Gold, offline progress and storage
Game mechanics guide
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:
| Map and act | Biome | Stage levels | Gold per kill |
|---|---|---|---|
| Veil 1 | Isles | 1–3 | 2 |
| Veil 2 | Swamp | 4–7 | 2 |
| Veil 3 | Forest | 7–10 | 2–4 |
| Veil 4 | Desert | 10–13 | 4 |
| Veil 5 | Canyon | 14–17 | 4 |
| Veil 6 | Mountains | 17–20 | 4–6 |
| Veil 7 | Glaciers | 20–23 | 6 |
| Veil 8 | Volcano | 24–27 | 6–8 |
| Veil 9 | Floating Isles | 27–30 | 8 |
| Veil 10 | Deadlands | 30–33 | 8–10 |
| Breach 1 | Isles | 34–37 | 10 |
| Breach 2 | Swamp | 37–40 | 10–12 |
| Breach 3 | Forest | 40–43 | 12 |
| Breach 4 | Desert | 44–47 | 12 |
| Breach 5 | Canyon | 47–50 | 12 |
| Breach 6 | Mountains | 50–53 | 12–14 |
| Breach 7 | Glaciers | 54–57 | 14 |
| Breach 8 | Volcano | 57–60 | 14 |
| Breach 9 | Floating Isles | 60–63 | 14–16 |
| Breach 10 | Deadlands | 64–67 | 16 |
| Abyss 1 | Isles | 67–70 | 16 |
| Abyss 2 | Swamp | 70–73 | 16–18 |
| Abyss 3 | Forest | 74–77 | 18–20 |
| Abyss 4 | Desert | 77–80 | 22–26 |
| Abyss 5 | Canyon | 80–83 | 28–32 |
| Abyss 6 | Mountains | 84–87 | 34–40 |
| Abyss 7 | Glaciers | 87–90 | 42–48 |
| Abyss 8 | Volcano | 90–93 | 52–60 |
| Abyss 9 | Floating Isles | 94–97 | 64–74 |
| Abyss 10 | Deadlands | 97–100 | 78–90 |
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.
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:
| Source | Gold find | XP find | Drop 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.
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.
| Source | Offline gold | Offline XP | Hero level |
|---|---|---|---|
| Base | 25% | 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:
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 thing | Gold 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 Scroll | 40 |
| Fortify Scroll | 60 |
| Gems, tier 1 to 5 | 10 / 30 / 80 / 200 / 480 |
| Riftstones (Veil, Breach, and Abyss) | 300 / 1,200 / 4,800 |
| Potions: the value of the essences that went in | 16 (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
| Codex | Every rune is bought with gold, and there is no refund. |
| Classes | 6 classes are bought with gold (500 gold each in the client; the server can change the price). |
| Workbench | Forge 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. |
| House | 115 pieces of furniture are priced in gold. |
| Market | Gold listings pay a listing fee, and every sale pays a fee. |
Workbench stations
| Station | Highest hero level | Gold to open |
|---|---|---|
| Alchemy | 4 | 1,000 |
| Transmute | 8 | 2,000 |
| Socket | 12 | 2,000 |
| Scroll | 14 | 16,000 |
| Enchant | 16 | 30,000 |
| Enhance | 20 | 40,000 |
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.
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:
| Source | Tabs |
|---|---|
| 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 bundle | 3 |
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.