Workshop Enhancements are a late-game upgrade layer that sits on top of your normal Workshop stats. Each one applies a growing multiplier to a specific stat, letting you push damage, survivability, and economy far beyond what the base Workshop offers.
Enhancements are split into the same three categories as the Workshop itself: Attack, Defense, and Utility. You unlock new enhancements within a category by spending coins on the ones you already own in that same category, so progress in each track is self-funded.
Workshop Enhancement
Workshop Enhancements mirror the structure of the standard Workshop, with separate Attack, Defense, and Utility tracks. Each track contains its own set of enhancements, and every enhancement is a multiplier you level up with coins.
Unlocking new enhancements is category-specific: the coins you spend on Attack enhancements count toward unlocking the next Attack enhancement, and the same applies to Defense and Utility. Spending in one track does nothing for the others, so you need to invest in all three if you want every enhancement available.
Unlock
Workshop Enhancements become available once you reach tier 12 wave 60 and have completed the Workshop Enhancement lab. Until both conditions are met, the enhancement menu stays locked.
Once unlocked, the first enhancement in each category is free, and further ones open up as you sink coins into that category. The cost table below shows what each level costs.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 6d 16h 0m | 5.00B | Unlocked |
All 18 enhancements, from the game's cost code
Every number in this table is computed from the game's own cost formula (v29.0.5), not from a wiki. Within each track, enhancements unlock in the order listed, gated by total coins spent in that track. The bonus is linear: base x1 plus the per-level step. Prices below are before discounts.
Two caps changed with v29 that most guides still get wrong: the standard enhancements now go to level 600 (x7), not 400, and Attack Speed goes to 100.
| Track | Enhancement | Unlocks at | Max level | Per level | At max | Coins to max |
|---|---|---|---|---|---|---|
| Attack | Damage + | Free with the lab | 600 | +0.01x | x7 | 441.24s |
| Attack | Rend Armor | 50B spent in track | 600 | +0.01x | x7 | 441.24s |
| Attack | Critical Factor + | 500B spent in track | 600 | +0.01x | x7 | 441.24s |
| Attack | Damage/meter + | 5T spent in track | 600 | +0.01x | x7 | 441.24s |
| Attack | Super Crit Mult + | 50T spent in track | 600 | +0.01x | x7 | 441.24s |
| Attack | Attack Speed + | 500T spent in track | 100 | +0.01x | x2 | 26.62s |
| Defense | Health + | Free with the lab | 600 | +0.01x | x7 | 441.24s |
| Defense | Health Regen + | 50B spent in track | 600 | +0.01x | x7 | 441.24s |
| Defense | Defense Absolute + | 500B spent in track | 600 | +0.01x | x7 | 441.24s |
| Defense | Land Mine Damage + | 5T spent in track | 600 | +0.06x | x37 | 441.24s |
What levels cost
Twelve of the eighteen enhancements (every 600-level one) share exactly the same price curve, shown below. The first level costs 5B coins and the curve ends at 5.83s for level 600, 441.24s in total.
The remaining six use their own, steeper curves — Coin Bonus and Cells/Kill are the expensive ones: maxing either costs more than six maxed standard enhancements combined.
| Level | Price for this level | Total up to here |
|---|---|---|
| 1 | 5.00B | 5.00B |
| 50 | 9.59T | 73.23T |
| 100 | 2.63q | 34.88q |
| 150 | 32.31q | 698.20q |
| 200 | 172.31q | 5.13Q |
| 250 | 6.57Q | 129.09Q |
| 300 | 34.88Q | 1.03s |
| 400 | 330.80Q | 15.29s |
| 500 | 1.65s | 100.89s |
| 600 | 5.83s | 441.24s |
| Enhancement | Max level | L1 | Mid | Last level | Total |
|---|---|---|---|---|---|
| Attack Speed + | 100 | 5.00B | 2.05Q (L50) | 2.50s (L100) | 26.62s |
| Orb Size | 250 | 5.00B | 18.99Q (L125) | 17.89s (L250) | 336.82s |
| Coin Bonus + | 300 | 5.00B | 64.05Q (L150) | 106.12s (L300) | 2.99S |
| Cells / Kill Bonus | 300 | 5.00B | 64.05Q (L150) | 106.12s (L300) | 2.99S |
| Free Upgrades + | 150 | 5.00B | 122.66Q (L75) | 42.82s (L150) | 734.30s |
| Enemy Level Skip + | 60 | 5.00B | 271.92q (L30) | 289.53Q (L60) | 1.51s |
Lab: Enhancement Coin Discount
The Enhancement Coin Discount lab unlocks at tier 21 wave 60. It is actually three independent labs — one each for Attack, Defense, and Utility — and each one reduces the coin cost of enhancements in its category.
All three labs share the same values and each has 100 levels. The cost table below shows the discount progression.
The lab is not the only discount: the Vault has an enhancement cost reduction node, and both reductions apply to the prices above.
| Level | Time | Cost | Value |
|---|---|---|---|
| 1 | 1d 1h 55m | 1.00B | 0.30% |
| 2 | 2d 3h 50m | 1.30B | 0.60% |
| 3 | 3d 5h 45m | 1.69B | 0.90% |
| 4 | 4d 7h 40m | 2.20B | 1.20% |
| 5 | 5d 9h 35m | 2.86B | 1.50% |
| 6 | 6d 11h 30m | 3.71B | 1.80% |
| 7 | 7d 13h 25m | 4.83B | 2.10% |
| 8 | 8d 15h 21m | 6.27B | 2.40% |
| 9 | 9d 17h 16m | 8.16B | 2.70% |
| 10 | 10d 19h 11m | 10.60B | 3.00% |
FAQ
**How do I unlock Workshop Enhancements in The Tower?** Reach tier 12 wave 60 and research the Workshop Enhancement lab (5B coins, about a week without lab speed). The first enhancement of each track is free after that; the rest unlock as you spend coins in that track.
**How much does it cost to max all enhancements?** About 12.37S coins before discounts, computed from the game's cost formula. A single standard enhancement is 441.24s to level 600; Coin Bonus alone is 2.99S.
**Which enhancement should I buy first?** The ones that pay for themselves: Coin Bonus and Cash Bonus compound into everything else you buy, and the free starters (Damage, Health, Cash Bonus) are pure profit. Enemy Level Skips is the cheapest full project on the list (1.51s to max) and weakens every enemy in the run.
**Did v29 change the enhancement caps?** Yes. The standard enhancements went from 400 to 600 levels (x5 to x7), Attack Speed from 75 to 100, Orb Size from 200 to 250, Coin Bonus and Cells/Kill from 200 to 300, Free Upgrades from 100 to 150.