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.
| Skill | Effect | Stacking behavior |
|---|---|---|
| All units attack +15% | Every deployed unit deals ×1.15 damage. Stacks multiplicatively each time you take it again | No cap |
| All units toughness +20% | Every deployed unit gets ×1.20 max HP. Stacks multiplicatively each time you take it again | No cap |
| Castle max HP up | Heals 20% of base castle HP on the spot and raises the cap by the same amount | No cap |
| The board gains a row | The board grows one row taller, giving you more room to build | Until the board hits its 8-row maximum (then removed from the pool) |
| Restore 30% of castle HP | Heals 30% of max HP on the spot. The cap itself does not change | Repeatable — 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 fully | Every captain currently deployed on the board is mended on the spot | Repeatable — 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.
| Unit | Skill | Effect |
|---|---|---|
| Archer Team | Archer range +1 | Archers fire in every direction — reach extends by one tile |
| Archer Team | Archers fire twice | Two arrows per volley (does not cost an extra move) |
| Lancer Team | Lancer power +50% | Only reaches the next tile, but hits far harder |
| Lancer Team | Lancers hit two foes | A second spear runs two adjacent foes through at once |
| Gunner Team | Gunner HP +50% | The row-sweeping backline unit becomes harder to break |
| Gunner Team | Stronger gunner splash | Splash now deals full damage over a wider area |
| Heavy Guard | Guard HP +50% | The only unit that can halt enemies now holds far longer |
| Heavy Guard | Guards reflect (10% enemy HP) | Enemies that strike a Guard lose 10% of their own max HP per blow |
| Mage Team | Mage power +50% | Area-of-effect blasts hit harder |
| Mage Team | Mages cast faster | Attack interval -25% — more casts within the same night |
| Sniper Team | Sniper power +50% | The single-column specialist hits even harder per shot |
| Sniper Team | Snipers reload faster | Attack interval -25% — fire on foe after foe down the column |
| Medic Team | Medic healing +50% | Healing delivered to adjacent units is increased |
| Medic Team | Stronger medic support | The support multiplier passed to adjacent units becomes ×1.5 |
Universal, one-time skills
- +1 move every day — one extra move every day for the rest of the run. This is the core skill: the very first chest of a run is guaranteed to offer it as one of the three options
- Merging heals fully — even a battered unit comes out of a merge at full HP
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.
- If a unit kind isn't in your loadout (the 4 slots you brought into the run), its dedicated skills are excluded completely. The weight drops to zero — they can never appear as a card option. You will never be forced to pick a dead-card upgrade for a unit sitting on the bench.
- If a unit kind is in your loadout but you haven't actually built one yet (via a match), its dedicated skills have their weight reduced to a quarter of normal. They aren't removed — just less likely. "Archer range +1" can still appear as an option even before your first archer team is built.
Lottery weights
The three cards aren't drawn evenly from every skill — each type has its own weight.
- Core skill ("+1 move every day") — weight 4. Guaranteed as one of the three options in the first chest of every run
- "All units attack +15%," "All units toughness +20%," "Heal every unit fully" — weight 3, prioritized because they're the endless lifeline and the way to rebuild a battered board
- Other universal skills (the 3 castle upgrades, merge-heals-fully, board-gains-a-row) — weight 2
- Unit-specific skills — weight 1 by default (cut to a quarter if the unit isn't on the board yet, or to zero if it's not in your loadout, per the rules above)
Next
Wisdom Tree (meta progression) · Unit Roles Explained · Endless Mode & Ember Shards · Captains