Epic (quest type)

Epic quest setting
Epic quests are arguably the most difficult contents in game for level-capped characters.

Only a handful of quests are available in Epic difficulty mode (as opposed to Solo, Casual, Normal, Hard, and Elite). The Epic option will only appear on entering a quest written for Epic difficulty and only if the quest is opened by a player character of level 20.

Epic quests are a beefed-up version of the original quest. They are more difficult then endgmae elite quests and are rated as quest level 25 for the purposes of guild renown. Traps are more deadly. Dungeons may have extra twists (added traps, named bosses, and so on). You can't re-enter an epic dungeon once you leave a quest in progress.

Each and every monster you fight has massive hit points and much higher attack bonuses than anything else encountered in the game. They have blanket immunities to most strategies (see Epic Ward for details).

Due to this, tactics used for epic contents are very different from normal quests or even raids. Armor class is considered useless by most of players. Stat-damaging focused finesse builds and such are often considered inefficient. Defensive tanks can still be considered useful, if only for tanking the end-bosses which tend to be challenging enough to encourage having one.

An epic dungeon also has rewards. You can upgrade any of the normal quest-specific named items from their locations to a more powerful epic version by collecting rare scrolls, seals and shards found in the epic quest version (see Epic Crafting).

Completing several can also give you Epic Dungeon Tokens which can be used to further customize these items, or be turned in for a True Druidic Heart of Wood, used to reincarnate your character without spending your money on the DDO Store.

Due to the opportunity to make exceptional "Epic" gear, quests can only be played on this difficulty setting once every 16 hours. The exception being epic raids, of which the standard 2 day and 18 hour raid timer applies.

See the list of epic-capable quests on Category:Epic quests.

Update 1
Against the Demon Queen. Epic setting is first introduced to the game with this update, and is advertised that this is "for the best of the best" players. This initial design of epic was far more difficult than what you will find in today's DDO. Unlike newer epics, every single bossfight was heavily adjusted to be far more difficult. Traps were not yet properly scaled and in fact did less damage then elite versions.

Update 3
Vault of Night adventure pack was given an epic difficulty option. Some changes were done to the Against the Demon Queen quests to make them less brutal, such as reducing the spawn rate in An Offering of Blood and lowering the damage done to your weapons. However traps were also massively adjusted upwards, making the quests more difficult in other ways.

Update 4
Sentinels of Stormreach. Epic Dungeon Token Fragment implemented, although new epic quests were bugged and didn't drop any of these (fixed with Update 5). Trap DCs (and in some cases damage) massively reduced - VoN5 for example dropped from 80+ to 60.

Update 5
Phiarlan Carnival. Minion debuff was applied to all non-boss epic monsters, bringing down their saves by 5 and giving a penalty to attacks to allow a wider range of armor class values to be work. Weighted weapons changed to Stunning. Stunning Handwraps finally fixed, bringing up Monks' CC roll. At this point player tactics had chaged drastically, the most popular tactic now is to stun or hold monsters and make them auto-critted. Weapons with 3x and 4x critical multiplier are much preferred for this reason. Monk builds with poor stun DCs, and "nuking" focused casters with lesser spell DCs are also considered inefficient for the very same reason.

Update 6
The Red Fens.

Update 7
The Chronoscope and Devil Assault.

Update 8
Epic scrolls are now randomly distributed to a player in the instance. Prior to this change, scrolls dropped on the ground from mob corpse, thus, before picking them up, players had to make sure letting other members know, then rolled for them later on. This potentially allowed "ninja looting" and was causing lots of issues.

Drow Spell Resistance tweak (changed to have 10 + Character Level) side-effected all the drow epic monsters, bringing up their SR to 10 + their CR where no caster can penetrate.

Update 9
Major changes to Epic Ward - Nearly every immunity was removed allowing casters to insta-kill Epic monsters. Trash mob HPs were reduced by half. Minion save debuff to be reduced from -5 to -1 (+4 conpared to pre-Update 9). Changes to auto-crit state. These changes reduced the difficulty of clearing through epic quests by a massive amount, though the end bosses remained the same.

Update 11
Secrets of the Artificers. 6-man flagging quests didn't have epic difficulty enabled in this adventure pack, however the two raids added did - with a different loot mechanic. All epic raid bosses significantly buffed in a few ways: increased HP, fortification (only on ones who never had any before), all given true seeing, some given maximize or empower.