Three paths per school, thirty-six in all. A path fixes what the tower is for and opens ten upgrade slots — three that every tower in the game has, and seven of its own.
Every path blends three roles out of six: single-target damage, area damage, crowd control, damage over time, support (helping neighbouring towers) and debuff (weakening enemies). Slot costs below are the price of that slot's first level; each level after multiplies it.
ConflagrationPyromancy path A — area damage · damage over time · debuff.
Conflagration is path A of Pyromancy, built around area damage, damage over time and debuff.
Burn — Lights enemies on fire — burns for 3s at ~30% tower damage per tick.
Burn Spread — Burns leap to nearby enemies on hit, chaining the DoT through clusters.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Splash Radius — Each shot's fire-burst covers a wider ring. First level 25g, ×1.45 per level, max level 8.
Burn Duration — Burn DoT ticks on the target for longer before fading. First level 20g, ×1.5 per level, max level 6.
Burn Spread — Burn jumps to more nearby enemies on contact. First level 40g, ×1.6 per level, max level 4.
Fire Resist Shred — Strips fire resistance so follow-up hits land harder. First level 30g, ×1.7 per level, no cap.
Cascade Chance — Higher roll for the burn to cascade onto neighbours on contact. First level 35g, ×1.55 per level, max level 10.
AoE Damage % — Each level widens the burn-spread AoE so more enemies catch the splash. First level 28g, ×1.45 per level, max level 8.
Ignition Aura — Wider ignition aura — more allied towers catch the burn-spread buff. First level 40g, ×1.6 per level, max level 5.

PyroclasmPyromancy path B — single-target damage · damage over time · crowd control.
Pyroclasm is path B of Pyromancy, built around single-target damage, damage over time and crowd control.
Burn — Lights enemies on fire — burns for 3s at ~30% tower damage per tick.
Melt Focus — Stacks a burn-damage amplifier on the target, up to ~8 stacks per hit.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Burn Intensity — Each burn stack ticks harder on a single target. First level 22g, ×1.5 per level, no cap.
Max Stacks — Cap on simultaneous burn stacks lifts — more compound damage on tough targets. First level 50g, ×1.8 per level, max level 6.
Root Duration — Slag-chained enemies stay rooted for longer. First level 35g, ×1.55 per level, max level 5.
Root Chance — Higher roll that the burn chains into a slag root. First level 30g, ×1.5 per level, max level 8.
Magma Pool Size — Magma pools left on enemy death cover more ground. First level 40g, ×1.55 per level, max level 6.
Magma Pool Duration — Magma pools linger longer after spawning. First level 35g, ×1.5 per level, max level 5.
Crit Chance — Higher chance for a shot to roll a critical hit. First level 25g, ×1.55 per level, max level 10.

EmberheartPyromancy path C — support · area damage · damage over time.
Emberheart is path C of Pyromancy, built around support, area damage and damage over time.
Burn — Lights enemies on fire — burns for 3s at ~30% tower damage per tick.
Grants Aura Attack Speed 8.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Aura AS Strength — Allied towers in aura fire faster. First level 30g, ×1.55 per level, no cap.
Aura Range — Aura covers more cells around the tower. First level 35g, ×1.5 per level, max level 6.
Shared Ignition — Boosts every aura — allied towers near this one fire faster, hit harder, and reach further. First level 40g, ×1.6 per level, max level 8.
Phoenix Surge Dmg — Phoenix Surge burn ticks harder on the target. First level 45g, ×1.55 per level, no cap.
Surge Frequency — Phoenix Surge ticks more often (interval shortens, floor ~0.2s). First level 50g, ×1.65 per level, max level 6.
Phoenix Wing — Phoenix Surge burn lasts longer before falling off. First level 35g, ×1.5 per level, max level 5.
Buff Duration — Every status the tower applies sticks on the target for longer. First level 25g, ×1.45 per level, max level 6.

PermafrostCryomancy path A — crowd control · area damage · debuff.
Permafrost is path A of Cryomancy, built around crowd control, area damage and debuff.
Slow — Slows movement by 25% for 2.5 seconds.
Frost Patch — Hits chill the ground briefly, slowing enemies that pass through.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Slow Strength — Slow stacks bite deeper — enemies crawl slower. First level 20g, ×1.5 per level, max level 10.
Frost Patch Size — Frost patches dropped underfoot cover more ground. First level 28g, ×1.5 per level, max level 8.
Patch Duration — Frost patches linger longer after being laid. First level 25g, ×1.45 per level, no cap.
Armor Shred — Each hit strips more armor — frost shots bite through plate. First level 30g, ×1.55 per level, no cap.
Freeze Chance — Higher roll that a hit fully freezes the target. First level 40g, ×1.65 per level, max level 10.
Freeze Duration — Frozen enemies stay locked for longer. First level 45g, ×1.6 per level, max level 5.
Dmg Amp on Frozen — Each level adds raw damage to every shot — a flat hit-power bump. First level 35g, ×1.55 per level, max level 8.

ShatterCryomancy path B — single-target damage · crowd control · debuff.
Shatter is path B of Cryomancy, built around single-target damage, crowd control and debuff.
Slow — Slows movement by 25% for 2.5 seconds.
Brittle Strike — Target takes 25% more damage from any source for 3 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Brittle Bonus — Each hit lays a brittle damage-amp on the target — follow-up shots land harder. First level 22g, ×1.5 per level, no cap.
Freeze Chance — Higher roll that a hit fully freezes the target. First level 35g, ×1.6 per level, max level 10.
Shatter Damage — Shatter damage-amp on the target ramps higher per hit — every Shatter shot stacks deeper. First level 45g, ×1.65 per level, max level 8.
Shatter Radius — Shatter explosion covers more cells when a frozen target dies. First level 35g, ×1.5 per level, max level 6.
Chain Freeze — Freeze jumps to more nearby enemies. First level 50g, ×1.7 per level, max level 3.
Crit Damage — Crit hits hit even harder. First level 30g, ×1.55 per level, max level 8.
Slow Duration — Slows stick to the target for longer. First level 20g, ×1.45 per level, max level 6.

FrostweaveCryomancy path C — support · crowd control · damage over time.
Frostweave is path C of Cryomancy, built around support, crowd control and damage over time.
Grants Aura Slow 10.
Frostbite — Frostbite ticks for ~20% tower damage per second for 4 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Aura Slow — Allied slow aura bites deeper around the tower. First level 25g, ×1.5 per level, no cap.
Frostbite Stacks — Frostbite stack cap rises — more compound chill damage. First level 30g, ×1.55 per level, max level 10.
Frostbite Damage — Each frostbite stack ticks harder. First level 28g, ×1.5 per level, no cap.
Ally Crit Bonus — Allied towers in aura deal more damage. First level 40g, ×1.6 per level, max level 8.
Aura Range — Aura covers more cells around the tower. First level 30g, ×1.5 per level, max level 6.
Slow Persist — Slow lingers on the target for longer after leaving a patch. First level 22g, ×1.45 per level, max level 5.
Frost Armor — Frost coating slows enemies harder while it lingers. First level 35g, ×1.55 per level, max level 6.

Storm ChainVoltomancy path A — area damage · single-target damage · debuff.
Storm Chain is path A of Voltomancy, built around area damage, single-target damage and debuff.
Chain Lightning — Each shot bounces to 2 additional targets.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Chain Targets — Chain lightning hops to more enemies. First level 25g, ×1.5 per level, no cap.
Chain Decay — Each level increases chain-lightning damage — every bolt in the chain lands harder. First level 30g, ×1.55 per level, max level 8.
Shock Duration — Shocked enemies stay slowed for longer. First level 22g, ×1.45 per level, max level 6.
Shock Strength — Shock slow bites deeper. First level 20g, ×1.5 per level, max level 8.
Thunderclap AoE — Thunderclap stun explosion covers more cells. First level 40g, ×1.6 per level, max level 5.
Amplify Chains — Chain bolts hit harder on every target in the chain. First level 35g, ×1.55 per level, no cap.
Crit Chance — Higher chance for a shot to roll a critical hit. First level 28g, ×1.55 per level, max level 10.

OverchargeVoltomancy path B — single-target damage · damage over time · crowd control.
Overcharge is path B of Voltomancy, built around single-target damage, damage over time and crowd control.
Static Buildup — Stacks static charge on hits, priming enemies for follow-up shocks.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Charge Rate — Tower fires faster as its charge builds. First level 30g, ×1.55 per level, max level 4.
Burst Damage — Burst shots land with critical-grade extra damage. First level 35g, ×1.6 per level, no cap.
Stun Duration — Electrocution stuns hold for longer. First level 40g, ×1.55 per level, max level 6.
Pulse Radius — Charge-pulse AoE covers more cells on release. First level 32g, ×1.5 per level, max level 6.
Lightning Rod — Allied towers in aura fire faster. First level 50g, ×1.7 per level, max level 4.
Charge Bonus Dmg — Fully-charged shots land with extra raw damage per level. First level 25g, ×1.5 per level, no cap.
Crit Damage — Crit hits hit even harder. First level 28g, ×1.55 per level, max level 8.

GalvanicVoltomancy path C — support · area damage · debuff.
Galvanic is path C of Voltomancy, built around support, area damage and debuff.
Grants Aura Attack Speed 6.
Conductivity — Builds up to ~10 charge stacks; each adds 5% lightning damage taken.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Aura AS — Allied towers in aura fire faster. First level 28g, ×1.55 per level, no cap.
Conductivity Stacks — Conductivity stack cap rises so the bonus chain-chance compounds further. First level 30g, ×1.5 per level, max level 10.
Induced Current — Allied towers in aura deal more damage (aura scales with this slot). First level 40g, ×1.6 per level, max level 8.
Aura Range — Aura covers more cells around the tower. First level 30g, ×1.5 per level, max level 6.
Mega Bolt Damage — Perpetual Storm's mega-bolts inflict heavier burn per tick. First level 45g, ×1.65 per level, no cap.
Bolt Frequency — Perpetual Storm bolts hit more often (tick interval shrinks, floor 0.2s). First level 50g, ×1.6 per level, max level 5.
Storm Dmg/s — Passive storm damage-per-second on the target climbs. First level 25g, ×1.5 per level, no cap.

PlagueToxicology path A — area damage · damage over time · debuff.
Plague is path A of Toxicology, built around area damage, damage over time and debuff.
Poison — Poisons the target for 4s, ticking ~40% tower damage over the duration.
Poison Cloud — Spreads a toxic cloud that poisons everyone passing through.
Death Spore — Killed enemies release a spore cloud that poisons their allies.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Cloud Radius — Poison clouds cover more ground. First level 25g, ×1.5 per level, max level 8.
Cloud Duration — Poison clouds linger longer after spawning. First level 22g, ×1.45 per level, no cap.
Poison Stacks — Poison stack cap rises — more compound damage on tough targets. First level 30g, ×1.55 per level, max level 10.
Tick Acceleration — Poison ticks more often (interval shrinks, floor 0.2s). First level 35g, ×1.6 per level, max level 6.
Death Spread — Poison jumps to more nearby enemies on death. First level 40g, ×1.6 per level, max level 4.
Anti-Heal — Anti-heal debuff stays on the target longer. First level 30g, ×1.5 per level, max level 8.
Cloud Merge — Poison clouds merge into wider patches across the field. First level 45g, ×1.65 per level, max level 6.

VenomToxicology path B — single-target damage · damage over time · crowd control.
Venom is path B of Toxicology, built around single-target damage, damage over time and crowd control.
Strong Poison — Stronger poison: ~80% tower damage over 5 seconds.
Neurotoxin — Poisons also slow movement by 20% for 3 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Venom Potency — Venom DoT ticks harder on the target. First level 22g, ×1.5 per level, no cap.
Neurotoxin Slow — Neurotoxin slow bites deeper. First level 20g, ×1.45 per level, max level 10.
Armor Shred/Stack — Each poison stack on the target strips more armor. First level 30g, ×1.55 per level, no cap.
Convulsion Chance — Higher roll for a poison tick to stun the target. First level 35g, ×1.55 per level, max level 8.
Accelerating DoT — Each level ramps the accelerating poison's per-tick damage higher. First level 40g, ×1.6 per level, no cap.
Toxic Aura Range — Toxic aura reaches more cells around the tower. First level 35g, ×1.55 per level, max level 5.
Execute Threshold — Lethal-dose execute fires on enemies at higher HP %. First level 50g, ×1.7 per level, max level 5.

ToxicantToxicology path C — support · debuff · area damage.
Toxicant is path C of Toxicology, built around support, debuff and area damage.
Poison — Poisons the target for 4s, ticking ~40% tower damage over the duration.
Grants Aura Damage Amp 10.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Damage Amp — Every poison hit chunks harder on the target. First level 30g, ×1.55 per level, no cap.
Buff Strip — Anti-heal pulses bite deeper, suppressing enemy regen for longer. First level 35g, ×1.55 per level, max level 8.
Resist Shred — Strips more magic resist on every hit. First level 30g, ×1.5 per level, no cap.
Debuff Amplifier — Each poison debuff amp stack lands harder on the target. First level 45g, ×1.65 per level, no cap.
Wave Radius — Toxin wave covers more ground per cast. First level 28g, ×1.5 per level, max level 6.
Wave Frequency — Tower fires faster — poison waves trigger more often. First level 40g, ×1.55 per level, max level 5.
Catalytic Burst — Catalytic burst AoE covers a wider ring on detonation. First level 50g, ×1.6 per level, no cap.

QuakeGeomancy path A — area damage · crowd control · debuff.
Quake is path A of Geomancy, built around area damage, crowd control and debuff.
Stunning Strike — 10% chance to stun the target for ~0.8 seconds.
Ground Shock — Every hit shakes the ground, briefly stunning the target (~0.5s).
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Stun Chance — Higher roll that a hit stuns the target. First level 25g, ×1.5 per level, max level 10.
AoE Radius — Quake shockwave covers more cells. First level 28g, ×1.5 per level, max level 8.
Rubble Slow — Rubble slows targets harder while in the patch. First level 22g, ×1.45 per level, max level 8.
Rubble Duration — Rubble persists longer after a quake. First level 25g, ×1.5 per level, no cap.
Armor Shred — Each hit strips more armor — quake fractures shake plates loose. First level 30g, ×1.55 per level, no cap.
Cataclysm Dmg — Cataclysm stuns hold for longer. First level 45g, ×1.6 per level, max level 6.
Cataclysm Freq — Higher roll for the quake to escalate into a cataclysm stun. First level 50g, ×1.65 per level, max level 6.

RampartGeomancy path B — support · crowd control · single-target damage.
Rampart is path B of Geomancy, built around support, crowd control and single-target damage.
Stunning Strike — 10% chance to stun the target for ~0.8 seconds.
Stone Barrier — Drops a barrier that slows passing enemies by ~20% for 4 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Barrier HP — Stone-barrier slow lingers on each enemy for longer. First level 30g, ×1.55 per level, no cap.
Barrier Regen — Stone-barrier slow bites deeper — adds %-points to the slow strength. First level 35g, ×1.55 per level, max level 6.
Ally Damage Buff — Allied towers near a barrier deal more damage. First level 30g, ×1.5 per level, no cap.
Ally AS Buff — Allied towers near a barrier fire faster. First level 28g, ×1.5 per level, no cap.
Explode Damage — Barriers detonate harder when they break. First level 40g, ×1.6 per level, no cap.
Barrier Count — More barriers stand at once. First level 60g, ×1.8 per level, max level 2.
Counter Stun — Higher on-hit stun roll — the rampart hits back. First level 25g, ×1.5 per level, max level 8.

GolemGeomancy path C — single-target damage · crowd control · damage over time.
Golem is path C of Geomancy, built around single-target damage, crowd control and damage over time.
Stunning Strike — 10% chance to stun the target for ~0.8 seconds.
Stone Fist — Heavy impact — each hit stuns the target for 1 second.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Fist Damage — Golem fist stuns hold the target for longer. First level 30g, ×1.55 per level, max level 6.
Fist Frequency — Golem fist stuns hold even longer — extra duration on top of Fist Damage. First level 35g, ×1.55 per level, max level 6.
Bleed Damage — Each bleed tick hurts more on the target. First level 25g, ×1.5 per level, no cap.
Bleed Duration — Bleed lingers on the target for longer. First level 22g, ×1.45 per level, max level 6.
Golem HP — Golem-bleed lingers on the target for longer. First level 40g, ×1.6 per level, no cap.
Golem Damage — Each level adds raw strength to the golem's BLEED tick — the summoned bruiser hits harder. First level 35g, ×1.55 per level, no cap.
Golem Regen — Each golem-bleed tick hits harder (adds raw strength per tick). First level 30g, ×1.5 per level, max level 6.

ReaperUmbramancy path A — single-target damage · debuff · damage over time.
Reaper is path A of Umbramancy, built around single-target damage, debuff and damage over time.
Execute — Below 30% HP: deals massive bonus damage to finish the target.
Death Mark — Marks enemies — each stack adds ~8% damage taken, up to ~5 stacks.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Death Mark Stacks — More death-mark stacks pile onto a single target before capping. First level 30g, ×1.55 per level, max level 5.
Execute Threshold — Execute fires on targets at higher HP %. First level 40g, ×1.65 per level, max level 8.
Soul Bleed — Soul-bleed DoT chews more % maxHP per second. First level 35g, ×1.6 per level, no cap.
Mark Dmg Amp — Marked targets take amplified damage on every follow-up hit. First level 28g, ×1.5 per level, no cap.
Reap Speed — Each kill refunds part of the tower's next-shot cooldown. First level 45g, ×1.65 per level, max level 4.
Kill Chain — Each kill spills damage onto nearby enemies, chaining harder per level. First level 50g, ×1.7 per level, no cap.
Crit Chance — Higher chance for a shot to roll a critical hit. First level 25g, ×1.5 per level, max level 10.

PhantomUmbramancy path B — area damage · crowd control · debuff.
Phantom is path B of Umbramancy, built around area damage, crowd control and debuff.
Fear — 20% chance to terrify the target — they flee backward for 1.5 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Fear Chance — Higher roll that a hit fears the target into running. First level 30g, ×1.55 per level, max level 10.
Fear Duration — Feared enemies stay fleeing for longer. First level 35g, ×1.55 per level, max level 6.
Fear Spread — Fear jumps to more nearby enemies. First level 45g, ×1.65 per level, max level 3.
Resist Shred — Strips more magic resist on every hit. First level 28g, ×1.5 per level, no cap.
Dread Stacks — Haunted-fear lingers on the target for longer. First level 30g, ×1.5 per level, max level 6.
Phantom Duration — Phantom shroud holds fear/stun on the target for longer. First level 35g, ×1.55 per level, max level 6.
Dmg Reduction — Higher chance for hits to interrupt the target with crowd-control. First level 25g, ×1.5 per level, max level 8.

UmbralUmbramancy path C — support · single-target damage · crowd control.
Umbral is path C of Umbramancy, built around support, single-target damage and crowd control.
Grants Shadow Cloak.
Blind — Blinds the target — their hit chance drops 30% for 2 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Blind Strength — Blind miss-chance bites deeper — enemies whiff more often. First level 25g, ×1.5 per level, max level 8.
Blind Duration — Blind sticks on the target for longer. First level 22g, ×1.45 per level, max level 6.
Ambush Damage — Every shot lays an ambush damage-amp — follow-up hits on the target land harder. First level 35g, ×1.55 per level, no cap.
Banish Damage — Banish stuns hold for longer. First level 45g, ×1.65 per level, max level 8.
Banish Frequency — Higher roll for a hit to banish the target. First level 50g, ×1.65 per level, max level 5.
Phase Speed — Phased tower fires faster. First level 35g, ×1.55 per level, max level 6.
Cloak Range — Shadowcloak aura covers more cells. First level 30g, ×1.5 per level, max level 5.

RadianceRadiance path A — area damage · support · damage over time.
Radiance is path A of Radiance, built around area damage, support and damage over time.
Reveal — Sees through stealth — strips invisibility from any enemy in range.
Solar Flare — Wide solar burst sears all enemies in range for ~40% damage over 3s.
Mending Light — Aura: heals nearby allied towers / repairs barriers.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Flash Radius — Solar Flare AoE covers more cells. First level 25g, ×1.5 per level, max level 8.
Sunbeam Focus — Solar Flare burn ticks harder on the target. First level 30g, ×1.55 per level, max level 6.
Mark of Light — Marked targets take amplified damage on every follow-up hit. First level 35g, ×1.55 per level, no cap.
Daybreak Dmg — Daybreak burst burn ticks harder. First level 45g, ×1.65 per level, no cap.
Daybreak Freq — Daybreak burn lingers on the target for longer. First level 50g, ×1.6 per level, max level 5.
Aegis Burn — Strips magic resistance with each Aegis tick. First level 40g, ×1.6 per level, max level 6.
Sight Beyond — Stretches the tower's targeting reach further out. First level 20g, ×1.45 per level, max level 6.

JudgmentRadiance path B — single-target damage · debuff · crowd control.
Judgment is path B of Radiance, built around single-target damage, debuff and crowd control.
Reveal — Sees through stealth — strips invisibility from any enemy in range.
Holy Smite — Smites enemies with a 10% damage-amp debuff for 3 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Smite Bonus — Smite-weakness debuff bites deeper on the target. First level 25g, ×1.5 per level, no cap.
Purge Stun — Purge stuns hold for longer. First level 35g, ×1.55 per level, max level 5.
Sentence Dmg Amp — Judgment-sentenced enemies take amplified damage. First level 40g, ×1.6 per level, no cap.
Sentence Duration — Judgment debuff sticks on the target for longer. First level 35g, ×1.55 per level, max level 6.
Sentence Resist Shred — Sentenced enemies lose more magic resistance. First level 38g, ×1.55 per level, max level 8.
Own Dmg vs Judged — Each shot lands harder on enemies under the tower's judgment. First level 30g, ×1.5 per level, no cap.
Crit Chance — Higher chance for a shot to roll a critical hit. First level 25g, ×1.55 per level, max level 10.

SanctuaryRadiance path C — support · crowd control · area damage.
Sanctuary is path C of Radiance, built around support, crowd control and area damage.
Reveal — Sees through stealth — strips invisibility from any enemy in range.
Grants Aura Slow 15.
Grants Aura Range 10.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Zone Slow — Sanctuary zone slows enemies harder. First level 22g, ×1.5 per level, no cap.
Zone Damage — Sanctuary zone burns enemies harder per second. First level 28g, ×1.5 per level, no cap.
Ally Dmg Buff — Allied towers in the zone deal more damage. First level 30g, ×1.55 per level, no cap.
Ally Range Buff — Allied towers in the zone gain extra targeting range. First level 28g, ×1.5 per level, max level 6.
Ally AS Buff — Allied towers in the zone fire faster. First level 28g, ×1.5 per level, no cap.
Blind Chance — Higher roll for a hit to blind the target. First level 35g, ×1.55 per level, max level 8.
Pulse Stun — Absolution pulse stuns hold for longer. First level 45g, ×1.6 per level, max level 5.

DisintegrationArcanum path A — single-target damage · debuff · area damage.
Disintegration is path A of Arcanum, built around single-target damage, debuff and area damage.
Adaptive Damage — Each consecutive hit on the same target adds +10% damage (resets on switch).
Arcane Erosion — Stacks magical erosion (up to ~10) — each strips 3% magic resist.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Erosion Stacks — Erosion stack cap rises — compound resist-shred sticks deeper. First level 28g, ×1.5 per level, max level 10.
Erosion Strength — Each erosion stack strips more magic resistance. First level 30g, ×1.55 per level, no cap.
Beam Ramp — Sustained beam on a single target ramps up damage faster. First level 35g, ×1.55 per level, no cap.
Pierce Count — Arcane beam pierces more enemies in a line. First level 45g, ×1.65 per level, max level 3.
Void Zone Dmg — Void zones strip more magic resistance from enemies inside. First level 40g, ×1.6 per level, no cap.
Void Zone Duration — Void zones linger longer on the field. First level 35g, ×1.55 per level, max level 5.
%HP Damage — Beam-amplification holds on the target for longer. First level 50g, ×1.7 per level, no cap.

SpellweaveArcanum path B — area damage · support · crowd control.
Spellweave is path B of Arcanum, built around area damage, support and crowd control.
Rune Placement — Plants arcane runes that detonate periodically for AoE damage.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Max Runes — More runes can be placed and active at once. First level 30g, ×1.55 per level, max level 6.
Rune Damage — Every shot deals more damage — the tower channels rune power into hits. First level 25g, ×1.5 per level, no cap.
Rune Cascade — Rune-cascade burn ticks harder on the target. First level 40g, ×1.65 per level, max level 3.
Tripwire Dmg — Tripwire shots hit harder on every triggered hit. First level 30g, ×1.55 per level, no cap.
Overload Dmg — Overload rune burst burns enemies harder per level. First level 50g, ×1.65 per level, no cap.
Rune Regen — Tower fires faster as runes regenerate between casts. First level 35g, ×1.55 per level, max level 6.
Ally Buff on Rune — Allied towers near a rune deal more damage. First level 28g, ×1.5 per level, max level 8.

SiphonArcanum path C — support · damage over time · debuff.
Siphon is path C of Arcanum, built around support, damage over time and debuff.
Arcane Siphon — Drains stats from the target — each stack weakens them further.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Siphon Rate — Each hit siphons more enemy strength into a weakness debuff. First level 25g, ×1.5 per level, no cap.
Redistribute — Allied towers in aura fire faster. First level 35g, ×1.55 per level, max level 8.
Mana Burn — Mana-burn DoT chews more % maxHP per second. First level 30g, ×1.55 per level, no cap.
Wellspring Scaling — Wellspring amplifies damage on the target further. First level 40g, ×1.6 per level, no cap.
Husk Threshold — Husk-burn lingers on the target for longer. First level 45g, ×1.65 per level, max level 5.
Husk Burst — Husk-burn ticks harder on the target. First level 35g, ×1.55 per level, no cap.
Aura Range — Wellspring aura covers more cells around the tower. First level 30g, ×1.5 per level, max level 6.

CycloneAeromancy path A — area damage · crowd control · damage over time.
Cyclone is path A of Aeromancy, built around area damage, crowd control and damage over time.
Knockback — Knocks the target back ~0.5 tiles on hit.
Dust Devil — Whirlwind on hit slows nearby enemies by ~20% for 3 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Tornado Duration — Tornadoes linger longer on the field. First level 25g, ×1.5 per level, no cap.
Tornado Count — More tornadoes can be active at once. First level 50g, ×1.75 per level, max level 3.
Windshear Dmg — Windshear DoT chews more % maxHP per second. First level 30g, ×1.55 per level, no cap.
Mega Cyclone Stun — Merged mega-cyclone stuns hold for longer. First level 40g, ×1.6 per level, max level 6.
Pull Strength — Tornado pull slows enemies caught inside harder. First level 28g, ×1.5 per level, max level 6.
Tornado Size — Tornadoes cover more cells. First level 30g, ×1.55 per level, max level 8.
Growth Rate — Tornado slow lingers on the target for longer. First level 35g, ×1.55 per level, max level 8.

ZephyrAeromancy path B — support · crowd control · debuff.
Zephyr is path B of Aeromancy, built around support, crowd control and debuff.
Grants Aura Range 15.
Grants Aura Slow 10.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Headwind Slow — Headwind slows enemies harder while in the gust. First level 22g, ×1.5 per level, no cap.
Tailwind Range — Allied towers in tailwind aura gain extra targeting range. First level 28g, ×1.5 per level, max level 6.
Ally AS Buff — Allied towers in wind aura fire faster. First level 25g, ×1.5 per level, no cap.
Ground Flyers — Grounded flyers slow harder once forced down. First level 40g, ×1.6 per level, max level 4.
Wind Reversal — Wind reversal fear holds enemies fleeing for longer when it triggers. First level 50g, ×1.65 per level, max level 5.
Reversal Freq — Higher roll that a hit reverses the enemy's direction. First level 45g, ×1.6 per level, max level 5.
Buff Strip — Every shot lands with extra damage from stripped enemy buffs. First level 35g, ×1.55 per level, max level 4.

ShrikeAeromancy path C — single-target damage · crowd control · area damage.
Shrike is path C of Aeromancy, built around single-target damage, crowd control and area damage.
Knockback — Knocks the target back ~1 tile on hit.
Bleed — Wind-shorn cuts bleed for ~25% tower damage over 3 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Knockback Force — Each hit knocks targets back further. First level 25g, ×1.5 per level, max level 8.
Bleed Damage — Each bleed tick hurts more on the target. First level 22g, ×1.5 per level, no cap.
Ricochet Count — Shots ricochet to more enemies. First level 35g, ×1.6 per level, max level 4.
Collision Dmg — Collision stuns hold for longer. First level 40g, ×1.6 per level, no cap.
Gale Lance — Gale Lance knocks targets back further. First level 45g, ×1.65 per level, no cap.
Lance Frequency — Gale Lance knocks targets back further (stacks with Gale Lance). First level 40g, ×1.55 per level, max level 6.
Bleed Stacks — Bleed stack cap rises — more compound bleed damage on tough targets. First level 30g, ×1.5 per level, max level 10.

OvergrowthDruidism path A — area damage · damage over time · crowd control.
Overgrowth is path A of Druidism, built around area damage, damage over time and crowd control.
Thorns — Vines deal ~20% tower damage per second for 3 seconds.
Briar Patch — Drops briars at the target — passing enemies are slowed 15% for 3s.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Vine Damage — Each thorn tick hurts more on the target. First level 22g, ×1.5 per level, no cap.
Patch Coverage — Thorn patches cover more cells. First level 28g, ×1.5 per level, max level 8.
Root Chance — Higher roll that a hit roots the target in place. First level 30g, ×1.55 per level, max level 10.
Root Duration — Rooted enemies stay locked for longer. First level 28g, ×1.5 per level, max level 6.
Auto Spread — Auto-spread roots hold for longer (stacks with Root Duration). First level 40g, ×1.6 per level, no cap.
Seed Pod Freq — Seed pods tick more often (interval shrinks, floor 0.2s). First level 35g, ×1.55 per level, max level 6.
Perma-Root Count — Higher chance for hits to trigger a permanent root. First level 50g, ×1.7 per level, max level 3.

DruidDruidism path B — support · area damage · debuff.
Druid is path B of Druidism, built around support, area damage and debuff.
Thorn Aura — Aura: damaged allies retaliate with a thorn DoT against the attacker.
Natural Decay — Each hit accelerates decay — strips 5 armor per hit.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Aura Thorn Dmg — Allied towers in aura thorn-tick enemies harder. First level 25g, ×1.5 per level, no cap.
Natural Decay — Strips more armor on every hit. First level 28g, ×1.5 per level, no cap.
Summon Buff % — Allied towers in aura deal more damage. First level 30g, ×1.55 per level, no cap.
Wilting Pulse — Wilting-pulse anti-heal lingers on the target longer. First level 35g, ×1.55 per level, max level 8.
Season Cycle Speed — Season cycle damage-amp grows stronger per level. First level 40g, ×1.6 per level, max level 5.
Season Strength — All season-aura buffs scale stronger on allies. First level 35g, ×1.55 per level, no cap.
Aura Range — Nature aura covers more cells around the tower. First level 28g, ×1.5 per level, max level 6.

BeastcallerDruidism path C — single-target damage · support · crowd control.
Beastcaller is path C of Druidism, built around single-target damage, support and crowd control.
Wolf Summon — Summons a wolf that lunges into melee and rakes enemies.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Wolf Damage — Wolf bleed ticks harder on the target. First level 25g, ×1.5 per level, no cap.
Wolf HP — Wolf bleed lingers on the target for longer. First level 22g, ×1.5 per level, no cap.
Hawk Marks — Hawks mark more enemies at once. First level 40g, ×1.6 per level, max level 4.
Mark Dmg Amp — Marked targets take amplified damage on every follow-up hit. First level 30g, ×1.55 per level, no cap.
Bear Stun — Bear stuns hold for longer. First level 35g, ×1.55 per level, max level 5.
Evolution Rate — Each level evolves the tower's damage output further. First level 45g, ×1.65 per level, no cap.
Pack Bond — All summon auras buff allies more strongly. First level 30g, ×1.5 per level, no cap.

StasisChronomancy path A — crowd control · area damage · debuff.
Stasis is path A of Chronomancy, built around crowd control, area damage and debuff.
Time Dilation — Time field slows enemies in range by 40% for 5 seconds.
Temporal Decay — Ages the target — ~1% max HP per second decay damage for 6 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Dilation Strength — Time-dilation field slows enemies inside harder. First level 25g, ×1.5 per level, no cap.
Decay Stacks — Temporal-decay stack cap rises — compound stat-loss on the target. First level 30g, ×1.55 per level, max level 10.
Decay Strength — Each temporal-decay stack chews more %maxHP per second from the target. First level 28g, ×1.5 per level, no cap.
Time Lock Count — Time-lock catches more enemies at once. First level 50g, ×1.75 per level, max level 3.
Lock Duration — Time-lock holds targets for longer. First level 40g, ×1.6 per level, max level 6.
Age to Dust — Age-to-Dust execute triggers at higher stack counts. First level 45g, ×1.65 per level, no cap.
Field Radius — Dilation field covers more cells. First level 30g, ×1.5 per level, max level 8.

RewindChronomancy path B — support · crowd control · single-target damage.
Rewind is path B of Chronomancy, built around support, crowd control and single-target damage.
Temporal Rewind — Rewinds the target along the path by ~2 tiles.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Rewind Distance — Rewind shoves enemies back further along their path. First level 25g, ×1.5 per level, no cap.
Chrono Boost — Allied towers in aura fire faster. First level 30g, ×1.55 per level, no cap.
Loop Duration — Rewind loop shoves targets back further. First level 45g, ×1.65 per level, max level 5.
Loop Repeats — Rewind loop repeats stack more knockback (with Loop Duration). First level 50g, ×1.75 per level, max level 3.
Echo Strength — Echo-shots deal a higher % of the tower's hit damage. First level 35g, ×1.55 per level, no cap.
Echo Frequency — Echo-shots fire more often (interval shrinks, floor 0.2s). First level 40g, ×1.6 per level, max level 6.
Rewind Frequency — Tower fires faster — rewinds trigger more often. First level 30g, ×1.5 per level, no cap.

HasteChronomancy path C — support · area damage · damage over time.
Haste is path C of Chronomancy, built around support, area damage and damage over time.
Grants Aura Attack Speed 15.
Aging Curse — Curse of age: ~0.8% max HP per second over 5 seconds.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Aura AS — Allied towers in haste aura fire faster. First level 25g, ×1.5 per level, no cap.
Aging Damage — Aging-curse DoT chews more % maxHP per second. First level 28g, ×1.55 per level, no cap.
Confusion Chance — Higher roll that confusion seizes the target — briefly locks them in place. First level 30g, ×1.5 per level, max level 8.
Entropy Slow — Entropy field slows enemies inside harder. First level 25g, ×1.5 per level, no cap.
Entropy DoT — Each entropy stack chews more % maxHP per second. First level 35g, ×1.6 per level, no cap.
Epoch Duration — Epoch-burst stun and CC effects hold for longer. First level 45g, ×1.65 per level, max level 5.
Epoch Multiplier — Each level multiplies the tower's hit damage further. First level 40g, ×1.6 per level, max level 6.

SwarmBeastmastery path A — area damage · damage over time · crowd control.
Swarm is path A of Beastmastery, built around area damage, damage over time and crowd control.
Insect Swarm — Releases swarms of insects that poison every nearby enemy for 5s.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Swarm Size — Swarm DoT ticks harder per level (bigger swarm = more bites). First level 25g, ×1.5 per level, no cap.
Swarm Damage — Swarm DoT ticks harder on each target. First level 22g, ×1.5 per level, no cap.
Split Count — Swarm splits to more enemies on a kill. First level 40g, ×1.65 per level, max level 3.
Swarm Slow — Swarm slows targets harder while attached. First level 20g, ×1.45 per level, max level 10.
Armor Shred — Swarm strips more armor on every tick. First level 28g, ×1.5 per level, no cap.
Spawn Rate — Swarm spawns more often (tick interval shrinks, floor 0.2s). First level 30g, ×1.55 per level, max level 6.
Devouring Scale — Devouring plague ticks with extra raw damage per level. First level 35g, ×1.55 per level, no cap.

AlphaBeastmastery path B — single-target damage · crowd control · support.
Alpha is path B of Beastmastery, built around single-target damage, crowd control and support.
Alpha Beast — Summons a powerful alpha beast that bites enemies for major damage.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Alpha Damage — Alpha bleed ticks harder on the target per level. First level 28g, ×1.55 per level, no cap.
Alpha HP — Alpha bleed lingers on the target for longer. First level 25g, ×1.5 per level, no cap.
Charge Stun — Beast charge stuns hold for longer. First level 35g, ×1.55 per level, max level 6.
Roar Fear — Higher roll that the alpha's roar fears nearby enemies. First level 30g, ×1.5 per level, max level 8.
Regen Rate — Alpha heals between rakes — each bleed tick lands harder (stacks with Alpha Damage). First level 22g, ×1.45 per level, max level 6.
Pack Leader — All summoned beasts deal more damage. First level 40g, ×1.6 per level, no cap.
Pack Rotation — Tower fires faster. First level 35g, ×1.55 per level, max level 6.

ChimeraBeastmastery path C — area damage · debuff · single-target damage.
Chimera is path C of Beastmastery, built around area damage, debuff and single-target damage.
Spawn Mutant — Spawns a mutant beast with a random elemental tinge each time.
Beyond the three slots every tower has — Damage, Attack Speed and Range — this path opens 7 of its own:
Mutant Variety — Each mutant variant bleeds harder onto enemies. First level 30g, ×1.55 per level, max level 6.
Mutant Stats — Each level strengthens the tower's mutants further. First level 25g, ×1.5 per level, no cap.
Fusion Bonus — Hybrid fusion shot deals more raw damage per level. First level 35g, ×1.55 per level, no cap.
Spawn Rate — Mutants spawn more often (tick interval shrinks, floor 0.2s). First level 28g, ×1.5 per level, max level 6.
Wave Reading — Strips more armor on every hit (wave-reading scales the shred). First level 40g, ×1.6 per level, max level 8.
Unstable Explosion — Mutants explode harder on death — wider AoE. First level 30g, ×1.5 per level, max level 6.
Apex Chimera — Tower's pack-leader aura grows stronger per level. First level 50g, ×1.7 per level, max level 3.
