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Towers

Thirty-six upgrade paths and what each one opens.

Three paths per school, thirty-six in all. A path fixes what the tower is for and opens ten upgrade slots — three that every tower in the game has, and seven of its own.

Every path blends three roles out of six: single-target damage, area damage, crowd control, damage over time, support (helping neighbouring towers) and debuff (weakening enemies). Slot costs below are the price of that slot's first level; each level after multiplies it.

ConflagrationPyromancy path A — area damage · damage over time · debuff.
Pyromancy · path ARoles: area damage · damage over time · debuff10 upgrade slots

Conflagration is path A of Pyromancy, built around area damage, damage over time and debuff.

Burn — Lights enemies on fire — burns for 3s at ~30% tower damage per tick.

Burn Spread — Burns leap to nearby enemies on hit, chaining the DoT through clusters.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Splash Radius — Each shot's fire-burst covers a wider ring. First level 25g, ×1.45 per level, max level 8.

Burn Duration — Burn DoT ticks on the target for longer before fading. First level 20g, ×1.5 per level, max level 6.

Burn Spread — Burn jumps to more nearby enemies on contact. First level 40g, ×1.6 per level, max level 4.

Fire Resist Shred — Strips fire resistance so follow-up hits land harder. First level 30g, ×1.7 per level, no cap.

Cascade Chance — Higher roll for the burn to cascade onto neighbours on contact. First level 35g, ×1.55 per level, max level 10.

AoE Damage % — Each level widens the burn-spread AoE so more enemies catch the splash. First level 28g, ×1.45 per level, max level 8.

Ignition Aura — Wider ignition aura — more allied towers catch the burn-spread buff. First level 40g, ×1.6 per level, max level 5.

The Conflagration tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (conflagration_v1.glb).
PyroclasmPyromancy path B — single-target damage · damage over time · crowd control.
Pyromancy · path BRoles: single-target damage · damage over time · crowd control10 upgrade slots

Pyroclasm is path B of Pyromancy, built around single-target damage, damage over time and crowd control.

Burn — Lights enemies on fire — burns for 3s at ~30% tower damage per tick.

Melt Focus — Stacks a burn-damage amplifier on the target, up to ~8 stacks per hit.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Burn Intensity — Each burn stack ticks harder on a single target. First level 22g, ×1.5 per level, no cap.

Max Stacks — Cap on simultaneous burn stacks lifts — more compound damage on tough targets. First level 50g, ×1.8 per level, max level 6.

Root Duration — Slag-chained enemies stay rooted for longer. First level 35g, ×1.55 per level, max level 5.

Root Chance — Higher roll that the burn chains into a slag root. First level 30g, ×1.5 per level, max level 8.

Magma Pool Size — Magma pools left on enemy death cover more ground. First level 40g, ×1.55 per level, max level 6.

Magma Pool Duration — Magma pools linger longer after spawning. First level 35g, ×1.5 per level, max level 5.

Crit Chance — Higher chance for a shot to roll a critical hit. First level 25g, ×1.55 per level, max level 10.

The Pyroclasm tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (pyroclasm_v1.glb).
EmberheartPyromancy path C — support · area damage · damage over time.
Pyromancy · path CRoles: support · area damage · damage over time10 upgrade slots

Emberheart is path C of Pyromancy, built around support, area damage and damage over time.

Burn — Lights enemies on fire — burns for 3s at ~30% tower damage per tick.

Grants Aura Attack Speed 8.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Aura AS Strength — Allied towers in aura fire faster. First level 30g, ×1.55 per level, no cap.

Aura Range — Aura covers more cells around the tower. First level 35g, ×1.5 per level, max level 6.

Shared Ignition — Boosts every aura — allied towers near this one fire faster, hit harder, and reach further. First level 40g, ×1.6 per level, max level 8.

Phoenix Surge Dmg — Phoenix Surge burn ticks harder on the target. First level 45g, ×1.55 per level, no cap.

Surge Frequency — Phoenix Surge ticks more often (interval shortens, floor ~0.2s). First level 50g, ×1.65 per level, max level 6.

Phoenix Wing — Phoenix Surge burn lasts longer before falling off. First level 35g, ×1.5 per level, max level 5.

Buff Duration — Every status the tower applies sticks on the target for longer. First level 25g, ×1.45 per level, max level 6.

The Emberheart tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (emberheart_v1.glb).
PermafrostCryomancy path A — crowd control · area damage · debuff.
Cryomancy · path ARoles: crowd control · area damage · debuff10 upgrade slots

Permafrost is path A of Cryomancy, built around crowd control, area damage and debuff.

Slow — Slows movement by 25% for 2.5 seconds.

Frost Patch — Hits chill the ground briefly, slowing enemies that pass through.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Slow Strength — Slow stacks bite deeper — enemies crawl slower. First level 20g, ×1.5 per level, max level 10.

Frost Patch Size — Frost patches dropped underfoot cover more ground. First level 28g, ×1.5 per level, max level 8.

Patch Duration — Frost patches linger longer after being laid. First level 25g, ×1.45 per level, no cap.

Armor Shred — Each hit strips more armor — frost shots bite through plate. First level 30g, ×1.55 per level, no cap.

Freeze Chance — Higher roll that a hit fully freezes the target. First level 40g, ×1.65 per level, max level 10.

Freeze Duration — Frozen enemies stay locked for longer. First level 45g, ×1.6 per level, max level 5.

Dmg Amp on Frozen — Each level adds raw damage to every shot — a flat hit-power bump. First level 35g, ×1.55 per level, max level 8.

The Permafrost tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (permafrost_v1.glb).
ShatterCryomancy path B — single-target damage · crowd control · debuff.
Cryomancy · path BRoles: single-target damage · crowd control · debuff10 upgrade slots

Shatter is path B of Cryomancy, built around single-target damage, crowd control and debuff.

Slow — Slows movement by 25% for 2.5 seconds.

Brittle Strike — Target takes 25% more damage from any source for 3 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Brittle Bonus — Each hit lays a brittle damage-amp on the target — follow-up shots land harder. First level 22g, ×1.5 per level, no cap.

Freeze Chance — Higher roll that a hit fully freezes the target. First level 35g, ×1.6 per level, max level 10.

Shatter Damage — Shatter damage-amp on the target ramps higher per hit — every Shatter shot stacks deeper. First level 45g, ×1.65 per level, max level 8.

Shatter Radius — Shatter explosion covers more cells when a frozen target dies. First level 35g, ×1.5 per level, max level 6.

Chain Freeze — Freeze jumps to more nearby enemies. First level 50g, ×1.7 per level, max level 3.

Crit Damage — Crit hits hit even harder. First level 30g, ×1.55 per level, max level 8.

Slow Duration — Slows stick to the target for longer. First level 20g, ×1.45 per level, max level 6.

The Shatter tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (shatter_v1.glb).
FrostweaveCryomancy path C — support · crowd control · damage over time.
Cryomancy · path CRoles: support · crowd control · damage over time10 upgrade slots

Frostweave is path C of Cryomancy, built around support, crowd control and damage over time.

Grants Aura Slow 10.

Frostbite — Frostbite ticks for ~20% tower damage per second for 4 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Aura Slow — Allied slow aura bites deeper around the tower. First level 25g, ×1.5 per level, no cap.

Frostbite Stacks — Frostbite stack cap rises — more compound chill damage. First level 30g, ×1.55 per level, max level 10.

Frostbite Damage — Each frostbite stack ticks harder. First level 28g, ×1.5 per level, no cap.

Ally Crit Bonus — Allied towers in aura deal more damage. First level 40g, ×1.6 per level, max level 8.

Aura Range — Aura covers more cells around the tower. First level 30g, ×1.5 per level, max level 6.

Slow Persist — Slow lingers on the target for longer after leaving a patch. First level 22g, ×1.45 per level, max level 5.

Frost Armor — Frost coating slows enemies harder while it lingers. First level 35g, ×1.55 per level, max level 6.

The Frostweave tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (frostweave_v1.glb).
Storm ChainVoltomancy path A — area damage · single-target damage · debuff.
Voltomancy · path ARoles: area damage · single-target damage · debuff10 upgrade slots

Storm Chain is path A of Voltomancy, built around area damage, single-target damage and debuff.

Chain Lightning — Each shot bounces to 2 additional targets.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Chain Targets — Chain lightning hops to more enemies. First level 25g, ×1.5 per level, no cap.

Chain Decay — Each level increases chain-lightning damage — every bolt in the chain lands harder. First level 30g, ×1.55 per level, max level 8.

Shock Duration — Shocked enemies stay slowed for longer. First level 22g, ×1.45 per level, max level 6.

Shock Strength — Shock slow bites deeper. First level 20g, ×1.5 per level, max level 8.

Thunderclap AoE — Thunderclap stun explosion covers more cells. First level 40g, ×1.6 per level, max level 5.

Amplify Chains — Chain bolts hit harder on every target in the chain. First level 35g, ×1.55 per level, no cap.

Crit Chance — Higher chance for a shot to roll a critical hit. First level 28g, ×1.55 per level, max level 10.

The Storm Chain tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (stormchain_v1.glb).
OverchargeVoltomancy path B — single-target damage · damage over time · crowd control.
Voltomancy · path BRoles: single-target damage · damage over time · crowd control10 upgrade slots

Overcharge is path B of Voltomancy, built around single-target damage, damage over time and crowd control.

Static Buildup — Stacks static charge on hits, priming enemies for follow-up shocks.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Charge Rate — Tower fires faster as its charge builds. First level 30g, ×1.55 per level, max level 4.

Burst Damage — Burst shots land with critical-grade extra damage. First level 35g, ×1.6 per level, no cap.

Stun Duration — Electrocution stuns hold for longer. First level 40g, ×1.55 per level, max level 6.

Pulse Radius — Charge-pulse AoE covers more cells on release. First level 32g, ×1.5 per level, max level 6.

Lightning Rod — Allied towers in aura fire faster. First level 50g, ×1.7 per level, max level 4.

Charge Bonus Dmg — Fully-charged shots land with extra raw damage per level. First level 25g, ×1.5 per level, no cap.

Crit Damage — Crit hits hit even harder. First level 28g, ×1.55 per level, max level 8.

The Overcharge tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (overcharge_v1.glb).
GalvanicVoltomancy path C — support · area damage · debuff.
Voltomancy · path CRoles: support · area damage · debuff10 upgrade slots

Galvanic is path C of Voltomancy, built around support, area damage and debuff.

Grants Aura Attack Speed 6.

Conductivity — Builds up to ~10 charge stacks; each adds 5% lightning damage taken.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Aura AS — Allied towers in aura fire faster. First level 28g, ×1.55 per level, no cap.

Conductivity Stacks — Conductivity stack cap rises so the bonus chain-chance compounds further. First level 30g, ×1.5 per level, max level 10.

Induced Current — Allied towers in aura deal more damage (aura scales with this slot). First level 40g, ×1.6 per level, max level 8.

Aura Range — Aura covers more cells around the tower. First level 30g, ×1.5 per level, max level 6.

Mega Bolt Damage — Perpetual Storm's mega-bolts inflict heavier burn per tick. First level 45g, ×1.65 per level, no cap.

Bolt Frequency — Perpetual Storm bolts hit more often (tick interval shrinks, floor 0.2s). First level 50g, ×1.6 per level, max level 5.

Storm Dmg/s — Passive storm damage-per-second on the target climbs. First level 25g, ×1.5 per level, no cap.

The Galvanic tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (galvanic_v1.glb).
PlagueToxicology path A — area damage · damage over time · debuff.
Toxicology · path ARoles: area damage · damage over time · debuff10 upgrade slots

Plague is path A of Toxicology, built around area damage, damage over time and debuff.

Poison — Poisons the target for 4s, ticking ~40% tower damage over the duration.

Poison Cloud — Spreads a toxic cloud that poisons everyone passing through.

Death Spore — Killed enemies release a spore cloud that poisons their allies.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Cloud Radius — Poison clouds cover more ground. First level 25g, ×1.5 per level, max level 8.

Cloud Duration — Poison clouds linger longer after spawning. First level 22g, ×1.45 per level, no cap.

Poison Stacks — Poison stack cap rises — more compound damage on tough targets. First level 30g, ×1.55 per level, max level 10.

Tick Acceleration — Poison ticks more often (interval shrinks, floor 0.2s). First level 35g, ×1.6 per level, max level 6.

Death Spread — Poison jumps to more nearby enemies on death. First level 40g, ×1.6 per level, max level 4.

Anti-Heal — Anti-heal debuff stays on the target longer. First level 30g, ×1.5 per level, max level 8.

Cloud Merge — Poison clouds merge into wider patches across the field. First level 45g, ×1.65 per level, max level 6.

The Plague tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (plague_v1.glb).
VenomToxicology path B — single-target damage · damage over time · crowd control.
Toxicology · path BRoles: single-target damage · damage over time · crowd control10 upgrade slots

Venom is path B of Toxicology, built around single-target damage, damage over time and crowd control.

Strong Poison — Stronger poison: ~80% tower damage over 5 seconds.

Neurotoxin — Poisons also slow movement by 20% for 3 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Venom Potency — Venom DoT ticks harder on the target. First level 22g, ×1.5 per level, no cap.

Neurotoxin Slow — Neurotoxin slow bites deeper. First level 20g, ×1.45 per level, max level 10.

Armor Shred/Stack — Each poison stack on the target strips more armor. First level 30g, ×1.55 per level, no cap.

Convulsion Chance — Higher roll for a poison tick to stun the target. First level 35g, ×1.55 per level, max level 8.

Accelerating DoT — Each level ramps the accelerating poison's per-tick damage higher. First level 40g, ×1.6 per level, no cap.

Toxic Aura Range — Toxic aura reaches more cells around the tower. First level 35g, ×1.55 per level, max level 5.

Execute Threshold — Lethal-dose execute fires on enemies at higher HP %. First level 50g, ×1.7 per level, max level 5.

The Venom tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (venom_v1.glb).
ToxicantToxicology path C — support · debuff · area damage.
Toxicology · path CRoles: support · debuff · area damage10 upgrade slots

Toxicant is path C of Toxicology, built around support, debuff and area damage.

Poison — Poisons the target for 4s, ticking ~40% tower damage over the duration.

Grants Aura Damage Amp 10.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Damage Amp — Every poison hit chunks harder on the target. First level 30g, ×1.55 per level, no cap.

Buff Strip — Anti-heal pulses bite deeper, suppressing enemy regen for longer. First level 35g, ×1.55 per level, max level 8.

Resist Shred — Strips more magic resist on every hit. First level 30g, ×1.5 per level, no cap.

Debuff Amplifier — Each poison debuff amp stack lands harder on the target. First level 45g, ×1.65 per level, no cap.

Wave Radius — Toxin wave covers more ground per cast. First level 28g, ×1.5 per level, max level 6.

Wave Frequency — Tower fires faster — poison waves trigger more often. First level 40g, ×1.55 per level, max level 5.

Catalytic Burst — Catalytic burst AoE covers a wider ring on detonation. First level 50g, ×1.6 per level, no cap.

The Toxicant tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (toxicant_v1.glb).
QuakeGeomancy path A — area damage · crowd control · debuff.
Geomancy · path ARoles: area damage · crowd control · debuff10 upgrade slots

Quake is path A of Geomancy, built around area damage, crowd control and debuff.

Stunning Strike — 10% chance to stun the target for ~0.8 seconds.

Ground Shock — Every hit shakes the ground, briefly stunning the target (~0.5s).

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Stun Chance — Higher roll that a hit stuns the target. First level 25g, ×1.5 per level, max level 10.

AoE Radius — Quake shockwave covers more cells. First level 28g, ×1.5 per level, max level 8.

Rubble Slow — Rubble slows targets harder while in the patch. First level 22g, ×1.45 per level, max level 8.

Rubble Duration — Rubble persists longer after a quake. First level 25g, ×1.5 per level, no cap.

Armor Shred — Each hit strips more armor — quake fractures shake plates loose. First level 30g, ×1.55 per level, no cap.

Cataclysm Dmg — Cataclysm stuns hold for longer. First level 45g, ×1.6 per level, max level 6.

Cataclysm Freq — Higher roll for the quake to escalate into a cataclysm stun. First level 50g, ×1.65 per level, max level 6.

The Quake tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (quake_v1.glb).
RampartGeomancy path B — support · crowd control · single-target damage.
Geomancy · path BRoles: support · crowd control · single-target damage10 upgrade slots

Rampart is path B of Geomancy, built around support, crowd control and single-target damage.

Stunning Strike — 10% chance to stun the target for ~0.8 seconds.

Stone Barrier — Drops a barrier that slows passing enemies by ~20% for 4 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Barrier HP — Stone-barrier slow lingers on each enemy for longer. First level 30g, ×1.55 per level, no cap.

Barrier Regen — Stone-barrier slow bites deeper — adds %-points to the slow strength. First level 35g, ×1.55 per level, max level 6.

Ally Damage Buff — Allied towers near a barrier deal more damage. First level 30g, ×1.5 per level, no cap.

Ally AS Buff — Allied towers near a barrier fire faster. First level 28g, ×1.5 per level, no cap.

Explode Damage — Barriers detonate harder when they break. First level 40g, ×1.6 per level, no cap.

Barrier Count — More barriers stand at once. First level 60g, ×1.8 per level, max level 2.

Counter Stun — Higher on-hit stun roll — the rampart hits back. First level 25g, ×1.5 per level, max level 8.

The Rampart tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (rampart_v1.glb).
GolemGeomancy path C — single-target damage · crowd control · damage over time.
Geomancy · path CRoles: single-target damage · crowd control · damage over time10 upgrade slots

Golem is path C of Geomancy, built around single-target damage, crowd control and damage over time.

Stunning Strike — 10% chance to stun the target for ~0.8 seconds.

Stone Fist — Heavy impact — each hit stuns the target for 1 second.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Fist Damage — Golem fist stuns hold the target for longer. First level 30g, ×1.55 per level, max level 6.

Fist Frequency — Golem fist stuns hold even longer — extra duration on top of Fist Damage. First level 35g, ×1.55 per level, max level 6.

Bleed Damage — Each bleed tick hurts more on the target. First level 25g, ×1.5 per level, no cap.

Bleed Duration — Bleed lingers on the target for longer. First level 22g, ×1.45 per level, max level 6.

Golem HP — Golem-bleed lingers on the target for longer. First level 40g, ×1.6 per level, no cap.

Golem Damage — Each level adds raw strength to the golem's BLEED tick — the summoned bruiser hits harder. First level 35g, ×1.55 per level, no cap.

Golem Regen — Each golem-bleed tick hits harder (adds raw strength per tick). First level 30g, ×1.5 per level, max level 6.

The Golem tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (golem_v1.glb).
ReaperUmbramancy path A — single-target damage · debuff · damage over time.
Umbramancy · path ARoles: single-target damage · debuff · damage over time10 upgrade slots

Reaper is path A of Umbramancy, built around single-target damage, debuff and damage over time.

Execute — Below 30% HP: deals massive bonus damage to finish the target.

Death Mark — Marks enemies — each stack adds ~8% damage taken, up to ~5 stacks.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Death Mark Stacks — More death-mark stacks pile onto a single target before capping. First level 30g, ×1.55 per level, max level 5.

Execute Threshold — Execute fires on targets at higher HP %. First level 40g, ×1.65 per level, max level 8.

Soul Bleed — Soul-bleed DoT chews more % maxHP per second. First level 35g, ×1.6 per level, no cap.

Mark Dmg Amp — Marked targets take amplified damage on every follow-up hit. First level 28g, ×1.5 per level, no cap.

Reap Speed — Each kill refunds part of the tower's next-shot cooldown. First level 45g, ×1.65 per level, max level 4.

Kill Chain — Each kill spills damage onto nearby enemies, chaining harder per level. First level 50g, ×1.7 per level, no cap.

Crit Chance — Higher chance for a shot to roll a critical hit. First level 25g, ×1.5 per level, max level 10.

The Reaper tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (reaper_v1.glb).
PhantomUmbramancy path B — area damage · crowd control · debuff.
Umbramancy · path BRoles: area damage · crowd control · debuff10 upgrade slots

Phantom is path B of Umbramancy, built around area damage, crowd control and debuff.

Fear — 20% chance to terrify the target — they flee backward for 1.5 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Fear Chance — Higher roll that a hit fears the target into running. First level 30g, ×1.55 per level, max level 10.

Fear Duration — Feared enemies stay fleeing for longer. First level 35g, ×1.55 per level, max level 6.

Fear Spread — Fear jumps to more nearby enemies. First level 45g, ×1.65 per level, max level 3.

Resist Shred — Strips more magic resist on every hit. First level 28g, ×1.5 per level, no cap.

Dread Stacks — Haunted-fear lingers on the target for longer. First level 30g, ×1.5 per level, max level 6.

Phantom Duration — Phantom shroud holds fear/stun on the target for longer. First level 35g, ×1.55 per level, max level 6.

Dmg Reduction — Higher chance for hits to interrupt the target with crowd-control. First level 25g, ×1.5 per level, max level 8.

The Phantom tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (phantom_v1.glb).
UmbralUmbramancy path C — support · single-target damage · crowd control.
Umbramancy · path CRoles: support · single-target damage · crowd control10 upgrade slots

Umbral is path C of Umbramancy, built around support, single-target damage and crowd control.

Grants Shadow Cloak.

Blind — Blinds the target — their hit chance drops 30% for 2 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Blind Strength — Blind miss-chance bites deeper — enemies whiff more often. First level 25g, ×1.5 per level, max level 8.

Blind Duration — Blind sticks on the target for longer. First level 22g, ×1.45 per level, max level 6.

Ambush Damage — Every shot lays an ambush damage-amp — follow-up hits on the target land harder. First level 35g, ×1.55 per level, no cap.

Banish Damage — Banish stuns hold for longer. First level 45g, ×1.65 per level, max level 8.

Banish Frequency — Higher roll for a hit to banish the target. First level 50g, ×1.65 per level, max level 5.

Phase Speed — Phased tower fires faster. First level 35g, ×1.55 per level, max level 6.

Cloak Range — Shadowcloak aura covers more cells. First level 30g, ×1.5 per level, max level 5.

The Umbral tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (umbral_v1.glb).
RadianceRadiance path A — area damage · support · damage over time.
Radiance · path ARoles: area damage · support · damage over time10 upgrade slots

Radiance is path A of Radiance, built around area damage, support and damage over time.

Reveal — Sees through stealth — strips invisibility from any enemy in range.

Solar Flare — Wide solar burst sears all enemies in range for ~40% damage over 3s.

Mending Light — Aura: heals nearby allied towers / repairs barriers.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Flash Radius — Solar Flare AoE covers more cells. First level 25g, ×1.5 per level, max level 8.

Sunbeam Focus — Solar Flare burn ticks harder on the target. First level 30g, ×1.55 per level, max level 6.

Mark of Light — Marked targets take amplified damage on every follow-up hit. First level 35g, ×1.55 per level, no cap.

Daybreak Dmg — Daybreak burst burn ticks harder. First level 45g, ×1.65 per level, no cap.

Daybreak Freq — Daybreak burn lingers on the target for longer. First level 50g, ×1.6 per level, max level 5.

Aegis Burn — Strips magic resistance with each Aegis tick. First level 40g, ×1.6 per level, max level 6.

Sight Beyond — Stretches the tower's targeting reach further out. First level 20g, ×1.45 per level, max level 6.

The Radiance tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (radiance_v1.glb).
JudgmentRadiance path B — single-target damage · debuff · crowd control.
Radiance · path BRoles: single-target damage · debuff · crowd control10 upgrade slots

Judgment is path B of Radiance, built around single-target damage, debuff and crowd control.

Reveal — Sees through stealth — strips invisibility from any enemy in range.

Holy Smite — Smites enemies with a 10% damage-amp debuff for 3 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Smite Bonus — Smite-weakness debuff bites deeper on the target. First level 25g, ×1.5 per level, no cap.

Purge Stun — Purge stuns hold for longer. First level 35g, ×1.55 per level, max level 5.

Sentence Dmg Amp — Judgment-sentenced enemies take amplified damage. First level 40g, ×1.6 per level, no cap.

Sentence Duration — Judgment debuff sticks on the target for longer. First level 35g, ×1.55 per level, max level 6.

Sentence Resist Shred — Sentenced enemies lose more magic resistance. First level 38g, ×1.55 per level, max level 8.

Own Dmg vs Judged — Each shot lands harder on enemies under the tower's judgment. First level 30g, ×1.5 per level, no cap.

Crit Chance — Higher chance for a shot to roll a critical hit. First level 25g, ×1.55 per level, max level 10.

The Judgment tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (judgment_v1.glb).
SanctuaryRadiance path C — support · crowd control · area damage.
Radiance · path CRoles: support · crowd control · area damage10 upgrade slots

Sanctuary is path C of Radiance, built around support, crowd control and area damage.

Reveal — Sees through stealth — strips invisibility from any enemy in range.

Grants Aura Slow 15.

Grants Aura Range 10.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Zone Slow — Sanctuary zone slows enemies harder. First level 22g, ×1.5 per level, no cap.

Zone Damage — Sanctuary zone burns enemies harder per second. First level 28g, ×1.5 per level, no cap.

Ally Dmg Buff — Allied towers in the zone deal more damage. First level 30g, ×1.55 per level, no cap.

Ally Range Buff — Allied towers in the zone gain extra targeting range. First level 28g, ×1.5 per level, max level 6.

Ally AS Buff — Allied towers in the zone fire faster. First level 28g, ×1.5 per level, no cap.

Blind Chance — Higher roll for a hit to blind the target. First level 35g, ×1.55 per level, max level 8.

Pulse Stun — Absolution pulse stuns hold for longer. First level 45g, ×1.6 per level, max level 5.

The Sanctuary tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (sanctuary_v1.glb).
DisintegrationArcanum path A — single-target damage · debuff · area damage.
Arcanum · path ARoles: single-target damage · debuff · area damage10 upgrade slots

Disintegration is path A of Arcanum, built around single-target damage, debuff and area damage.

Adaptive Damage — Each consecutive hit on the same target adds +10% damage (resets on switch).

Arcane Erosion — Stacks magical erosion (up to ~10) — each strips 3% magic resist.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Erosion Stacks — Erosion stack cap rises — compound resist-shred sticks deeper. First level 28g, ×1.5 per level, max level 10.

Erosion Strength — Each erosion stack strips more magic resistance. First level 30g, ×1.55 per level, no cap.

Beam Ramp — Sustained beam on a single target ramps up damage faster. First level 35g, ×1.55 per level, no cap.

Pierce Count — Arcane beam pierces more enemies in a line. First level 45g, ×1.65 per level, max level 3.

Void Zone Dmg — Void zones strip more magic resistance from enemies inside. First level 40g, ×1.6 per level, no cap.

Void Zone Duration — Void zones linger longer on the field. First level 35g, ×1.55 per level, max level 5.

%HP Damage — Beam-amplification holds on the target for longer. First level 50g, ×1.7 per level, no cap.

The Disintegration tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (disintegration_v1.glb).
SpellweaveArcanum path B — area damage · support · crowd control.
Arcanum · path BRoles: area damage · support · crowd control10 upgrade slots

Spellweave is path B of Arcanum, built around area damage, support and crowd control.

Rune Placement — Plants arcane runes that detonate periodically for AoE damage.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Max Runes — More runes can be placed and active at once. First level 30g, ×1.55 per level, max level 6.

Rune Damage — Every shot deals more damage — the tower channels rune power into hits. First level 25g, ×1.5 per level, no cap.

Rune Cascade — Rune-cascade burn ticks harder on the target. First level 40g, ×1.65 per level, max level 3.

Tripwire Dmg — Tripwire shots hit harder on every triggered hit. First level 30g, ×1.55 per level, no cap.

Overload Dmg — Overload rune burst burns enemies harder per level. First level 50g, ×1.65 per level, no cap.

Rune Regen — Tower fires faster as runes regenerate between casts. First level 35g, ×1.55 per level, max level 6.

Ally Buff on Rune — Allied towers near a rune deal more damage. First level 28g, ×1.5 per level, max level 8.

The Spellweave tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (spellweave_v1.glb).
SiphonArcanum path C — support · damage over time · debuff.
Arcanum · path CRoles: support · damage over time · debuff10 upgrade slots

Siphon is path C of Arcanum, built around support, damage over time and debuff.

Arcane Siphon — Drains stats from the target — each stack weakens them further.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Siphon Rate — Each hit siphons more enemy strength into a weakness debuff. First level 25g, ×1.5 per level, no cap.

Redistribute — Allied towers in aura fire faster. First level 35g, ×1.55 per level, max level 8.

Mana Burn — Mana-burn DoT chews more % maxHP per second. First level 30g, ×1.55 per level, no cap.

Wellspring Scaling — Wellspring amplifies damage on the target further. First level 40g, ×1.6 per level, no cap.

Husk Threshold — Husk-burn lingers on the target for longer. First level 45g, ×1.65 per level, max level 5.

Husk Burst — Husk-burn ticks harder on the target. First level 35g, ×1.55 per level, no cap.

Aura Range — Wellspring aura covers more cells around the tower. First level 30g, ×1.5 per level, max level 6.

The Siphon tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (siphon_v1.glb).
CycloneAeromancy path A — area damage · crowd control · damage over time.
Aeromancy · path ARoles: area damage · crowd control · damage over time10 upgrade slots

Cyclone is path A of Aeromancy, built around area damage, crowd control and damage over time.

Knockback — Knocks the target back ~0.5 tiles on hit.

Dust Devil — Whirlwind on hit slows nearby enemies by ~20% for 3 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Tornado Duration — Tornadoes linger longer on the field. First level 25g, ×1.5 per level, no cap.

Tornado Count — More tornadoes can be active at once. First level 50g, ×1.75 per level, max level 3.

Windshear Dmg — Windshear DoT chews more % maxHP per second. First level 30g, ×1.55 per level, no cap.

Mega Cyclone Stun — Merged mega-cyclone stuns hold for longer. First level 40g, ×1.6 per level, max level 6.

Pull Strength — Tornado pull slows enemies caught inside harder. First level 28g, ×1.5 per level, max level 6.

Tornado Size — Tornadoes cover more cells. First level 30g, ×1.55 per level, max level 8.

Growth Rate — Tornado slow lingers on the target for longer. First level 35g, ×1.55 per level, max level 8.

The Cyclone tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (cyclone_v1.glb).
ZephyrAeromancy path B — support · crowd control · debuff.
Aeromancy · path BRoles: support · crowd control · debuff10 upgrade slots

Zephyr is path B of Aeromancy, built around support, crowd control and debuff.

Grants Aura Range 15.

Grants Aura Slow 10.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Headwind Slow — Headwind slows enemies harder while in the gust. First level 22g, ×1.5 per level, no cap.

Tailwind Range — Allied towers in tailwind aura gain extra targeting range. First level 28g, ×1.5 per level, max level 6.

Ally AS Buff — Allied towers in wind aura fire faster. First level 25g, ×1.5 per level, no cap.

Ground Flyers — Grounded flyers slow harder once forced down. First level 40g, ×1.6 per level, max level 4.

Wind Reversal — Wind reversal fear holds enemies fleeing for longer when it triggers. First level 50g, ×1.65 per level, max level 5.

Reversal Freq — Higher roll that a hit reverses the enemy's direction. First level 45g, ×1.6 per level, max level 5.

Buff Strip — Every shot lands with extra damage from stripped enemy buffs. First level 35g, ×1.55 per level, max level 4.

The Zephyr tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (zephyr_v1.glb).
ShrikeAeromancy path C — single-target damage · crowd control · area damage.
Aeromancy · path CRoles: single-target damage · crowd control · area damage10 upgrade slots

Shrike is path C of Aeromancy, built around single-target damage, crowd control and area damage.

Knockback — Knocks the target back ~1 tile on hit.

Bleed — Wind-shorn cuts bleed for ~25% tower damage over 3 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Knockback Force — Each hit knocks targets back further. First level 25g, ×1.5 per level, max level 8.

Bleed Damage — Each bleed tick hurts more on the target. First level 22g, ×1.5 per level, no cap.

Ricochet Count — Shots ricochet to more enemies. First level 35g, ×1.6 per level, max level 4.

Collision Dmg — Collision stuns hold for longer. First level 40g, ×1.6 per level, no cap.

Gale Lance — Gale Lance knocks targets back further. First level 45g, ×1.65 per level, no cap.

Lance Frequency — Gale Lance knocks targets back further (stacks with Gale Lance). First level 40g, ×1.55 per level, max level 6.

Bleed Stacks — Bleed stack cap rises — more compound bleed damage on tough targets. First level 30g, ×1.5 per level, max level 10.

The Shrike tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (shrike_v1.glb).
OvergrowthDruidism path A — area damage · damage over time · crowd control.
Druidism · path ARoles: area damage · damage over time · crowd control10 upgrade slots

Overgrowth is path A of Druidism, built around area damage, damage over time and crowd control.

Thorns — Vines deal ~20% tower damage per second for 3 seconds.

Briar Patch — Drops briars at the target — passing enemies are slowed 15% for 3s.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Vine Damage — Each thorn tick hurts more on the target. First level 22g, ×1.5 per level, no cap.

Patch Coverage — Thorn patches cover more cells. First level 28g, ×1.5 per level, max level 8.

Root Chance — Higher roll that a hit roots the target in place. First level 30g, ×1.55 per level, max level 10.

Root Duration — Rooted enemies stay locked for longer. First level 28g, ×1.5 per level, max level 6.

Auto Spread — Auto-spread roots hold for longer (stacks with Root Duration). First level 40g, ×1.6 per level, no cap.

Seed Pod Freq — Seed pods tick more often (interval shrinks, floor 0.2s). First level 35g, ×1.55 per level, max level 6.

Perma-Root Count — Higher chance for hits to trigger a permanent root. First level 50g, ×1.7 per level, max level 3.

The Overgrowth tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (overgrowth_v1.glb).
DruidDruidism path B — support · area damage · debuff.
Druidism · path BRoles: support · area damage · debuff10 upgrade slots

Druid is path B of Druidism, built around support, area damage and debuff.

Thorn Aura — Aura: damaged allies retaliate with a thorn DoT against the attacker.

Natural Decay — Each hit accelerates decay — strips 5 armor per hit.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Aura Thorn Dmg — Allied towers in aura thorn-tick enemies harder. First level 25g, ×1.5 per level, no cap.

Natural Decay — Strips more armor on every hit. First level 28g, ×1.5 per level, no cap.

Summon Buff % — Allied towers in aura deal more damage. First level 30g, ×1.55 per level, no cap.

Wilting Pulse — Wilting-pulse anti-heal lingers on the target longer. First level 35g, ×1.55 per level, max level 8.

Season Cycle Speed — Season cycle damage-amp grows stronger per level. First level 40g, ×1.6 per level, max level 5.

Season Strength — All season-aura buffs scale stronger on allies. First level 35g, ×1.55 per level, no cap.

Aura Range — Nature aura covers more cells around the tower. First level 28g, ×1.5 per level, max level 6.

The Druid tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (druid_v1.glb).
BeastcallerDruidism path C — single-target damage · support · crowd control.
Druidism · path CRoles: single-target damage · support · crowd control10 upgrade slots

Beastcaller is path C of Druidism, built around single-target damage, support and crowd control.

Wolf Summon — Summons a wolf that lunges into melee and rakes enemies.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Wolf Damage — Wolf bleed ticks harder on the target. First level 25g, ×1.5 per level, no cap.

Wolf HP — Wolf bleed lingers on the target for longer. First level 22g, ×1.5 per level, no cap.

Hawk Marks — Hawks mark more enemies at once. First level 40g, ×1.6 per level, max level 4.

Mark Dmg Amp — Marked targets take amplified damage on every follow-up hit. First level 30g, ×1.55 per level, no cap.

Bear Stun — Bear stuns hold for longer. First level 35g, ×1.55 per level, max level 5.

Evolution Rate — Each level evolves the tower's damage output further. First level 45g, ×1.65 per level, no cap.

Pack Bond — All summon auras buff allies more strongly. First level 30g, ×1.5 per level, no cap.

The Beastcaller tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (beastcaller_v1.glb).
StasisChronomancy path A — crowd control · area damage · debuff.
Chronomancy · path ARoles: crowd control · area damage · debuff10 upgrade slots

Stasis is path A of Chronomancy, built around crowd control, area damage and debuff.

Time Dilation — Time field slows enemies in range by 40% for 5 seconds.

Temporal Decay — Ages the target — ~1% max HP per second decay damage for 6 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Dilation Strength — Time-dilation field slows enemies inside harder. First level 25g, ×1.5 per level, no cap.

Decay Stacks — Temporal-decay stack cap rises — compound stat-loss on the target. First level 30g, ×1.55 per level, max level 10.

Decay Strength — Each temporal-decay stack chews more %maxHP per second from the target. First level 28g, ×1.5 per level, no cap.

Time Lock Count — Time-lock catches more enemies at once. First level 50g, ×1.75 per level, max level 3.

Lock Duration — Time-lock holds targets for longer. First level 40g, ×1.6 per level, max level 6.

Age to Dust — Age-to-Dust execute triggers at higher stack counts. First level 45g, ×1.65 per level, no cap.

Field Radius — Dilation field covers more cells. First level 30g, ×1.5 per level, max level 8.

The Stasis tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (stasis_v1.glb).
RewindChronomancy path B — support · crowd control · single-target damage.
Chronomancy · path BRoles: support · crowd control · single-target damage10 upgrade slots

Rewind is path B of Chronomancy, built around support, crowd control and single-target damage.

Temporal Rewind — Rewinds the target along the path by ~2 tiles.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Rewind Distance — Rewind shoves enemies back further along their path. First level 25g, ×1.5 per level, no cap.

Chrono Boost — Allied towers in aura fire faster. First level 30g, ×1.55 per level, no cap.

Loop Duration — Rewind loop shoves targets back further. First level 45g, ×1.65 per level, max level 5.

Loop Repeats — Rewind loop repeats stack more knockback (with Loop Duration). First level 50g, ×1.75 per level, max level 3.

Echo Strength — Echo-shots deal a higher % of the tower's hit damage. First level 35g, ×1.55 per level, no cap.

Echo Frequency — Echo-shots fire more often (interval shrinks, floor 0.2s). First level 40g, ×1.6 per level, max level 6.

Rewind Frequency — Tower fires faster — rewinds trigger more often. First level 30g, ×1.5 per level, no cap.

The Rewind tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (rewind_v1.glb).
HasteChronomancy path C — support · area damage · damage over time.
Chronomancy · path CRoles: support · area damage · damage over time10 upgrade slots

Haste is path C of Chronomancy, built around support, area damage and damage over time.

Grants Aura Attack Speed 15.

Aging Curse — Curse of age: ~0.8% max HP per second over 5 seconds.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Aura AS — Allied towers in haste aura fire faster. First level 25g, ×1.5 per level, no cap.

Aging Damage — Aging-curse DoT chews more % maxHP per second. First level 28g, ×1.55 per level, no cap.

Confusion Chance — Higher roll that confusion seizes the target — briefly locks them in place. First level 30g, ×1.5 per level, max level 8.

Entropy Slow — Entropy field slows enemies inside harder. First level 25g, ×1.5 per level, no cap.

Entropy DoT — Each entropy stack chews more % maxHP per second. First level 35g, ×1.6 per level, no cap.

Epoch Duration — Epoch-burst stun and CC effects hold for longer. First level 45g, ×1.65 per level, max level 5.

Epoch Multiplier — Each level multiplies the tower's hit damage further. First level 40g, ×1.6 per level, max level 6.

The Haste tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (haste_v1.glb).
SwarmBeastmastery path A — area damage · damage over time · crowd control.
Beastmastery · path ARoles: area damage · damage over time · crowd control10 upgrade slots

Swarm is path A of Beastmastery, built around area damage, damage over time and crowd control.

Insect Swarm — Releases swarms of insects that poison every nearby enemy for 5s.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Swarm Size — Swarm DoT ticks harder per level (bigger swarm = more bites). First level 25g, ×1.5 per level, no cap.

Swarm Damage — Swarm DoT ticks harder on each target. First level 22g, ×1.5 per level, no cap.

Split Count — Swarm splits to more enemies on a kill. First level 40g, ×1.65 per level, max level 3.

Swarm Slow — Swarm slows targets harder while attached. First level 20g, ×1.45 per level, max level 10.

Armor Shred — Swarm strips more armor on every tick. First level 28g, ×1.5 per level, no cap.

Spawn Rate — Swarm spawns more often (tick interval shrinks, floor 0.2s). First level 30g, ×1.55 per level, max level 6.

Devouring Scale — Devouring plague ticks with extra raw damage per level. First level 35g, ×1.55 per level, no cap.

The Swarm tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (swarm_v1.glb).
AlphaBeastmastery path B — single-target damage · crowd control · support.
Beastmastery · path BRoles: single-target damage · crowd control · support10 upgrade slots

Alpha is path B of Beastmastery, built around single-target damage, crowd control and support.

Alpha Beast — Summons a powerful alpha beast that bites enemies for major damage.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Alpha Damage — Alpha bleed ticks harder on the target per level. First level 28g, ×1.55 per level, no cap.

Alpha HP — Alpha bleed lingers on the target for longer. First level 25g, ×1.5 per level, no cap.

Charge Stun — Beast charge stuns hold for longer. First level 35g, ×1.55 per level, max level 6.

Roar Fear — Higher roll that the alpha's roar fears nearby enemies. First level 30g, ×1.5 per level, max level 8.

Regen Rate — Alpha heals between rakes — each bleed tick lands harder (stacks with Alpha Damage). First level 22g, ×1.45 per level, max level 6.

Pack Leader — All summoned beasts deal more damage. First level 40g, ×1.6 per level, no cap.

Pack Rotation — Tower fires faster. First level 35g, ×1.55 per level, max level 6.

The Alpha tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (alpha_v1.glb).
ChimeraBeastmastery path C — area damage · debuff · single-target damage.
Beastmastery · path CRoles: area damage · debuff · single-target damage10 upgrade slots

Chimera is path C of Beastmastery, built around area damage, debuff and single-target damage.

Spawn Mutant — Spawns a mutant beast with a random elemental tinge each time.

Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:

Mutant Variety — Each mutant variant bleeds harder onto enemies. First level 30g, ×1.55 per level, max level 6.

Mutant Stats — Each level strengthens the tower's mutants further. First level 25g, ×1.5 per level, no cap.

Fusion Bonus — Hybrid fusion shot deals more raw damage per level. First level 35g, ×1.55 per level, no cap.

Spawn Rate — Mutants spawn more often (tick interval shrinks, floor 0.2s). First level 28g, ×1.5 per level, max level 6.

Wave Reading — Strips more armor on every hit (wave-reading scales the shred). First level 40g, ×1.6 per level, max level 8.

Unstable Explosion — Mutants explode harder on death — wider AoE. First level 30g, ×1.5 per level, max level 6.

Apex Chimera — Tower's pack-leader aura grows stronger per level. First level 50g, ×1.7 per level, max level 3.

The Chimera tower model as the game renders it
The tower this path builds, rendered in Pyrewarden’s own 3D view from the shipped mesh (chimera_v1.glb).