Items and economy
Economy: what hunting pays
Hunting covers your spending, profit comes from rare drops, and the wealthy pay more in fees.
3 min read · Alpha guide
In this guide
Hunting pays for itself
On every map, the common loot per kill (coins and items with a 1% chance or more) was tuned to cover the supplies of a competent build on that map. It is the same on every difficulty. Spending less leaves a small margin; spending much more calls for a more efficient build or an easier map.
Profit comes from rare drops
Profit lives in rare drops and rarity rolls, rolled on every kill: the more you kill, the more you earn. Rare value per kill grows with risk: Easy −20%, Hard +17% and Hardcore +40% compared with Medium. An hour without a good rare is normal; the average shows over time, never as a guaranteed quota.
A bestiary with no cap
Each bestiary stage raises the chance of rare drops, a little less every time: about +9% at 10 stages, +62% at 100 and +100% at 200. The bonus grows forever and never multiplies coins or common loot. Players who already had many stages kept their stages and items; only the future multiplier follows the new curve.
Gold Bars
In the bestiary's Treasury tab you turn gold into Gold Bars, bound to the character. Each level costs 6% more than the previous one and adds a smaller bonus to rare drops (1% for the first, then 1%/√n). You can buy ingots of 1/100 of a level. The gold is destroyed: bars raise your rare chances but never give the gold back.
Inner Power beyond 50
After Go Beyond, lines are no longer frozen: you can roll again, swap attributes and protect up to two lines. From level 50 on, each line has a 1% chance to rise per roll, with no level limit, and each level is worth a little less than the previous one. Levels above 50 do not count in the arena.
Endgame potions
At levels 300, 600, 900 and 1,200 new health (knight), spirit (paladin and monk) and mana (sorcerer and druid) potions appear, sharing the cooldown of the other potions, with a fixed price charged on use. They pay no fee and are the answer to the reduced healing of the higher difficulties.
Nightmare
On Hardcore, the optional Nightmare I, II and III tiers make monsters 25% tougher and 15% stronger per tier and add +40% rare value per kill per tier. Common loot does not change. Every member needs Premium, Hardcore's healing reduction stays and each member pays their own entry, with their own progressive fee.
Fixed prices and progressive fees
City cubes, Inner Power, Go Beyond, hazards and commission rerolls have fixed prices, set by what is being improved and not by the server's gold. Cubes bought from the NPC are bound. Operation fees get a surcharge from the account's wealth bracket (0% up to 27.5%), shown on every price. Income is never taxed; potions and supplies are exempt.

