recursal/Fanatic-Fandom huggingface dataset:
Defender's Hippogryph

The **Defender's Hippogryph**, or **Griffin**, is a pet obtained from the chest that spawns after reaching wave 15 in The Deeper Well on Survival,Pure Strategy or Mix Mode. It fires a projectile at enemies to inflict Lightning splash damage.

## Tips

* Since it's damage is always lightning, your weapon should be of a different element to avoid deling little to no damage to lightning resistant enemies.

## In Other DD Games

### Dungeon Defenders I

This pet is known the Griffin in DD1. It specifically shoots up to five lightning bolts at enemies which does lightning elemental splash damage.
Giraffe on a Treadmill (pet)

The Giraffe on a Treadmill is a passive pet awarded to players who beat the final (wave 25) on most maps in Survival. It greatly increases many of the hero's stats, making it an ideal pet for tower builders.

Players must open the chest at the end of the wave to pick up the giraffe, it does not get automatically stored in the inventory, unless pets are checkmarked in the player's auto-loot filters (found in the Options menu under "Gameplay").

This pet comes in a wide variety of colors, both for the giraffe itself and its treadmill.

## Trivia

* The giraffe splits out its legs when the player does a double-jump.

## In Other DD Games

### Dungeon Defenders I

The giraffe is the default reward for completing Survival Mode. All of the classic campaign maps (Deeper Well to Glitterhelm) and every map under the "Quest for the Lost Eternia Shards" tab yields this pet. Most maps that were implemented with the help of the Community Development Team (found under the "Campaign" and "Lost Quest" tabs have their own unique pets for completion. The Giraffe on a Treadmill's stat bonus can be upgraded up to 360 each and can spawn with at most 400. It is an early-game builder pet; there are better pets to obtain later on, like the Fish in a Bowl from Moonbase and the Dice pet from The King's Game.
Runes

Runes are a new feature that allow players to augment their defenses in new ways! These can range from simple additions to completely different abilities. Runes can drop from normal enemies at all levels of play as well as from victory chests. Each act has its own pool of which runes drop from enemies, and each map has a smaller subset of that act pool that drop in the form of a guaranteed drop from the victory chest. You can view where a rune drops on the rune UI itself, displayed as “Favored Map”
Mega Chicken

The **Mega Chicken**, is a melee and ranged pet obtained from the chest that spawns after reaching wave 15 in Glitterhelm Caverns on Survival.

## Trivia

This pet made its debut in the original Dungeon Defenders I as an event-exclusive item. The chicken was later made obtainable by clearing The Tinkerer's Lab on Survival.
The Keep

**The Keep** is an Act IV map. The Lycan King is fought here.

## Layout

There are ten spawn doors, more than any prior map in the game. An Ogre can spawn from any one of these points, including the shortest lane to the northwest. Wyverns and Goblin Copters fly in from the northwest and northeast corners.

## Trivia

* The Keep features stationary Spiders and Lycans which only exist for decoration. The Lycans were originally intended to only appear during the boss fight.
Chest (wave reward)

Upon completing a wave, you will have a chest that appears near the Eternia crystal with your current hero's name. Upon touching this chest, it will open and items will drop. These items are only visible to you, other players will not see the items that drop from your chest, nor can you see other players' items that dropped from their chests.

## Loot

It is not yet known what type of loot drops from the chest. The loot that is dropped is likely scaled to the difficulty of the map you are playing, however, at least two pieces of loot drop when opening the chest.

## Notes

* The Giraffe on a Treadmill familiar drops from this chest when completing wave 25 of a Survival map.
Mana

Our hero has 40 mana.

Mana is an in-game resource that is used to repair or upgrade your defenses. Killing enemies drops mana. The amount of mana your hero is carrying is called out by the number next to the green crystal near your hero status in the UI.

## Amounts

Mana comes in various amounts, with certain in-game models representing different amounts of mana.

## Behavior

When enemies are killed, mana will be dropped. The amount of mana depends on the strength of the enemy and luck (dropped mana amounts have a small variation). It has been observed that mana on the ground will combine itself into higher-valued mana crystals if possible\*.

Mana is automatically collected by players if they get close enough. The range is approximately 2.62m, the image below demonstrates this as well. Once the mana begins to move towards the player, the mana will continue to follow the player until collected, even if the player runs or jumps.

*\*The mechanics about this are unknown.*

## Transferring between players

Mana can be transferred between players in one of two ways; lowest-amount or highest-amount. In order to transfer the lowest amount of mana to another player, simply tap on the Drop Mana key as defined in your settings (default "M" on PC). Clicking this will drop mana in the lowest increment possible\*.

If all of your mana is dropped, the mana will drop in the fewest mana gems as possible. (If five, 10 mana bars were picked up by a player and a player drops all of their mana, a 50 mana gem would be dropped instead).

*\*Dropping the lowest amount of mana drops a 5 mana gem instead of a 1 mana gem. This is likely intended behavior.*

## Losing mana

If playing in hardcore mode, upon dying, your hero will lose all mana they were holding.

## Notes

* After dropping mana, the player cannot collect the mana they dropped for 5 seconds. This is likely the behavior so that the player dropping the mana doesn't immediately pick up his/her own mana.
* The 500 mana skin seems to be a coloration of the 10 mana skin.
* In the Tavern, you have unlimited mana.
* Your hero has no upper limit for the amount of mana they can carry.

## Anomalies

* Mana may get stuck in a spawn point, preventing collection by players, if enemies are killed immediately exiting the spawn point.
Eternia crystal (menu)

Interacting with this Eternia crystal in the Tavern brings up a menu that allows the user to select to play various game modes. Due to the game being in Early Access, not all game modes are currently available.

## Modes

### Campaign

Introduces players to the maps and the story of Dungeon Defenders: Awakened. Each map is only 5 waves.

### Survival

A challenge of persistence and skill; face 25 waves of foes on your selected map.

### Browser

View any publicly-shared games and either join them, or create your own from this menu.

## Tips

* You can create a public or private match through any of the options in the menu, not solely through the Browser option.

## Anomalies

* The dome that this Eternia crystal sits underneath appears to have a collision plane the same level as the Tavern's ceiling. Standing on top of this Eternia crystal and double jumping, the collision plane will stop the player from jumping into the dome.
Wave

A wave is a distinct set of enemies which are spawned from spawn points. These enemies walk in lanes, fighting players or defenses that are in their path, with an final goal of destroying your Eternia crystal/s. A wave is broken up into two sections, the build phase and the combat phase.

Maps in Campaign mode have 5 waves, maps in Survival mode have 25 waves.

## Tips

* As a map progresses to further **waves**, the amount and combined strength of enemies that are spawned increases.
* In different maps, a wave may introduce a new spawn point where enemies begin to spawn. This also introduces a new lane that enemies may walk to attack your Eternia crystal.

## Anomalies

* In some waves, the amount of enemies does not increase over previous waves, this is likely due to a bug.
Baby Dragon

The **Baby Dragon** is an offensive pet obtained from the chest that spawns after reaching Survival wave 15 on The Summit. It exhales fireballs that inflict splash damage to enemies.

The dragon pet can fire two projectiles at once, but cannot be upgraded to do so. It must spawn with a two projectile count.

## In Other DD Games

### Dungeon Defenders I

Pet dragons in DD1 inflict fire damage with their fireballs. They can be upgraded to shoot up to three fireballs at once in a spreadshot. The Crystalline Dragon is a much stronger variant that is only obtainable by completing the Survival of Part 3 of the Crystalline Resurgence. This pet can attack more frequently and its fireballs are far more accurate, thanks to its overcapped projectiled speed.
Electric Aura

## Icon

The **Electric Aura**, or **Lightning Aura**, is the Monk's second defense (unlocks at level 2). This blue aura does continuous lightning damage to all applicable enemies inside it.

## Stats

The Electric Aura costs 50 mana to place and takes up 5 defense units.

Between all other Monk defenses, the Electric Aura has:

* An average amount of health.
* The most amount of damage it deals to enemies.
* An average 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 growth 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).

After 1,000 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 Electric 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 Electric Aura will require you to position your repair cross-hair over the blue aura icon.

## Anomalies

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

## In Other Games

### Terraria

The Lightning Aura in *Terraria* is a sentry the player can summon by using the corresponding "rod," "cane" or "staff" weapon. It behaves identical to an Electric Aura, dealing continuous damage to all enemies within a radius.
Difficulty

Maps can be played in varying difficulties. Increasing difficulty requires your defenses have higher stats (enemies move faster, have more hit points and do more damage), but also promises higher-quality rewards. The complete list of difficulties is below:

* Easy
* Medium
* Hard
* Insane
* Nightmare
* Massacre

## Unlocking

In order to play a map of a certain difficulty, you must complete the map on the difficulty that is one below (ie. to play The Deeper Well on Hard, you must complete The Deeper Well on Medium first). You can also complete the map before it on the same difficulty, if it‘s not The Deeper Well.

If you are in a party with another player, who hosts a map of a higher difficulty than you have unlocked, and the map is beaten, you will unlock all difficulties at and below the difficulty of the current map you beat.
Arcane Library

## Tactical Map

The Arcane Library is the first Act III map.

## Notes

* Jumping into the water on the west-most side of the map results in death.

## In Other DD Games

### Dungeon Defenders I and Eternity

The Arcane Library originally made its debut in Dungeon Defenders Eternity. After development was ceased, this map was ported to DD1 on PC by the Community Development Team.

The Harbinger is a noteworthy enemy on this map in both games. It is a robed lightning-based creature that cannot damage Eternia Crystals, but is incredibly dangerous to heroes up close. This enemy automatically zaps all visible players near it, dealing **exponentially-increasing** damage the longer they are tased. No matter how much health a hero has and how fast a Healing Aura is replenishing their HP, they **WILL** eventually be electrocuted **IF** they do not escape the Harbinger's attack range. In DD1, a poison variant also exists; it is encountered exclusively at the Tomb of Etheria and Infested Ruins.

The Awakened edition of the Arcane Library has fixated enemy routes to the Eternia Crystals, 110 Defense Units instead of 90 and lacks Harbingers.

## Trivia

This appears to be the place where the four young heroes accidentally broke the seal to unleash the Old One's Army back into Etheria at the start of Dungeon Defenders I.
Raining Goblins

Goblins rain all over the map!

## Overview

Raining Goblins is a Challenges map where Goblins are raining all over the map. It can be done on any difficulty.

## Tips

* Towers with 360° field of view are recommended since enemies spawn from all places, the summoner excels in this callenge since all his minions has this type of view.
Rune of Boost

The **Rune of Boost** is a stat that increases the potency of the hero's "Boost" ability which are:

* Blood Boil (Squire)
* Overcharge (Apprentice)
* Adrenaline Rush (Huntress)
* Hero Boost (Monk)
* Energy Cannon (Series EV-A)

## Notes

For an in-depth look at how Rune of Boost increases the potency of your hero's Boost, please go to this link.

## See also

* Rune of Vitality
* Rune of Attack
* Rune of Agility
* Rune of Casting
* Rune of Skill
Protean Partisan

The **Protean Partisan** is a Massacre Monk 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 Monk.

Its ranged attack fires six (6) projectiles at once in a concentrated line. The shots barely spread out as they travel.

Like the other boss weapons, the Protean Partisan 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: 6

Damage Type: Physical / Electric
Trap

A **Trap** is a non-physical defense used by the Huntress. It detects and detonates on enemies within a visible radius which is smaller than the trap's complete area of effect. Any hero can also detonate traps manually.

## Mechanics

Traps cannot be attacked, apart from Djinn who may try to de-summon them. Instead of a health bar, traps have a finite number of charges/detonations and will go down once they run out. The higher the builder's *Fortify* stat is, the more charges their traps can hold at a time. Traps can be restocked by either repairing or upgrading them. In the early game, traps have very few charges and can go down easily on a map with high enemy counts. In the late game though, traps can have hundreds, possibly thousands of charges, allowing them to survive through long waves and boss fights without repairs.

Like auras, a trap cannot be placed where its detection radius overlaps that of an identical trap. During placement, this range can be down-scaled; shrinking it does not reduce the trap's area of effect. One trap detonating can set off other identical traps simultaneously, if they are within the base trap's effective range.

## Overview of Traps

\*All traps cost 3 Defense Units to summon, except the Inferno Trap which uses 4 DU.

### Explosive Trap

Costs 40 mana.

A basic mine that explodes instantaneously. It does physical damage and causes some knockback to all enemies within its blast radius. The damage dealt decreases with distance away from the center of this trap.

### Poison Gas Trap

Costs 30 mana.

This trap stuns weaker enemies, as well as Djinn and Sharken, for the duration of its noxious cloud. It does not affect enemies immune to poison.

### Inferno Trap

Costs 60 mana.

Sets off a blaze that does continuous damage to all enemies for its duration. It does not affect enemies immune to fire.

### Darkness Trap

Costs 70 mana.

Blinds enemies, causing them to lose their current target, and permanently removes their elemental immunities. This trap cannot blind Ogres or bosses, nor can it remove a Siren's elemental affinity.

### Thunder Spike Trap

Costs 80 mana.

Skewers a single enemy for massive lightning damage. This trap can detect flying enemies (ex: Wyverns and Goblin Copters). It targets the closest enemy to its center. It does not trigger on or damage enemies immune to lightning.

## Trivia

In the original Dungeon Defenders, some traps have different names:

* Explosive Trap --> Proximity Mine Trap
* Poison Gas Trap --> Gas Trap
* Thunder Spike Trap --> Ethereal Spike Trap
Orc

The **Orc** is a common slow-moving enemy that has high hit points and does large damage.

In Rift Mode, Rifted Orcs take 30% reduced damage.

## In Other DD Games

### Dungeon Defenders I

In the original Dungeon Defenders, Orcs swing their axe horizontally (they do an overhead swing in *Awakened*).

The Summoner has a crystalized version of this enemy as a minion. Orc Minions are a more bulky alternative to archers for the purpose of minion walls. Their cleve allows them to hit multiple enemies at once, whereas archers can only damage one enemy at a time. The downsides are that orcs cost more mana and Minion Units and lack a ranged attack to deal with three out of the four Nightmare enemies.
Accessories

Accessories are items that heroes can equip. When equipped, accessories are visible on your hero and provide a minor stat boost (with pets being the exception; pets provide a larger stat boost than other accessories). Each hero can only equip one accessory of a given type.

## Types

There are 4 types of accessories:

* Masks
* Bracers
* Brooches
* Pets
Inferno Trap

## Icon

The **Inferno Trap** is the Huntress's third defense (unlocks at level 7). This defense ignites the ground upon activation, inflicting continuous fire damage to all enemies in range for the duration.

## Stats

The inferno trap costs 60 mana to place and takes up 4 defense units.

Between all other Huntress defenses, the inferno trap has:

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

After 1,000 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 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

* If this trap's attack rate is boosted while it is inactive, then gets triggered before the speed boost wears off, the increased damage rate will persist for the entire duration of the charge.
Monk

The Monk is one of five heroes the player can play as. He uses polearms which are both melee and ranged weapons.

## Defenses

The Monk can create auras which apply effects to all enemies or players inside. Enemies except for the Djinn cannot attack auras directly. Auras instead have a lifespan that exhausts over time and as they apply their effects.

* Ensnare Aura ‐ Slows the movement and attack speed of all enemies who enter this aura.
* Electric Aura ‐ Deals periodic lightning damage to all enemies who enter this aura.
* Healing Aura ‐ Revitalizes heroes inside this aura, restoring their HP over time.
* Strength Drain Aura ‐ Reduces the damage of enemies inside this aura and nullifies their elemental immunity.
* Enrage Aura ‐ Enemies inside this aura have a chance to become enraged, causing them to stop moving and attack nearby enemies.

## Abilities

* Defense Boost - Place a sphere of yin energy at your location that increases the damage of all nearby defenses.
* Hero Boost ‐ Surround yourself with an aura of yang energy, increasing the damage and movement speed of nearby heroes.

## Weapon Skills

* Melee Combo ‐ A series of quick and skillful attacks designed to eliminate your enemies.
* Qi Blast - Release a blast of qi energy at the targeted enemy.

## In Other DD Games

### Dungeon Defenders I

The Monk is one of the four original/classic heroes of the *Dungeon Defenders* franchise. He is arguably the best hero in DD1 overall and is well-known for his auras and combat capabilities.

Auras became an invaluable asset for essentially all Campaign maps on Nightmare difficulty, Ensnare and Strength Drain especially. Typically in combat, while playing on Nightmare, a Monk would either support defenses with Tower Boost, or go on the offense with a powerhouse pet, activating Hero Boost to crank up the DPS of himself and his allies. Pet damage scaled better on a Monk than any other hero. A Propeller Cat or healing pet (ex: Fairy), was preferred otherwise on a DPS hero. Dedicated Tower Boost Monks equipped a Genie and a weapon that fires multiple projectiles at once to elongate their boost.

In the *Redux* conversion, the Monk and his female counterpart (the Initiate) have an Aura of Fire ability which deals damage overtime to all surrounding enemies for a short duration.

### Dungeon Defenders II

In DD2, the Monk is five years older and has a more muscular appearance. In *Awakened*, his new clothing is very similar to his father's original attire.
Bouncer Blockade

## Icon

The bouncer blockade is the third defense (unlocks at level 7) available to you as a Squire. This attacks and knocks back enemies in all directions.

## Stats

The bouncer blockade costs 40 mana to place and takes up 2 defense units.

Between all other Squire defenses, the bouncer blockade has:

* The second-highest amount of health.
* The second-highest amount of damage it deals to enemies.
* The lowest range (ignoring the spiked blockade).

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 yield roughly linear growth in damage.

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

* The bouncer blockade has constant range, meaning that you gain no bonus by allocating rune power in rune of range.
* If you would rotate this defense before placing it, this has no effect (even visually to the model).
Thunder Spike Trap

## Icon

The thunder spike trap is the fifth and final defense (unlocks at level 15) available to you as the Huntress. This defense deals large, single-target lightning damage to a single enemy.

## Stats

The thunder spike trap costs 80 mana to place and takes up 3 defense units.

Between all other Huntress defenses, the thunder spike trap has:

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

After 2,500 rune power in rune of fortify, the benefits of additional rune power yield linear returns.

After 2,500 rune power in rune of power, the benefits of additional rune power yield linear 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 2,000 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.
Lava Mines

"Close to the core of Etheria - The Lava Mines are under attack! Halt the molten march of the evil armies!"

## Map Details

### Survival Rewards

Steam Robot (Wave 15)Giraffe on a Treadmill (Wave 25)

### Special Traits

Lava GeysersIntroduces the Wyvern on all difficulties and the Goblin Copter on Nightmare Campaign.

Major gameplay changes on Insane and above.

### Challenges

None

The **Lava Mines** is the third map in the game. It is a large underground cavern with pipes, lava lakes and waterfalls and many ramps and alternate paths. Lava geysers can occasionally launch heroes into the air.

The Eternia crystal sits at the lower, southern end of the map.

On Insane and above, the second half of the mines open up, with a second crystal to defend and more enemy spawn points. The amount of Defense Units available increases from 60 to 90.

## 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.*

## Strategies

A common strategy is to block off the two choke points that enemies will walk through.

## Geysers

This map has lava geysers. If your hero is standing in the geyser when it erupts, you will be flung into the air. You will be flung in the direction from where you are standing compared to the center of the geyser.

## Shortcuts

The chasm between the Eternia crystal and the two southeastern spawn points is reachable by a single jump if jumping between the lava geysers. Otherwise, it is easy enough to double jump across.
Rune of Skill

The **Rune of Skill** is a stat that boosts the strength of the hero's "Skill" ability.

The four hero Skills are:

* Circular Slice (Squire)
* Mana Bomb (Apprentice)
* Piercing Shot (Huntress)
* Defense Boost (Monk)
* Holographic Decoy (Series EV-A)

## Notes

For an in-depth look at how Rune of Skill boosts the strength of your hero's Skill ability, please go to this link.

## Tips

* One might get confused that an "active" ability does not mean providing value over a certain period of time. It's easier to remember that the Rune of Skill affects a hero's first ability ("F" on PC or "RB" on controller).

## See also

* Rune of Vitality
* Rune of Attack
* Rune of Agility
* Rune of Casting
* Rune of Boost
Stat

Dungeon Defenders: Awakened, like it's predecessors, is a game of stats. As you level up, gaining stronger weapons, armor and pets, your stats become higher and you become stronger and can face higher difficulties with ease.

There are two types of stats, hero stats and defense stats. As you level up, you gain Rune Power which you can allocate into various runes which can boost your hero or defense stats. Items you equip, such as weapons, armor, accessories and familiars also have stats that boost the effectiveness of your hero.

## Hero stats

These are the following stats (runes) available to you for your hero:

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

## Defense stats

These are the following stats (runes) available to you for your defenses:

* Rune of fortify
* Rune of power
* Rune of range
* Rune of defense rate
Defense Boost

**Defense Boost** (aka: **Tower Boost**) is the Monk's *Skill* ability. For a modest chunk of his mana, the Monk can drop a medallion at his location to boost the damage or potency of all defenses within a small radius for 20 seconds. This ability has a 15-second cooldown.

In terms of scaling, Tower Boost scales significantly worse than Hero Boost. The ability reaches a 2.0x damage multiplier at ~860 *Skill*; any amount higher will barely improve the boost.

## Notes

* This ability does **not** increase the damage boost Overclock Beams provide.

## In Other DD Games

### Dungeon Defenders I

Tower Boost is extremely powerful in DD1. It has the potential to **more than triple** the DPS of all defenses within an **expandable** active radius around the Monk. This damage boost stacks multiplicatively with notably Buff Beams and Apprentice Guardians, rather than additively. If combined with either one of the aforementioned damage buffs (they do not stack with each other), the subject defenses' total damage per hit can be **septupled** -- or even **octupled** (multiplied by 7.0 and 8.0 respectively).

This ability also gradually repairs defenses; auras and Reflect Fields in particular can become practically **immortal**, as in their lifespan/health will never expire/fall to zero. The damage boost scales slightly better than that of Hero Boost.

Monks who specialize in T-Boost often carry a Genie pet and a Chicken Baller to constantly replenish their mana supply in order to maintain this ability before it goes on cooldown.
Ancient Mine

"Evil shakes the foundations of the realm! Defend the Ancient Mines from the impending hordes!"

## Map Details

### Survival Rewards

Mista Mine (Wave 15)Giraffe on a Treadmill (Wave 25)

Synthesized Primitive Helmet (Wave 25, Rifted)

### Special Traits

Introduces the Sharken on Nightmare Campaign.Goblin Copters on Massacre, but not Nightmare.

### Challenges

None

The **Ancient Mines** is the second map available to play in the game. It is an underground mine, filled with waterfalls, bridges, rock-faces, minecarts and railways, large bones and large crystals.

The Eternia Crystal sits at the middle of the map, on the ground floor.

This is a popular first map to start farming gear on Survival, for any difficulty level.

## 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.*

## Strategies

It is easier to repair defenses that are close together, that is why a common strategy is to put up two barricades in these choke points.

On the east side of the level, another barricade is usually set up here since it is narrower.

Behind each of the barricades, defenses are set up to kill enemies.

## Shortcuts

On the west-most spawn point, there is a bridge jutting out into the chasm between this and the next-nearest spawn point. You can use this bridge to jump between the two, saving valuable time. This bridge is accessible from below as well, but only by using a double jump.

   There is a second shortcut between the southeast and middle spawn points. You are able to walk under the scaffolding.

    A shortcut also exists between the southeast-most spawn point and the Eternia crystal. You may jump over the chasm with the help of two partial bridges.

    If you are perched above, perhaps as the Huntress, you may find this shortcut appealing. You can navigate to the center-scaffolding by jumping on a wooden platform between the west-most spawn point and the Eternia crystal.

## Notes

* On Massacre exclusively, Goblin Copters spawn, flying directly over the southwest chasm.
Hero Deck

The hero deck is a gameplay mechanic that allows up to 4 heroes to gain shared experience when playing maps in any game mode.

## Creating heroes

When starting the game, you will be prompted with the hero deck. Clicking on any one of the empty cards will bring you to hero creation screen.

If all of your slots are full, you can right-click and choose "Create" to create a new hero.

## Swapping heroes

Right-click any of the hero cards and select "Swap" to change one of the active heroes in your hero deck.

## Tips

* It is very wise to create all four heroes immediately when beginning to play the game, doing so will allow you to begin to gain experience across all of your heroes.
Harpoon Turret

## Icon

The **Harpoon Tower**, **Harpoon Turret** or **Ballasta,** is the second defense (unlocks at level 2) available to you as a Squire. It fires a spear that pierces through enemies, inflicting Physical damage to foes in a straight line.

## Stats

The harpoon turret costs 80 mana to place and takes up 5 defense units.

Between all other Squire defenses, the harpoon turret has:

* The lowest amount of health.
* An average amount of damage it deals to enemies.
* 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).

After 2,000 rune power in rune of power, the benefits of additional rune power yield roughly linear growth in damage.

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.

## Tips/Notes

* Place the harpoon turret in a straight lane so that the piercing effect of the cross bolts can have its maximum effect.
* The harpoon turret can aim to the sky, hitting foes such as wyverns.
* The harpoon turret's cross bolt has no max collision limit, and will continue to hit enemies until the cross bolt runs into a wall or the environment.

## In Other Games

### Terraria

The Ballista in *Terraria* is a sentry the player can summon by using the corresponding "rod," "cane" or "staff" weapon. It is a slow, high-damage tower with infinite pierce. The bolts shot are affected by gravity.
Arcane Surge

Arcane Surge is a skill usable by the Apprentice. Arcane Surge is a chargeable skill that allows the Apprentice to knockback and deal damage to enemies around him.

Charging Arcane Surge does not increase its damage output, only its knockback.

## Phases

Arcane Surge has two phases. Once the Apprentice begins charging Arcane Surge, they will be in phase 1 for two seconds. After these 2 seconds pass, the Apprentice will move into phase 2. There is a visual difference between these phases as shown below.

At any during either phase the Apprentice can stop charging and use Arcane Surge, dealing damage and knocking back nearby enemies.

## Tips

* The Apprentice can continue charging Arcane Surge indefinitely.
* The Apprentice cannot use Magic Bolt while Arcane Surge is charging.
* Arcane Surge scales off of both the ranged damage of the weapon and hero attack.
* Arcane Surge can be useful to clear lanes or spider hordes quickly, but beware of taking too much damage due to its short range.
Lil' Bomber

## Pet Details

### Description

Fires missiles that explode on impact, dealing damage to all enemies hit. Prefers to attack stronger enemies.

### Platforms

PC

The **Lil' Bomber**, or **Little Bomber**, is a long ranged attack pet awarded for completing the Skyward Revenge challenge. It is also sometimes awarded for completing Survival on The Summit.

This pet fires homing missiles that explode on impact. It prioritizes stronger enemy types over weaker ones, similar to the Deadly Striker Tower.

## Trivia

A **Lil' Bomber** has an attack range of 11m, outranging a typical apprentice's **Magic Missile** tower at the time that the challenge is made first available.
Blocking Field

The **Blocking Field**, or **Physical Beam**, is a Series EV-A defense that enemies collide with, but not heroes. It serves as EV's wall-type defense.

This physical barrier costs 30 mana and 2-5 Defense Units to summon. Longer fields cost more DU, but have more health.

A 3 DU wall has comparable health to the 1 DU Spike Blockade and Elemental Barrier, while 5 DU walls have the highest HP out of all defenses in the game.

## Notes

* Since the Blocking Field is a blockade to enemies, Sharken and the Goblin Mech can push it.
Shock Beam

### Effect

Damages and stuns enemies along its length. Cannot stun foes with a lightning affinity.

## Build Costs

### Defense Units

2-6

The **Shock Beam** is a Series EV-A defense. It inflicts lightning damage to enemies along its length and stuns them for a short duration. It cannot stun bosses or enemies that have a lightning affinity. The stun time scales with EV's *Range* stat.
Reflect Field

### Effect

Reflects non-boss projectiles. Reflected projectiles deal increased damage to enemies hit.

## Build Costs

### Defense Units

1-3

The **Reflect Field**, or **Reflection Beam**, is a Series EV-A defense that reflects non-boss enemy projectiles.

Reflect Fields cost 20 mana and 1-3 Defense Units to summon.

## Notes

* A reflected spider web can entangle any non-boss enemy, even the spider that threw it.

## In Other DD Games

### Dungeon Defenders I

Reflectors are named "Reflection Beams" in DD1. Reflection Beams take exactly 25 damage per projectile reflected.

Their inability to reflect boss projectiles holds true for all except evil heroes, the Goblin Battlecruiser's rockets and all of the Flying Mech's bullets and rockets. In *Redux*, Reflection Beams also block the Ancient Dragon's fireballs.

## Version History

1.2.x - Reflect Field health now matches the exact number of projectiles the screen can protect against.

1.1 - Introduced with Series EV-A.
Weapons

A weapon is an item of a specific rarity and level requirement that a hero can equip that allows the player to deal damage. Each hero can equip different types of weapons.

## Stats

Every weapon has stats, which determine the effectiveness/strength of the weapon. Every weapon has the attack stat, this value determines how much raw damage your weapon will deal to an enemy. Weapons may also have an elemental attribute.

Since the Lycan's Keep update (04/08-21) there is no difference in the type of stats that will appear on weapons. All weapons will only contain hero stats.

The following stats are hero stats.

* Damage
* Attack
* Ability
* Vitality
* Armor
* Firing Solution
* Projectile Count
* Critical Chance
* Critical Severity

## Upgrading

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

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

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

## Properties

### Element

Weapons may deal additional elemental damage; this is based on chance when the weapon drops. The property is randomly determined when the weapon drops or is generated at the tavern shop.

If the weapon deals elemental damage, it will be of one of these types:

* Fire
* Lightning
* Poison

## Notes

* Upgrading a weapon's damage results in an exponential increase up to a cap - the percentage of increase and cap level varying with each weapon. Therefore, weapons of a higher base damage are highly desirable.
* When choosing to upgrade a weapon's elemental damage capabilities, players must bear in mind that they deal no elemental damage to enemies attuned to their weapon's elemental type.
* Base damage is amplified by the Hero Damage stat. While elemental damage is not amplified by the Hero Damage stat.
Helping Hand

The **Helping Hand** is a non-attacking pet obtained from the chest that spawns after reaching wave 15 on The Promenade on Survival. It automatically repairs defenses near the hero that are below 75% HP, consuming some of their build mana.

## Trivia

* This pet serves the exact same purpose as the Imp in Dungeon Defenders I.
* White Helping Hands closely resemble Master Hand from the *Super Smash Bros.* video game series.
Huntress Weapons

## Random Drops

These weapons are randomly dropped on some or all maps of the game.

Act 1 Weapons List:

* First Hunt
* Double Shot (2 projectiles)
* Thorned Shot (Pierce)
* Shotgun (Pierce)
* Minigun
* Dragon Cannon (AoE)
* Disintegrator (Demon Lord Chest Drop Easy-Nightmare)
* Demonhorn (Demon lord chest drop) NO LONGER OBTAINIBLE

## Upgrading Tips

When upgrading a huntress weapon for dps, fire rate is key. You can upgrade the fire rate once for every three (confirmation needed) upgrades on a weapon. Therefore, the recommended upgrade strategy is upgrading ranged damage three times, then upgrading fire rate, and repeating until the fire rate is maxed, after which all upgrades can go into ranged damage.

Obviously, if upgrading a huntress weapon for a builder hero, disregard the above and simply upgrade as if it were a stat stick.

Apprentice Weapons

Squire Weapons

**Huntress Weapons**

Monk Weapons
The Tavern

The Tavern is a hub where players can test/observe the stats of their defenses, organize with players before playing a map, trade, buy/sell items (forthcoming) and create heroes.

## Features

### Bartender

The bartender will be the NPC you interact with to buy/sell items. (Shop currently not yet implemented)

### Eternia crystal

This Eternia crystal acts a menu for you to choose a map to play, or any other various modes.

### DPS dummies

These targets will calculate your DPS, giving you a rough sense of the progression you are making in the game.

## Trivia

* In Dungeon Defenders 1, the Tavern would be decorated for festival or in-game events.
Circular Slice

**Circular Slice** is the Squire's *Skill* ability. The Squire instantaneously performs a spin attack that does high damage to all surrounding enemies and knocks them back. This ability has a 7-second cooldown.

The damage dealt additionally scales off of the base melee damage of the Squire's weapon and his *Attack* stat. The reach of this attack depends on the length of his weapon. The Circular Slice will have more range with a Katana than with an axe, for example.

## In Other DD Games

### Dungeon Defenders I

Circular Slice in DD1 has a shorter, 3-second cooldown and hits enemies twice. It has more start and end lag however; the Squire cannot move until the attack is finished or interrupted by a spider web. The high burst damage allows him to use Circular Slice in a similar way to the Barbarian's Hawk Stance.
Challenges

A mode that is not yet fully devolved as it only contains 9 challenges so far as opposed to the original 13 in dungeon defenders challenges

## Challenges

### Act 1

Defenseless

Raining Goblins

Warping Core

### Act 2

Skyward Offensive

Death From Above

Halloween Spooktacular

Duck, Duck, Chicken!

Assault Mode

### Act 3

Creeping Core

Skyward Revenge

Treasure hunt

Monster Fest

## Trivia

* The original Dungeon Defenders had a game mode with the same name.
Spawn point

**Spawn Points**, also known as **Creep Doors**, are the locations ground enemies spawn during combat on the map. Despite flying/hovering, Djinn and Sirens will spawn from these very same locations, on their corresponding difficulty levels.

Within each map, enemies will spawn from a spawn point. Once spawned, enemies will walk down a lane, leading to your Eternia crystal/s.

Depending on the map, there is *at least* one spawn point the players will have to worry about on wave 1. As waves increase, additional spawn points open up and players will need to adjust their defenses to accommodate the new lanes that open.

An invisible forcefield prevents heroes from getting too close to spawn points. It also protects enemies from all heroes and defenses. The enemy will not attack or use any of other special abilities until they exit this bubble.

## Other Spawn Points

### Aerial Spawns

Wyverns and Goblin Copters have their own separate spawn locations and flight paths. Wyvern air lanes are traced to the cores if they going to spawn on the incoming wave. Where copters drop off Ogres are not shown. However, if they share a Wyvern spawn point, they will typically unload close to their lane.

### Spider Spawns

Spiders also do not spawn from Creep Doors. They instead drop in from above at seemingly random, but definite locations.

## Notes

* Spawn points never close. Once opened, a spawn point stays open for the remainder of the match.

### Anomalies

* Some spawn points appear to be visually closed, but enemies will still walk through. A certain way to determine if enemies will walk out of a spawn point is by examining if there are pink orbs coming from the spawn point during build phase.

## In Past DD Titles

* In the original Dungeon Defenders, players and defenses are allowed to stand and fight in the dark energy areas that protect spawning ground enemies from damage. The consequences around this mechanic were resolved in *Awakened* with the implementation of forcefields.
Lycan King

The **Lycan King** is the boss of The Keep.

## Behavior

The Lycan King spends most of his time outside the castle walls in a ghostly state where defenses cannot target him. He will periodically smack any hero who gets in melee range. After taking a little less than 10% of his health in total damage, he will start howling in attempt to buff other enemies. The King also becomes fully opaque and visible to defenses.

When this happens, players are prompted to "plant a lure" on one of two chairs. Explosives attached to a piece of meat are placed and ignited, attracting the King to rush over to the site. He will then aggressively attack player(s), clawing at melee range and lunging at them if a distance away. Once the trap is ready to detonate, a player can activate it to stun the Lycan King for several seconds. After recovering, he will run back outside the castle walls and reenter stealth upon reaching his destination.

## Battle Strategies

* If you are long ranged attacker, such as a Huntress or Rogue, take advantage of high ground to get a clear shot on the Lycan King while he is in stealth. Descend when he begins howling to activate a lure and fight him at ground level.
	+ In a group setting, a Squire or other bulky hero can make jumping off high ground unneeded for the boss fight's entirety.
* When playing as a Monk solo, stay away from any nearby tower stacks once the King arrives at your chosen bait site. It is only safe to drop another Tower Boost after he is stunned. The increased movement speed Hero Boost provides can make dodging his powerful melee attacks much easier.
* Wisp Dens are excellent at pounding the Lycan King when he does becomes vulnerable to defenses.
* In Rift Mode, build a Fused Healing Aura near the south core if you have trouble surviving the boss waiting for an opportunity to stun him.

## Notes

* The Lycan King completely ignores defense collision and will never attack such obstacles directly.
* If the lure is never detonated, it will eventually disappear and the King will return to his neutral state.
* In Massacre Survival, the king's lunge attack hits for over 600k damage, OHKO-ing most heroes.

## Version History

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

### PC

* **August 13 Patch**:
	+ Attack damage increased.
	+ Stun time upon detonating the lure halved from 10 seconds to 5 seconds.
	+ Special enemies (ex: Lycan, Djinn) spawn more frequently during the battle.

## Trivia

* This boss's name was accidentally leaked by a DDA developer when Bonus Waves were introduced to the Episode 1 PTR. The tier four wave was left named as "Lycan King."
Skeleton

Skeletons are enemies summoned by dark elf mages. A skeleton has very few hit-points and deals little damage, but makes up for this due to the fact that dark elf mages spawn skeletons in groups.

## Difficulty

The skeleton is found in all difficulties.

## Tips

* Skeletons can be re-animated by dark elf mages, bringing them back to life.