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Making money and what is worth selling

Where money and Ancient Energy come from, what they buy, and which drops other players pay for. There is no price list here: the market is new every map, so the advice on what sells is a starting point.

Two currencies, different jobs

Money buys things from the server and from other players:

Spend Cost
A Siege base plot $100,000 Low, $3,000,000 Medium, $30,000,000 High, $10,000,000,000 Maximum Security, $30,000,000,000 VIP
Guard wages Paid every hour from your base treasury. See Drachma & Tribute
Gang upgrades $100,000 for a first level up to $550,000,000 for a 20th, paid from the buyer's own balance
Gear up to diamond The spawn market
A Hunter Tree respec Free to Hunter Level 10, then it rises with your level
Bids The Black Auction House

Keep a balance. Plots and gang upgrades make money matter all map.

Ancient Energy pays for every enchant and upgrade: the Wormhole, Calcite enchants, charging enchant orbs before use, pickaxe prestige and Expedition map modifiers.

The rest, one line each:

  • Drachma comes from mining and builds your base. Tribute comes from killing monsters, trains your guards and spends in /tribute shop. You need a base to earn either. See Drachma & Tribute.
  • Obols are the premium currency for /store. They can also price an Auction House listing.

Every currency is on Currencies.

Earning money

  • Ore. Every ore you break is sold on the spot and paid as a Money Note. A note is an item until you bank it: right-click it in a safe zone such as spawn to add it to your balance. /sellprices lists what each ore pays. Better ore pays more, and deepslate ore pays 10% more.
  • Contraband. Every contraband pays a money note and Ancient Energy, every time. It comes out of the shards you find while mining. Open it in a safe zone as you get it.
  • The Salvage Bench. Lootboxes, boosters and other plain loot salvage for money.
  • Other players. See Selling.

These raise ore income. As a starting point, on day 1 put Ore Magnet on your pickaxe (a Simple enchant from the Wormhole, up to level 5) and run /miningtree auto money. The outpost and the gang upgrade need a gang.

  • Ore Magnet: 20% more ore per level.
  • Shatter: Shattered blocks pay ore, with no energy and no XP.
  • Ore Gain in the Mining Tree: 2.8% increased ore per small node. /miningtree auto money spends your points on the ore path for you.
  • The Wealth outpost major: 20% increased ore drops and 20% increased sell value while your gang holds it.
  • The Ore Gain gang upgrade: up to 20% increased.
  • An Ore booster.

Earning energy

  • Mining. Energy charges into the pickaxe you hold. At the level cap (/levelcap shows today's) you get 50% increased mining energy, so the cap is the best time to bank it.
  • Extract in a safe zone. /extract takes the energy off your pickaxe as an orb you can spend, trade or list. A full pickaxe cannot mine. It is free in a safe zone. Outside one it is taxed from 20% down to 5% by rank.
  • Contraband. From 45,000 energy for a Simple to 2,500,000 for an Exceptional.
  • The Salvage Bench. Trims, jewels, orbs, keys and boss loot you will not use.
  • The Tinkerer. Old pickaxes and gear.
  • Rank kits. /rankkit pays 250,000 to 5,000,000 energy every 3 days, by rank. Every rank has one, the free rank included.

The Salvage Bench sets the floor

Before you sell anything, open the Salvage Bench at spawn and hover the item. The bench shows what each stack pays. That is the least the item is worth, so never list it for less.

Item Salvages for
Ichor 20,000 Ancient Energy
Enchant Dust 2,500 Ancient Energy per 1%
Boss key 500,000 Ancient Energy
Godly enchant orb 500,000 Ancient Energy
Uber fragment 2,500,000 Ancient Energy

Salvaging is final. A haul worth 5,000,000 or more asks for a second click.

The bench has no price for pickaxes, armour or weapons. Take those to the Tinkerer (/tinker), who pays back 25% of the energy the item cost to level, plus all the unspent energy stored on it.

If something will not sell and salvages for little, fuse it. The Fusion Altar beside the bench turns three jewels of one rarity into a Mystery Jewel, three godly orbs into a Mystery Godly Enchant Orb, and three copies of one trim or offhand into a fresh copy with new rolls.

What players pay for

Most of these come from Expeditions, the PvE runs. You pick an area level up to your own level, and higher levels pay more. These are the drops with steady demand.

Item Why someone wants it Where it comes from
Reforging Stone (the old Reforging Sigil) Rerolls a line on a jewel. Every jewel being crafted uses them Expedition monsters
Truing Stone Rerolls the numbers on a jewel without touching its lines Expedition monsters
Recombinator The only way to a jewel with more than one locked line The Pit Wardens that 40 kills bring out of a Pit Breach at area level 75 and up
Boss keys Skip the farm and go straight to the boss Expedition end bosses, /tribute shop. See Summoning a Boss
Etna Fragments One from each of the four bosses summons Typhon Every base boss kill
Uber fragments 4 summon an Uber boss Avatars on Sacred Maps
Ichor 100 buys a Sacred Map Fissures in Expeditions at area level 100 and up. /tribute shop sells 16 for 3,000 Tribute
Map Votives Adds a Pit Breach, a fissure or more monsters to one run Completing Expeditions, /tribute shop (see Drachma & Tribute)
Orb of Moros Corrupts gear or a jewel for a chance at something better Pit Breaches in Expeditions
Exceptional Enchant Orbs One level above an enchant's normal cap, which the Wormhole cannot roll. Most Calcite enchants need that level first See the orb page
Tartarus Sigil The last pickaxe prestige cannot be reached without one The jackpot of a Tartarus Rift Cache
Echo, Tempering and Honing Sigils A chance at +1 level on an enchant, even past max Rift Caches, Hephaestus
Black Scrolls, Quantum Entanglers A Black Scroll takes an enchant off an item. A Quantum Entangler links two pickaxes so mining with one fills the other's prestige ore counts Contraband and more
Trims Every trim rolls its own stats, so a good roll is worth more than a bad one. A Mythic find is announced to the whole server See Trims

Reforging Stones and Truing Stones cannot be salvaged, so selling is the only way to turn spares into anything. Keep what you craft with and sell the rest.

Map Votives you cannot use yet are worth selling. A Hallowed Fissure Votive needs area level 100 and a Warlord Votive needs 45. The Tribute shop sells votives for 4,000 to 15,000 Tribute, so that is what a buyer compares your price to.

Early in a map few players can farm high area levels, so stones, votives, keys and Ichor are scarce while everyone wants them. Sell those early. This is a starting point: it comes from the level cap schedule, not from sales.

Selling

  • Auction House. Hold the item and run /ah sell <amount> <price each> [energy|cash|obols] in a safe zone. A listing lasts 7 days, or 14 at the top rank. There is no fee and no cut. Money and Obols reach your balance the next time you are in a safe zone. Energy from a sale waits in /ah collect, and the bin clears after 7 days.
  • Trade. /trade <player> swaps items face to face. To trade money, /withdraw it into a Money Note first.
  • Selling energy. You can list Ancient Energy for money or Obols. You cannot list energy for energy.

The Black Auction House is the server's own auction: one lot an hour, bids in money. You buy there. You cannot list on it.

What not to sell or salvage early

  • Your last Reforging and Truing Stones, while you are still crafting a jewel.
  • Boss keys you can use. A key is worth more as a kill than as 500,000 energy if you can win the fight.
  • Ichor. Spending 100 on a Sacred Map is worth far more than salvaging it for 2,000,000 energy.
  • Enchant Dust. It is the only way to a 100% Wormhole roll.
  • A Contraband Satchel or Shard Satchel with things in it. Empty it with /unsatchel first. The Tinkerer pays the same for a full satchel as an empty one.
  • Your old pickaxe, until the new one is enchanted. The Tinkerer is final too.

How to farm each of these is on How to get it. Base income and raid losses are on the Siege guide.