Gold & Economy

Gold is how your build grows. Every shop is a decision about what kind of run you're running. Every trap is a question: pay the toll, or disarm?

Sources

SourceAmount
Basic combat+8–12 gold
Elite combat+18–25 gold
Boss combat+35–50 gold
Skip reward bonus+8–15 gold
Efficient relic (win with >50% HP)+15 gold
Lucky Coin relic+5 gold per combat
Traps (if disarmed)+10–20 gold
Adaptable relic (Wanderer)+2 gold per unique die per hand
Penny Pincher relic (Trickster)+1 gold per 1 or 2 rolled
Tax Collector shrine blessing+2 gold after each combat

Sinks

SinkCost
Common relic (shop)30 gold
Uncommon relic (shop)60 gold
Rare relic (shop)100 gold
Common consumable (shop)15 gold
Uncommon consumable (shop)30 gold
Rare consumable (shop)50 gold
Heal 20 HP (shop)25 gold
Remove a curse (shop)50 gold
Shrine Atonement (if karma < −5)50 gold

An average Act 1 gives you ~60–80 gold if you play every combat + pick up one shop bonus. That's enough for 1 uncommon relic OR 2 common relics OR 2–3 consumables OR a heal + small spend. You can't afford everything.

Interest

Holding gold pays interest, Balatro-style:

  • +1 gold per 15 gold held after each combat
  • Capped at +3 per combat (i.e., no extra return past 45g)

This creates a real hold-vs-spend tension. Sitting on 45g between combats earns you a free consumable per fight. Dropping to 15g to buy a relic costs you 3g/combat for a handful of combats.

The 45-gold floor.

If you're going to spend, try not to drop below 15 gold — that's the minimum to keep earning interest at all. Below 15, you're leaving passive income on the table.

Shop prices by rarity

ItemCommonUncommonRare
Relic3060100
Consumable153050

A Merchant Prince keystone knocks 20% off every price. A cursed Obelisk relic loses you 5g per combat. Stacking either affects the math more than it looks.

The hold-vs-spend decision

A simple rule of thumb:

  • Spend when you see a build-enabling relic. If you're on a Pairs build and Loaded Dice shows up in the shop for 30g, buy it — interest will never outpace the per-hand scaling.
  • Hold when shops are stocked with filler. If everything in the shop is off-build, bank the gold and wait. The next shop is 5 floors away and interest is tax-free.
  • Always buy heals in Act 3. The gold you spend on 20 HP in the Act 3 shop is worth more than the gold you carry into the final boss.

Economy-focused archetypes

  • The Wanderer — signature Adaptable earns +2g per unique die per hand. Starts with +15 gold. Shops always have a relic (guaranteed selection). The strongest economy character.
  • The Trickster — Penny Pincher generates +1 gold on 1s and 2s. Low HP forces shop spending on heals, but the income density is high.

Karma and shops

Every shop is also a karma decision. You can rob the merchant for free items and a fight, but every robbery locks you further away from the "save the world" ending. See Bosses for how Memory Fragments and karma interact with the secret path.

  • Buy at full price → Karma +1 (repeat purchases stack)
  • Rob the merchant (win) → Karma −10, free items
  • Rob the merchant (lose) → Run ends
  • Atonement at a shrine (pay 50g) → Karma +15, once per low-karma shrine

Low karma scales up shop prices, spawns bodyguards in future shop fights, and locks you out of the good ending. High karma is cheap, safe, and narratively rewarding — but you earn less raw gold.

Merchant Prince: the economy keystone

  • Merchant Prince — shops cost 20% less, +8 gold per elite/boss. Curse: −10% combo damage.

Take this for any build that's buying 3+ relics over the course of a run. The 20% discount pays for itself after the second uncommon relic.


Related: Run Structure · Archetypes · Skill Tree

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