Gold and gems
Two currencies, both earned only by playing. Gold buys gear. Gems buy second thoughts.
Neither can be bought with money: the game has no paid currency. Both reset with every run.
Gold 
You start a run with 30.
Earned from
- every kill: more for elites and Wardens (three times) and bosses (ten times);
- clearing a floor's last fight: a bonus of one and a half times the floor's standard gold;
- selling: 40% of a piece's price;
- a full stash: a drop that doesn't fit is sold for you;
- Pip's Pickpocket, and the Gilded set's and several synergies' coins.
Gold find multiplies kills and floor bonuses, up to +300%. Kills pay 10% more while the depth's Tally is posted. Gold grows about 20% a floor, and so do prices; the floor table has the numbers.
Spent on
Gold as a weapon. Some builds are stronger the more gold they hold, so spending is a trade: Payday and the Coin Keg hit for a share of it, Gilded turns 2% of it into power, Kingsguard 4% of it into armor, and Avarax's Tooth adds damage for every 50 gold. Pilfer Imps and the Tallyman's collectors steal it.
When you die, the gold you were carrying goes to the dragon's hoard. "Spend your gold." is one of the death screen's tips for a reason.
Gems 
Earned from
| Source | Gems |
|---|---|
| Clearing a floor's last fight | 1 |
| An elite or a Coin Mimic | 1 |
| A Warden | 2 |
| A depth boss | 3 |
| Settling the Tally | 1 to 3 |
| Pilgrim's Sandals | +1 a floor |
| Mother Brine's Chalice, carried out | +1 at each depth's start |
| The Endurance trial | +1 every 5 floors |
Spent on
| Use | Where | Gems |
|---|---|---|
| New wares | Merchant | 1 |
| Extract an etching | Merchant | 1 |
| Deepen an etching | Merchant | 2 |
| Unmake a piece | Altar | 1 to 7, by rarity |
A full run earns a few dozen gems. The usual best uses are deepening the etching on a piece you will keep, and unmaking a strong piece at each altar.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.