Defenses are the core to defending Etheria.
They require Green Mana to be build, upgraded and repaired.
Every Hero has 4 defenses with exception to Barbarian and Gun Witch, who have no defenses, and Dryad and Mystic, who have a 5th defense to provide a way of healing.
There are 5 types of Defenses: Towers, Blockades, Traps, Auras and Nodes.
Blockades are Defenses that focus on Defense. They have wide hitboxes with a lot of health and a small to medium range cap.
Blockades deal damage, but they can also have a supporting roll such as slowing or stunning enemies, and buffing heroes.
Towers are Defenses that focus on Offense. They have small hitboxes with some health and often a large range cap.
There is much variation between towers, some have projectiles, others have beams. Most are damaging, but there are also CC Towers. They can be AoE or Single Target.
Traps are Defenses that focus on Offense. As health they have an certain amount of charges. They have a small trigger radius and a larger detonation radius, each trigger removes a charge.
The Dryad is an exception, her traps act more like Auras, no trigger radius and a percentage as health.
Traps are mainly damage dealers, but they can have supporting rolls such as slowing, stunning or charming enemies.
Auras are Defenses that focus on Offense. As health they have a durability displayed by a percentage. They have a medium range cap.
Auras are damage dealers, with rarely some supporting rolls like buffing defenses.
Nodes are Defenses that focus on Offense. The nodes are often linked with a beam, so you always need to place 2. As health they have a durability displayed by a percentage. They have set ranges.
Nodes are damage dealers and can be support such as reflecting projectiles and buffing defenses.