Marrow March

The Essence Tree

The Essence Tree is Marrow March’s permanent upgrade tree, and it grows only when the wall falls: a fall ends the run and opens the tree, and the Essence you earned is spent there. It holds 100 upgrades in 205 steps across 6 disciplines. No step has more than five levels, each is revealed when the one before it is bought, and some deeper steps are paid in diamonds from the Colossi; the tree is whole without them. Grow every step and the tree’s heart opens onto the Ancestral Sky.

The Marrow March Essence Tree grown wide: six disciplines of permanent upgrades opening outward from the heart.
The Essence Tree grows each time the wall falls.

Warfare (14) · Stronghold (34) · Commerce (12) · Doctrine (14) · Arcana (11) · Works (15)

Warfare

What your soldiers hit with: damage, attack speed, reach and critical hits. 14 upgrades.

UpgradeEffectLevelsSteps
First Blood+4% unit damage11
Damage+4% unit damage36
Attack Speed+2% attack rate52
Range+2% range51
Double Shot+1% archer double shot52
Crit Chance+1.5% crit chance32
Piercing+1 armour pierced21
Crit Damage+12% crit damage51
Executioner (keystone)Cull foes below 8% HP11
Siege Crew+3% blast radius54
Gale Force+4% push distance52
Veteran Cadre+4% veterancy gain54
Giant Killer+4% damage to a Colossus54
Warlord (keystone)Every 5th shot of a soldier is a critical hit11

Stronghold

The wall and the ground before it: wall strength, repairs, and the gatehouse once the road is yours. 34 upgrades.

UpgradeEffectLevelsSteps
Mortar+20% wall HP11
Wall HP+20% wall HP32
Masonry+3 HP per repair51
Frontier+1 deploy column13
Quarry-8% repair cost51
Standing Garrison+2 HP mended per assault51
Wound Winches (with the Inner Ward)-6.5% scorpion reload51
Barbed Bolts (with the Inner Ward)+1 foe a bolt goes through, +10% bolt damage51
Forged Chains (with the Inner Ward)+12% time the grate holds51
Pitch and Tallow (with the Inner Ward)+16% oil scald, +8% oil reach51
ScoutingReveals the coming assault12
Reinforced Ramparts+1% wall mitigation51
Spike Pits+4% spike salvage51
Last Stand (keystone)Faster while the wall fails11
Mortar Lore+1 Bone Mortar charge32
Self-Mending Stone+1% of the wall mended per assault52
Iron Bands+40% wall HP52
Watchfires (keystone)Scouts report each foe's health and armour11
Bored Barrels+6.5% wall gun damage56
Drilled Crews-3% wall gun cooldown54
Raised Embrasures+9.5% wall gun range51
Through-Bolts+1 foe a Springald bolt goes through31
Iron Balls+5% Ball Chute damage51
Long Chute+5% Ball Chute reach51
Hotter Coals+5% Cresset burn51
Wide Bowl+4% Cresset reach51
Heavy Stones+5% Trebuchet blast51
Heavy Links (with the Inner Ward)+5% the Chain holds51
Whip Chain (with the Inner Ward)+6% the Chain's snap51
Wide Lash (with the Inner Ward)+5% the snap's reach51
Quick Windlass (with the Inner Ward)-4% the Chain's rehang51
Long Burn (with the Inner Ward)+6% the oil burns longer51
Pitch Masters (with the Inner Ward)+5% Pitch Pot burn51
The Wall Rallies (keystone)Once a run, a falling wall rises again to 50% HP11

Commerce

Gold: what the dead pay, what a run starts with and what things cost. 12 upgrades.

UpgradeEffectLevelsSteps
Tally Stick+5% gold from kills11
Gold Gain+5% gold from kills36
Starting Gold+40 starting gold51
Cheap Steel-1.6% unit and upgrade cost53
Salvage+5% sell refund32
Gilded Bones+1% glittering spawn32
Golden Harvest (keystone)Every 100th kill pays 20x11
Gold Teeth+8% gold from a glittering foe54
Spoils of War+5% gold from a Colossus56
The Foundry-4.5% unit and upgrade cost52
The Mint+6% gold from kills52
Strongbox (keystone)Each assault held pays 5% interest on the gold you kept11

Doctrine

Running the siege: training, promotions, skills and the garrison. 14 upgrades.

UpgradeEffectLevelsSteps
Resonance+3% chant potency54
Long Breath+3% chant duration53
Quicker Breath-1.5% chant cooldown53
Field Notes-6% unit upgrade cost11
QuartermasterShift-click buys +232
Field Promotion-2% promotion cost53
Academy-2% skill cost53
Logistics-1.8% unit upgrade cost53
Standing Orders (keystone)Mends the wall up to 25% each assault11
Officers’ Mess-5% promotion cost51
Libraries-5% skill cost51
Armoury-1% unit upgrade cost53
Standing Masons (keystone)Raises the mend floor another 25%11
War College (keystone)Every 5th training level of a soldier is free11

Arcana

Essence, artifacts and lasting effects. 11 upgrades.

UpgradeEffectLevelsSteps
Lingering Flame+4% status duration53
Essence Flow+4% essence earned53
Reliquary+5% diamonds from a Colossus54
Grave Dust+6% essence earned11
Bone Lore+6% essence earned52
Sigil Craft+5% diamonds from a Colossus54
Gravebinding+1% artifact chance53
Ledger Rites+5% essence54
The Hourglass+4% essence51
Ember Ward+4% status duration54
Death’s Ledger (keystone)A fall pays its essence in full11

Works

Traps and the guns on the wall. 15 upgrades.

UpgradeEffectLevelsSteps
Sappers+1.5% trap damage56
Dug DitchThe dead walk 5% slower11
Spadework+5% trap damage11
Sharpened Stakes+5% trap damage57
Deep Set+5.5% trap charges56
Lingering Work+20% hold, slow and strip duration52
Salt and Rust+2 armour stripped51
Scavenged Iron-8% rearm cost52
Hair Trigger-1 body needed to spring a charge31
Barbed Spikes+5% Spike Trench bite51
Thick Tar+4% Tar Spill slow51
Iron Jaws+5% Snare hold51
Black Powder+5% Powder Charge blast51
Wide Kegs+4% Powder Charge reach51
Self-Setting Traps (keystone)Rearming traps costs nothing11