Difference between revisions of "Maps"

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(Removed, then added a new End Game summary with Awards, info on rewards and score.)
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Dungeon Defenders II is set in the fictional world of Etheria. You'll start in The Private [[Tavern]] or in The Heroes [[Marketplace]], the outdoor HUB. This is where you'll spend any time not in battle to sell, buy, manage, trade, tinker and test any gear you've found in combat. Etheria is broken down into playable maps to explore. Each map is an arena with set enemy spawners and objectives to defend.
 
Dungeon Defenders II is set in the fictional world of Etheria. You'll start in The Private [[Tavern]] or in The Heroes [[Marketplace]], the outdoor HUB. This is where you'll spend any time not in battle to sell, buy, manage, trade, tinker and test any gear you've found in combat. 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==
 +
[[File:Red Shield.png|thumb|right]]
 +
*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.[[File: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==
 +
[[File:Grey Shield.png|thumb|right]]
 +
*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.[[File: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.
 +
*[[Billboard|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.
 
==Campaign==
 
==Campaign==
 
<gallery widths=100px heights=100px mode="packed">
 
<gallery widths=100px heights=100px mode="packed">
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</gallery>
 
</gallery>
  
 +
==End of Match summary==
 +
At the end of a map you will be given a Match Overview. In this overview you will find who played the map with you, as well as the Awards section.<br />
 +
Each map awards a certain amount of ''[[Defender Medals]]'', ''[[Gold]]'', ''[[XP]]'' and ''[[Score]]''.<br /><br />
  
 +
To increase your score, check the ''[[Score Multipliers]]''.
  
==Objectives==
+
{| class="wikitable"
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==
 
[[File:Red Shield.png|thumb|right]]
 
*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.[[File: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==
 
[[File:Grey Shield.png|thumb|right]]
 
*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.[[File: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.
 
*[[Billboard|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.
 
 
 
==End Game Map Summaries==
 
{| class="wikitable sortable"
 
|-
 
!Map !!Type !!Waves !!Monster Totals !!Boss Totals !!Special Loot
 
 
 
|-
 
| Griblok's Horde || Incursion || 5 || 1627 || 4 ||
 
|-
 
| Power Surge || Incursion || 5 || 858 || 10 ||
 
|-
 
| Malthius || Incursion || 5 || 1561 || 4 ||
 
|-
 
| Kobold Bling King || Incursion || 5 || (Unlimited Waves) || 10 ||
 
|-
 
| Wyvern Enthusiasts || Incursion || 5 || 1629 || 3 ||
 
|-
 
| Forest Poachers || Incursion || 5 || 1585 || 4 ||
 
|-
 
| Chrome Enemies || Incursion || 5 || 1391 || 3 ||
 
|-
 
| Unholy Catacombs || Incursion || 7 || 2149 || 9 ||
 
|-
 
| Bastille Master || Incursion || 5 || 1564 || 10 ||
 
|-
 
| The Demon's Lair || Incursion || 3 || (Unlimited Waves) || 1 || 
 
|-
 
| Altar of the Athame || Incursion || 3 || (Unlimited Waves) || 0 ||
 
|-
 
|-
 
| Nimbus Reach || 660-700 IP || 7 || 2114 || 10 ||
 
|-
 
| Little Horn || 660-700 IP || 7 || 1794 || 10 ||
 
|-
 
| GreyStone Plaza || 660-700 IP || 7 || 1492 || 10 ||
 
 
|-
 
|-
| The Throne Room || 660-700 IP || 7 || 2099 || 10 ||
+
! Type !! Difficulty !! Defender Medals !! Gold !! XP without Sub Objective !! XP with Sub Objective
 
|-
 
|-
| Liferoot Forest || 620-650 IP || 7 ||1538 ||13 ||  
+
| Campaign || Normal & Hard|| 5 || 5,000 || 345,000 || 411,000
 
|-
 
|-
| Assault at Throne Room || 660-700 IP || 7 || 2408 || 10 ||  
+
| Expeditions|| Chaos 1 || 23 || 21,000|| 790,000 || 910,000
 
|-
 
|-
| Harbinger || 660-700 IP || 4 || (Unlimited Waves) || 1 ||  
+
||| Chaos 2 || 23 || 27,000 || 1,350,000 || 1,600,000
 
|-
 
|-
| Dead Road || 660-700 IP || 7 || 2306 || 10 ||  
+
||| Chaos 3 || 23 || 33,500 || 1,900,000 || 2,250,000
 
|-
 
|-
| Temple of the Necrotic || 660-700 IP || 7 || 2850 || 10 ||
+
||| Chaos 4 || 23 || 40,000|| 2,500,000 || Example
 
|-
 
|-
| Buried Bastille || 660-700 IP || 7 || 2149 || 10 ||  
+
||| Chaos 5 || 23 || Example || Example || Example
 
|-
 
|-
| Dragonfall Sewers || 620-650 IP || 7 || ? || 10 ||  
+
||| Chaos 6 || 23 || Example || Example || Example
 
|-
 
|-
| Unholy Catacombs|| 610-625 IP || 7 || ? || ? ||  
+
||| Chaos 7 || 23 || 59,000 || 4,300,000 || 5,000,000
 
|-
 
|-
| Wyvern Den || 660-700 IP || 5 || (Unlimited Last Wave) || 11 ||  
+
| Onslaught || Any || 25 || Floor Dependent || Floor and Map Dependent || Floor and Map Dependent
 
|}
 
|}
 +
  
  
  
 
[[Category:Dungeon Defenders 2]]
 
[[Category:Dungeon Defenders 2]]

Revision as of 20:13, 14 December 2018

Dungeon Defenders II is set in the fictional world of Etheria. You'll start in The Private Tavern or in The Heroes Marketplace, the outdoor HUB. This is where you'll spend any time not in battle to sell, buy, manage, trade, tinker and test any gear you've found in combat. 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.

Campaign

Adventures

The Kobold Bling King

Mal'Donis The Terrible

The Harbinger

Isle Of Dread

The Sacrificial Warden

Expeditions

Dragonfall Town

Dragonfall Castle

Lost Dungeons

The Liferoot

Ancient Ruins

Rotting Ravine

The High Seas

Drakenfrost


Incursion

Chaos 1

Chaos 2

Chaos 3

Chaos 4

Chaos 5

Chaos 6

Chaos 7

End of Match summary

At the end of a map you will be given a Match Overview. In this overview you will find who played the map with you, as well as the Awards section.
Each map awards a certain amount of Defender Medals, Gold, XP and Score.

To increase your score, check the Score Multipliers.

Type Difficulty Defender Medals Gold XP without Sub Objective XP with Sub Objective
Campaign Normal & Hard 5 5,000 345,000 411,000
Expeditions Chaos 1 23 21,000 790,000 910,000
Chaos 2 23 27,000 1,350,000 1,600,000
Chaos 3 23 33,500 1,900,000 2,250,000
Chaos 4 23 40,000 2,500,000 Example
Chaos 5 23 Example Example Example
Chaos 6 23 Example Example Example
Chaos 7 23 59,000 4,300,000 5,000,000
Onslaught Any 25 Floor Dependent Floor and Map Dependent Floor and Map Dependent