Difference between revisions of "Maps"

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*[[Dragonfall Bazaar]]
 
*[[Dragonfall Bazaar]]
 
*[[Siphon Site D]]
 
*[[Siphon Site D]]
:#[[Dragonfall/Sewers|Dragonfall Sewers]]
+
*[[Dragonfall Sewers]]
:#[[Dragonfall/Forgotten Ruins|Forgotten Ruins]]
+
*[[Forgotten Ruins]]
:#[[Dragonfall/Nimbus Reach|Nimbus Reach]]
+
*[[Nimbus Reach]]
:#[[Dragonfall/LittleHorn Valley|Little-Horn Valley]]
+
*[[Little-Horn Valley]]
:#[[Dragonfall/Greystone Plaza|Greystone Plaza]]
+
*[[Greystone Plaza]]
:#[[Dragonfall/Ramparts|The Ramparts]]
+
*[[The Ramparts]]
:#[[Dragonfall/Throne Room|The Throne Room]]
+
*[[The Throne Room]]
:#[[Dragonfall/Forest Crossroads|Forest Crossroads]]
+
*[[Forest Crossroads]]
:#[[Dragonfall/LifeRoot Forest|LifeRoot Forest]]
+
*[[LifeRoot Forest]]
:#[[Dragonfall/Wyvern Den|The Wyvern Den]]
+
*[[The Wyvern Den]]
:#[[Dragonfall/Ramparts Siege|Ramparts Siege]]
+
*[[Ramparts Siege]]
:#[[Dragonfall/Throne Room Assault|Assault On Throne Room]]
+
*[[Assault On Throne Room]]
:#[[Dragonfall/Harbingers Warship|Harbinger's Warship]]
+
*[[Harbinger's Warship]]
 
{{!}}-{{!}}Defense (Hard->NM4)=
 
{{!}}-{{!}}Defense (Hard->NM4)=
*Dragonfall Maps
+
*[[The Gates of Dragonfall]]
:#[[Dragonfall/Gates|The Gates of Dragonfall]]
+
*[[Dragonfall Bazaar]]
:#[[Dragonfall/Bazaar|Dragonfall Bazaar]]
+
*[[Siphon Site D]]
:#[[Dragonfall/Siphon Site D|Siphon Site D]]
+
*[[Dragonfall Sewers]]
:#[[Dragonfall/Sewers|Dragonfall Sewers]]
+
*[[Forgotten Ruins]]
:#[[Dragonfall/Forgotten Ruins|Forgotten Ruins]]
+
*[[Nimbus Reach]]
:#[[Dragonfall/Nimbus Reach|Nimbus Reach]]
+
*[[Little-Horn Valley]]
:#[[Dragonfall/LittleHorn Valley|Little-Horn Valley]]
+
*[[Greystone Plaza]]
:#[[Dragonfall/Greystone Plaza|Greystone Plaza]]
+
*[[The Ramparts]]
:#[[Dragonfall/Ramparts|The Ramparts]]
+
*[[The Throne Room]]
:#[[Dragonfall/Throne Room|The Throne Room]]
+
*[[Forest Crossroads]]
:#[[Dragonfall/Forest Crossroads|Forest Crossroads]]
+
*[[LifeRoot Forest]]
:#[[Dragonfall/LifeRoot Forest|LifeRoot Forest]]
+
*[[The Wyvern Den]]
:#[[Dragonfall/Wyvern Den|The Wyvern Den]]
+
*[[Ramparts Siege]]
:#[[Dragonfall/Ramparts Siege|Ramparts Siege]]
+
*[[Assault On Throne Room]]
:#[[Dragonfall/Throne Room Assault|Assault On Throne Room]]
+
*[[Harbinger's Warship]]
:#[[Dragonfall/Harbingers Warship|Harbinger's Warship]]
 
 
:#[[Dragonfall/Unholy Catacombs|Unholy Catacombs]]
 
:#[[Dragonfall/Unholy Catacombs|Unholy Catacombs]]
 
:#[[Dragonfall/Dead Road|The Dead Road]]
 
:#[[Dragonfall/Dead Road|The Dead Road]]

Revision as of 14:16, 15 July 2016

Dungeon Defenders II is set in the fictional world of Etheria. You'll start in Etheria's Tavern, the gathering spot, the Social Hub/Lobby. This is where you'll spend any time not in battle to sell, manage, and test gear. Etheria is broken down into playable maps to explore. Each map is an arena with set enemy spawners and objectives to defend.

Objectives

There are two types of Objectives for Heroes to be concerned with. The Main Objectives or Main Cores are defense points on maps that, if destroyed, end the current map. The Sub Objectives or Sub Cores are defense points on maps that, if destroyed, open up a new spawn point for Enemies in the next wave.

Main Objective Mechanics

  • Main Objectives can be identified by the spinning red trimmed yellow shield above them.
  • Main Objectives are marked on the mini-map with a red trimmed yellow Shield Icon.Red Shield Icon.png
  • Main Objectives have a Health Pool. This gets fully healed at the start of each build phase. If the Health Pool is reduced to 0, the Main Objective is destroyed.
  • The players lose if the Main Objective is destroyed.
  • Main Objectives are fixed for each map and wont change.
  • Main Objectives have the highest target priority for the Aggression of nearby Enemies.

Sub Objective Mechanics

  • Sub Objectives can be identified by the spinning Grey shield above them.
  • Sub Objectives are marked on the mini-map with a Grey Shield Icon.Grey Shield Icon.png
  • Sub Objectives have a Health Pool. This gets fully healed at the start of each build phase. If the Health Pool is reduced to 0, the Sub Objective is destroyed.
  • The Wave after a Sub Objective is destroyed will spawn Enemies from an additional spawn point.
  • Having a Sub Objective get destroyed does not end the map.
  • Billboards for these additional spawn points do not appear until the connected Sub Objective is destroyed.
  • Sub Objectives and the extra spawn points they open are fixed for each map and wont change.
  • Sub Objectives have the highest target priority for the Aggression of nearby Enemies
  • Keeping Sub Objectives alive til the end of the map will yield bonus experience.