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.
CitadelBasicSuicideCitadelBasicGunnerHighly resistant to energy damage; attacks with rapid-fire machine guns.
IN DARKSPINIt publishes rank-shaped 250/500/750 Energy Defense and fires its recovered five-shot burst.
CitadelSpecificThreeRolls 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.
CitadelSpecialThreeHighly 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.
CitadelSpecialFourGround slam knocks nearby heroes upward; when damaged, repairs itself.
IN DARKSPINIts phase chooses ranked self-repair while wounded, otherwise radial Ground Slam or close Piston Punch.
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.
NomadScopeIgnites heroes, increases their Energy vulnerability, and gives allies a fiery buff.
IN DARKSPINIts fiery strike applies burning and stacking Energy vulnerability and projects the allied Energy-damage buff.
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.
CryosBasicChargeCryosBasicRangedSlow-moving long-range orb shooter whose hits can briefly shock.
IN DARKSPINIts ranked projectile carries the authored shock chance and timed stun 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.
ScaldronBasicMonknct_minn_su_drainerNocturnaSpecialDriftDifficult to hit physically; charges through and silences heroes; drains nearby life.
IN DARKSPINNoun Dodge Rating governs avoidance, the clipped through-target charge damages and silences every path contact, and each charge cycle pulses a local life-drain aura that heals the Drifter.
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 →