go East. The East option is ~15s faster purely on running distance (timed without Ring of Ludicrous Speed)
After Dellach and unlocking Ysa you have a choice between following Agarth/Octienne to investigate the Gnomes in Adessa, or Alyn Shir/Tilera through Urul-Tusk.
- Agarth's path is straight forwards and involves killing a a lot of low value mobs, finished off with a unique but equally low paying boss fight. After completion however you do get a Twist of Fate that gives bonus experience.
- Alyn's path involves hitting 5 "chimes" which each fill your fate bar by 50%. This results in a lot of experience and essence potential. At the end with Tilera you can also acquire the unique chakrams Soltstace which can be used or sell for decent cash.
With these complete you're on a linear path again until after the Balor and entering the Eastern half of the world.
This is where your experience management really matters as you'll likely start running into RED TEXT enemies.
The Foe's Hearth chat with Cydan opens up a branching path as well.
- Heading South past Alfar Camp there is a large tree with 2-3 Thresh spawns. This is a really good spot to shift for maximum experience
- Heading West there are three potential Thresh spawns, but they are spread out and not viable for shifting.
- Heading East is the furthest, but there are 6 Niskaru and 2 Niskaru Tyrants. It's possible to pull two of these spawn groups together for a large shift as well.
That's all the branching paths are done. It's one quest after the other on a fairly straight and narrow path with specific Level/Experience checkpoints you need to hit to avoid having RED TEXT enemies.
- The Shadowwalk/Dannestar Tower requires level 17
- Alabastra requires level 19
- House of Vengeance requires level 20
- Gadflow and on requires level 21
Octienne
The only requirements are killing the melee assassins in the three small arenas after the bridge collapses.
You do not need to attack Octienne at all until the very end where he will already have received significant damage and can be easily finished, with a free mashing prompt for bonus experience.
It is possible to become stunlocked - avoiding Octienne's first barrage of fire before trying to attack the assassins can help
Balor
If you have a sufficient projectile weapon or spell it is possible to attack Balor's head before the claws come down. Allowing you to deal direct damage and progress faster.
During the final quicktime events, specifically for the dodge, you should also be holding to the Left or you will still be hit by the claw.
BUG: After defeating the Balor there is a cutscene before getting automatically transported to Mel Senshir. If you skip that cutscene too quickly it is possible to miss out on the ~7000 experience reward. My cue to skip has been when the sword hits the ground but you may be able to get away with it slightly sooner.
Dren
While Dren is supposed to be immortal until the quest provides means of ending it, it is still possible to kill him with Health Steal attacks or potions.
IMPORTANT: Doing so before completing Dannestar Tower will SOFTLOCK your game.
After completing Dannestar the rest of your team arrives in the area and there are a couple possibilities
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You can run up and kill dren immediately with leech, allowing conversation skips and getting into House of Pride quickest.
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You can wait to talk with Ventrinio to acquire the Essence of Valor. Kill Dren before the prompt for you both to remove the buff, allowing you to keep Invulnerability for the remainder of your run.
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Complete as intended without Leech
Tirnoch
Tirnoch's whole gambit is that she takes your fate away from you to conjure Splinters of Fate. When you kill one you recover that fate. Fill your bar and use Reckoning mode to attack Tirnoch.
After your bar fully drains the first time, consume one Fate Potion and immediately use Reckoning. Then attack to recoil Tirnoch.
During the jump to the next platform you can immediately consume the second Fate Potion and repeat. Then attack to recoil Tirnoch. Note: It is possible to skip the recoil attack in this second phase and jump straight to the third. Have not confirmed how yet.
Two Fate Potions
Make sure recoil Tirnoch on the second platform with an attack that gains some Fate (use a skill). On the Third platform you need to kill the three splinters to gain enough Fate and use Reckoning. By running left it's possible to tag all three splinters with Mark of Flame the instant that they spawn, losing a total of less than 10 seconds.
In short: if looting for fate essence to get from 8 to 12 takes more then 10 seconds, it's faster to just go without it.
Three Fate Potions
Avoid using an Ice/Freezing attack on Tirnoch during the second platform as it will slow down her animation into the third phase and change when to use reckoning mode. If you did use Ice, wait until Tirnoch's stops staring directly at you, and moves to your right. Without an ice attack this should be instant. If you use reckoning mode too early it will replay the second platform animation and you will need to kill the 3rd platform's splinters anyways.
Timer Stop
At this time, as stated in the run rules, the timer should stop when the final mashing prompt either reaches 100% (by mashing) or fades out, whichever comes first.