HarpIsles
Chips

Harp Isles Chips — Effects and Cores Prices

What 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 answer

Ten chips, 7 to 30 Cores, bought in the currency shop

Chips 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 effects

Every chip, its effect and its price

Effects 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
ChipReported effectPriceWhat 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 CoresNew 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 CoresReplaces ability
ArmorchipWhen an enemy attacks you first, you gain +10 armor for 20 seconds and take reduced damage.10 CoresPassive
HyperchipWhen an enemy attacks you first, you gain 20% extra speed for 20 seconds.10 CoresPassive
SpinechipDefensive bleed: an enemy that bites you is given 1 Bleed.10 CoresPassive
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 CoresGrants mutation
ExplodachipReplaces your ability with Bomb Blast, a large area-of-effect blast that knocks flyers out of the sky and burns the target.15 CoresReplaces ability
InvisichipReplaces your ability with Lesser Invisibility, letting your creature turn mostly invisible.20 CoresReplaces ability
TelechipMost expensive row in both readings.Replaces your ability with Teleportation.30 CoresReplaces 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 shownReplaces 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.

Where our sources disagree

Two prices we cannot reconcile

This 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.

Choosing

Split the list before you spend Cores

The chip table looks like ten equal purchases. It is not: five of the ten take something away.

  1. 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. 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. 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

What this page does not claim

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.

FAQ

Chip questions players actually ask

How much do chips cost in Harp Isles?

The community chip list prices ten chips between 7 and 30 Cores: Jumpchip 7, Burstchip 8, Armorchip, Hyperchip, Spinechip and Swimchip 10 each, Explodachip 15, Invisichip 20 and Telechip 30, with Gravichip listed without a price. Our own footage of the shop screen showed nine chips at 10–30 Cores each, so the two readings disagree on the two cheapest rows. Check the price on your own shop screen before you spend.

Where do you buy chips?

In the in-game currency shop, paid for with Cores. That is the one instruction both the recording and the community page agree on. Cores are the premium-side currency; DNA converts into Cores one way, at 550 DNA = 1 Core in a currency transfer recorded on 2026-09-07.

Which chip should I buy first?

This page does not rank them, because the honest answer depends on your creature. Split them by what they do instead: Jumpchip adds a movement ability, Armorchip, Hyperchip, Spinechip and Swimchip change a value or grant a mutation without touching your ability, and Burstchip, Explodachip, Invisichip, Telechip and Gravichip replace the ability you already have. If you like your species ability, the second group costs you that ability, not just Cores.

Are chips permanent?

Unknown. The community page says a chip can be applied to a slot, and nothing we read shows a chip being removed, replaced, or reused after a death. Do not assume a 30-Core Telechip is a one-time purchase either way.

What is the Seastrider mutation?

It is the mutation the community page ties to Swimchip: doubled oxygen and +40% speed in water. It is the only chip-to-mutation link we found, and it is a community report rather than an official description. Our own footage never showed a chip being equipped or measured.

Is the Secret Key a chip?

No. The community page that lists the chips also lists a Secret Key, which it says is implanted into a secret vial for special rewards. It is not bought with Cores in the chip rows and it does not apply to a chip slot. We have no recording of it.