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.
CitadelSpecificFourCitadelSpecificThreeRolls grenades toward a target point where they explode in an area.
IN DARKSPINThe rolling retained grenade detonates at its destination and damages every admitted area target.
CitadelBasicShieldStraightforward melee protected by a periodically recharging absorption shield.
IN DARKSPINIts frontal melee is unchanged and its visible rank-shaped absorption shield recharges after 12/10/8 seconds.
CitadelBasicMeleeHas a short range fire breath attack that can hit multiple targets within its area.
IN DARKSPINFire Breath evaluates all heroes and targetable companions inside its 120-degree, rank-shaped cone.
CitadelSpecialTwoCitadelSpecialThreeHighly resists Energy damage and fires up to three sustained laser beams.
IN DARKSPINIt now publishes rank-shaped Energy Defense and its recovered cone zone sustains up to three one-second target pulses.
NomadShielderFrontal shield blocks damage; lobs cluster grenades and knocks back close frontal heroes.
IN DARKSPINDirectional shield admission, cluster submunitions, and the close bash all use their recovered phases.
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.
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.
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.
VerdanthBasicRangedStationary until threatened; launches slow, relentlessly homing attacks.
IN DARKSPINZero locomotion keeps the turret stationary, its aggro presentation activates it, and its bounded projectile uses delayed retained-target homing with terminal cleanup even when the target becomes invalid or takes no damage.
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.
NocturnaSpecialHomerSlow homing projectiles terrify heroes, then it chases terrified victims into melee.
IN DARKSPINThe projectile applies Fear and the phase selects close melee against the affected target.
BoomerAttacks with energy damage when up close.
explodes upon death.
Charges its target, explodes upon death
IN DARKSPINFootprint-aware charge pursuit hands off to Smash at close range without rejecting that secondary melee phase, and death starts cast_explode before the recovered 1.3-second, seven-unit elemental-energy detonation at the defeated world position.
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 →