Economy

Gold drives progression — it buys gear, enchants, mythics, clans, and travel. Managing it (and not losing it) is a core skill.

Two kinds of gold

Gold on hand Banked gold
Spendable Yes Must withdraw first
Lost on death 100% Never
Lootable in PvP Yes (winner takes it) No
Transferable to players Yes

New characters start with 100 gold banked and 0 on hand. The golden rule: bank early, bank often. Carry only what you need to spend; everything you're not about to use belongs in the bank.

Earning gold

  • Kills — every monster drops gold on hand. Gold scales slowly with monster tier (×1.15/tier) compared to XP (×1.5/tier), so the XP:gold ratio widens as you climb — gold gets relatively scarcer at high level (see Monsters).
  • Purses — one of the four drop channels; a purse is a gold bundle worth ~10× the monster's normal gold.
  • MultipliersBonus Time, the Tithe-Coin accessory (+15%), Diamond gems (+gold %), the Merchant/Hero special monsters, and the Tollkeeper's Cut mythic all boost gold.
  • Trading & selling — see below.

Shops

Each zone's Equipment Shop and Magic Shop stock gear in IC bands matched to the zone's level (Thornmere Verge 0–3 → Lanternwatch Cross 3–9 → Sunken Stairs 7–13 → Gallowfen Deep 11–20). Prices follow:

price(IC) = 50 × IC^2.2

So each IC tier costs much more than the last — budget for it. Selling back ("smashing") returns 50% of value (special item tiers have their own smash schedules).

Magic Shops also enchant and can locate players for a fee.

The Bank

Found in most zones (Rootvault, the Strongroot, the Grand Strongroot, etc.). Deposit, withdraw, and transfer banked gold to other players. Banked gold is immune to death and PvP — it's your real net worth.

The Trading Post

Player-to-player item marketplace (Crossroads Exchange, Lanternreach Exchange):

  • Sellers list an item at a price; listings appear in a Sales feed.
  • The seller is anonymous until the sale completes — no haggling, no name games.
  • Buyers click Buy. Simple and safe.
  • Separate from listings, you can gift/transfer items directly to a player via a pending-trade flow that auto-cancels after ~1 hour if not completed.

Big-ticket sinks

Know what you're saving for:

Sink Cost (launch)
Shrine teleport 20,000g
Mastery Tester check level × 100g
Gem disenchant 100,000g/gem (risky)
Higher-grade gem unlocks gated by very high level
Clan join / found 1,000,000 / 10,000,000g
Kingdom structure 5,000,000g each
Mythic forge ~20–40 million per tier

Gold tips

  1. Bank before every risk — logging off, entering PK, fighting above tier.
  2. Run a gold accessory/gems when saving for a big purchase; swap back to XP gear afterward.
  3. Farm purses & specials — Gallowfen Deep's ×1.5 drops plus Merchant/Hero specials are gold piñatas.
  4. Use the Trading Post to offload shadow/gem surplus you won't use.

Next: Drops & Bonus TimeClans & KingdomsDeath & Penalties