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Destiny: The Taken King

Destiny: The Taken King

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Welcome, Guardian, to The Taken King! This massive expansion to Bungie’s shooter RPG throws you into a desperate fight against Oryx, the Taken King, and his terrifying forces. You’ll be diving into new zones, mastering new subclasses, and hunting for powerful gear across countless bounties and challenging raids. Whether you’re a new player or a veteran Guardian, this is your chance to push back the darkness and claim your legend.

This guide is your key to conquering Oryx’s invasion. We’ll break down everything you need to know, from navigating the treacherous Dreadnaught to optimizing your loadout with the best weapons and armor. We’ll cover strategies for tough boss fights, explain the intricacies of subclass abilities, and help you find all the hidden secrets scattered across the new locations. Get ready to master the Taken King and emerge victorious.

Part 1

Embark on your Destiny: The Taken King adventure! This guide covers the intro, classes, and the first steps in The Tower, Earth, and Moon to get you started as a Guardian.

Hey there, Guardian! Welcome to the world of Destiny: The Taken King. This guide is here to help you get your feet wet and understand the basics of what makes this game tick. We'll walk you through the initial setup, introduce you to the different ways you can play, and get you started on your first missions.

Destiny's story is epic. It starts with humanity reaching for the stars, building amazing cities across the solar system, thanks to the benevolent Traveler. But this golden age wasn't to last. A mysterious, powerful Darkness followed the Traveler and nearly wiped us out. The Traveler sacrificed itself to push the Darkness back, falling silent above our last city. Now, fragments of its Light, called Ghosts, are awakening Guardians like you to defend humanity and reclaim our future. It's a big universe out there, and your destiny awaits among the stars.

This guide will cover the essential starting points:

  • Intro: A quick overview of the game's premise.
  • Classes: Understanding the different types of Guardians you can be.
  • The Tower: Your main hub for gear, quests, and social interaction.
  • Earth: Your first steps in defending our home planet.
  • Moon: Venturing out to explore and fight on our closest celestial neighbor.

Let's get you ready to rise up and become the legend you're meant to be!

Part 2

Explore Destiny: The Taken King classes, subclasses, and grenade abilities. Learn about Titan, Hunter, and Warlock skills and their damage.

Walkthrough
  1. 1
    When creating your character in Destiny: The Taken King, choose your race (Exo, Awoken, Human) and gender based on your preference, as these choices offer no gameplay benefits.
  2. 2
    Select one of the three available classes: Hunter, Warlock, or Titan.
  3. 3
    Each class has a primary set of skills and a subclass, which becomes available at Level 15.
  4. 4
    All classes can use the same weapons, but some armor is class-specific and can provide bonuses when upgraded.
  5. 5
    Each subclass can equip up to three grenades.
  6. 6
    The base recharge time for grenades is 50 seconds, which can be reduced to 25 seconds with sufficient Discipline from equipment.
  7. 7
    Grenades generally deal full damage at the epicenter of their blast, with damage tapering off further away. Some grenades have unique damage applications beyond simple explosions.
  8. 8
    The damage values provided are based on PvE enemies at an equal level on Normal difficulty, without gear bonuses, and are also reflective of PvP where level bonuses are negated.

Grenade Details:

  • Titan Grenades:
    • Flashbang Grenade: Blinds opponents in PvP and disorients enemies in PvE. Deals 140 damage. Radius: 7m.
    • Pulse Grenade: Deals damage in pulses (200 damage total, 50x4). Has no damage falloff. Aftershock can add a pulse. Radius: 5m.
    • Lightning Grenade: Deals four pulses of 100 damage each (400 total). Aftershock adds a pulse. Has no damage falloff. Radius: 12m.
    • Magnetic Grenade: Deals two explosions of 100 damage, then 80 damage. Deals an additional 65 damage if the target is stuck. Radius: 5m.
    • Spike Grenade: Deals rapid pulses for 100 damage per second, lasting 4 seconds with no damage falloff. Radius: 12m.
    • Suppressor Grenade: Shuts down player abilities for 10 seconds and disables enemies in PvE. Ultra enemies are not affected. Deals 140 damage. Radius: 7m.
  • Hunter Grenades:
    • Incendiary Grenade: Deals 115 damage initially, followed by 5 ticks of 5 damage over 5 seconds. (140 total). Radius: 7m.
    • Swarm Grenade: Releases 5 seeker drones that deal 7 damage per hit, hitting twice, then exploding for an additional 7 damage, maximizing at 245 damage. Radius: 7m.
    • Tripmine Grenade: A proximity grenade that explodes instantly if a target is stuck. Deals 160 damage (225 if stuck). Radius: 12m.
    • Flux Grenade: Deals 100 damage, with an additional 65 damage if the target is stuck. Radius: 5m.
    • Skip Grenade: Releases four bouncing drones that attack twice for 7.5 damage each, then explode for another 15 damage, maximizing at 120 damage. Radius: 7m.
    • Arcbolt Grenade: Deals 80 damage to up to three targets; bolts may arc to additional targets. Radius: 8m.
  • Warlock Grenades:
    • Vortex Grenade: Deals damage in rapid pulses for 100 damage per second, lasting 3.5 seconds (can be extended to 6 seconds with Vortex Mastery). Radius: 4m.
    • Scatter Grenade: Detonates on impact, releasing a cluster of Void bomblets. Deals 120-160 damage. Radius: ~9m.
    • Axion Bolt: Releases a Void Seeker at two enemies, dealing 90 damage each. Radius: 10m.
    • Solar Grenade: Deals rapid damage in pulses for 100 damage per second, lasting 3.5 seconds with no damage falloff. Radius: 4m.
    • Firebolt Grenade: Deals 80 Solar damage to four targets. Radius: 8m.
    • Fusion Grenade: Deals 100 damage, with an additional 65 damage if the target is stickied. Radius: 5m.

Melee Abilities:

  • Titans and Hunters lunge forward for their melee attacks, while Warlocks step forward and project Solar or Void energy.
  • These attacks deal 100 damage each.
  • Hunters have a unique melee ability: Throwing Knife. If in close proximity for a melee attack, the knife is not thrown, and the modifier is saved.
  • The Throwing Knife has a chance for a precision hit, dealing 130 damage.
  • When the Throwing Knife modifier is down, both Titan and Warlocks use a regular melee attack.

Part 3

Learn about Destiny: The Taken King's core mechanics including jumping, Super Abilities, and character stats like Light Level, Agility, Armor, Recovery, Discipline, Intellect, Strength, Attack, and Defense.

In Destiny: The Taken King, understanding your Guardian's abilities and stats is crucial for success. This section covers jumping mechanics, Super Abilities, and the various character stats that influence your performance.

Jumping

Each class has a unique secondary jumping skill. Hunters can perform a Double Jump or Triple Jump, offering rapid directional changes. Warlocks can Glide, and Titans can Lift, allowing them to traverse the air. While jumping is useful for navigation, it can make you an easy target in Player vs. Player (PvP) combat.

Super Abilities

Super Abilities are unique to each subclass, allowing Guardians to channel Light into Arc, Solar, or Void energy for devastating effects. These powers can also provide defensive bonuses, such as the Arc Blade and Radiant Skin. Supers typically take up to 4 minutes to charge, but defeating enemies, especially in rapid succession, significantly reduces this time. Using a Super to defeat enemies causes Orbs of Light to drop, which can be picked up by teammates to rapidly refill their Super Meter. Defeating Major enemies generates more Orbs of Light.

Character Stats

There are eight key stats to understand:

  • Level: Players progress from Level 1 to 20 by earning experience. Reaching Level 20 signifies a "soft cap," after which gear with Light becomes the primary means of increasing your level.
  • Light Level: After Level 20, experience is replaced by Motes of Light. Increasing your level further requires equipping armor with Light. The Light values for different armor rarities are: Rare (+15), Legendary (+27), Raid Legendary (+30), and Exotic (+30). The table below shows the Light required for each level from 21 to 30.
Light LevelRequired Light
Level 2120 Light
Level 2232 Light
Level 2343 Light
Level 2454 Light
Level 2565 Light
Level 2676 Light
Level 2787 Light
Level 2898 Light
Level 29109 Light
Level 30120 Light
  • Agility: Affects sprint speed, acceleration, and jump height. Hunters start with 5 Agility, while Titans and Warlocks start with 1.
  • Armor: Increases health. Titans start with 5 Armor, while Hunters and Warlocks start with 1. At 1 Armor, players have 150 Health; at 10 Armor, 165 Health; and a Titan can reach 180 Health at 13 Armor. These PvE health values differ from the standard 200 Health in the Crucible.
  • Recovery: Determines how quickly lost health regenerates. Warlocks start with 5 Recovery, while Titans and Hunters start with 1.
  • Discipline: Reduces grenade cooldown time.
  • Intellect: Reduces Super Ability cooldown time.
  • Strength: Reduces Melee Modifier cooldown time.
  • Attack: Modifies weapon damage, influencing effectiveness against enemies of different levels. In the Crucible, level advantages are disabled, making Attack less relevant.
  • Defense: A cumulative score from four equipment pieces that reduces incoming damage.

Hunter - Gunslinger Subclass Abilities

Grenades

  • Incendiary Grenade (Level 2): An explosive grenade that applies burning damage over time.
  • Swarm Grenade (Level 7): Upon impact, releases multiple seeking drones.
  • Tripmine Grenade (Level 18): Sticks to surfaces and detonates when an enemy crosses its laser trigger.

Jumping

  • Double Jump: Allows for a second jump in mid-air.

Part 4

Explore Destiny: The Taken King Hunter, Titan, and Warlock abilities, including Supers, Grenades, Melee, and stat modifiers.

Hunter Abilities

Grenades

  • Flux Grenade: Available at Level 2. An explosive grenade that deals additional damage when attached to enemies.
  • Skip Grenade: Available at Level 7. A grenade that splits on impact, creating multiple projectiles that seek enemies.
  • Arcbolt Grenade: Available at Level 18. A grenade that chains bolts of lightning to nearby enemies.

Jumping

  • Double Jump: Available at Level 3. Jump a second time after leaving the ground.
  • Higher Jump: Available at Level 8. Upgrades Double Jump for even greater height.
  • Better Control: Available at Level 19. Upgrades Double Jump for better directional control while in the air. Grants +1 Recovery.
  • Blink: Available at Level 23. A short-distance teleport that replaces Double Jump.

Super

  • Arc Blade: Available at Level 4. Charge your blade with Arc Light, and consume your foes with lightning. Has a recharge time of four minutes and 30 seconds.
  • Showstopper: Available at Level 9. A lethal area-of-effect explosion with a 7-meter radius.
  • Razor's Edge: Available at Level 20. A powerful, ground-based, ranged energy wave.
  • Vanish: Available at Level 24. Cloaking effect that allows the user to disappear from sight.

Melee

  • Blink Strike: Available at Level 5. A powerful melee attack with extended range.
  • Backstab: Available at Level 10. Doubles damage when hitting targets from behind.
  • Escape Artist: Available at Level 21. Allows the user to cloak instantly after hitting a target with Blink Strike.
  • Fast Twitch: Available at Level 25. Reduces the cooldown of Blink Strike.

Stat Modifier, Tier 1

  • Path Forgotten: Available at Level 6. Training focused on toughness and speed. Grants +2 Armor/Agility.
  • Path Forbidden: Available at Level 14. Training focused on battle Recovery and speed. Grants +2 Recovery/Agility.
  • Path Unknown: Available at Level 22. Training focused on battle Recovery and toughness. Grants +2 Armor/Recovery.

Ability Modifier, Tier 1

  • Fleet Footed: Available at Level 11. Increases maximum sprint speed and extends slide distance. Grants +1 Agility.
  • Quick Draw: Available at Level 15. Weapons ready immediately after dealing damage with any knife attack.
  • Shadowjack: Available at Level 26. Increases the duration of invisibility effects.

Stat Modifier, Tier 2

  • Way of the Drifter: Available at Level 12. Training focused on all attributes. Grants +2 Armor/Agility, +1 Recovery.
  • Way of the Fearless: Available at Level 16. Training focused on toughness at all costs. Grants +5 Armor.
  • Way of the Nomad: Available at Level 27. Training focused on maximum battle Recovery. Grants +4 Recovery, +1 Agility.

Ability Modifier, Tier 2

  • Encore: Available at Level 13. Killing an enemy with Arc Blade extends its duration.
  • Stalker: Available at Level 17. Gain invisibility after crouching in place for a short time.
  • Hungering Blade: Available at Level 28. Kills with Arc Blade and Blink Strike immediately regenerate health.

Titan Abilities

Grenades

  • Flashbang Grenade: Available at Level 2. A grenade that temporarily blinds and disorients enemies.
  • Nuke Grenade: Available at Level 7. A grenade that explodes with a large radius.
  • Lightning Grenade: Available at Level 18. A grenade that sticks to surfaces and releases damaging electrical bolts.

Jumping

  • Lift: Available at Level 3. Propels you forward and upward.
  • Increased Lift: Available at Level 8. Upgrades Lift for greater height.
  • Controlled Lift: Available at Level 19. Upgrades Lift for better directional control while in the air.
  • Njord's Lift: Available at Level 23. Further upgrades Lift for even greater height and control.

Super

  • Hammer of Sol: Available at Level 4. Summon a flaming hammer that disintegrates enemies with Solar Light. .
  • Melting Point: Available at Level 9. Your hammer strike weakens enemies, making them take more damage.
  • Fireborn: Available at Level 20. Allows you to respawn (be brought back to life at a checkpoint after death) as a fireball when killed while Hammer of Sol is active.
  • Tempered Light: Available at Level 24. Reduces the cooldown of Hammer of Sol.

Melee

  • Stormstrike: Available at Level 5. A charged melee attack that releases a wave of Arc energy.
  • Electrostatic Charge: Available at Level 10. Melee kills grant bonus melee energy.
  • Assault: Available at Level 21. Increases the range of Stormstrike.
  • Perpetuation: Available at Level 25. Melee ability kills reduce the cooldown of your Super.

Stat Modifier, Tier 1

  • Path Forgotten: Available at Level 6. . Grants +2 Armor/Agility.
  • Path Forbidden: Available at Level 14. . Grants +2 Recovery/Agility.
  • Path Unknown: Available at Level 22. . Grants +2 Armor/Recovery.

Ability Modifier, Tier 1

  • Reinforcement: Available at Level 11. Increases armor when critically wounded.
  • Impact Induction: Available at Level 15. Dealing melee damage reduces your grenade cooldown.
  • Discipline: Available at Level 26. Increases grenade effectiveness.

Stat Modifier, Tier 2

  • Way of the Drifter: Available at Level 12. . .
  • Way of the Fearless: Available at Level 16. . Grants +5 Armor.
  • Way of the Nomad: Available at Level 27. . .

Ability Modifier, Tier 2

  • Shock: Available at Level 13. Melee kills recharge your grenade.
  • Unstoppable: Available at Level 17. Increases the duration of your Super.
  • Impetus: Available at Level 28. Gain a speed boost after a melee kill.

Warlock Abilities

Grenades

  • Vortex Grenade: Available at Level 2. A grenade that creates a vortex that continually damages enemies trapped inside.
  • Scatter Grenade: Available at Level 7. A grenade that splits into many submunitions and covers a large area with explosions.
  • Axion Bolt: Available at Level 18. A bolt of Void Light that tracks enemies.

Jumping

  • Blink: Available at Level 3. A short-distance teleport.
  • Controlled Blink: Available at Level 8. Upgrades Blink for better directional control.
  • Enhanced Blink: Available at Level 19. Further upgrades Blink for improved maneuverability. Grants +1 Recovery.
  • Voidwalker Blink: Available at Level 23. A more powerful Blink that can be used more frequently.

Super

  • Nova Bomb: Available at Level 4. Hurl a bomb of Dark Matter that detonates with an antimatter explosion. .
  • Vortex: Available at Level 9. The Nova Bomb creates a lingering vortex that pulls enemies in and damages them.
  • Pulse: Available at Level 20. The Nova Bomb releases a secondary explosion upon impact.
  • Cataclysm: Available at Level 24. The Nova Bomb splits into multiple seeking projectiles.

Melee

  • Energy Bolt: Available at Level 5. A bolt of energy that damages enemies.
  • Surge: Available at Level 10. Increases the damage of Energy Bolt.
  • Blight: Available at Level 21. Energy Bolt leaves behind a damaging field.
  • Scorch: Available at Level 25. Energy Bolt ignites enemies, causing damage over time.

Stat Modifier, Tier 1

  • Path Forgotten: Available at Level 6. . Grants +2 Armor/Agility.
  • Path Forbidden: Available at Level 14. . Grants +2 Recovery/Agility.
  • Path Unknown: Available at Level 22. . Grants +2 Armor/Recovery.

Ability Modifier, Tier 1

  • Nourish: Available at Level 11. Energy Bolt kills grant bonus grenade energy.
  • Vortex Mastery: Available at Level 15. Increases the duration and radius of Vortex Grenade.
  • Voidwalker Trance: Available at Level 26. Precision kills increase weapon Stability. Stacks up to three times.

Stat Modifier, Tier 2

  • Way of the Drifter: Available at Level 12. . .
  • Way of the Fearless: Available at Level 16. . Grants +5 Armor.
  • Way of the Nomad: Available at Level 27. . .

Ability Modifier, Tier 2

  • Empowered Blink: Available at Level 13. Increases the damage of your melee attack after using Blink.
  • Embrace the Void: Available at Level 17. Nova Bomb kills grant bonus Super energy.
  • Challenging Taste: Available at Level 28. Melee kills grant bonus health.

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