Might Destinies in Kingdoms of Amalur: Re-Reckoning are a group of six different Destinies. Destinies in KoA: Re-Reckoning are the equivalent of RPGs Classes System and can be used to improve your character bonuses, effects, and combat skills.
In the beginning, your character has no Fate, so you can customize your destiny according to the playstyle that best suits you.
You can unlock up to six different Destinies related to Might's playstyle by spending points on Might Abilities. Choose one of these Destinies to improve your Melee Damage, Block Efficacy, Stun Bonuses, and also to unlock new capabilities.
All Might Destinies in Kingdoms of Amalur: Re-Reckoning

Brawler
With this Destiny you are a formidable melee combatant. You can withstand a lot of punishment, and it is usually more efficient for you to block or suffer an attack rather than dodge one

Fighter
With this Destiny you are even more effective in melee combat. The Fighters of the Faelands are well-accustomed to battle, and can therefore both absorb and deal more damage

Soldier
From the Alfar military to human armies, the experienced Soldiers of Amalur excel in close-quarters fighting. With this Destiny, your brutal attacks carry an added weight to stun your opponents.

Warrior
Because of their additional resilience, Warriors do not hesitate to wade into the thickest of frays. In most battles, their ability to inflict damage is equaled only by their honed defensive capabilities.

Conqueror
As a Conqueror, you are an imposing figure, feared by most enemies on the battlefield. Like the greatest warriors of legend, a single strike of yours can stagger your opponent and even the strongest foe will find it difficult to overcome your defenses.

Warlord
There have been few Warlords in the history of Amalur, and they were all respected and feared as the primal embodiments of conflict itself. This Destiny allows you to endure any and all attacks while laying waste to those who would dare to oppose you.
All Might Destinies Table
Destiny Name |
Tier |
Bonuses |
Ability Points Required |
|
1 | +15% Melee Damage +20% Block Efficacy |
|
|
2 | +17% Melee Damage +22% Block Efficacy |
|
|
3 | +20% Melee Damage +24% Block Efficacy +10% Stun Duration |
|
|
4 | +23% Melee Damage +26% Block Efficacy +15% Stun Duration |
|
|
5 | +25% Melee Damage +28% Block Efficacy +17% Stun Duration +17% Chance to Stun |
|
|
6 | +30% Melee Damage +30% Block Efficacy +20% Stun Duration +20% Chance to Stun |