Economy
Back: Home
1) What this system is
The economy covers gold flow, shops, buyback, auction trading, bank storage, pet purchases, and the now much larger profession/material market.
2) Who should use it
- Players trying to fund gear progression.
- Crafters selling inputs/outputs.
- Traders using auction listings and claims.
3) Core rules (exact mechanics)
Main systems:
- Currency wallet (gold)
- Shop buy/sell with configurable multipliers
- Buyback queue
- Auction House listings and claims delivery
- Bank tabs/storage
- Pet shop purchases
Current defaults from config code:
- Shop sell multiplier baseline: 0.66
- Auction default listing duration: 12h
- Auction allowed durations: 12h, 24h, 48h
- Auction default max listings: 3 (tiered permissions can raise this)
- Bank default tabs: 1, max tabs: 8
- Pet shop entries currently priced at 250000 gold each
4) Progression path
- Early game: quest + basic resource sales.
- Mid game: profession output loops + targeted shop flips.
- Late game: auction-driven item trading and claims management.
- Long-term: pet unlocks, stash building, liquidity for class upgrades, and permanent progression materials.
5) Rewards and breakpoints
- Reliable gold starts with repeatable quest/profession loops.
- Auction becomes stronger once you can post consistently valuable items.
- Bank expansion and better inventory discipline increase run efficiency.
- Professions matter more now because essences, bars, gems, hides, forageables, food, potions, and jewelry all feed the economy.
6) Common mistakes
- Overspending on convenience purchases too early.
- Listing weak items on auction and locking slots/time.
- Selling crafting bottleneck items before checking future recipe demand.
- Treating profession drops like vendor trash when many of them are now part of current progression loops.
7) Patch notes for this page
- Last updated: 2026-03-22
- Added updated profession/material economy guidance alongside the current config defaults.