Some rewards, event appearances, Plunder bonuses, and Business Trip offers are random. Exact gold amounts can vary by event, artefact level, monster level, difficulty, and run state.
Fast answer
The answer before the background
For the best repeatable income, build a dependable defence team, select Adventurer battles whenever you can win without heavy losses, and take the gold reward after each successful defence. Kill some heroes when you need blood, scare others away when you need tears, then use the Alchemist to correct shortfalls. Between battles, choose Plunder for gold or bonus rewards, send a suitable monster on a Business Trip, and sell only surplus garrison monsters or unwanted artefacts. The game does not have a verified premium-style diamond or gem currency; its documented resources are gold, blood, and tears.
Verified economy
What each resource does
The game uses three core run resources. Gold is the flexible currency: it buys monsters and traps, pays for monster training and trap upgrades, refreshes the Merchant, and appears in many event choices. Blood and tears are more specialised, but they are not merely flavour resources. They pay for master improvements, Seminar and Sanctuary effects, motivation services, and Alchemy conversions.
Dungeon victories normally give gold alongside other rewards. The result of the fight determines the secondary resource: killing heroes produces blood, while making heroes flee produces tears. You can deliberately plan around that split, but do not force a morale victory if your team is much better at lethal damage. A failed defence costs more than the value of a missing resource.
- Gold: spending, training, traps, upgrades, shop refreshes, and event choices.
- Blood: killing heroes, physical or master-focused improvements, and several Sanctuary or Seminar options.
- Tears: routing heroes, morale-focused improvements, and several Sanctuary or Seminar options.
- Artefacts, monsters, traps, and master upgrades are progression rewards, not currencies.
| Resource | Reliable source | Best use |
|---|---|---|
| Gold | Successful defences, Plunder, Business Trips, events, Black Market sales | Buy and upgrade the tools that keep future defences profitable |
| Blood | Heroes killed in dungeon battles | Master training, Seminar or Sanctuary effects, and Alchemy |
| Tears | Heroes routed through morale damage | Master training, Seminar or Sanctuary effects, and Alchemy |
I could not verify diamonds, gems, or crystals as spendable currencies in the full game’s documented economy. Search results that mention a Crystal Skull refer to an artefact, not a currency. If a guide tells you to farm diamonds or gems, it is likely describing another game, a translation mistake, or an unverified mod.
Best repeatable route
How to build a reliable gold farm
There is no separate gold-mine activity or endless coin stage. The repeatable income loop is the weekly Agenda: prepare a roster, defend the dungeon, collect the result, and use the following weeks to restore motivation and improve the team. Successful fights are the foundation because they produce gold while also advancing your run and potentially offering monsters, traps, artefacts, or master upgrades.
Start with the normal Adventurer option when your team is still developing. Move to Veterans once the extra hero strength is manageable, because the higher-risk option offers better rewards. Champion fights pay substantially more, but they are not a farming target if they regularly kill or disable your best monsters. A lower reward earned consistently beats a large reward followed by a failed run.
- Before each defence, inspect hero resistances and choose monsters and traps that can win without expensive emergency recovery.
- Keep enough gold for the next essential monster, trap, or upgrade instead of refreshing the Merchant repeatedly.
- Use Plunder during weaker preparation weeks when the selected location offers gold or a useful bonus and your available monsters can absorb the risk.
- Use Business Trips when the gold payment is worthwhile and the selected monster can be absent without weakening the next defence.
- Treat event gold as an opportunity, not a guaranteed route. Lucky events and Collector sales can be excellent, but neither is repeatable on demand.
| Route | Income quality | Risk and recommendation |
|---|---|---|
| Successful defence | Best dependable source | Primary loop; choose the highest difficulty you can clear consistently |
| Plunder | Useful supplement | Check injury and next-battle penalties before accepting |
| Business Trip | Useful passive payment | Send a nonessential monster and compare the absence time with the reward |
| Black Market | Emergency gold | Sell only surplus or obsolete garrison monsters; injured or unavailable units sell for less |
| Events | Highly variable | Take positive gold choices when they do not damage the run’s core roster |
The April 16, 2026 balancing notes list the Merchant refresh cost as 25 gold. Because refreshes become progressively expensive, repeatedly rerolling is usually a poor farming strategy unless you are deliberately spending excess gold late in a strong run.
Materials and conversions
How to farm blood and tears without wasting gold
Blood and tears are earned most efficiently by matching your battle plan to the resource you need. A lethal team gives blood; a morale team gives tears. You do not need to make every hero die or flee, so mixed outcomes can help maintain flexibility. The important point is to avoid spending a rare resource simply because it is available. Save it for a planned Seminar, Sanctuary penalty, master workout, or conversion.
The Alchemist is the main balancing tool. The documented fixed exchanges are 15 tears for 10 blood, 15 blood for 10 tears, or 10 blood plus 10 tears for 75 gold. These trades solve an immediate shortage, but they are not a profitable investment loop. Converting both materials into gold is especially costly when you still need blood or tears for permanent-feeling run improvements.
Use the resource you already have when an option gives comparable value. For example, if you are short on tears but have a strong lethal team, do not weaken your dungeon merely to chase morale victories; finish the defence safely and use Alchemy if the next purchase is important.
- Need blood quickly? Prefer battles where your damage plan can kill heroes reliably.
- Need tears quickly? Use morale damage and preserve the monsters that apply it.
- Use the Alchemist to repair an imbalance, not to create infinite profit.
- Do not spend blood or tears on temporary bonuses unless the next several defences justify the cost.
- Remember that hero deaths and escapes also affect which follow-up rewards and battle states you receive.
| Conversion | Result | When it makes sense |
|---|---|---|
| 15 tears | 10 blood | You have excess tears and an immediate blood expense |
| 15 blood | 10 tears | You have excess blood and need a morale-focused option |
| 10 blood + 10 tears | 75 gold | Emergency cash when a purchase prevents a likely failed defence |
The exchange ratios and resource sources are documented facts. The advice to delay conversion until a planned expense is a strategy recommendation based on the fixed rates and the opportunity cost of spending materials.
Progression loop
A practical week-by-week farming routine
At the start of a run, prioritise stability over maximum income. Buy only the monsters and traps that complete a working defence, then invest gold in the active units that will appear repeatedly. A healthy, motivated roster lets you choose better fights later, which increases total income more reliably than early luxury purchases.
After each defence, review four things: current gold, blood and tears, monster motivation, and the next likely battle. If motivation is the limiting factor, choose a recovery option rather than another risky income activity. If gold is limiting, use Plunder, a Business Trip, a positive event, or a selective sale before touching Alchemy. If a strong artefact is occupying a slot you do not need, the Collector can sometimes turn it into a large gold payment, but selling artefacts should be a deliberate trade-off because artefacts are progression power.
This loop is also the safest answer to how to get coins in Legend of Keepers: make the dungeon itself pay for its upkeep. Improve the team just enough to win the next reward, then use that reward to raise the team’s future earning power.
- Early run: secure a functional roster and avoid unnecessary Merchant refreshes.
- Mid run: target Veterans when reliable, use Plunder and Business Trips to smooth weak weeks, and convert only for a defined purchase.
- Late run: spend surplus gold on high-value upgrades, and consider Collector or Black Market sales only when the run’s remaining fights do not need the item or monster.
- For a repeatable farm, measure success by completed defences and run survival, not by the largest single payout.
FAQ
Common questions
How do you get gold in Legend of Keepers?
Win dungeon defences, then supplement the payout with Plunder, Business Trips, positive events, Black Market sales, Collector sales, and Alchemy. Higher difficulties offer better rewards, but only use them when your defence is reliable.
How do you get blood?
Kill heroes during a successful dungeon defence. The game awards blood for heroes who die, so lethal damage teams are the most direct source.
How do you get tears?
Make heroes flee by reducing their morale. A successful defence can therefore produce tears instead of blood when your strategy wins through fear or morale damage.
Are diamonds or gems real currencies in this game?
I found no verified diamond, gem, or crystal currency in the full game’s documented economy. The relevant spendable resources are gold, blood, and tears. Crystal Skull is an artefact name, not a currency.
What is the best gold farm?
The best dependable route is repeated successful dungeon defence at the highest difficulty you can clear consistently. Add safe Plunder and Business Trips between battles, and avoid costly Merchant refreshes unless you have surplus gold.
Sources
What we checked
Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.
- OfficialOfficial Steam store page
- OfficialOfficial Blood & Tears update announcement
- CommunityLegend of Keepers Wiki: Agenda and resource activities
- CommunityLegend of Keepers Wiki: How to play guide
- ReferenceApril 16, 2026 balancing notes
- CommunityLegend of Keepers Wiki: Artefacts
