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Tower upgrades

The Upgrades room has one tree for each tower type: Marksman, Barrack, Artillery and Mage. Each tree has 7 upgrades bought with upgrade points and applies to every tower of its type; its last upgrade unlocks the Ultimate of those towers.

4upgrade trees

Upgrade points come from campaign progress: 56 points once all 18 stages are completed.

Two branches per tree

After its first two upgrades each tree splits into two branches, each with a level III and a level IV upgrade, and both branches lead to the Ultimate. A tree holds one branch at a time: buying the other branch's level III upgrade swaps it in, and a level IV upgrade already bought moves to the new branch.

Marksman

Tier 1

  • Marksman towers

    4 towers

    Archer Garrison, Elven Elite Ranger, Cursed Crossbows and Sentry Watchtower.

  • Perfect ShotsBranch A

    3 points

    Increases marksmen base damage by 15% against blocked or stunned enemies.

    • 3Upgrade points

    Requires: Sharp Projectiles

Tier 2

  • Sharp Projectiles

    2 points

    Increases marksmen base damage by 10%.

    • 2Upgrade points

    Requires: Hawk Eye

  • DeadeyeBranch A

    3 points

    Each shot has a 12% chance of dealing double damage.

    • 3Upgrade points

    Requires: Perfect Shots

Tier 3

  • Hawk Eye

    1 point

    Increases marksmen range by 10%.

    • 1Upgrade points

    Requires: Marksman towers

  • Ultimate SentinelsUltimate

    5 points

    Unlocks Ultimate ability for all marksmen towers.

    • 5Upgrade points

    Requires: Deadeye, Exposed Vitals

Tier 4

  • Exposed VitalsBranch B

    3 points

    Marksmen attacks deal maximum damage to unarmored enemies.

    • 3Upgrade points

    Requires: Rapid Fire

Tier 5

  • Rapid FireBranch B

    3 points

    Increases marksmen attack speed by 10%.

    • 3Upgrade points

    Requires: Sharp Projectiles

Barrack

Tier 1

  • Barrack towers

    3 towers

    Knights Order, Wildcat Huntresses and Gold Prospectors.

  • Weapon TrainingBranch A

    3 points

    Increases units' attack damage by 30%.

    • 3Upgrade points

    Requires: Rapid Deployment

Tier 2

  • Rapid Deployment

    2 points

    Reduces unit's respawn time by 2 seconds.

    • 2Upgrade points

    Requires: Thick Skin

  • Lethal FocusBranch A

    3 points

    Units' first attack on each enemy does double damage.

    • 3Upgrade points

    Requires: Weapon Training

Tier 3

  • Thick Skin

    1 point

    Increases units' health by 10%.

    • 1Upgrade points

    Requires: Barrack towers

  • Ultimate DefendersUltimate

    5 points

    Unlocks Ultimate ability for all barrack towers.

    • 5Upgrade points

    Requires: Lethal Focus, True Grit

Tier 4

  • True GritBranch B

    3 points

    Units receive 20% less damage while under 25% health.

    • 3Upgrade points

    Requires: Fortitude

Tier 5

  • FortitudeBranch B

    3 points

    Increases units' health by 10% and armor by 10%.

    • 3Upgrade points

    Requires: Rapid Deployment

Artillery

Tier 1

  • Artillery towers

    4 towers

    Royal Catapult, Dwarven Culverin, Alchemist Shack and Ironbark Treant.

  • OptimizationBranch A

    3 points

    Increases artilleries' attack speed by 10%.

    • 3Upgrade points

    Requires: Concentrated Fire

Tier 2

  • Concentrated Fire

    2 points

    Increases artillery base damage by 10%.

    • 2Upgrade points

    Requires: Heavy Load

  • Concussive BlastBranch A

    3 points

    Artillery attacks stun enemies for a brief moment.

    • 3Upgrade points

    Requires: Optimization

Tier 3

  • Heavy Load

    1 point

    Increases the area of artillery attacks by 10%.

    • 1Upgrade points

    Requires: Artillery towers

  • Ultimate DestructionUltimate

    5 points

    Unlocks Ultimate ability for all artillery towers.

    • 5Upgrade points

    Requires: Concussive Blast, Deadly Precision

Tier 4

  • Deadly PrecisionBranch B

    3 points

    Increases artillery basic attack range by 10% and damage at the center by 15%.

    • 3Upgrade points

    Requires: Shrapnel

Tier 5

  • ShrapnelBranch B

    3 points

    Artillery attacks now ignore 75% of enemies' armor. In battle, artillery's explosive damage then counts 75% of an enemy's armor instead of the usual 50%, so it deals less damage to armored enemies (see Damage and Armor).

    • 3Upgrade points

    Requires: Concentrated Fire

Mage

Tier 1

  • Mage towers

    4 towers

    Scholar Mage, Sunray Master, Light Priestess and Arcane Forger.

  • EruditionBranch A

    3 points

    Reduces mage tower abilities costs by 15%.

    • 3Upgrade points

    Requires: Mystic Masonry

Tier 2

  • Mystic Masonry

    2 points

    Reduces mage tower building and upgrading costs by 10%.

    • 2Upgrade points

    Requires: Controlled Chaos

  • Hermetic StudyBranch A

    3 points

    Reduces mage tower abilities cooldown by 20%. Applies to Scholar Mage, Light Priestess and Arcane Forger.

    • 3Upgrade points

    Requires: Erudition

Tier 3

  • Controlled Chaos

    1 point

    Increases mages minimum damage by 15%.

    • 1Upgrade points

    Requires: Mage towers

  • Ultimate ConjurersUltimate

    5 points

    Unlocks Ultimate ability for all mage towers.

    • 5Upgrade points

    Requires: Hermetic Study, Shared Knowledge

Tier 4

  • Shared KnowledgeBranch B

    3 points

    Increases mages' basic damage by 4% for each mage tower built (up to 32%).

    • 3Upgrade points

    Requires: Focused Blast

Tier 5

  • Focused BlastBranch B

    3 points

    Increases mages basic attack range by 10% and damage by 10%.

    • 3Upgrade points

    Requires: Mystic Masonry

Trees and their towers

The Marksman tree applies to Archer Garrison, Elven Elite Ranger, Cursed Crossbows and Sentry Watchtower. One full path through it (both first upgrades, one branch and the Ultimate) costs 14 points.

UpgradePointsEffect
Hawk Eye1Increases marksmen range by 10%.
Sharp Projectiles2Increases marksmen base damage by 10%.
Perfect Shots (branch A)3Increases marksmen base damage by 15% against blocked or stunned enemies.
Rapid Fire (branch B)3Increases marksmen attack speed by 10%.
Deadeye (branch A)3Each shot has a 12% chance of dealing double damage.
Exposed Vitals (branch B)3Marksmen attacks deal maximum damage to unarmored enemies.
Ultimate Sentinels5Unlocks Ultimate ability for all marksmen towers.

Upgrade points

The points available in the Upgrades room depend on the furthest campaign stage completed; points spent in the trees are taken from that total. 0 points after stage 1, 2 after stage 2 and 56 after stage 18, enough for one full path (14 points) in each of the four trees.

Furthest stage completedUpgrade points
1. Linirean Castle0
2. Arcane Academy2
3. Raided Farmlands4
4. Western Wall6
5. Silveroak Village8
6. Lozagon Tower10
7. Three-Side Ambush13
8. Fortress of Acaroth18
9. Path of Peril21
10. Abominable Lair24
11. Frostbite Nest27
12. Ha'kraj Village30
13. Stormcloud Halls35
14. Brightwick Town38
15. Castle Blackburn41
16. Golden Grove46
17. Paladin Enclave51
18. Vez'nan's Tower56
Classic Rush

The classic towers of Classic Rush have no tree in the Upgrades room: Classic Rush applies their classic upgrades automatically at the start of every stage.