Content warning

This guide includes progression recommendations and permanent-unlock details, but it does not treat community-reported reward patterns as guaranteed rules. The official notes confirm the Codex and starting unlock system, while exact costs and item effects are supported by maintained community game w

The answer before the background

Our recommendation

Use a focused order: buy one frontline class, add a ranged or pike counter when the map demands it, then take that unit to Veteran before investing heavily in a second squad. Unlock Plunge or Volley after the unit is established, and upgrade the item that matches its role rather than spending on every item. On the campaign map, prioritize islands showing a white-backed trait or a double-outlined item. Winning those islands permanently unlocks the reward as a starting option; ordinary discoveries only record the item or trait in the Codex. Do not expect one completed run to unlock everything, because the available permanent rewards are campaign-dependent and partly randomized.

How upgrades and unlocks work

Gold is shared across your commanders in Jotunn Edition, so you are no longer forced to spend a commander’s own earnings on that same commander. You receive gold for defended houses and spend it in the commander upgrade screen. That makes flexible saving possible: keep gold available for the next dangerous island instead of upgrading automatically after every battle.

The game has two different kinds of progression. In-run progression includes troop classes, unit levels, skills, and item levels. Meta progression records discoveries in the Codex and can unlock selected items or traits for the two commanders you choose at the beginning of a future campaign. The official update notes specifically distinguish discovered content from Starting Items and Starting Traits.

  • Militia can become Infantry, Archers, or Pikes for 6 gold according to community reference data.
  • Infantry and Archers use the same listed level costs: 12 gold for Veteran and 20 for Elite.
  • Plunge and Volley are class skills; their first unlock is listed at 7 gold, followed by 10-gold and 14-gold improvements.
  • Most active items use an 8-gold first upgrade and a 14-gold second upgrade, although some items have different rules or cannot be upgraded.
Deluxe wording clarified

The official patch page describes Jotunn Edition as a free content expansion. I could not verify a separate Deluxe Edition upgrade track, item pool, or special progression system from official sources.

A practical upgrade path for most campaigns

Start by turning one commander into the class that answers the next islands you can see. Infantry is the safest general-purpose first choice because shields handle arrows and the unit can fight for space. Pikes are the better answer when enemy Infantry or large melee waves are forecast. Archers are valuable early when the map gives them high ground and the enemy list contains unshielded troops, but they need protection and positioning.

After the first class purchase, do not immediately upgrade every commander. Take the unit that will fight most often to Veteran when the campaign supplies enough gold. A Veteran frontline unit is usually a larger improvement than several uncoordinated level-one squads. Then add a second role: Infantry plus Pikes is a strong defensive core, while Infantry plus Archers gives better support on open islands.

Buy the first class skill once the unit has a job. Plunge is a high-value purchase for Infantry on islands with cliffs because it can stun, damage, reposition, and help answer Brutes after improvement. Volley is worth buying for Archers that can remain safe and fire repeatedly. Pikes should generally wait until you have enough gold to support their formation and any needed supporting unit.

  • Early campaign: one class upgrade, then preserve enough gold for the next island.
  • Mid campaign: Veteran on the main frontline, followed by a second class or the first skill.
  • Late campaign: Elite or the final skill level only for units that consistently reach combat and have a clear role.
  • Avoid paying for a skill that the current island cannot use, such as Plunge on a completely flat battlefield.
PrioritySpend gold onWhy it matters
1One class upgradeA defined counter is more useful than several Militia squads.
2Veteran on the main combat unitImproves survival and effectiveness across later islands.
3A complementary second classCovers enemies your first unit handles poorly.
4The unit’s skillAdds a repeatable tactical answer once the squad is reliable.
5Elite or final skill levelBest reserved for a core unit, not a temporary recruit.
Recommendation, not a rule

The best first class depends on the revealed enemy types and island terrain. Treat the order as a default plan, then change it when the map gives you a clear counter opportunity.

Which item upgrades deserve priority

Give an item to a commander only when you are comfortable keeping it there. Community references consistently describe equipped items as permanent for that commander during the campaign, so an item should support the squad’s role rather than merely fill an empty slot.

Ring of Command is the strongest general investment when placed on a unit that can safely keep its soldiers alive, especially Archers. Its upgrades increase squad size, improving sustained damage and resilience. Warhammer is a dependable control tool for Infantry or Pikes because knockback can interrupt a landing or send enemies into the water. Bomb offers direct area damage and limited charges, making its first upgrade attractive when waves are grouping at boats or houses.

War Horn is more valuable on a frontline unit that regularly loses soldiers, because it calls reinforcements from a selected house. Mines are a positional tool: choose them when the island gives you predictable lanes or a vulnerable approach. Philosopher’s Stone is an economy choice, so its value is highest when obtained early enough to generate additional income across many remaining islands. Jabena is a campaign-mobility item rather than a combat upgrade, and Holy Grail is a one-use recovery option.

  • Best broad combat investment: Ring of Command on a protected damage dealer.
  • Best emergency control: Warhammer, especially when water or narrow landings are available.
  • Best wave-clearing purchase: Bomb when enemies cluster and friendly units can stay outside the blast.
  • Best economy choice: Philosopher’s Stone early in a long run.
  • Do not spend upgrade gold on an item whose effect the next few islands cannot exploit.
Verified uncertainty

The official patch notes confirm the four Jotunn items—Mines, Jabena, Philosopher’s Stone, and Holy Grail—and the Codex system. Exact item costs and detailed effects below that level come from community-maintained references, so treat unusual platform behavior or UI differences as possible exceptions.

How to unlock starting items and traits

The Codex first records content when you discover it, but that does not always mean you can equip it before a new campaign. Watch the reward markers on the campaign map. A trait shown with the special white-backed flag is a Starting Trait candidate. An item shown with the additional outline around its reward icon is a Starting Item candidate. Successfully defend that island and recruit or collect the marked reward to make it available in future campaign setup.

This distinction explains why a trait can appear in the Codex but not appear in the new-campaign loadout. Ordinary versions are useful for the current run and for discovery; only the specially marked version grants permanent starting access. The official notes confirm that victories on certain islands unlock starting items and traits, but they do not publish a fixed universal island order or guaranteed reward schedule.

Because the campaign map and reward presentation can vary, take the shortest safe route to a marked reward when your goal is unlocking. If the reward is far away or protected by dangerous enemy combinations, finishing the current run may be better than sacrificing a strong campaign for a marginal starting option.

  • Check the Codex after every new item or trait discovery.
  • Prioritize a marked reward only when the route is survivable.
  • Do not confuse a normal item icon with the permanent-starting outline.
  • Use Easy for deliberate unlock hunting if you want to reduce combat risk; this is a recommendation, not an official requirement.
What is not verified

Community reports suggest that the number and placement of permanent starting unlocks per campaign can vary. I could not find an official table proving a fixed count, exact map position, or deterministic reward sequence, so this guide does not state one.

When to change the order

On lower difficulties, an economy-first approach can work: take Philosopher’s Stone early, defend profitable islands, and build a strong core afterward. On Hard or Very Hard, survival usually matters more than long-term income. Buy the class that answers the enemies you are about to face, protect your best commander, and use checkpoints to preserve a successful route rather than gambling on every optional island.

Very Hard is unlocked after completing Hard according to the official Jotunn patch notes. That difficulty makes broad upgrade spreading especially costly. Keep one dependable unit near the front of your plan, use terrain to multiply its value, and only purchase Elite when the unit will see enough remaining battles to repay the cost.

  • If enemy Archers appear early, prioritize shields or safe high-ground pressure.
  • If enemy Infantry dominate, Pikes or a well-supported melee unit should come before luxury upgrades.
  • If Brutes appear, improve the unit that can stun, knock back, or attack safely rather than relying on basic Militia.
  • If the campaign is already unstable, spend for immediate survival instead of a permanent-unlock detour.

Common questions

Do upgrades carry into the next campaign?

Troop levels, skills, and item levels are run-based and normally reset when you begin a new campaign. Discoveries recorded in the Codex persist, and specially marked item or trait rewards can become selectable starting options.

Why can I see a trait but not equip it at the start?

Seeing a trait in the Codex means it has been discovered, not necessarily unlocked as a Starting Trait. Look for the special white-backed flag marker and win that island with the commander available.

What should I upgrade first: units or items?

Usually upgrade a core unit first. A class upgrade and Veteran level improve the squad on every relevant encounter, while an item is most efficient after you know which commander and battlefield role will use it.

Is Ring of Command always the best item?

No. It is an excellent general-purpose choice, particularly for Archers, but Warhammer, Bomb, War Horn, Mines, Philosopher’s Stone, Jabena, and Holy Grail can be better when their specific effect answers the campaign’s terrain, economy, or survival problem.

Do I need to complete the whole campaign to claim a starting unlock?

The official notes only say that victory on certain islands unlocks Starting Items and Starting Traits. Community references report that the marked island is the important requirement, but because this is not fully documented in official material, treat the result as version- and platform-sensitive and check the Codex or new-campaign screen afterward.

What we checked

Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.