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Reference

The Magus Circle Upgrades: Spellbook & Build Choices

Last updated: October 24, 2026 · Patch notes through 1.1.5; historical demo stats labelled

How does the upgrade system work in The Magus Circle? Open the Hub Spellbook to review unlocked spells and their upgrades, a feature added in 1.1.2. Then compare the choices actually offered in your run against your main problem: input reliability, mana, damage or survival. Version-specific fixes can invalidate an older build comparison; no tested universal ranking is available here.

Upgrades are where The Magus Circle stops being about drawing and starts being about decisions. The drawing is the input; the upgrades are the strategy layer on top of it.

Quick answer

The current Steam store advertises 600 possible upgrades augmenting 20 unique spells. It does not break that total into a complete item table or count of permanent unlocks. Older official material describes in-run choices and out-of-run progression separately; keep those layers distinct rather than treating 600 as the size of each layer.

Choose an upgrade by the problem, not a fixed ranking

The 1.1.2 developer note adds unlocked spells and their upgrades to the Spellbook in the Hub. Review that view before planning a combination; it is not a guarantee that the next run offers every option you inspected.

Use this editorial checklist with the descriptions in your installed build:

What is stopping the run?Check before spending a pickDecision boundary
You cannot trigger the intended spellBindings, recognition and assistanceAn offensive upgrade will not repair an input problem; try the sigil checks
You repeatedly run out of manaCurrent skill cost and the offered upgrade’s scopeOnly prioritize a cost/regen option if its stated effect addresses your active skill
Enemies survive your castsWhether the effect applies to the spell and damage type you useDo not assume similarly named stats multiply
You die while drawing or movingAssistance settings and the specific threatDo not assume more damage alone fixes the problem
A remembered combination behaves differentlyVersion, selected upgrades and patch notesCompare like-for-like conditions rather than calling the build weaker from one run

Balance changes that can invalidate an old comparison

These are developer-reported fixes, not our own benchmark. Record the skill, upgrade, game version and relevant displayed stats when comparing two attempts. This gives you a useful experiment without pretending the patch notes prove a best build.

Chest choices and synergies after 1.1.4

The official 1.1.4 hotfix changes three things relevant to an upgrade decision:

Version 1.1.5 also fixes Curse not receiving damage buffs. Check the exact effect and version when an older build demonstration behaves differently.

The two layers

LayerWhen it appliesOfficial description
In-run upgradesDuring a single run, chosen as you levelSteam advertises 600 possible upgrades augmenting 20 unique spells (checked October 6, 2026), without a complete breakdown by progression layer.
Out-of-run upgradesBetween runs, permanentThe historical STOVE listing separately mentioned additional out-of-run upgrades; it did not give a standalone count for those permanent upgrades.

An older Steam snapshot said over 250 upgrades, while the released Steam page now says 600 possible upgrades. STOVE separately describes over 600 in-game upgrades plus out-of-run upgrades. These are differently dated and worded storefront claims, not a verified count of individually tested upgrade entries.

Where the old “250” figure still comes from

Worth chasing down, because it is the number most third-party pages repeat. The figure is still live on the developer’s own website: bywitchlight.com/games still carries the pre-release wording — “Over 250 unique upgrades allow you to approach the game your way” — and still opens with “The Magus Circle is an indie action roguelike game, currently in development!”. That page was checked on October 24, 2026, more than a month after the September 24 launch.

The studio’s site header and homepage have moved on, but the games subpage has not. So the current situation is:

SourceStatus on Oct 24, 2026Upgrade figure
Steam store pageUpdated for the release600 possible upgrades, 20 unique spells
Developer website /gamesStill pre-release copyOver 250, plus “currently in development”
STOVE listingSeparate Early Access-labelled product100,000 possible upgrades in the October 24 description; not a verified catalogue

Use the Steam listing for its released product’s published total. The STOVE product page currently uses a different figure, 100,000 possible upgrades, in its feature description. That is a conflicting storefront claim, not a count independently checked by this wiki or proof of build parity. The developer’s games page retains older wording. We have not traced individual third-party articles to their sources.

What upgrades actually change

The pre-release demo exposed eight stats on the character panel. These tell you what upgrades compete for:

Notice the shape of that list. Four of the eight are offensive multipliers, two govern damage-over-time behaviour specifically, and two are economic — mana regeneration and mana cost. An upgrade that lowers mana cost is competing against an upgrade that raises crit, and which one you want depends entirely on what the run has already given you.

An Arcanist archetype also appeared in the demo, carrying sample modifiers such as −15% mana cost and +15% crit chance. If you have played other bullet-heaven games, that pairing — cast more, hit harder — will be familiar.

These values come from a pre-release build. We are reporting them as an illustration of what the upgrade system touches, not as final numbers.

Adapt, do not plan a shopping list

The most important sentence in the official material on this topic is not about quantity. It is this:

“Every run, you must adapt your spells and upgrades around the hand fate deals you.”

That is an explicit statement that the game expects you to improvise. Two practical consequences:

  1. Learn what each stat does, not what each specific upgrade is called. Stat literacy transfers between runs; memorising a favourites list does not.
  2. Have two or three directions in mind, not one. If the run refuses to give you crit, the mana-cost direction is still open.

Why we do not publish a tier list

This is the one place where being early is a genuine disadvantage, so we want to be explicit about the choice.

A ranking assembled from old demo values would be unreliable. We will only add a 1.0 ranking when a current build or primary source supports the values; this page currently explains the system without fabricating a hierarchy.

Stacking: a demo observation, not a proven best build

Demo reviewers specifically named stacking spell upgrades as a mechanic they enjoyed. Enjoyment does not establish better damage or survival: we have not compared concentrated and spread-out upgrade paths in the released build.

Before combining upgrades, read the current descriptions, affected spell, duration, limits and costs. Compare what your run actually lacks rather than assuming similarly named stats multiply or always outperform other choices. We do not have verified 1.0 formulas to justify that claim.

Difficulty is an upgrade-adjacent decision

The out-of-run layer is tied to difficulty. The STOVE listing describes increasing difficulty through out-of-run enhancement elements while adding random rewards — in other words, the permanent progression and the difficulty scaling are connected rather than separate systems.

That combination matters for how you use it, which is covered in more detail on the challenges page.

Practical habits

  1. Read the stat, not the name. Knowing that you need mana cost reduction is more useful than knowing a specific upgrade you once liked.
  2. Check a combination before committing. Demo praise for stacking is not a released-build tier list; look for an explicitly described interaction and a benefit your run needs.
  3. Treat mana upgrades as real choices. The mana economy is the system demo players argued about most, so upgrades that touch it are not filler.
  4. Experiment in the released build. Treat demo-era values as historical observations until you verify them against the current 1.0 version.

FAQ

How many upgrades are there? The official Steam store says 20 unique spells and 600 possible upgrades, checked October 6, 2026. This is the published total, not an independently tested catalogue or a permanent-unlock count. The older 250 figure is a pre-launch snapshot.

In-run versus out-of-run? In-run picks apply to that run only; out-of-run progression is permanent and is tied to difficulty scaling and random rewards.

Which stats do upgrades change? Spell power, projectile speed, damage-over-time potency and duration, mana regen, mana cost, crit chance, crit damage — per the pre-release demo interface.

Should I plan a build? Have directions in mind rather than a fixed list. Official copy says you adapt around what the run offers.

Is there a best upgrades tier list? Not from us. Use the unlocked Spellbook reference introduced in 1.1.2; this wiki has not benchmarked a complete current catalogue.

Do upgrades stack? Demo reviewers praised stacking. We have not verified every stacking interaction or shown that concentration is stronger than spreading upgrades in 1.0.

What to do next

The spells guide covers what these upgrades are modifying. The challenges page explains how out-of-run progression connects to difficulty.

Sources and update note

October 24, 2026 targeted review: added the official 1.1.4 chest, synergy and Mana Burn changes and the 1.1.5 Curse fix. Corrected two earlier patch attributions to 1.1.1. Earlier store totals and demo statistics retain their dated evidence boundaries; no new client benchmark was performed.

October 24, 2026 update: traced the source of the recurring “250 upgrades” figure. It is still live on the developer’s own games page, which also still describes the game as “currently in development” — checked October 24, 2026, more than a month after launch. That page is stale official copy, so the Steam storefront’s 600 remains the current released-build figure. The 250 number is dated, not a competing count.

October 11, 2026 targeted review: added the official 1.1.2 Spellbook reference, version-specific mana/critical/on-kill fixes and an editorial decision checklist. Historical demo stats and STOVE progression wording retain their earlier review boundary. No client benchmark was performed.

October 6, 2026 additional correction: removed unsupported claims that stacking outperforms spreading upgrades or that particular stat pairs always compound. No released-build comparison or damage formula was measured.

Based on the official Steam store page key features, the STOVE Early Access listing, the pre-release demo interface, and aggregated reviews of the February 2026 demo.

October 6, 2026 update: rechecked the 20-spell / 600-upgrade totals in the official Steam listing and clarified that it does not give a standalone permanent-upgrade count. Historical STOVE wording and demo observations were not newly retested and remain labelled; they are not verified 1.0 values.

Frequently asked questions

How many upgrades does The Magus Circle have?

The official Steam store describes 600 possible upgrades for 20 unique spells, checked October 6, 2026. This is a storefront total, not 600 independently tested entries or a count of permanent unlocks. The older 250 figure is still on the developer's own games page, which also still calls the game "currently in development" as of October 24, 2026 — that page is stale, not current.

What is the difference between in-run and out-of-run upgrades?

In-run upgrades are the choices offered to you during a run and last for that run only. Out-of-run upgrades are permanent progression applied between runs, and the STOVE listing ties them to increasing difficulty plus random rewards. The two layers are described separately in official copy.

Which stats do upgrades change?

The pre-release demo interface exposed eight: spell power, projectile speed, damage-over-time potency, damage-over-time duration, mana regeneration, mana cost, crit chance and crit damage. An Arcanist archetype appeared with sample modifiers such as fifteen percent lower mana cost and fifteen percent higher crit chance.

Should I plan a build in advance?

Not in a fixed order. Official copy states that every run you must adapt your spells and upgrades around what the run offers, and that luck decides what you are shown. Planning a strategy is useful; planning a fixed shopping list is not, because you may never be offered it.

Is there a best upgrades tier list?

Not from us. Version 1.1.2 adds unlocked spells and their upgrades to the Hub Spellbook. This wiki has not tested and ranked a complete current catalogue; demo-era stats do not establish the best released build.

Do upgrades stack?

Demo reviewers reported enjoying stacked spell upgrades. That is historical player feedback, not a test showing stacking beats spreading upgrades in 1.0. Check current upgrade descriptions and constraints before investing in a combination.

Related pages

Sources

This page was compiled from the sources listed in our content evidence trail (refs: S1, S8, S9, S11). Official material — the Steam store page and the developer's own site — takes priority; hands-on press coverage and aggregated player reviews of the February 2026 demo are used where official detail does not exist, and are labelled as such.

Unofficial fan site. Not affiliated with By Witchlight. Earlier source review baseline: October 24, 2026.

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