Mission minimap
Each image is an independently scaled connected component from the selected baked navigation layer. Markers show authored encounter loci and objects, not a guaranteed runtime spawn roster.
Each image is an independently scaled connected component from the selected baked navigation layer. Markers show authored encounter loci and objects, not a guaranteed runtime spawn roster.
Values apply the mission's first-run difficulty tuning to each enemy's base class. A rolled encounter can choose a subset of this roster; buffs, party size, critical hits, damage-over-time effects, and elite variants can change the live result.
CryosBasicLightningMeleeCryosBasicRangedSlow-moving long-range orb shooter whose hits can briefly shock.
IN DARKSPINIts ranked projectile carries the authored shock chance and timed stun modifier.
CryosBasicChargeCryosSpecialOneFires lightning-orb volleys and becomes exhausted briefly afterward.
IN DARKSPINIts recovered four-shot burst retains the long release/exhaustion interval before the next action.
CryosSpecialTwoThrows a spread of fireballs that ignite heroes.
IN DARKSPINRanked spread angles each resolve independently and accepted hits apply the burning damage-over-time modifier.
CryosElementalSpecialThreeFires one fast horizontal piercing bolt per target in range and flees when struck.
IN DARKSPINA cast now targets every live hero or companion in range with its own piercing bolt, and an accepted incoming hit queues a navigation-clipped flee before the next volley.
ZelemBasicFlyingMeleeFast flying swarm attacker whose shifted form strongly resists area attacks.
IN DARKSPINIts fast close melee remains and an area hit now activates the shifted state on the correct noun family, reducing subsequent area damage while active.
ZelemBasicRangedHomingFires projectiles that periodically home in on the closest hero.
The projectiles will expire after a short period of time.
IN DARKSPINIts retained-target projectile begins homing after one second and is bounded by the authored 18-unit lifetime.
ZelemSpecialHasterCan bend time to haste a nearby ally's movement and attack speed.
Has a moderately damaging projectile attack.
IN DARKSPINIt deterministically selects the nearest living ally inside range 30, falls back to itself only when alone, applies the exact 20-second movement/attack/cooldown haste, then fires its recovered projectile.
CitadelBasicRangedCharges up, then fires a piercing laser bolt.
IN DARKSPINIts ranked wind-up leads into a range-extended piercing projectile.
VerdanthSpecialThreePull victims are slowed, then struck with rapid melee attacks.
IN DARKSPINThe three-second Pulled modifier owns the forced-movement interval, then the phase uses the recovered nine-hit Fast Swipe while Puller cools.
NomadRuptionHurls magma at nearby heroes to create damaging lava pools and uses melee close up.
IN DARKSPINIts phase selects per-target retained lava pools or the recovered melee fallback.
NomadWithDroneHas an orbiting drone that will shoot lasers at heroes.
At half health, will become invulnerable for a limited time.
IN DARKSPINOne untargetable owner-bound NomadDrone uses the exact baseline SentryDroneLaser against the captain's current target and is deleted with its owner; the captain retains its strict-below-half ranked shield.
NomadSnipeCan instantly inflict a crippling debuff on nearby heroes, slowing their movement and attack speed.
Chases after slowed heroes and uses a physical melee attack.
IN DARKSPINIts six-second slow now enters the modifier inventory, reaches the client with the exact movement and attack operands, and contributes its movement operand to authoritative hero motion before the melee pursuit.
NomadSpecialThreeSpits acid at the heroes while strafing between attacks.
Highly resistant to energy damage while mobile.
At half health, withdraws into its shell, becoming immune to physical damage and emitting area effect poison.
IN DARKSPINIts acid projectile, rank-shaped Energy Defense, bounded post-shot strafe-or-idle movement, half-health Physical-immunity Turtle phase, and ranked poison pulses are active.
Enemy drops use the global DNA, item, rarity, and medal rules. This mission does not carry a fixed per-enemy item table.
OPEN DROP PROBABILITIES →