What a Destiny 2 dungeon carry covers
A dungeon is Destiny 2's three-player endgame — smaller than a full fireteam raid but built around the same mix of platforming, puzzle encounters and a final boss. Because the team is three rather than six, a dungeon carry is quicker to coordinate and every activity in the roster above is available two ways. A recovery (account sharing) has our specialists complete the dungeon on your account while you're offline; you log back in with the loot, triumphs and completion registered. A carry (self-play) has you join the fireteam and play each encounter yourself with a booster on comms explaining the mechanics as you go. Carry (self-play) delivery costs more than recovery because of the personal coordination time involved — the exact figure is shown live in the calculator.
Both methods deliver identical loot, because Destiny 2 uses personal loot: each player receives their own drops from every encounter. Dungeons are also fully farmable after your first weekly clear per character, so the same run can be repeated to chase a specific weapon god roll or an Artifice-armor stat spread from a Master completion. If you want to level up more than one Guardian, an extra-character option runs the dungeon again on your other classes in the same order.