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.
ScaldronBasicMinesScaldronBasicThornoScaldronBasicDogScaldronBasicNestleScaldronBasicSinkholeScaldronBasicBlinkNomadBioSpecialTwoCan 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.
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.
NomadWithDroneHas an orbiting drone that will shoot lasers at heroes.
At half health, will become invulnerable for a limited time.
IN DARKSPINOne untargetable owner-bound NomadDrone uses the exact baseline SentryDroneLaser against the captain's current target and is deleted with its owner; the captain retains its strict-below-half ranked shield.
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.
CryosSpecialOneFires lightning-orb volleys and becomes exhausted briefly afterward.
IN DARKSPINIts recovered four-shot burst retains the long release/exhaustion interval before the next action.
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.
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.
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 →