Attribute | Value |
---|---|
Mission Type | Perimeter Event |
Zone | |
Relevant NPCs |
|
Mission Level | |
Inside Dark Zone | false |
Has a Normal Mode | true |
Normal Mode Gear Score Requirement | 0 |
Normal Mode Gear Score Recommendation | 0 |
Has a Hard Mode | true |
Hard Mode Gear Score Requirement | 0 |
Hard Mode Gear Score Recommendation | 0 |
Has a Challenge Mode | false |
Morale Reward | None |
Completion Cooldown | 0 |
Mission Brief
Virus suspect Gordon Amherst's apartment has been located in a residential building in Hell's Kitchen. Recon the site and recover any intel you find.
Objectives
0 - Investigate Cinderblock (Reach)
1 - Stop The Cleaners (Attack)
2 - Reach Apartment (Reach)
3 - Find The Evidence (AreaSearch)
4 - Extract The Evidence (Interact)
5 - Clear Out Remaining Cleaners (KillAll)
Rewards - Normal Difficulty
Medical supplies | 500 |
X p | 0 |
Credit | 10 * MissionLevel + 10 * MissionLevel ^ 2 + 50 |
Loot Table
Loot tables in The Division are configuration files that determine the possible loot that can be received when completing missions / assignments, killing enemies, and opening containers.
They are broken up into groups with each group having a chance (default is 100%) that an item will be rewarded within that group. Within groups can be sets of items with a Drop Weight, which is determines the likelihood that the item set will be selected as the reward for the group. To determine the actual drop percentage, you take the drop weight for an item set and divide it by the total drop weight for all item sets in the group.
Drop 1
- Chance item drops from group: 100%
Item Type Drop Weight (Chance %) |
Possible Drops |
---|---|
New LootItem (0)
100 (100%) |
|
Rewards - Hard Difficulty
X p | 0 |
Credit | 15 * MissionLevel + 15 * MissionLevel ^ 2 + 75 15 * PlayerLevel + 15 * PlayerLevel ^ 2 + 75 |
Loot Table
Loot tables in The Division are configuration files that determine the possible loot that can be received when completing missions / assignments, killing enemies, and opening containers.
They are broken up into groups with each group having a chance (default is 100%) that an item will be rewarded within that group. Within groups can be sets of items with a Drop Weight, which is determines the likelihood that the item set will be selected as the reward for the group. To determine the actual drop percentage, you take the drop weight for an item set and divide it by the total drop weight for all item sets in the group.
Drop 1
- Chance item drops from group: 100%
Item Type Drop Weight (Chance %) |
Possible Drops |
---|---|
Pistol
100 (8%) |
|
SMG
100 (8%) |
|
Shotgun
100 (8%) |
|
Marksman Rifle
100 (8%) |
|
Assault Rifle
100 (8%) |
|
LMG
100 (8%) |
|
Back
100 (8%) |
Generated
Stamina
Backpack
Generated
Backpack
Generated
Firearms
Backpack
Generated
Electronics
Backpack
|
Chest
100 (8%) |
Generated
Stamina
Vest
Generated
Vest
Generated
Firearms
Vest
Generated
Electronics
Vest
|
Thighs
100 (8%) |
Generated
Stamina
Holster
Generated
Holster
Generated
Firearms
Holster
Generated
Electronics
Holster
|
Knees
100 (8%) |
Generated
Stamina
Kneepads
Generated
Kneepads
Generated
Firearms
Kneepads
Generated
Electronics
Kneepads
|
Hands
100 (8%) |
Generated
Stamina
Gloves
Generated
Gloves
Generated
Gloves
Generated
Gloves
Generated
Firearms
Gloves
Generated
Electronics
Gloves
|
Face
100 (8%) |
Generated
Stamina
Mask
Generated
Mask
Generated
Firearms
Mask
Generated
Electronics
Mask
|