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Turret Defense

Turret Defense is a tower defense fun zone for 1 to 3 players. Monsters march down a path toward your Defense Core. You hire mercenary turrets on stations along the path, upgrade them with Turret Gold and keep the core alive for as many waves as you can.

You don't fight yourself: players can't attack in the arena, and only turrets, bombs and fire deal damage.

Starting and joining

  • Double-click the Turret Defense Stone and press Start Game. You can tick Private Game to keep others out.
  • While a public game is running, other players can double-click the stone to join, up to 3 players. Two players on the same IP can't play together (set by staff).
  • Each game may cost a Realm Defender Token to start or join (set by staff). Tokens drop as rare loot and are also used for Pit Trials.
  • Every player starts with 100 Turret Gold. You have a short preparation time (set by staff, 1 minute by default) before wave 1.
  • Turret Gold only exists inside the game. It resets to 0 when you leave.

Leaving ends your game

Walking out of the arena or pressing the quit button on the status bar removes you from the game, destroys your turrets and wipes your Turret Gold. If the last player leaves, the game ends. Logging out inside the arena takes 10 minutes.

Travel and field spells (Recall, Gate, Mark, the field spells and Wall of Stone) don't work in the arena. Shield Taunt is disabled.

Waves

  • A new wave starts every 2 minutes (set by staff), whether the last one is dead or not.
  • The game lasts 20 waves by default (set by staff). Survive them all for a victory.
  • Monsters get stronger each wave. Each monster's level is the wave number plus the number of players, so more players means tougher monsters.
  • More players also means more monsters: +50% per extra player.
  • Every 5th wave is a mini-boss wave: a Goliath, an Oake (which comes with Silvani) or a Dread Spider Queen.
  • From wave 10, surprise attacks can hit: 3 + 2 per player extra monsters, at most once every 5 minutes.
Waves Monsters
1–9 Easy: zombies, mongbats, slimes, bone magi, giant rats
10–14 Easy and medium mixed
15–19 Medium: orcs, air and ice elementals, imps, gargoyles, skeletons
20–29 Hard: liches, ettins, earth elementals, drakes, harpies
30–39 Elite: balrons, daemons, shadow dwellers, toxic and valorite elementals, dragons
40–49 Elite and legendary mixed
50–59 Legendary: ancient wyrms, cyclopes, ancient liches, blood elementals and more
60–69 Legendary and abomination mixed
70+ Abomination: fog, carrion lich, molten cyclops, pit fiend, titan, devourer

The Defense Core

When a monster gets within 2 tiles of the core, it vanishes and the core loses HP equal to the monster's remaining HP. The core shows its damage overhead. If it's destroyed, the game is over.

Turret Gold

Source Gold
Starting gold 100
Your turret kills a monster the monster's gold value: 1–10 (easy) up to 35–50 (abomination), 100 for mini-bosses
Wave reward (paid when the next wave starts) 10 × wave × the share of the wave you killed, split between players, max 350 each. Nothing below 25% killed
Gold Token drop walk over it for 5–15 gold
Selling a turret half of what you spent upgrading it

Turrets

Double-click an unlocked Turret Station to hire a turret for 25 Turret Gold. Each station holds one turret.

Turret Style Special abilities
Warrior Melee, short range Level 3 power attack, 6 double strike, 9 whirlwind, 10 Massacre
Archer Ranged Level 3 quicksilver, 6 triple shot, 9 frenzy arrow, 10 arrow storm
Fire Mage Fire spells Level 6 flamestrike, 9 explosion, 10 explosion with fire trails. Kills have a 25% chance to leave a fire field
Lightning Mage Lightning spells Level 6 and 9 freezing lightning, 10 freeze and chain lightning
Poison Mage Poison spells Level 6 poison, 9 area poison, 10 poison plus Poisoning for nearby turrets
  • Special abilities have a cooldown of 60 s, 2 s shorter per level (42 s at level 10).
  • Mage turrets regenerate mana from level 3.

Stations

  • At the start of each game, half the stations are free. The rest are locked.
  • From wave 5 you can unlock a locked station with Turret Gold: 100 for the first, and the price doubles with each unlock.

Leveling turrets

Turrets go from level 1 to 10. Each level raises their stats, damage and gear.

  • XP comes from the damage they deal and from kills (10 + 2 × wave per kill). A turret needs 150 × its level XP to level up.
  • Upgrade (double-click your turret): pay 25 gold, doubling each level (25, 50, 100 … 6,400) for an instant level.
  • Damage bonus: every 3 levels adds +25% damage for warriors and archers, or +30% spell damage for mages.
  • Claim Value sells the turret back for half of what you spent upgrading it.

Hunger, thirst and ailments

Turrets wear out as they fight:

  • Each hit has a small chance (5% per level) to add hunger or thirst. Together they cut melee damage by up to 50%. Thirst also cuts XP gain by up to 50%.
  • From level 5, hitting certain monsters can give a turret an ailment:
Ailment From Effect Cure
Melting dragons, daemons, gargoyles, drakes, molten cyclops loses 2% HP every 10 s Vesper Water
Illness liches, Dread Spider Queen, blood elementals, devourer loses 2% HP every 10 s Purification Elixir
Frozen air and ice elementals can't use special abilities Everlasting Fire
Blind shadow dwellers — Elven Glasses

Ettins, earth elementals, cyclopes and titans can repel a hit, damaging the turret for 5% of its HP.

Shop

Buy from the Turret Defense Supplier (double-click him) with Turret Gold. Items last 5 minutes and are used on a turret.

Item Cost Effect
Purification Elixir 50 Cures illness
Vesper Water 50 Cures melting
Everlasting Fire 50 Cures freezing
Elven Glasses 50 Cures blindness
Fruit Basket 25 Clears hunger
Bilgewater Ale 25 Clears thirst
Getafix's Potion 100 +25% Strength for 5 minutes
Lich Juice 100 20 surging spells (+25% damage each, mage turrets)
Healing Kit 50 Heals 25% of max HP
Experience Flask 500 Instant level up

Monster drops

Monsters can drop items when they die (more often the more HP they have, up to 50%):

Item Effect
Shop items any of the above except the Experience Flask, plus the Power-Up Shroom (+1 turret damage, up to 50)
Wildfire Bomb Place it on the path; after 3 seconds it deals 15% of max HP to monsters within 4 tiles
Toxic Bomb Place it on the path; after 3 seconds it poisons monsters within 2 tiles (Greater)
Fire Field Orb Drops a fire field at your feet that burns monsters for 2.5–5% of their max HP
Purifying Crystal Cures every ailment and halves hunger and thirst for all turrets within 12 tiles
Gold Token 5–15 Turret Gold
DefenseCore Repair Kit Heals the core 10%. 25% chance from monsters worth 100 gold (mini-bosses)

End of the game

When the game ends, win or lose, everyone is sent out of the arena and:

  • You gain Turret Levels equal to the waves survived, for the leaderboard.
  • Reward roll: a chance of 1% per wave ÷ number of players for a random toy, placed in your bank box (staff can switch rewards off).
  • To qualify for the reward you must have dealt at least 20% of the median damage of the group. Damage statistics are shown at the end.

Leaderboard

The Turret Defense Leaderboard stone ranks the top 10 by Total Levels, Games Played, Average Level and Best Run (most waves in one game).