First, about money
The game has no real-money purchases. Everything a hero has is earned by playing. Sparks are the game's only currency. They come from XP: every 10 XP earns one spark.
The stalls
The market has five stalls. Every price is in sparks.

Gear
Staffs, helmets, rings and more: over a hundred and fifty items gathered into sets.

Boosters
They help you through a hard level.

Scrolls
Skill pages: new moves for your hero — for good.

Lives
A full stock for sparks. Or wait: a life returns every 20 minutes.

Sparks
How many you have and how to earn more. Sparks themselves are not for sale here.

The market: five stalls 
The gear stall: sets and prices in sparks
Boosters
A booster is an edge for one round. Some you take along — they work from the first second; others go on the belt and are tapped at the right moment. Boosters unlock as you progress, and the game gives you a free sample of nearly every new one. Boosters do not work in the arena or in the daily challenge.

Long Minute
Adds time to the round — or moves on a move level.

Pepper Bomb
Bombs on the board from the first second.

Rainbow Potion
Runes on the board: each clears a row and a column.

Running Hot
The round starts at higher power.

Double Batch
More double potions: each counts as two.

Clock Potion
Stops the clock; gives moves on a move level.

Hammer
Each strike smashes a three-by-three square.

Whirlwind
Sorts the potions by colour and hands you a ready chain.

Magnet
Collects every potion of one kind.

Thunderbolt
The guardian loses a chunk of its health at once. Guardians only.

Mega Bomb
Does most of the level goal in one blow. See how it looks in the recording below.
Five shards
The bomb splits into five shards — and each one blasts in its own way.
Most of the goal
In one blow the Mega Bomb does most of the level goal. A level passed with it earns one star.
For sparks or from shards
Buy a Mega Bomb for sparks or put one together from shards: shards come by rules, no luck involved.
Gear
There are over a hundred and fifty items, gathered into sets: from the plain Wanderer set for a hero's first levels up to legendary ones such as Mirage and Aegis. There are four rarities — common, rare, epic and legendary: the higher it is, the more points an item has and the older the hero it fits. An item is bought in the shop or earned for clearing a level the first time.

Staffs
Every staff has a spell of its own: charge it with chains — and tap.

Hats and robes
A mage's clothes: every piece adds to your skills.

Rings and amulets
Jewellery; a smith sets gems into the rare ones.

Belts, boots, gloves
A hero has ten gear slots; two of them open as the hero grows.
Rare finds drop right in a round, from chains of four potions or more — the shop never sells them. A find is never above the hero: while rare items are beyond the hero's level, the pouch holds a plain item that can be worn at once. Whether a find drops cannot be bought. A spare item can be sold for sparks.
Lives and the starter pack
- Lives matter only for game levels. There are five; one returns every 20 minutes, and the full stock can be refilled at the market for sparks.
- The arena and the daily challenge neither need nor spend lives.
- The starter pack waits on the counter for free: sparks and boosters to begin with. Given once.
In development
Plans, not promises: none of this is in the first version, and we name no dates.
- Purchases and a second currency — crowns. Sparks will stay the earned currency: XP will keep paying them.
- Signature items in the forge.
- A market between players — together with online play.

