Editing King's Fall

From Destinypedia, the Destiny wiki

You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 13: Line 13:
|light= 290 ([[Destiny]])<br>1550 ([[Destiny 2]])
|light= 290 ([[Destiny]])<br>1550 ([[Destiny 2]])
|place=[[Dreadnaught]], [[Saturn|Rings of Saturn]]
|place=[[Dreadnaught]], [[Saturn|Rings of Saturn]]
|objective= Overthrow [[Oryx, the Taken King]] at the height of his power, and end the [[Taken War]].
|objective= Assassinate [[Oryx, the Taken King]], and end the [[Taken War]].
}}
}}
{{Article quote|Long live the [[Oryx, the Taken King|King]].}}
{{Article quote|Long live the [[Oryx, the Taken King|King]].}}
'''King's Fall''' is the [[raid]] of ''[[The Taken King]]'' expansion. It was unlocked on September 18, 2015, three days after the expansion's release.  
'''King's Fall''' is the [[raid]] of ''[[The Taken King]]'' expansion. It was unlocked on September 18, 2015, three days after the expansion's release. King's Fall will take players into the furthest depths of the [[Dreadnaught]] and serve as the conclusion to the [[Taken War]] storyline.


After previously forcing [[Oryx, the Taken King|Oryx]] to retreat into the [[Ascendant Realm]], [[Guardians]] must permanently topple the God-King of the [[Hive]] for good within the furthest depths of the [[Dreadnaught]], defeat the strongest champions of his [[Court of Oryx|court]] and bring the [[Taken War]] to a climax.
==Gameplay==
Unique among raids, King's Fall in Destiny 1 features not only a normal and Heroic mode, but also challenge modes like those in the [[Prison of Elders]].
Unique among raids, King's Fall in Destiny 1 features not only a normal and Heroic mode, but also challenge modes like those in the [[Prison of Elders]].


Line 26: Line 23:


King's Fall was reintroduced as a reprised raid in Destiny 2's [[Season of Plunder]], on August 26th 2022.
King's Fall was reintroduced as a reprised raid in Destiny 2's [[Season of Plunder]], on August 26th 2022.
This time, Touch of Malice has a random chance to drop in the end of the Raid after killing Oryx.
==Unique enemies==
*[[Adept]] ([[Major]] [[Acolyte]], [[Elite]] in ''Destiny 2'')
*[[Light-Eater Ogre]] (Ultra [[Ogre]])
*[[Vessel of Oryx]] (Major [[Knight]], Elite in ''Destiny 2'')
*[[Light-Eater Knight]] ([[Knight]], Major in ''Destiny 2'')
*[[Shade of Oryx]] ([[Echo of Oryx]] variant)
====Destiny 2====
*[[Blightguard]] (Major [[Taken Knight]])


==Bosses==
==Bosses==
Line 48: Line 33:
==Walkthrough==
==Walkthrough==
===Hall of Souls===
===Hall of Souls===
[[File:Dreadnaught - Umbral Causeway.jpg|300px|thumb|The Hall of Souls.]]
[[File:Dreadnaught - Umbral Causeway.jpg|300px|right|thumb|The Hall of Souls.]]
This step is easily completed with a full fireteam of six.
This step is easily completed with a full fireteam of six.


Line 58: Line 43:
#You will now leave Hall of Souls and enter the next location, The Crux.
#You will now leave Hall of Souls and enter the next location, The Crux.


'''Destiny 2''': This section of the raid is largely the same. The only changes are that the walls blocking progression for carriers must be shot in the Taken Blight in the center to break them, and that the chest through the portal will contain gear (either the [[Doom of Chelchis]] or a Class Item). Beneath the Court of Oryx portal, three symbols can be found, which correspond to specific ones that can be shot throughout the raid to spawn a guaranteed [[Weapon Crafting|Deepsight Resonant]] King's Fall raid weapon once Oryx has been defeated.
'''Destiny 2''': This section of the raid is largely the same. The only changes are that the walls blocking progression for carriers must be shot in the Taken Blight in the center to break them, and that the chest through the portal will contain gear (either a [[Scout Rifle]] or a Class Item). Beneath the Court of Oryx portal, three symbols can be found, which correspond to specific ones that can be shot throughout the raid to spawn a guaranteed [[Weapon Crafting|Deepsight Resonant]] King's Fall raid weapon once Oryx has been defeated.


===The Crux and Portico===
===The Crux and Portico===
[[File:DreadnaughtTombShips.png|thumb|300px|Hive Tombship jumping puzzle]]
[[File:DreadnaughtTombShips.png|thumb|right|300px|Hive Tombship jumping puzzle]]
For this part of the Raid, everyone is on their own. You must jump from swinging platforms to the other without falling; if you are a Warlock or a Titan, you can jump to each platform when it is all the way done swinging; for Hunters to do this, they require [[Bones of Eao]] and their double jump modifier set to Higher Jump. Once everyone is across, you reach the Portico.  
For this part of the Raid, everyone is on their own. You must jump from swinging platforms to the other without falling; if you are a Warlock or a Titan, you can jump to each platform when it is all the way done swinging; for Hunters to do this, they require [[Bones of Eao]] and their double jump modifier set to Higher Jump. Once everyone is across, you reach the Portico.  


Line 71: Line 56:


===Basilica===
===Basilica===
After leaving the Portico, you will enter a room with several Acolytes and Adept Acolytes. Assign roles to your team if you have not already. When everyone is ready, have the two in the middle kill the Acolytes and Adepts, while two on the left and right pick up the brands—Brand of the Weaver and Brand of the Unraveler respectively.  
After leaving the Portico, you will enter a room with several Acolytes and Adept Acolytes. Assign roles to your team if you have not already. When everyone is ready, have the two in the middle kill the Acolytes and Adepts, while two on the left and right pick up the brands—Brand of the Weaving and Brand of the Unweaving respectively.  


The people who were not dealing with Acolytes and Adepts '''must''' get on their respective [[Annihilator Totem]]s. Once every Acolyte and Adept is dead in the middle, have the two central Guardians go to left or right, one to each. The players with the Brands will get a buff called ''Deathsinger's Power x10'' after 30 seconds, and the Brand will pass to a random player within it's safety bubble. If nobody is within to accept the Brand, it will pass to nobody and respawn at its initial location after a short time, likely killing anyone under the Totem and eventually causing a wipe.
The people who were not dealing with Acolytes and Adepts '''must''' get on their respective [[Annihilator Totem]]s. Once every Acolyte and Adept is dead in the middle, have the two central Guardians go to left or right, one to each. The players with the Brands will get a buff called ''Deathsinger's Power x10'' after 30 seconds, and the Brand will pass to a random player within it's safety bubble. If nobody is within to accept the Brand, it will pass to nobody and respawn at its initial location after a short time, likely killing anyone under the Totem and eventually causing a wipe.
Line 79: Line 64:
'''Destiny 2''': There are some changes to this fight.  
'''Destiny 2''': There are some changes to this fight.  


You will need to split up into two teams of three again, per side. Picking up the Brand of the Unraveler and the Brand of the Weaver must still occur, but the transfer of this buff is different.
You will need to split up into two teams of three again, per side. Picking up the Brand of Unweaving and the Brand of Weaving must still occur, but the transfer of this buff is different.


Now, to transfer the Brand from the player holding it, a player must pick up a Brand Claimer buff, spawned by defeating a Hive [[Wizard]] and then a [[Blightguard]] Taken Knight, on the balconies to the sides of the doorway to the Warpriest. Once picked up, they will have a 30 second timer to return to the person holding a Brand to be able to interact with them to "steal" it, and take it upon themselves. The person holding the Brand will die if their timer for holding it runs out, losing all stacks of Deathsinger's Power, so you need to transfer it before it expires.
Now, to transfer the Brand from the player holding it, a player must pick up a Brand Claimer buff, spawned by defeating a Hive [[Wizard]] and then a [[Blightguard]] Taken Knight, on the balconies to the sides of the doorway to the Warpriest. Once picked up, they will have a 30 second timer to return to the person holding a Brand to be able to interact with them to "claim" it, and take it upon themselves. The person holding the Brand will die if their timer for holding it runs out, losing all stacks of Deathsinger's Power, so you need to transfer it before it expires.


While under the influence of a Brand, any enemy killed will provide stacks of Deathsinger's Power. Minors provide 1, Elites provide 2. Depositing Deathsinger's Power works the same way, on the central plate in front of the door. Be aware that you can't pick up Brand Claimer if you have any stacks of Deathsinger's Power, so make sure to get rid of them all before you try to do so. You'll be told "Brand Denied" if you hold any Deathsinger's Power when trying to pick up Brand Claimer.
While under the influence of a Brand, any enemy killed will provide stacks of Deathsinger's Power. Minors provide 1, Elites provide 2. Depositing Deathsinger's Power works the same way, on the central plate in front of the door. Be aware that you can't pick up Brand Claimer if you have any stacks of Deathsinger's Power, so make sure to get rid of them all before you try to do so. You'll be told "Brand Denied" if you hold any Deathsinger's Power when trying to pick up Brand Claimer.
Line 92: Line 77:


===Warpriest===
===Warpriest===
[[File:Hive2.png|thumb|300px|The Warpriest]]
[[File:Hive2.png|thumb|right|300px|The Warpriest]]
The Warpriest will not spawn until you step on all three plates at the same time. Use this as an opportunity to decide who goes on which plate (right, middle, and left). After everyone goes to their assigned plate, have one person step on each plate, and then the Warpriest will spawn. He is initially immune to all attacks and thus will start firing at all [[Guardian]]s in sight with his [[Boomer]] in an attempt to suppress them. Don't be flattered. As the adds spawn, clear them out. When you hear a Knight yell (which is when all the Adepts are dead), a Hallowed melee Knight will spawn for each plate. Kill them fast. Once all three are dead, the Glyph sequence starts. Have one person call out the sequence. (Most often, the first sequence is either left, middle, right; or left, right, middle.) If you take too long to start the Glyph sequence or you fail it too many times, the Warpriest will summon a Wormstone Idol to reject the Initiate, therefore wiping the team. But if pulled off correctly, the person who stepped on the last plate will get the "Brand of The Initiate." This brand is the only way to inflict damage on the Warpriest; when their timer is at three seconds (stacks for 5 times), kill an add or the one with the brand will die, while the remaining five unload all their weapons' fire on the Warpriest. If the one holding the Brand dies, then the brand will be transferred to someone else. It is recommended that in order to start the damage phase, there should be a Nightstalker to tether the Warpriest so that the team will have an easier time firing at the Warpriest. This is a fight where [[Black Spindle]] would come in real handy.  
The Warpriest will not spawn until you step on all three plates at the same time. Use this as an opportunity to decide who goes on which plate (right, middle, and left). After everyone goes to their assigned plate, have one person step on each plate, and then the Warpriest will spawn. He is initially immune to all attacks and thus will start firing at all [[Guardian]]s in sight with his [[Boomer]] in an attempt to suppress them. Don't be flattered. As the adds spawn, clear them out. When you hear a Knight yell (which is when all the Adepts are dead), a Hallowed melee Knight will spawn for each plate. Kill them fast. Once all three are dead, the Glyph sequence starts. Have one person call out the sequence. (Most often, the first sequence is either left, middle, right; or left, right, middle.) If you take too long to start the Glyph sequence or you fail it too many times, the Warpriest will summon a Wormstone Idol to reject the Initiate, therefore wiping the team. But if pulled off correctly, the person who stepped on the last plate will get the "Brand of The Initiate." This brand is the only way to inflict damage on the Warpriest; when their timer is at three seconds (stacks for 5 times), kill an add or the one with the brand will die, while the remaining five unload all their weapons' fire on the Warpriest. If the one holding the Brand dies, then the brand will be transferred to someone else. It is recommended that in order to start the damage phase, there should be a Nightstalker to tether the Warpriest so that the team will have an easier time firing at the Warpriest. This is a fight where [[Black Spindle]] would come in real handy.  


Line 103: Line 88:
To begin with, assign your teams per plate, two to each. Three people should take it upon themselves to be people who will always stand on the plates for the glyph reading sequence, which leaves three players left to pick up the other role of the fight, which is Brand Claimer. Two players will need to take this role, as extension of the Brand timer is no longer a feature through simply killing an enemy. Instead, you will need to kill a Blightguard during the damage phase to get a Brand Claimer buff to drop. Once picked up, the person holding it can interact with the Branded person to claim their Brand, thus extending the fight timer. This can be done twice before the Warpriest summons their Oculus, of which you still need to hide from.
To begin with, assign your teams per plate, two to each. Three people should take it upon themselves to be people who will always stand on the plates for the glyph reading sequence, which leaves three players left to pick up the other role of the fight, which is Brand Claimer. Two players will need to take this role, as extension of the Brand timer is no longer a feature through simply killing an enemy. Instead, you will need to kill a Blightguard during the damage phase to get a Brand Claimer buff to drop. Once picked up, the person holding it can interact with the Branded person to claim their Brand, thus extending the fight timer. This can be done twice before the Warpriest summons their Oculus, of which you still need to hide from.


Glyph reading is also committed differently. Instead of having a player stand somewhere with the backs of all three of the monoliths visible to tell which is which, this time it is the plate standees who do this job. [[Blistered Wizard]]s will spawn alongside the waves of enemies, and their death signals the arrival of [[Revenant Knight]]s with [[Cleaver]]s. These Knights will have the ability to fire a damaging wave of [[Arc]] energy with their sword swings, much like a Wave Frame [[Grenade Launcher]]. Once the Warpriest reaches half health, the Hive will be exchanged with Taken, with [[Servile Minotaur]]s and [[Servile Knight]]s taking the place of Wizards, and [[Ravenous Taken Knight]]s with Boomers taking the place of Revenant Knights, though they will appear right on a plate.
Glyph reading is also committed differently. Instead of having a player stand somewhere with the backs of all three of the monoliths visible to tell which is which, this time it is the plate standees who do this job. [[Blistered Wizard]]s will spawn alongside the waves of enemies, and their death signals the arrival of [[Revenant Knight]]s with [[Cleaver]]s. These Knights will have the ability to fire a damaging wave of [[Arc]] energy with their sword swings, much like a Wave Frame [[Grenade Launcher]]. Once the Warpriest reaches half health, the Hive will be exchanged with Taken, with [[Servile Minotaur]]s taking the place of Wizards, and [[Ravenous Taken Knight]]s with Boomers taking the place of Revenant Knights, though they will appear right on a plate.


Once the Knights are dead, a message will appear stating the glyph reading sequence has begun. The person who has middle plate duty should stand on theirs and check the left and right monolith for a glowing white back, visible from their position. If they can see this, then it will be the job of that side to stand on their plate when they need to. If there is no glowing white back on either, it will be the middle plate first. Once identification has been completed, middle will step off their plate until the Hive symbology on it disappears. Then, whoever is first will step on their plate and look for the same white glow on the other monoliths and call that out. That side will then get on their plate, and whoever is left out of the trio of plate steppers will need to get on their plate. This will then provide the Brand of the Initiate to the last plate stepper. Be aware that if a monolith has been destroyed in a previous glyph reading sequence, the white glow indicator is replaced with a pillar of flame indicator instead.
Once the Knights are dead, a message will appear stating the glyph reading sequence has begun. The person who has middle plate duty should stand on theirs and check the left and right monolith for a glowing white back, visible from their position. If they can see this, then it will be the job of that side to stand on their plate when they need to. If there is no glowing white back on either, it will be the middle plate first. Once identification has been completed, middle will step off their plate until the Hive symbology on it disappears. Then, whoever is first will step on their plate and look for the same white glow on the other monoliths and call that out. That side will then get on their plate, and whoever is left out of the trio of plate steppers will need to get on their plate. This will then provide the Brand of the Initiate to the last plate stepper. Be aware that if a monolith has been destroyed in a previous glyph reading sequence, the white glow indicator is replaced with a pillar of flame indicator instead.
Line 114: Line 99:


===Golgoroth's Cellar===
===Golgoroth's Cellar===
[[File:Destiny Golgoroth Emerges.jpg|thumb|300px|Golgoroth emerges]]
[[File:Destiny Golgoroth Emerges.jpg|thumb|right|300px|Golgoroth emerges]]
After defeating The Warpriest you will go through the portal and end up in [[Golgoroth's Cellar]] and will have to traverse a maze to get to the boss. Once your fireteam reaches the exit a door will open and you will be able to fight [[Golgoroth]]. Start the fight by shooting the orb hanging from the ceiling and Golgoroth will spawn with lots of [[Thrall]]s, [[Cursed Thrall]]s, [[Acolytes]] and Adept Acolytes. As the fight continues, the Hive will be gradually replaced with Taken. Beware of the [[Taken Phalanx]]es that appear in the lower level, as they will try to push players out of their damage dealing positions.
After defeating The Warpriest you will go through the portal and end up in [[Golgoroth's Cellar]] and will have to traverse a maze to get to the boss. Once your fireteam reaches the exit a door will open and you will be able to fight [[Golgoroth]]. Start the fight by shooting the orb hanging from the ceiling and Golgoroth will spawn with lots of [[Thrall]]s, [[Cursed Thrall]]s, [[Acolytes]] and Adept Acolytes. As the fight continues, the Hive will be gradually replaced with Taken. Beware of the [[Taken Phalanx]]es that appear in the lower level, as they will try to push players out of their damage dealing positions.


Line 137: Line 122:


===Threshold===
===Threshold===
[[File:Destiny TK Threshold.jpg|thumb|300px|Threshold]]
[[File:Destiny TK Threshold.jpg|thumb|right|300px|Threshold]]
After leaving the Transept, you will encounter a small jumping puzzle. Complete it to advance to the next part, the Daughters' of Oryx fight. One random player will be torn between dimensions. All players except two, who will be helping with the adds, must be on a plate. There is one in each corner of the threshold. They must step on each plate in a counterclockwise order.  
After leaving the Transept, you will encounter a small jumping puzzle. Complete it to advance to the next part, the Daughters' of Oryx fight. One random player will be torn between dimensions. All players except two, who will be helping with the adds, must be on a plate. There is one in each corner of the threshold. They must step on each plate in a counterclockwise order.  


Line 143: Line 128:


===Confronting Oryx===
===Confronting Oryx===
[[File:OryxKingsFall.jpg|thumb|300px|Oryx, the Taken King]]
[[File:OryxKingsFall.jpg|thumb|right|300px|Oryx, the Taken King]]
Before spawning Oryx there will be a black orb at the end of the room. Approaching it begins the fight so take this time to talk strategy and gear up accordingly. When you approach the orb, Oryx appears much larger than before. A Relic similar to the daughters' one appears, and the same counter-clockwise pattern of platforms begins. The difference is two people jump on the first platform with the first one touching it becoming torn. Choose the most parkour savvy party member to do the platforming. While you stand on the platforms, [[Light-Eater Ogre]]s spawn ( with [[Light-Eater Knight]]s on hard mode) in the order of platforms you should stand on. The two people on Add control will need to ''kill the Ogres''. They are problematic, and you need to kill them to spawn orbs of corrupted Light to damage Oryx. (And it's crucial to kill the Light-Eater Knights after dealing with the Orges, because they will steal the orbs that were dropped).
Before spawning Oryx there will be a black orb at the end of the room. Approaching it begins the fight so take this time to talk strategy and gear up accordingly. When you approach the orb, Oryx appears much larger than before. A Relic similar to the daughters' one appears, and the same counter-clockwise pattern of platforms begins. The difference is two people jump on the first platform with the first one touching it becoming torn. Choose the most parkour savvy party member to do the platforming. While you stand on the platforms, [[Light-Eater Ogre]]s spawn ( with [[Light-Eater Knight]]s on hard mode) in the order of platforms you should stand on. The two people on Add control will need to ''kill the Ogres''. They are problematic, and you need to kill them to spawn orbs of corrupted Light to damage Oryx. (And it's crucial to kill the Light-Eater Knights after dealing with the Orges, because they will steal the orbs that were dropped).


Line 169: Line 154:
Once he moves to the front for his final stand, the current holder of the Aura will keep it, and two more Light Eater Ogres will spawn, dropping another Corrupted Light each. These Lights should be detonated one at a time to maximize the amount of time players have to damage Oryx. Wound him enough, and the Taken King will capitulate once again.
Once he moves to the front for his final stand, the current holder of the Aura will keep it, and two more Light Eater Ogres will spawn, dropping another Corrupted Light each. These Lights should be detonated one at a time to maximize the amount of time players have to damage Oryx. Wound him enough, and the Taken King will capitulate once again.


==Master Mode==
==Unique enemies==
As with other Master difficulty content, the recommended power level is 20 above the Pinnacle Cap. The Extra Champions and Extra Shields modifiers are applied, as well as a selection of surges and weapon overcharge. However, while all [[Taken Acolyte]]s gain [[Void]] [[Absorption Shield]]s, [[Minor]] and Elite [[Knight]]s and the Blightguards do not gain their usual shields.
*[[Adept]] ([[Major]] [[Acolyte]], [[Elite]] in ''Destiny 2'')
 
*[[Light-Eater Ogre]] (Ultra [[Ogre]])
During the Hall encounter, one [[Unstoppable Taken Phalanx]] will appear on each side, and an [[Overload Taken Hobgoblin]] will appear in the main room.
*[[Vessel of Oryx]] (Major [[Knight]], Elite in ''Destiny 2'')
 
*[[Light-Eater Knight]] ([[Knight]], Major in ''Destiny 2'')
During the Basilica encounter, Unstoppable Ogres will come out of the pools in the two Totem rooms in addition to the one in the central area.
*[[Shade of Oryx]] ([[Echo of Oryx]] variant)
 
====Destiny 2====
During the Warpriest encounter, Revenant Knights are replaced by [[Barrier Knight]]s, and Ravenous Taken Knight by Overload Taken Hobgoblins.
*[[Blightguard]] (Major [[Taken Knight]])
 
*[[Blistered Wizard]] (Major [[Wizard]])
During the Golgoroth encounter, the final pair of Knights that come out the doors will be Barrier Knights.
*[[Servile Minotaur]] (Major [[Taken Minotaur]])
 
*[[Servile Wizard]] (Major [[Taken Wizard]])
During the Transept encounter, the Knights on the plates will be Barrier Knights.
 
During the Oryx encounter, the Taken Knights on the plates will be Overload Taken Hobgoblins. Light-Eater Knights and the Vessel of Oryx will also have [[Arc]] shields.
 
===Encounter Challenges===
 
During the Basilica encounter, "The Grass is Always Greener" prevents any player from collecting the same side's brand twice in a row, effectively meaning runners must make a full cross with each pass through the middle.
 
During the Warpriest encounter, "Devious Thievery" requires no player to hold the Brand Claimer for more than 5 seconds. This can be difficult to coordinate and may require the current brand ''holder'' to move toward the incoming claimant.
 
During the Golgoroth encounter, "Gaze Amaze" requires that the current gaze holder be within a Pool of Reclaimed Light when their partner relieves them.
 
During the Threshold encounter, "Under Construction" stops players from stepping on a plate more than one time for each claim of the Brand (set of three). Because the determination of who is chosen to be Torn Between Dimensions is random, the runner should use the middle ledges to reach the necessary path, not the starting plate.
 
During the Oryx encounter, "Hands Off" means that each Light-Eater Ogre and Knight can only be killed by a given player once. Depending on how many damage phases are required, the Fireteam may need to rotate or swap sides in order to have enough sets to kill. Also note that the two ogres needed for final stand count as the same ones as where they spawn.


==Messages==
==Messages==
Line 204: Line 174:
*''Glyph sequence started''
*''Glyph sequence started''
*''The Warpriest calls upon the Oculus''
*''The Warpriest calls upon the Oculus''
*''The Warpriest draws power from a monolith'' (D1 Only)
*''The Warpriest draws power from a monolith''
*''The Tablet of Ruin is complete''
*''The Tablet of Ruin is complete''
*''Golgoroth focuses his rage on PlayerName''
*''Golgoroth focus his rage''
*''Golgoroth shifts his Gaze to PlayerName''
*''Golgoroth shifts his Gaze''
*''Failed to capture Golgoroth's Gaze''
*''Failed to capture Golgoroth's Gaze''
*''Golgoroth grows tired''
*''The platforms fade from existence''
*''The platforms fade from existence''
*''Oryx calls upon the Darkness''
*''Oryx calls upon the Darkness''
*''Oryx regains the favor of the Darkness'' (D1 Only)
*''Oryx regains the favor of the Darkness''
 
==Rewards==
==Rewards==
*Weapons
*Kingsbane - [[Emblem]]
**'''[[Touch of Malice]]''' - [[Exotic]] {{icon|Kinetic}} [[Scout Rifle]] {{c|Destiny 2 only}}
*Kingslayer - [[Ghost shell]]
**[[Anguish of Drystan]] - Legendary {{icon|Kinetic}} [[Auto Rifle]]
*[[Moldering Shard]]s
**[[Doom of Chelchis]] - Legendary {{icon|Kinetic}} {{C|{{icon|Void}} Destiny 2}} [[Scout Rifle]]
*[[Anguish of Drystan]] - [[Auto Rifle]]
**[[Defiance of Yasmin]] - Legendary {{icon|Arc}} {{C|{{icon|Kinetic}} Destiny 2}} [[Sniper Rifle]]
*[[Silence of A'arn]] - [[Shotgun]]
**[[Elulim's Frenzy]] - Legendary {{icon|Void}} [[Rocket Launcher]]
*[[Doom of Chelchis]] - [[Scout Rifle]]
**[[Midha's Reckoning]] - Legendary {{icon|Void}} {{C|{{icon|Arc}} Destiny 2}} [[Fusion Rifle]]
*[[The Ascendant]] - [[Emblem]] (Hard Mode exclusive)
**[[Qullim's Terminus]] - Legendary {{icon|Solar}} {{C|{{icon|Stasis}} Destiny 2}} [[Machine Gun]]
*[[Smite of Merain]] - [[Pulse Rifle]]
**[[Silence of A'arn]] - Legendary {{icon|Solar}} [[Shotgun]]
*[[Zaouli's Bane]] - [[Hand Cannon]]
**[[Smite of Merain]] - Legendary {{icon|Kinetic}} [[Pulse Rifle]]
*[[Midha's Reckoning]] - [[Fusion Rifle]]
**[[Zaouli's Bane]] - Legendary {{icon|Kinetic}} {{C|{{icon|Solar}} Destiny 2}} [[Hand Cannon]]
*[[Defiance of Yasmin]] - [[Sniper Rifle]]
*Other
*[[Qullim's Terminus]] - [[Machine Gun]]
**[[Moldering Shard]]s
*[[Elulim's Frenzy]] - [[Rocket Launcher]]
**Kingsbane - Legendary [[Emblem]]
*'''[[Touch of Malice]]''' - [[Exotic]] [[Scout Rifle]] {{c|Destiny 2 only}}
**Kingslayer - Legendary [[Ghost shell]]
*Bond of the Wormlore - Warlock Bond
**Bond of the Wormlore - Legendary Warlock Bond
*Worm Gods' Boon - Warlock Bond (Hard Mode exclusive)
**[[The Ascendant]] - Legendary [[Emblem]] (Hard Mode exclusive)
*Cloak of Seven Bones - Hunter Cloak (Hard Mode exclusive)
**Worm Gods' Boon - Warlock Bond (Hard Mode exclusive)
*Mark of the Old Challenge - Titan Mark (Hard Mode exclusive)
**Cloak of Seven Bones - Hunter Cloak (Hard Mode exclusive)
*[[Agonarch Karve]] - [[Jumpship]] (Hard Mode Oryx challenge exclusive)
**Mark of the Old Challenge - Titan Mark (Hard Mode exclusive)
*Harrowed Set (Hard Mode exclusive)
**Harrowed Set (Hard Mode exclusive)
*[[Ossified Skycarver]] (Master difficulty exclusive) {{c|Destiny 2 only}}
**[[Agonarch Karve]] - [[Jumpship]] (Hard Mode Oryx challenge exclusive)
*[[Ossein Earthcarver]] (Encounter challenges on Master difficulty exclusive) {{c|Destiny 2 only}}
**[[Ossified Skycarver]] (Master difficulty exclusive) {{c|Destiny 2 only}}
*Sundered Flesh shader (Flawless exclusive) {{c|Destiny 2 only}}
**[[Ossein Earthcarver]] (Encounter challenges on Master difficulty exclusive) {{c|Destiny 2 only}}
**Sundered Flesh shader (Flawless exclusive) {{c|Destiny 2 only}}


==Gallery==
==Gallery==
<gallery>
<gallery>
File:Kingsfall.jpg|Jumping platforms in the Crux.
File:Kingsfall.jpg|Jumping platforms in the Crux.
File:Destiny-Warpriest-Challenge.jpg.optimal.jpg|The Warpriest in the Basicila.
File:Golgoroth.jpg|Golgoroth in his cellar.
File:Oryx first-sighting.jpg|Oryx when he first shows up in the final portion of the Raid.
</gallery>
</gallery>


Line 249: Line 218:
*There is a basketball court located in the Transept that became the center of fan speculation that it would unlock a secret. However Luke Smith quickly clarified there are no rewards associated with it and it was just added for fun.
*There is a basketball court located in the Transept that became the center of fan speculation that it would unlock a secret. However Luke Smith quickly clarified there are no rewards associated with it and it was just added for fun.
**The basketball court became part of the final step for the obtainment of the [[Exotic catalyst]] for Touch of Malice in ''Destiny 2''.
**The basketball court became part of the final step for the obtainment of the [[Exotic catalyst]] for Touch of Malice in ''Destiny 2''.
*The Oryx encounter was the first Raid encounter to have a Last Stand ability, save [[Crota]]'s Enrage at 10% health.
*The Oryx encounter was the first Raid encounter to have a Last Stand ability.
*in Destiny 1, Oryx is the first raid boss in the Destiny franchise that cannot be killed in one phase and/or a couple of seconds, as the encounter requires at least four phases to complete.
*Oryx is the first raid boss in the Destiny franchise that cannot be killed in one phase and/or a couple of seconds, as the encounter requires at least four phases to complete.
*The Titan [[War Numen]] armor is based of the design of the first boss of the Raid, the [[Warpriest]].
**The Hunter cloak is also very similar to the one worn by the Warpriest.
*King's Fall is the longest raid in the [[Destiny]] franchise; with eight total encounters and five bosses.
*King's Fall is the longest raid in the [[Destiny]] franchise; with eight total encounters and five bosses.
*King's Fall is the [[Vault of Glass (raid)|second raid]] to be reprised and revamped for the sequel, ''[[Destiny 2]]'', during the events of Season 18.
*King's Fall is the [[Vault of Glass (raid)|second raid]] to be reprised and revamped for the sequel, ''[[Destiny 2]]'', during the events of Season 18.
*Strangely, in the Destiny 2 version of the raid, a single Ultra Knight simply named "Knight" is found in the Portico after the first section of the jumping puzzle. Why it is there is unknown.


==List of appearances==
==List of appearances==
*''[[Destiny]]'': ''[[The Taken King]]'' {{1st}}
*''[[Destiny]]''
*''[[Destiny 2]]'': ''[[Season of Plunder]]'' {{Nc}}
**''[[The Taken King]]'' {{1st}}
*''[[Destiny 2]]''
**''[[Season of Plunder]]''


==References==
==References==

Please note that all contributions to Destinypedia are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see Destinypedia:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

To view or search uploaded images go to the list of images. Uploads and deletions are also logged in the upload log. For help including images on a page see Help:Images. For a sound file, use this code: [[Media:File.ogg]].

Do not copy text from other websites without permission. It will be deleted.