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.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +2.5 damage | 20g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.08 shots/s | 18g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.25 range | 22g | ×1.45 | 6 |
| Splash Radius | Each shot's fire-burst covers a wider ring. | +0.3 splash radius | 25g | ×1.45 | 8 |
| Burn Duration | Burn DoT ticks on the target for longer before fading. | +0.25 damage | 20g | ×1.5 | 6 |
| Burn Spread | Burn jumps to more nearby enemies on contact. | +1.35 damage | 40g | ×1.6 | 4 |
| Fire Resist Shred | Strips fire resistance so follow-up hits land harder. | +0.9 damage; level 1 adds Sear Resist | 30g | ×1.7 | no cap |
| Cascade Chance | Higher roll for the burn to cascade onto neighbours on contact. | +5 to the ability; level 1 adds Fire Cascade | 35g | ×1.55 | 10 |
| AoE Damage % | Each level widens the burn-spread AoE so more enemies catch the splash. | +0.2 splash radius | 28g | ×1.45 | 8 |
| Ignition Aura | Wider ignition aura — more allied towers catch the burn-spread buff. | +0.3 aura range; level 1 adds Shared Ignition | 40g | ×1.6 | 5 |

PyroclasmPyromancy path B, starting with Burn and Melt Focus.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 22g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.1 shots/s | 20g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 24g | ×1.45 | 6 |
| Burn Intensity | Each burn stack ticks harder on a single target. | +0.05 damage | 22g | ×1.5 | no cap |
| Max Stacks | Cap on simultaneous burn stacks lifts — more compound damage on tough targets. | +1 to the ability | 50g | ×1.8 | 6 |
| Root Duration | Slag-chained enemies stay rooted for longer. | +0.3 s control; level 1 adds Slag Chains | 35g | ×1.55 | 5 |
| Root Chance | Higher roll that the burn chains into a slag root. | +3% proc chance; level 1 adds Slag Chains | 30g | ×1.5 | 8 |
| Magma Pool Size | Magma pools left on enemy death cover more ground. | +0.2 splash radius; level 1 adds Molten Collapse | 40g | ×1.55 | 6 |
| Magma Pool Duration | Magma pools linger longer after spawning. | +0.5 damage; level 1 adds Molten Collapse | 35g | ×1.5 | 5 |
| Crit Chance | Higher chance for a shot to roll a critical hit. | +0.27 damage | 25g | ×1.55 | 10 |

EmberheartPyromancy path C, starting with Burn and Aura Attack Speed 8.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +1.5 damage | 18g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.06 shots/s | 16g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.2 range | 20g | ×1.45 | 6 |
| Aura AS Strength | Allied towers in aura fire faster. | +2% aura strength | 30g | ×1.55 | no cap |
| Aura Range | Aura covers more cells around the tower. | +0.3 aura range | 35g | ×1.5 | 6 |
| Shared Ignition | Boosts every aura — allied towers near this one fire faster, hit harder, and reach further. | +2% aura strength; level 1 adds Shared Ignition | 40g | ×1.6 | 8 |
| Phoenix Surge Dmg | Phoenix Surge burn ticks harder on the target. | +3 to the ability; level 1 adds Phoenix Surge | 45g | ×1.55 | no cap |
| Surge Frequency | Phoenix Surge ticks more often (interval shortens, floor ~0.2s). | +0.05 to the ability; level 1 adds Phoenix Surge | 50g | ×1.65 | 6 |
| Phoenix Wing | Phoenix Surge burn lasts longer before falling off. | +0.5 to the ability; level 1 adds Phoenix Surge | 35g | ×1.5 | 5 |
| Buff Duration | Every status the tower applies sticks on the target for longer. | +0.5 s control | 25g | ×1.45 | 6 |

PermafrostCryomancy path A, starting with Slow and Frost Patch.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +1.5 damage | 18g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.07 shots/s | 16g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.25 range | 22g | ×1.45 | 6 |
| Slow Strength | Slow stacks bite deeper — enemies crawl slower. | +3% slow | 20g | ×1.5 | 10 |
| Frost Patch Size | Frost patches dropped underfoot cover more ground. | +0.2 splash radius | 28g | ×1.5 | 8 |
| Patch Duration | Frost patches linger longer after being laid. | +0.5 damage | 25g | ×1.45 | no cap |
| Armor Shred | Each hit strips more armor — frost shots bite through plate. | +0.6 damage; level 1 adds Armor Crack | 30g | ×1.55 | no cap |
| Freeze Chance | Higher roll that a hit fully freezes the target. | +2% proc chance; level 1 adds Deep Freeze | 40g | ×1.65 | 10 |
| Freeze Duration | Frozen enemies stay locked for longer. | +0.3 s control | 45g | ×1.6 | 5 |
| Dmg Amp on Frozen | Each level adds raw damage to every shot — a flat hit-power bump. | +0.72 damage | 35g | ×1.55 | 8 |

ShatterCryomancy path B, starting with Slow and Brittle Strike.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +2.5 damage | 20g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.08 shots/s | 18g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.25 range | 22g | ×1.45 | 6 |
| Brittle Bonus | Each hit lays a brittle damage-amp on the target — follow-up shots land harder. | +4 to the ability | 22g | ×1.5 | no cap |
| Freeze Chance | Higher roll that a hit fully freezes the target. | +2.5% proc chance; level 1 adds Flash Freeze | 35g | ×1.6 | 10 |
| Shatter Damage | Shatter damage-amp on the target ramps higher per hit — every Shatter shot stacks deeper. | +3 to the ability; level 1 adds Death Shatter | 45g | ×1.65 | 8 |
| Shatter Radius | Shatter explosion covers more cells when a frozen target dies. | +0.3 splash radius | 35g | ×1.5 | 6 |
| Chain Freeze | Freeze jumps to more nearby enemies. | +2.4 damage | 50g | ×1.7 | 3 |
| Crit Damage | Crit hits hit even harder. | +0.27 damage | 30g | ×1.55 | 8 |
| Slow Duration | Slows stick to the target for longer. | +0.3 s slow | 20g | ×1.45 | 6 |

FrostweaveCryomancy path C, starting with Aura Slow 10 and Frostbite.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +1 damage | 16g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.06 shots/s | 14g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.2 range | 18g | ×1.45 | 6 |
| Aura Slow | Allied slow aura bites deeper around the tower. | +2% aura strength | 25g | ×1.5 | no cap |
| Frostbite Stacks | Frostbite stack cap rises — more compound chill damage. | +1 to the ability; level 1 adds Frostbite Stack | 30g | ×1.55 | 10 |
| Frostbite Damage | Each frostbite stack ticks harder. | +0.001 damage; level 1 adds Frostbite Stack | 28g | ×1.5 | no cap |
| Ally Crit Bonus | Allied towers in aura deal more damage. | +2% aura strength; level 1 adds Heart of Winter | 40g | ×1.6 | 8 |
| Aura Range | Aura covers more cells around the tower. | +0.3 aura range | 30g | ×1.5 | 6 |
| Slow Persist | Slow lingers on the target for longer after leaving a patch. | +0.5 s slow | 22g | ×1.45 | 5 |
| Frost Armor | Frost coating slows enemies harder while it lingers. | +2% slow | 35g | ×1.55 | 6 |

Storm ChainVoltomancy path A, starting with Chain Lightning.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Chain Targets | Chain lightning hops to more enemies. | +1.2 damage | 25g | ×1.5 | no cap |
| Chain Decay | Each level increases chain-lightning damage — every bolt in the chain lands harder. | +1.2 damage | 30g | ×1.55 | 8 |
| Shock Duration | Shocked enemies stay slowed for longer. | +0.3 s slow; level 1 adds Galvanic Shock | 22g | ×1.45 | 6 |
| Shock Strength | Shock slow bites deeper. | +3% slow | 20g | ×1.5 | 8 |
| Thunderclap AoE | Thunderclap stun explosion covers more cells. | +0.2 splash radius; level 1 adds Thunderclap | 40g | ×1.6 | 5 |
| Amplify Chains | Chain bolts hit harder on every target in the chain. | +1.2 damage | 35g | ×1.55 | no cap |
| Crit Chance | Higher chance for a shot to roll a critical hit. | +0.15 damage | 28g | ×1.55 | 10 |

OverchargeVoltomancy path B, starting with Static Buildup.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Charge Rate | Tower fires faster as its charge builds. | +0.025 shots/s | 30g | ×1.55 | 4 |
| Burst Damage | Burst shots land with critical-grade extra damage. | +0.9 damage | 35g | ×1.6 | no cap |
| Stun Duration | Electrocution stuns hold for longer. | +0.2 s control | 40g | ×1.55 | 6 |
| Pulse Radius | Charge-pulse AoE covers more cells on release. | +0.3 splash radius; level 1 adds Thunder Pulse | 32g | ×1.5 | 6 |
| Lightning Rod | Allied towers in aura fire faster. | +2% aura strength; level 1 adds Lightning Rod | 50g | ×1.7 | 4 |
| Charge Bonus Dmg | Fully-charged shots land with extra raw damage per level. | +0.72 damage | 25g | ×1.5 | no cap |
| Crit Damage | Crit hits hit even harder. | +0.135 damage | 28g | ×1.55 | 8 |

GalvanicVoltomancy path C, starting with Aura Attack Speed 6 and Conductivity.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Aura AS | Allied towers in aura fire faster. | +2% aura strength | 28g | ×1.55 | no cap |
| Conductivity Stacks | Conductivity stack cap rises so the bonus chain-chance compounds further. | +1 to the ability | 30g | ×1.5 | 10 |
| Induced Current | Allied towers in aura deal more damage (aura scales with this slot). | +2% aura strength; level 1 adds Induced Current | 40g | ×1.6 | 8 |
| Aura Range | Aura covers more cells around the tower. | +0.3 aura range | 30g | ×1.5 | 6 |
| Mega Bolt Damage | Perpetual Storm's mega-bolts inflict heavier burn per tick. | +2 to the ability; level 1 adds Perpetual Storm | 45g | ×1.65 | no cap |
| Bolt Frequency | Perpetual Storm bolts hit more often (tick interval shrinks, floor 0.2s). | +0.05 to the ability | 50g | ×1.6 | 5 |
| Storm Dmg/s | Passive storm damage-per-second on the target climbs. | +0.5 damage | 25g | ×1.5 | no cap |

PlagueToxicology path A, starting with Poison, Poison Cloud and Death Spore.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Cloud Radius | Poison clouds cover more ground. | +0.2 splash radius | 25g | ×1.5 | 8 |
| Cloud Duration | Poison clouds linger longer after spawning. | +0.5 damage | 22g | ×1.45 | no cap |
| Poison Stacks | Poison stack cap rises — more compound damage on tough targets. | +1 to the ability; level 1 adds Stacking Poison | 30g | ×1.55 | 10 |
| Tick Acceleration | Poison ticks more often (interval shrinks, floor 0.2s). | +0.05 to the ability; level 1 adds Stacking Poison | 35g | ×1.6 | 6 |
| Death Spread | Poison jumps to more nearby enemies on death. | +1.35 damage | 40g | ×1.6 | 4 |
| Anti-Heal | Anti-heal debuff stays on the target longer. | +0.5 to the ability; level 1 adds Anti-Heal | 30g | ×1.5 | 8 |
| Cloud Merge | Poison clouds merge into wider patches across the field. | +0.1 splash radius | 45g | ×1.65 | 6 |

VenomToxicology path B, starting with Strong Poison and Neurotoxin.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Venom Potency | Venom DoT ticks harder on the target. | +0.25 damage | 22g | ×1.5 | no cap |
| Neurotoxin Slow | Neurotoxin slow bites deeper. | +3% slow | 20g | ×1.45 | 10 |
| Armor Shred/Stack | Each poison stack on the target strips more armor. | +0.3 damage; level 1 adds Acid Shred | 30g | ×1.55 | no cap |
| Convulsion Chance | Higher roll for a poison tick to stun the target. | +2% proc chance | 35g | ×1.55 | 8 |
| Accelerating DoT | Each level ramps the accelerating poison's per-tick damage higher. | +3 to the ability; level 1 adds Accelerating Poison | 40g | ×1.6 | no cap |
| Toxic Aura Range | Toxic aura reaches more cells around the tower. | +0.2 aura range; level 1 adds Toxic Aura | 35g | ×1.55 | 5 |
| Execute Threshold | Lethal-dose execute fires on enemies at higher HP %. | +1 damage | 50g | ×1.7 | 5 |

ToxicantToxicology path C, starting with Poison and Aura Damage Amp 10.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Damage Amp | Every poison hit chunks harder on the target. | +1.35 damage | 30g | ×1.55 | no cap |
| Buff Strip | Anti-heal pulses bite deeper, suppressing enemy regen for longer. | +18 damage; level 1 adds Buff Strip | 35g | ×1.55 | 8 |
| Resist Shred | Strips more magic resist on every hit. | +0.6 damage; level 1 adds Resist Shred | 30g | ×1.5 | no cap |
| Debuff Amplifier | Each poison debuff amp stack lands harder on the target. | +3 to the ability; level 1 adds Debuff Amplifier | 45g | ×1.65 | no cap |
| Wave Radius | Toxin wave covers more ground per cast. | +0.3 splash radius | 28g | ×1.5 | 6 |
| Wave Frequency | Tower fires faster — poison waves trigger more often. | +0.05 shots/s | 40g | ×1.55 | 5 |
| Catalytic Burst | Catalytic burst AoE covers a wider ring on detonation. | +0.2 splash radius | 50g | ×1.6 | no cap |

QuakeGeomancy path A, starting with Stunning Strike and Ground Shock.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +4.8 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Stun Chance | Higher roll that a hit stuns the target. | +2% proc chance | 25g | ×1.5 | 10 |
| AoE Radius | Quake shockwave covers more cells. | +0.2 splash radius | 28g | ×1.5 | 8 |
| Rubble Slow | Rubble slows targets harder while in the patch. | +3% slow; level 1 adds Rubble Zone | 22g | ×1.45 | 8 |
| Rubble Duration | Rubble persists longer after a quake. | +1 damage | 25g | ×1.5 | no cap |
| Armor Shred | Each hit strips more armor — quake fractures shake plates loose. | +0.6 damage | 30g | ×1.55 | no cap |
| Cataclysm Dmg | Cataclysm stuns hold for longer. | +0.3 to the ability; level 1 adds Cataclysm | 45g | ×1.6 | 6 |
| Cataclysm Freq | Higher roll for the quake to escalate into a cataclysm stun. | +3 to the ability | 50g | ×1.65 | 6 |

RampartGeomancy path B, starting with Stunning Strike and Stone Barrier.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +4.8 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Barrier HP | Stone-barrier slow lingers on each enemy for longer. | +0.5 to the ability | 30g | ×1.55 | no cap |
| Barrier Regen | Stone-barrier slow bites deeper — adds %-points to the slow strength. | +1 to the ability | 35g | ×1.55 | 6 |
| Ally Damage Buff | Allied towers near a barrier deal more damage. | +3% aura strength; level 1 adds Fortified Position | 30g | ×1.5 | no cap |
| Ally AS Buff | Allied towers near a barrier fire faster. | +2% aura strength | 28g | ×1.5 | no cap |
| Explode Damage | Barriers detonate harder when they break. | +5 to the ability; level 1 adds Barrier Explosion | 40g | ×1.6 | no cap |
| Barrier Count | More barriers stand at once. | +2.4 damage | 60g | ×1.8 | 2 |
| Counter Stun | Higher on-hit stun roll — the rampart hits back. | +1% proc chance | 25g | ×1.5 | 8 |

GolemGeomancy path C, starting with Stunning Strike and Stone Fist.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +4.8 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Fist Damage | Golem fist stuns hold the target for longer. | +0.3 to the ability | 30g | ×1.55 | 6 |
| Fist Frequency | Golem fist stuns hold even longer — extra duration on top of Fist Damage. | +0.3 to the ability | 35g | ×1.55 | 6 |
| Bleed Damage | Each bleed tick hurts more on the target. | +0.5 damage; level 1 adds Crushing Wound | 25g | ×1.5 | no cap |
| Bleed Duration | Bleed lingers on the target for longer. | +0.25 damage | 22g | ×1.45 | 6 |
| Golem HP | Golem-bleed lingers on the target for longer. | +0.3 to the ability; level 1 adds Stone Golem | 40g | ×1.6 | no cap |
| Golem Damage | Each level adds raw strength to the golem's BLEED tick — the summoned bruiser hits harder. | +0.2 to the ability | 35g | ×1.55 | no cap |
| Golem Regen | Each golem-bleed tick hits harder (adds raw strength per tick). | +0.5 to the ability | 30g | ×1.5 | 6 |

ReaperUmbramancy path A, starting with Execute and Death Mark.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3.6 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Death Mark Stacks | More death-mark stacks pile onto a single target before capping. | +1 to the ability | 30g | ×1.55 | 5 |
| Execute Threshold | Execute fires on targets at higher HP %. | +1.5 damage; level 1 adds Final Harvest | 40g | ×1.65 | 8 |
| Soul Bleed | Soul-bleed DoT chews more % maxHP per second. | +0.25 damage; level 1 adds Soul Bleed | 35g | ×1.6 | no cap |
| Mark Dmg Amp | Marked targets take amplified damage on every follow-up hit. | +1.44 damage | 28g | ×1.5 | no cap |
| Reap Speed | Each kill refunds part of the tower's next-shot cooldown. | +25% cooldown back on a kill | 45g | ×1.65 | 4 |
| Kill Chain | Each kill spills damage onto nearby enemies, chaining harder per level. | +1.44 damage | 50g | ×1.7 | no cap |
| Crit Chance | Higher chance for a shot to roll a critical hit. | +0.36 damage | 25g | ×1.5 | 10 |

PhantomUmbramancy path B, starting with Fear.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3.6 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Fear Chance | Higher roll that a hit fears the target into running. | +3% proc chance | 30g | ×1.55 | 10 |
| Fear Duration | Feared enemies stay fleeing for longer. | +0.2 s control | 35g | ×1.55 | 6 |
| Fear Spread | Fear jumps to more nearby enemies. | +1.8 damage; level 1 adds Mass Hysteria | 45g | ×1.65 | 3 |
| Resist Shred | Strips more magic resist on every hit. | +0.6 damage; level 1 adds Resist Shred | 28g | ×1.5 | no cap |
| Dread Stacks | Haunted-fear lingers on the target for longer. | +0.3 to the ability; level 1 adds Haunted Ground | 30g | ×1.5 | 6 |
| Phantom Duration | Phantom shroud holds fear/stun on the target for longer. | +0.2 s control | 35g | ×1.55 | 6 |
| Dmg Reduction | Higher chance for hits to interrupt the target with crowd-control. | +1.5% proc chance | 25g | ×1.5 | 8 |

UmbralUmbramancy path C, starting with Shadow Cloak and Blind.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3.6 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Blind Strength | Blind miss-chance bites deeper — enemies whiff more often. | +3 to the ability | 25g | ×1.5 | 8 |
| Blind Duration | Blind sticks on the target for longer. | +0.3 s control | 22g | ×1.45 | 6 |
| Ambush Damage | Every shot lays an ambush damage-amp — follow-up hits on the target land harder. | +5 to the ability; level 1 adds Ambush Pact | 35g | ×1.55 | no cap |
| Banish Damage | Banish stuns hold for longer. | +0.3 to the ability; level 1 adds Dimensional Rift | 45g | ×1.65 | 8 |
| Banish Frequency | Higher roll for a hit to banish the target. | +3 to the ability | 50g | ×1.65 | 5 |
| Phase Speed | Phased tower fires faster. | +0.15 shots/s | 35g | ×1.55 | 6 |
| Cloak Range | Shadowcloak aura covers more cells. | +0.3 aura range | 30g | ×1.5 | 5 |

RadianceRadiance path A, starting with Reveal, Solar Flare and Mending Light.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3.3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Flash Radius | Solar Flare AoE covers more cells. | +0.2 splash radius | 25g | ×1.5 | 8 |
| Sunbeam Focus | Solar Flare burn ticks harder on the target. | +1 to the ability | 30g | ×1.55 | 6 |
| Mark of Light | Marked targets take amplified damage on every follow-up hit. | +2 to the ability; level 1 adds Mark of Light | 35g | ×1.55 | no cap |
| Daybreak Dmg | Daybreak burst burn ticks harder. | +3 to the ability; level 1 adds Daybreak | 45g | ×1.65 | no cap |
| Daybreak Freq | Daybreak burn lingers on the target for longer. | +0.4 to the ability | 50g | ×1.6 | 5 |
| Aegis Burn | Strips magic resistance with each Aegis tick. | +1 to the ability; level 1 adds Aegis Burn | 40g | ×1.6 | 6 |
| Sight Beyond | Stretches the tower's targeting reach further out. | +0.3 range | 20g | ×1.45 | 6 |

JudgmentRadiance path B, starting with Reveal and Holy Smite.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3.3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Smite Bonus | Smite-weakness debuff bites deeper on the target. | +2 to the ability | 25g | ×1.5 | no cap |
| Purge Stun | Purge stuns hold for longer. | +0.2 s control; level 1 adds Purifying Light | 35g | ×1.55 | 5 |
| Sentence Dmg Amp | Judgment-sentenced enemies take amplified damage. | +3 to the ability; level 1 adds Divine Sentence | 40g | ×1.6 | no cap |
| Sentence Duration | Judgment debuff sticks on the target for longer. | +1 to the ability | 35g | ×1.55 | 6 |
| Sentence Resist Shred | Sentenced enemies lose more magic resistance. | +0.9 damage | 38g | ×1.55 | 8 |
| Own Dmg vs Judged | Each shot lands harder on enemies under the tower's judgment. | +1.32 damage | 30g | ×1.5 | no cap |
| Crit Chance | Higher chance for a shot to roll a critical hit. | +0.33 damage | 25g | ×1.55 | 10 |

SanctuaryRadiance path C, starting with Reveal, Aura Slow 15 and Aura Range 10.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3.3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Zone Slow | Sanctuary zone slows enemies harder. | +2% slow | 22g | ×1.5 | no cap |
| Zone Damage | Sanctuary zone burns enemies harder per second. | +0.5 damage | 28g | ×1.5 | no cap |
| Ally Dmg Buff | Allied towers in the zone deal more damage. | +2% aura strength | 30g | ×1.55 | no cap |
| Ally Range Buff | Allied towers in the zone gain extra targeting range. | +0.15% aura strength | 28g | ×1.5 | 6 |
| Ally AS Buff | Allied towers in the zone fire faster. | +1.5% aura strength | 28g | ×1.5 | no cap |
| Blind Chance | Higher roll for a hit to blind the target. | +2 to the ability; level 1 adds Holy Blind | 35g | ×1.55 | 8 |
| Pulse Stun | Absolution pulse stuns hold for longer. | +0.2 s control; level 1 adds Absolution Pulse | 45g | ×1.6 | 5 |

DisintegrationArcanum path A, starting with Adaptive Damage and Arcane Erosion.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Erosion Stacks | Erosion stack cap rises — compound resist-shred sticks deeper. | +1 to the ability | 28g | ×1.5 | 10 |
| Erosion Strength | Each erosion stack strips more magic resistance. | +0.15 damage | 30g | ×1.55 | no cap |
| Beam Ramp | Sustained beam on a single target ramps up damage faster. | +2 to the ability; level 1 adds Focused Beam | 35g | ×1.55 | no cap |
| Pierce Count | Arcane beam pierces more enemies in a line. | +2 damage | 45g | ×1.65 | 3 |
| Void Zone Dmg | Void zones strip more magic resistance from enemies inside. | +3 to the ability; level 1 adds Nullification | 40g | ×1.6 | no cap |
| Void Zone Duration | Void zones linger longer on the field. | +0.5 damage | 35g | ×1.55 | 5 |
| %HP Damage | Beam-amplification holds on the target for longer. | +0.3 to the ability; level 1 adds Focused Beam | 50g | ×1.7 | no cap |

SpellweaveArcanum path B, starting with Rune Placement.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Max Runes | More runes can be placed and active at once. | +1.5 damage | 30g | ×1.55 | 6 |
| Rune Damage | Every shot deals more damage — the tower channels rune power into hits. | +1.2 damage | 25g | ×1.5 | no cap |
| Rune Cascade | Rune-cascade burn ticks harder on the target. | +3 to the ability; level 1 adds Rune Link | 40g | ×1.65 | 3 |
| Tripwire Dmg | Tripwire shots hit harder on every triggered hit. | +1.2 damage | 30g | ×1.55 | no cap |
| Overload Dmg | Overload rune burst burns enemies harder per level. | +0.3 to the ability; level 1 adds Living Spellwork | 50g | ×1.65 | no cap |
| Rune Regen | Tower fires faster as runes regenerate between casts. | +0.02 shots/s | 35g | ×1.55 | 6 |
| Ally Buff on Rune | Allied towers near a rune deal more damage. | +2% aura strength | 28g | ×1.5 | 8 |

SiphonArcanum path C, starting with Arcane Siphon.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Siphon Rate | Each hit siphons more enemy strength into a weakness debuff. | +1 to the ability | 25g | ×1.5 | no cap |
| Redistribute | Allied towers in aura fire faster. | +2% aura strength; level 1 adds Essence Redistribute | 35g | ×1.55 | 8 |
| Mana Burn | Mana-burn DoT chews more % maxHP per second. | +0.15 damage | 30g | ×1.55 | no cap |
| Wellspring Scaling | Wellspring amplifies damage on the target further. | +0.5 to the ability; level 1 adds Arcane Wellspring | 40g | ×1.6 | no cap |
| Husk Threshold | Husk-burn lingers on the target for longer. | +0.5 to the ability | 45g | ×1.65 | 5 |
| Husk Burst | Husk-burn ticks harder on the target. | +1.5 to the ability; level 1 adds Husk Drain | 35g | ×1.55 | no cap |
| Aura Range | Wellspring aura covers more cells around the tower. | +0.3 aura range | 30g | ×1.5 | 6 |

CycloneAeromancy path A, starting with Knockback and Dust Devil.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Tornado Duration | Tornadoes linger longer on the field. | +0.5 damage | 25g | ×1.5 | no cap |
| Tornado Count | More tornadoes can be active at once. | +1.2 damage | 50g | ×1.75 | 3 |
| Windshear Dmg | Windshear DoT chews more % maxHP per second. | +0.1 damage; level 1 adds Windshear | 30g | ×1.55 | no cap |
| Mega Cyclone Stun | Merged mega-cyclone stuns hold for longer. | +0.3 s control; level 1 adds Mega Cyclone | 40g | ×1.6 | 6 |
| Pull Strength | Tornado pull slows enemies caught inside harder. | +0.2 to the ability | 28g | ×1.5 | 6 |
| Tornado Size | Tornadoes cover more cells. | +0.2 splash radius | 30g | ×1.55 | 8 |
| Growth Rate | Tornado slow lingers on the target for longer. | +0.3 to the ability | 35g | ×1.55 | 8 |

ZephyrAeromancy path B, starting with Aura Range 15 and Aura Slow 10.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Headwind Slow | Headwind slows enemies harder while in the gust. | +2% slow | 22g | ×1.5 | no cap |
| Tailwind Range | Allied towers in tailwind aura gain extra targeting range. | +0.15% aura strength | 28g | ×1.5 | 6 |
| Ally AS Buff | Allied towers in wind aura fire faster. | +2% aura strength | 25g | ×1.5 | no cap |
| Ground Flyers | Grounded flyers slow harder once forced down. | +5 to the ability; level 1 adds Ground Flyers | 40g | ×1.6 | 4 |
| Wind Reversal | Wind reversal fear holds enemies fleeing for longer when it triggers. | +1 to the ability; level 1 adds Wind Reversal | 50g | ×1.65 | 5 |
| Reversal Freq | Higher roll that a hit reverses the enemy's direction. | +3 to the ability | 45g | ×1.6 | 5 |
| Buff Strip | Every shot lands with extra damage from stripped enemy buffs. | +0.96 damage | 35g | ×1.55 | 4 |

ShrikeAeromancy path C, starting with Knockback and Bleed.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Knockback Force | Each hit knocks targets back further. | +0.2 knockback | 25g | ×1.5 | 8 |
| Bleed Damage | Each bleed tick hurts more on the target. | +0.25 damage | 22g | ×1.5 | no cap |
| Ricochet Count | Shots ricochet to more enemies. | +1.6 damage; level 1 adds Ricochet | 35g | ×1.6 | 4 |
| Collision Dmg | Collision stuns hold for longer. | +0.3 to the ability; level 1 adds Collision Damage | 40g | ×1.6 | no cap |
| Gale Lance | Gale Lance knocks targets back further. | +0.5 to the ability; level 1 adds Gale Lance | 45g | ×1.65 | no cap |
| Lance Frequency | Gale Lance knocks targets back further (stacks with Gale Lance). | +0.3 to the ability | 40g | ×1.55 | 6 |
| Bleed Stacks | Bleed stack cap rises — more compound bleed damage on tough targets. | +1 to the ability | 30g | ×1.5 | 10 |

OvergrowthDruidism path A, starting with Thorns and Briar Patch.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Vine Damage | Each thorn tick hurts more on the target. | +0.25 damage | 22g | ×1.5 | no cap |
| Patch Coverage | Thorn patches cover more cells. | +0.2 splash radius | 28g | ×1.5 | 8 |
| Root Chance | Higher roll that a hit roots the target in place. | +3% proc chance; level 1 adds Entangle | 30g | ×1.55 | 10 |
| Root Duration | Rooted enemies stay locked for longer. | +0.2 s control | 28g | ×1.5 | 6 |
| Auto Spread | Auto-spread roots hold for longer (stacks with Root Duration). | +0.3 to the ability; level 1 adds Living Labyrinth | 40g | ×1.6 | no cap |
| Seed Pod Freq | Seed pods tick more often (interval shrinks, floor 0.2s). | +0.1 to the ability; level 1 adds Seed Pod | 35g | ×1.55 | 6 |
| Perma-Root Count | Higher chance for hits to trigger a permanent root. | +0.5% proc chance | 50g | ×1.7 | 3 |

DruidDruidism path B, starting with Thorn Aura and Natural Decay.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Aura Thorn Dmg | Allied towers in aura thorn-tick enemies harder. | +0.15 damage | 25g | ×1.5 | no cap |
| Natural Decay | Strips more armor on every hit. | +0.3 damage | 28g | ×1.5 | no cap |
| Summon Buff % | Allied towers in aura deal more damage. | +3% aura strength; level 1 adds Summon Buff | 30g | ×1.55 | no cap |
| Wilting Pulse | Wilting-pulse anti-heal lingers on the target longer. | +0.5 to the ability; level 1 adds Healing Burst | 35g | ×1.55 | 8 |
| Season Cycle Speed | Season cycle damage-amp grows stronger per level. | +0.5 to the ability; level 1 adds Cycle of Seasons | 40g | ×1.6 | 5 |
| Season Strength | All season-aura buffs scale stronger on allies. | +1.8% aura strength | 35g | ×1.55 | no cap |
| Aura Range | Nature aura covers more cells around the tower. | +0.3 aura range | 28g | ×1.5 | 6 |

BeastcallerDruidism path C, starting with Wolf Summon.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Wolf Damage | Wolf bleed ticks harder on the target. | +0.2 to the ability | 25g | ×1.5 | no cap |
| Wolf HP | Wolf bleed lingers on the target for longer. | +0.15 to the ability | 22g | ×1.5 | no cap |
| Hawk Marks | Hawks mark more enemies at once. | +1.35 damage; level 1 adds Hawk Summon | 40g | ×1.6 | 4 |
| Mark Dmg Amp | Marked targets take amplified damage on every follow-up hit. | +1.44 damage | 30g | ×1.55 | no cap |
| Bear Stun | Bear stuns hold for longer. | +0.2 s control; level 1 adds Bear Summon | 35g | ×1.55 | 5 |
| Evolution Rate | Each level evolves the tower's damage output further. | +0.72 damage; level 1 adds Adaptive Evolution | 45g | ×1.65 | no cap |
| Pack Bond | All summon auras buff allies more strongly. | +1.2% aura strength | 30g | ×1.5 | no cap |

StasisChronomancy path A, starting with Time Dilation and Temporal Decay.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Dilation Strength | Time-dilation field slows enemies inside harder. | +2% slow | 25g | ×1.5 | no cap |
| Decay Stacks | Temporal-decay stack cap rises — compound stat-loss on the target. | +1 to the ability | 30g | ×1.55 | 10 |
| Decay Strength | Each temporal-decay stack chews more %maxHP per second from the target. | +0.5 to the ability | 28g | ×1.5 | no cap |
| Time Lock Count | Time-lock catches more enemies at once. | +1.5 damage; level 1 adds Time Lock | 50g | ×1.75 | 3 |
| Lock Duration | Time-lock holds targets for longer. | +0.5 s control | 40g | ×1.6 | 6 |
| Age to Dust | Age-to-Dust execute triggers at higher stack counts. | +0.5 damage; level 1 adds Age to Dust | 45g | ×1.65 | no cap |
| Field Radius | Dilation field covers more cells. | +0.2 splash radius | 30g | ×1.5 | 8 |

RewindChronomancy path B, starting with Temporal Rewind.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Rewind Distance | Rewind shoves enemies back further along their path. | +0.5 knockback | 25g | ×1.5 | no cap |
| Chrono Boost | Allied towers in aura fire faster. | +2% aura strength; level 1 adds Chrono Boost | 30g | ×1.55 | no cap |
| Loop Duration | Rewind loop shoves targets back further. | +0.3 to the ability; level 1 adds Time Loop | 45g | ×1.65 | 5 |
| Loop Repeats | Rewind loop repeats stack more knockback (with Loop Duration). | +0.5 to the ability | 50g | ×1.75 | 3 |
| Echo Strength | Echo-shots deal a higher % of the tower's hit damage. | +5 to the ability; level 1 adds Temporal Echo | 35g | ×1.55 | no cap |
| Echo Frequency | Echo-shots fire more often (interval shrinks, floor 0.2s). | +0.1 to the ability | 40g | ×1.6 | 6 |
| Rewind Frequency | Tower fires faster — rewinds trigger more often. | +0.05 shots/s | 30g | ×1.5 | no cap |

HasteChronomancy path C, starting with Aura Attack Speed 15 and Aging Curse.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Aura AS | Allied towers in haste aura fire faster. | +2% aura strength | 25g | ×1.5 | no cap |
| Aging Damage | Aging-curse DoT chews more % maxHP per second. | +0.1 damage | 28g | ×1.55 | no cap |
| Confusion Chance | Higher roll that confusion seizes the target — briefly locks them in place. | +1.5 to the ability; level 1 adds Confusion | 30g | ×1.5 | 8 |
| Entropy Slow | Entropy field slows enemies inside harder. | +2% slow; level 1 adds Entropy Field | 25g | ×1.5 | no cap |
| Entropy DoT | Each entropy stack chews more % maxHP per second. | +0.1 damage | 35g | ×1.6 | no cap |
| Epoch Duration | Epoch-burst stun and CC effects hold for longer. | +0.25 s control; level 1 adds Epoch Burst | 45g | ×1.65 | 5 |
| Epoch Multiplier | Each level multiplies the tower's hit damage further. | +1 damage | 40g | ×1.6 | 6 |

SwarmBeastmastery path A, starting with Insect Swarm.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Swarm Size | Swarm DoT ticks harder per level (bigger swarm = more bites). | +0.2 to the ability | 25g | ×1.5 | no cap |
| Swarm Damage | Swarm DoT ticks harder on each target. | +0.25 damage | 22g | ×1.5 | no cap |
| Split Count | Swarm splits to more enemies on a kill. | +1.5 damage; level 1 adds Swarm Split | 40g | ×1.65 | 3 |
| Swarm Slow | Swarm slows targets harder while attached. | +2% slow | 20g | ×1.45 | 10 |
| Armor Shred | Swarm strips more armor on every tick. | +0.3 damage | 28g | ×1.5 | no cap |
| Spawn Rate | Swarm spawns more often (tick interval shrinks, floor 0.2s). | +0.05 to the ability | 30g | ×1.55 | 6 |
| Devouring Scale | Devouring plague ticks with extra raw damage per level. | +2 to the ability; level 1 adds Devouring Plague | 35g | ×1.55 | no cap |

AlphaBeastmastery path B, starting with Alpha Beast.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Alpha Damage | Alpha bleed ticks harder on the target per level. | +0.2 to the ability | 28g | ×1.55 | no cap |
| Alpha HP | Alpha bleed lingers on the target for longer. | +0.2 to the ability | 25g | ×1.5 | no cap |
| Charge Stun | Beast charge stuns hold for longer. | +0.2 s control | 35g | ×1.55 | 6 |
| Roar Fear | Higher roll that the alpha's roar fears nearby enemies. | +5% proc chance | 30g | ×1.5 | 8 |
| Regen Rate | Alpha heals between rakes — each bleed tick lands harder (stacks with Alpha Damage). | +0.5 to the ability | 22g | ×1.45 | 6 |
| Pack Leader | All summoned beasts deal more damage. | +2% aura strength; level 1 adds Pack Leader | 40g | ×1.6 | no cap |
| Pack Rotation | Tower fires faster. | +0.1 shots/s | 35g | ×1.55 | 6 |

ChimeraBeastmastery path C, starting with Spawn Mutant.
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.
| Slot | What it does | Gain per level | Level-1 cost | Cost × per level | Max level |
|---|---|---|---|---|---|
| Damage * | Each level increases the tower's raw hit damage. | +3 damage | 15g | ×1.5 | 15 (extra levels do nothing) |
| Attack Speed * | Tower fires faster — more shots land per second. | +0.12 shots/s | 15g | ×1.5 | 15 (extra levels do nothing) |
| Range * | Stretches the tower's targeting reach further out. | +0.3 range | 18g | ×1.45 | 6 |
| Mutant Variety | Each mutant variant bleeds harder onto enemies. | +1 to the ability | 30g | ×1.55 | 6 |
| Mutant Stats | Each level strengthens the tower's mutants further. | +0.9 damage | 25g | ×1.5 | no cap |
| Fusion Bonus | Hybrid fusion shot deals more raw damage per level. | +10 to the ability; level 1 adds Hybrid Fusion | 35g | ×1.55 | no cap |
| Spawn Rate | Mutants spawn more often (tick interval shrinks, floor 0.2s). | +0.1 to the ability | 28g | ×1.5 | 6 |
| Wave Reading | Strips more armor on every hit (wave-reading scales the shred). | +0.8 to the ability; level 1 adds Wave Reading | 40g | ×1.6 | 8 |
| Unstable Explosion | Mutants explode harder on death — wider AoE. | +0.2 splash radius; level 1 adds Unstable Mutation | 30g | ×1.5 | 6 |
| Apex Chimera | Tower's pack-leader aura grows stronger per level. | +0.6% aura strength | 50g | ×1.7 | 3 |
