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.
VerdanthBasicOozeVerdanthBasicDiseasedFires projectiles that inflicts a disease that can jump between nearby heroes.
IN DARKSPINIts projectile can apply the ranked disease, whose retained run spreads among nearby heroes subject to the authored immunity interval.
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.
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.
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.
nct_minn_su_drainerNocturnaSpecialHomerSlow homing projectiles terrify heroes, then it chases terrified victims into melee.
IN DARKSPINThe projectile applies Fear and the phase selects close melee against the affected target.
NocturnaSpecialMunchCan consume the corpses of its allies to become larger and stronger.
Uses its large fists to smash heroes in melee range.
IN DARKSPINIt claims and consumes eligible allied corpses, gaining stacked damage and body scale, and otherwise uses its multi-target frontal melee.
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.
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.
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.
ZelemBasicPackflyMoves and attacks faster near members of its own species.
IN DARKSPINAnother living Drakon inside ten units grants a 25-percent movement increase and 25-percent shorter attack cadence.
ZelemSpecialHasterCan bend time to haste a nearby ally's movement and attack speed.
Has a moderately damaging projectile attack.
IN DARKSPINIt deterministically selects the nearest living ally inside range 30, falls back to itself only when alone, applies the exact 20-second movement/attack/cooldown haste, then fires its recovered projectile.
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 →