Skill Database (Treasure Skills)

Merging Treasure Chests opens them and offers a choice of 3 skill cards. Whichever you pick lasts for the rest of that run (standard 20-day, endless, or daily) and resets once the run ends — this is separate from the permanent Wisdom Tree progression. This page lists every skill that can actually be drawn today, plus exactly how stacking and the unit-specific lottery work, taken straight from the game's own numbers.

Skills that stack (7 of them)

Most treasure skills can only be taken once per run. These 7 are the exception — you can take them again and again within the same run, and each pick adds to the last.

SkillEffectStacking behavior
All units attack +15%Every deployed unit deals ×1.15 damage. Stacks multiplicatively each time you take it againNo cap
All units toughness +20%Every deployed unit gets ×1.20 max HP. Stacks multiplicatively each time you take it againNo cap
Castle max HP upHeals 20% of base castle HP on the spot and raises the cap by the same amountNo cap
The board gains a rowThe board grows one row taller, giving you more room to buildUntil the board hits its 8-row maximum (then removed from the pool)
Restore 30% of castle HPHeals 30% of max HP on the spot. The cap itself does not changeRepeatable — fires again on the spot each time you take it
Castle damage taken -15%The castle takes 15% less damage per stack (multiplicative)No hard cap — multiplicative, so it never reaches zero
Heal every unit fullyEvery captain currently deployed on the board is mended on the spotRepeatable — fires again on the spot each time you take it

Three of these — "All units attack +15%," "All units toughness +20%," and "Castle max HP up" — have no ceiling at all. Endless mode ramps enemy HP exponentially by day, so any purely additive boost is eventually outpaced no matter what. Only these three multiplicative boosts can keep closing that gap the deeper you go — they're the lifeline of endless runs. "The board gains a row" drops out of the pool once the board hits its 8-row cap; "Restore 30% of castle HP," "Castle damage taken -15%," and "Heal every unit fully" are less about stacking a permanent multiplier and more about an instant effect that fires again each time you pick it (damage reduction is the one that does compound multiplicatively across stages).

Unit-specific skills (7 units × 2 = 14)

Each of the 7 unit kinds has two dedicated upgrades. Like most skills, each can only be taken once per run.

UnitSkillEffect
Archer TeamArcher range +1Archers fire in every direction — reach extends by one tile
Archer TeamArchers fire twiceTwo arrows per volley (does not cost an extra move)
Lancer TeamLancer power +50%Only reaches the next tile, but hits far harder
Lancer TeamLancers hit two foesA second spear runs two adjacent foes through at once
Gunner TeamGunner HP +50%The row-sweeping backline unit becomes harder to break
Gunner TeamStronger gunner splashSplash now deals full damage over a wider area
Heavy GuardGuard HP +50%The only unit that can halt enemies now holds far longer
Heavy GuardGuards reflect (10% enemy HP)Enemies that strike a Guard lose 10% of their own max HP per blow
Mage TeamMage power +50%Area-of-effect blasts hit harder
Mage TeamMages cast fasterAttack interval -25% — more casts within the same night
Sniper TeamSniper power +50%The single-column specialist hits even harder per shot
Sniper TeamSnipers reload fasterAttack interval -25% — fire on foe after foe down the column
Medic TeamMedic healing +50%Healing delivered to adjacent units is increased
Medic TeamStronger medic supportThe support multiplier passed to adjacent units becomes ×1.5

Universal, one-time skills

The unit-specific skill lottery — will a skill show up for a unit that isn't on the board?

The answer is a two-stage filter.

Lottery weights

The three cards aren't drawn evenly from every skill — each type has its own weight.

Next

Wisdom Tree (meta progression) · Unit Roles Explained · Endless Mode & Ember Shards · Captains

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