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)
| Source | Gold/Instance | Frequency |
|---|---|---|
| Dungeon run (bounty) | 50-200 | Multiple per day |
| Dungeon run (questline) | 200-800 | 1-3 per day |
| Dungeon run (crawl) | 500-2000 | 1 per day |
| Raid completion | 1000-5000 | 1-2 per week |
| NPC vendor sales | Varies | Constant |
| Daily first-run bonus | 100 flat | 1 per day |
| Quest completion bonus | 50-500 | Per quest |
Gold Sinks (Drains)
| Sink | Cost | Purpose |
|---|---|---|
| Respec (attributes) | 500-5000 (scales with level) | Discourages constant respec, provides meaningful choice |
| Respec (feats) | 1000-10000 | Same as above |
| Crafting station fees | 10-500 per craft | Small per-transaction drain |
| Auction house listing fee | 5% of listing price | Discourages low-value listings |
| Auction house sale tax | 10% of sale price | Primary marketplace gold sink |
| Gear upgrade attempts | 100-5000 per attempt | Escalating with enhancement level |
| Gear repair | 10-1000 | Per item, scales with rarity. Steady drain from active play. |
| Reforging fees | 500-5000 | Per reforge attempt (scales with rarity) |
| Guild creation | 10,000 | One-time cost |
| Guild bank expansion | 5,000 per slot | Ongoing guild gold sink |
| Cross-character mail transfer fee | 5% of gold sent | Prevents zero-cost gold shuffling |
| NPC vendor purchases (consumables) | Varies | Rations, 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.