ChipsWhat each chip reportedly does, what it costs in Cores, and which of those two facts is a community report rather than something we filmed. Checked 2026-09-22.
Checked 2026-09-22Shop footage + community page
Quick answerChips are bought with Cores in the in-game currency shop and applied to a slot. Five of them replace the ability your creature already has; the other five change a value, grant a mutation, or add a movement ability.
Evidence boundary: Two sources are mixed here and they are labelled separately below. The chip names and the fact that they are sold in the in-game currency shop were recorded in creator footage on 2026-09-07, which showed nine chips priced between 10 and 30 Cores each. The individual effects and individual prices come from the community-run Fandom wiki's Chips page, read on 2026-09-22. That page is player-maintained, so no effect below is a developer number, and the game was updated again on 2026-09-20, after both readings.
Prices below are worth reading in one place only: your own shop screen. Two readings a fortnight apart put the cheapest chips 2–3 Cores apart, and the game updated again on 2026-09-20.
Reported effectsEffects and individual prices are from the community wiki page read 2026-09-22. The names and the shop they are sold in also appear in footage recorded 2026-09-07.
Harp Isles chips with reported effect, Cores price and slot behaviour| Chip | Reported effect | Price | What it does to your slot |
|---|
| JumpchipCheapest row on the community list. Below the 10–30 Cores range the recording showed. | Unlocks the ability for your creature to jump. | 7 Cores | New ability |
| BurstchipAlso below the range the recording showed. | Replaces your ability with Fireburst, a small area-of-effect blast that knocks flyers out of the sky and burns the target. | 8 Cores | Replaces ability |
| Armorchip | When an enemy attacks you first, you gain +10 armor for 20 seconds and take reduced damage. | 10 Cores | Passive |
| Hyperchip | When an enemy attacks you first, you gain 20% extra speed for 20 seconds. | 10 Cores | Passive |
| Spinechip | Defensive bleed: an enemy that bites you is given 1 Bleed. | 10 Cores | Passive |
| SwimchipThe only chip on the community list that names a mutation. | Gives you the Seastrider mutation, which doubles your oxygen and adds +40% speed in water. | 10 Cores | Grants mutation |
| Explodachip | Replaces your ability with Bomb Blast, a large area-of-effect blast that knocks flyers out of the sky and burns the target. | 15 Cores | Replaces ability |
| Invisichip | Replaces your ability with Lesser Invisibility, letting your creature turn mostly invisible. | 20 Cores | Replaces ability |
| TelechipMost expensive row in both readings. | Replaces your ability with Teleportation. | 30 Cores | Replaces ability |
| GravichipOn the community list but not among the nine the recording showed on the shop screen. | Replaces your ability with a gravity throw that pulls a player in from a distance and fractures their legs. | No price shown | Replaces ability |
The community page repeats one line for every chip: it can be applied to a slot, and it can be bought in the currency shop. Read that next to the effect column, because half of these chips replace the ability your creature already has rather than adding to it.
One chip on this list does something different from the other nine: Swimchip grants a mutation instead of a stat line. What that mutation is, and what the other twenty-two reported mutations do, is on the mutation list.
Where our sources disagreeThis is written down instead of smoothed over. A single look at your own shop screen settles both.
Two prices sit below the range we filmed
Our footage of the shop screen showed nine chips at 10–30 Cores each. The community list prices Jumpchip at 7 Cores and Burstchip at 8. Either the shop rows we filmed were a subset with different prices, or a price changed between the two readings. The in-game shop is the number that matters.
Gravichip appears in only one source
Gravichip is on the community list with an effect but no price, and it is not one of the nine chips visible on the shop screen in our footage. Treat it as reported until you see it in your own shop.
ChoosingThe chip table looks like ten equal purchases. It is not: five of the ten take something away.
1. Keeps your ability
Jumpchip, Armorchip, Hyperchip, Spinechip and Swimchip change movement, damage taken, speed, bleed or oxygen. Your existing ability stays where it is.
2. Replaces your ability
Burstchip, Explodachip, Invisichip, Telechip and Gravichip swap your ability for theirs. If your species ability is the reason you picked the creature, these are a trade, not an upgrade.
3. Check the slot rule first
Nothing we read explains how many slots exist or how a chip comes back off. Confirm that on your own avatar before buying a 30-Core Telechip.
Cores are the currency behind every row on this page. Where they come from and what else they buy is on the items and rewards reference, and the research those Cores feed into is on the research panel page.
Scope
- —That any effect above is a developer-published value. Every effect line is a community-wiki report, read 2026-09-22.
- —That a chip is permanent, one-use, or removable. Nothing we read shows how a chip is taken off a slot, or whether it can be reused after the creature dies.
- —How many chip slots an avatar has, or whether slots are shared with mutations.
- —That these prices survived the 2026-09-20 update. Both the footage and the community page predate it.
- —That this is the complete chip list. It is ten chips from one community page plus nine names from one recording.
Footage this page is built from: Ultimate Guide! (Late Kate, recorded 2026-09-07) — the currency shop selling chips and Cores. Community page read 2026-09-22: https://harp-isles.fandom.com/wiki/Chips Found a chip that is missing or a price that has moved? Say so on the contact page and this table gets corrected rather than quietly dropped.