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Economy & Trade

Coin oils the whole world: it buys your gear, supplies, and travel kit, and changes hands between players. You pick all of this up just by playing, so think of this page as a map of where your money comes from and goes.

Gold, silver, and copper

Money comes in three coins. A hundred copper make a silver, and a hundred silver make a gold, so your purse fills up from the smallest coin first. You earn it from quest rewards, from looting fallen enemies, and from selling what you no longer need.

Marks and Honor: the currencies beyond coin

Coin is not the only thing you bank. Delves pay out Delve Marks, spent only at the delve keeper on companion upgrades and gear you will not find elsewhere. Heroic dungeon runs leave Heroic Marks on the final boss, spent with the heroic quartermaster in Highwatch on jewelry no other corner of the realm sells. Neither ever mixes with your coin.

Fighting other players pays a third currency, Honor. Winning a ranked arena bout pays it, and a played-out match on Thornhollow Fields pays it whether you win or lose, so a hard-fought loss on the Fields is never a wasted match. Honor collects on your character sheet without ever mixing with your coin. You spend it with the honor quartermasters, FURY in Eastbrook and Warmarshal Draven Kole in Highwatch, who share one stock between them: the Warfare armor families, jewelry, and weapons that Honor alone buys. Those purchases are final, and the gear binds to you the moment you buy it, so read a piece before you confirm it. The arena page covers how Honor is earned.

Vendors and what they keep

Towns and outposts are dotted with merchants, each with their own trade. Provisioners stock food and drink, weaponsmiths and armorers carry gear, and a quartermaster keeps practical travel kit. Walk up to one to see what they sell.

Buying and selling

Speak to a merchant and choose to browse their goods, and their shop opens as a single panel: everything they stock in one list, yours with a click if you can afford it. A quantity strip above the goods sets how many each click buys, one, five, or ten at a time, or a custom count, though a few special wares, mounts among them, only ever sell one at a time. Stackable coin-priced wares also carry a second offer beside the row that takes as many as your coin covers, up to a full stack, in one purchase. Selling is just as direct: while the shop is open, click an item in your bags to sell it on the spot, and what a merchant will not take, quest goods and soulbound pieces among them, simply stays put. If you part with something you regret, the shop keeps a Buyback list of your recent sales so you can buy them back for the coin you were paid.

Clearing out junk

Drops you have no use for still sell to any merchant with a shop of their own, so empty your bags whenever you pass through town rather than letting them fill up. The merchant's window even keeps a one-click Sell Junk button that sells every Poor-quality oddment at once. Truly worthless odds and ends can also be discarded outright to make room.

Trading with other players

You can trade face to face with anyone standing near you. Both of you put items and coin into a shared window and the swap only happens once you both confirm it, so neither side can be caught out. It is the simple way to hand a friend a drop or settle a deal.

The World Market

The Merchant runs the World Market, a player-driven exchange where you can buy and sell with people you may never meet. Speak to the Merchant in Eastbrook, or to Auctioneer Voss up in Highwatch, to open it: both keepers serve the one shared market. The Merchant also keeps a standing stock of their own goods listed there, so there is always something to buy even when no other players have posted.

Browsing: scroll the listings or search by name to find what is for sale. Each listing shows the goods, the seller, and the asking price for the whole stack.

Posting: choose a stack from your bags, set your price, and list it. The goods are held by the Merchant until someone buys them. Unsold listings come back to you after a while, and you can reclaim one early if you change your mind. Listing itself is free, so an optimistic price costs you nothing but time.

Collecting: when your goods sell, your proceeds wait for you at the Merchant. Return to collect the coin, along with anything that came back unsold. The Merchant takes a small cut of every completed sale. The Collect tab itemizes what is waiting, one line per completed sale with the goods, the buyer, and what you made, so you can see exactly what sold before you take the coin.

Pricing is up to you. Listing a little under what others are asking tends to sell faster, while a steep price may sit untouched. Browse first to see what the going rate looks like before you post.

The bank

Every hub town keeps a branch of The Gilded Strongbox, the banking house of the realm. Speak to the bursar there to open your vault, a private store of room beyond your bags that your character keeps for life. Whatever you leave with them waits safely, whichever branch you visit next.

With the vault open, click an item in your bags to deposit it and click it in the vault to take it back. The vault holds goods only, never coin, and quest items stay with you. When your bags fill up mid-journey, one button sweeps all your crafting materials in at once.

A fresh vault starts small and grows with you. The bursar sells further slots for coin at ever-steeper prices, and playing online earns bonus room on top, for things like a verified email, linked accounts, and friends you bring into the game.

Past the slot ladder, the bursar also sells up to four bag sockets, unlocked in order at ever-steeper prices. Seat a spare bag from your carrying set in one and its slots join your vault room: an everyday bag widens the whole store, while a reagent satchel adds room only crafting materials may take. Click a bag in your bags to seat it and click the socket to take it back. Taking one back never costs you a thing you stored: if the vault ends up fuller than its shrunken room, everything stays put and new deposits simply wait for space.

Your guild keeps a vault of its own alongside your personal one, opened at the same bursar and reached from a tab in the same window: a shared treasury of coin and a pooled store of goods. Every member can look at it, and officers are the ones who may move things in and out. The social page has the details.

The Ravenpost

Every hub town keeps a carved raven pillar: a mailbox of the Ravenpost, the letter service of the realm. Stand at one to write to any character by name, a friend online or long offline, and attach coin or goods to the letter for a small postage. The raven takes a short while to fly; when it lands, an envelope indicator tells the recipient something is waiting.

Collecting works the same in reverse: stand at any pillar to read your letters and take what they carry into your purse and bags. A plain letter fades away after a while, but one still carrying coin or goods waits for you, however long you take. Some things the post refuses outright: soulbound items, quest goods, bound or bind-on-trade pieces, and one-of-a-kind cosmetic tokens travel with you or not at all. And keep an eye on the pillar after a good turn-in; some questgivers write.

Daily rewards

A treasure chest button on your screen opens the daily rewards window. Each day sets out a handful of tasks, complete quests, fight in the Ashen Coliseum, win a Vale Cup match, and offers a free spin of the prize wheel, all worth points toward that day's standings, and the day's top earners share a prize pool for holders of the optional community token. None of it grants power in the game. The window itself spells out the day's rules and who is eligible, shows the leaderboard, and keeps your history.