IndexstarterUpdated: 7/27/2026

Throw a Coin Index: How the Collection Log Works Now

How the Throw a Coin Index tracks every item and mutation, what the 24 rarity sections contain, and why filling the collection log gives permanent passive luck.

The Index in Throw a Coin is the in-game collection log that records every unique item you have ever pulled from the magic fountain, plus every mutation variant you have ever produced. It is opened from the main menu, usually from the top-right corner of the screen, and it sits next to the upgrades panel and the coin shop. The Index is the most important long-term progression system in Throw a Coin because it is the only luck source that grows in the background while you do other things, and because it is permanent — once an entry is filled, it never resets, never decays, and never moves between saves.

The Roblox incremental simulator built by The BEST group yet! launches on May 6, 2026 and the Index has been part of the game since day one. It survived the World 2 patch, it survived the Mutation Machine patch on July 18, 2026, and it survived the World 3 launch on July 26, 2026 without any change to the way entries are tracked or rewarded. This page explains the structure of the Index, the way mutation sub-entries are counted, and what the Index does for your drop rates once it starts filling.

What the Index Actually Tracks

The Index is split into 24 sections, one for every documented rarity tier in the game. The first 19 sections are mapped to specific purchasable coins, and the last five sections (Primordial, Genesis, Beyond, Omega, Galactic) do not have a directly named coin but are reachable through deep-game play. Each section lists the items that belong to that tier, and a checkmark appears next to any item you have discovered at least once. Mutation variants of an item appear as separate sub-entries nested under the base item, so the total number of entries you can fill is not 68 but closer to 408.

  • Common and Uncommon tiers fill in a single play session and provide the largest early Index luck bonus.

  • Rare tier fills in the first day of consistent play and opens up the Luck Multiplier's meaningful range.

  • Epic and Legendary tiers are the mid-game Index targets and are gated by the Fire and Volt coins.

  • Mythic and Cosmic tiers are the late-game Index targets and are gated by the Aether and Starlight coins.

  • Mutation sub-entries are filled by running the Mutation Machine and require four copies of the same item per entry.

SectionRarityItemsMapped CoinHas Mutation Slots
1Common5Basic CoinYes
2Uncommon5Copper CoinYes
3Rare6Fortune CoinYes
4Epic5Fire CoinYes
5Legendary5Volt CoinYes
6Mythic5Aether CoinYes
7Cosmic4Starlight CoinYes
8Celestial3Galaxy CoinYes
9Eternal3Void CoinYes
10Godly3Chronos CoinYes
11Primordial1(none)Yes
12Genesis2(none)Yes
13Quantum2Eclipse CoinYes
14Universal2Mirage CoinYes
15Omniversal2Obsidian CoinYes
16Absolute2Tempest CoinYes
17Stellar2Soul CoinYes
18Nebular2Paradox CoinYes
19Beyond2(none)Yes
20Solar1Miracle CoinYes
21Zenith2Nexus CoinYes
22Supernova2Apex CoinYes
23Omega1Infinity CoinYes
24Galactic1(none)Yes

The table adds up to 68 base items spread across 24 rarity tiers. The distribution is uneven — Common has five items, but Galactic has only one — and the imbalance is intentional. The early tiers are designed to be discoverable in the first few hours of play, and the late tiers are designed to take weeks or months of farming. The Index mirrors that design exactly: the first sections fill in a single play session, and the last sections are endgame goals that take real time.

How Base Entries Get Unlocked

A base entry is unlocked the first time the item drops from the fountain. The drop is permanent, the entry is filled instantly, and the item itself can be sold or stored without affecting the entry. This is a useful property because it means there is no penalty to selling a fresh pull for quick cash, and there is no penalty to storing it for mutation fodder. The Index does not care what happens to the item after the drop; it only cares that the drop happened.

The recommended pattern is to keep a small number of duplicates for mutation runs and to sell the rest. A duplicate that has already filled its base entry is worth more as mutation fodder than as cash, but only if you have the Mutation Machine unlocked and only if the mutation tier is one you still need.

How Mutation Sub-entries Get Unlocked

Every base entry has five mutation sub-entries, one for each of the five mutation tiers (Big, Huge, Rainbow, Astral, Divine). A mutation sub-entry is unlocked the first time you produce that mutation of that item, regardless of whether the base entry was already filled. The mutation sub-entries are tracked independently of the base entries, so a player who discovered a Soccer Ball on day one but only just produced a Rainbow mutation of a Soccer Ball in their hundredth hour is credited with both.

This dual-tracking is the reason the Mutation Machine is such a strong Index tool. Each successful mutation run is a potential Index fill, and a long lucky streak can fill several sub-entries in a single sitting. The sub-entries are also the reason the maximum possible Index size is 408 entries (68 base × 6 total including the base plus five mutations each) rather than 68.

The 408-Entry Maximum

The community consensus is that the maximum number of Index entries a single save can hold is 408, calculated as 68 base items × 6 entries per item (1 base + 5 mutations). The number is theoretical because producing every mutation variant of every item is a project that takes hundreds of hours even with the Mutation Machine working flat out, but it is the target the wiki uses for the Index completion percentage.

Entry TypeCountNotes
Base items68One per documented item, all fillable in normal play
Big mutations68First mutation tier, easiest to produce
Huge mutations68Second mutation tier, requires a stronger setup
Rainbow mutations68Third tier, requires specific inputs
Astral mutations68Fourth tier, high-end mutation ladder
Divine mutations68Top mutation tier, the rarest possible entry
Total408Maximum possible Index size

The percentage shown in the Index panel is usually the percentage of base entries filled, not the percentage of all 408 entries. A save with 68 base entries filled and 0 mutation entries filled shows 100% on the base panel but only 16.7% on the full panel. The two numbers measure different things, and the wiki treats the full-panel number as the truer measure of Index progress.

Why the Maximum Matters

The maximum matters because the Index luck bonus scales with the number of unique entries filled. A save with 50 base entries filled has a smaller bonus than a save with 50 base entries plus 50 mutation entries filled, even though the base count is identical. The mutation entries are worth as much as the base entries for luck purposes, so chasing the mutation sub-entries is not a vanity project — it is a direct increase in passive luck.

The community rule of thumb is that a save needs around 25 entries (any combination of base and mutation) before the Index luck bonus becomes noticeable, and around 100 entries before the Index luck bonus becomes one of the dominant luck sources for the save. The 408-entry maximum is therefore a long-term goal, not a short-term one, but the bonus at 100 entries is already a meaningful chunk of the total luck stack.

How the Index Interacts With the Luck Stack

The Index is one of four luck sources in the game, and it sits in the third position of the stack. The first source is the equipped coin's base luck, the second source is the Luck Multiplier upgrade, the third source is the Index luck, and the fourth source is the Perfect Throw bonus. The four sources multiply together, so a 2x Index bonus on a 12x coin with a 6x multiplier is a 144x base luck, before any Perfect Throw is added.

The stack position matters because the Index is in the middle. The Index bonus is amplified by the coin and the Luck Multiplier above it, and it amplifies the Perfect Throw bonus below it. A strong Index therefore makes every other luck source stronger, and that is the reason the Index is treated as a long-term investment rather than a short-term boost.

The Difference Between Index Luck and Coin Luck

The Index luck is a passive bonus that grows with the number of filled entries. The coin luck is a flat multiplier that depends on the equipped coin tier. The two are different in three important ways. First, the Index luck never resets when you switch coins, but the coin luck does. Second, the Index luck grows over time, but the coin luck stays constant for a given coin. Third, the Index luck is global across all worlds, but the coin luck is local to the coin you have equipped.

The practical effect is that the Index luck is the safer of the two sources to invest in, because it never goes down. Switching from a high-tier coin back to a low-tier coin drops your coin luck but leaves your Index luck untouched, which is a useful property during early-game experiments when you cannot afford to lock in a high-tier coin permanently.

What the Index Looks Like in the Menu

The Index panel is a scrollable list of 24 rarity sections. Each section header shows the rarity name, the number of items in the section, and a green checkmark when the section is fully filled. Each item row shows the item name, a small icon, and a separate set of five small mutation icons that turn from grey to coloured when the corresponding mutation sub-entry is filled.

The panel also shows a percentage in the top-left corner. The percentage is the fraction of base entries filled out of 68, not the fraction of all 408 entries. The wiki treats this as a known quirk of the UI rather than a bug, because the developer has not published a fix for the missing mutation percentage.

UI ElementWhat It ShowsLimitation
Top-left percentageBase entries out of 68Excludes mutation sub-entries
Section header checkmarkFull section completionSingle icon for all 5 mutations
Item row mutation icons5 mutation sub-entriesGrey means locked, coloured means filled
Item row base iconBase item discoveryPermanent once filled

Common UI Quirks

Three quirks come up regularly in community feedback. The first is that the panel does not show a running total of mutation sub-entries filled, so a player who has filled 50 mutation sub-entries across 10 different items has no easy way to see the count from the menu. The second is that scrolling to the Galactic section is slow on lower-end devices because the panel loads all 24 sections at once. The third is that the panel does not show which mutation tier is filled for a given item, only that one of the five tiers is filled, so players have to click into the item to see the specific mutation status.

Frequently Asked Questions

Is the Index the same thing as the collection log?

Yes. The Index is the official in-game name for the collection log that records every unique item drop you have ever pulled from the fountain. The two terms refer to the same panel and the same underlying tracking system, and the developer uses both names interchangeably in patch notes.

How many entries does the Index hold at maximum?

The maximum is 408 entries: 68 base items plus 5 mutation variants for each base item, which gives 68 × 6 = 408. The in-game percentage counter only tracks the 68 base entries, so the real completion number is usually higher than the displayed number on the Index panel.

Does the Index reset when I switch worlds?

No, the Index is global across all three worlds, and the discovery state is preserved when you travel between zones. An item discovered in World 1 is still marked as discovered in World 2 and World 3, and the Index luck bonus applies everywhere automatically without any per-world restriction.

Do I need the Mutation Machine to fill mutation sub-entries?

Yes, the mutation sub-entries are only fillable by running the Mutation Machine on duplicates with a matching catalyst. Without the machine unlocked, the mutation slots stay grey forever even if you have dozens of duplicates sitting in your inventory waiting to be processed.

Does selling an item remove it from the Index?

No, the Index tracks the discovery event rather than the inventory state of the items themselves. Selling a fresh pull does not remove the entry, and storing it for later does not add a second entry, so there is no reason to avoid selling items you do not need for the Index.