Upgrade points come from campaign progress: 56 points once all 18 stages are completed.
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.
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.
| Upgrade | Points | Effect |
|---|---|---|
| Hawk Eye | 1 | Increases marksmen range by 10%. |
| Sharp Projectiles | 2 | Increases marksmen base damage by 10%. |
| Perfect Shots (branch A) | 3 | Game text: "Increases marksmen base damage by 15% against blocked or stunned enemies." In battle it applies to the arrows and bolts of the Archer Garrison, Elven Elite Ranger and Cursed Crossbows; the Cursed Bolt and the Sentry Watchtower shots do not get it. |
| Rapid Fire (branch B) | 3 | Increases marksmen attack speed by 10%. |
| Deadeye (branch A) | 3 | Game text: "Each shot has a 12% chance of dealing double damage." In battle it works only for the Archer Garrison and Elven Elite Ranger; Cursed Crossbows and Sentry Watchtower shots never deal double damage. A Woodland Trick arrow that deals double damage also does so with its ricochets. |
| Exposed Vitals (branch B) | 3 | Game text: "Marksmen attacks deal maximum damage to unarmored enemies." In battle it applies to the arrows and bolts of the Archer Garrison, Elven Elite Ranger and Cursed Crossbows; the Cursed Bolt and the Sentry Watchtower shots do not get it. |
| Ultimate Sentinels | 5 | Unlocks Ultimate ability for all marksmen towers. |
The Barrack tree applies to Knights Order, Wildcat Huntresses and Gold Prospectors. One full path through it (both first upgrades, one branch and the Ultimate) costs 14 points.
| Upgrade | Points | Effect |
|---|---|---|
| Thick Skin | 1 | Increases units' health by 10%. |
| Rapid Deployment | 2 | Reduces unit's respawn time by 2 seconds. On the Gold Prospectors it shortens the time between miners from 5 to 4.5 seconds instead. |
| Weapon Training (branch A) | 3 | Increases units' attack damage by 30%. |
| Fortitude (branch B) | 3 | Increases units' health by 10% and armor by 10%. |
| Lethal Focus (branch A) | 3 | Units' first attack on each enemy does double damage. |
| True Grit (branch B) | 3 | Units receive 20% less damage while under 25% health. |
| Ultimate Defenders | 5 | Unlocks Ultimate ability for all barrack towers. |
The Artillery tree applies to Royal Catapult, Dwarven Culverin, Alchemist Shack and Ironbark Treant. One full path through it (both first upgrades, one branch and the Ultimate) costs 14 points.
| Upgrade | Points | Effect |
|---|---|---|
| Heavy Load | 1 | Increases the area of artillery attacks by 10%. |
| Concentrated Fire | 2 | Increases artillery base damage by 10%. |
| Optimization (branch A) | 3 | Game text: "Increases artilleries' attack speed by 10%." In battle, only the Alchemist Shack (3.74 to 3.65 seconds between throws) and the planted Ironbark Treant (4.03 to 3.73 seconds between hits) attack faster. The Royal Catapult and Dwarven Culverin keep their animation-set pace. |
| Shrapnel (branch B) | 3 | Game text: "Artillery attacks now ignore 75% of enemies' armor." The basic attacks of the Royal Catapult, Dwarven Culverin and planted Ironbark Treant, and the Perfected Formula blast, meet 75% of the armor instead of half; the Powerball blast, other skills and Ultimates still meet half. |
| Concussive Blast (branch A) | 3 | Game text: "Artillery attacks stun enemies for a brief moment." In battle, the basic attacks of the four artillery towers (the Ironbark Treant planted or uprooted) and the Perfected Formula blast stun enemies for 0.25 seconds; bosses are not stunned. |
| Deadly Precision (branch B) | 3 | Increases artillery basic attack range by 10% and damage at the center by 15%. |
| Ultimate Destruction | 5 | Unlocks Ultimate ability for all artillery towers. |
The Mage tree applies to Scholar Mage, Sunray Master, Light Priestess and Arcane Forger. One full path through it (both first upgrades, one branch and the Ultimate) costs 14 points.
| Upgrade | Points | Effect |
|---|---|---|
| Controlled Chaos | 1 | Increases mages minimum damage by 15%. |
| Mystic Masonry | 2 | Reduces mage tower building and upgrading costs by 10%. |
| Erudition (branch A) | 3 | Reduces mage tower abilities costs by 15%. |
| Focused Blast (branch B) | 3 | Increases mages basic attack range by 10% and damage by 10%. |
| Hermetic Study (branch A) | 3 | Reduces mage tower abilities cooldown by 20%. Applies to Scholar Mage, Light Priestess and Arcane Forger. |
| Shared Knowledge (branch B) | 3 | Increases mages' basic damage by 4% for each mage tower built (up to 32%). |
| Ultimate Conjurers | 5 | Unlocks Ultimate ability for all mage 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 completed | Upgrade points |
|---|---|
| 1. Linirean Castle | 0 |
| 2. Arcane Academy | 2 |
| 3. Raided Farmlands | 4 |
| 4. Western Wall | 6 |
| 5. Silveroak Village | 8 |
| 6. Lozagon Tower | 10 |
| 7. Three-Side Ambush | 13 |
| 8. Fortress of Acaroth | 18 |
| 9. Path of Peril | 21 |
| 10. Abominable Lair | 24 |
| 11. Frostbite Nest | 27 |
| 12. Ha'kraj Village | 30 |
| 13. Stormcloud Halls | 35 |
| 14. Brightwick Town | 38 |
| 15. Castle Blackburn | 41 |
| 16. Golden Grove | 46 |
| 17. Paladin Enclave | 51 |
| 18. Vez'nan's Tower | 56 |
The classic towers of Classic Rush have no tree in the Upgrades room: Classic Rush adds their classic upgrades stage by stage, from stage 3 to stage 16 (see Classic towers).
