Economy & Forge Coffer

Aetheria's economy is managed through a market tax system, an automated item sink called the Forge Coffer, and a price guide based on completed trades.

Market Tax

  • Tax rate — 2% of every market transaction is collected as tax.
  • Tax destination — Tax gold flows into the Forge Coffer instead of being deleted. This funds the item sink.
  • Purpose — Controls inflation by removing excess gold from the economy while simultaneously removing excess items.

Forge Coffer

The Forge Coffer is an automated system that purchases and destroys sink-eligible items from the market:

  • Auto-buy — When a sell offer is created for a sink-eligible item, the Coffer may instantly purchase it. The seller gets gold immediately; the item is destroyed.
  • Sink-eligible items — Configured in the item_sink_config table. Includes Forge Relics (IDs 32001-32009), T5+ equipment, and boss uniques.
  • Daily quotas — Each item has a daily purchase quota to prevent over-sinking.
  • Lore — "The Forge of Binding's Resonance Fund" — Ironhold's Smiths absorb excess magical power from the world.

Price Guide

  • market_trades table — Tracks all completed market trades for price computation.
  • Price APIGET /api/market/price/:item_id returns the computed market price for an item.
  • Coffer statsGET /api/economy/coffer returns Forge Coffer balance, items sunk, and daily quota status.

Gold Sinks

SinkHow Gold is Removed
Market tax (2%)Flows to Forge Coffer → used to buy & destroy items
NPC shop purchasesGold spent at NPC shops is removed from circulation
Travel costsGold spent on boat travel is removed
BlessingsGold spent on blessings is removed
Warden Token shopGold spent at Warden shops is removed
Forge relic useRelics consumed on use (item sink, not gold sink)
Sustained hunting costsMana pots, runes, food, imbuements, equipment wear (see below)

Sustained Hunting Costs

Hunting consumes resources beyond health potions. These sustained costs scale with monster tier and player level, keeping gold scarce at low-mid levels (break-even until Lv300) and allowing profit at endgame (Lv500+).

Cost Components

ComponentFormulaApplies ToNotes
Mana potions(kills / kills_per_mana) * pot_priceAll vocationsCasters burn more mana (1 pot per 5-15 kills); melee less (1 per 20-40)
Runeskills * runes_per_kill * tier * 15gArcanist, Verdant (Lv50+)0.2 runes/kill for casters; melee uses none. Low-level casters use wands instead
Foodmax(tier * 30, level_comp * 10) g/hrAll vocations6 meals per hour. Higher-tier food costs more
Imbuementsmax(tier * 25, level_comp * 15) g/hrLv100+ onlyRenew every 20h. Cost = tier * 500g / 20h
Equipment wearmax(tier * 20, level_comp * wear_mult) g/hrAll vocationsHeavy armor (Guardian=30) costs more than robes (Arcanist=15)

Level Scaling (Hard Cap at Lv300)

Costs scale with level_comp = min(level, 300). This means costs grow with level until Lv300, then freeze. Since higher-tier monsters drop progressively more gold, freezing costs at Lv300 creates natural profit above Lv300.

Vocation Differences

VocationKills/Mana Pot (Lv1)Kills/Mana Pot (Lv300+)Runes/KillWear Mult
Guardian40200.030
Sentinel25100.0525
Ascetic2070.1020
Arcanist1550.2015
Verdant1550.2015

Mana Potion Prices by Tier

TierPotionPrice
T1-T4Mana Potion50g
T5-T7Strong Mana Potion80g
T8+Great Mana Potion120g

Economy Balance Targets

The per-kill model targets break-even (net 0 gold/hr) from Lv1-300, with increasing profit at Lv500+. This prevents gold seller spam at low levels while rewarding endgame progression.

LevelTarget Net Gold/hrStatus
Lv 1-500 to 2,000Break-even
Lv 8-2,000 to 2,000Break-even (deaths expected)
Lv 20-50-2,000 to 8,000Small profit
Lv 100-300-2,000 to 10,000Break-even
Lv 5000 to 20,000Profit
Lv 6002,000 to 25,000Profit

Portal Reference

Visit the Economy portal page for live Forge Coffer stats, price guides, and market data.

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