Crown Siege Guide
Crown Siege: Skill Tree and Upgrade Priorities
Money branch, scout/archer branches, crowns, pedals, corn, embers, sparks — what I spent each currency on.
Last updated: October 12, 2026
Quick Answer
Down = money first; +10% double gold and +100% enemy gold early; pedals for auto pickup; corn from farm; embers in Firelands; sparks for Tesla.
Where I put skill points and side currencies on my 100% file — mostly early money branch, then crowns for big spells and units.
Hub route: 100% walkthrough.
Skill tree layout
| Direction | Branch |
|---|---|
| Up | Archers |
| Left | Scouts |
| Down | Money |
What worked for me: money branch down so other nodes are affordable; bank gold between fights when the tree asks for it.
Gold upgrades (in battle + tree)
| Node / habit | Detail |
|---|---|
| Starting gold | First affordable dawn pick; buy again when listed. |
| Double gold chance | +10% double gold; purchased again in circus era. |
| More gold from enemies | +100%. |
| More gold line | Max out the line when possible. |
| More gold from rage | Purchased mid run. |
| Red crystals | Click on field for lump sums (e.g. 6,000 gold). |
| Even more luck | Higher chance of gold, coins, rubies, diamonds from enemies. |

Rule: Gold spent during a fight does not apply outside that fight.
Scout / archer / melee nodes (examples)
| When | Nodes mentioned |
|---|---|
| Early | Scout damage, attack speed; +100 scout health; +10% melee damage. |
| Open field era | Tower health (twice), tower shot damage. |
| Knight era | Melee damage, archer speed, archer damage; knight attack speed/health. |
| Mid game | Night damage, melee armor, ranged health; ranged crit, archer health/damage/speed. |
| Late | Knight armor, tower spike damage, crossbow upgrades. |
Crowns — what they unlocked for me
| Cost | Purchase |
|---|---|
| 1 crown | Tower regen — 1 health per second. |
| 1 crown | Archer Double Shot. |
| 1 crown | Banner invisibility. |
| 1 crown | Necromancy unlock. |
| 3 crowns | Trojan Horse. |
| 4 crowns | Shadow Knight. |
| 4 crowns | Paladin. |
| 4 crowns | Astral Beam. |
Arrow Rain — plan to spend next crown on it; cast with press 1.
Bank crowns for the big ticket buys — Shadow Knight, Paladin, Astral Beam — instead of spending on every small node.
Pedals
| Source / use | Notes |
|---|---|
| Drops | Swamp enemies. |
| Gate | Swamp area requires pedals to unlock. |
| Buys | Automatic gold pickup. |
Corn
| Source | Uses |
|---|---|
| Farm (south), windmill, ruins, haunted farm, cornfields | Tank unlock requires corn. |
| Golden Knight upgrade requires corn from farm. | |
| Knight upgrades; tank health; arrow rain damage with corn. |
Firelands and embers
| Part | Detail |
|---|---|
| Enter Firelands | Collect embers; level mage. |
| Spend embers | More gold/coins/rubies/diamonds from enemies; more gold. |
| Fire spell | Unlock fire spell; spend embers on starting gold. |
| Pyromancer | Upgrade pyromancer with embers. |
Mages are expensive; leveled ones earn embers / set enemies on fire in my run.
Sparks
| Source | Use |
|---|---|
| Gnomes and robots | Collect sparks. |
| Tesla tower | 100% more sparks from gnome/robot fights. |
| Cloverfield rat rider | Farm sparks. |
| Spend | Tower fire arrows, fire damage. |
Rubies and diamonds
| Upgrade | Notes |
|---|---|
| Auto ruby pickup | Worth it before heavy spawn spam. |
| Auto diamond pickup | Near ruby pickup on tree. |
| Even more luck | Broader drop rates. |

Early vs mid priority (my order)
Early habit:
- Starting gold + double gold chance early.
- Scout skill points for survival.
- Money branch to unlock faster.
- Tower health before ego DPS when bear riders appear.
Units and spell keys: Units, army, spells, and tower.
Where I go next
- If I need related info, I use the 100% walkthrough.
- If I need related info, I use the Units and spells.
More Crown Siege guides
Return to the guide hub for the full walkthrough index, or browse every game in the library.