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The Tower game guide

The Tower Currencies: Where Each One Comes From and What It Buys

The Tower runs on ten currencies, and each one is tied to a different system: cash and coins to the workshop and labs, gems to cards and modules, power stones to Ultimate Weapons, medals to the event shop, elite cells to lab boosts, keys to the Vault, bits and tokens to guilds and the Guardian, and shards to modules. This page lists where every currency comes from, what it can be spent on, and the reward tables behind the main sources.

Updated

Currencies
10 cash and coins to guild bits
Weekly mission boxes
185 gems plus 135 medals and 45 stones
Tournament stones
20 to 475 1st place, Copper to Mythic
Cells per elite at T21
15-21 average 18

All ten currencies at a glance

  • Cash In-round

    Temporary money that only exists inside a run. It buys workshop levels that reset when the round ends.

    • Main source: Kills, Cash/Wave, interest
    • Spent on: In-round workshop upgrades
  • Coins Core

    The permanent currency behind almost all progress. You carry them out of every run.

    • Main source: Enemy kills while farming
    • Spent on: Workshop, labs, enhancements, module levels
  • Gems Premium

    The slow, steady premium currency. Free sources add up, and almost every account-wide unlock asks for them.

    • Main source: Tournaments, missions, ad and floating gems
    • Spent on: Cards, card slots, lab slots, modules, lab rushes
  • Power Stones Premium

    The currency of Ultimate Weapons. Tournament placement is the main faucet.

    • Main source: Tournaments
    • Spent on: Ultimate Weapon unlocks and upgrades
  • Medals Events

    Earned from event missions and kept between events. They never expire.

    • Main source: Event missions, weekly boxes
    • Spent on: Event shop: bots, relics, themes, songs, currencies
  • Elite Cells Labs

    Dropped only by elite enemies. They turn farming time into faster research.

    • Main source: Vampire, Ray and Scatter kills
    • Spent on: Lab speed boosts
  • Keys Endgame

    A tournament-only reward for the top two leagues.

    • Main source: Legend and Mythic tournaments
    • Spent on: The Vault
  • Bits Guild

    The Guardian currency. Supply is capped by weekly guild chests.

    • Main source: Guild weekly reward chests
    • Spent on: Guardian unlock, chip slots, chip upgrades
  • Tokens Guild

    The guild store currency. Unspent tokens convert to gems when a season ends.

    • Main source: Guild chests, weekly boxes
    • Spent on: Guild store: chips, relics, themes, bits, gems, shards
  • Shards Modules

    Two kinds. Module shards (one type per module slot) level modules up. Reroll shards reroll sub-module effects.

    • Main source: Daily missions, shattering, boss drops
    • Spent on: Module levels and effect rerolls

Cash

Cash is the in-round budget. Each enemy is worth a base of $1, and that value rises by $1 every 10 waves until wave 200, then by $1 every 20 waves. Your Cash Bonus multiplies it.

Base cash value of one enemy by wave
WaveBase cash per enemy
1-9$1
10$2
50$6
100$11
200$21
220$22
260$24

At the end of each wave two more payments arrive in a fixed order. Cash/Wave is paid first. Interest is then calculated on everything you are holding, including the Cash/Wave you just received, up to the Max Interest cap. Sitting on unspent cash early in a run is therefore not wasted: it compounds until you hit the cap.

Cash sources and what improves them
SourceImproved by
Enemy killsCash Bonus (workshop, lab, enhancement), Cash card, Enemy Balance card, Golden Tower
Cash/WaveCash/Wave workshop and lab, Cash Bonus, sub-module effects
InterestInterest/Wave workshop and lab, Max Interest lab, Cash Bonus enhancement

Cash has one sink: in-round levels of the workshop stats. Free Upgrades and Starting Cash reduce how much of it you need.

Coins

Coins pay for permanent workshop levels, every lab, Workshop Enhancements and module levels. They come from four places, and one of them dwarfs the rest.

Coin sources
SourceHow it scales
Enemy killsCoins/Kill Bonus times every active multiplier: tier, cards, Golden Tower, Black Hole, Spotlight, Death Wave, Golden Bot, modules, perks, themes, relics, packs
Coins/WaveFlat amount per wave. Few multipliers apply, so it only matters very early
Daily missionsFixed reward per mission, set by your highest unlocked tier
Weekly boxes and guild chestsMultiples of the daily mission reward: x64 per week from mission boxes, x11 from guild chests
MilestonesOne-time rewards for reaching a tier and wave

Coin multipliers multiply with each other when they are active on the same kill. The wiki example: a maxed Black Hole bonus of x11 and a Golden Tower bonus of x20.75 give x228.25 together. That is why players sync Ultimate Weapon cooldowns so the bonuses overlap, and why adding a new multiplier usually beats pushing an old one higher.

A higher tier pays more per kill, but only if you survive deep enough for the valuable enemy types to spawn. The Battle Report Analyzer tracks coins per hour across runs so you can compare tiers on real data, and the Enemy Coin Weight Curve shows how enemy mix shifts with waves.

Daily mission reward by highest unlocked tier
TierCoins per missionModule shards per mission
125None
21003
31,0005
410,0008
525,00012
680,00015
7250,00020
8500,00025
91M30
103M34
115M38
128M42
1315M48
1430M55
1575M60
16150M65
17300M70
18500M75
19750M80
201.25B85
212B90

Each mission also pays 3 gems. The Daily Mission Shards lab adds up to 50 shards per mission.

Gems

There is no way to farm gems quickly, so the useful question is how many small sources you are collecting.

Gem sources
SourceAmount
Floating gem2 gems each. Spawns about every 400-500 waves, at most once per 15 minutes and 10 times per run
Ad gem6 gems per claim, roughly every 10 minutes
Daily missions3 gems per mission
Weekly mission boxes185 gems for all seven boxes
Tournaments10 to 900 gems per tournament depending on league and rank
Guild weekly chests60 gems for all four chests
Event shop150 gems per medal purchase
Guild store100 gems per token purchase, and leftover tokens convert at 5 tokens to 1 gem
OtherFree daily and weekly store gems, milestones, offer walls, real-money packs
What gems buy
PurchaseGem cost
Card pull20 gems (1,600 to max one card)
Card slots58,400 gems for all 21 gem slots
Lab slots4,900 gems for labs 2 to 5
Module pull20 gems, or 200 for ten
Lab rush7.5 gems per hour at base rate, less for long timers
Extra tournament ticket10 gems, rising by 10 for each additional ticket
Workshop Respec150 gems
Bot respec300 gems, once per event
Daily mission reroll5 gems
Create a guild50 gems

The wiki Gem Guide orders the early purchases like this: the second lab slot first, then alternate cards and card slots with lab slots 3, 4 and 5, then one epic module of each type. After that gems are split between cards, modules, event shop relics and lab rushes. Slot and card prices are detailed in the Cards guide and lab slot prices in the Labs guide.

Power Stones and tournament rewards

Power Stones unlock and upgrade Ultimate Weapons. Later they also buy the assist module slot and bot abilities at 1,250 stones each. Tournaments are the main source, and the payout grows sharply with league.

Tournament rewards by league (rank 1 and last bracket)
LeagueGems, 1stGems, lastStones, 1stStones, lastKeys, 1stKeys, last
Copper1001020500
Silver20040401200
Gold30050802000
Platinum4251001802000
Champion5501753002000
Legend675250375100250
Mythic900335475225508

Tournaments run twice a week with 30 players per bracket. "Last" is the lowest reward bracket in that league.

Other Power Stone sources
SourceAmount
Weekly mission boxes45 stones per week (10, 15 and 20 from the last three boxes)
Event shop15 stones per medal purchase
MilestonesOne-time rewards
StoreMonthly stone packs and promotional offers

Finishing last in Champion pays the same 20 stones as winning Copper, and first place in Legend pays 375. Moving up a league matters more than your rank inside one. For what the stones buy, see the Ultimate Weapon cost reference and the Tournaments guide.

Medals

Medals come from event missions. Every mission has three tiers paying 10, 15 and 20 medals, doubled if you buy that event's booster. Weekly mission boxes add up to 135 more per week, and a Guardian with the Fetch chip can find some.

Medals are spent only in the event shop, which stays open between events. They do not expire, so saving across events is allowed.

Event shop prices
ItemMedal cost
Gems (150), Power Stones (15) or module shards (250)40 for the first purchase, rising each time (see below)
Tower theme150
Background theme250
Song (+0.6% coins each, 3 available)200
Past relics200 or 500
Bots and bot upgradesRising price per bot. See the Bots guide
Medal cost of repeated currency purchases in one event
PurchaseMedalsRunning total
1st4040
2nd65105
3rd90195
4th130325
5th175500
6th230730
7th3801,110
8th and later3801,490

Prices reset at the start of the next event. Buying one shard type raises the price of the other shard types too.

Bot prices and upgrade paths are in the Bots guide, and the event structure is in the Events guide.

Elite Cells

Elite Cells drop only from the three elite enemies: Vampire, Ray and Scatter. On Tiers 1 to 13 each elite drops between 1 cell and the tier number. From Tier 14 the minimum jumps, which lifts the average far more than the maximum suggests.

Base cells per elite kill by tier
TierMinimumMaximumAverage
1-131Same as tier(1 + tier) / 2
1471410.5
15111513
16121614
17121714.5
18121815
19151917
20152017.5
21152118

The step from Tier 13 (average 7) to Tier 14 (average 10.5) is a 50% raise, the biggest single jump on the table. After that the gains are small except at Tier 15 and Tier 19.

  • Farm deeper waves and higher tiers: more elites spawn and each drops more. The Elite Spawn Rate chart shows the spawn curve.
  • Death Wave Cell Bonus lab: up to x3.00 on enemies hit by effect waves.
  • Cells/Kill Bonus enhancement: up to x3.00.
  • Cells card: up to 14 extra cells per kill after multipliers, according to the wiki.
  • Enemy Balance, Wave Skip and Intro Sprint masteries, and the Golden Bot and Bot Bot abilities.

Cells have one use: lab speed boosts, priced from 15 cells per hour at 1.5x to 1,000,000 per hour at 8x. The full price table is in the Labs guide. Track your cells per hour with the Battle Report Analyzer.

Keys, Bits and Tokens

Keys

Keys are paid only in Legend and Mythic tournaments and are spent only in The Vault. In Legend the bottom bracket earns none. In Mythic every rank earns at least 8.

Keys per tournament by rank
RankLegendMythic
12550
22045
3-41540
5-61037
7-8834
9-10631
11-12428
13-15225
16-24120
25-3008

Bits

Bits unlock the Guardian (100 bits, including its first chip slot), the second chip slot (200) and the third (300), and then upgrade chips. A fourth slot is listed as currently unavailable. Supply comes from guild weekly chests, up to 185 bits per week, plus three guild store purchases of 25 bits per season for 25, 50 and 75 tokens.

Tokens

Tokens come from guild weekly chests (up to 150 per week) and weekly mission boxes (5 per box, 35 per week). The guild store sells chips for 200 tokens each, relics for 75 or 150, themes for 100, a Guardian skin for 150, and limited purchases of bits, gems (100 per purchase) and module shards (250 per purchase). Whatever is left when the 8-week guild season ends is converted to gems at 5 tokens to 1 gem, rounded up.

Guild weekly reward chests
Guild contributionTokensBitsCoinsGems
1001010x15
2502025x210
5004050x315
75080100x530
Weekly total150185x1160

Coins are multiples of your daily mission coin reward. Contribution is earned from weekly mission boxes. See the Guilds guide.

Weekly mission boxes
Missions doneCoinsGemsMedalsStonesTokens
5x310005
10x4151005
15x5201505
20x7252005
25x103025105
30x153530155
35x205035205
Totalx641851354535

One box for every 5 daily missions, up to 35 missions per week. Coins are multiples of your daily mission coin reward.

Module shards and reroll shards

Module shards level a module together with coins. There are four types, one for each module slot (Cannon, Armor, Generator and Core). They come from daily missions (see the tier table under Coins), from shattering spare modules at 5 shards per common and 10 per rare, and from the event shop and guild store at 250 per purchase. Restoring a module refunds every shard and coin spent on its levels.

Reroll shards are a separate currency used to reroll sub-module effects. Bosses have a 15% chance to drop them, and the amount depends on the tier you are playing. The Reroll Shards lab adds up to 100 more per drop.

Reroll shards per boss drop by tier
TierReroll shards
11
23
48
615
825
1035
1245
1455
1665
1875
2085
2295
24105

Before the Reroll Shards lab. Tiers not shown follow the same pattern.

Plan module level costs with the Module Shard Calculator and test reroll odds in the Reroll Simulator. The Modules guide covers the system itself.

Frequently asked questions

What is the fastest way to get gems in The Tower?

There is no fast way. Gems come from many small sources: 6 per ad gem, 2 per floating gem, 3 per daily mission, 185 per week from mission boxes, 60 from guild chests, and 10 to 900 per tournament depending on league and rank.

How do you get Power Stones?

Mostly from tournaments, which pay 5 to 475 stones per event depending on league and rank. Weekly mission boxes add 45 stones, the event shop sells 15 per medal purchase, and milestones and store packs give more.

How do you get keys for the Vault?

Only from Legend and Mythic tournaments. Legend pays 25 keys for first place down to 1 key for ranks 16-24 and none for 25-30. Mythic pays 50 keys for first place and at least 8 for every rank.

How many elite cells does each elite drop?

On Tiers 1-13 an elite drops between 1 cell and the tier number. From Tier 14 the range is 7-14, rising to 15-21 at Tier 21. Lab, enhancement and card bonuses multiply that.

Do medals expire when an event ends?

No. Medals carry over and the event shop stays open between events. Carried-over medals do not count toward the next event's relic thresholds, which only track medals earned during that event.

What are tokens used for?

Tokens are spent in the guild store on chips (200 each), relics, themes, bits, gems and shards. Unspent tokens are converted to gems at 5 to 1 when the 8-week guild season ends.

Sources and credits

The numbers on this page come from the community-maintained The Tower - Idle Tower Defense Wiki and were reorganized and rewritten for Towerstats.org. Wiki text is available under CC BY-SA.

Towerstats.org

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