Gold, offline progress and storage

Game mechanics guide

Beta 0.7.2

Gold comes almost entirely from kills, online and offline, plus whatever you sell or salvage. It goes into the Codex, the Workbench, new classes and the house, and the bag and stash hold everything in between.

Gold per kill

A normal monster pays a gold amount set by the stage's recommended level, and the client ships a setting that doubles every gold reward:

gold per kill = 2 × max(1, round(gold floor), round(stage power × 1%))
gold floor = 1 at level 1, 5 at level 33, 8 at level 67, 12 at level 100, rising geometrically in between
stage power = act base × map multiplier × stage factor (see XP per kill)
Map and actBiomeStage levelsGold per kill
Veil 1Isles1–32
Veil 2Swamp4–72
Veil 3Forest7–102–4
Veil 4Desert10–134
Veil 5Canyon14–174
Veil 6Mountains17–204–6
Veil 7Glaciers20–236
Veil 8Volcano24–276–8
Veil 9Floating Isles27–308
Veil 10Deadlands30–338–10
Breach 1Isles34–3710
Breach 2Swamp37–4010–12
Breach 3Forest40–4312
Breach 4Desert44–4712
Breach 5Canyon47–5012
Breach 6Mountains50–5312–14
Breach 7Glaciers54–5714
Breach 8Volcano57–6014
Breach 9Floating Isles60–6314–16
Breach 10Deadlands64–6716
Abyss 1Isles67–7016
Abyss 2Swamp70–7316–18
Abyss 3Forest74–7718–20
Abyss 4Desert77–8022–26
Abyss 5Canyon80–8328–32
Abyss 6Mountains84–8734–40
Abyss 7Glaciers87–9042–48
Abyss 8Volcano90–9352–60
Abyss 9Floating Isles94–9764–74
Abyss 10Deadlands97–10078–90

The numbers on this page include the doubling. Late in the Abyss, from act 3 on, 1% of the stage's power can be larger and takes over. Gold find then multiplies the gold, and fractions of a gold carry over to the next kill.

Example: a level-30 stage

A level-30 stage has a gold floor of about 4.3, which rounds to 4, so each kill pays 8 gold.

Bosses may pay no gold. The client works out boss values (×3 the stage's gold for a stage boss, and a fixed amount for an act boss, 20 gold on every Veil act), but we found no code that pays them: kills are credited with the normal-monster values. What bosses surely give is their chest.

Gold, XP and drop find

Gold find and XP find add up from every source and multiply the gold and XP of each kill. Neither has a cap:

gold per kill × (1 + gold find)
XP per kill × (1 + XP find)
drop find: fewer kills, and a shorter minimum fighting time, between brown chests
SourceGold findXP findDrop find
All Codex runes (46 / 44 / 15 runes)+210%+175%+75%
Pet: Scholar Sprite—+5%—
Pet: Magpie——+5%
Pet: Sage Owl—+5%—
Pet: Fortune Cat+5%——
Potion: Potion of Greed+25%——
Potion: Potion of Insight—+25%—

With the shipped settings no kill has a chance of a brown chest, which is why drop find works on the kill count instead; it does not change rarity. Every pet you have unlocked counts, not only the one you have picked, and only one potion can be active at a time.

Example: +100% gold find

A 16-gold kill with +100% gold find pays 32 gold.

Offline progress

While the game is closed, the party keeps killing at its current rate and earns a share of the gold and XP. Offline rewards are locked until you buy the Rune of Repose (level 23) in the Codex.

60 sLeast time away that counts
10 hMost time counted
25%Share to start
80% / 80%Best share, gold / XP

Time counts up to 8 h, plus 30 min for each of the 4 Runes of the Long Night. Codex runes raise the share, but runes stop at 75%; pets add on top of that cap.

kills = seconds away (up to the cap) × kills per second
gold = gold per kill × kills × gold share
share = min(75%, 25% + rune bonus) + pet bonus
SourceOffline goldOffline XPHero level
Base25%25%—
Rune of Hoarding+5%—23
Rune of Hoarding II+5%—24
Rune of Hoarding III+5%—25
Rune of Hoarding IV+5%—64
Rune of Hoarding V+5%—64
Rune of Hoarding VI+5%—65
Rune of the Dragon's Sleep+5%—88
Rune of the Dragon's Sleep II+5%—88
Rune of the Dragon's Sleep III+5%—88
Rune of the Dragon's Sleep IV+5%—88
Rune of Reflection—+5%23
Rune of Reflection II—+5%24
Rune of Reflection III—+5%25
Rune of Reflection IV—+5%65
Rune of Reflection V—+5%65
Rune of Reflection VI—+5%66
Rune of Lucid Dreams—+5%89
Rune of Lucid Dreams II—+5%89
Rune of Lucid Dreams III—+5%89
Rune of Lucid Dreams IV—+5%89
Pet: Goldwyrm (on top of the cap)+5%+5%—

Offline gold already includes the doubling and your gold find, and offline XP is shared like normal XP. No chests, items or riftstones are earned offline. Offline kills count toward pet hunts, but not toward the bestiary.

Example: 10 h away

10 h away at 0.5 kills per second is 18,000 kills. On a 16-gold stage with every offline rune (a 75% share) that pays 216,000 gold; with the pets' bonus on top (80%) it pays 230,400.

Selling and salvage

Salvaging at the Workbench turns anything into gold only; no materials come back. An item is worth:

item value = round down((rarity multiplier × (10 + 2 × item level) + sum of affix values) × (1 + 0.5 × enhancement))
rarity multiplier = 1, 3, 10, 30, 100, 300, 1000 from Common to Eternal

Enchants, gems and sockets add nothing. Affix values are explained in item drops.

Examples: a Blood Sword

A level-1 Common Blood Sword (Attack 6) is worth 1 × 12 + 6 = 18 gold. A level-100 Eternal Blood Sword is worth 218,852, and 1,313,112 at +10.

Everything else sells for:

Sold thingGold each
Ores, tier 1 to 5 (Copper Ore to Adamantite Ore)5 / 12 / 26 / 52 / 95
Essences, tier 1 to 5 (Faint Essence to Pristine Essence)8 / 18 / 38 / 72 / 130
Dispel Scroll40
Fortify Scroll60
Gems, tier 1 to 510 / 30 / 80 / 200 / 480
Riftstones (Veil, Breach, and Abyss)300 / 1,200 / 4,800
Potions: the value of the essences that went in16 (1-hour Vigor) to 780 (any 24-hour potion)

Selling to other players on the market is separate: it charges fees that the server can change.

Where gold goes

CodexEvery rune is bought with gold, and there is no refund.
Classes6 classes are bought with gold (500 gold each in the client; the server can change the price).
WorkbenchForge and Salvage are free to open; the other stations cost gold once (below). Forging, enchanting, enhancing, brewing and creating scrolls also cost gold each time.
House115 pieces of furniture are priced in gold.
MarketGold listings pay a listing fee, and every sale pays a fee.

Workbench stations

StationHighest hero levelGold to open
Alchemy41,000
Transmute82,000
Socket122,000
Scroll1416,000
Enchant1630,000
Enhance2040,000

Bag and stash

Every unit counts as one cell, in the bag and in the stash: each item, and each single material, gem, potion, scroll or riftstone.

24Bag cells to start
42Bag cells with every rune
54Cells per stash tab (6 × 9)

18 Codex runes add one bag cell each (from level 7 to 34). When the bag is full, chests cannot be opened (by hand or automatically) and the forge is blocked; market deliveries and freshly brewed potions go to the stash instead.

Stash tabs

You start with one tab and can add more:

SourceTabs
The Codex: Rune of the Stash Wing (level 15), Rune of the Stash Hall (level 30), and Rune of the Grand Vault (level 70)3
Premium tabs, bought with Crystals: 300 for the first, then 400, 500 and so on (300 × (1 + tabs owned ÷ 3))Up to 50
The stash bundle3
stash cells = 54 × (1 + Codex tabs + premium tabs + bundle tabs)

Crystal prices are set by the server, so the live price of a premium tab may differ.

What we could not confirm

Read from the code, not yet checked in the live game:

  • Boss gold and XP, as above.
  • All unlocked pets stack their gold, XP, drop and offline bonuses, as the code says.
  • Potions while offline. Whether an active potion keeps working while the game is closed.
  • Offline kill rate. With hit-by-hit fights on, the offline kill rate comes from a separate estimate, which may differ from what you see on screen.
  • Bag cells. Whether the bag screen shows a stack as one cell, even though space is counted per unit.
  • Stash tab upgrades. A Codex tab can be given a colour and an "affinity" for Crystals; what the affinity does is unknown.

Source: closed-beta game client 0.7.2. Data from the closed beta, so values may change at launch.