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Maps

Maps are places in which events within the Dungeon Defenders Awakened universe take place. Currently the story takes place over 5 acts, in which players learn more about the backstory of the game, and are able to defend the Eternia crystals in different settings.

Maps can be played in different modes and in different difficulties.

## Unlocking

In order to unlock maps to play, you must play the campaign. Once a map has been beaten, the next map becomes unlocked and available for you to play. After beating a map in campaign mode, you can play the map in survival.

If you do not wish to unlock maps by playing the campaign, you can accept an invite from one of your friends and have your friend start a game of a map you have not yet unlocked. Beating this map will unlock the map for you.

## Maps

These are the maps you are able to play on release

## Runes

Each map has a higher chance of dropping a specific rune on the victory chest.

## DDA planner

This site lets you either browse through the existing builds or log in via Steam and create your own to share them with the world.

https://builds.dundef.com/
Protean Slicer

The **Protean Slicer** is a Massacre Squire boss weapon that is obtainable by defeating the Goblin Mech in the Throne Room on Massacre Campaign or Survival. This weapon will drop from the reward chest if the player opens it as a Squire.

This sword has the highest base damage scaling of all Squire weapons, as of version 1.2.

Like the other boss weapons, the Protean Slicer has a synthesized version that does pure fusion damage and is exclusive to Rift Mode.

## Stats:

Melee Attack Rate: 0.50

Damage Type: Physical / Lightning

Block Value: 95%

Bonus Knockback: 58%
Dark Elf Warrior

The **Dark Elf Warrior**, also known as **Ninja** or **Assassin**, is a tall and nimble enemy who favors attacking heroes over defenses.

## Behavior

Once they are close enough to a player they can pathfind to, the warrior will run up to them at extreme speed. This sprint cannot be slowed down via Ensnare Auras or most stun effects. Warriors attempt to jump over any physical obstacles in their way, including player-built barriers. They have a cooldown for when they can jump again after landing.

Dark Elf Warriors cannot damage Eternia Crystals, but will attempt to (and fail) if there are no nearby heroes or physical defenses for them to attack.

In Rift Mode, Rifted Dark Elf Warriors are **invisible** to all non-fusion defenses. Their attacks also drain Ability Mana from players hit.

## Tips

* A popular strategy to deal with Dark Elf Warriors is to stand on a group of Deadly Striker Towers and let them 'dance' on the towers until they get shot and killed. If the warriors happen to land back on solid ground, players should prioritize killing them before they inflict major cleve damage to their defenses.
* Blocking Fields can be built raised higher than normal to make it more difficult or even impossible for the dark elves to jump over. This may come at the cost of allowing shorter enemies (ex: Kobolds) to pass underneath however.
* As showcased in this video, Dark Elf Warriors are rarely able to hit heroes standing on top of a Bouncer Blockade.
* On some maps, like the Tornado Highlands, players can stand on certain platforms to trick warriors into jumping off the map, falling to their death.
* When playing with Rift Mode enabled, until you have access to a fused damage-dealing defense, make sure that whichever heroes you use in combat have a competent weapon or offensive pet to kill rifted warriors.
* Rifted warriors can be damaged indirectly by some non-fusion defenses (ex: Flameburst Tower, Bouncer Blockade, Explosive Trap).

## In Other DD Games

### Dungeon Defenders I

Dark Elf Warriors wielded two jagged blades instead of a single broadsword in DD1. They were first introduced to players in the Castle Armory. They 'see' all living players on the map at all times, even if cloaked by the Huntress's or Ranger's Invisibility, but not Summoners who are in Phase Shift. Ensnare Auras can slow them to walking speed, even if they were targeting a hero.

The Summoner has a crystallized version of this enemy for a defense. The Warrior Minion pursuits enemies, even if commanded to "Hold Defensive." While they can be powerful to slice through groups of enemies and deal solid damage to ogres and some bosses, the warriors are prone to getting stuck or falling off the map. They also take recoil damage from landing their attacks, equal to 1% of the minion's *current* HP.

## References

Rifted Dark Elves vs. Bouncer: https://www.youtube.com/watch?v=nD7jLdlgZwo
Massacre (Difficulty)

**Massacre** is a difficulty level introduced in Dungeon Defenders: Awakened. It surpasses Nightmare for the highest playable difficulty.

It is unlocked by clearing The Summit on Nightmare Campaign and requires at least one level 83 hero to start.

## Changes

Like Nightmare, hero and tower stats are adjusted, in addition to those of enemies.

### Tower Notes and Exceptions

* The Poison Trap's effect duration is halved in Massacre.

### Enemies

* All enemies have much more health and attack strength compared to Nightmare.
* Sirens spawn on all maps which can **only** be damaged and killed by heroes.
	+ They further necessitate players to be active in combat, due to their ability to grant **impenetrable** 90% damage reduction to any one element -- and full immunity to associated status effects (ex: coughing from Poison Gas Traps) onto all other enemies the witches pass by.
	+ A Siren will eventually flee from the battle if nobody attacks her.

## Tips

* A great way to gear up at the start of Massacre Campaign is to farm Sirens on wave 5 in The Deeper Well. They are guaranteed to drop loot of at least 70% quality the given map and gamemode allows.

## References

https://docs.google.com/document/d/1qay\_rHrWZgkhyYp0AgivSIIWSTDge-12UFWHt7dGBRE/edit#
Magus Quarters

"Enemies have been spotted in the Magus Quarters, the finest boarding residence hall for the magical academies. Go teach them a thing or two!"

## Map Details

### Survival Rewards

Paddleball (Wave 15)Giraffe on a Treadmill (Wave 25)

### Special Traits

Introduces the Djinn on Nightmare Campaign.

### Challenges

Moving Core

The **Magus Quarters** is the first Encore map, unlocked after defeating the Demon Lord in the Alchemical Laboratory.

## In Other DD Games

This was a place the Grand Magus, the Apprentice's father, studied the arcane arts prior to the events of Dungeon Defenders 1. The crevices between the stairs leading up to the core were not sealed off. Uncautious players could fall into these narrow spaces and die to the lava below.
Alchemical Laboratory

"The heat of Etheria's core has been siphoned into this mysterious Alchemical Laboratory. Stop the summoning of a powerful evil!"

## Map Details

### Survival Rewards

Propeller Cat (Wave 15)Any Act I Pet (Wave 25)

### Challenges

Raining Goblins

The **Alchemical Laboratory** is the fourth map of Act 1. The Demon Lord is fought here after the final wave of Campaign and Survival. It features four pylons around the Eternia Crystal which become attackable during the boss fight.

## Spawn list (Campaign)

*Numbers were taken from a one-player game on Easy difficulty.*

## Spawn list (Survival)

*\*Numbers were taken from a one-player game on Easy difficulty.*

### Weapons

* Apprentice: ??? (??? on Massacre)

* Squire: ??? (??? on Massacre)

* Huntress: Disintegrator (Demon Horn on Massacre)

* Monk: ??? (Furnace Poker on Massacre)

## Notes

* On Nightmare and Massacre, Sharken and Djinn only spawn from three upper level sets of doors. In Massacre specifically, the Sirens that come out from the two lower level spawns always take the east-side path.
* The Demon Lord's split-sword will not be present if the boss does not spawn, such as in Mix Mode or the Raining Goblins challenge.
* Ranged towers, not just the Deadly Striker, will attempt to attack enemies behind the furnace (and fail to hit them).

## In Other DD Games

### Dungeon Defenders I

The Alchemical Laboratory serves the exact same purpose in DD1 as it does in Awakened, that being the first boss map of the original campaign. The large furnace obstructing the east-most intersection is not present, providing a clearer shot at the enemies coming in.

A Laser Robot is awarded for reaching Survival Wave 15 and the standard Giraffe on a Treadmill for clearing Wave 25. In the *Redux* conversion, an exclusive pet is earned by completing Wave 35 on Ascension difficulty.
Overclock Beam

The **Overclock Beam**, or **Buff Beam**, is a Series EV-A support defense. It buffs the stats of all other hero defenses along its length, based on the builder's defense stats. This beam only goes down when any defense it is affecting is destroyed.

## Scaling

* Bonus Armor scales with EV's *Fortify* stat.
* Bonus Damage scales with *Power*.
* Bonus Attack Rate scales with *Defense Rate*.
* Bonus Range scales with the *Range* stat.

These stat bonuses Overclock Beams provide scale at varying degrees. The damage bonus scales the best by-far, while range scales the worst. Therefore, a builder EV's *Power* stat should be top-priority for the most optimal beams.

## Notes

* Djinn can also remove the beam directly and tend to prioritize it over other defenses.
* The bonus *Armor* given to defenses caps at 60%.
* Unlike the original *Dungeon Defenders*, it is safe to sell buffed defenses during combat; the Overclock Beam will not go down when one of its boosted defenses is sold.

## In Other DD Games

### Dungeon Defenders I

Tower Buff Beams in their debut title are extremely powerful and a necessity to almost every defense build on Nightmare. Even without defense stats in the multi-thousands, a fully upgraded beam can give boosted defenses ALL of the following:

* 50% Damage Reduction (from enemies)
* 2.0x Damage
* 1.6x Range
* 1.7x Attack/Effect Rate

There are also a few quirks with Buff Beams that do not work in *Awakened*. For example: in DD1, the player can place one beam to buff a group of auras and/or traps, place a second beam at the edge of the extended range, then sell the first beam. The increased effect/detection radius is retained. This is not possible in DDA because two buff beams cannot 'boost' the same defense(s).

The Buff Beam is one of very few defenses in the game that cannot be moved without selling it.
Dragoon

The **Dragoon**, also known as the **Spitfire**, is a Massacre Huntress boss weapon that is obtainable by defeating the Ancient Dragon on the The Summit on Massacre Campaign or Survival. This weapon will drop from the reward chest if the player opens it as a Huntress or Series EV-A, the latter having a 50% chance to get this weapon, the Crystalline Focuser otherwise.

This shotgun fires five shots in a small randomized spread at a rate of ~0.33 seconds minimum.

Like the other boss weapons, the Dragoon has a synthesized version that does pure fusion damage and is exclusive to Rift Mode.

## Trivia

This weapon is classified as a "Crossbow" in-game, despite being a shotgun.
Nightmare (Difficulty)

**Nightmare (NM)** is a difficulty level unlocked when one of player's heroes reach level 70 and they have beaten the Campaign mission for all maps from The Deeper Well to Glitterhelm. In additional to having much stronger enemies and better loot, Nightmare significantly changes gameplay in several ways.

--

## Differences from Easy-Insane

### Enemies

Spiders, Djinn and Sharken spawn on most maps. Goblin Copters also spawn on the maps that have Wyverns. Each of these four enemy types pose new threats to the heroes and their defenses.

Spiders drop onto the map from practically everywhere. They throw webs at heroes and defenses which cripples them for a few seconds on-hit. Those webbed are slowed down drastically and take increased damage from all sources. Entangled heroes cannot activate any of their abilities.

Djinn are a flying support enemy. They can buff other enemies and de-summon hero defenses. Both of these channeling abilities can be interrupted by dealing sufficient damage to them or stunning them with Poison Gas Traps.

Sharken are wall breakers. They will charge and push blockades and other physical defenses if given the chance to. Their wind-up attempts can be interrupted with Gas Traps or Shock Beams.

Lastly, Goblin Copters bring additional ogres into battle, releasing flares to distract ranged towers on their way to a drop off site. Copters then proceed to shoot missiles at the heroes and their defenses. If a copter is shot down before it can deploy its ogre through normal intentions, the ogre immediately loses 2/3's of its HP before falling to the ground (or they fall off the map and die instantly). These ogres are unable to damage Eternia Crystals.

Of these four new enemy types, only the Sharken can damage Eternia Crystals.

* Ogres spawn more frequently.

### Hero and Tower Stats

* All heroes have at least 5.25\* more health.
* Hero damage is reduced to 1/6 of its amount on Insane and below. However, pet damage is increased.
* Apprentice and Squire towers have more health and deal more damage.
* Traps deal 35% more damage, but have less charges.
* All auras have 30% less range and xx% shorter lifespans. Ensnare, Strength Drain and Enrage Auras are less potent, while Electric and Healing Auras are more potent.
* Proton and Shock Beams deal more damage. Blocking Fields have more health.

## Trivia

* Nightmare is the highest playable difficulty level in the original Dungeon Defenders.

## See Also

Massacre - the difficulty level above Nightmare.
Soothing Fairy

## Pet Details

### Description

With wands and wings, but no floaty crowny things, this odd fairy heals you at low health.

### Platforms

PC

The **Soothing Fairy** is a non-attacking pet obtained from the chest that spawns after reaching wave 15 on the Royal Gardens on Survival. It automatically heals the user and other nearby heroes (if applicable).

## In Other DD Games

### Dungeon Defenders I

All fairies in DD1 heal the holder and nearby allies. The amount of health they restore has no cap. Fairies of Ultimate quality or higher are capable of exceeding a heal stat of 10,000. This translates to over 72,000 HP restored per heal on Nightmare.
Auto loot

Auto loot is a gameplay option that allows players to easily manage the loot that is dropped while playing a map . It can be accessed through Options > Gameplay > AUTO LOOT. After you install the game, auto loot is off by default.

## Configuration

You are able to configure the quality and type of loot you'd like to auto loot. You have the following options available to you.

### Quality

* Common
* Uncommon
* Rare
* Epic
* Legendary
* Mythical
* Transcendent
* Godly

### Equipment

* Weapons
* Helmets
* Chests
* Gloves
* Boots
* Pets (ignores quality)
* Brooches (ignores quality)
* Masks (ignores quality)
* Bracers (ignores quality)
* Shields (ignores quality)

### Armor type

* Ancient
* Arcanist
* Guard
* Militia
* Miner
* Primitive

There is also an option for upgrades only.

## Collecting items

Items will be automatically collected and placed in your inventory when the wave ends, provided you still have space in your inventory.

## Notes

* Once your inventory is full, auto loot will not collect items.
* Auto loot shares the same screen for filtering items while in your inventory.
* Auto loot is very specific and exclusive. If you want to pick up all rare items, for instance, you have to check 'rare' as well as the checkmark for every other item. Otherwise, it'll see something like a rare helmet, and go "They didn't add helmets to the filter, so they don't want this".
Rune of power

Rune of power is a stat that boosts the damage of your defenses. The in-game description reads:

> Increases the damage that your defenses do to enemies. Also increases secondary effects of certain auras.
>
>

## Defenses

For an in-depth look at how rune of power increases the damage of your defenses, please go to this link.
Gemstone (Pet)

A **Gemstone**, **Chromatic Gemstone** specifically, is a tower-boosting pet sometimes awarded from the chest that spawns after defeating the Ancient Dragon on The Summit.

They boost a single stat of 1-4 towers near them, whichever one is closest to the player. Their potency caps at 1.01 power, equating to a +101% stat increase, and 40 power for Sturdy Gemstones which is 40% damage reduction.

Two gemstones of the same type do not stack, while different types can boost the same defense(s).

## Tips

* In order to reach its cap of four defenses to boost, the gemstone needs at least **31** upgrade levels.
* Gemstones are very useful in Survival (and Mixed Mode), Speedy or Striking on a boost Monk in particular. Their effects do stack with his Defense Boost.
* Alternatively (or additionally on a team) an Apprentice can combine a Powerful Gemstone with his Overcharge ability to greatly boost the DPS of Magic Missile, Flameburst and Deadly Striker Towers. These defenses will deal even more damage if the he also built them. However, equipping such pet sacrifices the high hero and defense stat bonuses granted by a Mista Mine or Giraffe on a Treadmill.

## Trivia

The Gemstones are likely replacements to the Hero Guardians from DD1 whose functionality is almost identical. They were originally exclusive to The Summit as well.
Enemy

Enemies belong to the Old Ones, and are the foes you face as heroes as you play any given map.

## Behavior

Most enemies enter the map and have the desire to follow the lane they spawn in, moving towards and eventually destroying the Eternia crystal(s). Enemies will attack the player if the player's hero is within the enemy's range.

Enemies will attack any defenses on their path towards the Eternia crystal/s unless the trap cannot be targeted (auras or traps).

## Spawn chance

Most enemies will spawn on every map, but others will not.

* Wyverns will spawn on a handful of designated maps and can spawn on any difficulty.
* Dijnn, Spiders, and Sharken will spawn in nightmare and massacre difficulty.
* Sirens will only spawn on Massacre.
Old Ones

The Old Ones are a legion of "demons, goblins and dragons" bent out to reclaim their power that has been locked away in Eternia crystals. It is through careless action that our heroes accidentally broke an Eternia crystal, releasing the Old Ones back into the world.

## Trivia

* Before Dungeon Defenders: Awakened, the Old Ones were safely locked away inside the Eternia crystals.
* In Dunegon Defenders 1, the leader of the Old Ones, the Old One, was a boss that heroes faced in that game series.
Crystalline Focuser

The **Crystalline Focuser** is a Massacre Apprentice boss weapon that is obtainable by defeating the Ancient Dragon on the The Summit on Massacre Campaign or Survival. This weapon will drop from the reward chest if the player opens it as an Apprentice or Series EV-A, the latter having a 50% chance to get this weapon, the Dragoon otherwise.

This staff fires up to seven shots in a cross formation at a rate of 0.25 seconds, as opposed to the standard 0.38 seconds.

Like the other boss weapons, the Crystalline Focuser has a synthesized version that does pure fusion damage and is exclusive to Rift Mode.
Monk Weapons

The Monk primarily uses polearms as his weapons. Since the Monk can use melee or ranged attacks, every weapon has a damage value for both. Just like Squire weapons, their melee swing speed varies from model to model, but like Apprentice weapons, the rate of fire of the ranged attack is not upgradable, and the projectile count is upgradable, and neither vary from model to model.

Apprentice Weapons

Squire Weapons

Huntress Weapons

**Monk Weapons**
Mystical Genie

## Pet Details

### Description

Granting your wish to use abilities, the Genie gives you hero ability mana as you damage enemies.

### Platforms

PC

The **Genie** (**Mystical Genie** in-game) is a pet awarded for reaching Wave 15 on The Ramparts on Survival. It grants the hero ability mana when they damage enemies.

## In Other DD Games

### Dungeon Defenders I

The amount of mana a Genie pet gave the player in DD1 depended on its *Mana Collection Bonus* stat and the total amount of hero damage dealt per cycle (when the Genie performs a backflip). The Genie's stat determined the maximum amount of mana it could grant per hit which was achieved by dealing at least 4,200 damage. However, due to the limited hero mana capacity, hitting this damage benchmark was not necessary for certain weapons that fired multiple projectiles per shot, like the Lupine Bow.

Veteran DD1 players recommend to not upgrade a Genie's *Mana Collection Bonus* past 30k, due to how poorly the mana gained per hit scales with it. At 30k, the pet yields up to 420 mana per hit. The fact that this pet could produce hundreds to thousands of mana in seconds not only allowed a Monk to upkeep his boost abilities for long periods, but also allowed the Jester take full advantage of her hyperfast *Casting Rate* to rapidly upgrade defenses.

## Trivia

"Genie" and "Djinn" refer to the same creature in Arabic folklore.
Strength Drain Aura

## Icon

The **Strength Drain Aura** is the Monk's fourth defense (unlocked at level 11). This aura reduces the damage enemies inside it inflict (caps at 80%) and disables their elemental affinities; it does **not** affect bosses. This aura has a distinct orange color.

Despite having relatively high health, Strength Drains burn faster than any other aura, even when idle without a single enemy inside. It is crucial to pay attention to their health icons that appear once their HP falls to 50%. As with all auras, they lose health at a rate that increases with each enemy inside it.

## Stats

The Strength Drain Aura costs 60 mana to place and cost 5 defense units.

Between all other Monk defenses, the strength drain aura has:

* The second-highest amount of health.
* The lowest amount of damage it deals to enemies.
* The second-highest range.

After 1,500 rune power in rune of fortify, the benefits of additional rune power start to look more linear (with diminishing returns).

After 1,500 rune power in rune of power, the benefits of additional rune power yield roughly linear grown in damage.

After 1,500 rune power in rune of range, the benefits of additional rune power start to look more linear (with diminishing returns).

These stats are sourced from here.

## Tips

* In order to repair the strength drain aura, it is recommended to switch to the top-down view (by clicking on the Camera Toggle key while building; default key is "T" on PC), otherwise repairing the strength drain aura will require you to position your repair cross-hair over the orange aura icon.
* It is a common tactic to use the strength drain aura in maps to allow elemental towers to hit enemies without worry of elemental immunity blocking the attack.

## Anomalies

* The strength drain aura has a constant rate of activation, meaning that you gain no bonus by allocating rune power in rune of defense rate. Due to this, the strength drain aura is more likely to need repairs than other auras.
* When placing this aura and rotating it, the aura does not rotate but instead increases/decreases in radius.

## In Other DD Games

### Dungeon Defenders I

The Strength Drain Aura is an essential defense in DD1 on Nightmare difficulty. Having the 67-80% damage reduction (aided by a Buff Beam and/or Tower Boost) for all defenses and heroes provided against all enemies, **bosses included**, on top of making them vulnerable to every damage type, cannot be underestimated. Otherwise, the enemy will likely tear through the team's defense with ease. Maintenance is also critical, since this aura has less health than the Ensnare and Electric Auras often stacked on top of them. Players should check the overlay map regularly for any auras that are getting red in color, in-need of replenishment.
Flameburst Tower

## Icon

The **Flameburst Tower** is the third defense (unlocks at level 7) available to you as an Apprentice. This tower shoots fireballs that, upon colliding with an enemy, deal splash fire damage.

## Stats

The flameburst tower costs 80 mana to place and takes up 5 defense units.

Between all other Apprentice defenses, the flameburst tower has:

* The second-highest amount of health.
* The second-highest amount of damage it deals to enemies.
* The third-highest range.

After 2,000 rune power in rune of fortify, the benefits of additional rune power start to look more linear (with diminishing returns).

After 2,000 rune power in rune of power, the benefits of additional rune power start to look more linear (with diminishing returns).

After 1,500 rune power in rune of range, the benefits of additional rune power start to look more linear (with diminishing returns).

After 1,500 rune power in rune of defense rate, the benefits of allocating additional rune power start to look more linear (with diminishing returns).

These stats are sourced from here.

## Abnormalities

This tower is subject to the effective 5 shots/second attack rate limit which it shares with several other defenses. Any listed attack rate below 0.2 seconds will **not** increase the Flameburst Tower's damage/second.

## In Other Games

### Dungeon Defenders I

This defense is known as the "Fireball Tower" in DD1. Like the Magic Missile Tower, it is not bounded by an attack rate limit, allowing it to shoot 10 times/second or more. Its fireballs also travel slower in Vanilla than they do in *Redux* (or DD:A).

### Dungeon Defenders II

It was renamed to "Flameburst Tower" in this sequel. Its design develops into a draconic face as it is upgraded in-game.

### Terraria

The Flameburst Tower in *Terraria* is a sentry the player can summon by using the corresponding "rod," "cane" or "staff" weapon. It is described to have an average attack rate and damage output. Like its DD counterparts, it is most effective when enemies are packed close together to all be hit by the fireballs' splash damage.
Carnage

**Carnage** is an ability that occupies the Rogue's fifth defense slot.

While active, the Rogue throws countless knives while spinning and consuming mana in large chunks. This attack deals immense damage to enemies at melee range, even more if used while in Stealth.

The Spin to Win rune halves the mana costs of Carnage and scales up/down its damage based on the rune's rank.
Items

An item is an object that can be collected or equipped. Items are dropped from fallen enemies, the chest, or by beating Campaign. By selling items, you are able to gain gold.

Items are affected by the difficulty you are playing. By playing harder difficulties, the items that drop will be of higher rarity and have more and stronger attributes. Items of higher rarity have higher maximum upgrade levels. Items also have a level requirement, only allowing your hero to equip them if your level is at least the level requirement.

It is expected in the future, players will have the ability to trade items between one another.

## Types

* Weapons
* Armor
* Accessories
* Pets
Explosive Trap

## Icon

The **Explosive Trap** is the first defense available to you as the Huntress. This defense deals physical damage in a wide area.

Enemies take less damage from the explosion the further they are from the trap's center.

## Stats

The Explosive Trap costs 40 mana to place and takes up 3 defense units.

Between all other Huntress defenses, the Explosive Trap has:

* The highest amount of health.
* The second-highest (maximum) damage it deals to enemies.
* The highest effective range,

Every rune power in rune of fortify yields linear returns.

After 2,500 rune power in rune of power, the benefits of additional rune power yield roughly linear growth in damage.

After 2,000 rune power in rune of range, the benefits to the effective range of additional rune power start to look more linear (with diminishing returns). After 500 rune power in rune of range, the benefits to the target range start to look more linear (with diminishing returns).

After 1,500 rune power in rune of defense rate, the benefits of allocating additional rune power start to look more linear (with diminishing returns).

These stats are sourced from here.

## Anomalies

* When placing this trap and rotating it, the trap does not rotate but instead the target range increases/decreases in width.

## Tips

* This trap is great as a first-wave build due to its low cost and ability to kill goblins and archers (and sometimes orcs) instantly, as well as its inability to be webbed by spiders on Nightmare.

## In Other Games

### Dungeon Defenders I

This defense is known as the "Proximity Mine Trap" in DD1.

### Terraria

The Explosive Trap in *Terraria* is a sentry the player can summon by using the corresponding "rod," "cane" or "staff" weapon. It has unlimited detonations, but the trap will despawn after two minutes like all other sentries.
Defense Units

52 of the remaining 60 defense units are available to be used for defenses on this map.

**Defense Units** (DU) are a resource used to summon defenses, alongside build mana.

Stronger or more useful defenses tend to cost more DU. Each map and some of their challenges give players a limited supply of DU to work with. The player or their team must plan out which defenses to place, where to play them and how many in order to sufficiently defend the Eternia Crystal(s).

## List of Hero Defenses by DU Cost

\*For Series EV-A's defenses, DU costs depend on the beam/field's length.

## Notes

* While in the Tavern, players have 999 defense units. This is so large so you can properly test build setups to view how much DPS or various other stats you'd like to observe that your towers have.

## Trivia

Comparing to the original Dungeon Defenders, just like the wave progress bar for enemies killed, Defense Units in *Awakened* are tracked in reverse, counting down from the top as opposed to counting up from zero.
Rogue

The **Rogue** is brand new hero to the *Dungeon Defenders* franchise.

He is a "DPS" only character, meaning that he cannot summon defenses. He instead utilizes three different Devices and has access to four abilities.

## Weapons, Devices and Abilities

The Rogue carries a melee weapon and firearm at all times. The former is swung with the primary attack button, while the latter is fired with the secondary button. As a result of dual wielding these weapons, he is unable to block or fire grenades. Whenever the Rogue hits an enemy with anything besides device or pet, it is **marked**, allowing him to follow up with a Device. Up to eight (8) enemies can be marked at any given time.

Devices are enhanced by the Rogue's *Defense* stats.

* **Arcing Device**: Deals lighting damage to each enemy once and stuns them.
* **Noxious Device**: Deals poison damage over time and slows the enemies.
* **Napalm Device**: Deals frequent fire damage over time and reduces enemy armor.
* **Umbral Form**: Cloaks the Rogue, rendering him invisible to any and all enemies for its duration. This stealth also increases his damage, enhances non-Device abilities, and provides health regeneration.
* **Carnage**: A powerful spin attack of countless short-ranged kunais that lasts until canceled or the Rogue runs out of ability mana.
	+ **Umbral**: Radius increased by 50%.
* **Disengage**: Damages enemies in front while backflipping away.
	+ **Umbral**: 'Roots' enemies in place.
* **Swift Assault**: Rushes forward and strikes upon reaching an enemy.
	+ **Umbral**: Throws a deadly kunai instead which explodes on the target after a delay.

## Notes

* Self-Healing outside of Umbral Form is a regeneration effect for the Rogue.

## Tips

* While airborne, you can use Swift Assault for platforming purposes.

## Version History

* **Episode 1 - Lycan's Keep**: Introduced.

## Trivia

* Thief and spy are two characters classes with similarities to a rogue in various games. Rogues tend to be both agile and stealthy of which the Rogue in *Dungeon Defenders: Awakened* shares.
Rift Portal

The Rift Portal is a rifted mode exclusive enemy unit.

The Rift Portal appears only on maps that are part of of act IV of the campaign as of the beginning of Episode 1, the Lycan Update.

Rift Portals are not marked on the map, but will be shown with a ping when they are opening or fully opened and a diamond-shaped marker visible through walls bearing the letter "A" through any visual or physical obstruction, much like a player's ping. This ping will also be visible on the map. Additionally, Rift Portals have the same general attributes as the pylons seen in the Demon Lord fight inside of the Alchemical Laboratory, namely being not a target of towers or at risk of receiving damage from any splash or area attacks from them.

Rift Portals have two states, a dormant state and an active state. All Rift Portals begin the game dormant, and will randomly become active during the course of a wave with an accompanying pop-up warning that reads "A Rift Portal is opening!" During the active state, the Rift Portal functions as a destructible enemy spawn, ushering in more of the Old Ones' forces from a location that is potentially behind the defenses laid out by player(s) should they be too careless or unaware of the Rift Portals. Each enemy spawned in pulls from the pool of remaining enemies from all doors that have yet to enter the map without any preference for unit types, strengths, or the route the enemy would have originally taken in relation to the route it will take from it's new entry point.

There are some limitations to Rift Portals, however:

* Rift Portals cannot spawn flying-path units, such as a Wyvern or a Goblin Copter. Rift Portals can potentially spawn Djinn, however.
* Rift Portals cannot spawn enemy units when there are no enemy units that have not yet entered the battlefield or otherwise been accounted for.
	+ In situations where enemies will constantly flow from the gates, such as during a boss fight, Rift Portals become substantially more dangerous.
* Rift Portals provide no protection to spawned units unlike normal doorways.
	+ This allows the player(s) to potentially expedite rounds by guarding the rifts with towers as well as the main lanes, as enemies can be slaughtered as soon as they are created by towers that might be powerful enough to destroy the incoming foes (such as a Deadly Striker Tower).

Deactivating a Rift Portal is not mandatory to complete a wave, however this action will yield a piece of equipment. No mana is dropped by a Rift Portal when it is deactivated either,
Hero Boost

**Hero Boost** is the Monk's *Boost* ability. It increases the damage output and movement speed of himself and all nearby heroes drastically. This boost drains the Monk's mana overtime while active.

In terms of stat scaling, Hero Boost scales significantly better than Tower Boost.

## In Other DD Games

### Dungeon Defenders I

Hero Boost's secondary effect in DD1, like Tower Boost, is health regeneration overtime instead of a speed boost. It scales slightly worse than T-Boost.
Lycan

The **Lycan** is a special enemy introduced in Act IV.
It howls to rally itself and surrounding enemies, increasing their armor, health and damage every time it is damaged. Lycans have approximately half the health of a non-Copter Ogre.

## Tips

* Deadly Striker Towers and Wisp Dens have high target priority on Lycans by default which helps to kill them before they cause too much trouble.

## Version History

* **Episode 1 - The Lycan's Keep**: Introduced.

## Trivia

* At the moment (as of October 2021), the Lycan's death sound is reused from the Orc.
* They are not displayed on any enemy billboards for some reason
	+ They are still accounted for in the Enemy count though.

* Lycan is an abbreviation for "lycanthrope" which is synonymous with werewolves.
DPS dummy

## Tactical Map

The DPS dummy is a barrel-chested wooden enemy analog that displays the currently afflicted DPS (damage-per-second) it is receiving.

## Locations

The DPS dummy is found in the Tavern, there are 6 dummies in total. Four are against the north wall. One dummy can be found on the second floor behind the Bartender. The last dummy can be found near the stairs leading up to the second floor above the Bartender.

## Anomalies

* The spiked blockade does no damage when in contact with the DPS dummy.
Apprentice Weapons

The Apprentice can equip Staffs and Apprentice Swords. Both types of equipment use the standard Apprentice projectile attacks.

A DPS weapon for the Apprentice should focus on additional projectiles and either the weapons base damage or elemental damage. Though you should be aware that elemental damage does not scale with the hero damage stat.

## Random Drops

There are many names for each graphical type of an Apprentice staff. All staves currently have the same type of attack, projectiles and AoE blast, but stats and projectile color vary. Those stats are the determining factor of the strength of the staff; the staff's individual look is irrelevant to its strength.

## Upgrade Notes

When upgrading for an apprentice the first thing to know is whether or not you want his stats to be in DPS (Damage Per Second, referring to using this apprentice as an active damage dealer) or builder (only using him to build towers). If your apprentice will be a builder, treat the weapon as another piece of armor, upgrading power or rate since those are the most important stats for apprentice. If your apprentice will be a DPS, then you have to choose whether to upgrade physical damage or elemental damage. Once you decide, upgrade that a little, then upgrade the projectile count until it maxes out, then finish upgrading damage. Projectile count is very important since the apprentice does not shoot as fast as the huntress.

**Apprentice Weapons**

Squire Weapons

Huntress Weapons

Monk Weapons
Heroes

**Heroes** are the player characters of the *Dungeon Defenders* series, with the Apprentice, Squire, Huntress and Monk serving as the main protagonists.

All heroes share the goal to protect Etheria from the Old Ones by defending the land's Eternia Crystals.

## Overview

Heroes have a number of Stats that can be increased through equipment or by leveling up. In Dungeon Defenders: Awakened, each hero as seven (7) main stats.

Each hero has one active skill (effectiveness is increased by Rune of skill) and one boost ability (potency increased by Rune of boost).

They can also equip up to 2 hero runes (6 for the Rogue) and 4 defense runes (0 for Rogue).

## List of Heroes

These are the heroes that you can choose from.

Squire
Apprentice
Huntress

Series EV-A
Warden
Rogue

## Creating Heroes

Heroes are created and managed through the Hero Deck. The hero deck allows you to have 6 heroes equipped that you can quickly switch between during regular gameplay. You can always swap out the heroes on the hero deck through the hero deck option in the pause menu.

## Customization

Heroes can be customized in the Tavern by talking to the NPC or using the option Transmog in the game menu while in the Tavern. There are a variety of customization options:

* Skins
* Wings

## History

* **Episode 2 (Part 2):** Added Guardian.
* **Episode 2 (Part 1):** Added Outcast Summoner.
* **Episode 1 - Lycan's Keep:**
	+ Added Warden and Rogue.
	+ Consolidated Skill and Boost into a single Ability stat.
* **1.1:** Added Series EV-A.
* **1.0:** Released with the Apprentice, Squire, Huntress and Monk.

## Trivia

* Excluding the four gender counterparts (Adept, Countess, Ranger and Initiate), the Jester and Barbarian are the only two heroes from DD1 that have yet to return to DDA in some form.
Sharken

A Sharken in-game.

The **Sharken** is a land shark encountered on Nightmare and Massacre. They have the capability to **push** aside physical, tangible defenses (ex: Spiked Blockade, Blocking Field).

It is introduced to players in the Ancient Mines on Nightmare Campaign.

## Behavior

Sharken move faster than most enemies, running with its upper body leaned forward. When a Sharken sees a physically collidable defense, it emits a distinct grunt and begins to wind up. If given enough time without interruption, the shark will charge at the target with its claws held out and push it and any other defenses it plows through. It then becomes dizzy, unable to move or attack for some time.

At melee range of a hero or Eternia Crystal it is targeting, the Sharken will alternate between swinging and slamming its claws.

In Rift Mode, Rifted Sharken enrage if their charge is interrupted, increasing their movement speed and attack damage. The Sharken also becomes immune to Ensnare and all stun effects.

## Tips

* Traps, auras and all beams/fields (except the Blocking Field) are non-physical defenses, meaning that Sharken will not move them.
* Poison Gas Traps will stun all Sharken and can easily keep large shivers at bay, if coupled with a Strength Drain Aura or Darkness Trap.
	+ Watch out for poison Sirens when playing on Massacre though. Any Sharken these Sirens pass by will gain **impenetrable immunity** to Gas Traps, **unless** the trap is fused. Shock Beams can also be added as a last resort to prevent Sharken from charging through.
* The Deadly Striker Tower has high target priority on Sharken, as with all Nightmare enemies.

## Trivia

* The Sharken made its debut in Part 3 of the *Quest for the Lost Eternia Shards* DLC for Dungeon Defenders 1.
* Its name is a combination of "shark" and "Kraken." The latter is a boss monster from DD1.
RiftRaffe

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Rune Power

Rune Power are gained every time a hero gains enough experience for another level. Upon gaining Rune Power, a player may choose to allocate this Rune Power towards a hero or defense rune.

Players start out with 1 Rune Power of any new hero they create. The maximum amount of Rune Power a hero can have is 985.

## Acquisition

The player earns Rune Power at different rates depending on the new level of their hero.

 6-15
 16-30
 31-70
 71-75
 76-78
 79-84
 85-94
 95-100

Data for this table is sourced from here.

## Trivia

* The amount of Rune Points gained from levels 76 to 100 make up 65% of your maximum Rune Points.
Draketooth

The **Draketooth** is a Massacre Monk boss weapon that is obtainable by defeating the Ancient Dragon on the The Summit on Massacre Campaign or Survival. This weapon will drop from the reward chest if the player opens it as a Monk.

Its ranged attack fires seven (7) projectiles in a cross formation.

Like the other boss weapons, the Draketooth has a synthesized version that does pure fusion damage and is exclusive to Rift Mode.

## Stats:

Melee Attack Rate: 0.50

Ranged Attack Rate: 0.33

Projectiles: 7

Damage Type: Physical / Fire
Summary phase

Summary phase is a phase that occurs after the last wave of a map has been beaten. There is no time limit for summary phase; it can last indefinitely until a player selects to view the details.

The message for summary phase, like the banner in the UI, is prompted in blue to the player.

## Screen 1

When the player has selected to view the map summary, a screen will show indicating:

* The game mode that was cleared.
* The difficulty the map was in.
* The map name.
* The total time a player was playing the map.
* The amount of gold gained from sold items.
* The experience the player gained (for all active heroes in their deck).
* A timer until the next game will begin.
* A "View Summary" button the player can click to view a detailed summary of the bonuses and multipliers they earned.

## Screen 2

If a player selects the "View Summary" button on screen 1, they are shown a second screen with additional details. On this screen, they can see a number of data points shown in screen 1, and:

* The list of bonuses they earned, and how many times each bonus was earned.
* Multipliers that were earned.
* The player can also select to replay the given map of the same game mode and difficulty, or return to the Tavern.

## Anomalies

* You cannot currently scroll and view the complete list of bonuses you earned on screen 2 of summary phase.
Tornado Valley

"Once inhabited by an ancient forgotten race, this area is known as the Tornado Valley. Protect the Eternia Crystals hidden here!"

## Tactical Map

Tornado Valley is the fifth map available to play in the game. The map takes place in a canyon, with various rock formations, hanging banners, floating bells and a giant pit of quicksand in the distance.

The Eternia crystals are spread evenly across the map.

 Info

 Waves (campaign)
 Waves (survival)
 Wave 15 reward

## Spawn list (Campaign)

*Numbers were taken from a one-player game on Easy difficulty.*

## Spawn list (Survival)

*\*Numbers were taken from a one-player game on Easy difficulty.*

## Strategies

There are multiple spawn points, thus, different places where players tend to place their defenses.

## Vantage points

A nimble player can make use of the various banners across the map to perch themselves high above enemy range and attack from above.

## Shortcuts

There are a few shortcuts on this map, but nothing a double-jump can't already take you across.

## Lore

There looks to be a giant owl, within quicksand or perhaps in the center of a tornado east of the map, past the Eternia crystal.

## Notes

* It is hard to see the southern spawn point on the tactical map, given that it is beneath the lane of the south-western spawn point.
* Ogres never spawn here on Campaign or Survival Mode, on Easy-Insane difficulty.
Pet

Pets are equippable accessories that boost the hero's stats and often provide unique abilities to support the player(s) in combat. They are dropped from the chest that appears for completing the Campaign of certain maps, and (on the current 15 maps): waves 14 and 25 in Survival.

## Campaign Rewards

The follow pet is awarded for completing the Campaign version for The Summit. It has the chance to be a chest reward after killing the Ancient Dragon on survival as well. There are four variants: speedy, striking, sturdy and powerful.

## Survival rewards

### Wave 15

These pets are dropped from the chest after beating wave 14 in Survival on their respective map. Each pet can also be dropped from the chest after completeling a boss fight from their respective act. All act 1 pets can drop from the chest after killing the Demon Lord on Alchemical Labs, all act 2 pets can drop from the chest after killing the Goblin Mech on the Throne Room, and all act 3 pets can be dropped from the chest after killing the Ancient Dragon on the Summit.

### End of Map Reward

This pet is dropped from the chest as a reward for beating wave 25 on Survival on all maps, except those with a boss (Alchemical Laboratory, Throne Room, Summit). A random pet from the boss map's act is given instead.

## Challenge rewards

Two challenges give a pet as a reward for completing it on any difficulty.

## Exclusive Pets

The RiftRaffe kickstarter exclusive pet was awarded to players, that had backed the game, at the formal release of the game.

The Phoenix will be given out to players at a later date.

## Note

* Most hero can only equip one pet at a time.
* The Outcast Summoner is the only hero that can equip two pets.

## Trivia

Some of the exclusive pets are tributes to YouTubers:

* The Juicy Fruit is a tribute to JuiceBags who is a long-time and active player of the *Dungeon Defenders* series and its community.
* There is a corgi pet based on ??????'s pet dog in real life.