Foundries and Forges is the second map of the classic campaign. It introduces the Kobold and Ogre enemy types.
Gameplay[]
The level consists of three pairs of enemy spawn points. Three levels of staircases lead up to the core, which is at the intersection point of three small hallways. It is recommended to build defenses within these halls, as they will be closer to each other and more concentrated, allowing for easier maintenance.
The kobolds will ignite their fuse before running after their target to explode which causes high fire damage. They can be countered with Ensnare Auras to slow them down (unless immune to poison) and/or traps.
The Ogre Mini-Boss[]
On Easy-Insane, a single ogre spawns on the final wave, coming in from the middle gates. His arrival will be announced to all players, coupled with an ominous horn sound. Ogres walk slowly, are very bulky and hit hard, but are prone to distraction. Taking sufficient damage from a hero (pets included) or a tower will turn their attention away from Eternia Crystals.
The moment the Ogre fires his first poison snot ball indicates that he saw a hero or physical defense to attack. This projectile cannot damage Eternia Crystals. It is not as dangerous as melee attacks, but its very large splash radius can interrupt heroes casting (ex: in the middle of summoning, upgrading or repairing defenses), even if they are not hit directly. Series EV's Reflection Beams can bounce back snot balls, though the Ogre's inaccuracy leads them to sometimes land near a reflector and cause some splash damage.
The Ogre's club meanwhile, at melee range, can smash through defenses packed together AND simultaneously hit the Eternia Crystal if they are too close. Newer players will probably build their attacking towers, like Magic Missiles and Fireballs, right up against the backside of a blockade (Magic, Spike, Bouncer), to get the most out of their limited range. This DOES NOT keep them safe from ogre melee. The minimum approximate distance away a tower, crystal or hero has to be from a player-built wall equates to slightly further than a 1-DU Reflection Beam (at maximum length).
Nailing down this spacing is unnecessary early on, but as players progress to Insane and eventually Nightmare difficulty, the spacing becomes crucial to the team defense's survivability.
Rewards[]
Survival Wave 15[]
Survival Victory[]
Notes[]
- Defenses can be placed on top of the spikes and the on railings along the lava pools and staircases.
- The short walkways leading up to the core have a subtle inward slope which can hinder the effectiveness of Bowling Ball Turrets facing it.
- It is better to place these Squire towers aiming down the other staircases and walkways instead.
In Other Dungeon Defenders Games[]
Foundries and Forges reappears in both Dungeon Defenders II and Awakened. The map layout is near-identical, with the notable exception being the absence of spikes around the lava pits and two side walls around the Eternia Crystal.