[b]A COLLECTION OF EVERYTHING WE TESTED AND REFINED ON PTR[/b]
Greetings Defenders,
Before anything else, thank you. The PTR feedback, build tests, bug reports, and straight-up honest opinions you shared are the reason we were able to shape this update into something we’re proud to ship. As we wrap up 2025, this patch sets the stage for us to keep expanding these systems with more “everything” going forward. We still have some early-game flow tweaks to make and a few bugs to iron out, but with every update we get closer to bigger goals like investigating the console roots, bringing updates back to consoles, and continuing work on new content.
[b]SUMMARY OF THE BIG CHANGES[/b]
Tower and hero balance passes across multiple heroes and defenses
Pure Strategy and Challenge Mode got major reward, scaling, and chest fixes
Rift Mode tuning based directly on community feedback (spawn rates, resistances, and problem enemies)
Tower weapons rebuilt to feel stronger, more tower-first, and more reliable to earn
Fused accessories cleaned up and improved (with better passive options)
Arcanist armor rules updated for consistency and less “build bricking”
Tower pets got a major sweep (better tower scaling, better bonuses, clearer naming)
Holiday and boss reward improvements (Kringler’s Kap, Fused Boss accessories, Crystal Core rewards, and more)
[b]TOWERS AND DEFENSES[/b]
Series EV – Proton Beam
Maximum beam distance increased from 750 to 1250
Minimum DU distance increased from 25 to 50
Maximum DU distance increased from 750 to 1000
DU health scale increased from 1.2 to 1.75
DU health exponent increased to 15%
Health drain per tick reduced from 4.5 HP to 3 HP
Defense Rate hero stat exponent increased from 0.20 to 0.25
Shock Rune stun duration increased from 3 seconds to 5 seconds
Series EV – Heat Cannon
Defense Range hero stat exponent increased from 0.30 to 0.50
Warden – Roots, Wisps, Wrath, Shroomy Geyser, Sludge Launcher
Roots of Purity
Tower Health scalar increased from 1.0 to 1.5
Tower Health exponent increased from 1.005 to 1.055
Wisp Den
Defense Unit cost reduced from 4 DU to 3 DU
Wrath
Defense Rate buff multiplier increased from 1.25 to 1.30
Rune explosion radius increased from 250 to 500
Wrath cooldown increased from 5 seconds to 8 seconds
Empowering Rune linger duration after leaving the circle increased from 5 seconds to 10 seconds
Wrath tooltip updated
Shroomy Geyser (Wrath Mode)
Now applies a 10% Strength Drain for 3 seconds
UI now properly reflects the debuff
Sludge Launcher
Sludge pool radius (from rune) increased from 300 to 400
Summoner – Archer Minions
Tower Health scalar increased from 1.0 to 1.25
Life Leech Rune health penalty reduced
[list]Internal value reduced from 1.0 to 0.6
Rank 8 HP reduction lowered from about 25% to roughly 10–15%
Guardian – Divine Judgement
Blast radius increased from 150 to 350
Spellbook updated to reflect the change
Holy Bulwark
Protection effect now applies correctly (range scaling fix)
Deadly Striker Tower
Attack speed scaling improved
[list]Exponent increased to 0.85 (up from 0.77), allowing it to shoot faster at higher stats
[b]HERO ABILITY REBALANCES[/b]
Squire
Blood Rage cooldown increased from 5 seconds to 8 seconds
Bowling Ball Tower description updated
Spellbook updated
Apprentice
Overcharge cooldown increased from 5 seconds to 8 seconds
Arcane Blast Rune now applies an enemy debuff
[list]Enemies take 15% more damage for 5 seconds
Stacks up to 3 times
Tooltip updated
Huntress
Adrenaline Rush cooldown increased from 5 seconds to 8 seconds
Piercing Shot cooldown reduced from 7 seconds to 6 seconds
Second Chance now procs on damage dealt (instead of enemy killed)
Series EV (Hero)
Series EV now has access to Arcane Blast Rune
Decoy Rune (Decoy GR)
[list]Duration increased to 8 seconds
Post-multiplicative additive value increased from 1.0 to 1.4
Decoy ability scaling (EV ability 1)
Full stat exponent increased from 0.33 to 0.50
Full stat scalar increased from 0.1 to 0.2
Known interaction
Arcane Blast Rune does not function correctly if Decoy GR or Second Chance Grenade overrides the ability
Monk
Tower Boost cooldown reduced to 12 seconds
Hero Boost cooldown increased to 8 seconds
Summoner
Pet Boost cooldown increased to 8 seconds
Warden
Wrath cooldown increased from 5 seconds to 8 seconds
Empowering Rune linger duration increased from 5 seconds to 10 seconds
[b]PURE STRATEGY AND CHALLENGE MODE[/b]
Pure Strategy
Hardcore can now be toggled
Bonus Difficulties can now be toggled
Special enemies added to Pure Strategy across all maps in Acts 1–3
Pure Strategy now scales with the loot modifier
Pure Strategy loot floor now properly matches Mixed Mode
Bonus Wave and Bonus Wave Hardcore chests now properly spawn in all modes
All difficulties now correctly scale when Hardcore and Rift Mode are enabled
Chest behavior cleaned up so Pure Strategy no longer spawns the wrong chest and accidentally awards extra map-specific rewards
Victory chest for completing waves other than 15 and 25 is now properly awarded in Pure Strategy when modified with a Bonus Difficulty
Challenge Mode
Bonus Difficulties enabled and toggleable
Challenge Mode can now toggle Rift Mode (same spawn percentages as other modes)
Rift Mode should now properly apply in Challenge Mode
Reward chest added to Challenge Rifted Mode on all maps
[list]Frequently drops Godly items
Challenge weapons renamed to their Dungeon Defenders 1 counterparts with classic-style descriptions restored
Scaling and stats unchanged
Rift Mode awards Rifted versions of challenge weapons
[b]RIFT MODE AND ENEMY SPAWNS[/b]
What “Rift Conversion Scalar” means
Rift Conversion Scalar is the chance for an enemy to spawn as a Rifted variant
Example: 0.8 means an 80% chance
Current Rift spawn rules
Rift Conversion Scalar is 0.8 for all enemies in Survival, Mix Mode, and Pure Strategy
Deeper Well matches these Rift conversion settings across all game modes
Ogres still spawn Rifted 100% of the time
Rift resistance and fusion damage math (updated last night)
Based on community feedback, the Rift resistance on non-Rift enemies was still too high (later Survival waves were getting nearly impossible)
[list]Non-Rift enemies now have 50% damage reduction against Rift damage outside of Rifted mode
Rifted enemies now take 150% bonus damage
This is meant to offset the resistance math when enemies spawn Rifted, so fusion damage still lands where it should
Sirens no longer have Rift resistance
They were stacking too many defenses and were far harder to deal with than intended
Gold enemies buffed by a Rifted Djinn are no longer immune to crowd control
This gives players a real chance to stop a buffed enemy before it reaches “one-shot the core” territory
Training dummies (for accurate testing)
Non-Rift dummy now matches the same Rift resistance as non-Rift enemies
Rifted dummy damage behavior is tuned to match intended fusion math
[b]ARCANIST ARMOR[/b]
Drop locations
Arcanist Crown and Arcanist Chest drop on The Keep
Arcanist Boots and Arcanist Gloves drop on Forsaken Temple
Set and fusion behavior (updated)
Arcanist armor no longer completes weapon set bonuses
All Arcanist pieces can now be used to complete Primitive armor sets
Arcanist pieces still follow their intended fusion restrictions
Armor descriptions updated for clarity
Current restriction mapping
Crown
[list]Grants fusion to Tower 1
Prevents completion of the Tower 2 Guard Armor fused set
Gloves
Grants fusion to Tower 2
Prevents completion of the Tower 1 Ancient Armor fused set
Chest
Grants fusion to Tower 3
Prevents completion of the Tower 4 Miner Armor fused set
Boots
Grants fusion to Tower 4
Prevents completion of the Tower 3 Militia Armor fused set
Stat roll consistency
Arcanist Gloves no longer guarantee Tower Health as a forced stat (all stats now have equal chance)
Arcanist Boots no longer guarantee Tower Health as a forced stat (all stats now have equal chance)
Arcanist Chest no longer guarantees Tower Health as a forced stat (all stats now have equal chance)
[b]TOWER WEAPONS[/b]
General drop rules
Tower weapons drop after completing Wave 15 (Hardcore on or off)
Tower weapons drop in all difficulties, in both Rift and non-Rift
Non-fused tower weapons can drop even while Rift Mode is active
Main stat on tower weapons is always a tower stat
Non-fused tower weapons roll Hero Ability plus two tower stats
Fused tower weapons roll three tower stats
Tower weapons have their own passive pool, separate from normal weapon passives
Tower weapon passive pool
%Dmg: 60 Tower Damage: 375 Tower Health: 375 Tower Range: 375 Towe Speed: 375 MP Regen: 60 Move speed: 60 Cast Rate: 375
Drop fixes and selling (updated last night)
Glitterhelm’s tower weapon should now drop properly upon completion
Forsaken Temple tower weapons should now drop properly upon completion
Comically Large Sword can now be sold
Additional drop notes
Lost Metropolis drops a random staff
The Bazaar drops a random polearm
King’s Game drops a random Huntress weapon
[b]FUSED ACCESSORIES[/b]
General rules
Fused accessories drop after completing Wave 15 (Hardcore on or off)
Fused accessories are exclusive to Massacre difficulty
Fused accessories have their own passive pool
Rift/fused accessories can no longer be used to complete Fusion armor sets
Regular Soldier’s Bracer no longer incorrectly counts as Defense 5
Fused accessory passive pool
%Damage (Repair) 60 MP Regen: 33 Move Speed: 33 %Armor (Repair): 60 %Armor (Upgrade): 60 %Dmg (Upgrade): 60 HP Regen: 33
Tower Damage: 60 Tower Health: 60 Tower Range: 60 Towe Speed: 60
[b]HOLIDAY AND BOSS REWARDS[/b]
Kringler’s Kap
Drops in Yuletide
Now also drops in Survival, Mix Mode, and Campaign (with both Rifted and non-Rift toggles active)
Boss accessories and icons
Boss accessories added to their respective boss maps in Pure Strategy
New boss accessory added
[list]Seal of the Forsaken (Forsaken Temple, brooch-type accessory)
Rift icons added for
Sapphire Brooch
Soldier’s Bracer
Ancient Monocle
King’s Face
Seal of the Forsaken
Crystal Core
Drops on Warping Core and Moving Core
Increases Jump Height and cast rate
All variants are now sellable
Regular Crystal Core
Main stat: Tower Damage
Rolls with Tower Damage (1.0), Tower Health (1.0), Hero Ability (1.5)
Fused Crystal Core
No main stat
Rolls with Tower Health (1.0), Tower Damage (1.0), Hero Ability (1.5)
Gold Crystal Core
No main stat
Rolls with Tower Health (1.0), Tower Damage (1.5), Hero Ability (1.5)
[b]PETS AND GEMSTONES[/b]
Global tower pet scaling sweep
All tower stats on tower pets had their scalars increased to 1.0 (anything below 1.0 was raised)
DPS pet range adjustments
Rift DPS pets received a 25% range increase
Gold DPS pets received a 50% range increase
Happy Hera range increased from 700 to 900
Raging Zeus range increased from 700 to 900
Lil’ Bomber did not receive an increase
Animus pets (returning class DPS pets)
Added class Animus DPS pets (Squire, Apprentice, Monk, Huntress)
Fires up to 3 projectiles that explode on impact
Current tuning
[list]Range: 2200
Damage Scalar: 185
Attack Rate: 0.63
Explosion Radius: 500
Animus fastest attack rate cap is 0.4 seconds
[/*][/list]Tower Giraffes (Pure Strategy reward)
Awarded on Wave 25 in Pure Strategy
Tower Giraffe on a Treadmill now has proper range scaling
Tower Giraffes roll with 0.85 scalars and come in builder-style variants
One duplicate giraffe was updated to roll Tower Health, Tower Speed, and Tower Damage for more variety
Other pet and item fixes
Yellow Ramster no longer incorrectly applies its effects to towers
Gold Genie now correctly gives Ability Mana
Chubs the Corgi now correctly applies its damage boost
Chubs self-damage buff increased from 15% to 100% (self-buff only, stacks with other hero buffs)
Spider tooltip updated
Lapis and Topaz gemstone item cards updated for clarity
[b]RUNE UPDATES[/b]
Yuletide Village Campaign now properly drops its rune collection
King’s Game Campaign now properly drops its rune collection
Nightmare rune quality should now drop lower-level runes more frequently
We’ve made major progress tracking down the “rune crash” from enemy rune drops, but it needs a bit more time to fully dial in
[b]CONCLUSION[/b]
That’s the full bundle of what we built and refined with you through PTR, now landing live: defenses and hero abilities should feel more consistent, Pure Strategy and Challenge rewards should finally line up the way they’re supposed to, Rift mode should be clearer and less punishing in the wrong spots, and builder gear (weapons, accessories, and pets) should feel much more exciting to earn and use. Thank you again for testing, sharing builds, and speaking up when something didn’t feel right. We genuinely wouldn’t be here without you. If you want to stay involved, come hang out with us in the official Discord (best place for feedback and build talk), and if you’d like to support the game’s continued development, please consider checking out our cosmetic DLC on Steam.
Happy defending, The Community Development Team
