Epic Destinies

Epic Levels and Epic Destinies
As of Menace of the Underdark, the game is separated into "Heroic" levels (up to level 20) and "Epic" levels, where players mainly run epic content to earn XP to spend on special enhancements.

Epic Destines are a major part of an advancement system that players can use for their level 20+ characters. They are unlocked at level 20, but unlike regular "Heroic" advancement, you can progress your Epic Destinies indefinitely - even after you hit the new level cap of 25.

Notes:
 * Epic Destinies are included with the expansion, and will later be available for separate purchase in the DDO Store in Update 15 (planned for August 2012) for 995 Turbine Points.
 * Advancement on Epic Destinies will not begin until you gain access to the system and pick a destiny, but your character can still advance into epic levels up to the level cap of 25 and gain the benefits (such as feats).

Epic Levels (21-25)
Epic levels and Epic Destinies are two different things. With Menace of the Underdark the game is making a clear distinction between Heroic and Epic levels. From Epic levels 21 to 25 there are no Heroic class levels or Enhancements; it's all focused on Epic levels and additional customization through swappable Epic Destinies.

Characters earn "Epic Experience points" from any experience gain, but Epic dungeons will usually give you more experience than Heroic dungeons. A character that reaches Heroic level 20 will automatically begin to accumulate Epic Experience, progressing through Epic levels 21 through 25. XP required to level is identical for all characters, regardless of number of TR's.

Power-leveling penalties while grouping may be changed in the future for level 20+, but currently XP penalties still apply during epic levels. For example: a level 24 questing with a level 20, and the level 20 receives an experience penalty.
 * Characters that are level 21 or higher may select Epic or Heroic feats as their level 21 and 24 feat selections.
 * Epic levels grant +1 to all skills each level for levels 21-25.
 * There's no spell point progress nor caster level progress, however some of the Destinies have such benefits.

Epic Destinies
Epic Destinies aren't like single classes; they're more like powerful extra roles. A character with 20 Druid Heroic levels can in fact pick the "Grandmaster of Flowers" to get a set of Monk-like abilities.

At level 20 you pick an Epic Destiny on the map UI. You can start in any Destiny in a sphere where you have a heroic class with at least six levels. The four spheres are as follows;
 * Arcane (Artificer, Bard, Sorcerer, Wizard) [on the bottom of the image]
 * Divine (Cleric, Favored Soul, Paladin) [on the left]
 * Martial (Fighter, Monk, Rogue) [on the top]
 * Primal (Barbarian, Druid, Ranger) [on the right]

The map UI shows how each Epic Destiny connects, and each Destiny also has five levels and its own tree. Epic Destiny levels are divided into ranks, for each rank you also gain one Epic Destiny point for that specific tree. After spending enough points you unlock the second tier, then eventually the third. This progression continues until you hit Epic Destiny level 5 and max it out.

Characters can gain access to multiple Epic Destinies. When you reach level 3 in an Epic Destiny, adjacent Destinies within the same sphere become available to the character. When you reach level 4 in certain "bridge" Epic Destinies, adjacent Destinies in other spheres become available.

Choosing a path through any given Epic Destiny tree is a big part of the player's decision making process. Reach "Magister" level 5 and you'll have 24 points to spend in every tier of the tree, however, those points won't get you all "Magister" abilities–-you'll have to pick and choose.

Characters gain experience in their currently activated Epic Destiny and their character level at the same time. Epic Destinies have their own experience bar and level up independently from your actual Epic levels. The two bars will advance independently of each other.

List of Epic Destinies
Ten Epic Destinies are currently available, but more will be added over time.

Epic Moments
Each Epic Destiny has its own set of abilities and one big Epic Moment. Epic Moments only activate by clicking a button. Players have to "build up" to Epic Moments because they're extremely powerful.

The Epic Moment itself is an ability chosen from the Epic Destiny tree. Players must reach the tree's top tier before they pick up an Epic Moment.

Swapping Epic Destinies
Players are allowed to swap and level Epic Destinies independently of one another. Players can change an Epic Destiny by locating a Fatespinner in public areas. Doing so will suppress their currently active Destiny and switch to another that they have access to. Any advancement in their old Destiny is not lost, but they gain no benefits from their old Epic Destiny.

Epic Destiny points are permanently associated with the Epic Destiny used when earning them. So if you switch to another Epic Destiny, the game automatically shelves points and abilities earned for whatever other Epic Destiny you've chosen, but you can always switch back and retain all progress, across all Epic Destinies.

Twist of Fate
The basic rule regarding Epic Destiny abilities can be bent a little with Twists of Fate. Twists of Fate allow you to use an ability from a non-active tree. To unlock a Twist of Fate slot you must acquire "Fate points".

A Fate Point is rewarded for every three Epic Destiny ranks achieved. You get your first point at Rank 3 of your first Epic Destiny and your second at Rank 1 of your second Destiny (if you complete all 5 ranks of your first Destiny) 5 Ranks of first Destiny + 1 Rank of second Destiny = 6 Ranks.

You'll have to spend your first-ever Fate point on unlocking a Twist of Fate, however, after earning two or three Fate points players get to choose between upgrading a Twist of Fate so you can use higher tier Epic Destiny abilities, or unlocking additional Twists of fate.

When a Twist of Fate slot is first unlocked, it cannot accommodate higher-tier abilities from an available Epic Destiny tree. Once a slot has been upgraded, however, it can hold abilities of a higher tier. Currently three Twists of Fate slots are planned to be available.

Twists of Fate can also be "reset".

Changes to existing Epic quests
Before update 14, 'Epic' refered to an extreme difficulty level - something beyond Elite. Now that MotU is live, Epic simply refers to content that is level 20 and up - and that it has a minimum level of 20. Quest timers for current epic quests are also changed.

All quests that supported Epic difficulty before have been given difficulty choices just like heroic (below lvl 20) quests: Casual, Normal, Hard & Elite. If you are looking for a similar challenge in today's epic quests as before, that is found is somewhere between Hard and Elite.

True Reincarnation and Epic Destinies
If a character undergoes a True Reincarnation and his Heroic level drops below 20, Epic advancement and all benefits related to it are suppressed. They also have to level from 20-25 again but save existing Epic Destiny progress. Also, some abilities will have level pre-reqs (meaning some abilities may not be usable until you hit level 21, 22, 23 etc).

Players can still TR at level 20.

Introduction
Destinies are the main character development feature past level 20. Destinies are independent of the characters level.

Destinies are organized in 4 different spheres: arcane, divine, martial and primal. The role of these spheres is discussed more below.

Choosing a destiny
All level 20+ characters can pick a destiny. Destinies need to be purchased (all the current ones are included with the expansion)

The first time a character chooses a destiny, he can pick any destiny from the sphere matching his character class:


 * Artificers, Bards, Sorcerers and Wizards can pick any destiny from the arcane sphere (Magister, Draconic incarnation or Fatesinger)
 * Clerics, FvS and Paladins can pick any destiny from the divine sphere (Exalted angel or Undying sentinel)
 * Fighters, Rogues and Monks can pick any destiny from the martial sphere (Legendary dreadnought, Grandmaster of Flower or Shadowdancer)
 * Barbarians, Druids and Rangers can pick any destiny from the primal sphere (Fury of the wild or Shiradi champion)

This choice happens only once for a character. To change destiny afterward, you'll need to unlock other destinies (see later).

If you are multiclassed, you can pick a starting destiny in a sphere for which you have a character class of at least level 6. For example a Rog6/Wiz6/FvS8 could unlock any destiny from the arcane, divine or martial sphere.

Leveling a destiny
Destinies level up like the character level: you gain experience for completing quests and from adventure areas. Destinies are supposed to be faster to level up than epic level (currently on the beta it takes 40k xp to gain ranks for level 1 destiny ; and 100k xp to gain rank for a character level 20).

Each destiny has 5 levels. Each level is composed of 5 ranks (just like character level). At each rank, you gain 1 AP that you can spend on the destiny tree, up to a maximum of 24 AP.

Each tree contains enhancements costing from 1 or 2 AP. Just like heroic enhancements, some enhancements have only 1 rank ; some up to 5 ranks. Enhancements inside the tree are divided in tiers, each tier requires a total amount of AP spent into the tree, by increments of 4: Tier 1 requires 0AP spent, Tier 2 4AP, Tier 3 8AP... up until Tier 6 that require 20AP.

Additionally each tree has "autogrants": abilities that are granted for free when the corresponding level has been unlocked inside the tree; a new level is gained by acquiring enough EXP to gain 4 AP and then filling up one more "rank" to actually unlock the next level, much like how Heroic levels are gained. Autogrant unlocking matches the prerequisites of the tiers: each time you gain a new level in the current Destiny's tree, you gain a new autogrant (the last one, the capstone, is unlocked when reach Level 5). Additionally you gain a first autogrant as soon as you select the destiny: the first one unlocks with 0 points spent in the tree.

Unlocking destinies
As explained earlier, each character has a one time initial choice of destiny. After this choice, changing destinies requires you to unlock new destinies or buy the Key of Destiny from the DDO Store for 995 turbine points. The key allows you to unlock an adjacent destiny to one you currently have unlocked. Destinies all have a place on the destiny map. Each destiny has at least one adjacent destiny from the same sphere. Some destinies are also adjacent to a destiny in another sphere.

To unlock a destiny with leveling you'll need to level up an adjacent destiny to a sufficient level. This "sufficient level" depends on if the adjacent destiny is in the same sphere or not:


 * Unlocking an adjacent destiny in the same sphere requires you to level your destiny up to level 3
 * Unlocking an adjacent destiny in another sphere requires you to level your destiny up to level 4

So for example if you currently only have the Exalted Angel destiny and want to unlock Legendary Dreadnought you'll need:


 * To level up exalted angel to 3 to unlock Unyielding sentinel (they are in the same sphere)
 * To level up Unyielding sentinel to 4 to unlock Grandmaster of flowers (they are in different spheres)
 * To level up Grandmaster of flowers to 3 to unlock legendary dreadnought

Once a destiny is unlocked, you can switch destiny at the Fatespinner.

Destinies and reincarnation
Destiny progress is not affected by reincarnation (of any kind). That means if you are currently a FvS 25 with 5 levels of Exalted Angel, and you TR into a fighter, you'll still be a level 5 exalted angel. However you'll be locked out from using destiny abilities (active and passive) until you level back to 20.

You'll keep all you have acquired from destinies when you TR: destiny level, unlocked destinies, twist of fates.

This means if you TR and want to use a destiny that match your new class, you'll need to unlock this new destiny by moving through the map.

Twist of fates
Twists of fate are special slots that can be used to equip destiny enhancements from other trees than the currently active tree. For example if you are an Exalted angel, you could equip enhancement from fatesinger (or any other unlocked destiny) in the slots.

Each character can have up to 3 twist of fate slots. Characters start with zero slot and can unlock them (explained below). Each twist of fate slot also have a "level". This level indicates the maximum tier of destiny enhancement that can be placed in it. At slot level 1, you can only put tier 1 enhancement into the slot.

If the enhancement you put into a twist of fate has many level, the level of the enhancement will be the level when you equip it into the twist of fate. Therefore it is advised to always level up an enhancement to the maximum possible before puting it into a twist of fate slot. Note that enhancement level has nothing to do with tier ; and putting a tier 1 level 5 enhancement into a twist of fate doesn't require you to upgrade the slot.


 * Just unlocked: tier 1
 * Upgrade 1: tier 1 or 2
 * Upgrade 2: tier 1, 2 or 3
 * Upgrade 3: tier 1, 2, 3 or 4

Every time 3 destiny levels are gained, a new Fate point is acquired by the character. Destiny levels are counted globally for all destiny. This means level 1 in a destiny and level 5 in another is 6 levels, or 2 fate points. Fate points can be used to unlock or upgrade twist of fate slots. Here are the current known prices (subject to change).


 * First Twist: 1 Fate Point
 * Upgrade 1: 2 Fate Points
 * Upgrade 2: 3 Fate Points
 * Upgrade 3: 4 Fate Points
 * Second Twist: 2 Fate Point
 * Upgrade 1: 3 Fate Points
 * Upgrade 2: 4 Fate Points
 * Upgrade 3: 5 Fate Points
 * Third Twist: 3 Fate Point
 * Upgrade 1: 4 Fate Points
 * Upgrade 2: 5 Fate Points
 * Upgrade 3: 6 Fate Points

There are currently 10 destinies, each one with 5 levels, therefore you can gain up to 16 fate points. With the current prices, unlocking and upgrading everything would cost 42 fate points. Therefore you have to make a choice: more slots, or higher level slots?

If you put an enhancement from your currently active destiny in a twist of fate it will have no effect. Stat boosts (the far-right column) are currently an exception to this rule, thought this may be a glitch. Note that you may need to relog, or just wait a minute or two, from Twisted-in abilities/stats to properly update.

Notes:
 * Twist of fates don't require prerequisites: you can put an enhancement with a prerequisite inside the slot without having the prerequisite.
 * If you put an enhancement boosting another enhancement (such as fey spring boosting healing spring) but not the "boosted" enhancement, it will have no effect.
 * You cannot put autogrants into the twist of fate slot.
 * You can easily swap twist of fates in any public area.
 * There will be a way to reset spent Fate Points, so you can change how you've upgraded your Twists.
 * Each twist you select can be picked from different destinies tree. So you could pick one from Legendary dreadnought, one from Fatesinger and one from magister.