Legion Breaker upgrade guide
The next upgrade depends on the problem you need to solve. Here is what the full-game store actually confirms, what its upgrade screen shows, and how to compare choices without inventing a “best build.”
The confirmed upgrade loop
OFFICIAL SOURCE The full-game store says gold earned in battle is spent across a skill tree. Its stated upgrade categories include new spells, damage, attack speed and changes to how magic works. Holy troops can also be recruited and strengthened. Steam full-game store
Those are separate levers: a damage purchase changes how hard a hit lands; attack speed changes how often attacks happen; a spell modifier changes behavior. A larger number in one category does not establish that it is the most efficient purchase in every fight.
Two useful details visible in the official upgrade screen

| What the screenshot shows | What it helps you check | What it does not prove |
|---|---|---|
| Kindled Flames I: “Burn Duration 0 → 5”, with “600 Gold” displayed. | This is a duration modifier, not a displayed direct-damage upgrade. Read the effect label before comparing it with damage or attack speed. | The unit of the duration, current-build price, damage per tick, stacking, refresh rules or best purchase order. |
| Vale of the Damned: “x4 gold per kill” and “1 blight per second”. | The displayed reward has a simultaneous hazard. Compare the reward with how long your wizard can stay alive there. | A guaranteed fourfold income per minute, the current blight formula, or that this is always the best farming map. |
These numbers are transcriptions of the linked store image, not measured v1.0 results. If your in-game tooltip differs, use your current tooltip. The source image may predate the latest build.
A useful purchase comparison
EDITORIAL METHOD Before spending, write down the battlefield, current gold, two affordable upgrades and the exact effects shown in their tooltips. Choose the purchase that addresses the failure you just observed:
| Your last attempt | What to inspect first | What to compare after one change |
|---|---|---|
| Wizard dies before a meaningful boss attempt | Available survival options and the battlefield’s blight text; avoid treating the reward multiplier as free income. | Time alive and whether you actually reach the boss. |
| Wizard survives but boss remains alive | Damage, attack speed and spell-effect tooltips. Check whether a modifier applies to the spell you use. | Boss health remaining at the same encounter point. |
| Gold rises slowly while enemies overwhelm the army | Troop strength and spell behavior, alongside the gold reward. Separate a reward issue from a kill-rate issue. | Gold earned over the same observation window, with the same battlefield. |
Change one purchase at a time when that is possible; save the before/after observations. This is a comparison method, not a tested build sequence. The boss help page separates these symptoms in more detail.
Later-game systems: documented previews
PRE-RELEASE / DEMO Developer logs describe mechanics planned beyond the demo. They are useful names to recognize, but are not proof of every v1.0 unlock location or value.
- Direwolf choice: Dev Log #1 describes a choice after the mage at the end of level three, with an HP, attack-rate or attack-radius bonus depending on the cub. It gives no bonus values or best option. Giants, Direwolves, Lightning, and More — Dev Log #1
- Defensive spell names: Spirit of Fire is described as boosting HP, Blight Ward as shielding, Earth Walls as defense and Thorns as retaliatory damage. Exact current interactions are unverified. Giants, Direwolves, Lightning, and More — Dev Log #1
- Lightning → stun → Charge → thunderstorm: Dev Log #2 describes gaining Charge by killing stunned enemies, then unleashing a thunderstorm. Its threshold, duration and numerical scaling are not provided. Guardians, Thunderstorms, and Ash Colossi — Dev Log #2
- Guardian: the same log introduces an animated suit of armour that fights alongside the army. No claim here about its unlock cost or ranking. Guardians, Thunderstorms, and Ash Colossi — Dev Log #2
Do not use a demo discount as a full-game price list
The September v0.6.1 note reduced the costs of Inner Fire I and Arcane Power V, and added Inner Fire II from the full game to that pre-release version. Those notes explain old advice; they do not establish the October full game’s prices. v0.6.1 — Balance Tuning
For the broader map and patch differences, read demo versus full game. Return to the Legion Breaker guide for all field notes.
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