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.
VerdanthBasicPickyVerdanthBasicSkeetCircles its target and periodically darts in for a fast sting.
IN DARKSPINNavigation-clipped circle movement alternates with the recovered Darting Attack.
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.
VerdanthBasicMeleeTail strikes slow movement and attacks; it flees when nearby members of its species die.
IN DARKSPINIts melee applies the timed movement/attack slow, while the nearby-death counter drives its navigation-clipped flee phase.
VerdanthSpecialOneTunnels close underground, then emerges with a poison area attack.
IN DARKSPINIts burrow animation and temporary intangibility accompany pursuit into the eight-unit radial Stagnant Nova.
VerdanthSpecialTwoHeals badly hurt allies; roots heroes, calls nearby friends to attack them, and keeps away from heroes.
IN DARKSPINIts strict-below-half support branch heals first, its repeated close-range retreat keeps separation, and Entangle applies the ranked root and redirects all living allies inside 20 units to that victim.
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.
CryosBasicChargeCryosSpecialThreeLobs 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.
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.
ZelemSpecialOneBeing shifted halfway into an alternate dimension makes them highly resistant to area effect attacks.
Launches time-space warping projectiles that will randomly teleport heroes who are hit by them.
IN DARKSPINIncoming area damage is reduced by 75 percent and a successful projectile hit performs the recovered random reachable-position teleport.
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.
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.
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.
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.
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 →