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.
nct_minn_su_drainernct_lieu_su_stealtherWill stealth in an attempt to move in close.
Melee attacks cause the hero to become vulnerable to future physical damage.
IN DARKSPINStealth Attack relocates into its target-relative band and chains Fear Nova; its ordinary melee applies the ranked charge-limited Physical Vulnerability modifier.
NoctBasicGhostChargerHas high dodge and damages every hero touched during its charge.
IN DARKSPINNoun Dodge Rating participates in avoidance and its clipped through-target charge resolves every path contact.
NoctBasicFlyerThe curse deals damage over time, but has a limit on how much it can stack.
IN DARKSPINProjectile impacts apply the six-second curse, repeated hits refresh it and stack its damage only to the authored maximum of three.
NocturnaSpecialLeechFires long range necro projectiles.
Will regain health when nearby allies are damaged.
IN DARKSPINIt uses the ranked long-range supernatural projectile and its nearby-allied-damage listener heals it from committed damage.
RezzerResurrects nearby allies who have recently been killed.
In between resurrections, flees and throws ghostly projectiles.
IN DARKSPINIt revives the nearest eligible encounter corpse at 40 percent health; without one, it backs away from a close hero and fires the ranked GhostlyBolt projectile before checking for another corpse. The flee pursuit is an explicit secondary phase, so the primary resurrection-family guard no longer releases it as incompatible.
CryosBasicLightningRangedInstant lightning attack fizzles against nearby heroes.
IN DARKSPINIts phase maintains the recovered minimum range, publishes the fizzle when crowded, and otherwise fires the instant beam.
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.
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.
ZelemSpecialThreePiercing lasers cross multiple heroes; buffs nearby allies’ energy damage.
IN DARKSPINThe piercing path damages each contact once and resolves at the selected target, while the support branch applies one ranked Energy Damage buff per 30-second modifier cycle.
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.
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.
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 →