Skill names and percentage formulas below come from community reference data for the original game. The official store confirms the three tower factions and ability-point system, but does not publish a complete skill table. Where exact balance may vary by platform or edition, the recommendation is a
Fast answer
The answer before the background
For the safest all-purpose build, begin with Orc economy: Standard Design, Die and Deliver, Timber Yard and Cut Out Mastery. Move into Demon Contribution, Infamy and School of the Evil for stronger starts and faster account progression, then add Undead range and control through Ancestral Wisdom, Terror Mastery and The Lich King. This route gives you cheaper expansion, more reliable gold, better spell access and enough tower range to handle later maps without over-specializing.
Verified structure
How the three factions work
Cursed Treasure 2 does not use hero classes in the usual RPG sense. You control three evil races, and each race supports one tower family: Orcs use Dens, Undead use Crypts, and Demons use Temples. The official store describes these as three tower types with unique skills, alongside spells and ability points. (store.steampowered.com )
Every player level grants three skill points in the original skill system. Faction upgrades also provide a small global passive: Orc investment reduces tower reload time, Undead investment increases tower range, and Demon investment increases tower damage. These passives make mixed builds valuable even when your map currently favors only one tower family. (w.atwiki.jp )
- Orcs: Dens, economy, construction efficiency and reload speed.
- Undead: Crypts, range, mana support and control effects.
- Demons: Temples, raw damage, experience gain and Meteor synergy.
| Faction | Global stat | Best role | Typical tower use |
|---|---|---|---|
| Orcs | Lower reload time | Economy and sustained damage | Dens on grass; strong early coverage |
| Undead | Higher range | Control and long-lane coverage | Crypts on snow; useful for slowing or stopping threats |
| Demons | Higher damage | Burst damage and progression | Temples on dry land; strong against dense waves and bosses |
If a guide calls these “classes,” it is simplifying the system. The game lets you build all three faction families in one stage; there is no permanent class lock.
Recommended route
The best general-purpose progression
This route is a recommendation rather than an official ranking. It is designed for a new save, normal missions and players who want a stable path toward later maps rather than a speedrun-specific setup.
Start by improving the resources that let you place and upgrade more towers. Standard Design reduces construction costs, while Die and Deliver can increase coin income from defeated enemies. Timber Yard rewards clearing forest tiles, and Cut Out Mastery lowers the mana cost of the Cut Off spell used to remove those obstacles. Together, these upgrades solve the most common early problem: running out of gold or mana before the defense is complete. (w.atwiki.jp )
After the economy is comfortable, invest in Demons. Contribution gives starting gold, Infamy increases mission experience, and School of the Evil improves experience gained by attacking towers. This accelerates both the current map and future skill unlocks. Add Lava Core and Meteor Mastery when you actively rely on Meteor for elite waves or bosses; do not rush them if you rarely cast that spell. (w.atwiki.jp )
Finish the core route with Undead utility. Ancestral Wisdom gives starting mana, Terror Mastery makes the Terror spell easier to afford, and The Lich King adds a chance to stop enemies when Crypts attack. Range from the Undead faction passive is especially useful on maps with narrow building spots or long firing lanes. (w.atwiki.jp )
- Opening: Standard Design → Die and Deliver → Timber Yard → Cut Out Mastery.
- Midgame: Contribution → Infamy → School of the Evil.
- Control package: Ancestral Wisdom → Terror Mastery → The Lich King.
- Boss package: Headhunting or Lava Core after your economy is already stable.
| Stage | Spend priority | Why it works |
|---|---|---|
| Early | Orc economy and Cut Off support | More buildings and easier access to blocked terrain |
| Mid | Demon starting gold and experience | Faster tower growth and faster permanent progression |
| Late | Undead range and control | Better coverage, safer leaks and more time against fast enemies |
The listed effects are reference-data facts for the original game. The ordering is our practical recommendation, not a developer-published build order.
Stats and towers
Match your build to the map
Faction choice matters because the passive stat applies broadly. Orc points reduce reload time, so they benefit rapid-fire and sustained attackers. Undead range helps towers cover bends, intersections and long straight paths. Demon damage is the simplest offensive multiplier and becomes more attractive when enemies have large health pools. (w.atwiki.jp )
Tower branches matter as much as faction passives. Dens can branch into critical-hit, splash or rapid-fire styles. Crypts offer control and specialized damage, while Temples provide several damage-oriented options. The reference table confirms that tower upgrades branch at levels three and five, so plan the final tower role before spending scarce gold on an intermediate upgrade. (w.atwiki.jp )
Use terrain as your first filter: Dens require grass, Crypts require snow, and Temples require dry land. A theoretically strong faction may be poor on a stage with little matching terrain. Build around the available lanes, then use faction skills to reinforce the towers that the map naturally supports. (flashgaming.fandom.com )
- Long sightlines: favor Undead range and Crypt coverage.
- Crowded bends: favor Orc splash or fast-firing Den branches.
- Boss lanes: favor Demon damage, Headhunting and controlled Meteor use.
- Limited terrain: spend for the faction whose towers can actually be placed efficiently.
| Problem | Stat or skill direction | Practical response |
|---|---|---|
| You cannot afford enough towers | Orc economy | Take construction, coin and forest-clearing support first |
| Enemies outrange or slip through | Undead range and control | Use Crypts on long lanes and reserve Terror for dangerous groups |
| Bosses survive the final wave | Demon damage or Headhunting | Concentrate upgraded towers near the boss route; use Meteor deliberately |
| Towers level too slowly | Infamy and School of the Evil | Invest after basic economy is no longer limiting |
The community reference records historical tower changes, including a version 1.3 balance update. Treat exact damage and cooldown values as version-sensitive rather than universal.
Alternative builds
Three routes for different goals
Economy route: choose Orcs first when you are still unlocking the map or regularly losing because you cannot finish your layout. Standard Design, Die and Deliver and Timber Yard are the foundation. Add Home Front if passive tower experience is more useful than another direct damage skill on your current missions. The reference guide specifically highlights the Cut Off economy package and Die and Deliver as strong resource tools. (w.atwiki.jp )
Control route: choose Undead when enemies are fast, lanes are long or you need more time to react. Ancestral Wisdom and Mana Vault support spell casting; Terror Mastery improves spell efficiency; The Lich King supplies a chance of movement control. Bury Alive can be powerful against ordinary enemies, but it does not work on bosses according to the reference table. (w.atwiki.jp )
Boss route: choose Demons when ordinary waves are manageable but elite enemies or bosses are the wall. Contribution helps the opening, Infamy accelerates progression, Headhunting adds boss damage from the Orc tree, and Lava Core turns Meteor into an area-denial tool. Keep enough Undead or Orc investment to avoid a fragile build that only works when spells are available. (w.atwiki.jp )
- If you are losing before wave pressure builds, fix economy first.
- If you are losing to speed, add range, fear or movement control.
- If you are losing only to bosses, add concentrated damage and save mana drops for the encounter.
- Do not spend every point in one faction unless the map strongly rewards that tower family.
| Goal | Primary route | Secondary support |
|---|---|---|
| Reliable first clear | Orcs | Undead range |
| Night Mode visibility and control | Undead | Orc economy |
| Boss and late-wave damage | Demons | Undead spell support |
| Fast permanent progression | Demons: Infamy and School of the Evil | Orc economy |
Night Mode limits where you can build by illumination, making range and pre-planned coverage more important. The official store confirms Night Mode as a separate challenge for completed missions; use the control route when visibility restricts your options. (store.steampowered.com )
Practical checklist
How to spend points without wasting a run
Before a mission, inspect terrain, lane length and the enemy list. Place only the towers needed for the first wave, then upgrade the tower that covers the most path rather than spreading gold evenly. Because towers gain experience by attacking, concentrated upgrades usually produce a stronger defense than many under-leveled structures. (flashgaming.fandom.com )
During the mission, collect gold and mana drops when they are safe to reach, but avoid firing every spell immediately. Keeping mana potions available can create a reserve for a boss or a sudden rush; this is a tactical recommendation based on the game’s resource loop, not a guaranteed exploit.
If a map is barely winnable, replay it for a better rank after adding permanent skills. The store confirms that ability points improve spells, towers and other systems, while the reference material notes that higher mission ranks grant more experience. Exact experience values are not treated as universal because platform and edition differences are not fully documented. (store.steampowered.com )
- Spend the next point where it removes your current bottleneck.
- Keep one spell-support branch available if the map has elites or bosses.
- Use terrain and enemy composition to choose tower branches.
- Recheck in-game descriptions after switching between the standard release and Ultimate Edition.
A balanced economy-control-damage route is more dependable than a pure damage rush. Start with Orcs, add Demons for progression and damage, then take Undead control when maps become crowded or restrictive.
FAQ
Common questions
What is the best starting faction?
Orcs are the safest starting choice because construction and income skills make every later map easier to fund. If your first missions already provide plenty of gold, begin with Demon Contribution and Infamy instead.
Are Orcs, Undead and Demons separate classes?
No. They are faction skill trees tied to Den, Crypt and Temple towers. You can invest in all three during one save and use multiple tower families in the same mission.
Should I max one faction before branching?
Usually no. Take enough Orc economy to stabilize your spending, then branch into Demon progression or Undead control. A mixed passive-stat build is more consistent across varied terrain.
Which skills help against bosses?
Demon damage tools, Meteor support and the Orc Headhunting skill are the clearest boss-focused options. Keep mana for the boss wave and make sure the relevant tower branch has enough lane coverage.
Do these numbers apply to Ultimate Edition?
Not necessarily. The official Steam listing describes Ultimate Edition as remastered and re-balanced. Use this route as a starting framework, but compare each in-game skill description with the values shown in your edition.
Sources
What we checked
Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.
- OfficialCursed Treasure 2 — official Steam store page
- OfficialCursed Treasure 2 Ultimate Edition — official Steam community page
- ReferenceTower Defense Wiki reference: towers, skills, spells and version notes
- CommunityIriySoft Wiki: Orcs skills category and faction passive
- CommunityAyumiLove strategy guide and early skill route
