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
  • Gear identification
  • 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

  • Auction house sales tax of 3–8%
  • Listing / cancellation fees
  • High-tier crafting fees
  • High-tier re-roll / line fees
  • Guild construction

Gold is the only pricing unit on the player market. 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

  • Weekly high-end content (account cap)
  • Season quests / season shop
  • First clears and achievements
  • Limited event exchanges

Main uses

  • Pity-crafting legendary gear
  • Locking high-tier lines
  • Pity protection on high-tier re-rolls
  • Season shop bound materials / cosmetics

Diamonds never enter the auction house, can’t be transferred between players, and can’t be converted into large amounts of Gold — they’re the valve on endgame pacing.

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
White / Green gear Listable on the auction house (Gold) Usually unbound, or binds on equip Sells to NPCs for a little Silver
Blue (Rare) Tradable while unequipped Binds on equip Sellable to NPCs, below salvage value
Purple (Epic) Tradable unidentified, or one trade only Binds on identify / equip Not worth selling to NPCs
Orange (Legendary) Not freely tradable Account- or character-bound Don’t sell to NPCs

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

Legendaries are account- or character-bound; only materials reach the auction house. Players who put in the time won’t be outspent overnight.

Loot hunting still pays

Epic gear stays listable before it’s identified or 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, identification 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 unidentified gear on the auction house
  • Crafting-minded players can join the market through gathering, processing and cooking (in development — see life skills)

Read next: equipment & enhancementlife skillsshop

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