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 | Increases marksmen base damage by 15% against blocked or stunned enemies. |
| Rapid Fire (branch B) | 3 | Increases marksmen attack speed by 10%. |
| Deadeye (branch A) | 3 | Each shot has a 12% chance of dealing double damage. |
| Exposed Vitals (branch B) | 3 | Marksmen attacks deal maximum damage to unarmored enemies. |
| 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. |
| 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 | Increases artilleries' attack speed by 10%. |
| Shrapnel (branch B) | 3 | 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). |
| Concussive Blast (branch A) | 3 | Artillery attacks stun enemies for a brief moment. |
| 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 applies their classic upgrades automatically at the start of every stage.
