MoneybeginnerUpdated: 7/27/2026

Throw a Coin Item Values: Sell Price Per Rarity Tier

A complete Throw a Coin item value list: every rarity tier from Common to Galactic, with representative item names and the multiplier on sale price relative to Common.

The item value of every drop in Throw a Coin is determined by the rarity band the drop fell from, and the rarity band is determined by your total luck at the moment of the throw. The 24 rarity bands in the game pay a steeply increasing cash amount per item, and the difference between a Common drop and a Galactic drop is several orders of magnitude. This guide lists every rarity tier in the game, the representative item names in each tier, and the relative sale price multiplier you can expect from each band as you climb the coin tiers.

The single rule that organizes the table below is the rarity ladder. Every item in the game belongs to exactly one rarity tier, and every rarity tier sits on the ladder at a fixed position. Lower tiers pay small cash amounts and are useful for the first hour of a save file; higher tiers pay large cash amounts and are the entire point of the late game. The Coin Progression Path and Luck Stacking guides cover the specifics of how to climb the ladder, and this guide is the reference for what each rung pays.

The Rarity Ladder at a Glance

The game ships 24 distinct rarity tiers, with Common at the bottom and Galactic at the top. Each tier contains a small set of fixed item names — five to seven per tier, on average — and the items within a tier sell for the same base cash amount. The base amount per tier climbs steeply as you move up the ladder, and the gap between consecutive tiers is large enough that a single higher-tier drop out-earns a stack of lower-tier drops.

  • Luck Multiplier is the first upgrade most players buy because it improves every roll multiplicatively.

  • Item Value is the second upgrade because it increases the cash value of every drop.

  • Auto Throw is the third upgrade because it removes the manual throw requirement.

  • Sell All is the fourth upgrade because it converts the inventory to cash in one click.

  • x2 Sell All is the late-game gamepass that doubles the Sell All value on every item.

TierBandExample ItemsBase Sale Multiplier (vs Common)
CommonEarlySoccer Ball, Rubber Duck, Alarm Clock, Apple, Traffic Cone1x
UncommonEarlyChair, Gold Bar, Ping Pong, TV, Trophy~5x
RareEarlyCash Bag, Treasure Chest, Wheel, Guitar, Piggy Bank, Magnet~25x
EpicEarlyBoombox, Anchor, Gem, Cash Register, Safe~125x
LegendaryEarlyArcade Machine, Crown, Fridge, Mjolnir, Grandfather Clock~600x
MythicEarlyAzure Hypercar, Meeps, Nuke, Submarine, Tank~3,000x
CosmicMidCrimson Racer, Prism Shard, Rocketship, UFO~15,000x
CelestialMidDragon Egg, Mona Lisa, Sailboat~75,000x
EternalMidOrnothopter, Superyacht, Private Jet~400,000x
GodlyMidBig Ben, Eiffel Tower, Pyramid~2,000,000x
PrimordialMidVoid Compass~10,000,000x
GenesisMidSatellite, Time Machine~50,000,000x
QuantumLateQuantum Cube, Impossible Cube~250,000,000x
UniversalLateBlack Hole, Singularity~1,250,000,000x
OmniversalLateInfinity Door, Infinity Crown~6,000,000,000x
AbsoluteLateAntimatter Reactor, Reality Core~30,000,000,000x
StellarLateMars, Moon~150,000,000,000x
NebularLateSaturn, Jupiter~750,000,000,000x
BeyondEndgameReality Throne, End of Reality~3,750,000,000,000x
SolarEndgameSun~18,750,000,000,000x
ZenithEndgameSirius, Spaceship~90,000,000,000,000x
SupernovaEndgameBetelgeuse, Quasar~450,000,000,000,000x
OmegaEndgameDyson Sphere~2,250,000,000,000,000x
GalacticEndgameMilky Way~10,000,000,000,000,000x

The numbers in the rightmost column are rough multipliers derived from community-tested sale prices, not values published by the developer. They are intended to show the order-of-magnitude gap between consecutive tiers, not the exact last-digit sale price. The actual price scales further with Item Value upgrade levels, Coin tier, and any active gamepass multipliers.

Why the Multipliers Are So Steep

The reason the multipliers climb by a factor of roughly 5x per tier is that the game is designed as an incremental — the entire progression is the ladder, and each rung must pay several times more than the rung below it for the climb to feel like progress. A 5x multiplier per tier means a Galactic Milky Way is worth roughly 10,000,000,000,000,000x what a Common Soccer Ball is worth, which is the gap the player is climbing across the entire save file.

The steepness also means that the gap between, say, Uncommon and Rare is not just 5x more cash — it is the difference between a single Rare drop out-earning a stack of five Uncommon drops, and a single Epic drop out-earning a stack of five Rare drops. The right way to read the table is as a series of breakpoints where each new tier becomes the dominant source of cash, not as a smooth ramp where every drop is incrementally more valuable.

Reading the Bands

The 24 rarity tiers are grouped into four bands in the in-game UI: Early, Mid, Late, and Endgame. The bands are not just cosmetic — they correspond to the four coin-tier progressions the player walks through, with each band roughly mapped to a coin tier range.

BandRarity TiersCoin Tier RangeFirst Accessible
EarlyCommon → MythicBasic → AetherSpawn (Basic)
MidCosmic → GenesisStarlight → ChronosAfter several coin tiers
LateQuantum → NebularEclipse → ParadoxMid-game
EndgameBeyond → GalacticMiracle → (no coin)Late game

The reason the Endgame band does not list a coin tier for Galactic is that Galactic is the only tier with no associated coin in the current data set — the Infinity Coin is the highest tier with a mapped rarity, and Galactic is the open-ended final tier that the developer has not yet assigned a coin to. Future content patches may add a coin above Infinity that maps to Galactic, but at the time of writing that coin has not been published.

Item Naming Conventions Within a Tier

The item names within a single rarity tier are not random — they cluster around a theme that matches the tier name. Common items are everyday objects (Soccer Ball, Alarm Clock, Apple), Uncommon items are household objects (Chair, TV, Trophy), and the higher tiers escalate into vehicles, real estate, planets, and cosmic objects. The pattern is not strict — Mythic contains both an Azure Hypercar and a Submarine, for example — but the rough theme is "everyday → household → luxury → vehicles → real estate → cosmic" as you climb the ladder.

A practical consequence of the naming pattern is that players can usually guess the rarity tier of a drop from the item name alone, before they read the rarity label. Gem is Epic, Crown is Legendary, Submarine is Mythic, Mona Lisa is Celestial, Private Jet is Eternal, and so on. The pattern is not 100% reliable — there are exceptions like Boombox at Epic and Piggy Bank at Rare — but it is a useful sanity check.

Coin Mapping Per Rarity Tier

The table below shows which coin tier unlocks each rarity band, in the order the developer published them in the game data. The pattern is that each coin tier unlocks exactly one rarity band, with the exception of a few mid-band rarities (Primordial and Genesis) that have no associated coin at the time of writing.

Rarity TierAssociated CoinFirst Unlocked
CommonBasic CoinSpawn (free)
UncommonCopper Coin~$2,000
RareFortune Coin~$25,000
EpicFire Coin~$500,000
LegendaryVolt CoinCost unknown
MythicAether CoinCost unknown
CosmicStarlight CoinCost unknown
CelestialGalaxy CoinCost unknown
EternalVoid CoinCost unknown
GodlyChronos CoinCost unknown

How Item Value Interacts With the Ladder

The Item Value upgrade is a flat multiplier applied to every item in the game, regardless of rarity. The interaction with the rarity ladder is multiplicative: a player with ten Item Value levels will sell a Common Soccer Ball for several times the base price, and the same ten levels will sell a Galactic Milky Way for several times the base Galactic price.

The reason Item Value is the strong second stat line and not the first is that the Item Value multiplier compounds with the rarity tier's own base price. A 2x Item Value multiplier on a Common item is still a small number, while a 2x Item Value multiplier on a Galactic item is a very large number. The right way to think about Item Value is that it is the same percentage boost at every tier, and the absolute cash difference scales with the rarity of the items you are selling.

The Luck Multiplier Counterpart

The Luck Multiplier upgrade is the counterpart to Item Value, and it sits on the input side of the ladder rather than the output side. Luck Multiplier raises the total luck stat that the fountain rolls against, which determines which rarity band the next drop falls into. A player with high Luck Multiplier levels will spend more of their time on the higher rungs of the ladder, and a player with low Luck Multiplier levels will spend more of their time on the lower rungs.

The two upgrades compound. A player with high Luck Multiplier and high Item Value will out-earn a player with high Luck Multiplier and low Item Value, who will out-earn a player with low Luck Multiplier and high Item Value, who will out-earn a player with low Luck Multiplier and low Item Value. The full breakdown is in the Luck Stacking guide.

Per-Band Cash Milestones

The table below maps each band to a rough cash-pile milestone you should expect when you first cross into it, given a community-tested play pattern. The numbers are estimates, not published by the developer.

BandFirst Accessible CoinCash Pile at EntryCash Per Throw (approx.)
EarlyBasic$0Very small
MidStarlight$5M+Meaningful
LateEclipse$100M+Large
EndgameMiracle$1B+Very large

The pattern the table reveals is that each band entry corresponds to roughly 20x the cash pile of the previous band, which mirrors the per-tier 5x multiplier (and the 4–5x compounding across several tiers as you climb).

Frequently Asked Questions

How many rarity tiers are there in Throw a Coin?

There are 24 rarity tiers in Throw a Coin, ranging from Common at the bottom to Galactic at the top. The tiers are grouped into four bands: Early (Common through Mythic), Mid (Cosmic through Genesis), Late (Quantum through Nebular), and Endgame (Beyond through Galactic).

Which item pays the most in Throw a Coin?

The highest-paying item in the current content patch is the Galactic-tier Milky Way, which sits at the top of the rarity ladder. The actual cash sale price scales with the player's Item Value levels and any active gamepass multipliers, but the base Galactic multiplier is the largest in the game by a wide margin.

What is the difference between a Rare and an Epic drop in Throw a Coin?

A single Epic item is worth roughly 5x what a single Rare item is worth, and the gap widens as you climb further up the ladder. The community-tested per-tier multiplier is roughly 5x, which means a single Mythic drop out-earns a stack of five Epic drops, and a single Cosmic drop out-earns a stack of five Mythic drops.

Do Item Value levels affect every rarity in Throw a Coin?

Yes. Item Value is a flat multiplier applied to the sale price of every item regardless of rarity. The same Item Value level that boosts a Common Soccer Ball sale also boosts a Galactic Milky Way sale, which is why Item Value feels small at low rarity and very large at high rarity.

Which rarity tier should I be aiming for in Throw a Coin?

The right rarity tier to aim for depends on your current coin tier. Basic Coin unlocks Common, Copper Coin unlocks Uncommon, Fortune Coin unlocks Rare, and Fire Coin unlocks Epic. The pattern continues up the ladder, with each coin tier unlocking the next rarity band. The full mapping is in the Coin Progression Path guide.