Demonic Defense

Compendium

There is no construction menu and no blueprint to place. Build zones are already sitting in your arena, with an archer tower zone at each wall corner. Walk up to one, hold E, and it's built. Interact with it again to upgrade it. There is no demolishing. Once built, a structure is yours to upgrade or repair.

Zones reveal themselves

A zone is completely invisible while your base tier is below its requirement. Reach that tier and it shows a dim icon; a "ready" ring appears on top only once you can actually afford it.

Any wall raises the base

Walk up to any wall or gate and hold E to upgrade your base tier. That repairs and levels every wall and gate at once, reveals new zones, and raises your heat cap.

Heat is gated by the base

Fuel converts into discrete heat tiers, capped one tier above your base tier. A Tier 3 base can hold heat T4. Raising the base is what unlocks the bigger burn casts.

Base tiers

Base tierCost to reachWhat it unlocks
Tier 0starting tierWorker huts, brazier zone and barracks are already visible
Tier 12010Walls appear · gate bridges at tier 2 · Armory and Brazier zones reveal
Tier 22515Archer Tower zones at all four wall corners · Shrine · Coal Kiln
Tier 33025Heavier walls and gates; heat cap rises with the tier
Tier 4504051Bastion walls; the top burn tiers become bankable
Tier 57575105A moat only flying monsters can cross, funnelling everything else to the gates

What you can build

Costs, hit points and what every tier of every structure actually does.

Armory

Base tier 1+ 3 tiers

Upgrade your weapons and gear.

1. Armory 40 HP
1010

sells weapon rungs 1–3 and armor rungs 1–3

2. Grand Armory 63 HP
15153

sells weapon rungs 1–6 and armor rungs 1–6

3. Runed Armory 96 HP
252541

sells weapon rungs 1–10 and armor rungs 1–7

Ember Shrine

Base tier 2+ 2 tiers

Radiates warmth and quickens mana nearby.

1. Ember Shrine 27 HP
122

mana upgrades to level 2 · radiates 6 warmth/s within 6 m · +0.1 mana regen within 6 m

2. Radiant Shrine 45 HP
201023

mana upgrades to level 4 · radiates 10 warmth/s within 8 m · +0.1 mana regen within 8 m

Woodcutter Hut

Available from tier 0 3 tiers

Trains woodcutters that fell trees for your drop zone.

1. Woodcutter Hut 27 HP
15

trains Woodcutter every 16s, up to 1

2. Timber Lodge 40 HP
2510

trains Woodcutter every 14s, up to 2

3. Logging Guild 58 HP
35153

trains Woodcutter every 12s, up to 3

Miner Hut

Available from tier 0 3 tiers

Trains miners that break rocks for your drop zone.

1. Miner Hut 32 HP
104

trains Miner every 16s, up to 1

2. Quarry Lodge 45 HP
2012

trains Miner every 14s, up to 2

3. Mining Guild 63 HP
30223

trains Miner every 12s, up to 3

Barracks

Available from tier 0 3 tiers

Trains units to guard your base, upgrade to unlock more powerful units.

Muster: pay 1 gold per soldier to take the next one off every training line that has room, right now, instead of waiting out its clock.

1. Barracks 45 HP
1212

trains Man-at-Arms every 30s, up to 3

2. War Hall 68 HP
25151

trains Man-at-Arms every 30s, up to 3 · trains Archer every 30s, up to 2

3. Citadel 99 HP
35205

trains Man-at-Arms every 30s, up to 3 · trains Archer every 30s, up to 2 · trains Cavalry every 35s, up to 2

Archer Tower

Base tier 2+ 5 tiers

Shoots arrows at nearby monsters.

1. Archer Tower 40 HP
1515

2 dmg · 1/s · 9 m range

2. Guard Tower 63 HP
2525

3 dmg · 1.2/s · 10 m range

3. Ballista Tower 90 HP
33431

4.5 dmg · 1.3/s · 11 m range · knockback 2

4. Mage Tower 117 HP
354931

3.5 dmg · 0.9/s · 11 m range · shadow bolt

5. Frost Spire 153 HP
506653

5 dmg · 1/s · 12 m range · shadow bolt · Stun 100% for 0.5s

Brazier

Base tier 1+ 2 tiers

Automatically stokes your campfire with coal from your stores, and banks the fire so fuel burns slower.

1. Brazier 18 HP
85

feeds the campfire coal automatically

2. Great Brazier 32 HP
1412

feeds the campfire coal automatically

Coal Kiln

Base tier 2+ 2 tiers

Slowly chars wood reserves into coal (1 coal / 15s, free).

1. Coal Kiln 36 HP
1520

bakes coal every 15s

2. Blast Kiln 54 HP
3040

bakes coal every 8s

Walls and gates

Neither is built by hand: both come with your base tier and level with it. Gates let your own units through and force everything else to break them down.

Palisade Wall

Available from tier 0 6 tiers

Blocks monsters. Upgrades with base tier. Only appears once the base is upgraded past tier 0.

1. Wooden Wall 21 HP
comes with the base tier
2. Braced Wall 34 HP
comes with the base tier
3. Stone Wall 55 HP
comes with the base tier
4. Fortified Wall 85 HP
comes with the base tier
5. Bastion Wall 128 HP
comes with the base tier
6. Runed Wall 212 HP
comes with the base tier

Gate

Available from tier 0 4 tiers

Only your units pass through. Monsters must break it down.

1. Wooden Gate 30 HP
comes with the base tier
2. Braced Gate 55 HP
comes with the base tier
3. Iron Gate 85 HP
comes with the base tier
4. Runed Gate 170 HP
comes with the base tier

The Armory

The Armory has no menu either. It spends all three interact keys on itself: E buys the next rung of your weapon track, F the next rung of your armor track, and G upgrades the Armory itself, which is what opens the next block of both. (G becomes Repair while the building is damaged; an Armory that could be chipped down with no way to mend it would be a dead end.)

Two ladders, climbed in order

Each track is walked in order: rung 4 is only for sale once you own rungs 1 to 3. You are not picking a stat to stack; you are deciding which of the two ladders to climb next, and how much of the night's gold to put into it.

Every ladder is different

The rungs are hand-authored per hero. Some get multishot, some get pierce, some get an on-hit burn, and each track ends in a signature effect only that character can buy. See all sixteen ladders.

The Armory tier is the gate

A tier-1 Armory sells rungs 1–3 of both tracks. A Grand Armory opens 4–6. A Runed Armory opens the rest: four more on the weapon track, one on armor. Every hero's weapon track is 10 rungs and their armor track is 7.

What a rung costs

A rung that grants plain stats derives its own price: the base price of one level of each stat it grants, times the number of levels, times its block — ×1 for rungs 1–3, ×2 for 4–6, ×3 for 7–10. So the same stat gets steadily more expensive the deeper it sits. A signature rung prices itself.

StatOne level is worthBase price of one level
Damage+1 projectile damage71
Fire Rate+15% attack speed71
Multishot+1 projectile per volley1
Velocity+50% projectile speed81
Penetration+1 pierce3
Impact+1 knockback12
Reach+3m weapon range102
Plating+1 armor101
Vigor+5 max health2
Vitality+0.25 health regen/s2
Fleetfoot+10% move speed2
Bloodfeast+10% lifesteal2
Warmth-20% warmth decay83

Arena boons are separate from all of this: a boon adds levels of a stat straight on top of whatever the Armory has sold you. It can neither push you along a track nor be charged for.

A worked example — Ash the Ranger

Weapon E

1. Keen Broadheads 71

+1 damage

2. Quick Draw 71

+15% attack speed

3. Bodkin Points 3

+1 pierce

— needs a Grand Armory —
4. Practiced Draw 142

+15% attack speed

5. Fletcher's Rhythm 142

+15% attack speed

6. Longbow Stave 204

+3m range

— needs a Runed Armory —
7. Hawk's Cadence 426

+30% attack speed

8. Storm of Arrows 426

+30% attack speed

9. Split Nock 6

+2 projectiles

10. Hunter's Mark 20123

Every hit marks the target — each mark makes it take +15% damage for 4s, and they stack.

Armor F

1. Padded Leathers 101

+1 armor

2. Studded Jerkin 101

+1 armor

3. Light Step 2

+10% move speed

— needs a Grand Armory —
4. Bracers 202

+1 armor

5. Hardened Vest 202

+1 armor

6. Wind Runner 4

+10% move speed

— needs a Runed Armory —
7. Steadfast 121

Immune to stuns and slows, permanently.

Ash's ladder is built around fire rate and ends in Hunter's Mark. Sir Baldric's is damage and cleave and ends in a stun; Vex's sets things Burning and ends in a chain of bursting corpses. Every hero's, side by side.

The Shrine

Mana upgrades, bought at the Ember Shrine as a plain interact option, one crystal for +1 max mana and a regen bump, up to the Shrine's own tier cap.

UpgradeEffectCost per level
Mana Capacity+1 maximum mana21
Mana Flow+0.03 mana regen/s22

Gathering

Five resources: wood stone coal gold crystal. Wood and stone come out of the ground; coal, gold and crystal are rarer drops and the gate on everything expensive.

NodeHits to breakRegrows afterPer hitOn break
tree365s12 1 @50%
rock490s1 1 @15%2 1 @40% 1 @20%
rock_gold5150s1 @50% 1 @50%2 1 @50% 1 @50%
rock_coal4120s1 @40% 1 @60%2 1 @50% 1 @50%
chest19999s3 3 @70% 4 @60% 4 @60% 1 @30%
crystal_deposit39999s1 @50%1 1 @50%
fallen_star39999s1 @60% 1 @50%2 3 2 @60%
clover240s12 1 @30%
carrot19999s1 @20%

Workers from huts (or the Worker Contract card) gather on their own and drop what they find as item piles at their home building. Walk over the pile to pick it up. Wood is 1 fuel on the campfire, coal is 3, and adding fuel also heals the fire.

Cards that act on the base

Most of the deck answers "what do I throw at them". The fortification line answers "what holds when they come back" — it's the only part of the card pool that acts on your buildings rather than on units.