Descent is a game mode in Tom Clancy's The Division 2. It was introduced in Year 5, Season 1: Broken Wings.
History[]
The Descent Facility was originally designed both as a training environment for Strategic Homeland Division agents, and later a proving ground for Ortiz Robotics' various engineering projects, including the ISAC AI and their Warhound robots. Seeking discretion away from prying eyes, the program was housed in an underground NSA Facility in Washington, D.C..
Participants wore specialized telemetric suits that simulated pain to gauge agents' physical and mental limits in combat. Division agents Brian Johnson and Vivian Conley participated in early demonstrations of the simulation, which were observed by Secretary of Homeland Security Calvin McManus. However, Ortiz Robotics developed the program almost entirely using funds from Natalya Sokolova, under the pretense of building an environment to test the effectiveness of her Warhounds in combat against real-life "volunteers".
After Erica Gonzalez unwittingly infected an entire NSA Detention Center with Green Poison, McManus and his staff evacuated NSA Site B13 and retreated to the Facility as a temporary quarantine zone.
Tom Clancy's The Division 2[]
Months after the outbreak, Division agents were rescuing civilians from Black Tusk when they uncovered two entrances to the Descent Facility--one next to the Castle Settlement and the other east of the White House. Division agents entered the facility and infiltrated the bunker, facing rooms of simulated hostiles, to extract valuable intel for Wally from the NSA databases detailing the history of the simulation and Ortiz Robotics' connections to The Division and Black Tusk.
Mechanics[]
In Descent, Agents are stripped of all their usual skills and gear, including their specialization weapons and bonuses, as well as their custom cosmetics. They start within a starter lobby room, in which they will have to press a button to initiate a "loop". After pressing the initial button, the agent's Smart Watch will switch from orange to green and the agent will now be able to use the Simulation's consoles (which glow green) and computers, which will grant them weapons and skills, as well as talents similar to those found in the normal game's gear and weapons. These talents can then be stacked in order to achieve various effects.
In the computers, players can buy upgrades, such as additional slots for talents, extra choices for weapons and skills and additional ammo, med kit and grenade capacity. Players can buy up to 3 extra slots for offensive, defensive and utility talents, allowing them to have a maximum of 6 talents of each respective category.
The consoles in the starting area can be used to select either a weapon or a skill. Only at the start can the player select both a weapon and skill. Skipping these choices will earn the player 250 Descent Currency. Weapon quality can range from Worn to Specialized. Only skills that don't require a specialization are available, meaning that players are unable to access the Mortar Turret, Banshee Pulse, Striker Shield, Scanner Drone, Artificer Hive or Mender Seeker Mine
Once the agents choose their weapons and skills, they can then leave the starter area and select between 2 to 3 different rooms. Upon selecting and entering a room, the simulation will then generate enemies from the marked red doors.
Once the agents defeats all enemies, or waves of enemies after loop 6, the room's encounter is concluded and a console will spawn, from which the agent can pick one of 3 available talents (4 if one purchases a special upgrade with NSA Tech) or skip the choice in exchange for 250 Descent Currency. Agents can also re-roll the talents in exchange for 250 Descent Currency, with every subsequent roll increasing the price by 250 Descent Currency.
If the player has no space for any new talents, they can choose to overwrite a talent currently in their inventory with a new one. If the players select a talent that is already within their inventory, this talent will then be upgraded by one tier, which increases its effects by a certain amount.
NSA Tech is also a resource that can be obtained through completion of high-value target rooms or completing the final room in each loop. It can be used to purchase caches (Exotic, Named Items, Reconstructed), Descent outfits in 4 different colors, and enhancing attributes base stats up to 10 for each of the three core attribute categories (Offensive, Defensive, and Utility) as permanent upgrades for the game mode.
Available Talents[]
The following talents are available for the player to choose upon completing a room. Most of these talents are available in the open world, but have had their statistics altered in order to properly interact with Descent's talent stacking mechanic
A player starts with 3 slots for each talent category (that being Offensive, Defensive, Utility and Exotic), but can purchase up to 3 extra slots, each for 1400 Descent Currency, allowing the player to have up to 21 different talents active. A player can only have up to 3 exotic talents at a time.
Normal talents can be stacked up to 10 times, with each stack increasing the effects of the talent by a certain amount. Below, the talents and how they are upgraded per stack have been listed. The higher one stacks a talent, the lower a chance it has for re-appearing in a console.
Offensive[]
- Obliterate: Critical hits increase total weapon damage by 1.5%(+0.5% per stack) for 5(+1 per stack) seconds. Stacks up to 30 times.
- Vigilance: Increases total weapon damage by 10%(+10% per stack). Taking damage disables this buff for 4 seconds.
- Overwatch: After staying in cover for 6(-0.2 per stack. Rounded)[verification needed] seconds, increases you and your allies' total weapon and skill damage by 10%(+10% per stack) as long as you remain in cover or in a cover-to-cover move.
- Composure: While in cover, increases total weapon damage by 10%(+10% per stack).
- Allegro: +7%(+7% per stack) Rate of Fire.
- Critical: +10%(+10% per stack) Critical Hit Damage.
- Surgical: +5%(+5% per stack) Critical Hit Chance.
- Breadbasket: Landing body shots adds a stack of bonus +35% headshot damage to the next headshot for 10 seconds. Max stack is 3.[verification needed]
- Concussion: Headshots increase total weapon damage by 10% for 1.5 seconds. 5 seconds with marksman rifles.[verification needed]
- Unhinged: Grants +18%(+18% per stack) weapon damage at the cost of -25%(-10% after the first stack) Stability and -25%(-10% after the first stack) Accuracy.
- Strained: Gain +10% critical hit damage for every 0.5 seconds you are firing. Stacks up to 5 times.[verification needed]
- Vindictive: Killing an enemy with a status effect applied applied grants you and all allies within 15 meters 3% critical hit chance and 3% critical hit damage for 7 seconds.[verification needed]
- Gunslinger: Weapon swapping increases total weapon damage by 15%(+15% per stack) for 5(+1 per stack) seconds. Thus buff is lost for 5 seconds if you weapon swap while it is active.[verification needed]
- Companion: While you are within 5 meters of an ally or skill, total weapon damage is increased by 10%(+10% per stack).[verification needed]
- Close & Personal: Killing a target within 7 meters(+1 per stack. Maximum of 10 meters) grants +10%(+10% per stack) weapon damage for 10 seconds.[verification needed]
- Optimist: Weapon Damage is increased by 3%(+1% per stack) for every 10% of ammo missing from the magazine.[verification needed]
- Spike: Headshots grant +10%(+10% per stack) skill damage for 15 seconds.[verification needed]
- Rifleman: Headshots Grant +5%(+1% per stack) weapon damage for 5 seconds. This effect can be stacked 5 times. Headshots restart the duration (Added in Y5S2: Puppeteers)
- Pummel: After 3 consecutive kills, refills the magazine and grants +10%(+4% per stack) weapon damage for 10(+1 per stack) seconds (Added in Y5S2: Puppeteers)
- Intimidate: Whenever the agent acquires bonus armor, they gain one stack of +3%(+3% per stack) weapon damage per second against enemies that are up to 25 meters away from you. Maximum of 5 stacks. Once the bonus armor wears off, all stacks are lost (Added in Y5S2: Puppeteers)
- Versatile: Amplifies total weapon damage for 10 seconds when swapping between your primary and secondary weapons if they are different.[verification needed]
- 35% to enemies within 15 meters for Shotguns and SMGs.[verification needed]
- 35% to enemies further than 25 meters for Rifles and Marksman Rifles.[verification needed]
- 10% to enemies between 15-25 meters for LMGs and Assault Rifles.[verification needed]
- At most once per 5 seconds per weapon type.[verification needed]
Defensive[]
- Preservation: Killing an enemy repairs 7%(+7% per stack) armor over 5 seconds. Headshot kills improve the repair by an additional 5%(+5% per stack).
- Clutch: If you are below 15%(+1% per stack) armor, critical hits repair 10%(+5% per stack) missing armor.
- Entrench: If you are below 30%(+5% per stack) armor, headshots from cover repair 20%(+10% per stack) of your armor.
- Leadership: Performing a cover-to-cover grants 10%(+10% per stack) of your armor as bonus armor to you and all allies for 10 seconds. This is doubled if you end within 10 meters of an enemy. Cooldown: 10 seconds
- Vanguard: Deploying a shield makes it invulnerable for 5 seconds and grants 10%(+10% per stack) of your armor as bonus armor to all other allies for 20 seconds. Cooldown: 25 seconds.[verification needed]
- Insulated: +10%(+5% per stack) Hazard Protection.
- Adrenaline Rush: Whenever you are within 10 meters of an enemy, gain 3%(+3% per stack) bonus armor for 5 seconds. Stacks up to 3 times. Cooldown: 5 seconds.
- Protected Reload: Grants +10%(+10% per stack) bonus armor while reloading to you and your allies.
- Efficient: Using a medkit has a 30%(+7% per stack) chance of NOT consuming it. Cooldown: 10 seconds (Added in Y5S2: Puppeteers)
- Protector: When your shield is damaged, you gain +5% bonus armor and all other allies gain 15% of your armor as bonus armor for 3 seconds. Cooldown: 3 seconds.[verification needed]
- Safeguard: While at full armor, increases total skill repair by 40%.[verification needed]
Utility[]
- Mad Bomber: Grenade Radius is increased by +20%(+20% per stack). Grenades that kill an enemy are refunded. Grenades can now be "cooked" by holding down the fire button, making them explode earlier. Gain +15%(+15% per stack) bonus armor while aiming grenades.
- Steady Handed: Hits grant a stack of +1%(+1% per stack) Accuracy and Stability. At 100(-1 per stack) stacks, consumes them to refill the magazine.
- Fast Hands: Critical hits add a stack of 4% reload speed bonus. Max stack is 40.[verification needed]
- Lucky Shot: Magazine capacity is increased by 10%(+10% per stack). Missed shots from cover have a 10%(+10% per stack) chance to return to the magazine.
- Extra: +10%(+10% per stack) Magazine capacity.
- Braced: While in cover, weapon handling is increased by +10%(+10% per stack).
- Capacitative: +10%(+10% per stack) Skill Duration.
- Surge: +10%(+10% per stack) Skill Haste.
- Sadist: +20%(+5% per stack) Damage to enemies with the Bleed Status Effect. After 2 stacks, apply Bleed to the next enemy hit (Added in Y5S2: Puppeteers)
- Recovery: +20%(+5% per stack) Chance of refilling the magazine on every kill (Added in Y5S2: Puppeteers)
- In Sync: Hitting enemies with your weapon grants +10% skill damage for 5 seconds. Using any skill that is not a shield grants +5% weapon damage for 5 seconds. Both buffs are doubled if they are activated simultaneously (Added in Y5S2: Puppeteers)
- Eyeless: Deal +10%(+10% per stack. Turns to 5% after 4 stacks) weapon damage to blinded enemies. After 3 (Used to be 4 until Y5S2: Puppeteers) kills, applies blind to the next enemy you hit.(Used to be in the Offensive Category until Y5S2: Puppeteers)
- Trauma: Applies blind to an enemy hit in the head. Cooldown: 30(-2 per stack) seconds. Applies bleed to an enemy hit in the chest. Cooldown: 30(-2 per stack) seconds.
Exotic[]
The following talents can only be picked in the Exotic Talent Choice. These talents can only be picked once and can not be stacked. They can be obtained after completing the boss fight of every fifth loop (loop 5.10,15,etc...) or after completing a boss fight of a loop after defeating Nemesis.
- Glass Cannon: All damage you deal is amplified by 30%. All damage you take is amplified by 50%.
- Breathe Free (see Lady Death):
- When moving, gain 4 stacks per second, or 8 stacks if sprinting, up to 30 stacks total.
- Each round fired consumes a stack, amplifying damage by 75%.
- Kills grant +20% movement speed for 10s.
- Plague of the Outcasts (see Pestilence):
- Hits apply a debuff dealing 75% weapon damage over 10s. This stacks up to 50 times.
- Whenever an enemy dies with this debuff, all stacks are transferred to a nearby enemy within 7m.
- Adaptive Instincts (see Chameleon):
- Hitting 30 headshots grants +20% critical hit chance and +50% critical hit damage for 45 seconds.
- Hitting 75 body shots grants +90% weapon damage for 45 seconds.
- Hitting 30 leg shots grants +150% reload speed for 45 seconds.
- Buffs refresh when out of combat.
- Agonizing Bite (see Diamondback):
- Hitting that enemy consumes the mark, guaranteeing a critical hit with damage amplified by 20%.
- After hitting a mark, all shot fired are guaranteed critical hits for 5 seconds. A new random enemy is marked afterwards and whenever you reload.
- Sandman (see Lullaby/Sweet Dreams):
- Melee attacks instantly kill non-elite enemies. Cooldown: 15 seconds.
- Doctor Home (see Eponymous Weapon):
- Shooting and enemy with this weapon will apply a mark for 5 seconds.
- If a marked target is killed it will drop a 10% Armor repair kit which applies to the whole party when picked up. The Kit will not give bonus armor.
- Bullet Hell (see Bullet King)
- Players never have to reload. For every 100 bullets that hit an enemy, replenish some ammo to you and your allies' reserves.
- Incessant Chatter (see Chatterbox)
- When you reload, rate of fire is increased by 20% for each enemy within 15m for the duration of that entire magazine.
- Max stacks: 5
- Kills refill 50% of your magazine.
- Blind Justice (Unique to Game mode)
- The Next bullet fired will deal +500% weapon damage. If said bullet destroys an enemy weakpoint, the rest of the weapon's magazine will have +100% weapon damage
- Bloodsucker
- Killing an enemy adds and refreshes a stack of +8% bonus armor for 10 seconds, Max stack is 10.
- Regicide (see Regulus) (Added in Y5S2: Puppeteers)
- Headshot kills produce an explosion that deal 400% weapon damage to enemies in a 5 meter radius. All enemies hit by the explosion gain Bleed
- Empathic Resolve (Added in Y5S2: Puppeteers)
- Healing an ally increases their total skill and weapon damage from 12 to 60% for 20 seconds. It will only increase total skill and weapon damage from 4 to 28% if one self-heals.
- Kinetic Momentum (Added in Y5S2: Puppeteers)
- While in combat, both skills, as long as they aren't in cooldown or use, generate stacks. Stacks increase skill damage by 10% and skill repair by 12%. Maximum of 5 stacks. Stacks are lost upon usage of the skill
- Liberty or Death (see Liberty) (Added in Y5S2: Puppeteers)
- Hits grant +2% weapon damage. Stacks up to 30 times.
- Headshots consume all stacks, repairing your shield for 3% per stack.
- Payment in Kind (see Backfire)
- Dealing damage to enemies adds a stack of +1% critical hit damage, up to 200 stacks, lasting 10s.
- On reload apply a 10s bleed to yourself, which deals 0.5% armor damage per stack.
Room Difficulties, Enemies and Modifiers[]
Difficulties[]
Rooms in Descent can be one of four difficulties:
- EASY
- Enemies are spawned in fewer numbers.
- Enemies can only spawn from 2 of the 4 doors in the selected room.
- These rooms will always increase the Nemesis Temperature by 5% - 6% and will never yield anything higher than 400 Descent Currency.[verification needed]
- MEDIUM
- Enemies are spawned in higher numbers than Easy but less than Hard.
- Enemies can spawn from 3 of the 4 doors in the selected room.
- These rooms will always increase the Nemesis temperature by 4% - 5% and will never yield anything higher than 600 Descent Currency.[verification needed]
- HARD
- Enemies are spawned in a much higher amount and will feature more veterans and elites in earlier loops.
- Enemies can spawn from any of the 4 doors in the selected room.
- These rooms will always increase the Nemesis Temperature by 2% - 3% and will never yield anything higher than 700 Descent Currency.[verification needed]
- HIGH VALUE TARGET
- Only one wave of enemies will be spawned alongside a Named enemy. Enemies spawned will be of the same tier and number as Hard Room enemies.
- Named Enemies will almost always be of the "Assault" class from their specific faction. After loop 1, Named Enemies gain the ability of using an armor kit, with every subsequent loop adding one armor kit to their inventory [verification needed].
- Additionally, Named enemies can obtain the following deployable and/or abilities depending on the loop. These skills are not tied to any specific faction and will be listed with their names next to where the skill comes from in the standard game:
- Explosive Cart (Hyena Tech)
- Booster Pill (Hyena Rusher)
- Rocket Launcher (True Sons Light Support)
- Grenade Launcher (Hyenas/Black Tusk Grenadier)
- Shield Turret (Riker Heavy Support)
- Normal Turret (True Sons Engineer)
- Sniper Turret (Hyenas Engineer)
- Spotter Drone (Black Tusk Sniper)
- Deployable Mines (Elite Hyena Sniper/Riker Grenadier)
- Riot Foam Launcher (True Sons Riot Foamer)
- Defibrillator (Hyena/True Sons/Black Tusk Medic)
- Defibrillator Drone(Black Tusk Medic)
- Besides said abilities, Named Enemies also gain a special grenade, which can be of the following types:
- Molotov
- Incendiary Grenade (Applies Fire + Disorientation. Commonly found in Elite Grenadiers)
- Riot Foam
- Shrapnel (Applies Bleed)
- Electric Grenade (Applies Shock. Commonly found in Elite Black Tusk Grenadier Hounds)
- Flash Grenade (Commonly found in Elite Black Tusk Rushers and Underground Booby Traps)
- DC-62 Grenade (Can be found in certain Named True Sons bosses)
- Tear Gas (Named Hyena bosses)
- These rooms will always increase the Nemesis Temperature by 2% - 3% and will never yield anything higher than 700 Descent Currency.
- These rooms will always award NSA Tech upon completion.
- ARENA
- Spawns the same number of waves as any other prior room within said loop then will spawn one additional wave alongside a Named enemy. Enemies spawned will be of the same difficulty and number as a Hard room.
- Will always appear as the final room of a loop.
- Will always award 1000 Descent Currency, plus an additional 500 per loop[verification needed], upon completion.
- Will always award NSA Tech upon completion.
- These rooms never increase Nemesis Temperature.
- Completing these rooms always awards one extra attribute point. Additionally, it will always award an Exotic Talent on loop 1, then award an additional exotic talent every 5 loops after reaching loop 5. Once the player has acquired 3 exotic talents, this room will then begin awarding an Exotic Talent upon completion on every loop.
Modifiers[]
Additionally, rooms can include the following modifiers within them. These modifiers can occur independent of room difficulty:
- Chem Vapor Hazard: Clouds of Flammable Vapour are generated in select spots around the selected room
- Fire Hazard: Certain locations of the room are permanently set on fire. In certain rooms, the fire can rotate between a number of select places
- Electric Hazard: Certain locations of the room are littered with exposed cables and a periodic power surge electrocutes anyone nearby
- Poison Hazard: Clouds of Toxic Gas are generated in select spots around the selected room. These clouds do not dissipate and are permanent
- Steam Hazard: Certain places of the map are covered in water vapor, which deals periodic health damage to anyone within their radius
- Supply Store: This modifier does not influence the encounter in any way. Instead, at the end of the encounter, a supply shop is spawned within the room. In this supply shop, players can restock their ammunition for a select weapon (240 Descent Currency for a full restock), purchase Special Ammo (400 Descent Currency for 1 whole magazine. Affected by talents) and resupply their medkits and grenades (each costing 250 Descent Currency)
Enemies[]
Only the following factions can appear as Enemies in Descent:
Additionally, every fifth loop, enemy difficulty is increased. After loop 5, Veteran Enemies with 2 bars of armor are introduced, similar to Veteran enemies on the main game's "Hard" difficulty. After loop 10, all Veteran enemies have the usual 4 bars of armor. After loop 15, Elite enemies with 4 bars of armor are introduced as well. Past loop 20, fully armored elites and faction-respective Tank units are introduced. Every Hard difficulty room after loop 10 has a random chance of spawning Rogue Agents instead of a normal wave. The Rogue Agents can only replace one wave of enemies per room and can replace the Named Enemies in High Value Target difficulty rooms[verification needed]
Additional Mechanics[]
Lastly, completing up to 3 subsequent rooms of the same difficulty will prevent players from accessing a room of said difficulty for the next 3 rooms[verification needed]. This mechanic continues even through loops and it doesn't count the Arena room. For example, if a player completes 3 consecutive Easy rooms, they will only find rooms of the Normal and Hard difficulties for the next 3 rooms, excluding the Arena room. Playing 2 Hard rooms and 1 High Value target rooms also counts for this mechanic.[verification needed]
This mechanic allows players to encounter up to 2 consecutive High Value Target rooms in any given loop.
Possible "Tilesets"[]
Below you can find a list of possible "Tile sets", which is the grouping of physical locations one can find themselves in. As of time of writing, there are only 2 tilesets that can be run in 2 different orders, which have been dubbed "Side A" and "Side B" for convenience.
- NSA Research Labs
- Side A Exclusive
- Lobby Spawn Room
- Wind Testing Lab Arena
- Side B Exclusive
- Maintenance Access Spawn Room
- White House Testing Room Arena
- Shared
- Combustion Lab
- Boiler Room
- Ventilation Shaft
- Workshop
- Electricity Lab
- 3D Printing
- Chemical Lab
- Security Room
- EMP Lab
- Server Room
- Side A Exclusive
- Potomac Bunker Complex
- Side A Exclusive
- Construction Site Arena
- Side B Exclusive
- Missile Silo Arena
- Shared
- Bunker Door Spawn Room
- Generator Room
- Transmission Room
- Cafeteria
- Officer's Lounge
- Sealed Tunnel Room
- Transit Tunnel Room
- Server Room
- Water Treatment Room
- Warehouse
- Medical Unit
- All connecting tunnels
- Side A Exclusive
Nemesis[]
The Nemesis is the final boss of Descent. With every room completed, the player will slowly increase their proximity to Nemesis, or the "Nemesis Temperature". Once a player reaches 100% Nemesis Temperature, they will be loaded into the Nemesis encounter stage once the current loop is completed.
Fight with Nemesis[]
Upon reaching the Nemesis stage, players are greeted only by 2 shops, the Upgrade Shop and a Supply Shop, instead of the usual Upgrade Shop and Simulation Console. Players can not choose a new weapon or skill in this stage.
An Ammo Crate, Medkit Crate and Grenade Crate can be found right next to the shops. upon entering the Nemesis stage, players will have to press a button, which will then show a short cutscene and generate the Nemesis battle stage.
The Nemesis Battle Stage consists of a semi-symmetrical scenario of glowing, green-and-black, octagonal pillars. The scenario consists of 4 landmarks
Looking from the Spawn Area:
- White House (West)
- Ventilation Fan(East)
- Bunker Walls(North)
- Spawn(South)
The doors in the room are located in the corners between landmarks EXCEPTING the corner between the Spawn and Ventilation Fan. All doors are marked and will allow Nemesis to spawn.
Nemesis then spawns from one of the 3 available doors. Nemesis will always spawn in an amount similar to the amount of players currently in the stage, meaning that one can fight up to 4 Nemesis Bosses. Every Nemesis Boss spawns in different locations but never directly next to the player(s). When Nemesis spawns, they will generate a smoke cloud and inflict Disruption on the player(s), similar to how a Hunter spawns.
Nemesis (as in, the Named Enemies that are spawned) will always have the same type of weapons and skills as the player(s) they are imitating, with some notable exceptions and particular behaviors
- In Case the Player has a Revive or Stimulant Hive, Nemesis will spawn with a Restorer Hive. Else, Nemesis will have a Stinger Hive or Restorer Hive depending on which variant of the 2 the player has equipped.
- In Case the Player has a Turret, Trap or Drone of any kind, Nemesis will have the same type of turret/drone/trap as the player.
- In Case the Player has an Explosive or Cluster Seeker Mine, Nemesis will have an Explosive Seeker Mine. Else, if the player is using an Airburst Mine, Nemesis will have the same type of Seeker Mine as the player
- If the Player has a Decoy, Nemesis may also deploy a Decoy.[verification needed]
- In Case the Player has a Chem Launcher or Sticky Bomb, Nemesis will have the same type as the player
- If the Player has any type of Pulse, Nemesis will NOT have a Pulse.[verification needed]
- If the Player has a shield of any kind, Nemesis will NOT have a shield.[verification needed]
Additionally, Nemesis can hack the following skills that the player deploys:
- All Turrets and Seeker Mines
- Striker Drone[verification needed]
- Stinger Hive[verification needed]
If the Nemesis cannot copy one of your abilities, he can spawn with one of the following:
- Stinger Hive
- Sniper Turret
- [list incomplete]
Nemesis will always be immune to Shock Rounds but will still be vulnerable to the Shock Status Effect that comes from other sources. However, Nemesis is highly resistant to Shock and will usually only be paralyzed by it for 2 seconds. Nemesis is otherwise vulnerable to other status effects like any other named enemy.
Nemesis will always use one of the following names:
- Alpha
- Bravo
- Charlie
- Delta
- Echo
Upon defeating Nemesis, the player is then greeted with a final menu screen, from which they can either exit to the normal game world or continue their run. After defeating Nemesis, the Nemesis Temperature will no longer rise. The Highest Loop at which one can defeat Nemesis is Loop 10
Hidden Patches[]
There are some hidden patches within Descent that are awarded by completing loops 10, 20, 30 and 40, as well as defeating Nemesis at loop 10.
These patches are awarded once per season, starting on Y5S1: Broken Wings.
Talent Rotations[]
In Y5S3: Vanguard, Talent Rotations were added to Descent. These rotations change every 3 days and come with different set of talents for Offensive, Defensive, Utility categories
The available rotations are:
- Gluttony
- Greed
- Sloth
- Envy
- Wrath
Rewards[]
The Rewards for defeating Nemesis are the following
- Audio Collectible (Minimum of 1 per week. Possible to obtain more upon completing loops after Nemesis)
- Simulation Cache
- Exotic Cache
- Reconstructed Cache(Has a chance of 50% of dropping once defeated. Will reward a blueprint for certain Dark Zone Exclusive Named Items)
- Experience
- Credits
Trivia[]
- Once a week, players can complete a special Project that requires them to defeat Nemesis to be awarded One Collectible Audio. However, continuing past Nemesis has a chance to award up to 3 additional audio collectibles. This only works if the weekly project for Descent hasn't been completed.
- Nemesis will always re-use a model for a previous Rogue Agent, the only difference being that the model now has a green grid texture overlayed on top of its geometry. As of Y5S2: Puppeteers, Nemesis can re-use the following Rogue Agent Models: