Vampire Crawlers Power Ups: All 19, With Real Costs¶
Short answer
Shop unlocks at 250 coins; Tier 2 after Teeny Bridge, Tier 3 after Weeny Bridge. Cheapest first: Reroll 200 → Skip 250 → Duration 250 → Banish 300 → Curse 350 → Luck 400. Buy Greed (1,000) early anyway: it pays for everything else.
If you came here for the best upgrades to buy first, that short answer is the whole ranking: cheap utility first, Greed early, then the multipliers. The tables below give every Power Up, its real gold cost and the tier it unlocks at; the purchase order section explains the reasoning card by card.
All 19 Power Ups and their gold costs¶
| Icon | Power Up | Cost | What it does |
|---|---|---|---|
| — | Reroll | 200 | Reroll level-up / reward choices |
| — | Skip | 250 | Skip a reward, take XP instead |
| — | Duration | 250 | Extra Crawler triggers |
| — | Banish | 300 | Remove a reward from the run's pool |
| — | Curse | 350 | Stronger enemies, more XP |
| — | Luck | 400 | Better rare-item odds, more 4-choice offers |
| Max Health | 450 | +HP | |
| Might | 500 | +% card damage (cap 1,000%) | |
| — | Recovery | 500 | Heal after each encounter |
| — | Growth | 750 | +% XP (cap 1,000%) |
| Area | 850 | Splash damage on attacks | |
| — | Greed | 1,000 | +% gold (cap 1,000%) |
| Amount | 1,250 | +1 projectile (cap 50) | |
| Armor | 1,250 | Armor each turn | |
| — | Magnet | 2,000 | Super-charges draw effects |
| — | Deal Count | 2,500 | Cards drawn per turn (renamed from Handsize) |
| — | Crawler Slot | 3,500 | Extra Crawler in your party |
| Cooldown (Mana) | 3,500 | More Mana per turn | |
| — | Revival | 4,000 | Cheat death (rank 1 caps 4, rank 2 caps 5) |
Costs are fixed per tier, not escalating: the cheap ones stay cheap, and they're usually the correct first purchases.
The best purchase order¶
- Reroll (200): cheapest, and rerolling a bad level-up beats +5% of anything.
- Greed (1,000): gold gates every other purchase, so it pays for itself. If you're dying every run instead, take Might first.
- Might (500): multiplies every card, all run, forever.
- Growth (750): faster unlocks, so more cards and Crawlers sooner.
- Max Health (450) / Recovery (500): stop runs ending early.
- Crawler Slot (3,500): the real power spike: a third Crawler is a whole extra engine (why).
- Revival (4,000): mandatory before Red Death (fight guide).
Skip early: Area, Duration, Curse: they only pay off once you know your deck. Never rush Blacksmith sockets (~500 gold each) before your stats are comfortable: a socket helps one card, a Power Up helps every run.
Vending machines: the card-offering tables¶
Four "vending machines" exist in dungeons: officially the Card stat offering table, Floor chicken, Mana and Duplicate (Mirror) tables.
- Card stat offering table: sacrifice one stat boost (yellow) card from your deck for a run-long stat buff. The mapping is fixed: Bracer → +1 Hand, Parm Aegis → +1 Armor, Skull O'Maniac → +5% Curse, and 17 more.
- Cash out instead of sacrificing → 200 coins, no buff.
- Floor chicken table, trade for healing. Mana table, trade for Mana. Duplicate (Mirror) table, copy something you already have.
This changes deck decisions: spare yellow cards aren't dead weight, they're vending-machine currency. A Bracer you don't need is +1 Hand for the rest of the run.
Power Ups vs every other system¶
| System | What it does | Unlocked by |
|---|---|---|
| Power Ups | Permanent stat upgrades (this page) | 250 coins |
| Crawlers | Characters + their cards (all 25) | Gorton Bell Inn |
| Sockets (Blacksmith) | Add gem slots to cards | Stardust Anvil (Teeny Bridge) |
| Gems | Effects socketed into cards (all 62) | Gem Hammer (Mad Forest) |
| Relics | Unlock mechanics (all 19) | Found in dungeons |
| Arcana | One run-long buff (all 16) | Polentír (Furious Forest) |
Common questions¶
Should I buy Crawlers or Power Ups first? Cheap Crawlers that change your deck: Pasqualina at 100 gold is the best value in the game (why). Then Power Ups.
When do I stop buying Power Ups? When a run clears a zone comfortably. Past that, sockets and Crawlers return more per gold.
Is Curse ever worth it? With a build that can absorb it, yes: cheap XP. Early, it just kills you.
Sources¶
- Official Vampire Survivors Wiki: Crawlers: Power Ups (19 items, costs, tiers)
- Official Wiki: Crawlers: Dungeon events (vending machine tables)
- IGN: Stats Guide (caps)