Buy once, arm everyone
All power growth in Buff Brigade lives in one shared, army-wide tree. There are no unit tiers to research and no per-fighter equipment to manage. Buy a tier and every fighter you own is upgraded the moment you pay, along with every one you spawn after.
15
Purchasable lines
100
Total tiers
2
Resources with separate costs
Group 1 of 3
Gear
Raw combat stats. Mostly wood-priced, so gear is what your lumber surplus is for.
Blade Drill
Attack damage
10 tiers/Wood
Headguard
Armor
10 tiers/Wood
Conditioning
Maximum health
10 tiers/Gold
Shieldcraft
Block chance
10 tiers/Wood
Mobility Rig
Move and attack speed
5 tiers/Wood
Group 2 of 3
Skills
Proc effects that change how a fight resolves. Gold-priced across the board.
Focus Strike
Critical hits
5 tiers/Gold
Impact Training
Stun on hit
5 tiers/Gold
Corrosive Edge
Poison damage over time
5 tiers/Gold
Slip Drill
Evasion
5 tiers/Gold
Blast Drill
Splash damage
5 tiers/Gold
Return Plating
Reflect damage back
5 tiers/Gold
Group 3 of 3
Base
Throughput and fortification. This is where a long game is actually won.
Recruit Wave
More fighters per spawn
5 tiers/Gold
Quarters
Higher roster cap
10 tiers/Gold
Barricade Bracing
Tougher gate barricades
5 tiers/Gold
Tower Sentries
Tower damage
5 tiers/Gold
What it looks like
Tier 0 to fully kitted
Gear is visible on the fighter. A maxed brigade does not just have better numbers, it reads differently across the battlefield.





Two currencies, on purpose
Gear is mostly wood-priced. Skills and economy are gold-priced. Armory purchases never substitute one resource for the other, so you are often sitting on a surplus of the wrong one.
The Trader is the release valve, and it is deliberately a bad deal: 100 of one currency buys 50 of the other, and you have to physically walk a fighter over to it.
Hero claims are permission
Your Hero earns 7 XP per kill and a claim every 7 XP. A claim never gives you a free upgrade. It auto-selects the next line in a fixed rotation of weapon, armor, helm, shield, wings, spawn rate and food cap, and you still pay the normal price.
XP is convenience, never a second currency. That keeps a strong Hero from snowballing into an economy of its own.
