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.
CitadelSpecificTwoCitadelBasicGunnerHighly 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.
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.
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.
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.
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.
ZelemBasicHybridFires a large slow moving projectile when at a distance from his target.
When engaging in close combat, will switch to close range melee attacks.
IN DARKSPINAuthored phase order selects the slow projectile beyond eight units and melee at eight or nearer.
ZelemSpecialTwoSupport enemy who tries to stay away from close combat.
Mastery of gravity allows him to pull heroes towards his friends.
Can send out a circular gravitational push that damages and knocks back all nearby heroes.
IN DARKSPINIt pulls a distant retained hero toward its formation and switches at five units or nearer to the seven-unit damaging push, displacing every admitted nearby hero away from itself.
CryosBasicRangedSlow-moving long-range orb shooter whose hits can briefly shock.
IN DARKSPINIts ranked projectile carries the authored shock chance and timed stun modifier.
NomadDragCreates a lasting sphere that slows heroes and projectiles, then calls debris down while protected.
IN DARKSPINIts Slow Shield phase projects the retained slowing sphere and alternates with the tracked Meteor strike.
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.
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.
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.
NocturnaSpecialDriftDifficult 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.
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 →