EVILBANE Operations
Thirteen Operations shipped in the first playtest across Easy, Normal and Hard. Each is picked at the round table in the Headquarters; some only unlock after you clear others, and some Hard Operations cannot be joined mid-run.
Official EVILBANE screenshot: Operation List — Netmarble Monster / Netmarble.
Operations are EVILBANE's missions. The first playtest shipped 13 of them across Easy, Normal and Hard, picked at the round table in the Headquarters or joined through Quick Play. This page covers the structure, how the difficulty split works, and the rules that decide whether you can join a run already in progress.
The structure
| Layer | Detail |
|---|---|
| Operation count | 13 in the first playtest |
| Difficulties | Easy, Normal, Hard — switch with Q / E (LB / RB) |
| Time limit | Shown per Operation; one official example reads 40 minutes |
| Where you start | Round table in the Headquarters |
| Objectives | Red markers are Main Missions, blue markers are Side Missions |
| Unlocks | Some Operations only open after you clear others |
A 40-minute limit is worth internalising early, because the loot rule sits underneath it: fail to clear the Operation and the gold and materials you collected during it are gone.
The Operations we can name
The official Operation List screenshot shows these on the map:
- Raid on the Heretic Base — a strike into Heretic territory
- Heretic Lair — the Operation whose tracker asks you to destroy all targeted buildings
- Retake the Village of Lot — recovering a settlement
- Resurrection Ritual Interception — stop a ritual to bring back a powerful demon
- Tree of Life Restoration
- Search for the Lost World Tree
That is six of the thirteen names, and they already show the spread: raids, defence, retaking ground and chasing something old and significant across the map.
Difficulties, and what changes
The difficulty tabs are not cosmetic. From the official notes:
- Operations are divided by difficulty, which is why the select screen only shows six Operations at a time until you press Q or E to change tier.
- Some Hard Operations cannot be joined in progress — the join-anywhere behaviour of Quick Play stops applying at the top tier.
- Hard tiers are where the official advice to bring allies is most relevant, especially for solo players.
Joining an Operation, four ways
- Quick Play — joins any Operation available to you at the selected difficulty.
- Create your own — pick the Operation you actually want and start it.
- Private Operation code — create a private run and share the Entry Code with friends.
- R on the select screen — creates something you can join immediately at the current difficulty; if nothing is joinable, it creates a random Operation at that tier.
Mid-run joining is a first-class feature: if another player is already inside an Operation that is available to you, Quick Play can drop you in beside them. That is also why Operation start times can lag — the official FAQ explains that the run begins when the host's connection allows it.
Locked Operations and prerequisites
That chaining means the thirteen are not thirteen parallel choices. Expect a spine of prerequisites with branches off it, and expect the later Operations to sit behind ones you have already learned from.
Official EVILBANE screenshot: Operation detail — Netmarble Monster / Netmarble.
The briefing screen
Each Operation opens with a briefing panel that lists its time limit, its story context and its Available Rewards. The official capture for Resurrection Ritual Interception reads: the barrier has collapsed, demons are running rampant, word has come that a ritual to resurrect a powerful demon is being conducted in a secluded village in the swamp, an advance party was dispatched and contact was lost — locate the scouts and stop the ritual.
Rewards are split between the loot you pick up and the currencies the game explains in-line. Gold's own description in that panel is the clearest statement of what it is for: currency obtained as Operation loot and other rewards, used to unlock features and items, enhance weapons and engrave runes.
Running an Operation well
- Clear, do not wander. The loot rule makes completion the payout condition. A clean 25-minute clear beats a 40-minute scavenging run that times out.
- Blue markers are income. Side Missions pay the Heavenstone unlock materials, so skipping them starves your skill unlocks.
- Change your Heavenstone in the lobby. Press H (X on a gamepad) while waiting and you can fix a bad loadout before the run starts rather than aborting it.
- Check the lock. A greyed-out Operation with a prerequisite is the fastest way to waste five minutes of setup.
What is not published
The full list of thirteen Operations, their individual time limits, their reward tables and their unlock order are not in any official material. What is documented is the count, the three difficulty tiers, the structure above and the six names visible in the official screenshot.