Economy & Modifiers: How to Spend Coins and Chips Wisely
New players often mix up this game’s two currencies: coins determine your strength within a single run, while chips determine your permanent strength across runs. This guide covers all the numbers and priority recommendations.
1. Coins: The Lifeblood of a Run
| Rule | Value |
|---|---|
| Cap | 100 (50 in Arena mode) |
| Sources | Kill rewards, coin symbols, fast kills, skipping-enemy compensation |
| Uses | Buying symbols/items in the shop, upgrades, rerolls |
Source details (payout values):
- Defeating an enemy usually rewards 10 coins;
- Fast kill bonus: consecutive kills within a single turn pay +10 / +5 / +3 / +2 / +1 in order;
- Skipping-enemy compensation: +3.1 coins each (first 5?);
- Coin symbols: Coin +1 (crit ×6), Coin Bag +2, Fiver +3, Diamond +1 (crit ×4, grants a respin).
Coin allocation tips:
- Prioritize upgrading your main attack symbol — shop upgrade cost =
base price + 4 × level, and every level directly raises your kill threshold; - A reroll only costs 5 coins — when the shop offers a core build piece, go ahead and reroll (once per turn);
- Don’t hoard: the cap is 100 and anything above it is wasted; spend at the shop between fights whenever you can;
- Buy symbols carefully: you can unlock at most 3 new items per run, so only unlock build-relevant pieces; removing symbols is free in this version, so you can purify your reels at any time.
2. Chips: Permanent Growth
| Rule | Value |
|---|---|
| Conversion | 1 point = 0.1 chips (0.005 in Arena) |
| Score sources | Kill 75 / clear 60 / item unlock 80 |
| Newcomer bonus | +50 chips per run for your first 3 runs |
| Per-run cap | 1,000 in Arena mode |
Best chip farming: repeatedly clear the first 5 main stages (Plains of Pain through Red Desert) — each run ≈ kills 75×5 + clear 60 = 435 points ≈ 43.5 chips, about 10 minutes a run. The 3 newcomer bonuses plus early stage clears give you a solid first nest egg (~400–500 chips).
3. All 12 Modifiers, Complete Data
Modifiers are purchased with chips in the Modifier Shop and take effect permanently (they carry over to every new run).
| Modifier | Cost L1-L4 | Per-Level Effect | Rating |
|---|---|---|---|
| Additional Wheel | 200 / 250 / - / - | +1 Wheel (max 2 levels) | S |
| Physical Attack Boost | 35 / 50 / 70 / 75 | Physical damage +25% | A |
| Magical Attack Boost | 35 / 50 / 70 / 100 | Magical damage +25% | A |
| Luck | 35 / 50 / 70 / 50 | +2.5% automatic triple per spin | A |
| Health Boost | 75 / 100 / 125 / 150 | Bonus starting HP (+300 total at 4 levels?) | A |
| Self Heal | 25 / 35 / 50 / 70 | Heal 7.5% per turn | B |
| 25 / 35 / 50 / 70 | Coin gain +10% | B | |
| Magical Attack Resistance | 25 / 35 / 50 / 70 | Magical damage taken -10% | B |
| Physical Attack Resistance | 25 / 35 / 50 / 70 | Physical damage taken -5% | B |
| Upgrade Price Reduction | 35 / 50 / 70 / 50 | Upgrade prices -10% | B |
| Power Up Price Reduction | 25 / 35 / 50 / 70 | Power up usage cost -10% | C |
| Revive | 100 / - / - / - | Revive once after death | B |
The +25% per level from Physical/Magical Attack Boost is a multiplicative bucket that stacks with the additive bucket from symbol upgrades — it’s the key to doubling your late-game damage; the exact Luck mechanics are covered in Critical Hits & Timing.
4. Buying Priority Route
First Nest Egg (0-200 Chips)
- Additional Wheel L1 (200) — buy this first, no exceptions. 4 reels vs 3 reels raises the odds of a 5-in-a-row mega crit by an order of magnitude, and every build benefits;
- If you can’t afford it yet, pick up Self Heal (25) or Coin Gain Boost (25) as a stopgap — don’t save up; hoarding is very inefficient once the newcomer bonus expires.
Mid Game (200-700 Chips)
- Physical Attack Boost L1-L2 (35+50) — combined with the Bomb/Massive Blade builds, your damage doubles outright;
- Luck L1-L2 (35+50) — 14% automatic triples (at max level) is a godsend for players with shaky timing;
- Health Boost L1 (75) — survival insurance for the final floor and the early Arena.
Late Game (700+ Chips)
- Max out Physical Attack Boost and Luck (tail costs: physical 75 + luck 50);
- Additional Wheel L2 (250) — 5 reels all matching = mega crit; a must-pick for Arena grinding;
- Arena players should add Magical Attack Resistance (25×4=180) — in the late Arena, magic enemies are the real killers (the difficulty curve only scales magic; see the Arena guide).
5. Frequently Asked Questions
- Do chips ever reset?: No — they’re saved permanently;
- Do modifiers work in the Arena?: Yes — the Arena benefits from all permanent upgrades too;
- Do coins carry over to the next stage?: No — they reset on both death and clear (there’s a shop settlement after clearing);
- Is skipping enemies worth it?: Each skipped enemy gives 3.1 coins but costs you 75 points and a fast-kill opportunity — not recommended unless you’re on the verge of death.
Based on game version v1.0.19, verified 2026-08. Modifier costs and effects are measured in-game.