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Compare cheap car rental Saint Malo - Train Station, France (FR)
Feel the freedom of movement while on a trip by car throughout France : car rental St Malo, FR provides best support using the cheapest prices. In case you prefer car journeys and going everywhere you like, then cheap St Malo car rentals will give you a marvelous opportunity to be at locations throughout France that can stun you with loveliness and also food. Each of our services compare cheapest car rental prices in St Malo, FR and get the least expensive costs for you. The highest quality with the most affordable deals!
Car rental St Malo Booking
So that you can have a successful booking of selected automobile, you have to be twenty one and have a legitimate driver license and also major credit card. While traveling you are also required to have your passport (as well as national Identification card for EU residents). Car Rental 24H FR, St Malo provides you with quick as well as hassle-free support - reserve your car from any part of the world. In order to get a successful reservation make sure you carry these documents to the front desk of Car Rental 24H Saint Malo - Train Station, France (FR):
- The verification voucher.
- Your current driver license.
- A current bank card in the person's name, with enough provisions for your deposit.
- If you want to add additional drivers to the agreement, all drivers must be present at the counter and provide their particular driver license.
- You could even be requested for some other personal identity documents such as a the latest electricity bill or any other type of bill to verify an existing residence address.
Advantages of Vehicle Choice
For those who like traveling to rural villages with true province houses along with calm flow of living, or individuals who have business conferences in wonderful metropolitan areas, Car Rental 24H FR, St Malo offers least expensive rates with the best money saving deals. French trains are in an excellent condition; nevertheless you can't take pleasure in genuine freedom to move using them. Car rental St Malo features a excellent variety of automobiles that you can select from. In choosing an automobile, take into account your own personal tastes as well as the number of individuals on the road. We've got automobiles from mini to SUV or vans of different type in order to meet every single need of the customers. Pick the right option with great quality and lowest prices.
Insurance Policy Types
As a way to take care of possible incidents that could happen to clientele during rental car use, car rental St Malo provides next kinds of insurance coverages:
- Personal Effects Coverage - handles expenses regarding theft as well as loss of car hire belongings.
- Personal Accident Insurance - handles medical treatment costs in the event of incidents.
- Vehicle Theft Waiver - restraints your own responsibility for the excess amount in the case of theft of the car.
- Loss Damage Waiver (LDW) - limits the liability for the excess quantity in case there is damage.
In the case of incidents on the highway, almost all of the charges include Breakdown support that will take care of our own customers anytime and anywhere.
Genuine Taste of France
Trips in France can bring you remarkable memories and also wonderful impressions which will fill up every heart with the best emotions you've had. It is impossible not to fall in love with France and you'll have a chance to encounter that type of affection by simply driving with car rental St Malo, FR.
There are various tracks that you can use for your trip over the most well-known places of France. You can tour around the coast line of Southern France: enjoy lunchtime in the Aigues-Mortes village, drive Montpellier to Arles, which goes through the Camargues together with popular wild white horses from the Camargues. Wonderful Arles as well as Marseille will certainly impress anyone with best beach locations and exquisite architecture, in Nice, St. Tropez along with Cannes you can find good portion of glamour and style. Don't forget about to see great casinos of Monte Carlo as well|.
You can also travel through Provence together with Arles, Avignon and Salon-de-Provence that are rich in vineyards. Decide on any one of them and proceed with your journey in the Pont du Gard, which is the best spot for an open-air picnic. Heading to the most important locations, go Montpellier-Avignon-Marseille-Arles-Montpellier and get a car trip of a lifetime.
From Bordeaux to Biarritz you have couple of paths with camping sights, best beach front over the Atlantic ocean, world-famous Lourdes and much more. As well as you've have got to discover the path Paris-Chartres-Le Mans-Rennes-Caen-Rouen-Paris. Get ready to experience all of these paths, or perhaps you will be interested in one town, no matter what Car Rental 24H Saint Malo - Train Station, France (FR) will provide a safe trip even for the most discerning clients.


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HAUPPAUGE, N.Y. (CBSNewYork) — Many people are still scrambling to change their health insurance after a major insurer, Health Republic, went belly up.
Many have switched to the new basic essentials plan being offered through the New York state health exchange, but the failure of Health Republic is having some major consequences for the medical providers, too.
Kevin Dahill, president and CEO of the Nassau-Suffolk Hospital Council, said his group is trying to make sure doctors and hospitals are not stiffed on at least $100 million owed to them by Health Republic.
"There are a lot of outstanding claims at the hospitals," Dahill told TV 10/55's Richard Rose on Sunday's "Exit 10/55."
Dahill said around mid-summer payments from Health Republic stopped coming in. The state announced in early September it wanted the company to cease operations, which took effect Nov. 30 and impacted about 200,000 people.
The move put both patients and providers in a bind.
"A number of these people are sick and undergoing treatment. Many of them are pregnant. So there was no way their treatment could be ceased," Dahill said. "So the hospitals and the doctors had to continue to take care of them, but at that point were on notice that there was no insurance coverage."
Dahill said Health Republic was different because it was a federal co-op plan formed as a result of the Affordable Care Act. He said 23 such co-ops were created nationwide and 14 have failed.
"Politics … took over in this case," Dahill said. "What happened was these federal co-ops were funded upfront by the federal government. They were given reassurances that as their enrollment grew, as utilization grew, there would be a further infusion of money. And that never happened. And it didn't happen because of the politics in Washington."
Health Republic told Newsday its financial problems were "created largely by the risk corridor program only paying out 12.6 percent of the $149 million Health Republic was owed for 2014."
Dahill said his group is making sure people are still receiving treatment. Some are being automatically enrolled in the essentials plan, but many are complaining they can't see their regular doctors under that plan.
The Health Republic failure means many people will have to pay higher premiums or seek subsidies to help with the cost.

subset: commoncrawl


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Christmas on The Tred Avon 2020
The perfect waterfront setting for a traditional Christmas. Roaring open fire in our bar and fresh winter day walks - all the ingredients for a truly relaxing and memorable Christmas. The only surprises will be those arriving at your dinner table, superb dishes prepared by our talented team using only the finest seasonal produce.
$310 per person for the three days in a Cabin Room
$370 per person for the three days in an Captan's Room
$395 per person for the three days in an Admiral or Bottle Cottage Room
Rates include breakfast each morning, Afternoo Tea on the day of
arrival, Dinner on the first and third night, Christmas Lunch and on
Christmas Day (a light supper available in the evening at
additional charge) and accommodation of your choice. Rates do not
include taxes, service and beverages.
Please enquire about single occupancy rates.
A Maryland Christmas 2020
Our Three night Maryland Christmas - a traditional
Christmas Eve - Thursday 24th December
Arrive in time for afternoon tea from 3pm. Dining is available in the Tavern.
Christmas Day - Friday 25th Decernber
Breakfast will be available from 8:00am.
From 12noon through to 3pm our Traditional Christmas Feast is served, a grand affair prepared by our Chef Partner Mark and his brigade, accompanied by Christmas Crackers. The afternoon can be spent at leisure, taking advantage of the numerous cosy nooks and crannies around our great Inn and the town or on local excursions. A lighter menu will be available in the evening from 6 through to 8pm.
Boxing Day - Saturday 26th December
Breakfast will be available from 8:00am to 10am.
A good day for excursions. The historic towns of St Michaels and Easton are both very close by and there are plenty of options for walking, locally. Dinner is available in the Tavern from 5pm.
Departure is after Breakfast on the 27th December.
Fantastic value and strictly subject to limited availability and a minimum of three nights and two persons sharing a room. This package may only be booked by telephone or email contact form.
Friends and Family Rate
Perfect for single night stays where friends and families visit locally. Please enquire with our Front Desk for single night non-package rates and single occupancy rates.


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100% Butea Superba Herb Powder Extract (Premium Grade)
Butea Superba Herb Powder Extract is for manufacturer who wishes to use our powder for their production, or wants to make their own formulation by adding our powder as an ingredient. It contains 100% Powder Extract.
Premium Grade Butea Superba Herb Powder Extract is the purest form of Butea Superba—a shrub native to Thailand believed to have numerous positive effects on men's health and sexual vitality. Butea Superba Herb Powder Extract is a high-quality raw material that contains active compounds, including flavonoids, a group of plant molecules known to provide antioxidant health benefits.
The Butea Superba Herb Powder Extract is designed to be combined with other raw ingredients to produce food supplements, or added into your own recipes. The powder has been used to help create improvements in the following areas:
- Natural Hormone Replacement Therapy
- Personal Health Improvement
- Hair and Skin Care
- Libido Enhancement
- Cosmetic Products
Butea Superba (or Red Kwao Krua) contains a variety of essential nutrients and Phytoandrogens, which provide many health benefits for men. Similar to other herbs, Butea Superba is one that experts recommend be used as a supplement, not ingested in its raw form. The powder can provide a number of health benefits when added to other products. For instance, mix the powder in with a meal, or a drink—it will maintain enough of its raw properties to provide its many benefits.
For filling into capsules or tablets form
Packing Details:
1 kg packed in a sealed plastic bag
Recommended Dosage:
It's recommended not taking over or exceeding 1,000 mg or 1 gram daily. Just 400 mg – 800 mg is sufficient to see good results.
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|100% Butea Superba Herb Powder Extract
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5 Reasons Men Should Use Our Premium Grade Butea Superba Powder:
Although many people know about Butea Superba's ability to increase the male libido, the herb offers numerous other beneficial properties:
First, it promotes heart health. Butea Superba is rich in flavonoids and phytonutrients, which promote healthy cardiovascular function. In addition, the herb helps reduce the risk of heart disease and can control cholesterol levels. Another benefit includes its ability to balance hormones in the male body, which can increase strength and energy. For this benefit, the recommendation for men is no more than 100 mg. of Butea Superba per day.
Second, it stimulates hair growth. Men care about their appearance, and if they start to lose their hair, it can be devastating to their self-confidence. Butea Superba can stimulate hair growth and strengthen the hair follicle to create a thicker, more lustrous head of hair, reducing embarrassment and helping a man regain his confidence. For this benefit, the recommendation for men is no more than 50 mg. of Butea Superba per day.
Third, it increases male libido. The most well-known property of the Butea Superba herb is its ability to enhance a man's vitality and libido. Some refer to this herb as the "natural Viagra," and because it is an herb, it is a safer alternative to the drug. Butea Superba boosts testosterone production, which increases the male libido and prevents erectile dysfunction. Most importantly, the herb promotes vasodilation around the penis, which increases sensitivity and ensures a more potent erection. The herb can stimulate male fertility, thus is often recommended as a supplement for men who are trying to get their partner pregnant. Men of all ages, young and old, can increase their sexual vitality by taking 200 mg. of Butea Superba per day.
Fourth, it supports bone health. Butea Superba supplements enable the bones to better absorb nutrients and store them for an extended period of time. This promotes good bone health. In order to take advantage of this benefit, the recommendation is for 100 mg. per day.
Fifth, it reduces inflammation. Because there are many active compounds and substances in Butea Superba Powder, it can heal inflammatory diseases, such as arthritis, hemorrhoids, and more. Inflammation often leads to discomfort and other symptoms. However, with a dose of 100 mg. per day, men will gradually see improvements in their condition and energy levels.
Women can also take advantage of the benefits of Superba Powder, however, since the herb can affect hormone levels, it is not recommended for pregnant women. In addition, if you have allergies or a congenital disease, consult your doctor before you begin using the powder. Studies have shown no significant side effects in people who have used Butea Superba, and with technology and other scientific studies, more benefits of the herb are being discovered. Overseas, the market for Butea Superba Powder is booming. All over the world, people are realizing how this natural food supplement can increase their physical wellbeing and overall health.
Please note: the dosage for Butea Superba Powder should not exceed 1,000 mg. per day.
* For more order quantity, please contact email@example.com


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On long-term unemployment in Spain
The labour market provided some good news in 2014: the number of employees increased by 433,900, a figure that ended up exceeding the expectations of most analysts. The 2.0 pps drop in the unemployment rate also came as a pleasant surprise. The trends in the labour market are therefore encouraging but the aftermath of the intense recession over the last few years is still being felt.
The clearest example of this is the unemployment rate, which was still unacceptably high at 23.7% in 2014 Q4. Another consequence of this abnormal situation is the exceptional long-term unemployment rate, reaching 14.6% the same quarter. The actual share of long-term unemployed (LTU) out of the total unemployed is not particularly high in Spain, namely 53.4% in Q3 which is a similar rate to that of the EU-28 at 49.9% (according to Eurostat). However, given that the number of unemployed is very high in absolute terms, so is the number of long-term unemployed.
The first consequence of the rise in LTU is a large group of unemployed people who are not covered by the safety net for unemployment. This is designed to lessen the impact of temporary unemployment on a person's income while not discouraging people from looking for a new job. Under other economic conditions, such as those existing between 2002 and 2007, the average length of unemployment was around 12 months.1 Given this situation, with coverage lasting two and a half years if we take into account both the contributory unemployment benefit and the non-contributory unemployment allowance, it was enough to alleviate the situation in the vast majority of cases. In fact, both the duration and the size of the safety net existing in Spain are slightly higher, on average, than those of the EU-28 countries as a whole.2
However, the exceptional severity and duration of the crisis over the last few years have meant that, in many cases, this safety net has not been enough. In fact, in 2014 Q4 the average duration of unemployment had increased to 23 months. We should note that, on 19 December 2014, the government passed the Employment Activation Scheme, granting a subsidy for six months to LTU who had already used up all their entitlement to unemployment protection provided they carry out the activation actions proposed by the employment services.
Another consequence of LTU, less evident but with important economic and personal repercussions, is the decapitalisation involved both for the person him or herself and for the economy as a whole. The most manifest and worrying example is that someone becomes increasingly less likely to find another job over time. For example, according to estimates by De la Rica and Anghel (2014),3 all things being equal, a person who has been unemployed for less than two years has a 50% greater chance of finding a job than a person who has been unemployed for more than two years.
Although the underlying trends in the labour market are encouraging, both the high unemployment rate and especially the large number of long-term unemployed mean that the fight against unemployment must continue.
1. The duration of unemployment is an approximate calculation based
on the periods of time spent looking for employment, provided by the Spanish Statistics Institute (INE).
2. See «Unemployment Benefits in EU Member States», Employment, Social Affairs and Inclusion, July 2013 (European Commission).
3. See De la Rica, S. and Anghel, B. (2014), «Los parados de larga duración en España en la crisis actual», Documento de Trabajo 185/2014, Laboratorio de Alternativas.


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Destiny 2 is a sci-fi open-world first-person shooter developed by Bungie (along with Vicarious Visions and High Moon) and published by Activision for the Xbox One and PlayStation 4 on September 6, 2017, with a later release for the PC on October 24, 2017 (as the first third-party title for Blizzard's Battle.net service). It was made free-to-play on October 1, 2019.
It is the sequel to the 2014 game Destiny and is set one year after the events of the Rise of Iron expansion. In the original base campaign ("The Red War"), the Cabal Red Legion, commanded by Dominus Ghaul, have invaded the Last City in an attack that stripped the Guardians of their powers. As one of the few Guardians remaining, the player must now find a new way to regain their powers, reform the Vanguard, and take back the Last City. Post-release, the game's lore was expanded further with new stories and new threats (including the invasion of mysterious force known as the Darkness).
Similar to the original game, Destiny 2 has received numerous post-release updates and expansions, including new locations, campaigns, game modes, weapons, weapon types, multiplayer maps, cosmetics, special events, and quality-of-life updates. Numerous gameplay mechanics were also altered or added, such as changing the way gear is upgraded, adding a way to track both items collected and other accomplishments, and adding animated executions. It later received a cross-platform progression system, a seasonal pass system, and a content vaulting system (where the game cycles out content from both Destiny and Destiny 2). When the game became free-to-play, most of the content became available from the start to new players and playing campaigns from previous expansions became optional (and for some, due to the content vaulting system, unplayable).
From 2019 onward, the game is published by Bungie themselves, with the PC version moved to Steam on October 1, 2019. It was also released as a launch title for the Google Stadia on November 18, 2019 and will be planned for release on the Xbox Series X and PlayStation 5.
The three main classes of Guardians (Hunter, Titan, and Warlock) return from the original Destiny, each with multiple customizable elemental-based sub-classes that grant them unique abilities. Character inventories and progression are not carried over from the original Destiny, although character appearances can be transferred if they reached level 20 and completed the original campaign.
Much of the tier-based upgrade system from the original is now replaced with a "skill tree" system, where players can specialize in multiple sub-class paths that grant special perks while changing both their Melee Ability and Super Ability. Players can still choose from multiple Movement Abilities and Grenade Abilities separate of their sub-class path and can now choose from multiple Class Abilities.
Prior to the Shadowkeep expansion, players could only unlock Abilities and progress through the skill tree by leveling up and earning "upgrade points". Certain sub-classes were only unlockable at certain character levels (where they must complete special quests), and certain activities were only available once players reached certain character levels. To keep New Light players from grinding in order to participate in endgame activities, character levels and upgrade points were removed (although some content is still locked to Power Level, and players still have to unlock and upgrade the sub-class paths introduced in the Forsaken expansion).
In the original campaign, players started with a fixed sub-class (Gunslinger, Striker, or Voidwalker) and then "lose their Light", losing most of their abilities outright until a certain point in the story (giving them Arcstrider, Sentinel, or Dawnblade).
The most agile class of the three, Hunters are former scavengers and can be recognized by their hooded capes and light, fitted armor.
Their unique ability is the Dodge, which allows them to quickly evade attacks in a daring maneuver. Players can choose from either Marksman Dodge (a short dash that automatically reloads the player's equipped weapon) or Gambler's Dodge (a combat roll that generates Melee Attack energy if done in close proximity to an enemy).
Their movement options involve quick double-jumping. These include High Jump (which upgrades the height of the second jump), Strafe Jump (which offers better directional control of the second jump), and Triple Jump (which adds a third mid-air jump).
- Arcstrider (Arc) - Their Arc Staff roaming super ability conjures a staff of pure electrical energy, allowing them to be an agile melee powerhouse. This can be upgraded either to buff attacks after dodging (Way of the Warrior) or to reduce damage while dodging (Way of the Wind). The added Way of the Current path allows the user to deflect projectiles with their Arc Staff. Their Melee Ability is a pressure-point punch that either gives a temporary buff (Warrior), disorients nearby enemies (Wind), or allows the user to deliver a powerful uppercut (Current).
- Gunslinger (Solar) - Their Golden Gun roaming super ability conjures a flaming revolver with three extremely powerful shots. This can be upgraded either to increase its ammunition (Way of the Outlaw) or to increase its duration on precision hits (Way of the Sharpshooter). The added Way of a Thousand Cuts path replaces Golden Gun with Blade Barrage: a quick barrage of explosive throwing knives. Their Melee Ability is a throwing knife toss, which either detonate on impact (Outlaw), recharge on precision kills (Sharpshooter), or have multiple knives thrown at once (Thousand Cuts).
- Nightstalker (Void) - Their Shadowshot super ability conjures a bow-and-arrow shot of void energy that damages, ensnares and marks their enemies. This can be upgraded either to create long-lasting traps that ensnares additional enemies (Way of the Trapper) or to allow multiple shots in a short time (Way of the Pathfinder). The added Way of the Wraith path replaces Shadowshot with Spectral Blades: a roaming super that conjures two daggers of void energy, allowing them to remain invisible for agile stealth kills. Their Melee Ability is a smoke bomb toss, which either ensnares enemies (Trapper), cloaks all nearby allies (Pathfinder), or damages them over time (Wraith).
The most durable class of the three, Titans are known for building the Wall that protects the Last City and can be recognized by their bulky armor, swept-back helmets, and marked sashes.
Their unique class ability is the Barricade, which allows them to form a temporary barrier of light that negates weapons. Players can choose from either Towering Barricades (tall barriers that offers better protection) or Rally Barricades (short barriers that can be peeked over by aiming down-the-sight, also instantly reloading the equipped weapon of allies behind it).
Their movement options involve the mid-air "Lift", which propels the Titan to the air and use jump-jets to hover down. These include High Lift (which upgrades the overall Lift height), Strafe Lift (which offers better directional control of the Lift), and Catapult Lift (which provides a quick Lift propulsion).
- Sentinel (Void) - Their Sentinel Shield roaming super ability conjures a wielded shield of void energy that can negate enemy attacks, be used to bash enemies, and be thrown at enemies as a boomerang. This can be upgraded either to allow additional shield throws (Code of the Aggressor) or to extend a larger shield that allies can shoot through for extra damage (the newer Code of the Commander). The Code of the Protector path allows the user to instead cast the Ward of Dawn: a massive shielding dome that negates projectiles. Their Melee Ability either creates an overshield on all nearby allies after a kill (Protector), unleashes a devastating shield bash while sprinting (Aggressor), or set off void explosions from other void abilities (Commander).
- Striker (Arc) - Their Fist of Havoc roaming super ability supercharges the Titan's fists, allowing powerful melee dashes and ground slams. This can be upgraded either to allow more powerful ground slams (Code of the Earthshaker) or to extend its duration on kills (Code of the Juggernaut). The newer Code of the Missile path replaces Fist of Havoc with Thundercrash: a single guided melee strike that can controlled in the air like a missile. Their Melee Ability either unleashes a shoulder slam while sprinting (Earthshaker), automatically reloads the Striker's weapon after striking (Juggernaut), or slam into the ground after sprinting (Missile).
- Sunbreaker (Solar) - Their Hammer of Sol roaming super ability conjures flaming hammers that can be thrown at enemies. This can be upgraded either to detonate enemies killed by it (Code of the Fire-Forged) or to create a unique buffing aura on hammer impact (Code of the Siegebreaker). The newer Code of the Devastator path replaces Hammer of Sol with Burning Maul: a melee-focused roaming super focused on a single massive flaming hammer. Their Melee Ability either unleash a hammer strike while sprinting (Fire-Forged), causes an explosion that burns nearby enemies (Siegebreaker), or throws a retrievable solar hammer (Devastator).
The most arcane class of the three, Warlocks studied the Light of the Traveler through scholarly means and can be recognized by their robes, rounded helmets, and "bonds" (a special type of armband).
Their unique ability is the Rift, which allows them to conjure a temporary well of Light that continually buffs allies inside it. Players can choose from either Healing Rift (which heals them) or Empowering Rift (which increases their attack power).
Their movement options involve gliding in the air. These include Controlled Glide (which offers better directional control of the glide), Focused Burst (which provides an intial speed burst on the glide), and Balanced Glide (which provides a bonus to both speed and control of the glide). The Voidwalker sub-class is unique as it replaces the Focused Burst with Blink (allowing a quick teleportation effect).
- Dawnblade (Solar) - Their Daybreak roaming super ability conjures a flaming sword that allows them to launch Solar blasts at enemies. Players with the Attunement of Sky path can perform a mid-air dodge, while players with the Attunement of Flame path can perform a quick mid-air descent. The newer Attunement of Grace path replaces Daybreak with Well of Radiance: a larger rift that both empowers and heals allies. Their Melee Ability either recharges Class abilities on airborne kills (Sky), causes an explosion on an enemy kill (Flame), or empower nearby allies (Grace).
- Voidwalker (Void) - Their Nova Bomb super ability conjures and hurls a giant ball of energy, disintegrating all enemies that are caught within its blast. This can be upgraded either by adding a variety of devastating effects (Attunement of Chaos) or by creating a singularity effect (Attunement of Hunger). The newer Attunement of Fission path replaces Nova Bomb with Nova Warp: a roaming super that allows the user to Blink rapidly and explode with pulses of void energy. Their Melee Ability either recharges the user's grenade energy on striking an enemy (Chaos), fully restores the user's health on killing an enemy (Hunger), or grant ability energy (Fission).
- Stormcaller (Arc) - Their Stormtrance roaming super ability conjures streams of lightning from their hands. This can be upgraded either by allowing the user to Blink rapidly (Attunement of Conduction) or by creating a shockwave during casting (Attunement of Elements). The newer Attunement of Control path replaces Stormtrance with Chaos Reach: a large continuous beam of arc energy that is conjured while hovering. Their Melee Ability has extended range and either chains to an additional target (Conduction), recharges the user's abilities on striking an enemy (Elements), or release a slow-moving projectile that radiates lightning (Control).
Weapons & Armor
Like the original Destiny, each player's loadout contains five armor pieces (Helmet, Gauntlets, Chest, Legs, and Class) and three weapon slots (one of which is reserved for a Power weapon).
All gear come in multiple color-coded rarities (including grey Basics, green Commons, blue Rares, purple Legendaries, and golden Exotics). Prior to New Light, players earn weapons and armor of a rarer variety more often as they level up (with the highest base level skipping Basics and Commons entirely). With the removal of Guardian Levels, Basics and Commons are never dropped and can only be found in rare instances.
Rarer gear include additional perks and bonuses, including the ability to upgrade their level (by "infusing" them with other weapons and armor of the same type), apply special mods to them, customize their perk choices, and customize their appearance using cosmetics (Shaders for Legendary gear and Ornaments for Exotic gear). Similar to the original Destiny, only one Exotic Weapon and one Exotic Armor can be equipped at a time.
Unlike the original Destiny, where the two main weapon slots are based on the weapon type (ammo-abundant Primary or ammo-limited Special), Destiny 2 splits up the slots based on elemental type: Kinetic (non-elemental) and Energy (either Arc, Solar, or Void). Kinetic weapons work best against unshielded enemies while Energy weapons work best against shields of the same elemental type. Power weapons are always elemental and deal heavy damage at the cost of much limited ammunition. All weapons are replenished by picking up ammo of their weapon type (white boxes for Primary, green boxes for Special, and purple boxes for Power).
Prior to Season 4, Special weapons were instead categorized as Power weapons and both basic weapon slots were restricted to Primary weapons. Ammo boxes were also color-coded based on weapon slots (with white boxes for Kinetic and green boxes for Energy).
Unlike the original Destiny, all weapons no longer have dedicated "upgrade paths", although Exotic weapons from Season 2 onward can have rare "Catalysts" that add a progression system for unlocking a Masterwork upgrade with new perks.
From Season 2 onward, players can earn and craft rarer "Masterwork" variants of each Legendary weapon, granting stat tracking and an additional minor stat boost of a random choice (which could be re-rolled). This system was later changed to a separate upgrade system for all weapons added since Season 4.
All Season 1-3 weapons have a curated set of perks which are not randomly-generated. This was changed for weapons added since Season 4, where their perks are randomly picked from the weapon's perk pool. Regardless, rarer weapons give players the option to choose from groups of perks (such as different scopes and magazine types).
Intrinsic Perks
All weapons have Intrinsic Perks, which partly determine their base stats and play style. Some weapons have unique changes based on their Intrinsic Perk (for example, Aggressive Pulse Rifles fire four-round bursts). All Exotic weapons have their own unique Intrinsic Perk.
- Adaptive Frame - Balanced.
- Aggressive Frame - Sacrifices recoil control for higher damage output.
- High-Impact Frame - Sacrifices firing/projectile speed for higher damage output. Improves accuracy while both stationary and aiming down the sight.
- Lightweight Frame - Increases the wielder's mobility while equipped.
- Precision Frame - Improves horizontal recoil control.
- Rapid-Fire Frame - Increases ammo reserves. Improves reloading speed on an empty magazine. Shotguns, sidearms, and scout rifles fire in full-auto.
Primary Weapons
Primary weapons are the most common used weapons, and use standard Primary Ammo that is common to find. In PvP, players spawn with a large amount of ammunition.
One notable Exotic Primary Weapon, the Eriana's Vow Hand Cannon, is instead treated as a Special Weapon.
- Auto Rifles - Fully-automatic.
- Combat Bows - Hand-drawn. While they can be fast to reload, each arrow must be drawn prior to firing by holding down the Primary Fire button. Pressing the Reload button cancels the current draw. Added in Season 4.
- Hand Cannons - Semi-automatic with a slow rate-of-fire.
- Pulse Rifles - Three-round burst fire. Aggressive Pulse Rifles fire in four-round bursts.
- Scout Rifles - Semi-automatic.
- Sidearms - Semi-automatic with a fast rate-of-fire. Some sidearms fire in bursts (three-round bursts for Adaptive and two-round bursts for Aggressive).
- Submachine Guns - Fully-automatic. Aggressive Submachine Guns also deal bonus damage at close range. New to the series.
Special Weapons
Formerly part of the Power type, Special weapons are more powerful than Primary weapons and use Special Ammo that are slightly less common to find. In PvP modes, players spawn with a very limited amount of ammunition.
Some Exotic Special Weapons are instead treated as Power Weapons and use that slot and the Power ammo type. In addition, the Fighting Lion Grenade Launcher is instead treated as a Primary Weapon.
- Fusion Rifles - Charge-shot. Fires a barrage of bolts and is charged by holding down the Primary Fire button.
- Grenade Launchers (Breech-Load) - Single-shot. Depending on perks, grenades have a wide variety of projectile types and purposes (including proximity grenades that stick onto surfaces and grenades that blind or stun enemies). New to the series.
- Shotguns - Pump-action. Some shotguns with Aggressive Frame include a temporary firing rate buff after each kill. Some Precision Shotguns fire with single-slug rounds instead of pellets, significantly reducing the spread of each shot (and requiring more precise aiming for devastating impact).
- Sniper Rifles - Semi-automatic.
- Trace Rifles - Continuous. Fires a continuous beam of energy. Currently only exist as Exotic weapons. New to the series.
Power Weapons
Power weapons are more powerful than both Primary and Special weapons and use Heavy Ammo that is the least common to find.
In PvP modes, players spawn with no ammunition at all, and can only find them in two places: as time-locked crates in specific locations or as loose crates dropped by those killed while carrying Heavy ammo. The kill feed also displays when an ammo crate is picked up, by who, and with what Power weapon type.
- Grenade Launchers (Drum-Fed) - Multi-shot. Depending on perks, grenades have a wide variety of projectile types and purposes (including proximity grenades that stick onto surfaces and grenades that blind or stun enemies). Precision Grenade Launchers sacrifice projectile speed for projectiles that bounce against hard surfaces and detonate on trigger release. New to the series.
- Linear Fusion Rifles - Charge-shot. Fires a single, powerful, precise bolt and is charged by holding down the Primary Fire button. Unlike standard Fusion Rifles, these have no alternate intristic perks.
- Machine Guns - Fully-automatic. Added in Season 5.
- Rocket Launchers - Single-shot. Precision Rocket Launchers lock onto targets when aimed at, auto-tracking.
- Swords - Melee. When equipped, the game is played in a third-person over-the-shoulder perspective. In addition to light slashes, swords can be used for special heavy attacks (with some swords having vastly different attacks) and for guarding against enemy attacks. Swords have a rechargeable energy meter, which is used for stronger Heavy Attacks and guarding. Unlike other weapons, swords can be used in a weaker capacity without ammo.
New Light
Added on October 1, 2019 for new players.
- New Light (Old Russia, Earth) - Based on the mission "A Guardian Rises" from the original Destiny.
The Red War (Prologue)
- Homecoming (The Tower, Earth)
- Adieu (The Last City, Earth)
- Spark (European Dead Zone, Earth)
The Red War
- Combustion (European Dead Zone, Earth)
- Hope (New Pacific Arcology, Titan)
- Riptide (New Pacific Arcology, Titan)
- Utopia (New Pacific Arcology, Titan)
- Looped (Arcadian Valley, Nessus)
- Six (Arcadian Valley, Nessus)
- Sacrilege (Echo Mesa, Io)
- Fury (Echo Mesa, Io)
- Payback (European Dead Zone, Earth)
- Unbroken (European Dead Zone, Earth)
- Larceny (European Dead Zone, Earth)
- 1AU (The Almighty)
- Chosen (The Last City, Earth)
Curse of Osiris
- The Gateway (Fields of Glass, Mercury)
- A Deadly Trial (European Dead Zone, Earth)
- Beyond Infinity (Fields of Glass, Mercury)
- Deep Storage (Echo Mesa, Io)
- Tree of Probabilities (Fields of Glass, Mercury)
- Hijacked (Arcadian Valley, Nessus)
- A Garden World (Fields of Glass, Mercury)
- Omega (Fields of Glass, Mercury)
- Ice and Shadow (Hellas Basin, Mars)
- Pilgrimage (Hellas Basin, Mars)
- Off-World Recovery (European Dead Zone, Earth)
- Strange Terrain (Hellas Basin, Mars)
- Will of the Thousands (Hellas Basin, Mars)
- Last Call (Prison of Elders)
- High Plains Blues (Tangled Shore)
- Scorned (Tangled Shore)
- The Machinist (Tangled Shore)
- Nothing Left to Say (Tangled Shore)
- A Mysterious Disturbance (The Moon)
- In the Deep (The Moon)
- Beyond (The Moon)
Vanguard Strikes
The game's traditional co-operative activity pits up to three players in a single mission (similar in length to campaign missions and adventures), ending with a final confrontation against a boss. By completing Strikes, players can earn unique gear from Commander Zavala.
Prior to the Forsaken expansion, Strikes were only playable as its own matchmaking playlist. This was changed so that players can play individual Strikes by accessing them on the Map screen of each planet.
Beginning with the Curse of Osiris expansioin, more difficult versions of Strikes were made available on a separate "Heroic Strikes" playlist. This later replaced the normal Strikes playlist, and can be played in multiple Power level-based difficulty settings. Along with a difficulty increase and more rewards, it adds three gameplay modifiers that change every week, one of each type (Burn, Advantage, and Disadvantage).
Strike List
Lake of Shadows, The Insight Terminus, and Broodhold were originally time-exclusive to the PS4 version of the game and became available one year after their release.
The Red War
- The Arms Dealer (European Dead Zone, Earth) - Bracus Zahn (Cabal Legionary)
- Exodus Crash (Arcadian Valley, Nessus) - Thaviks, the Depraved (Fallen Marauder)
- The Inverted Spire (Arcadian Valley, Nessus) - Protheon, Modular Mind (Vex Minotaur)
- Lake of Shadows (European Dead Zone, Earth) - Grask, the Consumed (Taken Phalanx)
- The Pyramidion (Echo Mesa, Io) - Brakion, Genesis Mind (Vex Hobgoblin)
- Savathûn's Song (New Pacific Arcology, Titan) - Savathûn's Song (Hive Shrieker)
Curse of Osiris
- A Garden World (Fields of Glass, Mercury; based on the mission of the same name) - Dendron, Root Mind (Vex Cyclops)
- Tree of Probabilities (Fields of Glass, Mercury; based on the mission of the same name) - Valus Thuun (Cabal Centurion)
- The Insight Terminus (Arcadian Valley, Nessus) - Kargen, the Technocrat (Cabal Psion)
- Strange Terrain (Hellas Basin, Mars; based on the mission of the same name) - Nokris, Herald of Xol (Hive Prince)
- Will of the Thousands (Hellas Basin, Mars; based on the mission of the same name) - Xol, Will of the Thousands (Hive Worm God)
- Broodhold (Tangled Shore) - In Anânh, Brood Queen (Hive Wizard)
- The Corrupted (The Dreaming City) - Sedia, the Corrupted (Taken Techeun)
- The Hollowed Lair (Tangled Shore; based on the mission Scorned) - Fikrul, the Fanatic (Scorned Baron)
- Warden of Nothing (Prison of Elders) - The Mad Warden (Fallen Servitor)
- The Festering Core (Echo Mesa, Io) - Baurisk, Envoy of Savathûn (Taken Incendior)
- The Scarlet Keep (The Moon) - Hashladûn, Daughter of Crota (Hive Wizard)
A special endgame playlist, "Nightfall Strikes" are even more challenging versions of Strikes with a very large difficulty increase, special rewards, a unique scoring system, and a limited map selection that changes every week. Unlike other Strike playlists, these cannot be played in standard matchmaking and require players to form pre-made fireteams. Players can opt to use the Guided Games feature to form three-man fireteams (with two clanmates as the "Guides" and one other player as the "Seeker").
Prior to the Forsaken expansion, these came in Normal and Prestige variants (with Prestige playlists disabling the Guided Games functionality and further increasing the game's difficulty to the game's then-maximum Power level), have limited mission timers (failing the mission entirely when it reaches zero), and used special modifiers (including "time warps" that allow players to extend the mission timer in special ways).
Beginning with the Warmind expansion, teams are scored based on the performances of all three players together. Scoring is gained by both killing enemies (primary) and generating Orbs of Light (secondary). After 15 minutes, players earn less points. After 18 minutes, players can no longer earn points and the overall score slowly drains. Players can also use special Challenge Card items to further increase the difficulty and apply a set of modifiers (one Burn, one Advantage/Disadvantage, and two Disadvantage), all of which add a multiplier to the scoring system.
Beginning with the Shadowkeep expansion, players can participate in a special version of Nightfall called "The Ordeal", with five difficulties in total (Adept, Hero, Legend, Master, and Grandmaster). Harder difficulties add additional challenges (including the added Champions mechanic) and higher rewards (including Exotic-tier gear and materials). Only the Adept and Hero difficulties can be played in matchmaking.
Returning from the original Destiny, these unique endgame PvE events pit a fireteam of up to six Guardians against a series of challenging stages in unique locations. Each stage has unique objectives and constraints that require heavy use of teamwork, strategy, puzzle-solving, and communication. Completing through these stages unlock unique and powerful loot.
All raids prior to Season 4 have two difficulties: Normal and Prestige, with the Prestige version giving additional (and exclusive) rewards while increasing the difficulty of all enemies and adding new challenges to each mission. This was replaced with special Challenge triumphs/bounties and an optional "flawless run" mechanic (where players unlock a hidden version of the Raid where a team wipe returns the team to orbit and resets progress).
Each player's progress in each Raid is saved and can be returned to before the start of the next weekly rotation (where progress is reset). Players in a smaller fireteam (known as "Seekers") can use the Guided Games feature to pair up with larger fireteams (known as "Guides") to form a full team for the current year's Raid.
Longer Raids
- Leviathan - Set on the massive Cabal space vessel (of the same name) orbiting around Nessus, Leviathan has the players invited by the former Emperor of the Cabal Empire to test their strength against his Loyalist forces. Unlike previous Raids, Leviathan uses a central hub area (the Castellum) to link all four chambers together. Players need to clear three of these chambers (Royal Pools, Pleasure Gardens, and The Gauntlet) before facing off against Emperor Calus himself in his throne room. As progressing through the Castellum is a challenge in itself, players can optionally sneak inside a hidden part of the ship (the Underbelly) to skip the Castellum and find hidden loot.
- Last Wish - Added in Season 4. Set in the Dreaming City after the events of the Forsaken campaign, Last Wish has players making their way to a massive tower (the Keep of Voices) while freeing two Techeuns (Kalli and Shuro Chi) from Taken corruption. Afterwards, they must defeat the tower's guard (a powerful Taken Ogre known as the Spirekeeper Morgeth), find a way to enter the Vault, and destroy the corrupted Ahamkara known as Riven of a Thousand Voices.
Shorter Raids
- Leviathan, Eater of Worlds - Added in Season 2. Players are summoned back to the Leviathan to venture deep inside the Vex-infested vessel to find and destroy the Planetary Core Argos.
- Leviathan, Spire of Stars - Added in Season 3. Players are summoned back to the Leviathan to repel a Cabal Red Legion assault on the vessel and assassinate the fleet's leader: Val Ca'uor.
- Scourge of the Past - Added in Season 5. Set in a desolate section of the Last City (now occupied by a Fallen syndicate known as Kell's Scourge), Scourge of the Past has players navigating the city to the Black Armory Vault and preventing the massive war-mech Insurrection Prime from plundering it.
- Crown of Sorrow - Added in Season 7. Players are summoned back to the Leviathan to clear Hive infestation and retrieve the Crown of Sorrow (a Hive artifact believed to be used to command the Hive) from the corrupted Cabal Shadow Gahlran.
- Garden of Salvation - Added in Season 8. Set in the the Black Garden after the events of the Shadowkeep campaign, Garden of Salvation has players making their way through the realm to search for the endpoint of a signal from the Unknown Artifact while battling a Vex collective known as the Sol Divisive. Throughout the way, they must challenge two powerful Vex Minds: the Consecrated Mind and the Sanctified Mind.
Raid Dungeons
Dungeons are similar to Shorter Raids, but have a maximum fireteam size of three.
- The Shattered Throne - Added in Season 4. Players are summoned to Eleusinia, one of Mara Sov's "throne worlds" corrupted by the Taken King Oryx, in order to locate the source responsible for the Dreaming City's Taken corruption: the Hive Wizard Dûl Incaru.
- Pit of Heresy - Added in Season 8. Players must venture deep beneath the Scarlet Keep to slay the Hidden Swarm's champion: the Hive Knight Zulmak.
- Prophecy - Added in Season 11. Players must venture through the Realms of the Nine and fight hordes of simulated Taken (led by the Kell Echo) to learn the nature of the Darkness.
Like the original Destiny, PvP multiplayer takes place in-universe in the Crucible: a series of live-fire training exercises that doubles as gladiatorial competition.
Each Crucible match takes place in dedicated arenas (most of which use environmental assets from areas used for PvE), with Lord Shaxx as the mode's primary announcer. By completing public matches, players can earn unique Crucible-themed gear for use in any mode.
At launch, the game had no private matches, no ranking system, and a player limit of 8 (restricted to two teams of four players). Along with the addition of private matches and two ranking systems (Valor and Glory), the game later increased the player limit to 12 and added free-for-all play.
As of the Forsaken update, each player has two separate rankings that reset each Season:
- Valor - Used for all public modes, Valor tracks the player's overall Crucible experience for a particular Season. While players can earn additional Valor by winning consecutive matches, they can never lose Valor. When players reach the maximum Valor Rank (Legend), they can choose to reset it back to zero to gain additional rewards and commendations.
- Glory - Used solely for the Competitive/Survival playlist, Glory tracks the player's skill in the playlist in relation to other players. Players can earn additional Glory by winning consecutive matches, and lose Glory by losing matches and disconnecting from games.
Game Modes
Unlike in the original Destiny, Destiny 2 simplifies the scoring system so that bonus points (such as headshots and assists) do not count towards the team's score.
In matchmaking, single-round modes are usually played in a 6v6 format (4v4 in earlier seasons, 6-player for FFA modes). Most modes have "mercy rule" enabled in non-Competitive playlists, where a large team lead early in the game causes the game to end prematurely.
- Clash - Standard team deathmatch. Teams earn points for eliminating enemy combatants.
- Control - Teams fight over three neutral Control Zones throughout the battlefield. Neutral and enemy Zones can be captured for the team by standing on them uncontested for a short amount of time. Teams earn points both for eliminating enemy combatants (with bonus points based on how many Points they control) and for capturing a Zone. In Competitive settings, each team starts with one Zone controlled.
- Supremacy - Team deathmatch with a twist: killed players drop colored "crests" (blue for teammates, red for enemies) that can be collected. Teams can only earn points by picking up enemy Crests, and picking up a teammate's crest denies the opportunity for the enemy team to score with it.
- Mayhem Clash - Similar to Clash. All Guardian abilities and Heavy Ammo crates recharge faster. Added on December 19, 2017.
- Rumble - Free-for-all deathmatch. Players earn points for eliminating enemy combatants. Added on March 27, 2018.
- Scorched / Team Scorched - Similar to Rumble / Clash. Players do not have access to their loadout weapons and abilities, instead having access to only one weapon: the Scorch Cannon. New for Destiny 2. Added on August 21, 2018.
- Momentum Control - Similar to Control. Increased zone capture speed and bonus points. Increased overall weapon damage. Improved both respawn rates and drop amounts for Heavy Ammo crates. All Guardian abilities can only be regenerated by defeating enemies. Increased damage resistance against non-Power weapons and abilities while in roaming Supers. Quicker respawn timer. Motion tracker disabled. Each team starts with one point controlled. New for Destiny 2. Added on October 29, 2019.
In matchmaking, multi-round modes are usually played in either a 3v3 or 4v4 format (with 2v2 in some Showdown modes).
- Survival - Last team standing. Each team can only respawn a limited amount of times. Teams win rounds by depleting the enemy team of their life count and then eliminating them. If the round timer is depleted, the team with the most lives remaining wins the round. Based on Elimination mode from the original Destiny.
- Countdown - Asymmetrical assault mode where teams alternate between Attackers and Defenders. Attackers must arm and detonate a central charge, at one of two points, before the round timer expires. Defenders must either prevent the Attackers from arming, or defuse armed charges. Although players only have one life per round, they can be revived by teammates in a limited capacity. Teams win rounds by either eliminating all enemies or by completing their objective. New for Destiny 2.
- Showdown - Similar to Clash. Teams win rounds by having the highest amount of kills when the round timer is depleted. New for Destiny 2. Added on February 13, 2018.
- Breakthrough - Symmetrical assault mode where teams fight to capture a central neutral Capture Zone ("deploying the Breaker"). Once a team deploys the Breaker, they must capture their enemy's Capture Zone ("hacking the Vault") to win the round. If they fail to hack the Vault in time, the other team wins the round. New for Destiny 2. Added on September 25, 2018 and is only compatible with certain maps.
- Lockdown - Similar to Control. Teams slowly fill up their overall capture gauge by capturing and holding two uncontested Zones, and win the round when the gauge reaches 100%. If all Zones are captured and uncontested at once, the holding team wins the round automatically. Each team starts with one Zone controlled. New for Destiny 2. Added on November 27, 2018 (formerly a Crucible Labs playlist since July 26, 2018).
- Elimination - Similar to Survival. Although players only have one life per round, they can be revived by teammates. Added on December 10, 2019 (formerly a Crucible Labs playlist since October 1, 2019).
These game modes are specific to events and are not available in Private Matches.
- Iron Banner Control - Similar to Control. Once a team captures all three Zones at once (and gains a "Power Play"), the Zones remain locked for 15 seconds before they all reset. Each team starts with one Zone controlled. New for Destiny 2. Added on September 18, 2018.
- Crimson Days Doubles - Similar to Showdown. Players who are close together gain the "Reunited" buff (increasing the recharge rate of their abilities), while players who are too far apart gain the "Drifting Apart" debuff (marking them as waypoints for the enemy). When a player's teammate is defeated, they gain the "Vengeance" temporary buff (further increasing the recharge rate of their abilities while slightly healing them). New for Destiny 2. Added on February 12, 2019.
- Altar of Flame (Caloris Basin, Mercury)
- The Dead Cliffs (European Dead Zone, Earth)
- Endless Vale (Arcadian Valley, Nessus)
- The Fortress (European Dead Zone, Earth)
- Javelin-4 (Warsat Launch Facility, Io)
- Legion's Gulch (European Dead Zone, Earth)
- Midtown (The Last City, Earth)
- Vostok (Felwinter Peak, Earth)
- Retribution (Upper Startosphere, Mars) - Timed-exclusive to the PS4 version.
Post-Release (New)
- Emperor's Respite (Prison Barge, Leviathan) - Added on September 13, 2017.
- Eternity (Unknown Space) - Added on September 15, 2017. Formerly exclusive to Trials of the Nine.
- Pacifica (Tidal Anchor, Titan) - Added on December 5, 2017 and originally required the Curse of Osiris expansion.
- Radiant Cliffs (Mercury's Past, Infinite Forest) - Added on December 5, 2017 and originally required the Curse of Osiris expansion.
- Wormhaven (New Pacific Arcology, Titan) - Added on December 5, 2017 and originally required the Curse of Osiris expansion. Timed-exclusive to the PS4 version. Compatible with Breakthrough mode.
- Meltdown (Clovis Bray Special Projects, Mars) - Added on May 8, 2018 and originally required the Warmind expansion.
- Solitude (Warmind Facility Hellas, Mars) - Added on May 8, 2018 and originally required the Warmind expansion.
- The Citadel - (The Dreaming City) - Added on September 4, 2018 and originally required the Forsaken expansion. Compatible with Breakthrough mode.
- Firebase Echo (Arcadian Valley, Nessus) - Added on September 4, 2018 and originally required the Forsaken expansion. Compatible with Breakthrough mode.
- Equinox (Unknown Space) - Added on September 4, 2018 and originally required the Forsaken expansion. Compatible with Breakthrough mode.
- Gambler's Ruin (The Tangled Shore) - Added on September 4, 2018 and originally required the Forsaken expansion. Timed-exclusive to the PS4 version.
- Fragment (Unknown, The Infinite Forest) - Added on October 1, 2019.
Post-Release (Remake)
In addition to new maps, the game has received remakes of numerous maps from the original Destiny.
- Distant Shore (Arcadian Strand, Nessus) - Added on October 10, 2017. Remake of Shores of Time.
- The Burnout (Vex Future, Infinite Forest) - Added on February 13, 2018. Remake of Burning Shrine.
- Bannerfall (The Last City, Earth) - Added on May 23, 2018. Compatible with Breakthrough mode.
- Convergence (Infinite Forest, Mercury) - Added on September 18, 2018. Remake of Pantheon. Compatible with Breakthrough mode.
- Twilight Gap (Last City Parameter, Earth) - Added on October 1, 2019. Compatible with Breakthrough mode.
- Widow's Court (European Dead Zone, Earth) - Added on October 1, 2019. Compatible with Breakthrough mode.
- Rusted Lands (European Flood Zone, Earth) - Added on December 10, 2019.
- The Anomaly (Mare Cognitum, Moon) - Added on March 10, 2020.
- Cauldron (Ocean of Storms, Moon) - Added on March 10, 2020. Remake of The Cauldron.
- Exodus Blue (Cosmodrome, Earth) - Added on March 10, 2020.
Seasons 8-11
All 6v6 playlists have "Shared Heavy Ammo" enabled, where instead of Heavy Ammo crates being limited to one player, players instead "unlock" the crate for their team for a short amount of time.
- Control (Valor, 6v6) - Standard low-intensity playlist. Uses the Control mode only.
- Survival (Glory, 3v3) - High-intensity playlist with mid-game joining disabled. Uses the Survival mode only. Players who disconnect from multiple Survival matches in a short time frame get a temporary suspension from the playlist. An alternate "Freelance" playlist only allows matchmaking with solo players.
- Classic Mix (Valor, 6v6) - Low-intensity "quick match" playlist. Uses the Clash, Control, and Supremacy modes. Matchmaking is based on connection rather than skill level.
- Rumble (Valor, 6P) - Free-for-all playlist. Uses the Rumble mode only.
- Elimination (Valor, 3v3) - Playlist for the game's most recent mode only. Currently uses the Elimination mode.
- 6v6 Weekly Rotator (Valor, 6v6) - Rotates between the following modes each week: Clash, Supremacy, Mayhem, Team Scorched, Momentum Control.
- 4v4 Weekly Rotator (Valor, 4v4) - Rotates between the following modes each week: Countdown, Showdown, Breakthrough, Lockdown.
Seasons 1-7
- Quickplay (Valor, 6v6) - Standard low-intensity playlist. Used the Clash and Control modes. Formerly 4v4.
- Competitive (Glory, 4v4) - High-intensity playlist with mid-game joining disabled. Uses the Clash, Control, Survival, and Countdown modes. Players who disconnect from multiple Competitive matches in a short time frame get a temporary suspension from the playlist.
- Rumble (Valor, 6P) - Free-for-all playlist. Uses the Rumble mode only.
- Weekly Rotator (Valor) - Added on March 27, 2018. Rotated between the following modes each week: Mayhem (6v6), Supremacy (6v6), Breakthrough (4v4), Lockdown (4v4), Showdown (4v4 and 2v2 "Doubles"). Rumble was originally part of this playlist (with both 6P and 8P variants). During the Iron Banner event, this playlist is replaced with the Iron Banner playlist.
Iron Banner
Returning from the original Destiny, Iron Banner is a special monthly endgame event hosted by Lord Saladin where, for one week a month, players can participate in a special "Iron Banner" playlist that grants unique themed gear. In addition, Saladin replaces Shaxx as the mode's announcer.
Prior to Season 4, the playlist was restricted to one gametype that rotates every month (Clash, Control, or Supremacy). This was later changed to a special variation of Control (known as "Iron Banner Control") and introduced the return of Power level advantages (where players with higher Power levels have increased damage and resistance). Since Season 5, certain medals received their own Iron Banner counterpart that is earned exclusively in that mode.
The "Trials of Osiris" PVP endgame event from the original Destiny returned in two forms: first with "Trials of the Nine" (from Seasons 1-4) and then with an updated "Trials of Osiris" (from Seasons 10+). Both versions are special weekend events where players participate in a series of highly-competitive matches on a specific rotating map and gametype.
Unlike standard playlists, players must form their full fireteam before entering matchmaking and cannot modify their chosen loadout while in the playlist. Each match's introduction is extended and shows the loadout of all players individually (allowing teams to coordinate on countering their foes).
Trials of the Nine was a 4v4 mode that used either Survival or Countdown, while Trials of Osiris is a 3v3 mode with Power level advantages. Certain medals received their own Trials of Osiris counterpart that is earned exclusively in that mode.
Once the player's character reached either 7 wins or 3 losses, that character could no longer participate in the event for that week (Nine) or must purchase a new "Trials card" (Osiris). Depending on the amount of wins and losses, the player could enter parts of an exclusive location ("The Third Spire" in Trials of the Nine and "The Lighthouse" in Trials of Osiris) to earn unique themed gear.
Added in Season 4, Gambit is a unique "competitive PvE" game mode that pits two groups of four-man fireteams against each other to summon and destroy a powerful boss enemy (the Taken Primeval). While it have elements of PvP multiplayer, it is outside of the scope of the Crucible and does not count towards Crucible bounties and challenges. It was formerly exclusive to owners of the Forsaken expansion.
In-universe, Gambit is a secret competition hosted by a mysterious Lightbearer, known as the Drifter, in order to generate and harness the Darkness (as portable "Motes"). It takes place at locations near the Drifter's ship (the Derelict, which tows a gigantic mysterious object throughout the solar system), with the beginning of each round taking place inside the ship. Further lore behind Gambit and the Drifter's intentions are explained in both Forsaken (through lore books) and Joker's Wild expansions.
Similar to the Crucible's Valor ranking system, Gambit has Infamy ranks which tracks their public Gambit experience throughout the season. While players can earn additional Infamy by winning consecutive matches, they can never lose Infamy (although at the highest Rank, they gain no Infamy by losing). When players reach the maximum Infamy Rank (Legend), they can choose to reset it back to zero to gain additional rewards and commendations.
In Gambit, games are played in rounds, with the first team to win two rounds winning the match. At the beginning of the match, an enemy faction is randomly determined, which will spawn naturally for the entirety of the match (outside of the Primeval phase).
When each round begins, both teams spawn in the spawn area of their battlefield, with the battlefields of both teams being both completely identical and separate. Each battlefield has a central area (where a "Mote Bank" and an "Invasion Portal" are located) and three enemy spawn areas (each of which are named by the Drifter when enemies spawn, such as "the Cavern" and "the Base").
Enemies of the chosen faction then spawn in one of these areas, with enemies dropping anywhere from 1-5 "Motes of Dark" based on their difficulty. Once all enemies are cleared from that area, they begin spawning in one of the two other spawn areas. Although Motes disappear after a short amount of time, players can collect them to keep them in their possession (up to 15 at a time). Players can then deposit their current stack of Motes to their team's Bank, provided there are no enemy Blockers alive. If a player dies while holding a stack of Motes, that stack is "lost" and removed from the game.
Once a team deposits 75 or more Motes in their Bank, they begin their Primeval Phase, which removes all faction enemies from their battlefield, locks the Bank, and begins spawning unique Taken enemies near the Bank. The objective of this phase is to eliminate the boss "Primeval" (who is both lethal and very tanky). To help hasten the death of the Primeval, a stacking "Primeval Slayer" buff is applied automatically to the team (first after 30 seconds, then after every 12 seconds). In addition, eliminating both of the Primeval's lieutenants (the Taken Wizards known as "Primeval Envoys") grant an additional "Primeval Slayer" buff.
Once the Primeval is defeated, the round ends and the team who defeated their Primeval first wins the round. In normal Gambit matches after the Gambit Prime update, the final tie-breaking round (when more than one round is needed to win) is changed to immediately start at the Primeval Phase.
Value Targets
At certain times of the match, a more powerful "High-Value Target" can spawn in a random location and roams throughout the battlefield. Damaging HVTs causes it to drop Motes, while defeating HVTs drop a large amount of Motes (up to 15 total).
In addition, teams that are behind in score can find glowing "Catch Up Targets" with spawned enemies, each of which drop additional Motes on death.
Both HVTs and CUTs can be disabled in Private Matches.
Bank Blocking
When a player deposits 5 or more Motes at a time, they send a "Blocker" to the enemy battlefield near their Bank. As long as an enemy Blocker is alive, that team's Bank is "blocked" and cannot be used.
- For 5-9 Motes, Taken Goblins are deployed as Small Blockers, whose ability to shield other Taken from all damage made them annoying in groups. Prior to the Gambit Prime update, these were Taken Phalanxes.
- For 10-14 Motes, Taken Captains are deployed as Medium Blockers, whose lethality made them dangerous for players holding onto motes . Prior to the Gambit Prime update, these were Taken Knights.
- For the maximum amount of Motes (or 15-19 Motes in Gambit Prime), Taken Knights are deployed as Large Blockers, whose tankiness made them tougher to dispatch. Prior to the Gambit Prime update, these were Taken Ogres.
With the addition of the High-Yield Savings perk in Gambit Prime (and exclusive to that mode), Collectors can deposit 20 Motes to send a Giant Blocker (a boss Taken Phalanx) to the other side. Giant Blockers are risky to obtain, but are very dangerous to dispose of (due to their large shields, their tankiness, and their lethal stomp attack).
Players can still send Blockers to the enemy's side when their enemies are in the Primeval Phase, which can be detrimental to that team (as distractions and shields).
Player Invading
Reminiscent of the Invader Phantom system in the Souls series, players can "invade" the opposing team's battlefield once their Portal is active (which happens after each 25 motes deposited as a team, or at regular intervals during the enemy's Primeval Phase).
Invaders are transported to the furthest spawn area from the opposing players, are highlighted in red, have all enemy Guardians marked on their HUD, and cannot be targeted or damaged by PvE enemies. Their goal is simply to eliminate enemy Guardians while avoid being killed themselves. After either 30 seconds have passed or four enemy Guardians are eliminated, the Invader is automatically transported back to their battlefield. If they are killed, they drop 3 Motes around them, lose their current stack of Motes, and must wait to respawn at their battlefield.
Teams who are being invaded are notified (with heavy aural and visual cues) and have an incentive to hunt the Invader down:
- If the Invader kills an enemy Guardian prior to the Primeval Phase, that Guardian loses their stack of Motes. This can be detrimental for those carrying large stacks.
- If the Invader kills an enemy Guardian during the Primeval Phase, the Primeval gets healed for a small amount.
Gambit Prime
Added in Season 6, Gambit Prime is a unique single-round version of Gambit with numerous changes:
- Players can earn special armor pieces from the Reckoning activity that gives them points towards special perks for Gambit Prime. Perks are split into four combat roles: Reaper (green, focusing on clearing waves of enemies and defeating powerful enemies), Invader (red, focusing on invading enemy teams), Collector (white, focusing on gathering motes and sending Blockers), and Sentry (yellow, focusing on defending against both Blockers and Invaders).
- The number of banked motes that are required to summon a Primeval is increased from 75 to 100, and can be drained over time in two ways: when multiple Blockers are near the Bank, and when invaders with a certain Invader perk are standing near the Bank.
- The Primeval can only be damaged for a short time after all three Envoys are defeated. The third Envoy spawns after the other two is defeated and leaves a Well of Light once defeated (granting temporary buffs to those standing in it). After a short time, the Primeval is shielded and more Envoys spawn.
It was formerly exclusive to owners of the Forsaken Annual Pass.
Gambit + Gambit Prime
- Emerald Coast (European Dead Zone, Earth) - Enemies are either Cabal, Fallen, or Hive. Added on September 4, 2018 (Gambit) and March 26, 2019 (Gambit Prime).
- Legion's Folly (Arcadian Valley, Nessus) - Enemies are either Cabal, Scorn, or Vex. Added on September 4, 2018 (Gambit) and added on March 19, 2019 (Gambit Prime).
- New Arcadia (Hellas Basin, Mars) - Enemies are either Cabal, Hive, or Vex. Added on March 5, 2019 (Gambit Prime) and April 2, 2019 (Gambit). Later added in classic Gambit on April 2, 2019.
- Deep Six (New Pacific Anthology, Titan) - Enemies are either Fallen, Scorn, or Hive. Added on March 12, 2019 (Gambit Prime) and April 2, 2019 (Gambit).
Gambit Only
- Cathedral of Scars (The Dreaming City, The Vestian Web) - Enemies are either Cabal, Scorn, or Vex. Added on September 4, 2018.
- Kell's Grave (Tangled Shore, The Reef) - Enemies are either Fallen, Scorn, or Vex. Added on September 4, 2018.
The game received two beta testing periods: one for consoles (from July 18, 2017 to July 25, 2017) and one for PC (from August 28, 2017 to August 31, 2017). Those who pre-ordered received exclusive early access to the beta.


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THE RESIDENTS OF DENMARKS YOUNGEST HALL OF RESIDENCE We have already created a good community spirit CLÉMENT ERUP LARSEN, 19 YEARS OLD FROM FRANKRIG STUDYING GENERAL ENGINEERING LOUIS VEILEX, 18 YEARS OLD STUDYING GENERAL ENGINEERING, FROM FRANCE Its a lovely area with a good atmosphere where everything is new. We are really enjoying each others company in our kitchen, so living at Hempel Kollegiet has defi nitely given me an easier start to my studies because I was part of a team even before I started my classes. The best thing about living here is that I can spend time with other students from DTU, both Danish and international students. That helps to strengthen both my Danish and English language skills and it is also interesting to learn how other cultures live. It is very nice not having to take the bus every morning, as I can simply walk straight over to the campus. It also requires a lot of self-discipline to study in Denmark because I can decide whether or not to turn up for lessons, which differs from France, but I really like this way of studying. I am half French and lived in France until one year ago, when I moved to Denmark. I moved into Hempel at the end of August and think its really cool. Half are international students and half are Danes, so I am learning a lot about other cultures. MAIDER ALDUNATE, 21 YEARS OLD FROM SPAIN STUDYING CHEMICAL ENGINEERING I came to Denmark from Spain on 27 August and started at DTU in September. Im an exchange student and am taking the final year of my bachelor in Chemical Engineering at DTU. I will be writing my bachelor thesis in collaboration with the Hempel foundation and that is why I was offered a place at Hempel Kollegiet. I love this place, because I am living so close to the campus and the building is so new and I have everything I need on a daily basis on campus. It is also very hard for international students to find anywhere to live, so I was very lucky. It is also cool that half the residents are Danes and half are from abroad, as this gives me plenty of contact with Danes studying at DTU. Photo: Jan Juel HELENA HANSEN, 20 YEARS OLD STUDYING GENERAL ENGINEERING I have lived in France just about all my life, even though I am Danish. But in September I moved to Denmark to study at DTU and live at Hempel Kollegiet, and Ive been really happy here so far. Many of the students from my line of study also live out here so we have already created a good community spirit. We meet very often and eat dinner together in the large kitchens, where its easy to invite more people over, and that stimulates interaction. MIKKEL LARSEN STUDYING BIOTECHNOLOGY I am studying biotechnology for my third term and moved into Hempel Kollegiet on the first day, 15 August. So far, it is a far better hall of residence than those I have lived in before. More has been done with the shared kitchens, which encourages the students to get together. The international atmosphere at the hall of residence has also meant Ive been offered a lot of different tasty dishes from other cultures and that is fun to experience. Thats why Im looking forward to the Tour de Hempel event being arranged where we will be going around drinking beer in the various kitchens so we can get to know other people in the building.
KGS. LYNGBY FUTURE No 4 / November / 2017 FIVE YEARS OF THE CITY OF KNOWLEDGE AND URBAN DEVELOPMENT NNE TO VIRUM Meet the company that solves the most complex engineering assignments AUTONOMOUS BUS Transport of the future to be tested at DTU MORE START-UPS DTU Skylab to be expanded for DKK 100
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Buses of the future driving around at DTU Denmarks first autonomous bus is currently being tested on a closed site at DTU. The company Autonomous Mobility is behind the trial, and the plan is to have the buses operating during a pilot project from the beginning of 2018. Lyngby-Taarbæk could be one o
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Aerial view: Lyngby-Taarbæk Municipality Find the complete overview of projects and members vidensby.dk Haldor Topsøe, GEO, City of Knowledge and Urban Development Secretariat Aquaporin and Workstation Cobham Virum Gymnasium Tryghedsgruppen Bristol-Myers Squibb New housing NNE Lyngby Handelsskole
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Meeting across sectors drives innovation, says Caroline Arends, CEO of LyngbyTaarbæk City of Knowledge and Urban Development. Photo: Jan Juel. The City of Knowledge and Urban Development spreading inspiration in Denmark and abroad Lyngby-Taarbæks City of Knowledge and Urban Development organisati
Five years with Lyngby-Taarbæk City of Knowledge and Urban Development results/what has this meant? We have asked four members of the board of the City of Knowledge what the organisation has contributed in their view Michael G. Dupont Store Manager Magasin What role has the City of Knowledge all
A glimpse of the future, when the fortified canal has been excavated and filled with water. Illustration from Lyngby-Taarbæk Municipality Fæstningskanalen to solve climate challenges The historic fortified canal is to be recreated so the more frequent and powerful rainfall can run out into the cana
#ActivityBasedWorking Take the Virtual Tour on your phone Explore the thoughts behind our building in Lyngby www.digitaltour.dk KG S . LY N G BY FUTURE 13
PRAISE FOR NEW HALL OF RESIDENCE However, much more student housing is needed Hempel Kollegiet, with its 200 bedsits will help to relieve the intense housing pressure at DTU, but more homes are needed, according to the chairwoman of the students union By Andrea Signe Trolle On Tuesday 15 August, 2
THE RESIDENTS OF DENMARKS YOUNGEST HALL OF RESIDENCE We have already created a good community spirit CLÉMENT ERUP LARSEN, 19 YEARS OLD FROM FRANKRIG STUDYING GENERAL ENGINEERING LOUIS VEILEX, 18 YEARS OLD STUDYING GENERAL ENGINEERING, FROM FRANCE Its a lovely area with a good atmosphere where ever
More new students to start at DTU In 2017, 2,207 students started on one of DTUs 35 diploma and civil engineering BSc courses. That was one per cent more than the year before, so interest in DTUs engineering courses is continuing to rise. A total of 1,198 young people were offered a place to study o
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Mikkel Sørensen in the middle of DTU Skylab, which last year helped over 100 budding start-up projects run by students. Photo: Jan Juel DTU entrepreneurs to gain even more space DTU Skylab, which helps students to realise their ideas, is to be expanded to the tune of DKK 100 million. The extension
Christopher Weis Thomsen, Erkan Taskiran and Servet Coskun with one of the vegetables the three entrepreneurs are cultivating at Skylab. Photo: Jan Juel Vegetables of the future to be produced without soil Three students have started a company called Aerogrwn, which is developing vegetable product
Novozymes learning centre could be nationwide The Novo Nordisk Foundation is investigating whether to transform the planned learning centre at Novozymes into a nationwide learning lab for children and young people We cant compete on salary, the weather or good tax rates, but we can compete on setti
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Natural sciences in focus at new high school The new H. C. Ørsted Gymnasiet, which will open in August 2020 on Trongårdens Byområde, will be a signature high school for technology and natural sciences that will defy the use of traditional classrooms By Steen Trolle size. The great hall must be able
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Super-Easy Lovely & Elegant Twisted Hairstyle Tutorial
Do you love to keep your hair open with different hairstyle look??? If yes, then we bring the ultimate cute way to leave your hair open up simply like a princess. Try our 3 twists princess hairstyle to spread the beauty of your hair everywhere you go. This hairstyle can be picked as your everyday or routine hairstyle as it is very simple and easy and needs 3-5minutes to get ready. Fix your long hair using our twist hairstyle for long and open hair that not messes up for the whole day even. Flawless beautiful hairstyle gives a precious grace to your entire beauty and personality and your hair can serve it the best. If you are fed up of braid hairstyles, then try our spring summer long curly or long wavy hairstyle.
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Exoskeletons, which are wearable robotic devices, have the potential to improve and even restore the mobility of the children with physical disadvantages such as motor control deficit, muscle weakness or muscle spasticity. Currently, robotic exoskeletons are expensive, bulky, relatively heavy, and do not fit majority of the children. We aim to create a lightweight, low profile, and cost-effective solution to treat abnormal walking patterns associated with the knee. About 81% of the children with CP present with either knee hyperextension or excessive knee flexion while walking as a compensation mechanism associated with their disability. Children with CP have lower levels of physical activity and higher sedentary behavior compared to the age-matched healthy children. Low levels of physical activity contribute to increased risk of chronic diseases. The implications of these abnormal walking patters include increased stress on soft tissue structures which can lead to permanent joint deformity if untreated. Therefore, early treatment for genu recurvatum or crouch gait is crucial to prevent further development of musculoskeletal weakness and alternation caused by prolonged compensatory behavior. We propose to introduce a wearable robotic knee exoskeleton to aid in restoring normal gait to assist children with impaired motor control in the lower extremity by providing flexion/extension torque assistance at the knee joint. By providing appropriate support and correcting pathophysiological gait biomechanics, an assistive knee robotic exoskeleton can help children to learn to walk efficiency and restore their mobility and independence.
A novel robotic knee exoskeleton designed for a pediatric population with walking disability. Wearable robotic exoskeleton technology has tremendous potential as both an assistive and therapeutic technology for impaired populations. Even with recent technology development for powered exoskeletons, there is a major gap in translating this technology to the pediatric population. Unlike current commercialized multi-joint exoskeletons with high price-tags which put them out of reach for most individuals, this robotic exoskeleton is designed to be cost-effective and more affordable. The robotic device is also capable of size adjustment to accommodate a wide range of body sizes for the pediatric population.
APDC funds will be used to complete a biomechanics analysis of able-bodied adult subjects to demonstrate safety and efficacy of the device, and the development of an appropriate clinical algorithm to support children with knee walking abnormalities.


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Last weekend I ran my first proper running event, the Queenstown International Half Marathon. I've run in a couple of little events before, but nothing that really required extra training, and definitely nothing that ever required any thought to nutrition!
After completing my Sports Dietitians Australia course in September I have become more and more interested in the world of Sports Nutrition. It's amazing what a difference a well thought out and scientifically based plan can do. Of course the amount of actual training you do is important as well. And for the elite athlete a large part of success also comes down to the athlete's genes.
So for the average Joe going out to run an event, there isn't much that we can do about our genes (and I am definitely not a natural born runner) but we can ensure we have done some training, working up the distance, getting the miles underfoot, and having a good hard think about diet.
An overall healthy diet is of course helpful in the lead up to any sporting event, but today I am going to concentrate on the couple of days before my run and what I did during the run and share what I found helpful, what worked and what maybe I would reconsider next time round (yes, I am planning on there being a next time!)
Carb loading
You may have heard the term, but what is carb loading?
This describes a change to an athlete's normal diet and training pattern to increase muscle glycogen (carbohydrate) stores prior to an endurance type event. These days it requires the athlete to decrease training, and increase how much carbohydrate they consume for about 1-4 days in the lead up to the event.
Why carb load?
It has been scientifically proven that increasing the carbohydrate eaten can significantly increase the muscle glycogen stores. This increase in glycogen has been shown to improve an athlete's ability to race at their maximum pace for an extended amount of time.
Who would benefit from carb loading?
Now you may laugh or roll your eyes, and think that you don't have to consider carb loading because you are not an elite athlete, however, if you are out exercising at a moderate or greater intensity for 90 minutes or longer, then you are likely to benefit from carb loading. Therefore average Joe, doing a half marathon (me) is likely to benefit, as we are likely to take longer than 90 minutes to complete the distance. There hasn't been a lot of research in how females fare after carb loading, as most of the research has been done in males. Some studies have suggested that females are less responsive to carb loading during certain times of the menstrual cycle. It can also be harder for females to meet their carbohydrate goals due to the sheer volume of food that they need to consume.
Problems with carb loading
- To do so successfully, requires the athlete to taper their training. This can be hard for an athlete to do when they are used to large volumes
- It can be difficult to eat enough carbohydrate. Typically athletes will require 7-12g/ CHO/kg body weight. This equals 490-840g CHO for a 70kg runner. This is equal to 1960-3360 kcal just from carbohydrate! Athletes often have no idea what that actually looks like in real food and struggle to fill their quota
- Sometimes sports nutrition and healthy eating guidelines don't marry up. In order to carb load successfully it is necessary to cut back on fibrous foods, relying on more simple carbohydrates such as jams, honey, white bread and jellies to reach the carbohydrate goals whilst avoiding stomach upset
- Carb loading will result in an increase in body weight due to the extra water that is stored alongside the extra glycogen. Some athletes are adverse to this, it also means the athlete has to travel with an increased body weight
- Carb loading is not an excuse to eat absolutely anything! This can be difficult for athlete's to grasp and some guidance is recommended
So what about me?
I was hoping for a time of around 1:55 as a really good time, but would be happy with somewhere under two hours, therefore I was going to carb load!
To be honest I was quite looking forward to this part of it, without going too crazy. In my carb loading menu I had planned to have white bread (never have that) date scones (one of my favourite treats) honey, pancakes and maple syrup and creamed rice. All things I LOVE, but don't normally eat on a day to day basis!
I did this for two days before my race. On the first day I realised I was trying to pack too much food into the evening and hadn't spread it out enough earlier in the day. I ate so much for dinner! (Mostly Israeli couscous) and then I had to try and fit in half a can of creamed rice. Well I just couldn't do it!! I was stuffed. So supper that night was about four or five dates instead. Day two required eating even more carbohydrate. So I got an early start on it, eating a massive banana when I first woke up. I had to be at the airport early to fly to Queenstown and treated myself to Mc Donald's pancakes and syrup (87g of carb in one portion!!) So I was off to a good start. But again by evening I was really struggling and had to force my creamed rice and chocolate milk down. Needless to say I ended up with a severe case of hiccups that seemed to repeat itself endless times until bed much to the family's amusement!
Race day
I got to chatting to a couple of people at the holding area for the start of the race. We had all been dropped off early at around 6am-6:30am for race start at 8 (something I hadn't really prepared for) and it came out that I am a dietitian. "So what does a dietitian eat for breakfast before a half marathon?" Someone asked. I replied, "Well today I have eaten a banana, two slices of white toast bread with about 2 tablespoons of honey and I'm going to eat another banana a bit closer to the race start."
I think the woman thought I was the worst dietitian ever! A dietitian eating white bread and honey on race day??! I think she thought I should have eaten a salad or something. Like I said, sports nutrition and healthy eating guidelines don't always go hand in hand.
However it was at this point that I made my first mistake. I had meticulously made my race day nutrition plan, so I knew at exactly which aid stations I would eat my Gu Chomps (a bit like energy gels in more solid form) and drink my Powerade and water. Unfortunately, race day morning weather was not what I had planned for. It wasn't too cold, but it was wet, and we had an hour and a half of standing in the rain with no shelter other than some trees. There was a coffee cart, and I tossed up between coffee and hot chocolate, debating whether the caffeine or sugar was best. In the end I decided a hot chocolate was a good idea, a bit of extra carb and sugar couldn't go amiss at this point. So I drank the hot chocolate, warmed up, filled in time and inevitably had to use the port a loos. Gross gross gross, but what can you do?
So ten minutes out from race start and I desperately needed to pee again. However, we are all lined up by this point, and the run has got to go on. Maybe it's just nerves and I actually don't need to go at all? Anyway, the gun goes off, and we start. I'm trying to distract myself, looking at the amazing scenery (that's hiding behind blankets of cloud) and the rain sets in again. Pitter patter on the road. This is doing nothing to ease the pressure on my bladder. I even contemplate if I can pee and run at the same time? Well I am wet anyway! It turns out I can't. That seems to require A LOT of concentration and my legs to not be moving. Something that would likely draw a lot of attention to myself in the middle of a race. So I go on. Can I make it another 19km? I really don't think so. As the first Powerade aid station approaches I notice there are more port a loos. I make a decision that I just have to go. Better losing some time than thinking about needing the toilet for the next 16km. And as it turns out it wasn't just nerves. Just the longest pee of my life. I must have lost at least two minutes on my time I reckon!
So lesson learnt. Even though I say it to everyone else. Never ever deviate from the race day plan which you have practised prior to race day.
Other than the rain, the rest of the race wasn't too bad. I think the next time I do something like this I will stick to straight gels rather than the Chomps. I really like the taste of the Chomps, but as they are solid I found them harder to chew whilst running than I had expected. Breathing heavily and swallowing was a challenge which occasionally resulted in Chomp being inhaled rather than ingested. They are ideal for a cycling event! So another lesson learnt.
Now this could be too much information, and feel free to skip the next paragraph, but I think this is important to consider too. It had been necessary to decrease fibre intake in the couple of days leading up to race day to allow for the extra carb and hopefully prevent an upset stomach during the race, and I noticed this led to a change in bowel habit. Ordinarily I like to go to the toilet before I run. But on race day I couldn't. This was fine until about 5km from the end when I felt a bit funny. I just could not allow myself to go to the toilet twice in one race, so I went on. I eventually crossed the finish line and my friend came over and gave me a massive bear hug, but instead of feeling completely elated and proud of my achievement like I had imagined, I just felt sick. I excused myself and ran to the port a loos for the third time in just over two hours…
Once I was feeling better, home and dry I started to appreciate my accomplishment. I had managed a time of 1 hour 59 minutes, so I was pretty happy with that, all things considered. But I think it does highlight the important fact that it is so important to trial your strategies prior to race day so that you can at least try to control one variable. Things like the weather are never going to be something we can control.
Despite everything, I would love to do this run again! The sense of accomplishment was incredible! It's amazing what your body can do when you put your mind to it, especially when you have support from family and friends. I was fortunate to know other people running in this event, including my sister and mum who both ran the 10km race. This just proves that age is no barrier as Mum only started running a couple of years ago after she turned 50!


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