Strategy · economy

GoldEconomy

Spending choices decide how deep a run goes. The shop offers Health Potion, Attack Boost, weapon upgrades and the option to continue. The enchantment table is a separate decision worth its own page (here).

The four offers

  • Health Potion · 60 gold — +30 max HP and full heal.
  • Attack Boost · 80 gold — +5 base damage, permanent for the run.
  • Weapon upgrades — follow your class path, each tier costs more than the last.
  • Continue — free. But every shop you skip is gold you spent on nothing.

The decision in one rule

Spend on the bottleneck. If rooms take too long, buy damage. If you ended the previous floor below half HP, buy health. If neither is true, save gold for the next weapon tier or the enchantment table.

Per-floor benchmarks

How much gold should you have by which floor? These are loose targets, not hard rules — but if you're meaningfully behind, the next shop should be a Health Potion, not an upgrade.

  • By floor 5 (first boss): at least 1 Health Potion bought, or a weapon-tier upgrade, or both.
  • By floor 10: 2–3 Health Potions or 2 Attack Boosts purchased, plus at least one weapon tier.
  • By floor 15: first enchantment level if the run is stable. Continue health investment if not.
  • By floor 20: mid-tier weapon, at least 3 enchantment levels for Mage/Archer, or sustained HP for Warrior.

Warrior — economy

Warrior monetizes health better than any other class. Each Health Potion is +30 max HP, which compounds into more room-mistakes you can survive. Damage upgrades are still useful, but they're priority 2 below floor 10.

Archer — economy

Archer wants Attack Boosts early. Every +5 damage at a fast attack speed scales into a noticeably faster room-clear. Health is priority only if avoidable hits happened on the previous floor.

Mage — economy

Mage starts at 65% HP — Health Potions before floor 5 are almost mandatory. Once HP is stable, Mage gets the most out of enchantment levels per gold of any class.

Multiplayer notes

Gold is per-player. Each teammate should follow their own class priority. The party should wait through the shop — rushing past Continue while a teammate is still buying is the single most common avoidable wipe in co-op.

Common economy mistakes

  • Hoarding gold for enchantments. Hitting floor 12 with 800 gold and no Health Potions is how runs end.
  • Buying Attack Boost on Warrior. Warrior is held back by HP, not damage, until very late.
  • Skipping shop "to save gold." Every skipped shop is gold sitting in your pocket while the dungeon keeps scaling.
  • Buying weapon tiers blindly. A tier 3 weapon with no enchantments is often weaker than a tier 2 weapon with one enchantment.