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1[[quoteright:244:https://static.tvtropes.org/pmwiki/pub/images/KOA-Reckoning-001_7554.png]]
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3-> ''"From the beginning our fates were sealed. Decades of war gave rise to a new enemy. The losses were great. But one would die and be reborn. A hero with no fate but many destinies."''
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5''Kingdoms of Amalur: Reckoning'' is an Action RPG developed by Big Huge Games (''VideoGame/RiseOfNations'', ''VideoGame/RiseOfLegends'') and 38 Studios, founded by [[UsefulNotes/{{Baseball}} baseball legend Curt Schilling]] and named after the number he wore whilst playing for teams like [[UsefulNotes/MajorLeagueBaseball the Philadelphia Phillies, the Arizona Diamondbacks, and the Boston Red Sox]] throughout his career. The game features the efforts of three "visionaries": a story written by fantasy author Creator/RASalvatore, a lead artist in [[ComicBook/{{Spawn}} Todd McFarlane]] and its lead designer [[VideoGame/TheElderScrollsIIIMorrowind Ken]] [[VideoGame/TheElderScrollsIVOblivion Rolston]]. Schilling, [[JustForFun/OneOfUs a long-time MMO gamer]], provided the money thanks to his time spent in the MLB... or at least, [[https://www.engadget.com/2012-05-16-the-scene-following-38-studios-emergency-meeting-with-rhode-i.html somebody's money was involved.]]
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7For centuries, the world of Amalur was one where [[YouCantFightFate fate could not be altered]] and your destiny was sealed from birth. When a Fae by the name of [[BigBad Gadflow]] and his immortal dark army called the [[AlwaysChaoticEvil Tuatha Deohn]] appear, the threads of fate began to show that no one would be able to stop them from conquering Amalur and plunging the world into darkness.
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9Salvation comes in the form of the [[AppliedPhlebotinum Well of Souls]], a gnomish experiment to bring soldiers BackFromTheDead. It's only worked once, on the [[PlayerCharacter Fateless One]], but it's enough: they have become ImmuneToFate as a side-effect of their resurrection. As the laws of the world begin to unravel and order descends into chaos, the Fateless One must rise to the challenge as [[TheChosenOne the only person capable]] of [[ScrewDestiny defying fate]] and SavingTheWorld from the grim future that lies ahead.
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11The game forgoes choosing a [[FighterMageThief standard class]] from the start in favor of a new "Destiny" system. This allows the player to build their characters stats from the outset in ''any'' of the three disciplines - [[FighterMageThief Might, Sorcery and Finesse]]. These choices will unlock Destiny cards that enhance their selected abilities. Each card is rewarded based on the type of build you choose allowing unique bonuses for specializing in a single discipline, creating a [[MagicKnight hybrid warrior]] or even choosing to possess skill [[JackOfAllStats in all three]]. The system is an attempt to allow stats and bonuses to be altered with a level of flexibility that most [=RPGs=] don't offer and to avoid the player being locked into a specific build. ''Reckoning'' also seeks to merge the deep RPG mechanics with the combat system of action games. It takes advantage of hybrid abilities and skills, allowing the merging of abilities and cross-class combos, and lets you carry up to two of nine weapon types, with RealTimeWeaponChange.
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13Has two DLC campaigns. The first, titled ''The Legend of Dead Kel'', involves being shipwrecked on an island run by said dreaded pirate. The second, titled ''Teeth of Naros'', involves coming to the aid of [[LivingStatue the Kollossae]], a civilization based upon ancient Greece located in [[TitleDrop said region.]]
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15''Reckoning'' itself is the brainchild of Big Huge, owned first by Creator/{{THQ}} and then 38 Studios, who were themselves developing an {{MMORPG}} called "Project Copernicus." ''Reckoning'' became a [[DolledUpInstallment Dolled-Up Prequel]] to it.
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17Released in February 2012, ''Reckoning'' met a decent reception from critics, almost all of whom praised the game's ambitious design regardless of what they thought of the execution; it was described as a sort of ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' Lite, and it sold 1.2 million copies in its first three months. However, the game had gone so over-budget that it needed to sell ''three'' million copies just to break even. In late May 2012, 38 Studios dissolved in the midst of [[http://hothardware.com/News/38-Studios-Is-Dead-Fallout-Over-Company-Implosion-Takes-On-Life-Of-Its-Own/ catastrophic financial shenanigans]] and [[http://www.nytimes.com/2013/04/21/business/curt-schilling-rhode-island-and-the-fall-of-38-studios.html a barrage of accusations]].
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19The majority of Big Huge's staff went on to become a subsidiary of Creator/EpicGames, "Impossible Studios". They lived up to their name, producing nothing tangible in the six months they remained in existence, and the only game they developed, ''VideoGame/InfinityBlade: Dungeons'', never saw the light of day. They have since reformed under their original name to release a ''VideoGame/ClashOfClans'' [[FollowTheLeader clone]], "''[=DomiNations=]''," as a MobilePhoneGame published by Creator/{{Nexon}}. Schilling, who wagered (and lost) much of his baseball-playing fortune on the gamble, has remained philosophical about the whole thing. The Intellectual Property itself defaulted to the State of Rhode Island. It was put up for auction in an attempt to recoup some money, but no buyers were forthcoming for years.
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21On the 6th of September 2018, Creator/THQNordic announced they had acquired the Kingdoms of Amalur IP from Rhode Island, and in September 2020, KAIKO (once known to develop the Amiga game ''Videogame/{{Apidya}}'') developed the remaster, titled ''Kingdoms of Amalur: Re-Reckoning''. A brand new expansion titled "Fatesworn" was made after release, which was released on the 14th of December 2021. Effectively a continuation of the main story, the expansion pits the Fateless One against Telogrus, the God of Chaos.
22
23----
24!!Tropes:
25[[foldercontrol]]
26[[folder:Tropes A to C]]
27* AbortedArc:
28** One of the first plot hooks involves a Fae who gets attacked in Gorhart by an unknown villager, heavily implied to be one of the monks of St. Odwig's Mission. Unfortunately, there is no questline to determine who the true culprit is, much less make them pay for their crime.
29** You can accidentally cause one in the Red Marches due to a bug. Doing the quests in that region in the wrong order will mean that the last quest, which ties together the three [=NPCs'=] plotlines in the area, will not become available.
30* AbsurdlyLowLevelCap: The maximum level is 40, which you will likely hit before the end of the main plot if you're doing a significant number of sidequests. It's especially easy to hit the cap if you're using experience-boosting equipment and potions. Somewhat mitigated by the ''Fatesworn'' DLC for ''Re-Reckoning'', which raises the level cap to 50.
31* ActionGirl: Any of the female [=NPCs=] that help you fight or fight against you, notably General Tilera, the Dark Empyrean, and Ayln Shir, as well as a female Fateless One.
32* ActuallyADoombot: [[spoiler:The Gadflow you fight in the main quest's penultimate battle turns out to be this.]]
33* TheAgeless: The fae are ageless and immune to disease, and if they do die return to the Great Cycle to reincarnate in a short time. In fact, in some quests you can get them to kill themselves by passing a simple persuasion check.
34* AllPartOfTheShow: One quest in Teeth Of Naros DLC involves you taking part in a stage play in a theater. You can play your part as intended, or, if your Persuasion skill is high enough, you can instead go for saying out-of-character things like asking where your costume is, all while the other actor desperately tries to stay in-character during the conversation. The audience finds this so funny that the author of the play decides to try writing comedies in the future.
35* AllUpToYou: In full force. Justified, as you are the sole person ImmuneToFate.
36* AlternateContinuity: According to {{DLC}}, a previous leader of the Warsworn was [[Franchise/MassEffect Commander Shepard]].
37* AlternateDimension: The [[{{DLC}} Omniblade Daggers DLC]] are [[MagicFromTechnology Strange and Mysterious Magic]], [[Franchise/MassEffect lost from another Time.]]
38* AlwaysOverTheShoulder: Not quite. The game has a free camera which follows the player character around. The view is ''usually'' over the shoulder, but does not always line up with the auto-targeting system, and can be anywhere in the more hectic fights.
39* AmnesiacHero: Coming back to life has given The Fateless One amnesia.
40* AmnesiacDissonance: On the rare occasions that you meet characters who knew you before your death, they'll describe you as having been scarier than your present incarnation, even if you've been playing a [[ForTheEvulz certifiable psychopath]].
41-->"We wouldn't be talking, like we are now. You'd have just stabbed me and looted my corpse. Seriously, I saw you do that. Often."
42* AndTheAdventureContinues: [[spoiler:"Fatesworn" ends with the Fateless One departing Amalur forever to seek new adventures and to let the Weave heal. In her narration Alyn Shir notes that she never saw the Fateless One again but acknowledges that they did ''something'' to restore the Weave. She encourages listeners to follow the Fateless One's example and find an adventure of their own.]]
43* AntiVillain: The [[spoiler: Maid of Windermere]], at least according to her, as from her telling, she is [[spoiler:perpetually trapped in a cycle where she must play the role of a villain to the House of Ballads.]] This is a genuinely sympathetic motivation for her, especially from a human perspective. On the other hand, [[spoiler:the Maid's plan involves raising a Fae army to conquer Dalentarth and mind-control the House of Ballads into her slaves]], and her interference has resulted in [[spoiler:the grave Thresh being left unchecked and entire families of innocent mortals being taken as Bloody Bones' "beloved"]]. Furthermore, her [[spoiler:desire to escape the Telling is because of her possession of Prismere, the same material driving the Tuatha mad.]] Ultimately, it's up to the player to decide whether [[spoiler:to kill the Maid and stop her plan or to set her free from the cycle of the Telling]].
44* ArrangedMarriage: Both marriage options are of the 'diplomatic marriage' type. One of them was even set up [[AccidentalMarriage unintentionally]] because the bride's father wasn't paying attention.
45* ArtificialStupidity: With enough investment the summonable Faer Gorta from the Sorcery tree becomes a veritable tank that can take enemy aggro off you in combat (especially against large groups of enemies) and give you a constant health siphon from its strikes. The problem is that it's inconsistent in its targeting and pathfinding, not choosing a target until you're well in the thick of battle and generally being slow to act. This hurts its reliability as a decoy for powerful enemies.
46* AppliedPhlebotinum: Prismere. It's a crystal which consists of pure magical essence. In mortals like humans, alfar and gnomes, it simply enhances magic ability and can be used as a source of power. For creatures of magic, like the fae, it has a corrupting effect. Exposure to prismere was what turned Gadflow evil, and also what allowed him to convert many Winter Fae into the Tuatha Deohn.
47* AsskickingLeadsToLeadership: The current Archsage of the Scholia Arcana has the sole vote on who becomes the next Archsage, and always insists on choosing the greatest master of war magic, rather than someone more rounded who would be better suited to administering the school. [[spoiler:This is because the actual purpose of the Archsage is to fight the Dark Empyrean if she ever manages to free herself.]]
48* ApocalypticLog:
49** A set of lorestones tell the tale of the last survivor of a group of Fae stationed in a fortress, tasked with stopping the resurrection of a fae sorceress known as the Widow. The survivor slowly realizes something is wrong when the rest of his comrades who had returned to the Fae Lands for the Long Sleep never returned and fears that when the time comes, the same fate awaits him. His final message for the player: [[OhCrap The Widow Walks.]]
50** Sets in Klurikon and Alabasta describing Gadflow's rise to power.
51** "The Legend of Dead Kel" [=DLC=] has the three volume log of the architect that built Gravehal Keep long ago. It ends with him desperately writing his final words as the ''things'' assaulting the fortress start breaking down his door...
52** The lorestone set in the Red Marches start out detailing how the Fae fought and sealed an ancient Niskaru Lord deep below the region. After the first three stones explain the sealing, the fourth stone has [[spoiler:a member of Belen's Testament madly ordering his minions to excavate the Niskaru lord's tomb, and the final stone has that same member ''ritualistically disemboweling himself'' to summon it.]]
53* AwesomeButImpractical: The Finesse/Sorcery Destinies include the ability to always crit panicking enemies. While cool on paper there is no reliable way to actually induce panicking other than elemental effects (as well as the fact that enemies will be running around making them hard to hit), making this highly unreliable.
54* AxCrazy: The Narca, a group of Summer Fae who have become so insane they're practically wild animals. [[spoiler:It turns out their insanity is a side effect of a renegade Summer Fae's attempts to end the Long Winter.]]
55* BackFromTheDead: The PlayerCharacter emerges as the Well of Souls only successful attempt bring someone back to life. It is also the reason they are no longer bound by fate.
56** A common occurrence for the Fae: they die, resurrect, and then lead essentially the same life they led before.
57** Interestingly, the Fateless One did not have their corpse resurrected, but it was actually completely reformed from nothing in the Well Of Souls. The creator of the Well wanted to revive the dead, but did not want to desecrate corpses to do so. So the pile of corpses that the Fateless One wakes up in is from people who did not reform as successfully as they did.
58* BattleInTheCenterOfTheMind: A few battles in the Scholia Arcana quest line take place in various characters' minds.
59** Bizarrely enough, you can still find random loot drops inside their minds and take the items with you when you leave.
60* {{BFS}}: The greatswords. Some Reckoning finishers use one as well.
61* BigBad: Gadflow [[spoiler: But it turns out he's just the dragon to Tirnoch]].
62** Each faction questline has one.
63*** The House Of Ballads - The Maid Of Windemere. Can be sided with.
64*** The Warsworn - Niskaru Lord Khamazandu and his [[TheDragon dragon]], Anru Besin the Sorcerer. Can be sided with, [[spoiler:but this will turn all Warsworn hostile against you]].
65*** The Scholia Arcana - Ciara Sydanus, aka The Dark Empyrean.
66*** The Travelers - The Hierophant, aka [[spoiler: Argine of the Sun Camp]]. Can be sided with.
67*** The House Of Sorrows - Saturnyn, aka [[spoiler: King Bisarane]].
68*** The House Of Valor - [[spoiler: Tyr Magnus, the house champion]].
69** The Legend of Dead Kel DLC - The undead pirate Dead Kel.
70** Teeth of Naros DLC - [[spoiler:Primos Anokatos]].
71** Fatesworn DLC - [[spoiler:Telogrus, God of Chaos]].
72* BigDamnHeroes: Essentially your role throughout the entire game.
73* BittersweetEnding: [[spoiler:[[GrandFinale Fatesworn's ending]]. Although Telogrus' plan to destroy the world was stopped, the Fateless One's presence in the lands of Amalur is unraveling the weave of Fate that holds it together. As Fate is a law of nature in Amalur, its destruction would spell disaster for everything and everyone. Because of this, the Fateless One has no choice but to leave Amalur for good.]]
74* BlackAndGreyMorality: The Bone Town quest arc in Apotyre. The Darkvari, Cynrics and Zungars are scum (StarCrossedLovers Steg Darkvari and Hrindi Zungar being the sole exceptions), and the Storias are fairly ruthless, but the mayor of Whitebone (the titular "Bone Town") had an innocent man imprisoned to make an example, [[spoiler:and the end of the chain reveals he's little better than the bandit families himself.]]
75* BodyHorror: Dead Kel has a thick branch in place of his left arm and a skull mask that might not really be a mask at all but rather his own deformed skull. His twisted appearance is one of the reasons he's not happy that [[spoiler:Akara brought him back from death. It's implied that he was left in that state because Akara aborted the revival process midway when he realized Kel would abuse his power.]]
76* BodySurf: The method used by the Dark Empyrean to facilitate her escape. She uses several high level mages to create the artifact necessary for her release. And she controls all of them simultaneously.
77** The Whispering Witch, one of Dead Kel's minions, does this to [[spoiler: Alder Malloi's wife Bridgette (the next in line for Scion), and had apparently been using her body for years.]]
78* BoringButPractical:
79** Taking two levels in the "Detect Hidden" skill reveals hidden treasures. This makes a big difference to the amount of loot that you can equip, or sell, or use for crafting. Taking more levels in Detect Hidden will also open up hidden rooms and doorways, and at the highest level, will reveal the locations of all Lorestones, which give permanent, passive benefits if you find all of the Lorestones in a region.
80** Doing some side quests for the gnomes in The Hollowlands gets you a house with a forge and a Sagecrafting altar. This is a very handy combination for crafting.
81* BossInMookClothing:
82** Crudoks. Their attacks are ''extremely'' damaging (and all of them poisonous) and one of them homes in, and they have a tendency to leap around a lot (making it difficult to deal with them in melee). They're also almost always encountered alongside a group of weaker minions, which leaves the player the option of fighting those off first and opening themselves up to the Crudok's attack, or fighting the Crudok first and potentially getting stunlocked.
83** Nyskaru Tyrant/Horrinox are huge, meaner and brutish versions of Hunters. These things are dangerous at any range with attacks that varies between a barrage of fireballs, to a ''very'' fast charge and a stupidly strong [=AoE=] attack around them. Though most are met only at the end of quests or in very specific places, fighting one unprepared is pretty much suicidal.
84** Summoner mages, who can be randomly encountered anywhere that mages spawn. They will endlessly keep respawning their minions until the summoner is killed, which can be a serious problem when you have fast packs of enemies repeatedly stunlocking the player.
85* BowAndSwordInAccord: Bows can be used by the Fateless One in conjunction with melee weapons. In fact, this is a very strong combination if the player is running as a mobile combat build, due to the high damage from melee weapons relative to ranged weapons and ranged weapons' ability to rapidly inflict status effects or chip away health from a distance.
86* BonusLevelOfHell: The Den of Night, Ysa's 'prison.' The enemies there are tough and numerous (it is a jail for immortals, after all) but even a short foray into it will earn you some very good loot and more than enough Fate Points to fill up your meter. Which is fair, because you'll probably need to [[SuperMode fateshift]] quite a lot if you go further in...
87* BlueAndOrangeMorality: A key aspect of Fey culture is "The Telling," of which our modern re-enactments and {{LARP}}ing is but a pale shadow. New Fey will assume the roles and responsibilities of past heroes by actually fighting their old enemies, living their triumphs and even dying their deaths, over and over again.
88** Most Fey consider deviating from the Telling a bad thing, so dying when you are supposed to as part of the Telling is a good thing. If a mortal helps them they will get upset if the mortal assuming the role of a doomed person does not die, as they often forget that mortals cannot be reborn like Fae.
89** Making the Telling even more ambiguous is the fact that sticking to the Telling of each tale will replicate the events of that Telling even if the ones involved aren't Fae, i.e hunting a group of antelope and displaying their trophies like in a specific Fae Telling will cause that ballad's troll villain and the valuable ring he carries to appear. This means that a Telling isn't just a very fancy version of a LARP, but that in keeping to a Telling, one continuously recreates the characters and events, both good ''and'' ill; heroes will always overcome the villains as long as one sticks to the Telling, but those villains' victims will always suffer as well.
90* BreakableWeapons: Every equipment has a "durability" rating that goes down over time. Blacksmith [=NPCs=] can repair it, but the cost goes up dramatically if you're using blue (rare), purple (unique) or gold (SetBonus) gear; you'll save money by buying Repair Kits from vendors and making field repairs.
91* BrokenAngel: The Fae are slowly losing their magic and immortality thanks to the Tuatha Deohn's actions wrecking havoc on the Great Cycle. They're not happy about it, but most of them know deep down that their time has passed.
92* BuriedInAPileOfCorpses: How the game starts, with the player character waking up after having been dropped onto a ''massive'' mountain of corpses.
93* ButterflyOfDoom: The Fateless One. Agarth has a minor FreakOut [[spoiler:when you save him from the monster that was destined to kill him]] since that is the moment he realizes the full ramifications of one person being ImmuneToFate. ''Everything'' the Fateless One does changes the Weave of the entire world, for better or for worse. This actually happens in the very beginning of the game [[spoiler:when Hughes avoids the death foretold by Agarth ''just by meeting you''.]]
94* ButThouMust:
95** The finale of the Motus Mining quest chain in the Hollowed Lands is an example. [[spoiler:Even if you pass the persuasion check to convince Edgard to give you Calover's Artifact (which he was using to cause all the problems in the questchain), you'll still have to kill his Sprite bodyguards before he surrenders.]]
96** In the Bloody Bones quest, you cannot talk Bloody Bones himself into surrendering. The most you can do is [[spoiler:convince him to release his hostages before the battle begins for extra loot and XP]].
97** The fact that this is a key part of the Telling is the motivation of [[spoiler:the Maid of Windermere. She's tired of always being forced to be the villain in the story and wants to escape from it - even if this would cause chaos among the Fae and their Cycle.]]
98* CallARabbitASmeerp: An interesting inversion is the alfar (elves) and niskaru (demons). "Alfar" is what elves were called in Nordic mythology. Dökkálfar were the subterranean dark elves, and Ljósálfar were the light elves from Ālfheimr. So if anything it is the rest of us who are calling these rabbits smeerps.
99* CameBackStrong: The Fateless One. Whatever (s)he was like before his or her death, (s)he's definitely come back more powerful.
100* CameBackWrong:
101** Until you came along, the Well of Souls produced at best mindless zombies. One of the journals you can pick up strongly implies that during the early stages of the project this trope also applied to the physical aspect, with the Well producing variously malformed bodies.
102** It turns out that this also happened to [[spoiler:Dead Kel, thanks to the misguided generosity of Akara.]]
103* CantArgueWithElves: Played with a little, the literal elves of this setting usually can be disagreed with when they get huffy...you can even disagree with them through actions that ruin them. As for the Fae which more accurately fit the whole long-lived magical special race, you can argue with them and outwardly disagree with them, but they tend not to listen and if they're tuatha they generally don't listen on the grounds that they feel you simply can't understand them because you're mortal.
104** The 'good' Fae don't listen because they're willingly or reluctantly bound to their old stories, of which the Fateless One is not a part. More reasonable ones, like the High King Titarion and Prince Cydan (note that these are the ''leaders'' of the sane Fae) acknowledge that the Fae's time has passed and have a healthy respect for mortals.
105* CentralTheme: Free will vs [[YouCantFightFate Determinism]]. Largely because of the dominance of the immortal [[OurFairiesAreDifferent Fae]], all of Amalur's cultures abide by a common understanding that everyone and everything is bound to destiny. Since you, the main character, are ImmuneToFate, your mere ''presence'' disrupts the flow of events everywhere you go. Places thought to be doomed by the Fateweavers can be saved from destruction, lives fated to be cut short can be prolonged, and the narratives of endlessly-reenacted folk legends can be subverted by your influence.
106* ChainmailBikini: While female armor mostly averts this (if not BreastPlate), [[{{Stripperific}} Alyn Shir's outfit]] essentially consists of several strategically placed belts that leave her midriff, cleavage, arms and thighs completely exposed.
107* CharacterClass: These are your "destinies," and if you have enough combat abilities in the FighterMageThief trees, you can equip more and more powerful versions of these destinies. You can also mix and match for hybrid classes!
108** '''Warrior''': Based off your Might abilities, this is all about melee damage, wearing heavy armor and blocking stuff with your shield. Physically pretty tough but low on mana. The ultimate Warrior Destiny gives you an emergency revival if you die in combat.
109** '''Mage''': Based off your Sorcery abilities, these destinies greatly pump up your elemental damage and your mana recharge rate. The ultimate Mage destiny lets you randomly revive enemies as allies in combat.
110** '''Thief''': Based off your Finesse abilities. It gives a lot of benefits to your ranged combat (particularly your longbows) and improves your critical hit chances. The ultimate Destiny gives you a chance to completely evade damage sometimes.
111** '''MagicKnight''': Combo of Might and Sorcery. This is the most ''defensive'' class, giving you big damage-reducers and a skill that recharges your mana as you take damage.
112** '''Shadowblade''': Combo of Finesse and Sorcery. Highly offensive with the ability to hit panicking enemies for huge damage, but a bit fragile.
113** '''Blademaster''': Combo of Might and Finesse; expect to do a ''lot'' of physical damage with this one, though it's not as tough as a pure Warrior. Its ultimate destiny lets you beat the crap out of fallen enemies for extra gold.
114** '''JackOfAllStats''': Combo of everything. Gives you a flat damage increase across the board, makes you a bit tougher, lets you wear all armors more easily, but the real benefit to this class is that it gives you bonus points in your non-combat skills, which can be hard to come by. The ultimate destiny, "The Universalist," gives you +3 to all skills (that's 30 levels worth of skill points!)
115* CharacterSelectForcing: The Travelers questchain, to a degree. Unlike the other two factions that focus on a specific talent class (Warsworn for Might, Scholia Arcana for Magic), you actually ''do'' require investments in Finesse and stealth-oriented skills in order to get far in the chain.
116* CherryTapping: Overlaps with DeathByAThousandCuts. The Ring of Ludicrous Speed added in ''Fatesworn'' increase your movement and attack speed by 50%, but reduces your damage by 99%. A sufficiently strong character can still take down enemies in early areas, but for later areas, it's best to either run past them or take the ring off.
117* ChoiceOfTwoWeapons: The Fateless One can have two weapons equipped. That said, there's nothing stopping the player from equipping any weapon in their HyperspaceArsenal at will beyond pausing, going into the inventory, and switching out their gear mid-fight.
118* TheChosenOne: [[{{DefiedTrope}} There wasn't supposed to be a Chosen One!]] [[YouCantFightFate No one was supposed to defeat the Tuatha Deohn!]] Someone went out of their way to build a machine which would bring someone back...[[TheUnchosenOne that's you.]]
119** In a strange twist of this trope in the "Teeth of Naros" DLC, the goddess Ethene knows that she is not fated to have a champion, and so she waits for someone who is not bound to Fate.
120* CloudCuckooLander: Captain Rast Brattigan of the Dead Kel DLC. She ''is'' the worst sailor alive, after all.
121** The Strange Almain, a hermit who lives in the deepest part of Idylla's sewers. Turns out that he's actually [[spoiler: the famed explorer Denric, who before you was the only outsider to reach the Teeth Of Naros. He ended up going mad and living in the sewers. If you bring his journal entries to him, he'll remember who he is and tell you what his mission was, but also states that he failed in it, and that his current life is who he is now.]]
122* CrapsackWorld: Amalur has been getting progressively darker for centuries, culminating in the fated victory of the Tuatha. It's to the point that fateweavers, who were once the advisers to kings, are forced to live as beggars, since all they do is predict bad futures that are [[YouCantFightFate impossible to avoid]]. There's a reason why every fateweaver who meets the Fateless One treats him as the messiah; as far as they're concerned, he can't possibly make anything ''worse''.
123* CriticalFailure: Even if you max out your Dispelling and Persuasion skills, there's still a chance of you failing at using them.
124* {{Cult}}:
125** The Tuatha Deohn are an evil cult of Winter Fae led by Gadflow. Unfortunately the Tuatha have taken over the Winter Court and killed most of the Winter Fae who opposed them.
126** Belen's Testament is a psychotic cult dedicated to death worship.
127[[/folder]]
128[[folder:Tropes D to G]]
129* DarkIsNotEvil: The Winter Fae. Their main court is "The House of Sorrows" and they hold a reverence for waning of the seasons and present a foreboding appearance. However they hold death as merely a part of the Great Cycle and necessary in life. {{Subverted}} however in that Gadflow is doing his best to forcibly convert the Court of Winter into a force of evil and much of the court has fallen prey to the ways of the Tuatha Deohn.
130* DawnOfAnEra / EndOfAnAge: [[spoiler:The disappearance of fate]] at the end of the game and the return of mortal magic eventually leads to a time of unprecedented growth and change dubbed The Age of Heroes. At the same time, the Fae are slowly ''losing'' their magic and [[spoiler:since their immortality relied on the Great Cycle of fate, the end of fate means the end of their immortality. They are effectively mortal now.]]
131* DealWithTheDevil: At the end of the Warsworn quest chain, you can choose to [[spoiler:ally yourself with the demon you've been hunting the whole time. This gives you a few nifty things, but also turns any Warsworn hostile.]]
132* DeadlyDisc: The chakrams, which also double as {{Precision Guided Boomerang}}s and BoomerangComeback.
133* DeadlyDodging: High level wizards and wizard/thief hybrids can perform a flash step with a damaging effect included. This can be spammed, and costs no mana, allowing you to perform this move repeatedly, to the point that you can wipe out an entire party of attackers without ever drawing your weapon.
134* DeathByIrony: All four of the main bosses in ''Legend of Dead Kel'', some more obviously than others:
135** Bloodgrin is a huge, proud warrior known for splattering people with his massive warhammer. [[spoiler: He gets his head bashed in with a warhammer.]]
136** The Whispering Witch is a mage who possesses a mastery over fate and relies on words and manipulation to get her way. [[spoiler: She gets stabbed in the mouth with her own fate.]]
137** The Baronett is a pompous and flashy showoff who prizes his looks and loves to perform. [[spoiler: He gets his neck snapped in front of an audience, leaving an unblemished corpse.]]
138** Dead Kel himself is a notorious criminal [[spoiler: who is angry at Akara for, in his eyes, taking his freedom. He gets crushed with a ball and chain.]]
139* DeathMountain: A quest in the Scholia Arcana chain takes you to the top of Skycrown, a huge mountain in the center of the Plains of Erathell.
140* DeathNotification: The sidequest "The Messenger" involves traveling around Amalur to deliver death notices because the soldier who is supposed to do so couldn't bear the reactions of the deceased's families anymore and is [[DrowningMySorrows drowning himself in booze instead.]] He considers himself a coward for it.
141* DeathSeeker: In the sidequest "One Man's Trash" the questgiver Ratofer initially seems like he's just selling his personal effects for drinking money (and that is indeed what some people in Ayten think he's doing). At the very end, it's revealed that [[spoiler:he feels profoundly guilty over leading many youths from Ayten to war in a misguided and selfish desire for glory only to get them all killed. He uses the money you give him to buy a sword so he can return to the war front, and he expresses hope that he'll die fighting as a nameless soldier.]]
142* DepravedBisexual: Bloody Bones from the House of Ballads quest line appears to be this. During the Telling, he is supposed to kidnap a mortal maid to take as his "bride", but [[spoiler:after a woman, presumed to be the Maid of Windemere shows him to corrupt the Telling and change the outcome]], he kidnaps an entire Almain settlement, women and men both. If the Fateless One succeeds in a persuasion attempt to free the prisoners, Bloody Bones will let them go, but will declare that the Fateless One will take their place as "Bloody Bones new desire". He says this regardless of the Fateless One's gender.
143* DevelopersForesight: Pledge Ficon is clearly supposed to die during the first House of Ballads quest since he turns into a OneHitPointWonder at the end, but if you somehow manage to kill the rush of DemonicSpider Threshes before they can hit him he acknowledges [[ScrewThisImOuttaHere he's not cut out for this]].
144* DeviousDaggers: Daggers come in pairs, and allow the player to backstab enemies, killing them instantly.
145* DidYouJustPunchOutCthulhu: Most of the Faction Quests have you defeating entities that have stood over mortals for centuries. The final boss fight has you [[spoiler:defeating a dragon so large that you look like a mosquito next to it. A dragon capable of controlling fate. After it is beaten, the fateweavers become unable to see a fate for ''anyone,'' leading to the possible conclusion that it was responsible for the entire weave of fate throughout all of history. In short, you killed the creature that ''created destiny'' and which has been constantly rewriting the destiny of the entire world to ensure that it ''could not be defeated.'']]
146* DifficultButAwesome:
147** Chakrams have the sort of range and multi-hit capability we last saw in ''VideoGame/GodOfWar''. As a downside, you can't block with your shield until they have returned to your hands. Perhaps in compensation, the final strike of their combo actually loops around behind your character a little bit, and if timed correctly will ward off incoming attacks.
148** The slower weapons, like hammers, greatswords, and staves, can be this on higher difficulties. They do massive damage, but their windup is very long, which means that the swarms of enemies that appear on Hard difficulty can make it hard to even start a combo. You have to gt good at blocking, evading, and using crowd control abilities to open up a chance to use them against swarms.
149** Mark of Flame, since it doesn't behave like a normal spell. Unlike direct damage spells, you first have to "mark" enemies (hence the name) with a cone area-of-effect spell, and then trigger a detonation afterward. However, getting good with the spell means you can use the mark and the explosion as both damage-dealers and as an effective crowd-control, since the mark interrupts smaller enemy animations (including their attacks) while the detonation knocks enemies down.
150* DirtyCoward: [[spoiler:King Wencen near the end of the House of Ballads questline]] chickens out and leaves you [[spoiler:with his role]] because his victory is no longer guaranteed.
151* TheDragon: [[spoiler:Gadflow is this to Tirnoch, an ''actual'' dragon]].
152* DragonInChief:
153** [[spoiler: Gadflow is the main force behind the Tuatha for most of the game, due to Tirnoch being sealed.]]
154** With Knight Myreyr to Saturnyn[[spoiler:/Bisarane]] in the House of Sorrows questline.
155* TheDreaded: Dead Kel to the sailors of the world even back when he was an ordinary mortal. He's become even more infamous as an undead horror.
156** Saturnyn is this to the House of Sorrows. The Winter Fae are used to Tuatha tactics being brute force, and having to deal with a crafty MagnificentBastard who works from the shadows terrifies them.
157* DrunkenMaster: Agarth implies a few times that he's actually ''more'' competent after he's had a few.
158** Also, in the House of Valor, one of your partners is a sorceress who claims that her fire-based battlemagic is fueled by alcohol. It's hard to tell if it's true, though, since nobody's ever seen her sober.
159* DualWielding: Daggers, Faeblades, and Chakrams allow this.
160* DwindlingParty: Your introductory mission for the Warsworn has you, a sergeant, and some other eager young hirelings looking around for bandits where some trade caravans got ambushed. While looking for clues the party splits up (so you inevitably have to take your eyes off of someone) and the rest of the recruits get killed by ''something'' off screen, one at a time. When it's down to just you and the sergeant, you find out that it's Niskaru, these horrible blade-armed demon things. Tracking down their source, the sergeant tempts fate by saying that you, at least, will be promoted to Pledgeshield and how he's going to enjoy a drink with you when it's all over. It looks like he's actually going to make it through but he gets skewered by Niskaru at the last leg of the journey, forcing you to take on the boss alone.
161* DyingTown: Several villages are on the verge of falling apart before you arrive to help fix things (or make them even worse).
162** Didenhil is besieged by plague-carrying Boggarts, and more and more of its inhabitants are coming down with the lethal disease. The Fate that Agarth originally read for the town was that they would ''all'' be wiped out by the plague. But after the Fateless One gets to the root cause of the problem [[spoiler:namely, an EvilSorcerer and his Jotunn minions displacing the Boggarts from their original home]], the new Fate Agarth reads for the town's inn is that it will be prosperous for decades to come.
163** Canneroc used to do well for itself harvesting valuable Canneroc Gossamer spider silk from the Webwood. But the town is in serious danger of being wiped out as the Giant Spider population has become far more aggressive [[spoiler:since their Fae mistress the Widow has woken up and wants the town gone]]. The Fateless One can [[spoiler:either save Canneroc by killing the Widow or help the Widow finish off everyone in Canneroc.]]
164** Whitestone's problems are far more mundane. The town used to be a thriving mining town, but when the mines dried up, the town economy collapsed. This was made even worse by [[spoiler:the Motus Mining company's accidental contamination of their river]], which led to much of the town's population dying. The former mining families became violent bandits to get by. As if this wasn't enough, the new Mayor of the town who promised to turn things around is more interested in lining his own pockets and bullies the townsfolk with his own privately hired mercenaries. The only hope the town still has is the last mine in the region that still has ore left. [[spoiler:Except said mine suffered a case of DugTooDeep and unleashed Niskaru.]]
165* EldritchAbomination: Niskaru. Creatures from a chaotic plane of existence, they come in several flavors: Hunters, which look like a freakish mix of a preying mantis, human, and a box of glowing crystals. Larger versions are Tyrants, ten feet tall, with very malleable bodies, and can reach across the screen with one attack. Then there are Greater Niskaru, which are gigantic and can destroy cities, and can only be defeated with specially created weapons. Finally, there are Lords, which are so powerful they shake the foundations of the world when released and can destroy entire continents.
166** The Fateless One, in a sense. They died, then their soul was captured and stuffed into a body created purely from arcane energy. And since they aren't bound by Fate (and often use it as a weapon), they are often asked "What are you?!" by NPC's who are sensitive to the Weave of Fate. The Tuatha even consider him/her an abomination.
167* EldritchLocation: The path that the greater Niskaru took, from the point of it's conjuration to the site of the siege, is a tract of blighted terrain where nothing grows and that continuously spawns hunter and tyrant Niskaru. It's implied that the greater Niskaru had passed through that region years ago, and the land has not recovered from it... and possibly never will.
168* ElementalCrafting: Equipment strength is based on the tier of their base material. Namely:
169** Metallic weapons and armor: Iron, Steel, Azurite, Sylvanite, Prismere.
170** Wooden weapons and armor: Birch, Elm, Oak, Ash, Ebony.
171** Leather armor: Leather, Boiled Leather, Studded Leather, Trollhide, Dreadscale.
172** Cloth armor: Cotton, Linen, Silk, Hexweave, Spiritweave.
173** The ''Teeth of Naros'' and ''Fatesworn'' [=DLCs=] respectively add Primal and Chaos materials.
174* EveryoneIsBi: Most NPC's who flirt with the Fateless One will not change their dialogue based on his/her gender.
175* FairFolk: Fae in Amalur take inspiration from this trope, with a new spin on it though.
176** Interestingly, the Tuatha are the exact opposite of what most Fae are considered. They are not subtle, nor do they shy away from violence or direct confrontation, nor do they rely on trickery. They are violent, cruel, and merciless, and in regards to tactics, they have roughly the same amount of subtlety as a warhammer blow to the face. You could almost mistake them for humans in that regard.
177** It is also commonly commented that there's something WRONG with the Tuatha. They're a radical branch of the Winter Court, who "are not nice, but not evil."
178** Agarth claims the Fae are even ''simpler'' to understand than mortals, because the Fae don't change with time thanks to the "Great Cycle".
179* FakeUltimateHero: [[spoiler:Tyr Magnus, champion of the House of Valor. At the start of the quest chain, he is billed as an honorable, absolutely badass warrior, but late in the chain you learn that he's actually a coward who has the fights rigged to ensure he always wins, and has anyone who comes to close to taking his position as champion assassinated.]]
180* FanDisservice: Banshaen have breasts the size of your head. Too bad they're giant, monstrous, lightning-spitting reptiles that vomit up their young.
181* FantasticRacism: Whilst humans of different skin colors show up in Amalur, most racist attitudes tend to be based towards different species.
182** The alfar races split apart over political differences long ago, and even today still heavily dislike each other.
183** The gnomes hold themselves above all other races due to their cultural focus on intelligentsia and scholarship, and are disliked as a result.
184** Despite being giants themselves, the Kollossae dislike the savage giant races -- primarily the Jottun, who share their home in the Teeth of Naros. Your first quest in the area is to kill a Jottun warchief who is rallying the Jottun in hostile behavior against the Kollossae, and when you succeed, the Kollossae wish to kill them all. If the Fateless One invokes their status as the "Beckoner" (a god-ordained champion) to get the Jottun spared, various Kollossae [=NPCs=] will worry about this mercy coming back to bite them. Ironically, the Kollossae who first suggested exterminating the now-disorganized Jottun will admit to the Fateless One that doing so was the right thing, acknowledging that the Kollossae were similar to the Jottun in the days when they were the Mairu and that their ascension to a civilized people wouldn't have happened if somebody hadn't taken a chance on them.
185* FauxHorrific: At the start of the Teeth of Naros expansion, the expedition's mage runs away in terror upon discovering the relatively fresh corpse of a Kollossae, simply because they can't take the idea of a "statue that bleeds", and even the expedition's leader is shown afterwards to be rattled and struggling to find an explanation for what it was. Considering that Jottun (who have very rough, almost stony-looking skin) and Trolls (who are literally covered in stone) are fairly major enemies in Amalur, the reactions come off as a little overblown.
186* FetchQuest: There are several, but they're mostly filed under "Tasks" and are mostly the player turning in ShopFodder they find scattered across the various lands.
187* FighterMageThief: Of course, you can choose to combine aspects of these into a style of your choice.
188** You can be all three at once, or have your fate unwoven so that you can select different skills and abilities, letting you change from Warrior, to Thief, to Wizard, or any combination of the three on a regular basis, so there's no worries to be had over not being able to meet the requirements to go through a faction quest (or being stuck with a gimped character because you accidentally chose the wrong skills to level up). For a modest fee, you can reset your stats and remake your character (the only thing you can't change are the destiny cards concerning the choices you've made).
189* FightingAShadow: The problem with fighting the Fae. You can kill their bodies, but they just come back. On the other hand, you, the Fateless One, have a tendency for literally ''ripping out their future and beating them to death with it,'' so it's likely that any Fae ''you'' kill won't be back for another Cycle.
190* FinishingMove: If you use Reckoning Mode correctly, it will end with you ripping the threads of fate out of your victims, turning them into a glowing weapon, and beating them to death with it. Yes, you beat/stab/slash/crush/maul your enemy to death with its own ''fate''.
191* FireIceLightning: The three elemental magics. Fire has a chance to cause panic, ice slows, and lightning stuns.
192* FlashStep: By ranking up in Sorcery, your dodge roll becomes this instead. Depending on your class, it can get added extra effects too (a pure Sorcerer will get an Ice dodge, a Finesse/Sorcerer will get poison clouds that appear as they pop around).
193** The Lunge skill in Finesse uses this to dodge attacks and get behind enemies.
194* FluffyTheTerrible: Tirnoch, the Goddess of...Mercy?
195* FriendlyFireproof: Played straight. Your attacks will not hurt friendly or neutral [=NPCs=], which is a big help with powerful area of effect spells like Meteor.
196* FromNobodyToNightmare:
197** Before murdering the heads of the Winter Court, forming the Tuatha, and leading them on a war to annihilate all mortals, according to the lorestones, Gadflow was... [[WhosLaughingNow the court jester of the Winter Court.]]
198** The Fateless One goes from some amnesic person in tattered, bloody clothes to being [[spoiler: The Archsage, King of the House of Ballads, Grand Champion of the House of Valour, the Siege Breaker of Mel Senshir, The Godslayer]] and having the potential to [[OneManArmy kill everything in existence with their combat abilities.]]
199* GameplayAndStoryIntegration: The [[{{Seers}} Fateweavers]] originally read the Destiny of others through cards. For the Fateless One who makes his/her own Destiny, the cards instead allow access to the ClassAndLevelSystem via deliberate choosing of the cards.
200** A more subtle example in the main questline. One quest requires you to recover a spear that is the only thing that can defeat a greater Niskaru. When the weapon is lost during the battle against this monster, and you have to take it on, once its health is reduced to a sufficient level, you use a finisher, and what you create to destroy the enemy is [[spoiler: AN EXACT REPLICA OF THE SPEAR, FORGED FROM THE WEAVE OF FATE.]]
201** Another example comes up in the "Teeth of Naros" DLC. [[spoiler:Primos Anokatos uses the Fateless One's role as Beckoned to fulfill the Kollossae's prophecy just enough to open the way to the Hyperian and breaks the Fateless One's Cipher. At that point, [[{{Irony}} since the Fateless One had gained a new fate, he becomes the very victim of the kind of power he commanded, becoming inflicted with the Broken Fate status.]]]]
202* GambitRoulette: Alyn Shir suggests near the end of the game that [[spoiler:the Fateless One planned out everything, including his/her death and subsequent resurrection.]] If this is true, then [[spoiler:the Fateless One essentially out gambitted Tirnoch.]]
203* GladiatorSubquest: House of Valor has this in two flavors - one is chain of teamfights leading to a championship match and coupled with some plot, and the second is a series of fights against common enemies, sometimes with additional rules.
204* GlowingEyesOfDoom: The Tuatha's use of Prismere has the side effect of giving them all glowing eyes. [[spoiler:The sole exception, Bisarane aka Saturnyn, abstained from prismere to facilitate his infiltration of the House of Sorrows. When he reveals his true allegiance he remarks that it's been too long since he felt the warmth of prismere.]]
205* AGodIAmNot: Akara in "Legend of Dead Kel" allowed the people of Cape Solace to think he was a god to give them peace of mind, but admits he isn't one when the Fateless One finally meets him.
206* GoingThroughTheMotions: Blatantly obvious, with [=NPCs=] performing the few, exaggerated (yet somehow still stiff) motions for almost everything when talking.
207* GoldAndWhiteAreDivine: Generally not invoked except for a few legendary weapons. Piercing Light is a big, gold, glowy spear and the Mystic Hammer is a big gold hammer with glowy lines.
208* GreenRocks: Prismere, a powerful magical mineral that is usually blue, unless treated with magic the right way, whereby it turns bright glowing red. Prismere is the mineral of choice for most of the evil or corrupting people in the game, in particular Gadflow and his Tuatha, or the Maid of Windemere. In limited amounts, it allows the bad guys to ScrewDestiny too, though not to the same extent that you can. "Fatesworn" which takes place after the main game has one npc note that Prismere is losing its power [[spoiler:likely due to the death of Tirnoch who was the source of Prismere's power.]]
209* GroundhogDayLoop: The Fey are big into reliving the past, including killing the same villains and being vanquished (actually dying) by the same, if the story goes that way. The Fae are thrown for a loop in the House of Ballads questline because the story has been ''changed'', starting with the champion Sir Sagrell being killed by the monster he always triumphed against in past tellings. It's unclear just how much the Fae Tellings are playing out because of them being an eternal cycle and how much is because the Fae are replicating the conditions of each Telling; one early quest involves exploiting the odd mechanics of the Fae cycles by copying the conditions for a particular ballad and forcing the troll villain to appear early.
210[[/folder]]
211[[folder:Tropes H to M]]
212* HappilyMarried: The Fateless One can marry the Maid of Windemere and Sunhilda Lorelle, your Ljosalfar ambassador at Gravehal Keep. And they're no less happy to be with a woman than a man.
213* HealingFactor: Using blacksmithing and sagecraft, a player can give his equipment a boost to health regen (you start with 0 health regen). Top tier equipment dedicated to defense and health regen makes the damage most enemies can deal to you negligible, and heal before it can show on your health bar.
214* HeelRealization: [[spoiler:Primos Anokatos]] in the "Teeth of Naros" DLC realizes he was a monster near the end of the questline [[spoiler:after hearing Ethene's true desires.]] He challenges you to a fight to the death anyway [[spoiler:because the evil he committed in life made him a suitable scapegoat for his entire race's flaws (he was ''that'' bad). As a result, when the Fateless One kills him, the Kollosae as a whole are redeemed of their past arrogance and savagery.]]
215* HeroicMime: The Fateless One's dialogue is never heard aloud.
216* HiddenElfVillage: The Summer Court's capital of Ysa is initially indicated to be one of these, with many characters commenting that it's rare for mortals to enter the city. In truth, it has a sizable mortal population - enough so that they have their own quarter in the city. However, the mortals who live in the city are mostly either foreign dignitaries, mages, or the merchants and craftsmen who support them, and it's mentioned that the Fae don't let common people into the city often.
217* HighPressureBlood: Doing bleeding damage to enemies causes impressive torrents of blood to burst out of their bodies.
218** There's also one quest giving NPC, who suffers this effect permanently.
219* {{Hobbits}}: The Massariol, who are never seen in-game, are explicitly described as "halflings", although they resemble a [[LittleBitBeastly predominantly humanoid]] mouse. They fought bravely alongside the Kollossae to save the Ljosalfar homeland during the Age of Enlightenment, and were given dominion over the forests and grasslands of a region formally called Tirna Nogth in exchange. They are largely characterized as master vitners; they renamed their new land "Vino Terra", literally "Wine Land", and their presence in-game stems from a Finesse armor set called the Brewmaster's Armor, which attained magical powers through being "aged" in a cask of Massariol-brewed mead, and a Massariol-brewed liquor called, simply "Massariol Libations".
220* HoistByHisOwnPetard: [[spoiler:Tirnoch severed the Fateless One from the weave of Fate intentionally, seeing that as the only way to secure her freedom. He is then the only one who can kill her. Bonus points if the Fateless One is using Prismere equipment, since Prismere is crystal infused with Tirnoch's power]].
221* AHomeownerIsYou: The player can gain ownership of a variety of homes by completing quests, from a refurbished mining office to a large villa to an enormous castle. In the Legend of Dead Kel DLC you can gain access to Gravehal Keep, a fortress that you can refurbish and upgrade with various features.
222* HomeRunHitter: The Reckoning kill animation for gnomes can be this, using a huge Fate-woven mace and some RagdollPhysics. [[ComedicSociopathy Terrific fun.]]
223--> [[spoiler: Templar Octienne]]: [[TemptingFate "You wouldn't dare-"]] [[WrittenSoundEffect *WHACK!*]]
224* HopelessBossFight: The first encounter with Telogrus in "Fatesworn" is unwinnable since his Chaos shield renders all of your attacks useless. Fortunately he doesn't try to attack you either, content to mock your helplessness before luring you into his realm.
225* HornyVikings: The Varani are a nuanced portrayal, and probably closer than other cases to how actual Vikings operated. They are a seafaring people with [[BornUnderTheSail a naval-based culture]] who are known for their skill as pirates, traders and mercenaries, and generally live in coastal settlements independent from the Almain.
226* HourglassPlot: In "Legend of Dead Kel", Alder Malloi is a devout worshipper of Akara while Paddy is one of Akara's most outspoken skeptics. By the end of all of the questlines, Alder believes that he was wrong to put so much blind faith in Akara rather than relying on himself. Meanwhile, Paddy ends up believing that Akara was responsible for guiding him in the restoration of Gravehal Keep and plants a tree seed in the Keep's courtyard to honor Akara.
227* HumansAreNotTheDominantSpecies: There are plenty of humans about and they're doing fine as a species but it is the [[OurElvesAreDifferent Alfar]] that have the most influence and control most of the major population centres.
228* HumanoidAbomination:
229** People who take Fate really seriously like the Fae and the Fateweavers get freaked out when they understand that Fate doesn't apply to the Fateless One. The Fateless One is not only ImmuneToFate, he/she can wield the very Weave itself as a weapon. No one like the Fateless One [[spoiler:except maybe Tirnoch]] has ever existed before; the oldest living mortal in the world notes that he/she is something new. The Tuath outright call the Fateless One an abomination. The Fateless One's origin is also suitably disturbing: he/she is a dead person whose soul was pulled back from the afterlife and shoved into a new body, identical to his/her original form, but created entirely by magic.
230** The BigBad of "Fatesworn" is Telogrus the God of Chaos. Despite being the power behind the [[EldritchAbomination Niskaru]] he looks humanoid [[spoiler:because he took over the body of Skald's apprentice Wulf.]]
231* HyperspaceIsAScaryPlace: Walking through shadows is heavily implied to be this. Before you make the trip, Cydan tells you to keep your eyes closed -- ''and to ignore the whispers''. The trip itself is uneventful and offscreen, presumably because your character actually listened to Cydan's advice.
232* IAmWho: [[spoiler: Alyn Shir and the Fateless One were originally members of a secret organization designed to keep the secret of Tirnoch's existence from the world.]]
233* ImmuneToFate: "[[ExactlyWhatItSaysOntheTin The Fateless One]]". Being resurrected from the dead has allowed him/her to be freed from their destiny and forge a new one. In a world governed by fate and the inability to fight it, this individual marks an omen for serious change in the world. For good or ill.
234** It goes further than this: The Fateless One can manipulate fate, but not in a way you would expect (one of the game's taglines is "Fate Is A Weapon"). The Fateless One can manipulate fate in such a way that he can form physical weapons from the weave of fate to annihilate his opponents. [[BeyondTheImpossible Essentially, he's ripping his opponent's fate out of the weave and beating him to death with it.]]
235** [[spoiler:Tirnoch turns out to be the ''other'' entity in the game that can manipulate Fate for offensive purposes. Most of the FinalBoss battle involves her [[BeatThemAtTheirOwnGame ripping out]] the Fateless One's '[[ClassAndLevelSystem Destinies]]' and manifesting them as [[EnemyWithout enemies]] that must be killed for Reckoning points -- [[HoistByHisOwnPetard which are then used to nail the big lizard.]]]]
236** Interestingly, the existence of someone immune to fate seems to have been ''planned'' for by Erathi, as several of the doors and seals they created in the world (such as [[spoiler:the gate in the Hall of the Firstsworn, or the Windstones]]) can only be opened by someone who is not controlled by fate. In other words, it was planned that someone like the Fateless One would come along at moments of dire need.
237* ImpaledWithExtremePrejudice: The Reckoning Mode finisher against Trolls is chucking a glowing javelin right into its face.
238** The Reckoning Mode finisher for most human enemies consist of the Fateless One creating a spear, sticking it to the ground and then ''throwing'' the helpless schmuck to impale him/her.
239** [[spoiler: Tirnoch gets a fate spear stabbed through her head at the end.]]
240** [[spoiler: During the fight with the Balor, you impale both of the Balor's "hands" into the ground so he can't move and then stab a fate spear through his eye.]]
241* IncrediblyLamePun: The sidequest titles in particular are rife with these.
242* InGameNovel: Plenty. Most of them are descriptive writings about the world and its occupants, but there's a fair amount of fiction to find, too, especially amongst the translated ancient texts in the Dead Kel DLC.
243* InhumanlyBeautifulRace: The Dokkalfar. Despite a well-earned reputation for being skilled manipulators and puppet masters, individuals cannot resist their natural allure. It's apparently strong enough that people still deal with them knowing full well the risks of working with the Dark Elves.
244* InsurmountableWaistHighFence: Played straight several times, but most egregiously regarding jump points at the end of certain dungeons that allow quick access to the front door. Basically all you'd need to do to bypass the dungeon and whatever mystical locks/traps they have in their entirety is bring a ten-foot ladder. Hell, even the Hall Of The Firstsworn, which has a ''fate-proof door'' protecting a legendary forge, could have been bypassed thusly.
245** Even more so than that, there are places that you can't reach without walking the long way around even if the only thing blocking you is ''a foot-tall log'' or a ''pile of rocks and ferns''. You can't even jump off the side of stairs even though the ground is ''less than a foot lower''. Come to think of it, the protagonist, who is ImmuneToFate and can do whatever he/she wants, whenever he/she wants, ''[[YouHaveResearchedBreathing can't jump at will]]''.
246* ItemCrafting: Almost any piece of equipment can be disassembled into components with varying properties, which can then be used to produce custom armor and weapons.
247** With the proper components to construct them, this equipment far outshines even the best armor sets in the game, including a complete armor set that you can get just moments before the final boss battle.
248** You can also collect "shards" to turn into gems to use on SocketedEquipment via the "Sagecrafting" skill, and "Alchemy" lets you make your own potions, once you've learned or experimented out the appropriate recipes.
249* ItsUpToYou: Generally, most of the issues the Fateless One encounters in each region are the sort of thing that only they can resolve. In the case of mortals, its usually because normal human and Alfar citizens just can't risk going into dangerous regions or dungeons to get what they need, while in the case of the Fae, they literally cannot deviate from their roles or functions in Fae society and need a mortal to do something that sits outside their experience. For example, the Circle of Egland have a good idea of how to deal with the Narca disease that's turning other Fae into mindless killers, but because their purpose is to wait until Egland returns to lead the House of Valor, they can't actually go out and do anything about it until the player shows up.
250* LadyOfBlackMagic: The Dark Empyrean. The Widow to a lesser degree.
251* LagCancel: Pulling your shield, or dodging, right before dealing the last attack of a combo (save from Chakrams) will null any lag during your attacks and possibly prevent you from getting hit or ganged up in the MultiMookMelee. The last attack of a combo is powerful but it is either slow or has a lot of recovery.
252* LandOfFaerie: The Fae races claim to be from a different realm of existence. There's also the suggestion that if any mortal has set foot there, they have not returned.
253** [[spoiler:The Fateless One makes a brief visit to the place at the end of the "House of Sorrows" questline. The Fae who takes the Fateless One there is impressed that he/she seems none the worse for wear.]]
254* LandMineGoesClick: Due to the mines being magical in nature it's more of a "whoom" sound, but it serves its gameplay purpose of giving the player time to jump out of the way.
255* LargeAndInCharge: Most of the monstrous leaders of various factions are absolutely gigantic, particularly [[spoiler:Tirnoc]]. This is especially true among the Niskaru, where the Tyrants alone are the size of houses.
256* LastOfHisKind: By the end of the House of Sorrows questline [[spoiler:the Fateless One is the last member of the House.]]
257* LeaningOnTheFourthWall:
258** A journal in the Legend of Dead Kel DLC contains the following passage: "I see before me, as if written in bright letters in the air, precisely how effective a student's attack has been."
259** During the Fatesworn DLC Skald asks the Fateless One if they ever tire of a life of constant killing and looting and states that for all their power they are simply a servant of others, noting that they only do things because they're told to.
260** At the end of the Fatesworn DLC [[spoiler:The Fateless One is forced to leave Amalur due to their very presence destabilizing the world]]. Much ado is made of the fact that as far as anyone knows their adventures in Amalur will be over for good and who knows what they'll be doing afterwards.
261* LectureAsExposition: The Lorestones will continue to speak, even if you've hit pause, unless you fast-travel or go inside a building. Similarly, in the last level, your companion goes on at length about how you died for nearly five solid minutes.
262* LeeroyJenkins: The Fae who had sought the role of Sir Sagrell in the latest Telling. The latest Sagrell can be found having obviously been mauled to death by trying to fight a powerful thresh directly, and the others who join you competing to take up his mantle fare no better. [[spoiler:With a decent Detect Hidden, you can discover lorestones that reveal the first Sagrell, and presumably all of his successors to that point, had been more of the PragmaticHero type and had used a secret path to an overlook to rain arrows on the monster rather than face it in straight-up combat, but part of his story had included him keeping it secret.]]
263* LegacyCharacter: The roles of the various heroes of lore taken up by the Fae of the House of Ballads, as explained to you by King Wencen and Lady Belmaid are as a matter of continuity to them as a people and is likened to mortals passing on their legacy to their children. You can participate in this by becoming Sir Sagrell.
264* LethalJokeItem: Sceptres are notoriously weaker than the other two Sorcery weapons. They do much less damage than staves and chakrams, have fewer special moves, and can even hinder you due to casting directly from your pool of mana. What they ''do'' have is unmatched range and attack speed as well as unique cumulative damage effects. Invest enough in mana regeneration, and a powerful-enough sceptre becomes a rapid-fire weapon with infinite shots that can wear down most enemies from afar very quickly.
265* LightIsNotGood: While the Summer Fae represent the growth of life and spirit of honor and valor, they also represent the darker side of life: namely, that nature is violent and brutal and that for one creature to live another often has to die to feed it. The House of Valor was built on the principle that all life is a bloody contest and that the greatest expression of this was a great arena of gladiators. The player can also encounter Summer Fae who revel in the growth of new life, even when that new life only exists by consuming the lives of others.
266* LinearWarriorsQuadraticWizards: PlayedWith, since the player is going to be a MagicKnight unless they intentionally avoid it. Early on it is much easier to use weapons, since all weapons are available to the player while points from leveling need to be spent to unlock new abilities. Since mana is needed to use all abilities and mana regeneration is low at the start of the game, it's easier to use weapons over spells and abilities. Later on in the game, the player can have dramatically increased their mana pool and regeneration, allowing them to use a wide range of abilities from all three disciplines. However, pure combat with weapons remains entirely viable and effective against most enemies, especially when supplemented by crafting skills.
267* LivingStatue: The Kollossae race, introduced in the Teeth of Naros expansion, are a race of towering humanoids who look like statues, with stone-hued skin and hair that looks like stony growths, but they are actually flesh and blood -- or at least, stone so flexible as to be soft as flesh. One Kollossae [=NPC=] even explicitly notes that despite looking like stone, the Kollossae's skin is as soft as that of any other humanoid, so they still need armor.
268* LogicalWeakness: The Fae are largely plant-like creatures, with a few obvious exceptions like Trolls. As such, most of them are vulnerable to fire, particularly the ones who are most obviously plant-like, such as Boggarts and Threshes. One can also deduce the weaknesses of other enemies through observation; for example, Niskaru, being creatures covered in flames, are vulnerable to ice but resist fire, and Murghan, who are aquatic and use electricity, are vulnerable to fire but resist electricity.
269* LoopholeAbuse:
270** Fae tellings can be hijacked by recreating the conditions that begin each ballad. Even if it's not a Fae involved in the events, matching the conditions at the start of the ballad can push its events forward.
271** The Maid of Windemere actively uses this to try to [[spoiler:escape her role as the villain in the House of Ballads]]. By sabotaging each Telling and changing how they progress, she hopes to [[spoiler:make the Ballads go OffTheRails enough to win the final confrontation with King Wencen.]]
272* LuckilyMyShieldWillProtectMe: Characters of any build can equip a physical or magical shield in addition to their weapons and pull it out instantly to block attacks, even in the middle of a combo (however not after dealing the last hit of it). This makes sense when you have a talisman equipped, since a talismans is basically a magical DeflectorShield mounted on your arm that activates whenever you want it to, [[HyperspaceArsenal but you can also pull a tower shield just as tall as you are out of thin air.]]
273* MadeOfIron: Templar Octienne, who specifically says that he's spent a huge amount of his life studying the sciences of life and death and has used that knowledge to render himself nearly invincible. And he can back it up, too, since he's [[spoiler: the ''only'' enemy in the entire game who you hit with a Fateshift and still somehow manages to survive, albeit he's left unconscious with severe wounds.]]
274* TheMagicComesBack ''and'' TheMagicGoesAway: Having been lost to the mortal races since ancient times, magic has returned to the world. The era the game takes place in has been dubbed "The Age of Arcana". However, as the mortals' magic waxes, the fae's wanes. It's not clear whether or not there is a connection or if it is just a coincidence; fae and mortal magic are too different from each other to be really sure. [[AllThereInTheManual And according to the Amalur webpage's history section]], magic will become even stronger over time. Roughly 1600 years after the events of the game, people all over the world are manifesting incredible abilities ranging from [[TheArchmage an unprecedented control over magic]] to physical abilities beyond anything seen in previous ages. This era is dubbed, quite fittingly, the [[WorldOfBadass Age of Heroes]].
275* MagikarpPower: Sit down because this may take a while.
276** [[MagicKnight Champion]] (Might + Sorcery), while not powerful as their pure counterparts, get bonus abilities, like converting the damage they take as mana. Additionally, high level mage knights are able to use Warrior level armor and also use powerful magic weapons like Chakrams, staffs, and scepters. However, the most powerful, room clearing spells in the mage tree are really only attainable to magic dedicated characters. Additionally the Champion can very well become a StoneWall with powerful heavy armor, the Sphere of Protection spell and the Healing Surge to quickly heal anything that ''may'' actually hurt him.
277** Bonus points to the [[JackOfAllStats Universalist Destiny.]] Starting off, you're relatively weak, and it takes a long time to reach the final level of Universalist. However, putting 37 points in all skill trees nets you a destiny that gives 20% bonus damage to all weapon types, 12% resistance against all types of damage, 10% chance to critical hit and a +3 skill point bonus to all skills. Equipment restrictions are also reduced by half. The Universalist destiny also unlocks all weapon mastery abilities, meaning the player can use all special attacks for all weapon types, without needing to invest any points in those abilities.
278** Sorcery characters will find themselves with relatively weak starting spells and low-powered or slow weapons. Later level spells like Thunderstorm and Meteor are extremely powerful and even though costly one can earn 100% decreased mana cost with the right pieces of equipment.
279** Blademasters (Finesse + Might) starts off as mere fragile warriors with no shinning statuses, but as soon Pristine gems can be sagecrafted they can put Critical Hit Chance gems on every piece of equipment they can find. Combine that with a high Critical Hit Damage and the Blademaster can deal massive amounts of damage with no mana cost.
280* [[ManicPixieDreamGirl Manic Pixie Dream Elf]]: Rast Brattigan from the Legend of Dead Kel DLC. The trope itself is name-dropped via an achievement regarding her.
281* MikeNelsonDestroyerOfWorlds: Rast Brattigan in the Legend of Dead Kel DLC. If you spend time talking to everyone and reading the logs you find out the Calamity, her ship, managed to accidentally shipwreck a whole lot of ships on the island.
282* MightMakesRight: Kollossae take a very...''robust'' approach to philosophical debate. When two Kollossae hold a debate, they each state their fundamental belief as to the correct answer to a question, and then fight a (non-lethal) duel; the victor of the match is deemed the victor of the debate. The Kollossae reasoning behind this system has a certain tinge of RightMakesMight; they believe that strength is an attribute gifted by the gods to those who virtuous enough to wield it well, and thus the winner was both the stronger and the more virtuous. Ironically, the penultimate Kollossae philosopher that the Fateless One must debate during the School of Hard Knocks quest in the Lykeios is Phinne, who poses the question "does might make right?" The Fateless One can either answer "Always", assert that RightMakesMight, or drop a LogicBomb by asserting that there is no correlation between power and morality.
283* MoneyForNothing: If the player is using self crafted equipment there is very little to spend money on, leading to a very high possibility of ending the game as a multi millionaire.
284* TheManBehindTheMan: [[spoiler: Tirnoch to Gadflow.]]
285* MentorOccupationalHazard: This game is 'pretty' full of these with one dying fewer than five minutes after giving a speech about years from now, sharing a mug with you. All in all, accounting for the human factions within the game you lose about three; two deaths and one [[AndIMustScream sealed in a dimensional prison meant for a darklord.]]
286* MessageInABottle: There are eight of these in the "Legend of Dead Kel" DLC, and there is an achievement for collecting all of them. "Briar", the mysterious penpal responsible for saving the first writer's sanity and lead him to fellow castaways, is implied to be either a figment of his imagination or [[spoiler:Akara itself.]]
287* TheMole: [[spoiler: King Bisarane of the House Of Sorrows is actually their feared enemy Saturnyn. Which makes him a MoleInCharge.]]
288* MoneySpider: Wolves carrying around swords, armors, and various other adventuring supplies abound. As do actual spiders. Some even carry unique weapons...somewhere.
289* MultipleLifeBars: Chaos creatures from ''Fatesworn'' have two. The first one is a purple life bar that can only be damaged by Chaos equipment, while the second is a more mundane life bar that can be whittled down even with regular equipment.
290* MyGreatestFailure: In "Legend of Dead Kel", Akara deeply regrets [[spoiler:failing to realize Kel was a monster before reviving him. Akara's only goal is to rectify his mistake by empowering a champion to slay Dead Kel -- which would also mean Akara's own death, since the two are linked thanks to the incomplete resurrection magic.]]
291[[/folder]]
292[[folder:Tropes N to R]]
293* NiceJobBreakingItHero: [[spoiler: The Dark Empyrean is able to rise because the Fateless One took part in the ritual to enter the Scholia Arcana. Had the Fateless One not initiated the questline, the Dark Empyrean may have slumbered for centuries longer. On the bright side, the Fateless One ''kills'' the Dark Empyrean, ending her threat and freeing the Scholia Arcana from their age old burden.]]
294** The Fateless One is also partially responsible for [[spoiler:the end of the House of Sorrows. It was already doomed since its ''leader'' was secretly a Tuatha who wanted the House dead, but the Fateless One accelerated its demise.]]
295** [[spoiler: If you use all the lorestones in the Cradle of Summer, it triggers a side quest because you've destroyed the magic protecting the area and now you've got to fight the Wild Fae.]]
296*** A more literal example is, during a part of the main quest line, you use a device that allows a fateweaver to see where a person is on the Great Weave. When you touch it it falls apart. There is even a dialogue option where you can apologize for breaking it.
297** "Fatesworn" reveals that the Fateless One's very existence is spreading chaos in Amalur due to unraveling the Weave of Fate. [[spoiler:As a result the Fateless One is exiled to a distant land to allow the Weave to heal.]]
298* NiceJobFixingItVillain: [[spoiler:Tirnoch's efforts to free herself by creating the Fateless One ultimately end with her dead and everyone else free of fate.]]
299* NiceMice: In the game's background lore, one of the civilized races of Amalur are the Massariol, who resemble hybrids of mice and {{hobbits}}.
300* NoSell: Fatesworn introduces Chaos Armor, which is effectively a second health bar that can only be removed via Chaos Damage inflicted with Chaos Weapons. As such, the final leg of the story involves attempting to craft Chaos Weapons powerful enough for you to properly take on Telogrus.
301* NonindicativeName: The Titan's Spear, a weapon found in "The Teeth of Naros" DLC, is actually a Greatsword type weapon (spears are not a weapon type players can wield). It is in fact ''the broken tip of a spear''. The weapon description noting that it's hard to imagine how large and powerful the original wielder of the unbroken spear must have been since the broken tip alone requires considerable strength to wield.
302* NoticeThis:
303** Nearly everything lootable glows. Some items develop a white outline when you get near enough.
304** Quest targets (both people and places) get a gold or white circle on the map, and a little arrow above them in gameplay.
305** Depending on your level in Detect Hidden, enemies, hidden loot, hidden doors, unhidden loot, traps and Lorestones will show up on the mini map.
306* OhCrap: Let's just say [[spoiler:Tirnoch]] isn't ''quite'' what Gadflow expected.
307** Hilariously, during the House of Valor DLC questline that comes with the Online Pass, when the [[spoiler: champion of the House of Valor]] betrays you and tries to get both you and your team killed (by separating you from your team), the assassin that is sent to kill you will, if you pass an easy persuasion check, realize that he was sent, alone, to kill a guy whom he watched best multiple teams of top warriors, in one case singlehanded, and he has just succeeded in pissing off. He then begs forgiveness and runs for his life.
308* OrderVersusChaos: "Fatesworn" reveals a DivineConflict revolving around this has been ongoing for a long time. [[spoiler:The Weave of Fate was actually created by the God of Order Mitharu to prevent the God of Chaos Telogrus and his Niskaru from wrecking havoc on the world. The Fateless One's unraveling of the Weave is what gave Telogrus an opportunity to destroy the Weave for good.]]
309* OurMonstersAreDifferent: Most monsters are wild fae, magical creatures only slightly better than animals. More specific examples below.
310** AllTrollsAreDifferent: Another type of wild fae, sometimes used as siege weapons by the Tuatha. They are a monstrous mix of rock and fifteen-foot tall gorilla wielding a tree-trunk as a club.
311** OurAngelsAreDifferent: The Erathi are "creatures of order" who left the world long ago, leaving behind massive underground ruins.
312** OurDemonsAreDifferent: The Niskaru are "creatures of chaos" mostly exterminated ages ago by the precursors of the Warsworn. Their [[DemonLordsAndArchdevils Lords]] are intelligent, but the lesser ones don't seem to be.
313** OurDragonsAreDifferent: There's only one (that we know of) but she has godlike powers, including [[spoiler:controlling fate.]]
314** OurDwarvesAreAllTheSame: The Dverga people are one of the heavily customized models of dwarf. They're mentioned frequently in the ''Dead Kel'' DLC and were responsible for nearly all the construction on the island, including Gravehal Keep. They're a grim seafaring people intent on carving out settlements on any island they find in the Frostbreak Sea. To help with this, they rely heavily on slave labor, so nearly everyone else hates them as a result. They have an important tradition of raising the first buildings of a new colony with the wood of the ships that brought them there.
315** OurElvesAreDifferent: The Dokkalfar (dark elves) and the Ljosalfar (light elves) used to be one species, but split long ago over ideological differences. They are explicitly mortal (albeit long-lived) and used to rule over the other races before humans as a species began equaling them in magic. Elves are basically "elf-light" in this game; the most elfy tropes really belong to the Fae.
316** OurFairiesAreDifferent: And not to be confused with the elves in this game! Elves may also have pointy ears and inhuman beauty, but they are explicitly mortal and separate from the fae, which is really confusing if you're used to reading lots of Neil Gaiman...
317*** Made even more confusing considering the Light Elves are tall, pointy eared, blue skinned, and fond of face paint. The problem is the Fae are also tall, pointy eared, blue skinned, and fond of face paint... The main visual difference is the Fae tend to dress in plant-like clothing while the Ljosalfar dress like normal people. The Fae also have black eyes with glowing irises as well as a slight flanging to their voices, two points on their ears instead of one, nearly-neon AnimeHair, and skin with bark-like lines.
318** OurGiantsAreBigger: Overlaps with OurOgresAreHungrier; the different "bigger than human" humanoid races are ''called'' Giants in-universe, but size-wise they're closer to ogres -- also, they're no relation to Trolls, which are a kind of fae. The most common are the Jottuns, hulking orc-like creatures with an affinity for ice magic, and the Ettin, which are two-headed giants with an affinity for storm magic. The Forsaken Plain and Klurikon are home to Bolgan, which are ruddy-skinned orcish brutes and the only giants without any magical talents, but make up for it with sheer brute strength. The Teeth of Naros DLC introduced the Kollossae, an advanced race of giants with skin made of living stone, who evolved from a more savage race of hill-dwelling giants called the Mairu after they developed their great affinity for magic use during the Age of Arcana. However, by the time the Fateless One meets them, a number of Kollossae are socially devolving and regressing back to savages similar to their Mairu ancestors.
319** OurGnomesAreWeirder: Fit the standard modern mold of being focused on science and engineering. They're also the ones who created the Well of Souls that brought the Fateless One back to life. Also, they're Romans.
320** OurZombiesAreDifferent: The "Sons of Laz" are animated, mindless corpses that attack all living things without reason. They were created by a related resurrection experiment to the one that produced the Fateless One, and are the reason Hughes refused to use corpses in his own experiments.
321* {{Pirate}}: Dead Kel.
322* PointBuildSystem: Simplified by the three skill trees only. No strength, dexterity or intelligence to work around.
323* PoorCommunicationKills: In the Cradle of Summer, activating all of the Lorestones will [[spoiler: remove the magical barrier protecting the Cradle, allowing Wild Fae to enter.]] The Fae guarding the Cradle won't actually ''tell'' you about this, or even appear to stop you, until after the damage is done.
324* PowerFloats: Several sorcerer characters hover a couple feet off the ground when they fight, including your sorceress partner in the House of Valor and [[spoiler:Fomorous Hugues]]. You and sorcerer mooks don't.
325* PrivateMilitaryContractors: The Warsworn make up large parts of the armies fighting the Tuatha. They're much more sympathetic than most examples of this trope, however, and in fact were originally founded to exterminate the Niskaru. Furthermore, they look down on other mercenaries for having inferior training and equipment and no scruples.
326* PurpleIsPowerful: In accordance with other [=RPGs=], "Epic" items have their names in purple. Also, Niskaru Bloodhunters have purple crystals on their backs.
327* RealTimeWeaponChange: Including in the middle of combos. This ability is probably an even bigger advantage for the Fateless One than his or her power to ScrewDestiny, as most enemies don't seem to use it.
328* RedAndBlackAndEvilAllOver: The Tuatha's armor and weapons.
329** Many of the top tier equipment have this scheme, which isn't surprising, since, like the Tuatha's gear, contain Prismere, [[spoiler: which is formed from the emanations of Tirnoch]].
330* ReducedToRatburgers: Whitestone is a DyingTown due to their mining industry collapsing, and one of the signs of this is that the local inn has run out of meat. The innkeeper thus gives you the "Dinner Time" Task, offering to pay gold for ''any'' meat you give her no questions asked. You fulfill this task by turning in Rat Meat which drops from Giant Rats.
331* ReforgedBlade: In the "Rivener Tarsus" quest, the Fae Lord Callor in the Cradle of Summer is upset by mortals absconding with three magic staves that are precious artifacts of the Fae [[spoiler:though one was actually taken by a Fae who grew tired of the Cradle.]] What's worse is that the staves were broken apart and remade into far inferior staves. Lord Callor tasks the Fateless One with retrieving the pieces and reforging them into their original forms. [[spoiler:The quest ends with Lord Callor accepting that the time of the Fae is ending and that the Fateless One is the most deserving of the staves. The quest's rewards are the staves themselves.]]
332* ReligionOfEvil: Aside from the Tuatha, there's also Belen's Testament, fanatical followers of the Alfar god of death who strive to commit mass murder, claiming that death is a "salvation".
333* RevengeBeforeReason: [[spoiler:Therias]] in ''The Legend of Dead Kel''. [[spoiler:You can talk him out of it, but its ''very'' hard, even with a maxed out Persuasion skill.]]
334* RewardingVandalism: Destroying a pile of crates or vases gives you a small amount of money, destroying a lot of them nets you an achievement.
335[[/folder]]
336[[folder: Tropes S to Z]]
337* SadisticChoice: This happens in the climax of the Travelers faction quest chain, in which you can choose [[spoiler:to [[GodGuise expose the Hierophant,]] or serve her and betray the one who helped you discover her identity.]] This also happens in the main quest line of "Teeth of Naros", in which you can choose [[spoiler: to help the Kollossae council members in the Nyxaros torture chambers, or free the Naros Jottun slaves from execution and permanently befriend them.]]
338** The teeth of Naros choice is subverted [[spoiler: if you free the Jottun, you are still free to go back and save "the council". It doesn't work the other way around though]]
339** The sidequest "Bell, Book and Candle". [[spoiler:Do you side with the First Scaith and kill the necromancer to bring an immediate end to the Scaith family curse (which permanently removes Faer Gorta enemies from Tala-Rane), or do you side with the necromancer and kill the First Scaith so the necromancer can control the Faer Gorta and use them to protect Tala-Rane from the Tuatha, knowing that the curse will be lifted when the necromancer eventually dies? (this causes the Faer Gorta in Tala-Rane to become friendly and assist you in battle)]]
340** When dealing with the Belen's Testament cultists in the Red Marches, you are forced to leave one of your allies behind to open a door so you can access Fyragnos's tomb. It's stated that they'll be in great peril left behind, and they don't show up at the camp afterwards. [[spoiler:If you backtrack all the way to Fyragno's chamber you'll end up finding the corpse of the one person you choose to leave behind]].
341* SceneryGorn: The Winter Fae revere death and decay and their lands show it. The northern half is mostly swampland whose the most notable feature is the giant tree with ''corpses'' hanging from its branches, and that's the ''nice'' part. The lands held by the Tuatha are a frozen bleak hellscape. It's implied that the Winter Fae's lands used to be much nicer before the Tuatha took over.
342* SceneryPorn: Amalur is beautiful. On rare occasions, the camera pans around to make sure you know how awesome the area you just stepped into is.
343* ScrewDestiny: Imagine a giant upthrust middle finger flipping off fate, destiny, and all things pre-determined. Now imagine that finger given human form. That is the Fateless One in a nutshell. As mentioned above, he can rip a person's fate out of the weave, turn it into spears, swords, daggers, or gigantic maces, and pummel people to death with it. Oh, you're not fated to die this day? Let's change that. Permanently.
344** At one point Agarth starts yelling at you about this. Until he realizes that your ability to do this just saved him from his predetermined death.
345** In "Fatesworn" the BigBad Telogrus' pitch to his followers is that he'll grant them true freedom by destroying the Weave. He doesn't mean a word of it of course, something he'll gladly admit if the Fateless One argues that ending Fate won't truly free Amalur.
346* ScrewYouElves: Though the difference between man and elf is not emphasized in this setting like others and the two usually seem to get along amiably there are examples where elves put on airs on occasion, one example that comes to mind is the town Tirin's Rest where through your actions you may:
347** [[spoiler: Aid a couple of refugees and former citizens of the region and snubbing your nose at the local church's claims that it's their gods plan that these people deserve what they got arbitrarily.]]
348** [[spoiler: Aid a thief in stealing the donations of the citizens meant for the war effort, the thieves intent being to donate it to refugees who the town gives a knowing cold shoulder to, again because of their local beliefs]]
349** [[spoiler: And last but not least, free an unjustly imprisoned fairy who than curses the head priestess of the [[CorruptChurch local church]] as well as one of the towns main guardsman for their involvement and then you can even blackmail the priestess lest you blow the story wide open to the locals of the town.]]
350** Also, elves had magic first, and looked down on humans for not having it. Then humans got it.
351* SealedEvilInACan: A few. The Niskaru Lord of the Warsworn quest chain and the Dark Empyrean of the Scholia Arcana chain are the most obvious, but the villains of the House of Ballad's stories could count as well. They are forced to play out their roles eternally, with no hope of victory. Although that one is less clear; the heroes, at least, are free to leave and let someone else play their part, so its possible the same is true of the villains.
352* {{Seers}}: The Fateweavers. Able to see the destiny of anyone. ''Except'' you of course.
353* ShaggyDogStory: Early on, you'll get a quest to find ten books of "ribald literature" collected by a monk. These books are scattered across the Faelands, and you won't be able to finish it until very late in the game. [[spoiler: Your reward for finishing is a negligible amount of gold and a note saying the monk in question would be proud of you.]]
354** The reason the amount of gold is negligible is that the quest reward is level-dependent on the level you are when you ''start'' the quest, not when you turn it in. The quest start happens to be in the first town in the game, but you can't get the last book in it until you're a good 90% of the way through the game. In a second playthrough, it's advisable to ignore that quest until you've unlocked all the locations for it and can fast-travel, since it also takes up up to ten inventory slots.
355* ShockwaveStomp: Might skill aptly named Quake.
356** The Tempest spell is essentially charging up with lightning and slamming your fist into the ground, causing lightning to rain down, frying everything in the area and/or sending them flying. It's also awesome.
357* ShopFodder: Assorted non-magical jewelry, nuggets of precious metals, and various other items can be sold for a nice profit.
358* ShoutOut: The Warsworn wear light blue armor with massive shoulder pads trimmed in yellow and their mission is to "fight chaos wherever they find it". Does that [[{{TabletopGame/Warhammer40000}} remind you of anything]]...?
359** The name of the Greater Niskaru, Balor, is a shout out to the Formorian king by the same name from Myth/CelticMythology. In addition, the devs [[ShownTheirWork showed their work]] by giving it an Evil Eye and having it (usually) require a {{Mook}} to open and close it.
360** An in-game book documenting fae magical items and artifacts calls itself an "Encyclopedia Magicka" -- the ''Encyclopedia Magica'' was a series of 2nd Edition ''TabletopGame/DungeonsAndDragons'' books meant to document all the magical items and artifacts so far published in ''D&D'' books at the time.
361** The Sons of Laz monsters are pretty much zombies. Turns out they were created by a failed earlier version of the Well of Souls, and named after a [[Literature/TheBible legendary figure named "Laz"]] [[BackFromTheDead who was raised from the dead]].
362** Rast Brattigan, your ship captain during the ''Legend of Dead Kel'' DLC, has a name suspiciously similar to [[WesternAnimation/{{Futurama}} another famously incompetent ship captain]].
363** You can find two Alfar named Corelon and (in ''Dead Kel'') Angharad, after the elven deities [[TabletopGame/DungeonsAndDragons Corellon]] and [[TabletopGame/ForgottenRealms Angharradh]].
364** One of the book, [[http://amalur.wikia.com/wiki/Prayer_Book Prayer Book]] contains a prayer of St. Eadric, which is based on [[https://en.wikipedia.org/wiki/Prayer_of_Saint_Francis Prayer of Peace]] attributed to St. Francis of Assisi[[note]]yes, the namesake of [[UsefulNotes/ThePope Benedict XVI'ssuccessor]][[/note]]
365** If you played the demo for [[Franchise/MassEffect Mass Effect 3]] you got a pair of Omniblade daggers and a reproduction of Shepard's N7 armor.
366* SlidingScaleOfFreeWillVsFate: Fate plays a really big role in the story. The setting is at the far end of the scale; for everyone in its world, YouCannotFightFate. There are people who have even learned to read the tapestry of Fate, and while they cannot predict ''when'', they can predict exactly ''what'' will happen to someone. The hero is special in that having died and come back means they no longer have a Fate. This ends up having enormous consequences on the world, unforeseen by the person who brought you back.
367* SmallNameBigEgo: Red "The Dead" Idward is reasonably accomplished, as he runs a fair sized bandit clan. However his Red Legion is ultimately just a bandit clan and, being as they occupy the starting area, they're the weakest gang in the Faelands. As such Red's assertion that "One day all of Amalur will see Red!" is more than a little absurd.
368* SmokeOut: A Finesse skill allows you to turn briefly invisible by throwing down a smoke bomb.
369* SoLastSeason: A Fateless One with endgame level gear and abilities cannot scratch Chaos creatures when they're first encountered. This forces them to go on a journey to meet with Skald Atlas, who helps them create Chaos equipment that will allow them to bring the hurt.
370* SpikesOfVillainy: The Tuatha use Prismere weapons and equipment, which are noticeably more spiky than equipment made from other materials. Can be subverted if the Fateless One chooses to forge their own set of Prismere gear.
371* StarterVillain: Red Idward and his bandit clan, the Red Legion. Much of the early sidequests involve combating him and his schemes.
372* StatuesqueStunner: IncrediblyLamePun aside, the Kollossae women are generally presented as surprisingly attractive, despite being {{Living Statue}}s of [[AmazonianBeauty muscular women]] twice the Fateless One's height.
373* SticksToTheBack: [[Administrivia/TropesAreTools So that the player can always see the entirety of his or her hand-crafted pride and joy, of course!]] Although having a fiery sword that never goes out stuck to your back can't be all that comfortable.
374* {{Stripperific}}: Armors most female character can wear are surprisingly sensible in this respect.
375** Played ''very'' straight by Alyn Shir.
376** Most Dokkalfar fashion tends in this direction, as noted in the [[InGameNovel Compendium]]. Dialogue from a few dokkalfar suggests that they feel that more conventional clothing is unfashionable, unflattering, and ugly.
377* StupidEvil: Some of the more evil choices are counter-productive at best and will cripple you at worst. A prime example is The Widow's Wrath, where you can choose to fight through a dungeon and kill the boss for some decent rewards...or you can kill the town that you got the quest from for the same rewards, but with the townsfolk never respawning. Considering your house there is also right next to a shop and is the fastest way to unload your houses' chests even after you get multiple ones, there's absolutely no reason to do this.
378* SuicidalOverconfidence: Regardless of level, enemies in the field will take you on, to the point that your character can be at level 25-30, with enchanted Prismere armor and weapons, and wolves and bears at the opening areas will still try to take you. Apparently living in the Fae lands removed their survival instincts.
379** Justified for the Fae, who have spent the entirety of existence knowing exactly how and from what they will die, as they have gone through those deaths a thousand times. They don't realize that the one they are fighting is the one person in the world capable of violating fate and killing them permanently.
380*** Also [[spoiler: Alyn Shir]] threatening to find you if you ever reveal truth about Tirnoch to anyone. Considering what the Fateless One has gone through to get to Tirnoch, I doubt a [[spoiler:single Dokkalfar woman armed only with a pair of daggers and a distracting-as-all-hell outfit]] is any danger to him/her.
381*** King Wencen remains confident that he and his Court will prevail against the Maid as they have in previous tellings despite the Maid's newfound power. The very moment he understands that victory isn't guaranteed ''this'' time [[spoiler:he panics and passes his role onto you before running for his life.]]
382*** This can apply to basically everything when you hit level 40 and/or have access to the Tempest spell along with semi decent armour and weapons. At level 40 you are basically a PhysicalGod to varying degrees. The Tempest spell can make any fight against a dozen Tuatha end in two attacks. Even the final boss can be killed very, VERY quickly when you are that strong.
383* SummonMagic:
384** The Fateless One can summon a Faer Gorta to assist them in combat and improve it by investing into the skills associated with it.
385** Certain enemies, usually bosses, are "summoner" type mages who can continuously summon new minions and buff or heal them, forcing you to focus on the summoner exclusively.
386** Niskaru can be summoned using the right magical rituals and tools. Both the Tuatha and the Farlanghi cultists use rituals to summon and control them, and Belen's Testament will try to summon them as well.
387* SuperDrowningSkills: Surprisingly averted. Not only can he/she swim, the Fateless One can use breaststroke for normal swimming and freestyle for sprint swimming. You can't go up and down, but it's still a surprise for a game with such blatant [[InsurmountableWaistHighFence insurmountable fences]].
388* SuperEmpowering: Once every generation Akara imbues a person with his power, and he/she becomes the Scion. The people of Cape Solace call this ritual the Offering and have given it a religious significance and treat the new Scion as the avatar of Akara's will. [[spoiler:This isn't at all what Akara wants. The Scion's true purpose is to slay Dead Kel, Akara's greatest mistake. Dead Kel's goal is to claim the power of the Scion for himself.]]
389* SuperMode: Reckoning Mode, recharged by beating enemies (and recharged faster by doing so with showy mix-ups of special combos, spells and abilities). Once you activate it, you enter BulletTime, everything turns blue, and you gain a huge damage-bonus along with GlowingEyesOfDoom, all topped off with a fancy cinematic finisher that comes complete with a Experience Multiplier provided you get the QTE down.
390** Killing enemies in Reckoning Mode is the main way to obtain 'Essence of Fate', an ingredient required for mostly every top-level [[ItemCrafting alchemical recipe]].
391* TakeYourTime: There don't appear to be any time limits on quests whatsoever. Even when the quest in question involves providing first aid to a woman who got knifed and is lying on the street groaning and writhing in pain.
392** Averted in one sidequest in "The Legend of Dead Kel" DLC. [[spoiler:Take too long to come to the aid of a man who left to pursue his wife's attempted rapist and you'll find the man bleeding to death outside of a cave.]] Oddly enough, the reward is actually ''better'' [[spoiler:since you can loot the man's body afterwards and his widow still gives you the same reward though she also chews you out for releasing her attacker from his cage in the first place.]]
393* TakesOneToKillOne: Downplayed with Chaos creatures from the ''Fatesworn'' DLC. You need Chaos equipment in order to destroy their first life bar, after which they become vulnerable to ordinary weapons and spells.
394* ThatManIsDead: [[spoiler:The Maid of Windemere if you spare her. If you talk to her about it, she declares that the name will soon have no meaning anymore.]]
395* TheStoic: The Fateless one barely reacts to everything, whether they were just told they basically have the power of a god, to fighting an enemy as big as a city, s/he is always completely calm.
396* TheUnchosenOne: Played with. Hugues' success at bringing ''someone'' BackFromTheDead was foreseen by Agarth but the mountain of corpses in the Well clearly shows that the specifics weren't set in stone. Nothing beyond that was, either. [[spoiler:Certainly not the fact that the resurrectee would defeat the Tuatha and free the land from Fate entirely.]] High King Titarion will mention that he has seen [[TheChosenOne people destined to be heroes]] come and go, and adds that trying to save the world due to ''choice'' rather than destiny makes you a far greater hero.
397* TheUnfought: [[spoiler:The Niskaru Lord at the end of the Warsworn questline. All you do is decide whether to let it rot in its prison or become its new champion.]]
398** [[spoiler: Gadflow in person. You only fight [[ActuallyADoombot a clone of him]] before [[YouHaveOutlivedYourUsefulness Tirnoch fries him.]]]]
399* TheVeryDefinitelyFinalDungeon: Bhaile and Amethyn.
400* ThereIsNoKillLikeOverkill: The [[FinishingMove Finishing Moves]] of Reckoning Mode are plain ''brutal''.
401* ThisCannotBe: [[spoiler: Tirnoch's reaction right before the Fateless One finishes her off.]]
402* TokenEvilTeamMate: [[spoiler:Ventrinimo, a MadScientist necromancer who is key to the Fateless One's infiltration of Alabastra. Towards the end of the game, he tries to betray you, but Alyn kills him before he can.]]
403* TooManyBelts: What little Alyn Shir wears consists mostly of belts.
404* TreacherousAdvisor: [[spoiler:Templar Octienne]].
405** [[spoiler: Bisarane of the House Of Sorrows, who is actually their feared but never seen enemy Saturnyn]].
406** Likewise [[spoiler: Primos Anokatos]]. I'd imagine the Fateless One would be pretty wary of superiors the more the game goes on.
407* TrialByCombat: Played with in the [[UsefulNotes/AncientGreece Teeth of Naros DLC]]. In the Kollossae debating forum, called the Lykeios, self-titled philosophers, experts on matters of morality, society, and theology, frequently debate with each other by stating their argument and then fighting a duel to see who's right. They do this because they believe that the gods will grant strength to the righteous, which makes for some interesting dialogue if you enter the ring with an argument like "Power and Morality are unrelated." Also, their battle commentary is hilariously ridiculous.
408-->"YOU CANNOT DEFEAT MY '''THESIS'''!" "PREPARE FOR '''MY REBUTTAL'''!" "FACE MY '''CONCLUSION'''!"
409* TryToFitThatOnABusinessCard: If you do all the sidequests, the Fateless One will end up with a ''lot'' of titles. If you go by the fae tradition, every single quest chain could probably be a new one--but there are still more than a few explicit ones as well. [[spoiler:King Wencyn of the Court of Enchantments, Archsage of the Scholia Arcana, Truesworn of the Warsworn, Champion of the House of Valor, Master of Gravehal Keep, Scion of Akara, Beckoned of Ethene, Herald of the Gods, Hero of Mel Senshir...]]
410** You can even purchase a title for announcement purposes by officials in Ysa, to tack onto your already long list of names.
411* UltimateBlacksmith: The player can become one. With Blacksmithing and Sagecraft, you can create armor and weapons that have such high stats that they make anything else, even high level armor sets, look weak in comparison.
412** The Hermit Blacksmith. He is the only one who knows how to reforge a unique sword (if the player has points in Blacksmithing he/she can admit to not being able to fix it) and after going through his quests he'll come out of retirement to become a blacksmith for the Warsworn.
413** Skald Atlas of the Fatesworn DLC is a master smith who is the one who teaches the player how to forge Chaos Weapons as well as being [[spoiler:one of the people behind the Well of Souls]].
414* UnintentionallyUnwinnable: The Silence Falls glitch. Said quest involves you going around Klurikon and destroying prismere crystals that allow Gadflow control over the region. However, if you destroy ''even a single crystal'' before starting the quest, the game will glitch and you'll be unable to finish the quest '''and the game''', because Silence Falls is part of the main storyline. What makes it worse is that the quest is relatively late in the game (it's after you first leave Mel Senshir), so you can potentially waste 40+ hours of gameplay; and it's even ''more'' painful if you've been going for achievements/trophies that span the whole game, such as finding all of the lore stones, succeeding at 50 persuade attempts, and beating the game on Hard mode.
415* UnwantedRevival: Dead Kel really isn't happy being an undead abomination. He had accepted death, satisfied in the knowledge that he had escaped the gallows and died at sea.
416* UnwittingPawn: Some quest givers, including [[spoiler: King Bisarane of the House of Sorrows and Primos Anokatos]] play the Fateless One like a fiddle to take advantage of his/her power to alter Fate. Being ImmuneToFate doesn't mean you can't be manipulated in other ways.
417** The ''Teeth of Naros'' DLC's main questline ends by revealing [[spoiler:you, Anokatos, and many others have been Ethene's pawns in her great plan that relied on someone free from fate finally appearing. To be fair, she is the goddess of wisdom]].
418* WarIsHell: The game isn't shy pointing out that war is a horrible thing. Reflected in the environment, as the closer you get to where the war is fought, you go from SceneryPorn to SceneryGorn.
419* WarpWhistle: You can fast travel between locations that you have visited on foot.
420* WeaponSpecialization: Exaggerated. Not only is the main character's exclusion from fate literally weaponized, each of the Might Finesse and Sorcery disciplines gravitate towards their own equipment types. This trope applies to the player as well, because custom weapons can be created with blacksmithing and Sagecraft.
421** To wit, the particular weapon types for each archetype are:
422** Might: [[HeroesPreferSwords longswords]], [[{{BFS}} greatswords]], and hammers.
423** Finesse: [[DualWielding dual]] [[DeviousDaggers daggers]], [[DoubleWeapon faeblades]], and bows.
424** Sorcery: [[MagicStaff staves]], [[MagicWand scepters]], and [[RingsOfDeath chakrams]].
425* WeBuyAnything: And we have an infinite amount of money to buy your ShopFodder with, too!
426* WellIntentionedExtremist: Lord Besin, the leader of the Farlanghi cultists and main villain of the Warsworn questline, seeks to unleash the Niskaru because he believes that they are the only option left to fight the Tuatha. Ironically, the Tuatha also use Niskaru, through the same sort of bargains and pacts that Besin sought to use.
427* WhatTheHellHero:
428** You basically are told this if you [[spoiler:betray the Warsworn and ally with the Nishkaru at the end of their questline, turning every Warsworn NPC in the game aggressive to you. Can lead to VideoGameCrueltyPotential if you decide to go and slaughter each of the keeps afterwards.]]
429** At the end of the House of Ballads quest chain, [[spoiler:if you choose to spare the Maid of Windemere, finally bringing an end to her being forced to be a "villain" and allowing her to live a normal life, the rest of the House berates you for changing the play and refuse to acknowledge you as the House's new king. The Maid, who has become your queen, tells you not to pay them any mind, though.]]
430* WickedWitch: The Maid of Windemere [[spoiler:(whether she wants to be or not)]], The Widow. "The Legend of Dead Kel" [=DLC=] has the Whispering Witch.
431* WoodenShipsAndIronMen: The Dverga (Dwarves) are a seafaring people with a culture comparable to pirates and vikings. They are credited as excellent shipbuilders and sailors, but they alienate the other races with their raiding and slaver habits.
432* WorldTree: Nyralim is a huge sentient talking tree that is one of the oldest mortals in existence. [[spoiler:Akara from "Legend of Dead Kel" is one as well. Akara reveals that he was once a member of a group of twelve such trees that called themselves the Ring of Keozai.]]
433* WrestlerInAllOfUs: The Fateless One will ''drop kick'' a Thresh before riddling it with arrows if the Reckoning Mode Finisher is used against it.
434* YouCantFightFate: A big theme in the game. Prophecy keeps on reiterating that no one is actually destined to defeat the [[BigBad Tuatha Deohn.]] [[AllUpToYou Until you come along that is.]]
435** True for the vast majority (i.e. all but one) of the people in the game. Of course, the exception is out to change the norm.
436** TheFairFolk are tightly bound to their Cycle, gaining pseudo-immortality through the fact that as a ''Cycle'' it will repeat their parts again and again. When the Fateless One severs them from the Cycle they lose this immortality. Their House Of Ballads is essentially a bunch of Fae destined to repeat the same heroic deed over and over again, never failing to perform whatever deed was needing doing, or always dying whatever tragic death fate had in store for them.
437*** The Fae are so super serious about this that it is part and parcel to the reasoning behind the long standing war in Amalur currently.
438*** OffTheRails: The House of Ballads questline's plot involves this trope InUniverse. Their archenemy is the Maid of Windemere, who managed to break the plot of some of those reenactments. [[spoiler: You eventually choose whether you kill her again (maintaining her into the Cycle) or ally with her (ending her cycle of pain).]]
439** Many of the followers of the god Lyria believe that fate is the will of Lyria, and all things that occur are by her design. They believe that bad things happen to bad people explicitly because Lyria is punishing them for their misdeeds, [[FridgeHorror which, by extension, means that Lyria, one of the gods, is out to kill all mortals for some perceived sin, since Fate decrees that the Tuatha will succeed in wiping out all mortal races, and until the Fateless One, this could not be changed.]] [[spoiler: They're wrong, unless Lyria is another name for Tirnoch.]] [[invoked]]
440** Abelyra Seranon (a priestess of Lyria and 'The Orison' questgiver) has an interesting perspective on this; her quest involves sending you to humiliate a cruel maltheist, who speaks scornfully of Lyria's followers and encourages the poor and downtrodden to hate her for forcing them into their current lives. After the quest is complete, she explains to you that fate is not wholly good or evil, and that- even in Amalur- some follow destiny's path by seemingly changing it. Happy endings are just as much Lyria's creation as sad beginnings.
441--->'''Abelyra:''' There was a grain of truth and a grain of deceit in his ravings. You see, the most powerful king may die in a gutter... and the lowliest peasant may someday sit a throne.
442* YouHaveOutlivedYourUsefulness: [[spoiler:Tirnoch]] to [[spoiler:Gadflow]], once she awakens.
443* YouHaveToBurnTheWeb: In the introductory dungeon and periodically thereafter.
444* YouShallNotPass: The Well's inventor Hughes pulls this against the invading Tuatha to cover the Fateless One's escape. [[spoiler:He even manages to escape his predestined death as a consequence of meeting the Fateless One.]]
445* YouWillNotEvadeMe: The early Might ability, Harpoon, is very useful to reel in enemies who tend to keep distance from your melee weapons. It works the other way around with bigger targets, though.
446[[/folder]]

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