// MOBS
Mob Taxonomy
Design reference for all hostile and neutral NPC ships in the game.
Every mob in the game has three identity layers: what it is (faction and lore context), how it fights (combat style and abilities), and what it costs to kill or avoid killing it (standing impact, drops). This document covers all three.
Classification System
Rank
| Rank | Health | Count in sector | Loot | Special |
|---|---|---|---|---|
| Normal | Standard | Numerous | Common materials | No abilities |
| Elite | 3–5× normal | Sparse, named spawn zones | Uncommon materials, chance at complete items | 1–2 abilities, enhanced stats |
| Boss | 10–20× normal | 1 per sector (fixed spawn, respawns on timer) | Guaranteed uncommon/rare, chance at rare complete items | Boss phases, multiple abilities, invuln windows, may summon adds |
Combat Style (maps to DB combat_style field)
| Style | Behavior | Who uses it |
|---|---|---|
default |
Chase player, hold engagement distance | Basic unaffiliated mobs |
brawler |
Charge close, strafe in melee range | Keth Praxar assault, Vael shock troops |
kiter |
Maintain preferred range, constant lateral strafe | Varath Navy corvettes, Ashvein light raiders |
sniper |
Hold max range, retreat when player closes | Vigil Seekers, Stratum automated emplacements |
tank |
Slow advance, hold position, never backs up | Bastion Vanguards, Ancient Guardians |
ambusher |
Fast close, brief burst, disengage, repeat | Praxar Wraiths, Ashvein privateers |
swarm |
Coordinate with nearby same-group mobs, share targets | Void Drifters, Scav Raiders, Vrael Probes |
Faction Affiliation
Killing a mob that belongs to a faction decreases standing with that faction and gives minor gains to rival factions. Unaffiliated mobs (Scavengers, Void Drifters, Ancient Constructs, Vrael) have no standing impact.
faction_id = 0 in the DB means unaffiliated.
Aesthetic Principles by Origin
Varath Mobs
Heavy, modular, industrial. Navy plating on the hull. Running lights in house colors (Bastion: gunmetal and red; Navy: navy blue and white; Stratum: orange and grey). Look like ships designed by committee. Damaged ones have visible hull ruptures, sparking panels, exposed wiring. Names are bureaucratic and functional - unit designations, ranks, job titles.
Keth Mobs
Aggressive, angular, forward-thrust profiles. Crimson and black. Weapons worn externally. Minimal hull protection traded for maximum speed and firepower. Praxar ships look like blades. Vael Cohort ships look lived-in - functional modifications, battle-worn paint, earned markings. Names evoke rank, function, and the Keth concept of earned worth.
Meridian Mobs
Organic geometry - grown rather than welded. Teal and silver. Move differently from Varath or Keth ships - smoother acceleration curves, drift at angles that feel slightly wrong. Vigil ships are the fastest thing in their OL range. Names reference perception, memory, and the void.
Unaffiliated / Scavengers
Cobbled together - salvaged hulls, mismatched components, obvious jury-rigs. Rust colors, missing panels, asymmetric weapon mounts. They look like ships that survived by being patched rather than maintained. Names are crude and often self-given (Rat King, Gnaw, the Maw).
Ancient Constructs
Not ships - they have no cockpit, no running lights, nothing recognizably manufactured. Geometric shapes (prisms, spheres, latticed frames) that move as if the concept of thrust is merely one option among several. Colors shift depending on activation state: dormant is dark with faint amber traces; active is white-blue. Names reference their function, not their personality.
Vrael
Not from here. Asymmetric and wrong in a way that's hard to describe - not like they were built badly but like they were built under different physical assumptions. Black-crystalline hulls with internal light sources that pulse independent of any visible energy system. When they fire, the weapon does not visually originate from a visible mount. Names are transliterated fragments from Meridian attempts to phonetically render Vrael probe transponder codes.
Varath-Affiliated Mobs
Bastion Arms Security
Faction: Bastion Arms | Space: Cinderhold, Ashfall, The Forge | OL Range: 25–50
Standing impact: Killing Bastion mobs → −Bastion standing, +minor Praxar/Ashveld
Bastion security is professional, disciplined, and heavily armed. These are not corporate guards - Bastion Arms sells military hardware, and their security forces are equipped with it. They fly Vanguard-class hulls in gunmetal and deep red, and they are authorized to use lethal force on any ship in their patrol zones that doesn't respond to challenge.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Bastion Enforcer | Normal | 25–32 | kiter | - | Standard security patrol. 2-ship wing |
| Bastion Heavy | Normal | 28–35 | tank | - | Slow approach, high shields, difficult to burst |
| Bastion Interceptor | Normal | 30–38 | ambusher | - | Fast, low hull, punishes low attention |
| Bastion Vanguard | Elite | 35–45 | tank | Shield Overcharge | Named spawn near Bastion installations |
| Bastion Commander | Boss | 40–50 | brawler | Shield Overcharge, EMP Burst | "Commander Ralleck" - patrols the Cinderhold perimeter. Phase 2: summons 2 Interceptors |
Varath Federal Navy
Faction: Varath Federal Navy | Space: Cinderhold, Ashfall | OL Range: 25–45
Standing impact: Killing Navy mobs → −Navy standing, minor +Praxar/Ashveld
The Navy patrols the Varath core sectors. Their ships are heavier and better-maintained than Bastion security equivalents. Navy pilots follow rules of engagement more carefully - they challenge before firing, and they will break off pursuit at sector boundary. This makes them predictable, which makes them farmable, which the Navy brass consider an ongoing embarrassment.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Navy Patrol Frigate | Normal | 25–32 | kiter | - | 3-ship patrol wing, flies formation |
| Navy Corvette | Normal | 30–38 | kiter | - | Slightly faster, more aggressive |
| Navy Destroyer | Elite | 35–42 | tank | Missile Barrage | Escort for high-value Navy convoys |
| Navy Captain | Boss | 40–45 | brawler | Missile Barrage, Repair Drone | "Captain Veyne Dural" - flies a custom Vanguard. Phase 2: calls for Navy reinforcements |
Stratum Corp Extraction Security
Faction: Stratum Corp | Space: The Forge, The Wreck Field, The Crucible (fronts), The Shattered Expanse | OL Range: 30–65
Standing impact: Killing Stratum mobs → −Stratum standing, +minor Beacon Network/Deepveil
Stratum Corp security is less disciplined than the Navy and less professional than Bastion - they're hired contractors working dangerous sites. They are aggressive and will attack without warning near active extraction zones. In The Shattered Expanse, they have been operating in proximity to Vrael-adjacent Ancient structures long enough that some Stratum units exhibit... anomalous behavior.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Stratum Drone Guard | Normal | 30–40 | default | - | Automated, patrol programmed routes |
| Stratum Extractor | Normal | 33–42 | sniper | - | Keeps distance, calls reinforcements if attacked |
| Stratum Site Guard | Normal | 35–45 | brawler | - | More aggressive near active dig sites |
| Stratum Overseer | Elite | 40–52 | sniper | Tractor Beam | Pins players while calling for backup |
| Stratum Heavy Platform | Elite | 45–58 | tank | Area Denial | Fixed-position emplacement variant. Can't be pulled out of position |
| Site Director Maren | Boss | 55–65 | sniper | Tractor Beam, EMP Burst, Summon Adds | "Site Director Maren" - Stratum's most senior field commander. Phase 2: EMP disables player shields briefly; Phase 3: calls extraction convoy (2 Heavy Platforms + 4 Drone Guards) |
Nexus Transport Security
Faction: Nexus Industries | Space: Waygate Station environs, Confluence approaches | OL Range: 5–20
Standing impact: Killing Nexus mobs → −Nexus standing, minor +Bastion Arms
Nexus security is the weakest of the Varath corporate factions by design - Nexus ships look like cargo carriers with afterthought weapon mounts, because that's mostly what they are. They are primarily encountered as convoy escorts. Attacking them is easy. The standing loss is rarely worth it.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Nexus Transport Guard | Normal | 5–15 | kiter | - | Rarely attacks first; defends Nexus cargo convoys |
| Nexus Cargo Escort | Normal | 10–20 | kiter | - | Slightly more competent version |
| Nexus Regional Supervisor | Elite | 15–22 | brawler | Shield Overcharge | Only appears when a convoy has been attacked multiple times |
Keth-Affiliated Mobs
Praxar Military Forces
Faction: The Praxar | Space: Duskhollow, Redwatch, Thornveil Deep; contested presence in The Threshold | OL Range: 18–65
Standing impact: Killing Praxar mobs → −Praxar standing, +Ashveld (minor)
The Praxar are the most dangerous conventional military force in the game through the mid-game. They fight with Keth aggression and Praxar discipline - no hesitation, no disengagement unless ordered. Their ships are crimson and black, blade-profile, built for speed and forward firepower. They are not numerous - Keth military doctrine favors elite small units over mass engagement.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Praxar Warhead | Normal | 18–28 | brawler | - | Fast charge, high DPS, low hull - punishes slow players |
| Praxar Blade | Normal | 22–32 | brawler | - | Slightly more durable version |
| Praxar Wraith Scout | Normal | 28–40 | ambusher | - | Appears suddenly, fires burst, disengage; harder to keep targeted |
| Praxar Veteran | Normal | 32–45 | brawler | - | Enhanced HP and DPS; shows up near high-value targets |
| Praxar Vanguard | Elite | 35–50 | brawler | Shield Overcharge, Missile Barrage | Named spawn zones in Duskhollow and Thornveil |
| Praxar Wraith Breacher | Elite | 40–55 | ambusher | Cloak, EMP Burst | Cloaked approach, EMP on arrival, immediate disengage after hit |
| Lieutenant Veth | Boss | 45–58 | brawler | Shield Overcharge, Missile Barrage, Tractor Beam | Named boss from mission-design.md. Phase 2 at 50% HP: enrages, double speed, calls 2 Praxar Veterans |
| Praxar Warlord | Boss | 58–68 | brawler | All 3 standard Praxar abilities + Summon Adds | The senior Praxar field commander in Thornveil Deep. Phase 2: spawns a Wraith Breacher wing; Phase 3: invulnerability while a core structure is destroyed |
The Vael Cohort
Faction: The Vael Cohort | Space: The Threshold, The Crucible, contested zones | OL Range: 15–55
Standing impact: Killing Cohort mobs → −Cohort standing, no race gain. Attacking Cohort-hired ships grants standing loss with the hiring faction.
The Vael Cohort takes contracts from everyone, which means they show up in unexpected places. Their ships look lived-in - functional modifications, salvaged components, battle-worn paint. Their pilots are experienced and fight without hesitation or emotional investment. They follow contract terms exactly, including engagement rules. If the contract says "escort", they fight; if it says "patrol and warn", they warn first.
The Cohort's mobs represent the Cohort on contract - not their full strength, but a deployment. Context matters: a Cohort escort in Varath space is a different encounter than a Cohort strike team in contested territory.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Cohort Mercenary | Normal | 15–30 | default | - | Competent generalists. Fight well but no specialization |
| Cohort Veteran | Normal | 25–40 | kiter | - | More experienced, better situational awareness |
| Cohort Specialist | Elite | 35–48 | ambusher | EMP Burst | Contract operative - carries specific mission equipment |
| Cohort Wraith | Elite | 40–55 | ambusher | Cloak, EMP Burst | High-end Cohort deployment; rarely seen |
| Cohort Captain Sivan | Boss | 45–55 | brawler | Shield Overcharge, Tractor Beam | Named boss - encountered when a high-value contract is disrupted. No phase transitions; instead, fights at full intensity throughout |
Meridian-Affiliated Mobs
The Stillwater Vigil
Faction: Stillwater Vigil | Space: Stellar Reach, Riftmark, Abyss Gate, The Throat (deep approaches), The Nexus | OL Range: 32–80
Standing impact: Killing Vigil mobs → −Vigil standing, −Conclave standing (minor), +Praxar (minor), +Stratum (minor)
The Vigil is the fastest, most maneuverable force in its OL range. Their ships move like no Varath or Keth ship moves - smooth curves, drift angles, acceleration patterns that feel like they're reading the fight rather than reacting to it. They are not the toughest opponent in the game, but they are the most difficult to target consistently and the most unpredictable to fight.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Vigil Warden | Normal | 32–42 | kiter | - | Constant lateral movement; harder to track than equivalent OL enemies |
| Vigil Seeker | Normal | 40–52 | kiter | - | Faster version; range-oriented |
| Vigil Sentinel | Elite | 48–62 | sniper | Repair Drone | Holds position at max range, repairs itself during fight |
| Vigil Arbiter | Elite | 55–68 | ambusher | Cloak | Appears near Ancient structures when disturbed; closes, fires, repositions |
| Vigil Custodian | Boss | 60–75 | kiter | Repair Drone, Tractor Beam, Missile Barrage | "Custodian Vael Ishari" - guards the approaches to Meridian deep space. Phase 2 at 40%: activates a psionic field (area denial zone over the entry point). Phase 3 at 20%: calls 2 Vigil Sentinels |
Unaffiliated Mobs
Void Drifters
Faction: None (faction_id = 0) | Space: Waygate Station vicinity, The Drift, low OL open space | OL Range: 1–12
Void Drifters are the ambient hostile encounter of entry-level space. They are scavengers without organization - individuals and small groups in salvaged ships looking for easy prey. They are not affiliated with the Ashvein Syndicate, which resents the comparison. The Syndicate operates; Void Drifters just drift.
They exist to give new players something to fight before they understand the faction standing system. Killing them costs nothing.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Void Drifter | Normal | 1–6 | swarm | - | The tutorial mob. Comes in packs of 3–5. Dies fast. |
| Drifter Raider | Normal | 4–10 | swarm | - | Slightly more organized, slightly more dangerous |
| Drifter Pack Leader | Elite | 8–12 | default | Shield Overcharge | First elite a player encounters. Guards the Drifter spawn zone |
| Gnaw | Boss | 10–15 | brawler | Shield Overcharge, Summon Adds | Named boss in The Drift - "Gnaw's Claim" area. A heavily armored solo Drifter who has survived long enough to become legendary. Phase 2: calls pack. |
Scavengers
Faction: None (faction_id = 0) | Space: The Wreck Field, The Threshold, The Crucible | OL Range: 12–35
Scavengers are the mid-tier unaffiliated hostile force. They operate from debris fields and wrecked stations, and they have the advantage of knowing their terrain better than anyone passing through. Their ships are cobbled together from salvage - they lack the raw stats of faction equivalents at the same OL but they make up for it in numbers and terrain control (ambush positions in debris, cover behind wrecks).
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Scav Raider | Normal | 12–20 | swarm | - | Pack hunters; 4–8 spawn together |
| Scav Heavy | Normal | 16–25 | brawler | - | Slower but harder to kill |
| Scav Sniper | Normal | 18–28 | sniper | - | Hides behind debris; engages from very long range |
| Scav Commander | Elite | 22–32 | default | EMP Burst | Directs nearby Scav pack. Kill it and the pack disbands |
| Scav Dreadnought | Elite | 28–35 | tank | Area Denial, Summon Adds | Massive salvaged hulk; a mobile base that spawns additional Scavs |
| The Rat King | Boss | 30–38 | brawler | EMP Burst, Summon Adds | Named boss in The Wreck Field - "The Throne of Salvage" zone. Phase 2: the Dreadnought-class hull that serves as his flagship detaches additional combat wings |
Ashvein Syndicate Privateers
Faction: Ashvein Syndicate | Space: The Wreck Field (heavy), The Threshold (border), The Throat (Syndicate contacts) | OL Range: 20–55
Standing impact: Killing Syndicate mobs → −Ashvein Syndicate standing, minor +Varath Navy/Concordat
The Syndicate is professional crime. Their privateers don't look like pirates - their ships are well-maintained, their engagement tactics are calculated, and they disengage when the math stops working in their favor. They are the one unaffiliated faction with an active standing system because they are the one unaffiliated faction that the player might want a relationship with.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Syndicate Runner | Normal | 20–30 | ambusher | - | Fast, small-profile; intercepts trade routes |
| Syndicate Enforcer | Normal | 25–38 | kiter | - | More heavily armed; guards Syndicate-claimed territory |
| Syndicate Broker Guard | Normal | 30–40 | default | - | Defensive spawn; only attacks if player attacks first |
| Syndicate Privateer Captain | Elite | 35–48 | ambusher | Cloak, EMP Burst | Coordinated ambush; appears cloaked, opens with EMP |
| Syndicate Black Anchor | Elite | 42–55 | tank | Tractor Beam, Area Denial | Heavy enforcement ship; pins targets for lighter Syndicate ships |
| "The Factor" | Boss | 50–58 | ambusher | Cloak, EMP Burst, Missile Barrage | Unnamed in normal encounters ("The Factor"). Part of the mission chain exposing Syndicate operations in The Wreck Field. Phase 2: drops cloak permanently but calls a full Syndicate wing |
Null Wraiths
Faction: None (faction_id = 0) | Space: The Drift, The Nursery (outer belt), Abyss Gate (event only) | OL Range: 8–25
Null Wraiths are energy phenomena that have taken on a semi-stable shape - not constructed ships, not biological in any conventional sense, but not natural void phenomena either. They are drawn to power sources: reactors, station cores, Ancient structures. The Meridian Conclave has been studying them for a long time and has not published their findings.
Aesthetically: translucent forms that phase in and out of visibility. Not crystalline (that's Vrael). More like a heat-shimmer that has learned to chase things.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Null Wraith | Normal | 8–18 | swarm | - | Phases briefly when taking damage (no actual invuln; just a VFX tell) |
| Null Wraith Elder | Elite | 15–22 | kiter | Drain Energy | First mob that drains energy; introduces players to that mechanic |
| The Stillpoint | Boss | 20–28 | tank | Drain Energy, Area Denial | Event-spawn boss in The Drift. Named in sector local story "What They're Feeding On." A Null Wraith that has anchored itself to a derelict power core and grown much larger than its kind usually reach. |
Ancient Constructs
Faction: None (faction_id = 0) | Space: The Nursery, Stellar Reach, Riftmark, Abyss Gate, The Sanctum, The Nexus | OL Range: 20–85
Ancient Constructs are automated defense systems built by whoever built the gates. They are not hostile by default - they respond to threats to the structures they protect. A player who enters an Ancient site zone without triggering alarms may pass through without incident. Most players trigger alarms.
Ancient Constructs do not drop standard materials. They drop Ancient Fragments - rare components used in endgame crafting and required for the Meridian race arc quest chain.
Aesthetically: geometric solids, no visible engine plume (they use something else for propulsion), white-blue when active, dormant amber. Silent in combat - no weapon sounds beyond the impact on the player's hull.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Sentry Array | Normal | 20–35 | sniper | - | Ranged automated defense; does not pursue out of zone |
| Recall Spire | Normal | 25–40 | kiter | - | More mobile; re-enters formation after combat |
| Archive Guardian | Elite | 35–55 | tank | Area Denial, Shield Overcharge | Positioned at the entrance to major Ancient structures; very high HP |
| Resonance Anchor | Elite | 48–65 | sniper | Tractor Beam, Area Denial | Anchors a field around the structure; tractor beam prevents retreat while area denial punishes stationary targets |
| The Obelisk Guardian | Boss | 22–30 | tank | Area Denial, Summon Adds | Sector boss for The Nursery. From mission "What the Obelisk Remembers." Dormant until activated by the mission chain. Phase 2: awakens two Sentry Arrays as adds. Phase 3 at 20%: floods the area with a slow-decay area denial zone - a test of whether you can kill it fast enough |
| The Sanctum Keeper | Boss | 80–88 | tank | All Ancient abilities + unique: Stasis Field (roots player for 4s) | The endgame Ancient boss in The Sanctum. Gatekeeper to the seal-restoration content. Phase structure: 4 phases, each corresponding to a gate of the original Ancient network |
Vrael
Faction: None (faction_id = 0, no standing impact) | Space: The Throat (probes), The Nexus (incursion), Void's Edge (full presence), The Shattered Expanse (fringe) | OL Range: 62–90
The Vrael are not invaders in any conventional sense - they don't hold territory, don't build bases, don't have a command structure that can be targeted. They are probes and anchors - automated systems sent ahead of something larger to scan, test, and, if conditions are right, hold a position open.
The Meridian Conclave knows what Vrael probe transponder codes mean. They have not shared this knowledge in full. The partial information they have given to the Wayfarer Council uses the word "precursor."
Vrael ships do not use projectiles. They use a form of energy transfer that passes through standard shields at a reduced but non-zero rate. Fighting Vrael requires either extraordinary hull strength, exceptional mobility, or the Meridian class abilities that were, it is now apparent, specifically designed for this.
Vrael drop Vrael Transmission Fragments - encrypted data packets. These are the primary currency of the seal-restoration chain and can be turned in to the Deepveil or the Conclave for lore unlocks.
| Name | Rank | OL | Combat Style | Key Abilities | Design Notes |
|---|---|---|---|---|---|
| Vrael Probe | Normal | 62–72 | swarm | - | Scouts. Appear in small clusters of 3–5. Individually fragile but attacks hit through shields. |
| Vrael Scout | Normal | 65–75 | kiter | Drain Energy | More capable; begins the shield-bypass + energy drain combination |
| Vrael Node | Elite | 68–80 | sniper | Drain Energy, EMP Burst | Stationary-preference variant; long range, hard to reach. Destroying it stops summoning nearby Probes |
| Vrael Anchor | Elite | 72–84 | tank | Area Denial, Tractor Beam | Heavy. Pin target, apply area denial around the pin. Very high HP; the first truly threatening solo encounter |
| Vrael Convergence | Boss | 78–88 | sniper | Drain Energy, Tractor Beam, Area Denial, Summon Adds | First full Vrael boss encounter in The Throat. Phase 2 at 60%: summons 4 Vrael Scouts. Phase 3 at 30%: a second Vrael Anchor breaches from The Throat's edge. Designed to teach players that Vrael cannot be soloed by pure DPS - you need to manage the field |
| Vrael Harbinger | Boss | 85–90 | tank | All Vrael abilities + unique: Gate Pulse (AoE through all shields, cannot be reduced) | The endgame boss encounter in Void's Edge. Named in the Meridian arc as "the thing the first seal was built to keep from coming through." Phase structure: 4 phases. Does not summon adds - it IS the add problem. If the player allows Vrael Probes to survive long enough, the Harbinger heals. |
Sector Mob Assignment
This table specifies which mob types appear in each sector. The admin tool should populate mob_template assignments to sectors matching these groups.
| Sector | OL | Primary Mobs | Elite Spawns | Boss | Notes |
|---|---|---|---|---|---|
| Waygate Station | 1–10 | Void Drifter, Drifter Raider | - | - | Combat-optional; mobs in outer belt only |
| The Drift | 3–12 | Void Drifter, Drifter Raider, Null Wraith | Drifter Pack Leader, Null Wraith Elder | Gnaw / The Stillpoint | Two boss options; one pirate, one phenomenon |
| The Threshold | 8–18 | Scav Raider, Cohort Mercenary (hired) | Scav Commander, Cohort Veteran | - | Vael Cohort appear as hired escorts for both sides of smuggling missions |
| The Wreck Field | 12–25 | Scav Raider, Scav Heavy, Syndicate Runner | Scav Commander, Syndicate Privateer Captain | The Rat King | Crime-heavy sector; Syndicate presence significant |
| The Nursery | 15–28 | Sentry Array, Null Wraith | Archive Guardian | The Obelisk Guardian | Ancient constructs trigger only in Ancient site zone; Null Wraiths in outer belt |
| Confluence Station | 15–25 | Scav Raider (outer belt only) | - | - | Station hub; minimal combat |
| The Crucible | 18–30 | Scav Heavy, Cohort Veteran | Scav Dreadnought, Cohort Specialist | - | Pure combat sector; designed for grinding. Dense mob populations. |
| Cinderhold | 25–35 | Bastion Enforcer, Bastion Heavy | Bastion Vanguard | Bastion Commander (Ralleck) | Entry to Varath space; Bastion Arms territory |
| Ashfall | 28–38 | Navy Patrol Frigate, Bastion Interceptor | Navy Destroyer, Bastion Vanguard | Navy Captain (Veyne Dural) | Navy and Bastion both present; distinct territories within sector |
| The Forge | 35–48 | Stratum Drone Guard, Stratum Site Guard | Stratum Overseer, Stratum Heavy Platform | Site Director Maren | Deep Varath industrial zone; Stratum Corp dominant |
| Duskhollow | 30–42 | Praxar Warhead, Praxar Blade | Praxar Vanguard | Lieutenant Veth | Entry to Keth space |
| Redwatch | 38–50 | Praxar Veteran, Praxar Wraith Scout | Praxar Wraith Breacher | - | Aggressive; no boss - the sector is the threat |
| Thornveil Deep | 45–58 | Praxar Veteran, Praxar Wraith Scout | Praxar Vanguard, Praxar Wraith Breacher | Praxar Warlord | Keth arc climax; densest Praxar presence |
| Stellar Reach | 32–44 | Vigil Warden, Sentry Array | Vigil Sentinel | - | Entry to Meridian space; lighter mob density |
| Riftmark | 44–56 | Vigil Warden, Vigil Seeker, Recall Spire | Vigil Sentinel, Archive Guardian | - | Ancient structures become active in mission chain |
| Abyss Gate | 50–62 | Vigil Seeker, Recall Spire, Null Wraith | Vigil Arbiter, Resonance Anchor | Vigil Custodian (Vael Ishari) | Meridian arc climax; Ancient + Vigil both present |
| The Throat | 60–75 | Vrael Probe, Vrael Scout, Vigil Warden | Vrael Node, Vigil Arbiter | Vrael Convergence | Sector transition: Vigil defending, Vrael probing. Faction tension visible in mob placement |
| The Nexus | 75–85 | Vrael Scout, Vrael Node, Vigil Sentinel | Vrael Anchor, Vigil Custodian | - | No boss yet - serves as approach to Void's Edge |
| Void's Edge | 78–90 | Vrael Scout, Vrael Anchor | Vrael Convergence, Vigil Sentinel | Vrael Harbinger | Final combat sector; Vrael at full strength |
| The Shattered Expanse | 80–90 | Stratum Heavy Platform (aberrant), Vrael Probe | Resonance Anchor, Vrael Node | - | Stratum Corp still here but their units are "wrong" - damaged by proximity to Vrael-adjacent Ancient structures |
| Conflict Zone | Any | Mixed faction mobs per daily rotation | - | Rotates | PvP sector; mob type varies with event |
| The Sanctum | 80–88 | Archive Guardian, Recall Spire | Resonance Anchor | The Sanctum Keeper | Hidden sector; Ancient construct only. No pirate or faction presence |
Boss Design Principles
Named Bosses vs. Generic Bosses
Named bosses (Gnaw, Lieutenant Veth, Site Director Maren, etc.) are tied to mission chains. Players encounter them first in the context of a story, which means the boss fight has meaning beyond the loot. Generic bosses (unnamed Elite+ encounters) are for players who have completed or skipped the story content and just want a challenge.
Every sector should have at least one named boss tied to its local story chain.
Phase Design Philosophy
- Phase 1: Introduction - let the player understand the boss's base behavior
- Phase 2 (at ~50% HP): Complication - add a mechanic the player has to adapt to (adds, enrage, ability unlock)
- Phase 3 (at ~20% HP): Pressure - something that forces urgency (area denial, heal loop, very high DPS)
Not every boss needs three phases. Simple bosses (Gnaw, The Rat King) can have one complication phase and no phase 3. Complex bosses (Sanctum Keeper, Vrael Harbinger) earn their complexity by appearing late in the progression.
Boss Invulnerability Windows
Phase transitions should use a brief invulnerability window (2–4s) with visible VFX (energy burst, phase-change indicator). This is a breather, not a wall. It lets the player understand what just changed before the next phase begins.
Mob Naming Conventions
Varath
Pattern: [House] + [Rank/Function]
- House prefix: Bastion, Navy, Stratum, Nexus
- Rank/Function: Enforcer, Heavy, Interceptor, Vanguard, Patrol (Navy), Drone Guard
- Named bosses: Full human names with rank prefix ("Commander Ralleck", "Captain Veyne Dural", "Site Director Maren")
- Avoid: fantasy monster names, numerical designations, anything that doesn't sound like a military job title
Keth
Pattern: [Faction] + [Combat Identity] or single evocative combat word
- Praxar: Praxar + Warhead/Blade/Wraith/Vanguard/Veteran
- Vael Cohort: Cohort + Mercenary/Veteran/Specialist/Wraith
- Named bosses: Given name only, or rank + given name ("Lieutenant Veth", "Cohort Captain Sivan")
- Avoid: anything corporate or bureaucratic; avoid generic "soldier/trooper/guard"
Meridian
Pattern: [Faction] + [Abstract Function]
- Vigil: Vigil + Warden/Seeker/Sentinel/Arbiter/Custodian
- Avoid: anything aggressive or combat-centric in the name itself; Meridian ship names sound like they're describing a role, not a threat
- Named bosses: Formal given name + clan marker ("Vael Ishari")
Unaffiliated / Scavengers
Pattern: Single evocative words, crude, often animal-coded
- Void Drifter, Scav Raider/Heavy/Commander
- Named bosses: Self-given names, slightly ominous ("Gnaw", "The Rat King", "The Factor")
- Avoid: anything that sounds organized or professional
Ancient Constructs
Pattern: Functional description - what it does, not what it is
- Sentry Array, Recall Spire, Archive Guardian, Resonance Anchor, The Sanctum Keeper
- No given names; Ancients didn't name their automated systems for a pilot's convenience
- Named bosses get evocative titles, not names
Vrael
Pattern: Transliterated from Meridian phonetic approximations of probe transponder codes
- Vrael Probe, Vrael Scout, Vrael Node, Vrael Anchor, Vrael Convergence, Vrael Harbinger
- Named bosses: "The Harbinger", "The Convergence" - functional titles the Meridian assigned, not Vrael self-designations
- Avoid: giving them names that imply personality or culture
DB Field Reference
When creating mob templates in the admin tool, use these values:
| Field | Options | Notes |
|---|---|---|
rank |
normal / elite / boss |
Drives loot and difficulty modifiers |
combat_style |
default / brawler / kiter / sniper / tank / swarm / ambusher |
See system implementation in mob_ai.rs |
faction_id |
See factions table | 0 = unaffiliated (no standing impact on kill) |
hostile |
true / false |
false = neutral until attacked (use for Nexus escorts, patrol-only units) |
scan_range |
Float (units) | How far mob will detect and aggro players. Elite: 250–400u. Normal: 150–250u. Sniper types: up to 500u. |
attack_range |
Float (units) | Engagement range. Sniper: 300–500u. Brawler: 50–80u. Default: 150–200u. |
preferred_range |
Float (units) | Kiter/sniper preferred engagement distance - they maneuver to maintain this |
flee_threshold |
Float (0.0–1.0) | Hull % at which mob flees. Scavengers: 0.25. Cohort: 0.15. Praxar: 0.0 (never flee) |
enrage_secs |
Integer | Seconds before enrage activates. Boss only. 0 = no enrage. |
help_radius |
Float (units) | Radius within which mob calls for help from idle allies. 0 = no calls. |
boss_title |
String | Displayed name for boss variants (e.g. "Commander Ralleck") |
Last updated: 2026-04-14