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Economy and Trading

Overview

The economy is the connective tissue of Delve. Gold and materials flow between dungeon runs, crafting, the marketplace, and NPC vendors. A healthy economy requires careful balance: enough currency entering the system to feel rewarding, enough leaving (gold sinks) to prevent inflation, and enough player-to-player trading to create a real marketplace.

Currencies

Gold (Primary Currency)

  • Earned from: dungeon runs, quest rewards, NPC vendor sales, daily bonuses
  • Spent on: NPC vendor purchases, crafting station fees, respec costs, auction house fees, guild creation
  • Gold is tradeable between players via the marketplace and mail

Faction Tokens (Reputation Currency)

  • Earned by completing faction-specific quests and dailies
  • Spent at faction vendors for exclusive recipes, gear, and cosmetics
  • Each faction has its own token type
  • NOT tradeable — must be earned personally
  • See 11-factions-and-reputation.md

Raid Tokens

  • Earned from completing raid content
  • Spent on raid-exclusive gear at raid vendors
  • Weekly cap on how many can be earned (prevents no-lifing the system)
  • NOT tradeable

Gold Economy

Gold Sources (Faucets)

SourceGold/InstanceFrequency
Dungeon run (bounty)50-200Multiple per day
Dungeon run (questline)200-8001-3 per day
Dungeon run (crawl)500-20001 per day
Raid completion1000-50001-2 per week
NPC vendor salesVariesConstant
Daily first-run bonus100 flat1 per day
Quest completion bonus50-500Per quest

Gold Sinks (Drains)

SinkCostPurpose
Respec (attributes)500-5000 (scales with level)Discourages constant respec, provides meaningful choice
Respec (feats)1000-10000Same as above
Crafting station fees10-500 per craftSmall per-transaction drain
Auction house listing fee5% of listing priceDiscourages low-value listings
Auction house sale tax10% of sale pricePrimary marketplace gold sink
Gear upgrade attempts100-5000 per attemptEscalating with enhancement level
Gear repair10-1000Per item, scales with rarity. Steady drain from active play.
Reforging fees500-5000Per reforge attempt (scales with rarity)
Guild creation10,000One-time cost
Guild bank expansion5,000 per slotOngoing guild gold sink
Cross-character mail transfer fee5% of gold sentPrevents zero-cost gold shuffling
NPC vendor purchases (consumables)VariesRations, basic potions, etc.

Inflation Control Philosophy

  • Gold sinks should feel like natural costs of doing business, not arbitrary taxes
  • The auction house tax is the primary inflation control — it removes gold proportional to economic activity
  • If inflation becomes an issue, seasonal events can introduce additional gold sinks (cosmetic vendors, limited-time items for gold)
  • Monitoring: track median gold holdings by level bracket and adjust faucets/sinks accordingly

Player Marketplace (Auction House)

The marketplace is where players trade items for gold. It’s the central economic hub.

Listing Items

  • Any non-bound item can be listed (most loot is tradeable)
  • Set a buyout price (instant purchase)
  • Set an optional auction starting price (bidding over 24/48 hours)
  • Listing fee: 5% of buyout price (non-refundable, acts as gold sink)
  • Listings last 48 hours by default
  • Max active listings: 20 (base), expandable via permanent purchase ($1 per +5 slots)

Buying Items

  • Browse by category, rarity, level range, stats, or keyword search
  • Sort by price, time remaining, or relevance
  • “Buy Now” at the buyout price
  • Bid on auction listings (outbid notification)
  • Purchase history for reference

Sale Tax

  • When an item sells, 10% of the sale price is taken as tax (gold sink)
  • Seller receives 90% of the sale price
  • Merchant background reduces tax to 8% (Merchant background grants +1 Luck)

Item Binding

Most items are freely tradeable, but some are bind-on-pickup (BoP):

  • Raid-exclusive legendary gear
  • Quest reward items with unique effects
  • Artifact-rarity items
  • Achievement rewards

Some items are bind-on-equip (BoE):

  • Can be traded until first equipped
  • Encourages marketplace activity for high-end gear
  • Creates the “equip or sell?” dilemma — a valuable gear piece might be worth more on the market than on your character

Market Manipulation Prevention

  • Price floor: Items cannot be listed below NPC vendor price
  • No buyout sniping bots: Rate limiting on purchases, CAPTCHA-like verification for rapid purchases
  • Price history: Visible graph of average sale prices over the last 30 days for any item type
  • Report system: Players can flag suspicious trading patterns for review

NPC Vendors

General Goods Vendor

  • Sells: Rations, torches, basic potions, rope, lockpicks, ammunition, healer’s kits
  • Prices are fixed and do not fluctuate
  • Always available

Equipment Vendor

  • Sells: Common-quality weapons and armor
  • Rotating stock of uncommon items (refreshes daily)
  • Prices are fixed

Specialty Vendors (Unlocked by Progression)

  • Alchemist: Sells potion recipes and rare reagents (limited stock, refreshes weekly)
  • Blacksmith: Sells gear upgrade and enhancement services
  • Enchanter: Sells enchanting materials and basic enchantments
  • Exotic Trader: Appears randomly with unusual items (rare recipes, unique consumables, cosmetics for gold)

Vendor Buy Prices

  • Vendors buy items at 50% of their sell price (base)
  • Merchant background: 60%
  • High faction reputation with Merchant Consortium: up to 70%
  • This makes the marketplace almost always a better option for valuable items, driving player-to-player trade

Trading Between Players

Marketplace (Primary)

  • The auction house is the primary trading mechanism
  • Anonymous — buyers and sellers don’t know each other
  • Safe — no scam risk

Mail System

  • Players can mail items and gold to specific players
  • Gold transfer fee: 5% (gold sink)
  • Item mail: Free, but items are held for 1 hour before delivery (prevents impulse scam trades)
  • Mail between characters on the same account uses the same system

No Direct Trade

  • There is no direct trade window between players
  • All trades go through the marketplace or mail
  • This prevents social engineering scams (“put your item up first, I promise I’ll pay”)
  • It also ensures all trades are taxed appropriately

Real-Money Purchases and the Economy

See 14-monetization.md for the full monetization model. Key points relevant to the economy:

  • There is no premium currency. No gems, no crystals, no tokens. All purchases are in real dollars at transparent prices.
  • Nothing that affects combat stats is sold for real money. No gear, no XP, no gold, no loot boosts.
  • Patron subscribers get 50% faster crafting and dungeon runs — this means subscribers generate materials and loot at a faster rate, which increases marketplace supply. This is healthy for the economy (more supply = lower prices = better for free players).
  • Permanent purchases (character slots, storage, marketplace listing slots) are small one-time buys that don’t distort the economy.

Economic Health Indicators

The game should track and monitor:

  • Median gold by level bracket — Are new players too poor? Are endgame players hoarding?
  • Marketplace transaction volume — Is the market healthy and active?
  • Average item prices over time — Is inflation occurring?
  • Gold faucet/sink ratio — Is more gold entering or leaving the system?
  • Subscriber vs. free player economic participation — Are subscribers dominating the marketplace unfairly?

These metrics inform tuning decisions — adjusting drop rates, vendor prices, tax rates, and gold rewards to keep the economy balanced.