Shovel Knight Money/item list
Guides
/
Shovel Knight Money/item list
Updated 6 years ago by Capndrake

If you're planning on coming up with your own route, here's a handy list of money locations, as well as item prices.

========= MONEY

The approximate money on each stage's route assumes that you never go out of your way to collect extra money, unless it can be done while waiting for a moving platform or something else.

PLAINS: Approx. money on route: 150-200 Clear stage: 1000

PRIDEMOOR KEEP: Approx. money on route: 50 Checkpoint 1: 210 Checkpoint 2: 210 Checkpoint 3: 210 Checkpoint 4: 210 Checkpoint 5: 350 Checkpoint 6: 210 Clear stage: 1500

LICH YARD: Approx. money on route: 300-350 Checkpoint 1: 210 Checkpoint 2: 210 Checkpoint 3: 500 Checkpoint 4: 500 Checkpoint 5: 350 Clear stage: 1500

FIRST DREAM: Skeleton: 100 Propeller Rat: 30 Frog: 50 Gold Knight: 450

EXPLODATORIUM: Approx. money on route: 450-550 Checkpoint 1: 500 Checkpoint 2: 350 Checkpoint 3: 250 Checkpoint 4: 500 Checkpoint 5: 350 Checkpoint 6: 350 Clear stage: 2500

IRON WHALE: Approx. money on route: 600-650 Checkpoint 1: 350 Checkpoint 2: 350 Checkpoint 3: 500 Checkpoint 4: 350 (Out of the way) Checkpoint 5: 350 Clear stage: 2500

LOST CITY: Approx. money on route: 500-550 Extra if first beetle room is not skipped: 500 Checkpoint 1: 350 Checkpoint 2: 350 Checkpoint 3: 500 Checkpoint 4: 750 Checkpoint 5: 350 Clear stage: 2500

SECOND DREAM: Gold Knight: 450 Birder: 50 Homunculus: 30 Potion Bird: ???

CLOCKWORK TOWER: Approx. money on route: 900-1000 Extra in Mobile Gear room: 300 Checkpoint 1: 500 (Slightly out of the way) Checkpoint 2: 500 Checkpoint 3: 500 (Slightly out of the way) Checkpoint 4: 500 Clear stage: 3500

STRANDED SHIP: Approx. money on route: 950-1050 Checkpoint 1: 500 Checkpoint 2: 350 Checkpoint 3: 750 Checkpoint 4: 500 Checkpoint 5: 750 Clear stage: 3500

FLYING MACHINE: Approx. money on route: 1000-1100 Extra in Propeller Dagger room: 250 Checkpoint 1: 500 Checkpoint 2: 500 (Out of the way) Checkpoint 3: 750 Checkpoint 4: 500 Checkpoint 5: 500 (Slightly out of the way) Checkpoint 6: 350 Clear stage: 3500

THIRD DREAM: Viking: 80 Flying Knight: 750 Wolf: 25

TOWER OF FATE: ENTRANCE: Approx. money on route: 250-300 Checkpoint 1: 1000 Checkpoint 2: 750 Checkpoint 3: 750 Checkpoint 4: 1000

TOWER OF FATE: ASCENT: Approx. money on route: 200-300 Checkpoint 1: 750 Checkpoint 2: 1000 Checkpoint 3: 1000 Checkpoint 4: 1000

======== RELICS

Relics can either be found and bought in their respective stage, or skipped and then bought in the village after completing the stage. This will make them more expensive, though. The Fishing Rod, Chaos Sphere and Chalices are ONLY sold in the village.

Pridemoor Keep: Flare Wand Gold: 1000 (2000 in village) Mana cost: 4 Fires a fireball straight forward. Max of 2 on screen. Each fireball disappears as soon as it hits something.

Lich Yard: Phase Locket Gold: 1000 (2000 in village) Mana cost: 8 Gives you complete invincibility for about 2-3 seconds. Cancels all momentum when used in mid-air.

Explodatorium: Alchemy Coin Gold: 3000 (3500 in village) Mana cost: 8 Sends a spinning coin along the ground. When it hits an enemy or you attack it, it will start going back in the other direction. If it hits a wall it vanishes. Deals double damage to Plague Knight. Max of 1 on screen.

Iron Whale: Throwing Anchor Gold: 3000 (3500 in village) Mana cost: 6 Identical to the axe in Castlevania. It throws an anchor upwards and forward, which will make an arc and come back down. Max of 2 on screen.

Lost City: Dust Knuckles Gold: 3000 (3500 in village) Mana cost: 2 If you hit an enemy or dirt block, you will be propelled forward slightly, without losing any height. Can be used repeatedly. You're also invincible during use.

Clockwork Tower: Mobile Gear Gold: 3000 (3500 in village) Mana cost: 6 Throws a gear on the ground. Once jumped on or attacked, it will begin to move along the ground, jumping any time it reaches the edge of a platform. Defeats Tinker Knight's first phase in one hit and deals double damage to his second phase, but ONLY if it lands and then starts moving. Max of 1 on screen.

Stranded Ship: War Horn Gold: 4000 (5000 in village) Mana cost: 20 Hits all enemies in a wide radius around you. Despite the massive cost it only deals half a bubble of damage.

Flying Machine: Propeller Dagger Gold: 4000 (5000 in village) Mana cost: 4 Propels you forward. If used in the air you will not lose any height during use, but you have to wait a short moment before you can use it again. Can be used to repeatedly hit an airborne enemy, but you will lose height after every few hits.

Village: Fishing Rod Gold: 1250 Drops a small anchor suspended from a fishing rod in front of you. Can be used on shimmering spots in various levels to fill your chalices (after visiting the Troupple King) or acquire one of various other items. Deals double damage to Tinker Knight's second phase.

Village: Chaos Sphere Gold: 2500 Mana cost: 6 Shoots out a bouncing green ball that does not disappear when it hits an enemy, allowing for it to potentially hit a wall, rebound and hit the same enemy again. Max of 2 on screen at once. However, as it only disappears after a set time, if you miss, you will be forced to wait a while before you can fire more.

Village: Troupple Chalice Gold: 1500 (2 available) Mana cost: 0 If you visit the Troupple Pond or fish in several shimmering spots after getting one of these, you will get the chance to fill it with one of three different potions, each with different effects. One fills your health and mana, one gives you temporary invincibility, and one makes all nearby treasure home in towards you.

======== UPGRADES

Both of these can be found/used in the first village.

MEAL TICKETS (+1 health bubble each, when turned in): #1: 1000 #2: 4500 #3: 6000 The remaining three are free, you get one after each dream sequence.

MANA UPGRADES (+10 mana each): #1: 1500 #2: 2200 #3: 2800 #4: 3400 #5: 4000 #6: 6000 #7: 8000

======== EQUIPMENT

Equipment can be purchased in the armor outpost, the second village. All shovel upgrades can be equipped at the same time, but you can only wear one set of armor. If you buy multiple you can switch by returning to the armorer, free of charge.

SHOVEL UPGRADES:

Charge Handle: 4000 Holding the attack button will let you charge an attack that's twice as strong with a much bigger hitbox. While charging, your movement speed will be slowed down a lot.

Trench Blade: 3000 Dirt piles can be dug up in one swing.

Drop Spark: 6000 When at full health and standing on the ground, attacking will send a shockwave along the ground that hits for half a bubble of damage.

ARMOR:

Stalwart Plate: 0 Default armor. Does nothing special.

Final Guard: 3000 Makes you lose 50% less gold than normal upon death.

Conjurer's Coat: 4000 Increases mana by 50, but makes you take 50% more damage from anything.

Dynamo Mail: 6000 Two successive shovel drops, be they on enemies or blocks, will give you a stored charge attack that will be used the next time you attack. It'll vanish if unused for about 10 seconds.

Mail of Momentum: 6000 Enemies will not knock you back, you will only be stunned in place for a moment. However, you will slide a little when attempting to stop walking.

Ornate Plate: 8000 Changes your jump animation, but does nothing ability-wise.