Early in the campaign the levels have very simple layouts with only a single crystal and relatively few choke points, but things get much more strategic in the second half, where you're given multiple crystals to protect and a much greater variety of enemies to fight. The ultimate priority is defending the Eternia Crystal if it falls, the level is over. Between each horde of enemies players get a chance to rebuild, upgrade and tighten up their defenses. Each wave grows in number as you go on, and get increasingly difficult with each player that joins the fight (players can join mid-fight in between waves). The goal, of course, is to survive all the waves of enemies. The Squire, on the other hand, summons more direct defenses, putting up walls and other direct damage defenses to stop enemies and give other classes a chance to put the hurt on. ![]() The Monk, for instance, is a fighter class that can summon sphere-shaped auras that can do things like slow enemies or do damage over time. Each class has unique special abilities that they combine with specific defensive structures. You pick an avatar from one of four iconic classes: the Apprentice (aka Mage) the Squire (aka the Warrior) the Huntress (aka the Elven Ranger) the Monk (aka.well, the Monk). ![]() Think of Dungeon Defenders as a four-player tower defense game combined with a third-person action title.
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