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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 5:41 pm 
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Location: Oppressing spacenoids.
So its a 1 time play?


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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 5:42 pm 
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http://www.38watch.com/calculator/

Talent calculator for anyone who wants it. And I don't know if it's a one-time play or not, I haven't tried it again to find out.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 5:42 pm 
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No you can replay it as much as you'd like.

Also thanks Madi.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 5:46 pm 
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Oh, and it would appear as though you can reset your points at a Fateweaver for a fee. Meaning you can play any type of class you want, any time you want.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 5:48 pm 
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Yeah I noticed that. ANd it seems like you have just enough points to max out an entire ability tree.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 6:28 pm 
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Sir Lurksalot
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Location: I'm probably somewhere that you aren't, but you think I'm there, but you're not sure.
ive got about 6-7 hours into it so far. its pretty good so far

disable the music and play this song while doing combat or out exploring


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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 7:05 pm 
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Detect Hidden Rank 2 is mandatory for every character.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 7:08 pm 
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I read a review of it, definitely getting it tomorrow. I need some insane hack and slash action combine with high fantasy.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 7:19 pm 
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Fire Mark is a bit hard to get used to. I tap and it just marks everything then blows them up, rather than tap for each target then hold to blow them up.

Also hammers are so slow. Gigantic too. Still have yet to find a chakram on my playthroughs.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 7:24 pm 
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Really? I've got Chakrams for days, best one does 40 something damage.
Also Fire mark is nice. It sends out a gust that marks up to three creatures it hits, I usually just hold the button since it detonates if you do, just hit them with the blast and dodge away and hit another enemy, if you didn't get three in the first go, and just get a good bit away and detonate it.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 7:32 pm 
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Ah, so it's a gust. That explains it.

And no, I'm still playing the 45 minute demo over and over again. My copy doesn't get here until Friday.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 7:40 pm 
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Gotcha, Chakrams aren't the most common thing in the world. You'll actually start finding them outside the main area.
Also head to webwood as soon as you can take the spiders on, since that's where you can your first house, for free. You just have to do a short quest.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 8:44 pm 
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Sir Lurksalot
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im goin full on rogue atm

stabstabstab

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 8:46 pm 
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I'm going with four characters.
A full mage, full rouge, full warrior, and then a spell sword.

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 Post subject: Re: Kingdoms of Amalur
PostPosted: Wed Feb 08, 2012 8:59 pm 
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The more I play the more I love mage. Numbing Staff + Numbing Sceptre and I'm pewpewing like there's no tomorrow.

I especially like the lightning and ice effects.

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