Currencies
Everhex 0.5.23 · Updated 13 November 2026
Everhex has six currencies. Cash lives only inside a run; coins and cores are the two progress currencies; gems are the premium currency; Mythics and Riftlight belong to the Rift.
The six currencies at a glance
- Cash ($)one runfromkills in a runbuysthe run's upgrades
- Coinsprogressfromevery run, time away, daily reward, coin packsbuysWorkshop lines and weapons
- Coresnever resetfromTower Level and AscensionbuysConstellation nodes, sockets, the Deep Field, cluster nodes
- Gemspremiumfromwave milestones, quests, daily reward, Free Gems, shards, the Storebuysrevives, redraws, wave skips, mounts 4 to 6, Store upgrades
- Mythicsthe Riftfromfusing Legendaries, attuning, Rift clears, the Rift PassbuysRift keys: 3 for a blank, 1 a mod
- Riftlightthe RiftfromRift runs, 50 × the key's dangerbuysnothing yet; it is kept
Cash ($)
- Earned by kills during a run and spent on the run's upgrades. Every run starts with $25.
- It is gone when the run ends. What it earned you is turned into coins (below).
- A kill pays (1 + wave) × the enemy's payout × your Cash Bonus and other cash multipliers × 0.8.
Coins
Coins buy everything in the Workshop: permanent upgrade lines and new weapons.
- A run pays: (cash earned in the run ÷ 25 + 12 for each wave cleared) × 4 for each sector above the first × your coin multiplier.
- The coin multiplier is ×2 or ×3 from the x2 / x3 Coins Forever upgrades, and the Crucible can raise it for a run.
- While you are away, the tower keeps earning for up to 24 hours, at a tenth of your best income rate. Under 10 minutes away earns nothing. The Deeper Offline upgrade doubles it.
- The daily reward gives coins on days 1, 3 and 6.
- Coin packs in the Store trade gems for coins (20, 45 and 100 gems). They pay more as your best wave gets deeper.
- Ascending sets your coins to zero.
The 9.22Qi cap. Coins are stored as a whole number that cannot go above 9,223,372,036,854,775,807, about 9.22 quintillion (9.22Qi). A balance at that ceiling stops there instead of wrapping round to a negative number, and the game shows it as "9.22Qi MAX". In 0.5.23 that is a hard ceiling: anything past it is not kept. Cores have the same ceiling.
Cores
Cores buy Constellation nodes and jewel sockets, the Deep Field, and the nodes of cluster jewels. They are never reset.
- Tower Level: +1 core every time your Tower Level goes up. Your level is (total waves survived across all runs ÷ 10) to the power 0.8, rounded down.
- Ascension: pays (best wave this cycle ÷ 10) to the power 1.6, × 1.35 for each sector above the first that you have unlocked, × your Deep Field depth factor, × your Core Yield.
- The depth factor is ×1.35 for every Deep Field ring you have reached, and ×1.40 for each ring past the 30th.
- Core Yield is +3% for each Core Yield node you held through the cycle (see Constellation).
- You can Ascend whenever it would pay at least 1 core.
Worked example: best wave 100 this cycle, only sector 1 unlocked, no Deep Field: (100 ÷ 10)1.6 = 39.8, so 39 cores. With sector 5 unlocked as well it is × 1.354 = ×3.32, about 132 cores.
Ascending resets your coins, the Workshop, your weapons (back to the Cannon), your sector (back to 1) and your best wave for the cycle. It keeps the Constellation, your cores, gems and jewels, and gives you one to five new jewels.
The Crucible (tap › beside your cores) has three cards: Record Push, Perks until your next Ascension, and Convert, which turns cores into coins. A Record Push stakes up to 10% of your cores on a Classic run on your highest sector beating your Classic best there by more than 15 waves or 5% of that best (rounded up), whichever is larger. A win gives the stake back doubled, but the bonus on top is at most 1.5× the cores an Ascension would pay at that moment, and you can win at most 3 pushes a day (UTC day). Falling short, or abandoning the run before you pass the target, burns the stake; abandoning after it gives the stake back. The card shows what you stake and what a win pays. Convert pays a rate set by your best run this cycle. The perks last until your next Ascension.
Gems
Where gems come from:
- +5 gems each time your best-ever wave passes another multiple of 10.
- Daily quests: +5 gems for each of the three, and +10 more for finishing all three.
- The daily reward: 10 gems on day 2, 15 on day 5, and 40 gems plus a jewel on day 7. Missing a day starts it again from day 1.
- Free Gems in the Store: +5 gems every 4 hours.
- Achievements, each paying once.
- Gem shards from bosses: a boss deeper than any you have already been paid for on that sector drops 3 to 8 shards, and every 100 shards become 1 gem on their own. At most 100 shards a run and 300 a day.
- Gem packs and the Starter Pack in the Store.
- An unused wave skip is refunded in gems when you Ascend.
What gems buy:
- In a run: a perk redraw (15) and a revive at half health (30).
- Wave skips: start at wave 10, 20 or 30 for 25, 60 or 150 gems, with the cash those waves would have paid. A skip appears once your best on that sector passes it.
- Weapon mounts 4, 5 and 6: 250, 600 and 1,400.
- Store upgrades: x2 Coins Forever (400), x3 Coins Forever (1,400, replaces x2), Extra Perk Draft (700), Deeper Offline (900), Free Respec (1,800).
- Workshop respecs after the first (100, 250, then 500), and the third build preset slot (300).
- Jewel attunement and Safeguards (see Jewels).
- Coin packs (20, 45 and 100).
Mythics
Mythic jewels are what Rift keys are forged from: 3 for a blank key and 1 for each mod.
- Fuse three Legendary jewels into one Mythic.
- Attune a Legendary: a 12.5% chance, 700 gems a try.
- Rift returns on a full clear (0 to 2), and Warden drops on a Warden key.
- The Rift Pass for the season includes 6 Mythics.
Riftlight
- Earned in the Rift: 50 × the key's danger for a full clear, in proportion to the waves cleared if you fall earlier.
- The Split and Warden bonuses add to it, and the Rift Pass multiplies it by 1.5 for the season.
- What it buys: nothing yet. The Riftlight shop is not in the game yet. The Riftlight you earn is kept.