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.
CitadelSpecificOneCitadelBasicRangedCharges up, then fires a piercing laser bolt.
IN DARKSPINIts ranked wind-up leads into a range-extended piercing projectile.
CitadelSpecialTwoCitadelSpecialFourGround 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.
NomadBioSpecialTwoCan close distance quickly with his leap attack.
Will resurrect if killed at the wrong time.
IN DARKSPINIt chooses the authored leap outside Swipe range and its persistent self-resurrection sign now consumes the first lethal hit, restores it at 40 percent health, and resumes combat once.
NomadSpecialOneCharges and knocks heroes up; grows and deals more damage when nearby allies die.
IN DARKSPINThe existing charge and knock-up remain, while each nearby allied death now adds a bounded damage and body-size enrage stack.
VerdanthBasicSkeetCircles its target and periodically darts in for a fast sting.
IN DARKSPINNavigation-clipped circle movement alternates with the recovered Darting Attack.
VerdanthBasicHealerRoots to channel healing near allies; otherwise fires rapid thorns.
IN DARKSPINThe ally-dependent phase selects its repeated six-unit heal aura or its ranked multishot Thorn Dart.
VerdanthBasicPlungeCauses spiky thorns to emerge from underneath a hero..
Damage can be avoided by staying mobile.
IN DARKSPINIt snapshots the hero’s position, warns there after one second, and damages only actors still inside the strict two-unit radius at 2.5 seconds.
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.
ZelemBasicRepairRepairs nearby fallen robots, bringing them back to life if given enough time.
Can use its repair tools as melee weapons if given the opportunity.
IN DARKSPINIt resurrects an eligible nearby robot through the repair channel and otherwise attacks with Arc Welding melee.
ZelemBasicPackMeleeBelieves in the safety of numbers and will cower if alone.
Once an ally is nearby, will work up the courage to deliver a powerful melee attack.
IN DARKSPINIt cowers without a living ally inside the authored 20-unit check and admits its ranked melee when supported.
CryosSpecialThreeLobs a small sleeping cloud, then closes on sleeping heroes for a melee swipe.
IN DARKSPINSleep Mushroom creates the three-tick radius-two cloud and close targets switch to Rez Melee.
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 →