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Guide · Mid-game

Bottom of the tree before the top

The forge keeps climbing in the background, but the real mid-game lever is the tech tree. And its buy order is not a matter of taste: it is arithmetic.

The rule that decides everything

A node's cost does not depend on its effect, only on its tier. A tier-0 node costs 328 potions for its 5 levels; the same node at tier 4 costs 26,326 — 80 times more, for an effect of the same order.

Tier Cost (5 levels) Research time × tier 0
0 328 0.1 d ×1.0
1 1,766 2.6 d ×5.4
2 5,968 6.6 d ×18.2
3 12,534 10.6 d ×38.2
4 26,326 17.0 d ×80.3
How to read

The 47 tier-0 nodes across the three trees cost, all together, 15,416 potions — that is less than a single tier-4 node (26,326). So the rule is absolute: finish tier 0 across all three trees, then tier 1, and so on. Never buy a high-tier node while a low-tier one is unbought, however much you like its effect.

The three trees

Tree Nodes Full cost Research
Forge 50 469,220 369.3 d
Power 100 938,440 738.5 d
Skills, Pets & Tech 85 797,674 627.7 d

Potions come from Zombie Rush — it is the only dungeon that pays them. With 2 keys a day, every key spent elsewhere is a day of research lost. From mid-game on, Zombie Rush becomes your default dungeon.

Sub-stats change the game

Until now an item was just a damage/health pair. From age 3 it also rolls 1 sub-stat out of 13 possible ones (crit, life-steal, attack speed…), each within its range. Re-forging for a good roll starts to make sense — not before.

Age Sub-stats rolled
0 0
1 0
2 0
3 1
4 1
5 1
6 1
7 2
8 2
9 2

Skills: three slots, not four

You only equip 3 skills out of 18. A skill is not worth its raw value but its value × its uptime: most run 56 % of the time (10 s active / 8 s cooldown). Summon tickets come from Ghost Town: that is where your skills' rarity is decided, and rarity is what sets their order of magnitude.

Forge at max tiers (level 20) and tier 0 done → End-game guide