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Pyrewarden · Wiki

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, starting with Burn and Burn Spread.
School: PyromancyPath: ARoles: area damage · damage over time · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+2.5 damage20g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.08 shots/s18g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.25 range22g×1.456
Splash RadiusEach shot's fire-burst covers a wider ring.+0.3 splash radius25g×1.458
Burn DurationBurn DoT ticks on the target for longer before fading.+0.25 damage20g×1.56
Burn SpreadBurn jumps to more nearby enemies on contact.+1.35 damage40g×1.64
Fire Resist ShredStrips fire resistance so follow-up hits land harder.+0.9 damage; level 1 adds Sear Resist30g×1.7no cap
Cascade ChanceHigher roll for the burn to cascade onto neighbours on contact.+5 to the ability; level 1 adds Fire Cascade35g×1.5510
AoE Damage %Each level widens the burn-spread AoE so more enemies catch the splash.+0.2 splash radius28g×1.458
Ignition AuraWider ignition aura — more allied towers catch the burn-spread buff.+0.3 aura range; level 1 adds Shared Ignition40g×1.65
The Conflagration tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
PyroclasmPyromancy path B, starting with Burn and Melt Focus.
School: PyromancyPath: BRoles: single-target damage · damage over time · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage22g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.1 shots/s20g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range24g×1.456
Burn IntensityEach burn stack ticks harder on a single target.+0.05 damage22g×1.5no cap
Max StacksCap on simultaneous burn stacks lifts — more compound damage on tough targets.+1 to the ability50g×1.86
Root DurationSlag-chained enemies stay rooted for longer.+0.3 s control; level 1 adds Slag Chains35g×1.555
Root ChanceHigher roll that the burn chains into a slag root.+3% proc chance; level 1 adds Slag Chains30g×1.58
Magma Pool SizeMagma pools left on enemy death cover more ground.+0.2 splash radius; level 1 adds Molten Collapse40g×1.556
Magma Pool DurationMagma pools linger longer after spawning.+0.5 damage; level 1 adds Molten Collapse35g×1.55
Crit ChanceHigher chance for a shot to roll a critical hit.+0.27 damage25g×1.5510
The Pyroclasm tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
EmberheartPyromancy path C, starting with Burn and Aura Attack Speed 8.
School: PyromancyPath: CRoles: support · area damage · damage over time

Abilities

On the tower from the moment it is built, before any upgrade.

Burn
Lights enemies on fire — burns for 3s at ~30% tower damage per tick.
Aura Attack Speed 8
Carried by every tower on this path.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+1.5 damage18g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.06 shots/s16g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.2 range20g×1.456
Aura AS StrengthAllied towers in aura fire faster.+2% aura strength30g×1.55no cap
Aura RangeAura covers more cells around the tower.+0.3 aura range35g×1.56
Shared IgnitionBoosts every aura — allied towers near this one fire faster, hit harder, and reach further.+2% aura strength; level 1 adds Shared Ignition40g×1.68
Phoenix Surge DmgPhoenix Surge burn ticks harder on the target.+3 to the ability; level 1 adds Phoenix Surge45g×1.55no cap
Surge FrequencyPhoenix Surge ticks more often (interval shortens, floor ~0.2s).+0.05 to the ability; level 1 adds Phoenix Surge50g×1.656
Phoenix WingPhoenix Surge burn lasts longer before falling off.+0.5 to the ability; level 1 adds Phoenix Surge35g×1.55
Buff DurationEvery status the tower applies sticks on the target for longer.+0.5 s control25g×1.456
The Emberheart tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
PermafrostCryomancy path A, starting with Slow and Frost Patch.
School: CryomancyPath: ARoles: crowd control · area damage · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

Slow
Slows movement by 25% for 2.5 seconds.
Frost Patch
Hits chill the ground briefly, slowing enemies that pass through.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+1.5 damage18g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.07 shots/s16g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.25 range22g×1.456
Slow StrengthSlow stacks bite deeper — enemies crawl slower.+3% slow20g×1.510
Frost Patch SizeFrost patches dropped underfoot cover more ground.+0.2 splash radius28g×1.58
Patch DurationFrost patches linger longer after being laid.+0.5 damage25g×1.45no cap
Armor ShredEach hit strips more armor — frost shots bite through plate.+0.6 damage; level 1 adds Armor Crack30g×1.55no cap
Freeze ChanceHigher roll that a hit fully freezes the target.+2% proc chance; level 1 adds Deep Freeze40g×1.6510
Freeze DurationFrozen enemies stay locked for longer.+0.3 s control45g×1.65
Dmg Amp on FrozenEach level adds raw damage to every shot — a flat hit-power bump.+0.72 damage35g×1.558
The Permafrost tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
ShatterCryomancy path B, starting with Slow and Brittle Strike.
School: CryomancyPath: BRoles: single-target damage · crowd control · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

Slow
Slows movement by 25% for 2.5 seconds.
Brittle Strike
Target takes 25% more damage from any source for 3 seconds.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+2.5 damage20g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.08 shots/s18g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.25 range22g×1.456
Brittle BonusEach hit lays a brittle damage-amp on the target — follow-up shots land harder.+4 to the ability22g×1.5no cap
Freeze ChanceHigher roll that a hit fully freezes the target.+2.5% proc chance; level 1 adds Flash Freeze35g×1.610
Shatter DamageShatter damage-amp on the target ramps higher per hit — every Shatter shot stacks deeper.+3 to the ability; level 1 adds Death Shatter45g×1.658
Shatter RadiusShatter explosion covers more cells when a frozen target dies.+0.3 splash radius35g×1.56
Chain FreezeFreeze jumps to more nearby enemies.+2.4 damage50g×1.73
Crit DamageCrit hits hit even harder.+0.27 damage30g×1.558
Slow DurationSlows stick to the target for longer.+0.3 s slow20g×1.456
The Shatter tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
FrostweaveCryomancy path C, starting with Aura Slow 10 and Frostbite.
School: CryomancyPath: CRoles: support · crowd control · damage over time

Abilities

On the tower from the moment it is built, before any upgrade.

Aura Slow 10
Carried by every tower on this path.
Frostbite
Frostbite ticks for ~20% tower damage per second for 4 seconds.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+1 damage16g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.06 shots/s14g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.2 range18g×1.456
Aura SlowAllied slow aura bites deeper around the tower.+2% aura strength25g×1.5no cap
Frostbite StacksFrostbite stack cap rises — more compound chill damage.+1 to the ability; level 1 adds Frostbite Stack30g×1.5510
Frostbite DamageEach frostbite stack ticks harder.+0.001 damage; level 1 adds Frostbite Stack28g×1.5no cap
Ally Crit BonusAllied towers in aura deal more damage.+2% aura strength; level 1 adds Heart of Winter40g×1.68
Aura RangeAura covers more cells around the tower.+0.3 aura range30g×1.56
Slow PersistSlow lingers on the target for longer after leaving a patch.+0.5 s slow22g×1.455
Frost ArmorFrost coating slows enemies harder while it lingers.+2% slow35g×1.556
The Frostweave tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
Storm ChainVoltomancy path A, starting with Chain Lightning.
School: VoltomancyPath: ARoles: area damage · single-target damage · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

Chain Lightning
Each shot bounces to 2 additional targets.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Chain TargetsChain lightning hops to more enemies.+1.2 damage25g×1.5no cap
Chain DecayEach level increases chain-lightning damage — every bolt in the chain lands harder.+1.2 damage30g×1.558
Shock DurationShocked enemies stay slowed for longer.+0.3 s slow; level 1 adds Galvanic Shock22g×1.456
Shock StrengthShock slow bites deeper.+3% slow20g×1.58
Thunderclap AoEThunderclap stun explosion covers more cells.+0.2 splash radius; level 1 adds Thunderclap40g×1.65
Amplify ChainsChain bolts hit harder on every target in the chain.+1.2 damage35g×1.55no cap
Crit ChanceHigher chance for a shot to roll a critical hit.+0.15 damage28g×1.5510
The Storm Chain tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
OverchargeVoltomancy path B, starting with Static Buildup.
School: VoltomancyPath: BRoles: single-target damage · damage over time · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Charge RateTower fires faster as its charge builds.+0.025 shots/s30g×1.554
Burst DamageBurst shots land with critical-grade extra damage.+0.9 damage35g×1.6no cap
Stun DurationElectrocution stuns hold for longer.+0.2 s control40g×1.556
Pulse RadiusCharge-pulse AoE covers more cells on release.+0.3 splash radius; level 1 adds Thunder Pulse32g×1.56
Lightning RodAllied towers in aura fire faster.+2% aura strength; level 1 adds Lightning Rod50g×1.74
Charge Bonus DmgFully-charged shots land with extra raw damage per level.+0.72 damage25g×1.5no cap
Crit DamageCrit hits hit even harder.+0.135 damage28g×1.558
The Overcharge tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
GalvanicVoltomancy path C, starting with Aura Attack Speed 6 and Conductivity.
School: VoltomancyPath: CRoles: support · area damage · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

Aura Attack Speed 6
Carried by every tower on this path.
Conductivity
Builds up to ~10 charge stacks; each adds 5% lightning damage taken.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Aura ASAllied towers in aura fire faster.+2% aura strength28g×1.55no cap
Conductivity StacksConductivity stack cap rises so the bonus chain-chance compounds further.+1 to the ability30g×1.510
Induced CurrentAllied towers in aura deal more damage (aura scales with this slot).+2% aura strength; level 1 adds Induced Current40g×1.68
Aura RangeAura covers more cells around the tower.+0.3 aura range30g×1.56
Mega Bolt DamagePerpetual Storm's mega-bolts inflict heavier burn per tick.+2 to the ability; level 1 adds Perpetual Storm45g×1.65no cap
Bolt FrequencyPerpetual Storm bolts hit more often (tick interval shrinks, floor 0.2s).+0.05 to the ability50g×1.65
Storm Dmg/sPassive storm damage-per-second on the target climbs.+0.5 damage25g×1.5no cap
The Galvanic tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
PlagueToxicology path A, starting with Poison, Poison Cloud and Death Spore.
School: ToxicologyPath: ARoles: area damage · damage over time · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Cloud RadiusPoison clouds cover more ground.+0.2 splash radius25g×1.58
Cloud DurationPoison clouds linger longer after spawning.+0.5 damage22g×1.45no cap
Poison StacksPoison stack cap rises — more compound damage on tough targets.+1 to the ability; level 1 adds Stacking Poison30g×1.5510
Tick AccelerationPoison ticks more often (interval shrinks, floor 0.2s).+0.05 to the ability; level 1 adds Stacking Poison35g×1.66
Death SpreadPoison jumps to more nearby enemies on death.+1.35 damage40g×1.64
Anti-HealAnti-heal debuff stays on the target longer.+0.5 to the ability; level 1 adds Anti-Heal30g×1.58
Cloud MergePoison clouds merge into wider patches across the field.+0.1 splash radius45g×1.656
The Plague tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
VenomToxicology path B, starting with Strong Poison and Neurotoxin.
School: ToxicologyPath: BRoles: single-target damage · damage over time · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

Strong Poison
Stronger poison: ~80% tower damage over 5 seconds.
Neurotoxin
Poisons also slow movement by 20% for 3 seconds.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Venom PotencyVenom DoT ticks harder on the target.+0.25 damage22g×1.5no cap
Neurotoxin SlowNeurotoxin slow bites deeper.+3% slow20g×1.4510
Armor Shred/StackEach poison stack on the target strips more armor.+0.3 damage; level 1 adds Acid Shred30g×1.55no cap
Convulsion ChanceHigher roll for a poison tick to stun the target.+2% proc chance35g×1.558
Accelerating DoTEach level ramps the accelerating poison's per-tick damage higher.+3 to the ability; level 1 adds Accelerating Poison40g×1.6no cap
Toxic Aura RangeToxic aura reaches more cells around the tower.+0.2 aura range; level 1 adds Toxic Aura35g×1.555
Execute ThresholdLethal-dose execute fires on enemies at higher HP %.+1 damage50g×1.75
The Venom tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
ToxicantToxicology path C, starting with Poison and Aura Damage Amp 10.
School: ToxicologyPath: CRoles: support · debuff · area damage

Abilities

On the tower from the moment it is built, before any upgrade.

Poison
Poisons the target for 4s, ticking ~40% tower damage over the duration.
Aura Damage Amp 10
Carried by every tower on this path.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Damage AmpEvery poison hit chunks harder on the target.+1.35 damage30g×1.55no cap
Buff StripAnti-heal pulses bite deeper, suppressing enemy regen for longer.+18 damage; level 1 adds Buff Strip35g×1.558
Resist ShredStrips more magic resist on every hit.+0.6 damage; level 1 adds Resist Shred30g×1.5no cap
Debuff AmplifierEach poison debuff amp stack lands harder on the target.+3 to the ability; level 1 adds Debuff Amplifier45g×1.65no cap
Wave RadiusToxin wave covers more ground per cast.+0.3 splash radius28g×1.56
Wave FrequencyTower fires faster — poison waves trigger more often.+0.05 shots/s40g×1.555
Catalytic BurstCatalytic burst AoE covers a wider ring on detonation.+0.2 splash radius50g×1.6no cap
The Toxicant tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
QuakeGeomancy path A, starting with Stunning Strike and Ground Shock.
School: GeomancyPath: ARoles: area damage · crowd control · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

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).

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+4.8 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Stun ChanceHigher roll that a hit stuns the target.+2% proc chance25g×1.510
AoE RadiusQuake shockwave covers more cells.+0.2 splash radius28g×1.58
Rubble SlowRubble slows targets harder while in the patch.+3% slow; level 1 adds Rubble Zone22g×1.458
Rubble DurationRubble persists longer after a quake.+1 damage25g×1.5no cap
Armor ShredEach hit strips more armor — quake fractures shake plates loose.+0.6 damage30g×1.55no cap
Cataclysm DmgCataclysm stuns hold for longer.+0.3 to the ability; level 1 adds Cataclysm45g×1.66
Cataclysm FreqHigher roll for the quake to escalate into a cataclysm stun.+3 to the ability50g×1.656
The Quake tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
RampartGeomancy path B, starting with Stunning Strike and Stone Barrier.
School: GeomancyPath: BRoles: support · crowd control · single-target damage

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+4.8 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Barrier HPStone-barrier slow lingers on each enemy for longer.+0.5 to the ability30g×1.55no cap
Barrier RegenStone-barrier slow bites deeper — adds %-points to the slow strength.+1 to the ability35g×1.556
Ally Damage BuffAllied towers near a barrier deal more damage.+3% aura strength; level 1 adds Fortified Position30g×1.5no cap
Ally AS BuffAllied towers near a barrier fire faster.+2% aura strength28g×1.5no cap
Explode DamageBarriers detonate harder when they break.+5 to the ability; level 1 adds Barrier Explosion40g×1.6no cap
Barrier CountMore barriers stand at once.+2.4 damage60g×1.82
Counter StunHigher on-hit stun roll — the rampart hits back.+1% proc chance25g×1.58
The Rampart tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
GolemGeomancy path C, starting with Stunning Strike and Stone Fist.
School: GeomancyPath: CRoles: single-target damage · crowd control · damage over time

Abilities

On the tower from the moment it is built, before any upgrade.

Stunning Strike
10% chance to stun the target for ~0.8 seconds.
Stone Fist
Heavy impact — each hit stuns the target for 1 second.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+4.8 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Fist DamageGolem fist stuns hold the target for longer.+0.3 to the ability30g×1.556
Fist FrequencyGolem fist stuns hold even longer — extra duration on top of Fist Damage.+0.3 to the ability35g×1.556
Bleed DamageEach bleed tick hurts more on the target.+0.5 damage; level 1 adds Crushing Wound25g×1.5no cap
Bleed DurationBleed lingers on the target for longer.+0.25 damage22g×1.456
Golem HPGolem-bleed lingers on the target for longer.+0.3 to the ability; level 1 adds Stone Golem40g×1.6no cap
Golem DamageEach level adds raw strength to the golem's BLEED tick — the summoned bruiser hits harder.+0.2 to the ability35g×1.55no cap
Golem RegenEach golem-bleed tick hits harder (adds raw strength per tick).+0.5 to the ability30g×1.56
The Golem tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
ReaperUmbramancy path A, starting with Execute and Death Mark.
School: UmbramancyPath: ARoles: single-target damage · debuff · damage over time

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3.6 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Death Mark StacksMore death-mark stacks pile onto a single target before capping.+1 to the ability30g×1.555
Execute ThresholdExecute fires on targets at higher HP %.+1.5 damage; level 1 adds Final Harvest40g×1.658
Soul BleedSoul-bleed DoT chews more % maxHP per second.+0.25 damage; level 1 adds Soul Bleed35g×1.6no cap
Mark Dmg AmpMarked targets take amplified damage on every follow-up hit.+1.44 damage28g×1.5no cap
Reap SpeedEach kill refunds part of the tower's next-shot cooldown.+25% cooldown back on a kill45g×1.654
Kill ChainEach kill spills damage onto nearby enemies, chaining harder per level.+1.44 damage50g×1.7no cap
Crit ChanceHigher chance for a shot to roll a critical hit.+0.36 damage25g×1.510
The Reaper tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
PhantomUmbramancy path B, starting with Fear.
School: UmbramancyPath: BRoles: area damage · crowd control · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3.6 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Fear ChanceHigher roll that a hit fears the target into running.+3% proc chance30g×1.5510
Fear DurationFeared enemies stay fleeing for longer.+0.2 s control35g×1.556
Fear SpreadFear jumps to more nearby enemies.+1.8 damage; level 1 adds Mass Hysteria45g×1.653
Resist ShredStrips more magic resist on every hit.+0.6 damage; level 1 adds Resist Shred28g×1.5no cap
Dread StacksHaunted-fear lingers on the target for longer.+0.3 to the ability; level 1 adds Haunted Ground30g×1.56
Phantom DurationPhantom shroud holds fear/stun on the target for longer.+0.2 s control35g×1.556
Dmg ReductionHigher chance for hits to interrupt the target with crowd-control.+1.5% proc chance25g×1.58
The Phantom tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
UmbralUmbramancy path C, starting with Shadow Cloak and Blind.
School: UmbramancyPath: CRoles: support · single-target damage · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

Shadow Cloak
Carried by every tower on this path.
Blind
Blinds the target — their hit chance drops 30% for 2 seconds.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3.6 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Blind StrengthBlind miss-chance bites deeper — enemies whiff more often.+3 to the ability25g×1.58
Blind DurationBlind sticks on the target for longer.+0.3 s control22g×1.456
Ambush DamageEvery shot lays an ambush damage-amp — follow-up hits on the target land harder.+5 to the ability; level 1 adds Ambush Pact35g×1.55no cap
Banish DamageBanish stuns hold for longer.+0.3 to the ability; level 1 adds Dimensional Rift45g×1.658
Banish FrequencyHigher roll for a hit to banish the target.+3 to the ability50g×1.655
Phase SpeedPhased tower fires faster.+0.15 shots/s35g×1.556
Cloak RangeShadowcloak aura covers more cells.+0.3 aura range30g×1.55
The Umbral tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
RadianceRadiance path A, starting with Reveal, Solar Flare and Mending Light.
School: RadiancePath: ARoles: area damage · support · damage over time

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3.3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Flash RadiusSolar Flare AoE covers more cells.+0.2 splash radius25g×1.58
Sunbeam FocusSolar Flare burn ticks harder on the target.+1 to the ability30g×1.556
Mark of LightMarked targets take amplified damage on every follow-up hit.+2 to the ability; level 1 adds Mark of Light35g×1.55no cap
Daybreak DmgDaybreak burst burn ticks harder.+3 to the ability; level 1 adds Daybreak45g×1.65no cap
Daybreak FreqDaybreak burn lingers on the target for longer.+0.4 to the ability50g×1.65
Aegis BurnStrips magic resistance with each Aegis tick.+1 to the ability; level 1 adds Aegis Burn40g×1.66
Sight BeyondStretches the tower's targeting reach further out.+0.3 range20g×1.456
The Radiance tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
JudgmentRadiance path B, starting with Reveal and Holy Smite.
School: RadiancePath: BRoles: single-target damage · debuff · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

Reveal
Sees through stealth — strips invisibility from any enemy in range.
Holy Smite
Smites enemies with a 10% damage-amp debuff for 3 seconds.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3.3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Smite BonusSmite-weakness debuff bites deeper on the target.+2 to the ability25g×1.5no cap
Purge StunPurge stuns hold for longer.+0.2 s control; level 1 adds Purifying Light35g×1.555
Sentence Dmg AmpJudgment-sentenced enemies take amplified damage.+3 to the ability; level 1 adds Divine Sentence40g×1.6no cap
Sentence DurationJudgment debuff sticks on the target for longer.+1 to the ability35g×1.556
Sentence Resist ShredSentenced enemies lose more magic resistance.+0.9 damage38g×1.558
Own Dmg vs JudgedEach shot lands harder on enemies under the tower's judgment.+1.32 damage30g×1.5no cap
Crit ChanceHigher chance for a shot to roll a critical hit.+0.33 damage25g×1.5510
The Judgment tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
SanctuaryRadiance path C, starting with Reveal, Aura Slow 15 and Aura Range 10.
School: RadiancePath: CRoles: support · crowd control · area damage

Abilities

On the tower from the moment it is built, before any upgrade.

Reveal
Sees through stealth — strips invisibility from any enemy in range.
Aura Slow 15
Carried by every tower on this path.
Aura Range 10
Carried by every tower on this path.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3.3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Zone SlowSanctuary zone slows enemies harder.+2% slow22g×1.5no cap
Zone DamageSanctuary zone burns enemies harder per second.+0.5 damage28g×1.5no cap
Ally Dmg BuffAllied towers in the zone deal more damage.+2% aura strength30g×1.55no cap
Ally Range BuffAllied towers in the zone gain extra targeting range.+0.15% aura strength28g×1.56
Ally AS BuffAllied towers in the zone fire faster.+1.5% aura strength28g×1.5no cap
Blind ChanceHigher roll for a hit to blind the target.+2 to the ability; level 1 adds Holy Blind35g×1.558
Pulse StunAbsolution pulse stuns hold for longer.+0.2 s control; level 1 adds Absolution Pulse45g×1.65
The Sanctuary tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
DisintegrationArcanum path A, starting with Adaptive Damage and Arcane Erosion.
School: ArcanumPath: ARoles: single-target damage · debuff · area damage

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Erosion StacksErosion stack cap rises — compound resist-shred sticks deeper.+1 to the ability28g×1.510
Erosion StrengthEach erosion stack strips more magic resistance.+0.15 damage30g×1.55no cap
Beam RampSustained beam on a single target ramps up damage faster.+2 to the ability; level 1 adds Focused Beam35g×1.55no cap
Pierce CountArcane beam pierces more enemies in a line.+2 damage45g×1.653
Void Zone DmgVoid zones strip more magic resistance from enemies inside.+3 to the ability; level 1 adds Nullification40g×1.6no cap
Void Zone DurationVoid zones linger longer on the field.+0.5 damage35g×1.555
%HP DamageBeam-amplification holds on the target for longer.+0.3 to the ability; level 1 adds Focused Beam50g×1.7no cap
The Disintegration tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
SpellweaveArcanum path B, starting with Rune Placement.
School: ArcanumPath: BRoles: area damage · support · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Max RunesMore runes can be placed and active at once.+1.5 damage30g×1.556
Rune DamageEvery shot deals more damage — the tower channels rune power into hits.+1.2 damage25g×1.5no cap
Rune CascadeRune-cascade burn ticks harder on the target.+3 to the ability; level 1 adds Rune Link40g×1.653
Tripwire DmgTripwire shots hit harder on every triggered hit.+1.2 damage30g×1.55no cap
Overload DmgOverload rune burst burns enemies harder per level.+0.3 to the ability; level 1 adds Living Spellwork50g×1.65no cap
Rune RegenTower fires faster as runes regenerate between casts.+0.02 shots/s35g×1.556
Ally Buff on RuneAllied towers near a rune deal more damage.+2% aura strength28g×1.58
The Spellweave tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
SiphonArcanum path C, starting with Arcane Siphon.
School: ArcanumPath: CRoles: support · damage over time · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Siphon RateEach hit siphons more enemy strength into a weakness debuff.+1 to the ability25g×1.5no cap
RedistributeAllied towers in aura fire faster.+2% aura strength; level 1 adds Essence Redistribute35g×1.558
Mana BurnMana-burn DoT chews more % maxHP per second.+0.15 damage30g×1.55no cap
Wellspring ScalingWellspring amplifies damage on the target further.+0.5 to the ability; level 1 adds Arcane Wellspring40g×1.6no cap
Husk ThresholdHusk-burn lingers on the target for longer.+0.5 to the ability45g×1.655
Husk BurstHusk-burn ticks harder on the target.+1.5 to the ability; level 1 adds Husk Drain35g×1.55no cap
Aura RangeWellspring aura covers more cells around the tower.+0.3 aura range30g×1.56
The Siphon tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
CycloneAeromancy path A, starting with Knockback and Dust Devil.
School: AeromancyPath: ARoles: area damage · crowd control · damage over time

Abilities

On the tower from the moment it is built, before any upgrade.

Knockback
Knocks the target back ~0.5 tiles on hit.
Dust Devil
Whirlwind on hit slows nearby enemies by ~20% for 3 seconds.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Tornado DurationTornadoes linger longer on the field.+0.5 damage25g×1.5no cap
Tornado CountMore tornadoes can be active at once.+1.2 damage50g×1.753
Windshear DmgWindshear DoT chews more % maxHP per second.+0.1 damage; level 1 adds Windshear30g×1.55no cap
Mega Cyclone StunMerged mega-cyclone stuns hold for longer.+0.3 s control; level 1 adds Mega Cyclone40g×1.66
Pull StrengthTornado pull slows enemies caught inside harder.+0.2 to the ability28g×1.56
Tornado SizeTornadoes cover more cells.+0.2 splash radius30g×1.558
Growth RateTornado slow lingers on the target for longer.+0.3 to the ability35g×1.558
The Cyclone tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
ZephyrAeromancy path B, starting with Aura Range 15 and Aura Slow 10.
School: AeromancyPath: BRoles: support · crowd control · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

Aura Range 15
Carried by every tower on this path.
Aura Slow 10
Carried by every tower on this path.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Headwind SlowHeadwind slows enemies harder while in the gust.+2% slow22g×1.5no cap
Tailwind RangeAllied towers in tailwind aura gain extra targeting range.+0.15% aura strength28g×1.56
Ally AS BuffAllied towers in wind aura fire faster.+2% aura strength25g×1.5no cap
Ground FlyersGrounded flyers slow harder once forced down.+5 to the ability; level 1 adds Ground Flyers40g×1.64
Wind ReversalWind reversal fear holds enemies fleeing for longer when it triggers.+1 to the ability; level 1 adds Wind Reversal50g×1.655
Reversal FreqHigher roll that a hit reverses the enemy's direction.+3 to the ability45g×1.65
Buff StripEvery shot lands with extra damage from stripped enemy buffs.+0.96 damage35g×1.554
The Zephyr tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
ShrikeAeromancy path C, starting with Knockback and Bleed.
School: AeromancyPath: CRoles: single-target damage · crowd control · area damage

Abilities

On the tower from the moment it is built, before any upgrade.

Knockback
Knocks the target back ~1 tile on hit.
Bleed
Wind-shorn cuts bleed for ~25% tower damage over 3 seconds.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Knockback ForceEach hit knocks targets back further.+0.2 knockback25g×1.58
Bleed DamageEach bleed tick hurts more on the target.+0.25 damage22g×1.5no cap
Ricochet CountShots ricochet to more enemies.+1.6 damage; level 1 adds Ricochet35g×1.64
Collision DmgCollision stuns hold for longer.+0.3 to the ability; level 1 adds Collision Damage40g×1.6no cap
Gale LanceGale Lance knocks targets back further.+0.5 to the ability; level 1 adds Gale Lance45g×1.65no cap
Lance FrequencyGale Lance knocks targets back further (stacks with Gale Lance).+0.3 to the ability40g×1.556
Bleed StacksBleed stack cap rises — more compound bleed damage on tough targets.+1 to the ability30g×1.510
The Shrike tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
OvergrowthDruidism path A, starting with Thorns and Briar Patch.
School: DruidismPath: ARoles: area damage · damage over time · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Vine DamageEach thorn tick hurts more on the target.+0.25 damage22g×1.5no cap
Patch CoverageThorn patches cover more cells.+0.2 splash radius28g×1.58
Root ChanceHigher roll that a hit roots the target in place.+3% proc chance; level 1 adds Entangle30g×1.5510
Root DurationRooted enemies stay locked for longer.+0.2 s control28g×1.56
Auto SpreadAuto-spread roots hold for longer (stacks with Root Duration).+0.3 to the ability; level 1 adds Living Labyrinth40g×1.6no cap
Seed Pod FreqSeed pods tick more often (interval shrinks, floor 0.2s).+0.1 to the ability; level 1 adds Seed Pod35g×1.556
Perma-Root CountHigher chance for hits to trigger a permanent root.+0.5% proc chance50g×1.73
The Overgrowth tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
DruidDruidism path B, starting with Thorn Aura and Natural Decay.
School: DruidismPath: BRoles: support · area damage · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

Thorn Aura
Aura: damaged allies retaliate with a thorn DoT against the attacker.
Natural Decay
Each hit accelerates decay — strips 5 armor per hit.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Aura Thorn DmgAllied towers in aura thorn-tick enemies harder.+0.15 damage25g×1.5no cap
Natural DecayStrips more armor on every hit.+0.3 damage28g×1.5no cap
Summon Buff %Allied towers in aura deal more damage.+3% aura strength; level 1 adds Summon Buff30g×1.55no cap
Wilting PulseWilting-pulse anti-heal lingers on the target longer.+0.5 to the ability; level 1 adds Healing Burst35g×1.558
Season Cycle SpeedSeason cycle damage-amp grows stronger per level.+0.5 to the ability; level 1 adds Cycle of Seasons40g×1.65
Season StrengthAll season-aura buffs scale stronger on allies.+1.8% aura strength35g×1.55no cap
Aura RangeNature aura covers more cells around the tower.+0.3 aura range28g×1.56
The Druid tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
BeastcallerDruidism path C, starting with Wolf Summon.
School: DruidismPath: CRoles: single-target damage · support · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Wolf DamageWolf bleed ticks harder on the target.+0.2 to the ability25g×1.5no cap
Wolf HPWolf bleed lingers on the target for longer.+0.15 to the ability22g×1.5no cap
Hawk MarksHawks mark more enemies at once.+1.35 damage; level 1 adds Hawk Summon40g×1.64
Mark Dmg AmpMarked targets take amplified damage on every follow-up hit.+1.44 damage30g×1.55no cap
Bear StunBear stuns hold for longer.+0.2 s control; level 1 adds Bear Summon35g×1.555
Evolution RateEach level evolves the tower's damage output further.+0.72 damage; level 1 adds Adaptive Evolution45g×1.65no cap
Pack BondAll summon auras buff allies more strongly.+1.2% aura strength30g×1.5no cap
The Beastcaller tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
StasisChronomancy path A, starting with Time Dilation and Temporal Decay.
School: ChronomancyPath: ARoles: crowd control · area damage · debuff

Abilities

On the tower from the moment it is built, before any upgrade.

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.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Dilation StrengthTime-dilation field slows enemies inside harder.+2% slow25g×1.5no cap
Decay StacksTemporal-decay stack cap rises — compound stat-loss on the target.+1 to the ability30g×1.5510
Decay StrengthEach temporal-decay stack chews more %maxHP per second from the target.+0.5 to the ability28g×1.5no cap
Time Lock CountTime-lock catches more enemies at once.+1.5 damage; level 1 adds Time Lock50g×1.753
Lock DurationTime-lock holds targets for longer.+0.5 s control40g×1.66
Age to DustAge-to-Dust execute triggers at higher stack counts.+0.5 damage; level 1 adds Age to Dust45g×1.65no cap
Field RadiusDilation field covers more cells.+0.2 splash radius30g×1.58
The Stasis tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
RewindChronomancy path B, starting with Temporal Rewind.
School: ChronomancyPath: BRoles: support · crowd control · single-target damage

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Rewind DistanceRewind shoves enemies back further along their path.+0.5 knockback25g×1.5no cap
Chrono BoostAllied towers in aura fire faster.+2% aura strength; level 1 adds Chrono Boost30g×1.55no cap
Loop DurationRewind loop shoves targets back further.+0.3 to the ability; level 1 adds Time Loop45g×1.655
Loop RepeatsRewind loop repeats stack more knockback (with Loop Duration).+0.5 to the ability50g×1.753
Echo StrengthEcho-shots deal a higher % of the tower's hit damage.+5 to the ability; level 1 adds Temporal Echo35g×1.55no cap
Echo FrequencyEcho-shots fire more often (interval shrinks, floor 0.2s).+0.1 to the ability40g×1.66
Rewind FrequencyTower fires faster — rewinds trigger more often.+0.05 shots/s30g×1.5no cap
The Rewind tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
HasteChronomancy path C, starting with Aura Attack Speed 15 and Aging Curse.
School: ChronomancyPath: CRoles: support · area damage · damage over time

Abilities

On the tower from the moment it is built, before any upgrade.

Aura Attack Speed 15
Carried by every tower on this path.
Aging Curse
Curse of age: ~0.8% max HP per second over 5 seconds.

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Aura ASAllied towers in haste aura fire faster.+2% aura strength25g×1.5no cap
Aging DamageAging-curse DoT chews more % maxHP per second.+0.1 damage28g×1.55no cap
Confusion ChanceHigher roll that confusion seizes the target — briefly locks them in place.+1.5 to the ability; level 1 adds Confusion30g×1.58
Entropy SlowEntropy field slows enemies inside harder.+2% slow; level 1 adds Entropy Field25g×1.5no cap
Entropy DoTEach entropy stack chews more % maxHP per second.+0.1 damage35g×1.6no cap
Epoch DurationEpoch-burst stun and CC effects hold for longer.+0.25 s control; level 1 adds Epoch Burst45g×1.655
Epoch MultiplierEach level multiplies the tower's hit damage further.+1 damage40g×1.66
The Haste tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
SwarmBeastmastery path A, starting with Insect Swarm.
School: BeastmasteryPath: ARoles: area damage · damage over time · crowd control

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Swarm SizeSwarm DoT ticks harder per level (bigger swarm = more bites).+0.2 to the ability25g×1.5no cap
Swarm DamageSwarm DoT ticks harder on each target.+0.25 damage22g×1.5no cap
Split CountSwarm splits to more enemies on a kill.+1.5 damage; level 1 adds Swarm Split40g×1.653
Swarm SlowSwarm slows targets harder while attached.+2% slow20g×1.4510
Armor ShredSwarm strips more armor on every tick.+0.3 damage28g×1.5no cap
Spawn RateSwarm spawns more often (tick interval shrinks, floor 0.2s).+0.05 to the ability30g×1.556
Devouring ScaleDevouring plague ticks with extra raw damage per level.+2 to the ability; level 1 adds Devouring Plague35g×1.55no cap
The Swarm tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
AlphaBeastmastery path B, starting with Alpha Beast.
School: BeastmasteryPath: BRoles: single-target damage · crowd control · support

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Alpha DamageAlpha bleed ticks harder on the target per level.+0.2 to the ability28g×1.55no cap
Alpha HPAlpha bleed lingers on the target for longer.+0.2 to the ability25g×1.5no cap
Charge StunBeast charge stuns hold for longer.+0.2 s control35g×1.556
Roar FearHigher roll that the alpha's roar fears nearby enemies.+5% proc chance30g×1.58
Regen RateAlpha heals between rakes — each bleed tick lands harder (stacks with Alpha Damage).+0.5 to the ability22g×1.456
Pack LeaderAll summoned beasts deal more damage.+2% aura strength; level 1 adds Pack Leader40g×1.6no cap
Pack RotationTower fires faster.+0.1 shots/s35g×1.556
The Alpha tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.
ChimeraBeastmastery path C, starting with Spawn Mutant.
School: BeastmasteryPath: CRoles: area damage · debuff · single-target damage

Abilities

On the tower from the moment it is built, before any upgrade.

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

Upgrade slots (10)

* Damage, Attack Speed and Range are on every path; the other 7 are this path's own. “Gain per level” is what one level changes on the tower as the game computes it — several effect upgrades (damage over time, crits, shred, extra targets) count as extra hit damage, and “to the ability” is the raw amount the path's own ability is scaled by. Each level costs the previous level's price times the cost factor, so breadth is cheaper than depth.

SlotWhat it doesGain per levelLevel-1 costCost × per levelMax level
Damage *Each level increases the tower's raw hit damage.+3 damage15g×1.515 (extra levels do nothing)
Attack Speed *Tower fires faster — more shots land per second.+0.12 shots/s15g×1.515 (extra levels do nothing)
Range *Stretches the tower's targeting reach further out.+0.3 range18g×1.456
Mutant VarietyEach mutant variant bleeds harder onto enemies.+1 to the ability30g×1.556
Mutant StatsEach level strengthens the tower's mutants further.+0.9 damage25g×1.5no cap
Fusion BonusHybrid fusion shot deals more raw damage per level.+10 to the ability; level 1 adds Hybrid Fusion35g×1.55no cap
Spawn RateMutants spawn more often (tick interval shrinks, floor 0.2s).+0.1 to the ability28g×1.56
Wave ReadingStrips more armor on every hit (wave-reading scales the shred).+0.8 to the ability; level 1 adds Wave Reading40g×1.68
Unstable ExplosionMutants explode harder on death — wider AoE.+0.2 splash radius; level 1 adds Unstable Mutation30g×1.56
Apex ChimeraTower's pack-leader aura grows stronger per level.+0.6% aura strength50g×1.73
The Chimera tower model as the game renders it
The tower this path builds, as the game's own 3D view draws it.