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Huntweapontutorial

Weapons are the heroes' default means of attack and self-defense. Which ones a hero can equip depends on their class.

  • Squire (Melee): Almost exclusively close combat. Non-Barbarian users can block to reduce damage recieved.

Acquisition

Excluding other players, almost all weapons are obtained from enemies, chests, completing missions or by purchasing them from the Tavernkeep with banked mana. Which weapon types are offered/acquired usually depends on each player's current hero class. For the Tavernkeep, his refreshed stock is determined the moment players return to any Tavern.

Enemies and chests will only drop loot somebody can equip. Therefore, armor and accessories are forced to drop if everyone in the game lobby is a Summoner. Likewise, any weapon type can drop if at least one Jester is present.

Item Properties

Quality

Base quality defines the generated weapon's overall strength and hero level requirement. It is always the first word in the item's name, unless the weapon is a Trident or mission-specific victory reward.

Element

Denotes the weapon's secondary damage type: fire, lightning or poison. Always the second word in the item's name, unless the weapon is a Trident or mission-specific victory reward.

Distinct Stats

In addition to hero stat bonuses from equipping the item, there are several upgradable stats a weapon can have:

Stat Common Weapons Description
General Damage Base Damage All The base melee/ranged damage. Weapons inflict primarily generic damage by default.
Damage Resistance Lightning Additional Fire/Lightning/Poison Damage All but Flamethrowers The weapon's secondary elemental damage.
  • For Monk weapons excluding the Devil's Pitchfork, this only applies to melee attacks.
Projectile Count Additional Projectiles Staves, Polearms Number of extra projectiles fired per ranged attack. Often caps at "+5" for a total of six projectiles shot in a fan spread.
Charge Speed Charge Speed Staves Determines the how quickly the staff charges up. Negative values are treated as +0.
Knockback Bonus Knockback Bonus Staves, Melee, Polearms Determines the knockback strength of Arcane Surge for staves and melee attacks for other weapons.
  • Also affects the attack radius of Arcane Surge.
Projectile Speed Projectile Speed Staves, Firearms, Polearms Determines the velocity of fired projectiles. Cannot be upgraded further once around "+30,000" or higher.
Blocking Resistance Blocking Damage Resistance Melee Damage reduction while blocking. If this exceeds 100%, blocked attacks will not heal the defender. This stat is useless to Barbarians.
Shots Per Second Shots per Second Firearms The weapon's attack rate.
Clip Ammo Clip Ammo Firearms The weapon's ammo capacity.
Reload Speed Reload Speed Firearms Determines reload time based on how empty the weapon's ammo clip is.

Damage Calculation

Weapon damage is calculated through a series of factors including:

Hero Damage does not affect the secondary elemental damage on most weapons. A weapon's primary damage influences the damage dealt by several offensive hero abilities, such as Circular Slice, Joust and Hawk Stance, on top of the user's Hero Damage and their corresponding ability stat. On Nightmare and Ascension, all weapon and ability damage is reduced by ~0.16x.

Secondary Effects

Some weapons apply secondary effects to the user or enemies hit. These can range from a constant 1.10x speed boost to slowing the enemy or dealing extra damage to them overtime.

Upgrading

Weapons can be upgraded with banked mana at the Defender's Forge or Tavernkeep. This gets exponentially more expensive with every item level.

Shots per second and projectile count can only ever be upgraded on certain levels: every fifth and fourth level minus one respectively (3, 7, 11, 15, etc. and 4, 9, 14, 19, etc.) Projectile Speed cannot be upgraded past roughly 30,000. Every weapon has different max amounts of damage they can gain per upgrade. Some weapons that are obtained on Ascension difficulty gain more damage than those from Nightmare or below. The Honey Gun is one example.

Random Drops vs. Mission Victory Rewards

Almost all weapons exclusively earned for beating certain missions lack the base quality at the start of their in name and feature unique flavor text under their in-depth item info. These weapons are generally better than those from enemies or treasure chests, both in terms of stat rolls and damage gained per upgrade level.

Notes

Weapon Lists
By Class
ApprenticeIconAdepticonSeriesevicon
Apprentice - Adept - Series EV
Wielding great staffs of great conjuring magic, the Apprentice and Adept will surely give you a nice bang.
SquireIconCountessicon
Squire & Countess
Slashing and hacking is a great attribute. The Squire and Countess wield a great many of swords, axes, hammers, shields, and even gauntlets.
HuntressIconRangericonSeriesevicon
Huntress - Ranger - Series EV
Make a pick, create a big boom or pierce through flesh, those are the choices between the Huntress and Ranger. They wield flamethrowers, guns, grenade launchers, and the trusty crossbow.
MonkIconInitiateicon
Monk & Initiate
Smashing and slicing sounds fun, right? The Monk and Initiate wield a variety of fantastic weapons. These include axes, scythes, clubs, broadswords, spears, and glaives.
Barbarianclassicon
Barbarian
Okay, we get it, you like hacking and slashing. You know what's more fun than slashing with a sword? Doing it with two. Dual wield a great many of swords, axes, and hammers.
By Weapon Types
Axes Bows Clubs Flamethrowers
Click Here For Axes
Click Here For Bows
Click Here For Clubs
Click Here For Flamethrowers
Gauntlets Grenade Launchers Guns Hammers
Click Here For Gauntlets
Click Here For Grenade Launchers
Click Here For Guns
Click Here For Hammers
Shields Spears Staves Swords
Click Here For Shields
Click Here For Spears
Click Here For Staves
Click Here For Swords
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