Dungeon Warfare

Dungeon Warfare

95 ratings
DW traps and upgrades
By mikeydsc
Describes traps and upgrades, costs and abilities.

Since the in game descriptions are sparse, I decided to make a guide for myself to know what the costs and abilities are of the various traps and abilities to help decide what trpas to use on different maps. Nowhere does the game list the abilities the traps get when reaching max level so no way to know what is good or bad or even if the upgrades are worth the cost of gold.

And I decided to share it with others and hope they find it useful.

Updated to 1.3
   
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Traps
Abreviations used
TL = trap level
GL = gem level
CD = Cool Down

*****All stats given at GL50. *****

Can use the shift key to add 5 GL per left mouse click and shift right click to remove 5 GL per click.

Dart trap
Gem upgrades reduces fire rate by .9% each level up to max level 50 up to 44.1% fire rate reduction max per shot.
TL 1 - 500g - Damage 2.0
TL 2 - 200g - Damage 2.0 - Reduces fire rate 0.1 secs
TL 3 - 300g - Damage 2.0 - Reduces fire rate 0.1 secs
TL 4 - 200g - Damage 2.0 - Darts have knockback effect.
TL 3 has 0.14 firing rate.
TL 4 @ GL50 has a fire rate of 0.14 with knockback doing 2 damage.

Harpoon
Gem upgrades give 1.5% average per level to a max of 73%. CD 4.0secs at GL1 to 1.06secs at GL50.
TL 1 - 200g - Damage 3.0
TL 2 - 150g - Damage 3.5 and pulls with more force
TL 3 - 150g - Damage 4.0 and pulls with more force
TL 4 - 200g - Damage 6.0 and pulls with more force
TL 4 @ GL50 has firing rate of 1.06 secs and max pull force.
Adds one additional harpoon for 2 total (thanks Bandit of War)

Bolt Trap
GL add % damage. Average is 2.5% per GL up to max of 122% damage per bolt.
TL 1 - 700g - Damage 13.4 @ GL50
TL 2 - 200g - Damage +1 per bolt
TL 3 - 250g - Damage +1.5 per bolt
TL 4 - 200g - Damage +1 per bolt - Fires 5 bolts
TL 4 @ GL50 - 5 bolts every 3.5 secs doing 16.9 damage per bolt

Push Trap
Each GL adds 1% CD on trap activation for a max of 49%.
TL 1 - 500g - Push minimum force - Damage 2.0 - CD 2.55secs
TL 2 - 150g - Push with more force - Damage 3.0 - CD 2.55secs
TL 3 - 150g - Push with even more force - Damage 4.0 - CD 2.55secs
TL 4 - 250g - Max force and -1 sec cooldown - Damage 5.0 - CD 1.55secs

Spring Trap
Each GL reduces CD by 1% for a total of 49% at GL50. CD starts at 5sec.
TL 1 - 650g - CD 2.55
TL 2 - 200g - 0.5 sec CD
TL 3 - 300g - 0.5 sec CD
TL 4 - 350g - Slows unit by 35%
TL 4 @ GL50 - 35% slowed with a CD of 1.55 secs and 0 damage

Inferno Trap
GL1 - 1.0 damage with CD of 4.5 sec. GL50
Each GL adds 1% CD to max of 49% at GL50.
TL 1 - 800g - 2.3 CD - 1 damage per tick
TL 2 - 250g - 0.5 sec CD reduction - 1 damage
TL 3 - 350g - 0.5 sec CD reduction - 1 damage
TL 4 - 200g A) Sustained fire - trap fires longer
--------------- B) Sticky Fire - chance to spread to more units
TL 4 @ GL50 CD 1.3sec doing 1 damge per tick and added ability from above

Freezing Trap
350g at GL1 and 105g at GL50.
GL1 - 6 sec CD, slows by 50% for 4 secs.
TL 1 - 105g
TL 2 - 250g - +1sec duration - plus 5% slow to 55%
TL 3 - 250g - +1sec duration - plus 5% slow to 60%
TL 4 - 300g A) Frostbite - Chilled units take 20% more damage from other sources
---------------B) Deep Freeze - 50% to freeze for 2 seconds
TL 4 @ GL50 - Slow 60% - Duration 8secs - CD 6 seconds

Demon Portal Trap
1% reduction to resummon per GL. 5.5sec between summon @GL50
TL 1 - 600g - 2 Demons
TL 2 - 250g - 1.5sec reduction
TL 3 - 350g - +1 Demon limit for 3 total
TL 4 - none
TL 3 @ GL50 3 Demons at 4.11sec resummon time
Demons have 10hp, does 1 dmg and has small health regen.

Spike Trap
0.8% reduction to CD @GL50.
TL 1 - 650g - damage 3.0 - CD 1.22sec
TL 2 - 250g - damage 4.0 - CD 1.22sec
TL 3 - 300g - damage 5.0 - CD 1.22sec
TL 4 - A) 350g - Searing Spikes sets enemies on fire - +1 damage
--------B) 350g - Repeater Springs - attacks 2x on 1 trigger
TL 4 @ GL50 1.22CD - A) 6Damage and fire B) 5damagex2 (10)

Barricade
5g cost reduction per GL up to 245g discount.
TL 1 - 305g - 3 HP
TL 2 - 150g - 4 HP - fully repair
TL 3 - 150g - 5 HP - fully repair
TL 4 - 200G - 6HP - Allows trap construction on barricade - fully repair
Can also choose to add turret on top of barricade or make it invincible. (thanks Bandit of War)

Slime Trap
Slows targets by 35%. GL reduces cost by 5g per GL up to max of 245g.
TL 1 - 55g - Slows 35%
TL 2 - 250g - slows 45%
TL 3 - 300g - slows 55%
TL 4 - 600g - Corrosive slime - Deals 1 damage per sec

Spin Blade Trap
Each GL adds 5% damage to a max of 245%.
TL 1 - 1100g - CD 10secs - 5.9 dmg per hit
TL 2 - 250g - CD 10secs - 6.2 dmg per hit
TL 3 - 250g - CD 10secs - 6.5 dmg per hit
TL 4 - A) 250g - Deals bleeding dmg
--------B) 400g - Fires darts in all directions
TL 4 @ GL50 A) CD 10secs - 6.2 dmg - bleeding dmg
------------------B) CD 10secs - 6.2 dmg - darts

Grinder Trap
5g price reduction per GL up to 245g
TL 1 - 500g - capacity 20 dmg - 1 dmg per
TL 2 - 200g - capacity 30 dmg - 1.5 dmg per
TL 3 - 200g - capacity 45 dmg - 2.5 dmg per
TL 4 - A) 400g - emits poison on unit death
---------B) 200g - Clears jams faster

Lightning Trap
Each GL adds average 1.5% damage up to max of 73%.
TL 1 - 600g - CD 5.0secs - 6.9 dmg - arcs to several enemies
TL 2 - 250g - CD 5.0secs - 7.9 dmg - +1 more jump to enemies
TL 3 - 250g - CD 5.0secs - 8.9 dmg - +1 more jump
TL 4 - 300g - CD 5.0secs - 9.9 dmg - Deals weak AOE dmg
Does slight stun to hit units (maybe .5 to 1 sec) Good to chain several lightning together.

Hex
Turns units into a frog. Each GL reduces cost by 5g upto 245g
TL 1 - 955g - CD 6sec
TL 2 - 300g - CD 5sec
TL 3 - 400g - Critter will explode on death - CD 5sec
TL 4 - 500g - Unit will turn into friendly demon.- CD 5sec
Demon has 10 hp, does 1 damage and has slight hp regen.

Lich Tomb
Each GL reduces CD 1% up to 49%
TL 1 - 500g - 1 Lich - CD 7.65secs
TL 2 - 200g - 1 Lich - CD 6.65secs
TL 3 - 600g - 2 Liches - CD 6.65secs
TL 4 - none
Has health regen. 15hp each - Does 3 dmg per shot. Range approx 2 squares
Sometimes will summon a skeleton to aid it.

Soul Harvester
5g discount per GL up to max 245g
TL 1 - 250g - generates 5g when unit nearby dies
TL 2 - 400g - generates 8g when unit nearby dies
TL 3 - 500g - generates 10g when unit nearby dies
TL 4 - 650g - generates 12g when unit nearby dies, also gives it for faliing units
TL 1-3 does not give gold for falling units, only TL4 does.

Spear
TL 1 - 450g @GL50 d2.2 c4 300g +.5d -.5c 300g +.5d -.5c 400g automatic activator +.5d -2c
TL 2 - 300g - 2.2 dmg - cd 4sec
TL 3 - 300g - 2.7 dmg - CD 3.5sec
TL 4 - 400g - 3.2 dmg - CD 1.5sec - Automatic activator

Black Hole Trap
Each GL gives 5g discount upto 245g
TL 1 - 155g - CD 5.0secs - Pulls units to it
TL 2 - 250g - CD 5.0secs - Pulls with more force
TL 3 - 200g - CD 5.0secs - Holds units 1 more sec
TL 4 - 200g - forcefully scatters units in all directions

Slot Machine
Each GL gives 5g discount upto 245g
TL 1 - 355g - Left click to start spin
Possible chances
Cherries +50g, #7 ?, - explodes causing 20 dmg in small radius, lightning bolt does dmg to nearby units, exp 500xp,


Consumable Traps/Effects and Life/Gold boosters
All GL reduces CD by 1% to a max of 49%. At GL 10, all consumables get a secondary effect.
Effects below is GL10

Snare
Deals damage to single unit. Deals double damage and cripples unit.

Bomb
Bomb gets bonus % damage per GL. At GL10 sets units on fire.

Repair Kit
Fuklly repairs doors and barricades. At GL10 gives repaired unit 1.5 sec damage immunity.

Fear Totem
Frightens unit 1 sec. At GL10 doubles that to 2 seconds.

Firebat Egg
Hatches fire bat with a small ranged attack. At GL10 when hatching releases fire wave..

Mechaical Boost
Resets and speeds up CD for short time. At GL10 effect time is increased.

Frost Bomb
Slows units short time. At GL10 effect is doubled.

Midas Touch
Effect is doubled at GL10. Turns units to gold and if killed while gold, unit gives bonus gold.

Added Life
Adds 1 Life per GL.

Starting Gold
Each GL adds 25 to starting pool.


16 Comments
Karma 9 Dec, 2022 @ 11:55pm 
New player to the game - thanks for this valuable guide! I was going crazy trying to figure out how to spend my gems, it's great to see all the options laid out like this.
mikeydsc  [author] 30 Oct, 2017 @ 6:52pm 
Glad to see its still useful .
WarBandit111 30 Oct, 2017 @ 6:51pm 
No problem man. Thanks for the guide!
mikeydsc  [author] 30 Oct, 2017 @ 6:51pm 
Both changes added - thanks again
mikeydsc  [author] 30 Oct, 2017 @ 6:47pm 
@ Bandit, that is probably something added long after this guide was finished. I do seem to recall a couple patches since
Will add it in later, thanks for update
WarBandit111 30 Oct, 2017 @ 6:47pm 
And that TL4 Harpoons have 2 harpoons instead of just one.
WarBandit111 30 Oct, 2017 @ 6:46pm 
One thing not listed, at TL4, barricades give you the choice between the ability to put traps on it, or to make it an invincible block.
臭鱼烂虾张峰源 7 Jul, 2017 @ 8:22pm 
:r6def:
Braden 25 Jun, 2017 @ 5:29am 
A lot of time and effort went into this, i want you to know it is well made and highly appreciated!
MaD_FiLorvuS 2 May, 2017 @ 2:26am 
Turns out that Hex trap do massive damage instead of turning enemy into a frog/demon. And if it kills - then victim turns. Tested on enless mode, mobs on 100 wave just take damage from this trap, and turns only when trap actually kill them.