Dungeon Defenders is a Tower Defense Action-RPG where you must save the land of Etheria from an Ancient Evil! Create a hero from one of four distinct classes to fight back wave after wave of enemies by summoning defenses and directly participating in the action-packed combat!
Most popular community and official content for the past week.
The Rising Phoenix Update Available Now!
This update and message is brought to you by the Community Development Team. The CDT is a group of volunteer community members dedicated to bringing new content and experiences to Dungeon Defenders!
The Rising Phoenix update is here! Time to grab some snacks, sit down and enjoy yet another free update made possible by you, the community. The CDT would like to thank you for your help with testing and providing feedback to make this release happen. We hope you enjoy! (And if you're interested in helping the CDT with the next update, or if you have a suggestion of what the CDT should do next, let us know in the CDT forums![dungeondefenders.com])
Steam Achievement and Phoenix feather plaque when beating Embermount
New enemy - The Harbinger
4 New weapons (1 for each class)
3 new pets in Embermount Survival
3 New accessories for Embermount - Brooch, Mask and Bracers
Story line cut scenes for Embermount
Moon Pet added to Moonbase Survival
Cosmetic Accessory Set Bonuses: Crystal, Embermount and Palantir (based on hat, mask and bracers)
News page updated
Items rated as transcendent or above have a particle beam showing over the item to make picking them out of the pile easier. Beam only shown on items not filtered from the minimap by quality
Added toggle key (b) for particle beams
Updated minimap colors for ult+ and ult++ (orange and red respectively)
Electric aura’s can damage the tavern dummy
The highest damage dealt to a target by chained proximity mines will be dealt instead of the first to deal the damage
Maximum starting wave is now set per map (24 on 25 wave maps, 28 on 30 wave maps, 32 on 35 wave maps, 36 on 40 wave maps)
Camera rotation is locked when in top down placement mode (building / repairing / upgrading)
New Setting - Can move while building (disables movement while in top down placement)
New Setting -Enable tower dynamic lighting (significant performance benefits when disabled.) Affects traps and projectile towers (most notably inferno traps and fireball towers) Requires restarting DD after enabling to take effect. Disabling requires a new tower of that type to be built.
Cursor placed relative to the hero in the placement casting state
Removed slight frame rate dependency from many damaging towers. All projectile towers, Lightning Tower, Slice’n Dice, and Proton Beam. Every point in tower rate counts. There are no breakpoints.
New item comparison calculation for armour and accessories
Items can be renamed when at their maximum upgrade level at the cost of one upgrade
Item naming character limit has been increased to 36
Added a report issue button to the pause menu
Palantir, Greater Turkey Hunt, CD, Temple of Love, Winter Wonderland, and Silent Night accessory multipliers now match those awarded by lab assault
Moonbase now has a survival mode
Added confirmation message when hitting 42 on Moonbase DDR machine
Initiate Enemy Drain ability, Spider Minion web, and Wheel of Fortuna buff/debuff enemies resistance factor applied to the training dummy
Jester’s Move Tower and Wheel abilities can be used in the tavern
Trap/Aura selection priority is identical for repairing. Selection will be based only on current health percentage.
Trap/Aura upgrade priority favours traps when upgrades are equal, otherwise whichever tower has the least upgrades.
Instant upgrade will favour towers that can be upgraded over repairing towers that are at their maximum upgrade level.
Traps and auras can overlap spawns and show a warning when doing so
BucBay - Repositioned the hero spawn points to face the main crystal and open area instead of the dead end.
Golding an enemy (by Djinn / Wheel) increases its power by a percentage so the power boost scales into higher level games
Djinn ability casting durations depend on difficulty (enemy gold beam and tower desummon). That is to say, buffing/desummoning takes more time on a lower difficulty
Summoner minions can move sensibly over short distances with no pathfinding mesh present (ie. when placed on walls, they won’t always jump off before moving along)
On Nightmare difficulty, the 50% of loot that was not receiving wave/difficulty multipliers has been replaced with fully scaled items
Party Popper tower animation scaling reduced so it doesn’t spaz out with only a few points in tower rate
EV beam collision is now much more consistent between pre/post placement
Armour vs. weapon comparison skewed more in favour of armour to bias the drop removal priority
Traps on uneven terrain can now trigger on any walking enemy inside its radius
Slow ogre spawns on some maps on NM difficulty are much improved in many cases
Armour type drops rates boosted by 25% for random equipment drops.
Character health over 1 million is displayed using the high value format to 4 significant figures (eg. 1.234 M) to prevent the health value running off screen
Excess equipment removal function has been rewritten. Fixed an unconfirmed issue which removed many more items than intended under some circumstances, and it is much faster.
Excess mana removal function rewritten. Introduced a biasing system to keep tokens with a larger value around for longer. Large tokens will still be deleted eventually. This is not a bug, but a design decision that was made to prevent players waiting until the end of the round to collect mana and not being significantly penalised for doing so.
Multiple upgrades can be applied to an item in a single click when using “pro mode”. No key down - 1 upgrade per click. Shift down - Applies up to 9 upgrades per click. Ctrl down - Applies up to 50 upgrades per click
Predicted stat value will account for the number of upgrades to be applied
Invasion shows the current phase number in the UI
Inferno trap damage and attack rate updates for (de-)buffs in real time
Slice’N Dice and Lightning Tower - Higher damage output. Damage per tick now increases with the attack rate stat so that damage output continues to scale into lategame (including buffs and debuffs). Scaling revised to account for this.
Bowling Ball Tower - Faster attacks. Animation time exponent increased from 0.8 to 1.0 (significant increase in high end attack rate). Bowling ball tower damage had fallen well behind at high levels due to it’s below average animation duration scaling. Increasing the scaling exponent to 1.0 brought the damage up to comparable levels and makes it easier to compare across towers for future changes.
Magic Missile Tower - More powerful attacks. Damage scaling exponent increased from 1.105 to 1.15. Single target towers need to do more damage than multi target towers. The MMT wasn’t, so it gets a small buff.
Darkness, Inferno, and Gas traps - Base charges increased to 3 from 1/2/2.
Ethereal Spike Trap - Base charges increased from 2 to 4. Attack radius now scales with trigger radius so it can always hit the enemy that triggered the trap. Damage now scales much, much faster
Proximity Mine Trap - Base charges increased from 2 to 4
Mana Bomb and Purity Bomb - Significant increase in damage scaling. Blocked in assault challenges due to combination of absurdly high damage and long range
Possible fix to lock down hero info and equipment info UI istances to help prevent future chances of item stealing
Fixed Diamonds spawn
Fixed level 60 armor dropping on low difficulties
Fixed flying enemies not correctly triggering traps
Fixed Pure Strategy on Embermount and Buccaneer Bay
Proton beams and inferno traps with high attack rates now deal damage every tick. Multiple proton beams can also damage the same target because of this fix
Public games being played on a different version no longer visible in matchmaking
Items with all negative stats no longer show as an upgrade if no equipment is present to compare to
Large aura’s (>18 units in radius) are always picked up immediately when entering upgrade/repair/sell casting modes
Fix lightning tower not being able to chain off an enemy if it kills it in the same tick
Fix for semi-random interval between first and second shot after reloading a gun
Fix for other heroes banked mana being displayed incorrectly in the pause menu
Fixed ghost pillars in Hall of Court
Palantir no longer warns of fish wyverns
Old One’s belly crystal can be attacked by all weapons
Instant upgrade will no longer attempt to repair towers that have health above the normal repair threshold
Fixed south west doors on Buccaneer Bay that wouldn’t animate on wave start..
Fixed unintended increase in high level armor dropping
Fixed Ogres dropped by Goblin Copters damaging crystals in CD and WW.
Fixed Djinn casting time being accelerated by ensnare auras
Enemies set to golden state don’t retrigger the Wave 10 and Wave 20 survival difficulty spikes
Prevented any item spawning with negative damage, upgrades, or ammunition (observed as 1/1 upgrades, 10 damage, or 1 ammunition spawning too frequently)
Summoner minion collision on client games now matches the host (no more rising out of defences)
Phase shifted summoner can no longer be killed by explosive attacks exceeding 100,000 damage
Greetings, Defenders! I know many of you have been wondering when the second CDT Update 2 is coming out.
We are happy to announce the release date has been set for this Thursday, August 4th! Look for the full patch notes when the update comes out. Thanks for helping us work through the beta, and we look forward to the release with you!
This guide is fairly old, and so is the challenge. This guide was primarily aimed for farming Nosferatu back in the day for people who couldn't afford the costly stuff. While the guide may appear obsolete to you, remember that not everyone has all the a...
-Dungeon Defenders 1- -Best in the series -Plenty of characters and customization. -Plenty of levels and challenges. -Plenty of enemies to slice apart, and watch mana spill upon the floor. -Plenty of sexiness. -Plenty of Bosses -Plenty of noobs and hackers. (Or Modders.) -Infinite amount of booze at the Tavern. -Nonstop farming for that perfect gear and weapon.
-The game is worth a try, but don't expect to be a badass. It's all about strategy.
The title generally sums up my thoughts. I like this game, and I do find it fun, as my playtime will attest to, but there's really no way around the fact that this thing has been hastily slapped together with no real attempt to hide it. Am I the only pers...