Economy

Silver ・ Gold ・ Diamonds

The most common way an MMORPG economy collapses is piling living costs, market trading and endgame progress onto a single currency. Endless Adventure Online splits them into three layers from day one, so every source and sink stays where it belongs.

Design Principle

The Core Principle

Silver pays for system services, Gold runs the player market, Diamonds gate endgame progress. Regular grinding shouldn’t print market currency, endgame gear shouldn’t be buyable with raw Gold, and a newcomer’s living costs shouldn’t feed auction house inflation.

Silver currency icon

SILVER

Silver

Living costs ・ system-service currency

Main sources

  • Small drops from regular monsters
  • Main and side quests
  • Selling white / green gear to NPCs
  • Daily commissions (daily cap)
  • Salvaging low-tier gear

Main uses

  • Teleport / return fees
  • Learning and upgrading skills
  • Life-skill processing fees
  • Basic NPC goods (potions, scrolls)
  • Storage and commission refreshes

Silver never enters the player market: you can’t buy from other players with Silver, and you can’t mail Silver to them either.

Gold currency icon

GOLD

Gold

Player market ・ trading currency

Main sources

  • Auction house sales income
  • Dungeon bosses (daily / weekly caps)
  • World boss contribution rewards
  • Small fixed amounts from dailies and weeklies
  • High-tier quest chapter payouts

Main uses

  • Royal Exchange sales tax of 20%
  • Direct trade fee of 15%
  • Personal stall fee of 10%
  • Diamond Exchange fee of 10% on the Gold side
  • High-tier crafting fees
  • High-tier re-roll / line fees
  • Guild construction

Gold is the only pricing unit on the player market. All four trading channels charge a sales tax only — there is no listing fee and no cancellation fee. Regular monsters generally don’t drop Gold directly, so grinding never becomes a money printer.

Diamonds currency icon

DIAMOND

Diamonds

Endgame progress ・ pity resource

Main sources

  • Shop top-ups
  • Diamond Exchange: buy Diamonds from other players with Gold (floor 15 Gold per Diamond)
  • Weekly high-end content and achievements (account cap)
  • Limited event exchanges

Main uses

  • Shop progression materials and cosmetics
  • Diamond Exchange: sell Diamonds for Gold
  • Black Market Merchant: 100 Diamonds → 6,000 Gold and up (decreasing with each purchase that day)
  • Locking high-tier lines and pity protection on re-rolls

There are two official ways to convert between Diamonds and Gold: the Diamond Exchange (player to player, floor 15 Gold per Diamond, 10% fee on the Gold side) and the Black Market Merchant (an emergency Diamonds-to-Gold channel with a deliberately worse rate than the player market). Diamonds cannot be transferred directly between players.

Trading Rules

Item Tiers & Trading Rules

“Can it be listed, what currency pays for it, and can it be sold to an NPC” are three different questions.

Tier Player trading (Gold) Binding rules Selling to NPCs
All equipment (White to Orange) Tradable while unequipped (exchange, direct trade, personal stall) Permanently character-bound once equipped — no rarity exceptions, Legendaries included Sells to NPCs for Silver
Account-bound-by-source gear Not tradable (shop, quest, event, NPC shop, Merchant Kingdom purchases) Account-bound on acquisition; an Equipment Unbinder allows one trade, but world boss weapons and similar sources can’t be unbound Sells to NPCs for Silver
Materials / consumables Listable on the exchange (Gold) Mostly unbound; all potential items are account-bound Depends on the item

Why It Lasts

What This Design Means for You

Three currencies aren’t there to complicate things. They’re there so that when you come back three months later, your Gold is still worth something, the Legendary you fought for hasn’t turned to junk, and no one can swipe a card straight to the finish line.

Endgame gear can’t be bought out

Every piece of equipment binds permanently to the character once worn, so the second-hand market only carries never-worn gear; world boss weapons and paid or event items are account-bound and never reach it. Players who put in the time won’t be outspent overnight.

Loot hunting still pays

Gear of any rarity stays listable before it’s equipped, and materials flow steadily into the market — farmers earn a fair income.

Living costs never touch the market

Silver covers everyday expenses like teleports, skills and processing. It’s a separate loop from auction house Gold, so the two never pull on each other.

Old gear retires with dignity

New versions don’t add a red tier to trash your Legendaries. Same-tier, higher-level gear takes over instead, so old pieces still hold up for a while.

F2P Promise

Free Players Get the Full Experience

  • The full game is free to play; the shop and Diamond top-ups are optional extras
  • Diamonds can’t buy player gear directly — endgame sets can’t be purchased outright
  • Loot hunters earn Gold reliably by selling materials and unworn gear on the auction house
  • Crafting-minded players can join the market through gathering, processing and cooking (live now; Patron Tier 4+ also unlocks One-Click Gathering — see life skills)

Read next: equipment & enhancement ・ life skills ・ shop

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