Payback simulation
How long does it take for one hero to bring in as much Coin as its summon cost? We measured it with the game's own economy simulator.
This is a simulation, not a promise. Real results depend on how long your game is open, which hero and class you get, luck in fights and drops, how you set up your town, and future balance changes. The value of $SOLV can go up or down. Never spend more than you can afford to lose.
#Results by rarity
One summon costs 25,000 $SOLV, and 1 Coin withdraws as 1 $SOLV, so a hero has paid back its summon once it has brought in 25,000 Coin. A "day" below means 24 hours with the game open (there is no offline progress).
| Hero rarity | Summon odds | Days to earn back one summon (median) | In $SOLV, after the 3% fee | Coin per day (approx.) |
|---|---|---|---|---|
| Common | 70% | 14.4 | 14.8 | 1,740 |
| Uncommon | 20% | 7.3 | 7.5 | 3,420 |
| Rare | 7% | 4.3 | 4.4 | 5,810 |
| Epic | 2.2% | 2.0 | 2.1 | 12,500 |
| Legendary | 0.7% | 1.1 | 1.1 | 22,730 |
| Mythic | 0.1% | 0.6 | 0.6 | 41,670 |
Most summons give a Common or Uncommon hero, so most heroes take one to two weeks of open-game time to earn back their summon. The rarer the hero, the faster it pays back.
#How it was measured
- Each run is a town with a single hero, for every hero card of that rarity and several random seeds.
- We count the Coin the hero brings to the player — its share of kills and what it pays in your shops and at the blacksmith — minus what the player pays because of it (supplier costs). Rooms and treatment are paid by the hero and burned, so they are not part of it.
- The hero levels up during the run, and a veteran keeps more of its loot, so the hero earns most early on: by the time it has paid back its summon it is only part of the way to its level cap.
- The table shows the median (the middle result). The real spread is wide: depending on class and luck, a Common hero took anywhere from about half the median to a little more than it.
- A town with many heroes shares some costs, and heroes keep levelling up, so real towns can do better or worse than one hero alone.
#Things that change the result
- Hours open. Two hours a day is about one-twelfth of a simulated day.
- Your cut. Payout pays you more now; Grow helps heroes reach better zones sooner.
- Upgrades. Better shops, more beds and a chapel help heroes work more.
- Balance updates. Numbers are tuned as the game grows; we update this page when they change.
- Token price. Coin turns into a fixed amount of $SOLV, but what $SOLV is worth is set by the market.
Odds, prices and this table come straight from the game's balance files when this site is built.