Raid

"Some evils you cannot fight alone. Join with other brave Guardians to quest deep into the heart of Darkness and confront threats beyond imagination. Steel yourself. You will be tested to the very edge of your strength."

- Grimoire Description.

Raid is a game mode of Destiny. Raids are 6-player cooperative assassination missions that are of high challenge, and require communication between players to succeed. They involve specific quests for groups of fireteams. No waypoints or explicit objectives are provided. Raids typically involve epic, climactic encounters against various bosses, culminating in intense final battles against legendary bosses across the Destiny series.

Overview
Raids differ from Strikes in a few ways:


 * 6 player fireteams, as opposed to 3.
 * No matchmaking. A player must form a fireteam beforehand or search on an LFG (Looking For Group) site.
 * In Destiny 2 the new Guided Games feature allowed solo-players to seek out Clan members to play within end-game activities such as raids. This feature was removed on November 3rd, 2020, coinciding with the launch of Beyond Light.
 * Raid enemies will have abilities not found elsewhere in the game (i.e. unique enemies, debuffs, etc).
 * Strikes last roughly ten to fifteen minutes, whereas raids can take up to several hours, usually only if players are new to the raid or during the initial few days following the release of a new Raid.
 * Raids have no objective markers. A player must find out where to go and what to do by themselves.
 * Raids can be dropped and picked up at a later time in the week. Players don't have to finish them in one sitting, but they do have to finish it before their checkpoint expires every Tuesday, relative to your timezone (10AM PDT).
 * Players will have the opportunity to acquire gear and weapons specific to a raid once an encounter is complete. The gear that drops from the raids will often have perks specific to that raid and are intended to make the raids easier if a player chooses to equip a piece of armor or a weapon from that specific raid, although they are not bound to that activity.

Difficulty
Two difficulty levels exist for raids: normal, and hard (Prestige). The normal mode must be completed before the harder ones can be attempted. This means that players who have completed the normal difficulty cannot take players through the hard mode even if they are the fireteam leader. The normal mode is designed to teach players raid mechanics, and how to operate as a team. The hard mode provides tougher enemies, additional objectives and a harsher death penalty.


 * Normal Mode: Players need to wait 30 seconds before a teammate can revive them. Each encounter has easier objectives and enemies are easier to kill. Weapons and armor dropped from normal mode raids drop at a lower Light cap than hard mode raids.
 * Hard Mode: Players cannot be revived at all during an encounter (with the exception of self-reviving Sunsingers) but will automatically respawn if the fireteam progresses to the next checkpoint. Also, more difficult obstacles are included, such as additional objectives, harder-to-kill enemies, etc. The Light cap for items dropped in the hard mode is higher than the normal mode, and some weapons and armor pieces may drop that are exclusive to the hard mode, such as the 'Harrowed' armor and weapons from King's Fall and the Spliced armor from Wrath of the Machine.
 * In Destiny 2, the Hard Mode has been renamed as the Prestige Mode, and is not available for some newer raids.
 * All raids with Prestige mode have currently been put in the Destiny Content Vault. However, new raids are getting Master difficulties, greatly increasing enemy strength, durability, and occasionally adding stronger variants within the raid. Master difficulty is currently present on Vault of Glass's reprisal in Destiny 2, and Vow of the Disciple.

Raid Lairs
Raid Lairs are a Raid activity that debuted in Curse of Osiris. Like Raids, Raid Lairs are six-player activities that feature puzzles, challenging bosses, and exclusive loot, as well as Normal and Prestige difficulty options. Where Raid Lairs differ is their length: they are designed to be shorter encounters than full Raids: Eater of Worlds is approximately the same length as Crota's End, while Spire of Stars is slightly longer.

Fireteams and checkpoints
Players need to assemble their fireteam before entering the raid. The Fireteam leader is the one that the raid checkpoints is tied to, so whoever was the fireteam leader in the last session needs to initiate a new session in order to resume at that same checkpoint, otherwise the team may have to start fresh or at a checkpoint that differs from the one they last left at.

There is a checkpoint for every boss killed, allowing players to return to the raid on other days, within a week (see lockout below). Players should agree upon how much progress they will make in each session if they don't plan on completing the raid in one session.

Lockout
Unlike all other activities, the Raid game mode employs a weekly lockout for earning loot. This means two things:


 * 1) Players have until the next Tuesday to complete the raid, otherwise their progress will be wiped and they have to start over.
 * 2) Players cannot earn new loot from the raid more than once a week per character. Separate characters on the same account can each play the raid and still get loot; this means an individual player can earn loot from a raid (including chests) for a maximum of three times (for three characters) per weekly lockout.

Rewards
Completing a raid rewards players with items not found elsewhere in the game. For example, Ascendant upgrade materials are common in chests, used to upgrade Legendary equipment. Some chests also have a chance to have an exotic weapon. Each boss fight also rewards a raid-specific legendary weapon or piece of armor. Completing the raid on hard mode will yield the best rewards, such as an exotic weapon not found elsewhere, such as the Vex Mythoclast from the Vault of Glass or the One Thousand Voices from Last Wish. Aesthetic items such as shaders, emblems, ships and Sparrows are also given.

Content vaulting in Destiny 2
When Beyond Light was revealed, it was stated that many destinations were going to be 'vaulted' as part of the Destiny Content Vault, or DCV. This included all raids other than Last Wish and Garden of Salvation. When Bungie Day and Moments of Truimph 2020 came around, the weekly raid reward lockouts were removed for the soon-to-be-vaulted raids, and players could farm as much as they wanted. The armor from these raids were given the Season of Arrivals max infusion cap, and so were the weapons and armor from Garden of Salvation and Last Wish. Raids that are vaulted in the future will likely receive a similar treatment.

List of appearances

 * Destiny
 * The Dark Below
 * The Taken King
 * Rise of Iron
 * Destiny 2
 * Curse of Osiris
 * Warmind
 * Forsaken
 * Black Armory
 * Season of Opulence
 * Shadowkeep
 * Beyond Light
 * Season of the Splicer
 * The Witch Queen