recursal/Fanatic-Fandom huggingface dataset:
Guides

Here you can put in links to important guides that are off-wiki

**New players guide:**https://steamcommunity.com/sharedfiles/filedetails/?id=2089056619

**Stats and Stuff**: https://steamcommunity.com/sharedfiles/filedetails/?id=2023856768

**Miniishadow's Guide to DD:A**: https://steamcommunity.com/sharedfiles/filedetails/?id=2118970080
Demon Lord

The **Demon Lord** - *The Conjured Calamity* is the first boss that is encountered in Dungeon Defenders: Awakened. He is fought after beating wave 5 of Campaign or Survival wave 25 in the Alchemical Laboratory.

## Combat

Alternating between strong melee and lingering fire trails on the ground, fireballs while airborne, the Demon Lord is particularly dangerous to hero defenses. He (and other boss monsters) target(s) heroes before defenses, though the latter can be damaged indirectly.

The four pylons surrounding the Eternia Crystal can be 'destroyed' to paralyze the Demon Lord for a time, giving players a chance to freely attack him. The pylons must recharge afterwards before they can be reactivated.

## Rewards

When the Demon Lord is defeated on any difficulty, all players will receive a Sapphire Brooch and a hero specific weapon. At lower difficulties its just a better version of a common weapon. In Massacre, a special weapon from the boss is rewarded instead.

## Notes

* The pylons can be damaged anywhere, not just at their conductive top.
* If the pylons are left partially damaged, they will regenerate health overtime.

## Strategies

* If all players stand on top of the furnace, the Demon Lord will only shoot fireballs at them.
	+ The downsides to this are that Dark Elf Warriors will frequently attack defenses instead of players and they become exposed targets for enemy projectiles (unless shielded by Reflect Fields). In Rift Mode, a Rifted Kobold's explosion can sometimes launch players off the platform.
* Deadly Striker Towers placed up against the west wall can safely deal high consistent damage to the Demon Lord. However, they will ignore other enemies most of the time.
* For multiplayer, a Squire can hold the boss's attention and that of Dark Elf Warriors while a Huntress and Monk can stay away from the Eternia Crystal to deal massive DPS to the Demon Lord and quickly activate the pylons whenever possible.

## In Other DD Games

### Dungeon Defenders I

The Demon Lord simply flies into the map for his intro cutscene already with two swords. The four pylons are shown to become active, hinting at the boss's weakness. His attack patterns while grounded are essentially identical to that in *Awakened*. In the air, he flies too high for melee attackers to hit, except for the Barbarian via Tornado Stance or Battle Leap. His telegraph for fireballs is more abrupt, less anticipation before each one is released.

During a number of challenge missions, the Demon Lord's fire trails are extremely deadly, especially to tangible defenses. The flames extinguish immediately when the lord is defeated. Polybius (exclusive to the PC version) has an AI based on the Demon Lord. It shares the same map icon, hurt sound and death sound.
Actividad de Ingles.

## "I LIKE MY LIFE."

### PRIMERA ANECTOTA:

Cuando era muy muy pequeña, exactamente tenía 8 meses, en ese entonces vivía en la casa de mi abuela, yo era muy tremenda ya que un día mi mamá me había dejado durmiendo, pero en realidad no, la tremenda de Daniela (yo) subí a las escaleras gateando, justo antes de llegar al segundo piso, mi mamá y mi abuela se dieron cuenta, preocupadas por si me llegará a caer, en eso mi tío se encontraba en el segundo piso, y me rescató para que no me diera en la madre.😩

### SEGUNDA ANECTOTA:

A los 11 meses de haber nacido, nos fuimos a visitar a mis abuelos a Oaxaca, en el cual el clima es muy bochornoso, y en ese entonces todavía ocupaba pañal, ya que hacia muchooooo calor, me dio por sacarme el pañal, y así anduve todo el día, y desde ahí dejé el pañal. Por una parte a mi mamá de favoreció que dejara el pañal a temprana edad.😊

### TERCERA ANECTOTA:

Hace 13 años, estaba jugando con mi hermana con una cubeta con agua, mi mamá ya nos había llamado la atención por jugar ahí, y nos valió, hasta que luego nos habíamos arrepentido por no hacerle caso, ya que  se nos volteó el bote con agua a mi hermana y a mi.

### CUARTA ANECTOTA:

Lo que me pasó no tiene mucho tiempo, creo que me pasó hace 2 semanas; decidí hablarle a mi crush y decidí en decirle frente a frente que era mi crush, y pues me arriesgué en hacerlo. Me decidí en hablarle ya que la vida es un riesgo y si no tomas ese riesgo pues no puedes saber lo que pueda pasar, ya que tenemos una vida y hay que vivir la al máximo. 😳

I can learn another language

I can´t drink alcohol
I can´t be on drugs

Daniela G. Cuaya Dehesa N.L.: 11
Draconic Spitfire

Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.
The Draconic Spitfire is a Huntress weapon you receive after killing Summit Boss.

## Stats:

Attack rate: 0.30

Projectiles: 5

Damage type: physical / fire

Special: Tight Shotgun Spray
Game mode

## Game Modes

Game modes are different settings that changes how you play through a given map.

### Main

* Campaign
* Survival
* Challenges
* Mixed Mode
* Pure strategy

### Alternative

* Hardcore
* Rifted

## Servers

The two different server options are "Play" and "Legacy". The only real difference between them is that "Play" is a Ranked mode, where there will be **no** mods or workshop content. While Legacy will have (in the future) access to downloadable-community created content (such as maps).

Play (Ranked)

Legacy (Open)
Ensnare Aura

## Icon

The Ensnare Aura is the Monk's first defense. This poison-based aura slows down the movement speed of enemies inside it. Bosses, poison-immune enemies and sprinting Dark Elf Warriors are unaffected. The aura has a distinct green color.

## Stats

The ensnare aura costs 30 mana to place and cost 3 defense units.

Between all other Monk defenses, the ensnare aura has:

* The second-lowest amount of health.
* The second-lowest amount of damage it deals to enemies.
* The second-lowest 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 2,000 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 ensnare 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 ensnare aura will require you to position your repair cross-hair over the green aura icon.
* With a big enough radius, this aura can be handy to slow down Goblin Copters before they reach their destination to manually deploy their Ogres.
	+ A Strength Drain Aura or Darkness Trap is not needed since copters (and also Djinn) never spawn with an elemental affinity. Copters fly too high for Poison Sirens to spread their elemental resistance to.

## Anomalies

* The ensnare aura has a constant rate of activation, meaning that you gain no bonus by allocating rune power in rune of defense rate.
* When placing this aura and rotating it, the aura does not rotate but instead increases/decreases in width.
Energy Cannon

**Energy Cannon** is Series EV-A's "Boost" ability. It consumes and drains ability mana overtime to fire a continuous beam that passes through walls and all enemies. The damage dealt scales with the base damage (not secondary, elemental damage) of EV's currently-selected weapon, as well as her *Boost* stat.

## In Other DD Games

### Dungeon Defenders I

This ability is named Proton Charge Blast in DD1, though players often refer to it as, "The Beam" (not to be confused with EV's defense type). Upon activation, Series EV holds up her arm cannon to magnetize dropped mana which charges up the attack. No mana will go to her normal casting reserves until she is fully charged or turns off the ability. The more mana collected, the longer the proton blast will last. The stored charge is saved until the charged up blast is unleashed or when EV dies, even if the player switches to a different hero between waves.

Pressing either attack button once any amount of mana is gathered will fire the hyper beam. Its reach is shorter than DDA's version, but the available weapons in DD1, most notably the Ember Sceptre and the Honey Gun, gives the Proton Charge Blast immense damage potential to annihilate Ogres and a number of bosses in seconds. Only the Kraken is immune to this attack (and in *Redux*: the Mischievous Ninja Monk).
Chimera Shot

The **Chimera Shot**, also known as the **Demon Horn**, is a Massacre Huntress boss weapon that is obtainable by defeating the Demon Lord in the Alchemical Laboratory 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 Ragnarök staff otherwise.

It fires accurate spikes at an attack rate of 0.15 seconds minimum. The high base (physical) damage this weapon can achieve when upgraded makes it effective at any distance from a single target and greatly benefits the Huntress's Piercing Shot and EV's Energy Cannon.

Like the other boss weapons, the Demon Horn has a synthesized version that does pure fusion damage and is exclusive to Rift Mode. It is even more useful than the regular crossbow in that it is capable of dealing immense DPS to rifted enemies, especially Sirens, regardless of distance.

## Stats:

Attack rate: 0.15

Projectiles: 1

Damage type: Physical / Poison

Special: Quick fire rate with good Physical damage scaling.
Goblin Mech

The **Goblin Mech** - *The Technological Terror* is the second boss of DDA. It is fought in the Throne Room after the last wave is completed on Campaign or Survival Mode.

## Combat

The Goblin Mech, as the name suggests, is piloted by a goblin (wearing goggles). The mechanical suit carries a mace and a saw blade between its two arms. While a hero is at melee-range, the mech may either swing its mace forward or spin its body to damage and knockback all surrounding heroes. From a distance, it occasionally shoots homing missiles; the number of missiles launched increases with the number of players, starting at one for solo play. The boss takes half damage from all sources except from direct attacks aim aimed at its power source which is revealed during the intro cutscene. A purple ray of light telegraphs when the backside is exposed. As the mech loses health, it fires more missiles per barrage.

### Strategies

All of the Goblin Mech's attacks stop it from walking forward. It will **push** any and all tangible defenses in its path. If the boss gets close enough to the cores, it will clear the way for other enemies to reach either Eternia Crystal, Ogres especially.

* One strategy to keep mech away from the team's walls is to have a Squire hold its attention, blocking to resists powerful attacks whenever necessary. Another option is to not build any walls along the central blue carpet and let the boss walk to the center of the map.
	+ Offensive towers like the Deadly Striker and Flameburst Tower, can be placed in or behind the rounded enclosure next to the south crystal to assist with damage, while being completing safe from the boss's melee attacks. On Nightmare and Massacre, the Copter Ogres will have a rough time getting to these defenses which buys more time to take them out.
* It is possible to build a vertical Blocking Field along the west wall near the southernmost crystal to help protect heroes from the Goblin Mech's attacks, without the risk of it getting displaced by the boss. This wall also blocks off any incoming Copter Ogres from reaching towers the un-carpeted staircase may lead to.
Chargin' Ramster

The Ramster is acquired from the Arcane Library upon completing level 14 in Survival.

The ram deals a considerable amount of damage in a small AoE around the pet but does deal this with melee attacks. This means that the player needs to stand close to monsters in order to deal damage.

The ram seems unable to damage helicopter ogres before the ogre lands.
Etherian Ancient

The **Etherian Ancient** is a melee pet obtained from the chest that spawns after reaching wave 15 in the Tornado Highland on Survival. It punches enemies to attack, which knocks back all foes hit.

## Notes

This pet is very similar to the Steam Robot. It is good alternative for players who cannot obtain the bot from the tricky-to-build Lava Mines (on Insane and above).
Dark Elf Archer

The Dark Elf Archer is a common enemy and a basic ranged attacker.

It fires slow-moving arrows from its crossbow to hit an Eternia Crystal, hero or defense from a distance.

In Rift Mode, rifted archers have increased attack range and their arrows home-in on their target.

## Notes

* Dark Elf Archers never run out of ammo, and will continuously fire arrows while in range of its target.

## In Other DD Games

### Dungeon Defenders I

The Spirit of Champions in DD1's full tutorial gives a brief formal introduction to the Dark Elf Archer, commenting that "these arrow-shooting enemies can be particularly dangerous to your vulnerable defenses and should be hunted down." Enemy archers attack much slower than they do in *Awakened*.

The Summoner's first minion is an archer which has become his most versatile minion, forming anti-Sharken walls for the least amount of mana and Minion Units that can simultaneously attack in all directions, stun Djinn and shoot down Ogre-loaded Goblin Copters without getting distracted by their flares.
Spiked Blockade

## Icon

The spiked blockade is the first defense available to you as a Squire. This defense does a fair amount of damage, but it's primary purpose is to block enemies from advancing towards your Eternia crystal/s.

## Stats

The spiked blockade costs 30 mana to place and cost 1 defense unit.

Between all other Squire defenses, the spiked blockade has:

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

After 2,500 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 start to look more linear (with diminishing returns).

These stats are sourced from here.

## Tips

* In lanes that are larger than one spiked blockade in width, placing a spiked blockade in the middle of the lane draws attention to enemies who might otherwise fit around the barrier if they were to avoid it entirely. This does not prevent a few enemies from slipping past, however.

## Anomalies

* The spiked blockade has a constant rate of activation, meaning that you gain no bonus by allocating rune power in rune of defense rate.
* The spiked blockade gains no bonus by allocating more rune power into rune of range.
* Placing the spiked blockade touching a DPS dummy deals no damage to the dummy, preventing seeing how much damage the spiked blockade can do while inside the Tavern.
Bowling Ball Turret

## Icon

The bowling ball turret is the fourth defense (unlocks at level 11) available to you as a Squire. This defense fires bowling balls that bounce of enemies and surfaces, and cause knockback to enemies.

## Stats

The bowling ball turret costs 100 mana to place and takes up 7 defense units.

Between all other Squire defenses, the bowling ball turret has:

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

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

Every rune power in rune of power yields linear returns.

After 2,500 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.

## Notes

* The bowling balls tend to bounce for little over 14m before vanishing.
Rarity

Loot that is dropped during waves, or from the chest has a rarity dependent on the current difficulty you are playing, along with other factors.

## Tiers

Loot comes in tiers, dependent on the item's power quality.

### Common

Loot drops with a power quality between 0 and 94. Hex color code is #AFAFAF

### Uncommon

Loot drops with a power quality between 95 and 189. Hex color code is #AFAFAF

### Rare

Loot drops with a power quality between 190 and 274. Hex color code is #005EEC

### Epic

Loot drops with a power quality between 275 and 519. Hex color code is #A410BD

### Legendary

Loot drops with a power quality between 520 and 2299. Hex color code is #FBA130

### Mythical

Loot drops with a power quality between 2300 and 3599. Hex color code is #EC1D58

### Transcendent

Loot drops with a power quality between 3600 and 9999.

## Notes

* Data from this page is sourced from here.
Magic Bolt

Magic Bolt is the default attack available to the Apprentice. Magic Bolt fires balls of energy from your weapon in a horizontal row from the direction your hero is aiming.

This attack is limited by the number of projectiles your weapon has.

## Notes

* You can continually hold down the button bound to Magic Bolt and your weapon will continue to fire.
Goblin

The **Goblin** is the first and most basic enemy players encounter. It holds a small club and will swing it to deal minor damage. Goblins typically spawn in groups.

In Rift Mode, rifted goblins are larger in size which may allow them to take hits for more important targets.

## Tips

* Dealing damage to the goblin will cause the goblin to be stunned for a moment, if your attack doesn't outright kill it.
* Goblins are stronger in groups, but have low health. Be quick to kill them before they overwhelm you.
Rune of Agility

The **Rune of Agility** is a stat that boosts the hero's movement speed. It functionally caps at 100; anything higher will not make a difference.

For an in-depth look at how Rune of Agility increases the speed of your hero, please go to this link.

## Notes

* Series EV-A has the slowest max speed; all other heroes share the same (slightly) higher max speed.

## See also

* Rune of vitality
* Rune of attack
* Rune of casting
* Rune of skill
* Rune of boost
Progression

A big part of Dungeon Defenders Awakened is how do you get to higher difficulties and raise your stats. This page is meant to guide you on how to do that.

## Goals

In order to progress, you should have these over-arching goals, in this order:

* Gain experience.
	+ Play hardcore mode.
	+ Play multiplayer games.
	+ Maximize your awards.
* Equip stronger loot.
	+ Player harder maps.
* Accumulate more gold.
* Upgrade your items.

### Gain experience

The quickest way to get stronger is to gain experience. Experience grants your hero levels, which enable you to allocate more rune power and gets you closer to equip higher rarity items.

Your first biggest goal should be to reach level 60. At level 60, you will be able to equip rare items; it is the biggest first jump in gear quality you should aim for.
Warden

The **Warden** is a hero based on the Dryad from *Dungeon Defenders II* and functions very similar to her Terrarian counterpart.

She uses polearms and whetstones for her main and offhand weapon respectively.

## Weapons and Abilities

The Warden doesn't have the same ranged attack as the Monk. It is instead a damaging seed she can drop at a limited range.

* **Primary Attack**: Swings her polearm back and fourth while the button is held down.
* **Secondary Attack -** **'Seed Bomb'**: Drops an explosive seed straight down at a chosen location. The Warden then picks it back up to gain a short buff.
* **Wrath Form**: Increases her attack damage and alters all of her class's unique abilities and defenses while active.
* **Mushroom Circle**: Summons a cluster of mushrooms at a chosen location. Heroes in it regain health overtime.
	+ **In Wrath Form**: Damages and slows enemies instead.

## Defenses

The Warden has defenses of which are strong throughout game progression. However, she needs to build Roots of Purity in order to summon her other defenses and let them function at all.

## Notes

* The Roots of Purity and Wisp Den gain a significant amount of range every time they are upgraded.

## Version History

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

## Trivia

* The following abilities and defenses of the Warden can be linked with those of the Dryad:
	+ Wrath Form - Corrupt Form
	+ Roots of Purity - World Tree
	+ Wisp Den - Hornet Nest
	+ Shroomy Pit - Slime Pit
Blood Boil

**Blood Boil**, or **Blood Rage**, is the Squire's *Boost* ability. It greatly increases his damage, movement speed and melee knockback while active. It also boosts his *Armor* which can exceed the 75% cap from equipped armor, up to 95% damage reduction.

## In Other DD Games

### Dungeon Defenders I

This ability is known as "Blood Rage" in DD1. It does not increase melee knockback nor does it further reduce damage the Squire receives. It drains his mana overtime faster than the Monk's Hero Boost, except in *Redux* where it matches roughly the same exponential mana cost. The Countess's Call to Arms is a similar ability that also boosts the damage of nearby allies, as well as her damage resistance. However, it is even more expensive to upkeep and has a longer cooldown, though its mana cost overtime is also slower in *Redux*.
Huntress

The Huntress is one of the heroes the player can play as. She specializes in ranged weaponry and deploying traps.

## Defenses

The Huntress utilities traps which detect enemies within their visible detonation radius to either damage, stun or strip away their elemental immunities within a larger effect radius.

Traps are non-physical defenses with a finite number of charges, instead of a normal health bar. If a traps runs out of charges, it goes down.

* Explosive Trap - Explodes in a large radius when triggered, dealing physical damage and some knockback to all enemies in range.
* Poison Gas Trap - Releases a noxious poison cloud that stuns weaker enemies that are not immune to poison for the duration.
* Inferno Trap - Engulfs all nearby enemies in a lingering inferno, dealing continuous fire damage.
* Darkness Trap - Cover enemies with a veil of darkness, blinding them for the duration and stripping them of their elemental immunities.
* Thunder Spike Trap - Skewers a single enemy for massive lightning damage.

## Abilities

* Piercing Shot ‐ Call forth an ethereal spirit that deals physical damage to all enemies in a straight line and passes through walls.
* Adrenaline Rush - Your adrenaline surges, providing you with increased attack rate, movement speed and jump height while active.

## Weapon Skills

* Hunter's Shot ‐ Fires your currently equipped weapon.
* Reload ‐ Reload your weapon's ammo. Reload time depends on much the ammunition clip was depleted. The Huntress will reload automatically if her weapon runs out of ammunition.

## In Other DD Games

### Dungeon Defenders I

The Huntress is one of the four original/classic heroes of the *Dungeon Defenders* franchise. By default, she has a shorter hairstyle. Nearly all of her weapons can have their clip size upgraded, with "endgame" firearms capable of exceeding ammo capacities in the thousands. Instead of Adrenaline Rush, the Huntress can turn herself invisible to most enemies (Dark Elf Warriors and bosses still see her). Meanwhile, Piercing Shot has a shorter cooldown.

The Ranger, her male counterpart, sacrifices agility for more health and damage. His Invisibility can cloak nearby allies and defenses, but is expensive to upkeep and has a much longer cooldown. His Piercing Shot is a spreadshot which deals more single-target damage than the Huntress's version, only if all three shots land which requires him to get up close to the enemy.

In *Redux*, all damage-dealing traps were buffed to deal significantly more DPS. The Huntress's Invisibility now also boosts her movement speed. Both hunters have a new Oil Trap which makes non-boss enemies take more fire damage and a new Dark Shot ability. It is a Piercing Shot variant that temporarily debuffs the target(s), bosses included, reducing their attack power and damage resistance.

### Dungeon Defenders II

In DD2, the Huntress is five years older and wears a green hood. Her redesign in *Awakened* brings the young hero closer to her mother, with metallic gold accents similar to the Elven Ranger's Super Legendary costume.
Armor

Every hero has four equippable item slots with which they can equip armor. Armor consists of a Helmet, Chestplate, Gloves and Boots for your hero.

The current max upgrade level you can find is 436.

## Armor

Armor comes in different types. There is no visual difference between wearing armor of different types.

Since the Lycan's Keep update (04/08-21) there is no difference in the type of stats that will appear on the six different types of armor. Besides the attribute "armor", equipable armor can only contain tower stats as of the update.

## Upgrade

Armor can be upgraded, which permanently boost the stats on your armor. Upgrading is limited by the maximum level a piece of armor has; the number of maximum levels armor has are the times a piece can be upgraded. The number of maximum levels armor can be upgraded is on the top-right of the details pane of the armor.

Each successive level a piece of armor is upgraded costs more gold. Upgrading is an expensive process, so plan ahead and only choose to invest in armor you plan you gain the most out of. The maximum level armor can be upgraded is 403.

In order to upgrade your armor, navigate to your inventory [Press "I"], find the the piece of armor you want to upgrade, right-click the armor and navigate to "upgrade".

## Set Bonus

Currently if you have a full set of one type of armor you will get a **40% stat increase,** no matter which level requirement or power the armor has.

## Drops

* All armors types spawn on every map, regardless of rarity or game mode.
* Randomly drop from monsters.
* Found in chests in Campaign or Survival maps.

## Fusion Armor

Fusion Armor is a special armor that can be acquired from playing with the "Rifted" option turned on. This armor is stronger than normal armor as when a full set is equipped it will transform a turret into a Fusion Turret.
Poison Trap

## Icon

The **Poison Trap**, or **Gas Trap**, is the Huntress's second defense (unlocks at level 2). It releases a poison cloud when activated, stunning weaker enemies not immune to poison for the duration.

## Stats

The Poison Trap costs 30 mana to place and takes up 3 defense units.

Between all other Huntress defenses, the poison gas trap has:

* An average amount of health.
* The lowest amount of damage it deals to enemies (0).
* The lowest 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 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 1,500 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

* The stun effect is poison element, so the trap will not affect enemies with poison resistance unless a strength drain aura or darkness trap is used in tandem.
* This trap is especially useful in nightmare since the gas effect will stun sharken and djinn that would otherwise wreak havoc on defenses. However, unlike the Ensnare Aura, it will not affect ogres or spiders.
* On Massacre, be wary of Poison Sirens if your build depends on this trap (unless it is fused). If one escapes, all of the enemies she passes by will become **permanently immune** to Gas Traps.
Level (hero level)

After creation, each hero begins at level 1. By gaining experience, a hero can gain levels, which in turn gains additional Rune Power and may allow the hero to equip stronger weapons and armor.

## Gaining levels

In order to gain levels, a hero must gain the necessary experience.

Data for this table is sourced from here.
Fusion Weapons

These are special weapons that have a chance to drop on all Rifted maps. Rifted weapons are like normal weapons, except that they deal greatly increased damage to Rifted enemies! While they have a chance to drop on all maps, Rifted map bosses also drop Fusion versions of their weapons, providing the ability to target farm powerful weapons!
Endless Spires

"The goals of the Endless Spires erupt in madness! Is this a break or an assault? Quell the chaos!"

## Tactical Map

Endless Spires is the second Encore map that you unlock after beating The Throne Room. The Endless Spires is a castle-themed map which contains green torches on stone-like pedestals. The map is surrounded by gargoyles on the ledges.

 Info

 Waves (campaign)
 Waves (survival)
 Wave 15 reward
Rune of Casting

### Description

Increases the rate the hero can summon, repair and upgrade defenses.Makes Mana Bomb charge up faster.

The **Rune of Casting** is a stat that accelerates the rate defenses are summoned, repaired and upgraded by the hero. It also decreases the charge up time for Mana Bomb.

## Notes

For an in-depth look at how rune of casting enhances your hero's ability to interact with defenses, please go to this link.

## See also

* Rune of vitality
* Rune of attack
* Rune of agility
* Rune of skill
* Rune of boost
Target Priority

<<WIP>>

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## Tower Targeting Modes

* **Fodder:** Prioritizes fodder or "trash" enemies (Goblins, Archers, Orcs, etc.)

* **Air:** Prioritizes flying enemies (Wyverns, Djinn and Goblin Copters)

* **Special:** Prioritizes enemies with more threatening abilities, including the classic Nightmare quartet (Spiders, Djinn, Sharken and Goblin Copters)

* **Strong:** Targets the enemy with the highest HP. Defenses set to Strong will most often attack Bosses and Ogres.

### Priority Tables

Fodder

Air

Special

## Other Target Priorities

* The Thunder Spike Trap is locked to Close. It will strike whichever enemy in its effective range is closest to the epicenter (the elastic prop) at the time of detonation.
The Ramparts

"Enemies have broken through the Castle's protections and are heading towards The Ramparts. Stop them before it's too late!"

## Tactical 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)

The first 5 waves are the same as the waves from campaign.

*\*Enemy counts do not include ogres that may spawn.*

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

An element is an additional damage bonus a weapon or defense may have, or an immunity that an enemy possesses. Three elements exist in the game: fire, lightning and poison.

## Weapons

When dropped, a weapon has a chance to have an additional modifier that causes elemental damage. If the weapon does deal elemental damage, the amount of elemental damage will be listed as a bullet point detail.

## Defense

A number of defenses deal elemental damage.

### Fire

* Flameburst Tower (Apprentice)
* Inferno Trap (Huntress)

### Lightning

* Lightning Tower (Apprentice)
* Thunder Spike Trap (Huntress)
* Electric Aura (Monk)

### Poison

* Poison Gas Trap\* (Huntress)
* Ensnare Aura\* (Monk)

\* Does no damage, but is attuned to this element.

## Enemies

Elemental damage is dealt to an enemy if the enemy is not immune to the element. When an enemy spawns, there is a chance the enemy will have an immunity to an element. Enemies that have an elemental immunity will deal additional [elemental] damage when attacking\*.

In order to remove the elemental immunity from an enemy, you must make use of one of the following defenses:

* Elemental Barrier (Apprentice)
* Darkness Trap (Huntress)
* Strength Drain Aura (Monk)

*\*No distinction is made between elemental and regular damage from enemies. An enemy with an elemental immunity simply deals more damage.*

### Visual effect

When an enemy is immune to an element, there will be a small visual effect on the model (in addition to the element's icon being visible on the enemy's health bar).

## Tips

* While a boss is an enemy, a boss cannot be attuned to an element.
* If an enemy is immune to poison, the enemy will not be affected by the ensnare aura nor the poison gas trap.

## Notes

* The Squire has no defenses that deal elemental damage.
Healing Aura

## Icon

The **Healing Aura** is the Monk's third defense (unlocks at level 7). This pink aura gradually heal players inside it.

If fused by the builder wearing a Synthesised Militia set, the Healing Aura also adds 30% Rift Armor to heroes which further reduces the damage taken from rifted enemies specifically, bosses included.

## Stats

The healing aura costs 40 mana to place and takes up 2 defense units.

Between all other Monk defenses, the healing aura has:

* The lowest amount of health.
* The 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 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.

## Tips

* In order to repair the healing 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 healing aura will require you to position your repair cross-hair over the pink aura icon.

## Anomalies

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

## In Other DD Games

### Dungeon Defenders I

Healing Auras are considerably more effective in DD1, but occupy four (4) Defense Units instead of two. If double-boosted by a Buff Beam and a Monk's Tower Boost, this aura can outpace the damage dealt by a number of bosses on Nightmare, rendering the bathed heroes temporarily immortal.

## History

* **August 13 Patch**: Rift Armor bonus nerfed from 50% to 30%.
* **1.2**: Fused Healing Auras add 50% Rift Armor to heroes inside.
* **1.1.x**: DU cost lowered to two. Heroes inside become more resilient to spider webs.
Combat phase

Combat phase is a phase signaled by a red-colored banner, as well as showing what wave the player is on, the time remaining for that wave, and how many more enemies will spawn (that must be killed) before the current wave ends.

Enemies that spawn during combat phase follow the lanes, marked in build phase, towards in attempt to destroy your Eternia Crystal/s.

## Wave status

During combat phase, a new status panel will be displayed at the top of your screen indicating the number of enemies that still have to spawn, the total number of enemies for the wave, the wave you are currently on, and the time remaining for that wave.

## Notes

* For campaign and survival map waves, the time remaining is always infinite.
Campaign

The campaign is a story-driven game mode that explains the backstory of Dungeon Defenders: Awakened.

## Backstory

The following is read by the narrator when playing The Deeper Well in Campaign mode.

> Etheria has always been a land of living legends, defending against an ancient evil known as the Old Ones. Using the power of the Eternia crystals, the Old Ones were locked away for a time, bringing peace to Etheria. Not so long ago, our brave heroes accidentally unleashed this ancient force, summoning an ancient army of demons, goblins and dragons to reclaim their lost power. Victory after victory, our heroes continued to hone their abilities and grow as defenders of the land. Through an unseen evil, a new threat has formulated a way to foil our heroes noble quest, and make Etheria theirs once and for all. The Huntress, Apprentice, Monk and Squire are flung into battles of the past. With their powers sapped and, smaller than before, our heroes must use their wisdom and experience to unravel the mysteries of this rift in time, ready to take on the evils that lay before them.
>
>
Eternia Crystal

The Eternia crystal is what the Old Ones desire to break, giving them more power (presumably, more enemies).

On every map you play, your goal is to keep the Eternia crystal/s intact. The map is failed if one of your Eternia crystals is broken. As a player, you use defenses and your hero to defend against waves of enemies.

## Tips

* When your Eternia crystal/s are under attack, a message will display on screen to alert you.
* At the end of each wave, all of your Eternia crystal/s will be restored to full health. (although if you are on a difficulty above Hard such as Insane,Nightmare it will not restore the health at all
Djinn

### Locations

All maps on Nightmare and Massacre, except Deeper Well-Alchemical Laboratory on Nightmare Campaign.

The **Djinn** is a flying enemy encountered on Nightmare and Massacre. This genie is capable of de-summoning hero defenses regardless of health.

It is introduced to players in the Magus Quarters (or Tornado Valley if skipped) on Nightmare Campaign.

## Behavior

Djinn typically follow the path of ground enemies, though they can freely move around the map if desired. They occasionally channel a yellow beam onto a nearby monster. This makes the enemy emit golden sparkles and buffs all of its stats. A Djinn may also choose to cast a red beam at a hero defense which instantly removes it from the battlefield if given eight seconds (8) without interruption. Both of these channeling abilities can be interrupted from dealing sufficient damage to the Djinn or immobilizing it with an active Poison Gas Trap.

For its normal attack, the Djinn casts elemental magic at heroes. These projectiles do not damage Eternia Crystals.

In Rift Mode, Rifted Djinn, give a stronger "Onyx" buff to enemies which makes them permanently immune to Ensnare and all stun effects. Their de-summoning spell has increased range and a shorter channeling time to remove the target defense.

## Notes

* Djinn are more likely to target upgraded defenses to de-summon over those with less or no upgrades at all.
* In order to de-summon non-physical defenses, the Djinn must have line-of-sight with the centerpoint of a trap or aura. For beams, it needs to see either one of its nodes.

## Tips

* Djinn are at the top of the Deadly Striker Tower's target priority, alongside the other Nightmare enemies. In most cases, DSTs will shoot Djinn first before anything else.

## In Other DD Games

### Dungeon Defenders I

Djinn made their debut in Part 2 of the *Quest for the Lost Eternia Shards* DLC for Dungeon Defenders 1. They spawn in the Moraggo Desert Town, among a few other maps, regardless of difficulty. Their king and boss of the map can summon miniature "Baby" Djinn of which most defenses cannot target. Enemies buffed by Djinn had their entire body turned golden. One of the Jester's Wheel O' Fortuna combinations causes some enemies on the map to receive the same gold buff, even those Djinn cannot buff (ex: Ogres, Goblin Copters, Sharken).

## Trivia

* Prior to Version 1.2, the Djinn's de-summoning spell required nine seconds uninterrupted to succeed on Massacre, as opposed to eight seconds on Nightmare.
Mista Mine

The **Mista Mine**, also known as the **Pet Rock**, is a pet obtained from the chest that spawns after reaching wave 15 in the Ancient Mine on Survival.

Equipping this pet halves the hero's movement speed, but greatly increases their stats.

## Tips

* Consider equipping the Mista Mine on a hero who is a builder and isn't going to act as a DPS hero during the combat phase.
	+ The reduced movement speed might be useful for an EV to place beams at more precise lengths.
* Speed boost skills like Blood Boil will allow you to regain some of the mobility lost while channeling, making it easier to repair defenses in a pinch or for getting around while building.
* The lack of movement speed can make certain terrain skips difficult or impossible.

## In Other DD Games

### Dungeon Defenders I

The Pet Rock is awarded for completing Survival (beating wave 30) in the Talay Mining Complex. Its stats bonus cap at 600 each, but sets the holder's speed stat to zero. This pet is more of a luxury item; the Fish in a Bowl from Moonbase rolls equally high stats and is overall easier to obtain. The Pet Rock is a requirement to collect for the Ultimate Defender achievement.
Spider

The **Spider** is a pesky enemy that spawns on Nightmare and Massacre. They hurl webs to damage and cripple heroes and physical defenses.

## Behavior

Spiders spawn by dropping onto the map at seemingly random, but definite locations. These arthropods toss web at heroes and physical defenses that damage and severely weaken them for a few seconds. Their movement speed/attack rate is greatly reduced, and they take more than double damage from all sources. Heroes also have their jump height reduced and are unable to use any skills. Any active abilities are shut down the moment he/she gets webbed.

In Rift Mode, Rifted Spiders web with their melee attack; they do not throw webs. Their prey also takes damage overtime.

## Map Icons

Spiders are only found in Nightmare and Massacre.

## Visual effect

When your skills are disabled, they will be grayed-out. Note, the defense units were already at 0 for this map when the screenshots were taken.

## Tips

* Darkness Traps blind spiders, making them unable to see any heroes or physical defenses to attack.
* Reflect Fields can make spiders web themselves or other enemies which makes them far easier to kill.

## Notes

* Spiders frequently spawn in groups, and unless taken out quickly, can quickly incapacitate the player.
* Even though player jump height is severely reduced, the player can still double jump.
* The player can still heal themselves while webbed.
* If Spiders have nothing to attack nearby, they will gather around Eternia Crystals. They cannot do damage to them though.

## In Other DD Games

### Dungeon Defenders 1

Spiders were introduced in Part 1 of the Quest for the Lost Eternia Shards, in Mistymire Forest. On that map, they spawn on all difficulty levels.

The Summoner has a Spider Minion which can web enemies to severely cripple them, even Ogres. Webbed enemies take double damage from nearly everything. Spider Minions cannot web or be webbed by enemy Spiders. The Barbarian can activate Turtle Stance to temporarily make himself immune to the web debuff.
Tactical Map

The Tactical Map is an in-game overlay of the current map you are playing in (or the Tavern if you are in the Tavern). To toggle the Tactical Map, press "Tab" (PC).

## Information shown

The tactical map will show:

* Defenses that are placed.
* Eternia crystal/s and their health.
* Spawn points (marked in purple).
* Players (player names will be below the character icon).
* The direction you are facing, as well as directions other players are facing.
* Enemies.
* Height of the map. Lighter colored areas are higher while darker colored areas are lower.

## Anomalies

* When ogres spawn, a health bar will be shown on the Tactical Map that does not reflect the ogre's actual health.
Elemental Barrier

## Icon

The elemental barrier is the second defense (unlocks at level 2) available to you as an Apprentice. This defense not only acts as a barricade, but also strips elemental immunity to the enemies that attack it.

## Stats

The elemental barrier turret costs 20 mana to place and takes up 1 defense unit. It has the same amount of health as the Squire's Spiked Blockade (assuming both builder's have the same fortify stat.

Between all other Apprentice defenses, the elemental barrier has:

* The highest amount of health.
* The second-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).

These stats are sourced from here.

## Tips

* Dark elf archers lose their elemental immunity when an arrow strikes the elemental barrier.

## Anomalies

* The elemental barrier deals no damage, reacts when attacked rather than on a cooldown, and has no concept of range, so you gain no bonus by allocating points into fortify, range, or defense rate.

## Trivia

* It appears as if the elemental barrier is the work of the Apprentice to re-purpose mana to act as a barrier.
Dungeon Defenders Awakened Wiki

# Welcome to the **Dungeon Defenders Awakened Wiki**,

A collaborative reference written and maintained by the players!

## The Game

*Awakened* is a sequel to *Dungeon Defenders II* that resembles a remake/remaster of the very first *Dungeon Defenders*. The game also has a standalone roguelite spinoff titled *Dungeon Defenders: Going Rogue*.

## Community

Link to the Dungeon Defenders Awakened forum

Link to the Dungeon Defenders Awakened Wiki

Link to the Dungeon Defenders Awakened patch-notes

Link to the Dungeon Defenders Awakened MapPlanner

Link to the official DDA/Chromatic Games discord

## Expanding the wiki

Create new articles using the box below! <createbox>

width=30

break=yes

buttonlabel=Create new article

</createbox>
Rune of fortify

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

> Increases the maximum HP of your defenses. Also increases the active duration of certain traps [and auras].
>
>

## Defenses

For an in-depth look at how rune of fortify increases the health of your defenses, please go to this link.

## See also

* Rune of power
* Rune of range
* Rune of defense rate
The Deeper Well

"An Eternia Crystal lies hidden underground in the Deeper Well and the forces of evil are here to smash it. Stop them!"

## Map Details

### Survival Rewards

Defender's Hyxxx (Wave 15)Giraffe on a Treadmill (Wave 25)

Synthesized xxx yyy (Wave 15 and 25, Rifted)

Synthesized xxx yyy (Wave 25, Rifted)

### Special Traits

In-Game Tutorial.Introduces the Spider on Nightmare.

### Challenges

Defenseless

**The Deeper Well** is the first map; the game's tutorial takes place here. It features what looks to be an underground mine that has been consumed with growing crystals.

The Eternia crystal sits up at the very top of the map, overlooking the entire map.

## Info

 Waves (campaign)
 Waves (survival)
 Hazards
 Wave 15 reward

## Spawn list (Campaign)

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

## Spawn list (Survival)

The first 5 waves are the same as the waves from campaign.

*\*Enemy counts do not include ogres that may spawn.*

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

## Challenge Mission

In the **Defenseless** (aka: "No Towers Allowed") challenge, players must survive eight waves without defenses. Two or more players are recommended to watch over both sides leading up to the core.

## Strategies

As waves progress, more spawn points open up where mobs spawn. The most efficient way to set up your defenses tends to be near the upper staircase, on each side.

In the circled areas fits a single barricade. By putting your defenses close like this, you make it easier for yourself to repair them. Additionally, when your rune of range stat is high enough, defenses like auras or traps can cover both lanes, reducing the need to build your defenses on both the second and third floor.

   Despite being the very first map, later Survival waves tend to start off immediately with an overwhelming amount of enemies.

## Trivia

* This map was in the original Dungeon Defenders, but has been re-skinned.