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Buff Brigade
The Armory

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.

Human fighter in fully upgraded gear
HumanMax tier gear
Dwarf fighter in fully upgraded gear
DwarfMax tier gear
Elf fighter in fully upgraded gear
ElfMax tier gear
Orc fighter in fully upgraded gear
OrcMax tier gear
Devil fighter in fully upgraded gear
DevilMax tier gear

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.