Defenses, also known as Towers, are the structures heroes use to protect the Eternia Crystals and themselves from the creatures of Etheria. Each hero class and their counterpart (if any) has access to their own unique set of defenses.
The Apprentice and Adept can summon powerful, though frail, arcane towers. The Squire and Countess have access to sturdy blockades and brute-force turrets. The Huntress and Ranger deploys traps which detect and detonate on ground enemies. The Monk and Initiate create auras which apply effects to heroes or enemies inside them. The Summoner creates minions of which he can command. Series EV constructs two-point beams of adjustable lengths. The Jester can deliver presents which may contain a random hero defense. And the Hermit summons organic structures to slowly wither away his foes and provide health regeneration and buffs to ally heroes and defenses. The Barbarian does not have defenses; he uses battle stances instead. In Redux though, he can deploy totems to buff himself and his teammates.
Common Attributes[]
In contrast to traditional tower defense games, hero defenses are summoned on enemy walkways and can either be destroyed by the enemy or through their own means during combat. Most defenses physically collide with players, enemies and the environment. Monsters will attack (and damage) defenses that block their path to an Eternia Crystal. Traps, auras and beams (except the Physical Beam) are non-physical defenses. These intangible structures cannot be targeted by enemies directly (except for Djinn). A trap is destroyed when it runs out of charges, and an aura dies off when its lifespan expires. Beams go down from either exhaustion or, in the case of the Tower Buff Beam: from the loss of any defense along its length.
All defenses cost mana to summon and occupy a finite supply of either Defense Units (DU) or Minion Units (MU). The latter resource is used exclusively by the Summoner's minions. DU and MU limit the total number of defenses allowed on a map at any given time. Mana can be invested/returned by either repairing, upgrading or selling summoned defenses.
If the builder is active on the map, all of their defenses gain a 33% damage bonus. This also applies to the potency of Healing Auras.
List of Hero Defenses[]
Apprentice and Adept | ||||
---|---|---|---|---|
Name | Mana Cost | DU | Description | |
Magic Missile Tower | 40 | 3 | Shoots rapid‐fire bolts of arcane magic. Although weak standing alone, they can be deadly in numbers. | |
Magic Blockade | 20 | 1 | Blocks enemies, slowing their progress, while also stealing whatever elemental immunity the enemy has.
Redux: Dispels ALL nearby enemies when struck, not just the attacker. | |
Fireball Tower | 80 | 5 | Erupts with slow but powerful balls of flame that splash enemies with fire damage. | |
Lightning Tower | 120 | 7 | Channels lightning that chains from target to target, briefly stunning enemies with electrifying results. | |
Deadly Striker Tower | 150 | 8 | Unleashes deathly fast and accurate energy blasts over long distances and through walls, at a slow rate of fire.
This tower has increased target priority on certain enemy types. | |
Snowball Tower | 150 | 8 | Throws damaging snowballs at a very slow rate. These deal high splash damage and slow down enemies hit.
Can also freeze Wyverns. | |
Squire and Countess | ||||
Name | Cost | DU | Description | |
Spike Blockade | 30 | 3 | A reinforced blockade that hurts enemies who touch its spikes.
Redux: Aggro range is ten times greater vs. the Vanilla game. | |
Bouncer Blockade | 40 | 4 | Thrusts enemies back with ferocious force. | |
Harpoon Turret | 80 | 6 | Fires piercing arrows which can damage multiple enemies in a straight line. | |
Bowling Ball Turret | 100 | 7 | This stationary turret drops heavy balls that bounce off of enemies and surfaces. | |
Slice N Dice Blockade | 140 | 8 | Takes time to wind up, but quickly cuts down packs of enemies with its whirling blades.
Redux: Pulls in nearby enemies it has line-of-sight to. | |
Mortar Turret | 150 | 8 | A powerful short-ranged cannon that fires bombs that explode on impact with terrain or an enemy. | |
Huntress and Ranger | ||||
Name | Cost | DU | Description | |
Proximity Mine Trap | 30 | 3 | When activated, an explosive blast damages all nearby enemies in an instant. | |
Gas Trap | 40 | 3 | When activated, weaker enemies become engulfed in poisonous gas, stunning them for the duration. | |
Inferno Trap | 60 | 4 | When activated, a blazing cloud surrounds enemies and damages them over time. | |
Darkness Trap | 70 | 3 | When activated, enemies become consumed by darkness, making them lose their current target and dispels their elemental affinity. | |
Ethereal Spike Trap | 80 | 3 | Skewers the single closest enemy to its center for massive lightning damage. This is the only trap that detects aerial mobs. | |
Oil Trap | 80 | 4 | Damages and temporarily oils enemies when triggered. Oiled monsters take more fire damage. | |
Monk and Initiate | ||||
Name | Cost | DU | Description | |
Ensnare Aura | 30 | 3 | Enemies within this aura become encumbered by their own weight, greatly slowing their movement and attack speed. | |
Electric Aura | 50 | 5 | Feeling their souls slowly draining away, all enemies within this aura take lightning damage over time. | |
Healing Aura | 40 | 4 | Within this aura, heroes are healed over time. Can be centered directly on top of an Eternia Crystal. | |
Strength Drain Aura | 60 | 5 | All enemies within this aura, bosses included, deal significantly less damage and are stripped of elemental affinity while affected. | |
Enrage Aura | 100 | 5 | Enemies within this heated aura may become blind with rage, attacking and killing one another. | |
Barbarian | ||||
Name | Cost | DU | Description | |
Damage Totem | 100 | 8 | Boosts the damage dealt by all heroes in range. Does not stack with other Damage Totems. | |
Speed Totem | Boosts the movement speed of all heroes on the map globally. Only one Speed Totem can be present at a time. | |||
Series EV | ||||
Name | Cost | DU | Description | |
Proton Beam | 40 | 2-6 | An intense beam that constantly zaps all ground enemies foolish enough to walk along its length.
Redux: Also slows enemies touching it. | |
Physical Beam | 30 | 2-5 | A simple, yet flexible blockade. Heroes do not collide with this barrier. | |
Reflection Beam | 20 | 1-3 | Reflects projectiles back at enemies for increased damage. Loses exactly 25 health per bounced projectile. Cannot block most boss projectiles. | |
Shock Beam | 55 | 2-6 | A laser tripwire with a delayed detonation; stuns and damages enemies along its length. Redux: Enemies killed by the beam explode, damaging other foes equal to at-most 25% of the original victim's max HP. | |
Tower Buff Beam | 70 | 4-6 | Increases the effectiveness of defenses along its length. This beam goes down when any boosted defense is destroyed or sold during combat. Cannot be moved by a Jester. | |
SAM Unit | 150 | 8 | This anti-air turret launches homing rockets at the enemy, dealing splash fire damage on impact.
It has increased target priority on certain enemy types. | |
Summoner | ||||
Name | Cost | MU | Description | |
Archer Minion | 40 | 4 | A crystalline Dark Elf Archer. Shoots arrows at enemies with 360° range. | |
Spider Minion | 80 | 5 | A crystalline Spider. Throws crippling web balls at enemies. Webbed foes are slowed down and take double damage. | |
Orc Minion | 140 | 6 | A crystalline Orc. Cleaves through enemies at melee range. | |
Mage Minion | 180 | 7 | A crystalline Dark Elf Mage. Shoots high-damage fireballs at enemies and periodically heals itself and nearby allies. | |
Warrior Minion | 300 | 8 | A crystalline Dark Elf Warrior. Runs up to enemies to attack at melee range. | |
Ogre Minion | 600 / 400 | 13 | A crystalline Ogre. Clobbers enemies at melee range and occasionally fires poison snot balls. | |
Spider Queen Minion | 600 | 30 | A crystalline Spider Queen. Fires multiple webs at once and splinters enemies at melee range. Takes 10% reduced damage. | |
Jester | ||||
Name | Cost | DU | Description | |
Jack in the Box | 40 | 3 | A type of blockade. Contains a boxing glove to punch back foes. | |
Party Popper | 50 | 4 | An attacking tower that randomly cycles through a variety of projectiles. | |
Small Present | 40 | 2 | When opened may yield mana, loot, a low cost defense, or additional enemies.
Presents cannot contain beams, minions or other presents. | |
Deluxe Present | 80 | 3 | When opened may yield mana, loot, a medium cost defense, or additional enemies. | |
Extravagant Present | 120 | 4 | When opened may yield mana, loot, a high cost defense, or additional enemies. | |
Hermit | ||||
Name | Cost | DU | Description | |
File:SeedBombTower Wheel.png | Seed Bomb Tower | 40 | 4 | Shoots exploding seeds at a slow rate, dealing generic damage on-hit followed by 5 potent ticks of poison damage overtime. |
Web Wall | 20 | 2-4 | Webs enemies on contact, crippling their speed and damage resistances. Does not have collision and cannot be attacked by enemies. | |
Nature Pylon | 80 | 5 | A physical defense that buffs the resistance and range of other nearby defenses and the casting and movement speeds of nearby heroes.
Ignores Buff Beams and does not stack with said beams. | |
Mushroom Spore Tower | 120 | 7 | Spreads a viral damaging infection across multiple enemies. | |
Forest Golem | 150 | 8 | A bulky melee-oriented guardian. Occasionally throws hard-hitting rocks at enemies and heals surrounding allies. |
Map Specific[]
- The War Ballista is a built-in defense players can use on The Ramparts and The Summit. It is also used to ground the Ancient Dragon on nearly all maps and missions the boss is fought.
Statistics[]
By pressing the [E] key or [X] button while looking at a defense, the player can view its stats:
Stat | Description | Exclusive Defenses |
---|---|---|
## / ## | Defense Health | |
Kills | Number of enemies this defense dealt the finishing blow to. | |
Defense/Minion Units | The amount of DU or MU this defense occupies. | |
Attack Damage (1) | Maximum damage per hit for defenses that deal splash damage (ex: Fireball Tower). | |
Attack Damage (2) | Maximum damage per second dealt to a single enemy for defenses that inflict splash damage (ex: Fireball Tower). | |
Attack/Effective Range | Measured in hundreds of Unreal (Engine 3) units. | |
Attack Rate | The delay between each attack. Calculation is different for minions. | |
Attack Speed Boost | The factor applied to the actual attack rate of the minion. | Minions |
Enemy Movement Speed | The movement speed enemies are reduced to. Caps at 15% for the Ensnare Aura. | Ensnare Aura |
Enemy Strength | The damage enemy attacks are reduced to. Caps at 20% for the Strength Drain Aura. | Strength Drain Aura |
Heal Amount | Number of health points restored per pulse to every hero in range. | Healing Aura |
Heal Rate | The delay between each healing tick. | Healing Aura |
Chance to Enrage | Caps at 93%. | Enrage Aura |
Range Scale | For traps, this only applies to their visible activation range. | Traps, Auras |
Effective Duration | The length of time each charge lasts before the trap has to recharge. | Gas, Inferno and Darkness Trap |
Maximum Detonations | How many times the defense can trigger before breaking without maintenance. | Traps, Shock Beam |
Detonation Reset Time | The amount of time that it takes for the unit to reset. | Traps, Shock Beam |
Activation Range | The visible detection range of the trap. | Traps |
Reflect Damage Scale | Damage multiplier given to reflected enemy projectiles. | Reflection Beam |
Damage Boost | Damage multiplier given to boosted defenses. | Tower Buff Beam |
Resistance Boost | (Damage) resistance multiplier given to boosted defenses. | Tower Buff Beam |
Range Boost | Range multiplier given to boosted defenses. | Tower Buff Beam |
Attack Rate Boost | Attack rate multiplier given to boosted defenses. | Tower Buff Beam |
Time to Reach Max Spin | The duration of time for the tower to reach max speed. | Slice N Dice Blockade |
Damage at Max Spin | The Slice N Dice Blockade's maximum damage per hit. | Slice N Dice Blockade |
Suction Strength | Determines the force magnitude the defense exerts on pulled enemies. | Slice N Dice Blockade |
Suction Radius | The range enemies can be pulled in by the defense. | Slice N Dice Blockade |
Max Chain Targets | The max number of enemies that can be damaged at once. Determined solely by the builder hero's Defense Area of Effect. | Lightning Tower |
Max Chain Length | The total maximum distance the tower's chain attack can cover at any given time. | Lightning Tower |
Attack Duration | The amount of time the lightning chain is active. | Lightning Tower |
Enemy Slow Percentage | The strength at which the enemies' speed will be reduced. | Snowball Tower |
Enemy Slow Time | The amount of time affected enemies will have reduced speed. | Snowball Tower |
Oil Debuff Amount | The multiplier for how much fire damage oiled enemies receive. Caps at 1.50. | Oil Trap |
Poison Damage | DPS of the poison DoT. | Seed Bomb Tower , Mushroom Spore Tower |
Thorn Damage | DPS of the generic type component. | Seed Bomb Tower |
Seed Explosion Damage | Splash damage dealt on impact. | Seed Bomb Tower |
Web Duration | The amount of time affected enemies will be webbed. | Web Wall |
Web Damage Bonus | Determines the amplifier given to all sources of damage. Starts at 10%, which equates to a 1.10x multiplier. | Web Wall |
Player Cast Rate Boost | Casting Rate multiplier given to boosted heroes. | Nature Pylon |
Player Speed Boost | Speed multiplier given to boosted heroes. | Nature Pylon |
Player Speed Boost | Speed multiplier given to boosted heroes. | Nature Pylon |
Armor Reduction | Percent decrease to inflected enemies' resistances. | Mushroom Spore Tower |
Max Spore Targets | The max number of enemies a single infection can spread to. | Mushroom Spore Tower |
Max Spore Range | The maximum distance a single infection can spread over. | Mushroom Spore Tower |
Projectile Attack Damage | Damage dealt by the golem's thrown rocks. | Forest Golem |
Heal Interval | Tick rate of the golem's healing. | Forest Golem |
Damage Reduction | ? | Forest Golem |
Effect Range | The golem's healing range. | Forest Golem |
Notes[]
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Version History[]
Redux[]
- ?: Added Snowball Tower, Mortar Turret, Oil Trap, SAM Unit, Spider Queen Minion, Damage Totem and Speed Totem.
- ?: All defenses except Lightning and Deadly Striker Towers now gain approximately twice as much damage/heal amount per upgrade level.
Vanilla[]
- 9.2.0: Introduced Hermit defenses.
- CDT Update ?: Added Jack-in-the-Box and Party Popper Tower.
- ?: Introduced presents.
- ?: Introduced minions.
- ?: Introduced beam defenses.