Gold Sources & Sinks — Complete Reference
Gold enters the economy through 10 sources (dailies, dungeons, gathering, loot, etc.) and exits through 11 sinks (repairs, crafting, taxes, vanity, etc.). Net flow is monitored by the dev team and adjusted quarterly to maintain price stability.
Top 5 sources by volume
(1) Daily quests — 35% of player gold. (2) Dungeon clears — 25%. (3) Gathering & vendor sales — 15%. (4) Auction-house arbitrage — 10%. (5) Mob loot — 8%. Remaining 7%: events, achievements, login bonuses.
Top 5 sinks by volume
(1) Auction-house tax (5% per sale) — 30% of sink. (2) Repair costs — 20%. (3) Crafting materials — 15%. (4) Cosmetic vanity items — 12%. (5) Travel/teleport fees — 10%. Remaining 13%: respec, name changes, taxes.
Why sinks matter
Without sinks, gold inflation makes prices spiral. Every quarter, dev team reviews CPI (Crafting Price Index — average price of a tier-3 weapon over time) and adjusts rates. Q1 2026 CPI: stable at ~85 000 gold.
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Frequently Asked Questions
Where can I see live economy data?
/api/public/stats for headline numbers; /stats.html for graphs.
Are sinks the same on all servers?
Rates are global; volumes vary by server population.
Can I trade gold across realms?
No — gold is server-local. Use the auction house.