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shop system

auth1ery edited this page May 22, 2026 · 1 revision

auth's rng - shop system

a full breakdown of points, selling, shop upgrades, and potions.


earning points

double-click any rarity in your inventory to "sell it out" for points. you keep the rarity in your inventory, but it gets marked as sold. the rarer the rarity, the more points you receive.

points formula

points = rarity denominator ÷ point divisor (rounded up)

the default point divisor is 3.

example: a 1/90 rarity = 90 ÷ 3 = 30 points

if you have multiple unsold copies of a rarity, all of them are sold at once for a larger combined payout.


the "sold" marker

after selling out a rarity:

  • it receives a "sold" marker and cannot be sold again immediately.
  • once you roll another copy of that rarity, the sold marker clears automatically.
  • you can then sell the new copy (or copies) again.

auto-sell threshold

in settings, you can configure an auto-sell threshold. any rarity with a denominator below your set value is automatically sold for points the moment you roll it - no clicking required.

  • set it to 0 to disable auto-sell entirely.
  • ideal for passive point farming during auto-roll sessions.

example: setting the threshold to 50 means anything with a denominator under 50 (i.e. more common than 1/50) sells instantly.


shop upgrades

spend your points in the shop to permanently improve your run.

luck boost

  • effect: +1.1× multiplicative luck per level
  • max level: 100
  • notes: cost scales with each level. this is one of your primary luck sources early on.

roll speed

  • effect: decreases roll animation time by 0.2 seconds per level
  • max level: 3
  • notes: minimum roll time is 0.25 seconds. useful for faster manual rolling and more rolls per minute.

point multiplier

  • effect: reduces the point divisor by 0.2 per level
  • max level: 10 (divisor reaches 1.0, meaning full rarity value in points)
  • default divisor: 3.0
level divisor 1/90 rarity worth
0 3.0 30 pts
5 2.0 45 pts
10 1.0 90 pts

rarity magnet

  • effect: +1.1× luck toward rarities you haven't collected yet, per level
  • max level: 5
  • notes: great for filling out your rarity index.

point printer

  • effect: passively generates +1 point per second per level
  • max level: none - scales indefinitely
  • notes: at level 100 = 100 pts/sec. at level 300 = 300 pts/sec. this becomes a dominant income source at high levels.

duplicate chance

  • effect: each level adds a 1% chance that any roll produces an extra copy of the result
  • max level: 10 (10% chance)
  • notes: stacks on top of the duplicate potion. useful for building up copies for repeated selling.

potions

potions are temporary boosts you can buy with points and activate whenever you choose. they run down in real time, so use them wisely - especially before a milestone luck window or gauntlet push.

luck potions

available in multiple tiers, ranging from 2× to 1500× luck, lasting 20–30 seconds each. active potions stack multiplicatively with each other and with your base luck multiplier for potentially enormous combined odds.

duplicate potion

gives you double results on your next 10 rolls - each roll produces two rarities instead of one.

stacking potions

you can have multiple potions active simultaneously. activating a 100× luck potion while another is running stacks the multipliers together. plan your potion use around milestone luck windows (every 100 rolls) and hot pulse for maximum efficiency.


wishing well

the wishing well (found on its own page) lets you gamble your points:

  • throw in any amount of points
  • 40% chance to get back double what you threw in
  • 60% chance to lose it all
  • has a cooldown between uses

your well stats are tracked: total thrown, total received, times thrown, and success rate. quick-bet buttons (10, 50, 100, 500 points) are available for small tosses. the house wins on average - treat it as a fun way to gamble excess points, not a reliable income strategy.

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