Changes made in revision 7984:
- Added Camp Nimbi
- Added Camp Veris
- Added Camp Frigoris




The defense at Camp Nimbi consists of two pairs of precision turrets. One pair is on a hill on the northern edge of the camp, the other in a wood on the southern edge. Each pair consists of one thermal and one ice turret. They are all activated by entering and remain active for 60 seconds after exiting. You can reset the timer at any time by re-entering.
Once at least one of these turrets is active, the spider you're aiming at gets highlighted by a white outline and a separate reticle. This is because precision turrets shoot at excatly this spider—at any range, even outside the camp border.
When all four turrets are active at the same time, you have enormous firepower available, which also scales with your power level.
But before you get too excited, remember that you have to keep an eye on the timers and switch locations when necessary. In addition, depending on the distance to the turret, the projectiles can take a second or two to reach the target. The fact that only one spider is shot at at a time doesn't make things any easier either.
All of this means that when in doubt, it's better to take cover than to rely on the firepower of the turrets. However, they are ideal for eliminating elite opponents from a safe distance.





Camp Veris is located in the middle of an eerie forest. Five small but very powerful ice turrets form the camp defense. You can activate them by entering. They remain active for 10 seconds and then switch off for 30 seconds. Therefore, it is best to keep moving and change location as soon as a turret switches off.
It's important to keep in mind that these turrets run on a fixed timer once they get activated. On the one hand, this is good because it means you don't have to stay inside them.
But on the other hand, it means you have to worry about premature activation. The spiders sometimes struggle with the trees and may not be as close as you thought. Try to slow down when you approach a turret and wait until a couple of spiders are inside its range before you activate it. Yes, this can be tricky to pull off.





Camp Frigoris offers two transformers, each surrounded by four ice turrets. The turrets activate for five seconds, when the transformer next to them harvests power from a dead spider. The timer resets every time a spider dies inside the transformer's range. However, once the timer runs out, the turrets enter a cooldown state for 30 seconds.
Of course, you don't want that to happen, so make sure to keep the transformer busy. It won't be long before you realize that the ice turrets are a double-edged sword in this matter. Yes, they help you kill enemies, but they also freeze them. Since they only partially overlap with the transformer, more and more spiders will inevitably freeze up beyond its range. Not only are they of no use to you there, they can also block other spiders from entering.
Therefore, make sure to keep the turrets clean and clear blockages quickly. I highly recommend the energy flash skill for this task.
Sooner or later, however, the turrets will switch off and it's time to move to the other facility in order to bridge the cooldown. But keep in mind that only the turrets switch off, the transformer is permanently active. So if the other facility is overrun by spiders or littered with poison puddles, then staying where you are is worth considering.

