Reference
Tech tree
The backbone of progression: each node is bought with Tech Potions, takes real time to research, and levels up five times. The prerequisites below are the game's own.
Forge 50
10 distinct nodes, repeated across 5 tiers (50 in total) and chained over 35 layers — up to 2 nodes on a single layer, from 2 roots. Full cost: 469,220 potions and 369.3 j of cumulative research.
↔ Drag the tree sideways to explore it.
| Name | Effect | Max lvl |
|---|---|---|
| | Forge Upgrade Timer Speed +0.1 | 5 |
| | Forge Upgrade Cost +5 % | 5 |
| | Equipment Sell Price +5 % | 5 |
| | Hammer Thief Dungeon Drops +5 % more Hammers | 5 |
| | Hammer Thief Dungeon Drops +5 % more Coins | 5 |
| | Number of hammers used at once +1 | 1 |
| | Chance to forge equipment for free +5 % | 5 |
| | Max Offline Reward Time +80 % | 5 |
| | Coin Offline Reward Bonus +5 % | 5 |
| | Hammer Offline Reward Bonus +5 % | 5 |
Power 100
20 distinct nodes, repeated across 5 tiers (100 in total) and chained over 60 layers — up to 2 nodes on a single layer, from 2 roots. Full cost: 938,440 potions and 738.5 j of cumulative research.
↔ Drag the tree sideways to explore it.
| Name | Effect | Max lvl |
|---|---|---|
| | Weapon Bonus Damage +10 % | 5 |
| | Helmet Bonus Health +10 % | 5 |
| | Glove Bonus Damage +10 % | 5 |
| | Body Bonus Health +10 % | 5 |
| | Necklace Bonus Damage +10 % | 5 |
| | Shoe Bonus Health +10 % | 5 |
| | Ring Bonus Damage +10 % | 5 |
| | Belt Bonus Health +10 % | 5 |
| | Damage +10 % | 5 |
| | Health +10 % | 5 |
| | Weapon Max Level +10 | 5 |
| | Helmet Max Level +10 | 5 |
| | Glove Max Level +10 | 5 |
| | Body Max Level +10 | 5 |
| | Necklace Max Level +10 | 5 |
| | Shoe Max Level +10 | 5 |
| | Ring Max Level +10 | 5 |
| | Belt Max Level +10 | 5 |
| | Mount Summon Cost +5 % | 5 |
| | FreebieChance +10 % | 5 |
Skills, Pets & Tech 85
17 distinct nodes, repeated across 5 tiers (85 in total) and chained over 55 layers — up to 2 nodes on a single layer, from one single root. Full cost: 797,674 potions and 627.7 j of cumulative research.
↔ Drag the tree sideways to explore it.
| Name | Effect | Max lvl |
|---|---|---|
| | Tech Research Timer Speed +0.2 | 5 |
| | Skill Damage +10 % | 5 |
| | Skill Passive Base Damage +10 % | 5 |
| | Skill Passive Base Health +10 % | 5 |
| | Tech Node Upgrade Cost +10 % | 5 |
| | Pet Bonus Damage +10 % | 5 |
| | Pet Bonus Health +10 % | 5 |
| | Skill Summon Cost +5 % | 5 |
| | Common Egg Hatch Timer Speed +0.5 | 5 |
| | Rare Egg Hatch Timer Speed +0.5 | 5 |
| | Epic Egg Hatch Timer Speed +0.5 | 5 |
| | Legendary Egg Hatch Timer Speed +0.5 | 5 |
| | Ultimate Egg Hatch Timer Speed +0.5 | 5 |
| | Mythic Egg Hatch Timer Speed +0.5 | 5 |
| | FreebieChance +10 % | 5 |
| | Ghost Town Dungeon Drops +5 % more Skill Tickets | 5 |
| | Zombie Rush Dungeon Drops +10 % more Tech Potions | 5 |
Each map above is the tree's real shape, exactly as the game config describes it: read it top to bottom, one row = one layer. Where a layer holds two nodes, the tree branches — both lines are researched in parallel; where an elbow brings two branches back onto one node, the tree merges: that node requires both prerequisites, not either one. The grey band on the left gives the row's tier and what a node costs there (all 5 levels). A node with an orange outline is a root: nothing gates it, it is buyable from the start.
Note: the "Clan" tree exists in the game but holds no nodes in this config version (2.6.0). We flag it rather than invent it.
Cost
A node's cost doesn't depend on what it does, but on its tier. Here is the exact grid: 5 tiers × 5 levels.
| Tier | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Node total |
|---|---|---|---|---|---|---|
| 0 | 30 | 42 | 59 | 82 | 115 | 328 |
| 1 | 161 | 226 | 316 | 443 | 620 | 1,766 |
| 2 | 868 | 1,007 | 1,168 | 1,354 | 1,571 | 5,968 |
| 3 | 1,823 | 2,114 | 2,452 | 2,845 | 3,300 | 12,534 |
| 4 | 3,828 | 4,441 | 5,151 | 5,975 | 6,931 | 26,326 |
A tier-0 node costs 328 potions for its 5 levels and 2.6 h of cumulative research. The same node at tier 4 costs 26,326 potions (×80) and 17.0 j. That is why you finish the low tiers of all three trees before touching a high one: value per potion collapses as you climb.