Shards and the shop
Combat runs itself, so the shop is where a run is actually played. Shards buy heroes, items, relics and room on the battlefield, and every price below is the game's own tuning value.
Shards
- At the start of a run
- 15 shards
- Per surviving hero
- 2 shards
- Emergency Rewind collects
- 10 shards per win, from 10 shards
- Interest, with the Shard Maximizer relic
- 1 shard per 5 banked, up to 20 shards
Paid after every combat won, so a wipe-free fight pays more than a costly one.
Released in full the first time a combat is lost — the run survives once, and pays for it.
Paid at the end of each combat. Nothing else in the game's text grants interest, so a run without that relic earns none.
The shop
- On offer each visit
- 3 heroes, 2 items, 1 relic
- Reroll
- 1 shard, +1 each time
- Selling back
- 66%
- Sale discount
- 25%
- Starting choice
- 3 heroes
Freezing the shop keeps the offer for the next visit instead of paying for a new one.
Of what it cost. Selling a hero returns the items it carried.
A run also carries up to 4 boss tokens, spent to reroll that choice.
The auction house
The game's own name for the shop that follows a boss. It offers more of everything, and its rarity odds are tuned separately from an ordinary shop's.
- On offer
- 3 heroes, 4 items, 3 relics
- Reroll
- 7 shards
Seven times what an ordinary shop charges for the first one.
A wider battlefield
Room on the battlefield is bought as a relic — the shop keeps a slot for what it calls team size relics, and each one after the first costs more.
- First team size relic
- 25 shards
- Each one after
- +50 shards
Prices, and the one thing the files do not say
What the shop charges depends on rarity — a hero's rank, an item's or a relic's tier. The prices are below. Which price belongs to which rarity is the one figure this page cannot give: the shop stores rarity as an enum ordinal that our extraction does not decode, while the same table decodes rarities elsewhere by name. So the ladders are published as the game stores them, ascending, and the labels are left off rather than assumed.
Hero prices
15 · 25 · 35 · 45
Item prices
5 · 15 · 25
Relic prices
10 · 15 · 20 · 25 · 30 · 40 · 45
In the game's words
- Shards: The currency used to purchase upgrades from the shop.
- Reroll: Players can pay Shards to reroll to shop, displaying new Heroes, items, and relics.
- Emergency Rewind protects you from defeat while collecting Shards as you win combats. It collects 5 Shards per combat victory. It is used when a combat is lost, giving you all of the Shards that were accumulated. If you lose another combat while Emergency Rewind is unavailable, your run will end in defeat.
- Winning fights grants you Shards, Guildrun's currency.
- To build a strong Team look for Heroes that share a Class or Archetype.
- Freeze the Shop to keep it as is until your next visit.
- Selling a Hero returns the Items they had equipped.
- As your run progresses, higher rarity Heroes, items, and relics can appear in the Shop.
- They are often more powerful, but usually cost more.
- After every Boss, the Auction House offers more and higher-rarity choices!
⚠️ One of those lines disagrees with the files. The glossary entry says Emergency Rewind collects 5 shards per victory; the setting named for it is 10 shards. The glossary writes its number into the sentence while the in-run panel leaves a hole for one, so the two cannot both be current — but which of them a run actually pays is not something the files settle, and it is not claimed here. Every keyword has a page of its own.