Dropped items have a chance to be converted to gold. This is inversely correlated with the item's [[rarity]]; normal ittems are significantly more likely to drop as gold than higher rarity items.<ref>https://youtu.be/YgVM8I9ZJIE?si=yEAedn1E6K1A2RXl&t=774</ref>
Dropped items have a chance to be converted to gold. This is inversely correlated with the item's [[rarity]]; normal items are significantly more likely to drop as gold than higher rarity items.<ref>https://youtu.be/YgVM8I9ZJIE?si=yEAedn1E6K1A2RXl&t=774</ref>
==Version history==
==Version history==
Revision as of 19:46, 9 December 2024
Lua error in Module:Item/core at line 503: The item class id "Gold" is invalid. Using the correct item class id is required for the template to work correctly..
Any Gold within pickup range will be added to your inventory automatically upon moving or teleporting using a skill.
Gold does not take up any inventory space. The amount of Gold currently held can be seen on your Inventory screen.
Gold cannot be traded with other players or itemized.
Gold can be used to respec passive skills.
Gold can be used to change the chosen attribute of attribute travel nodes, at half the price of respeccing.
Gold is required as a cost for placing orders on the currency exchange.
Uses
Each town contains a vendor and gambler that can trade the player items for gold.
Item acquisition
Gold can drop anywhere.
Dropped items have a chance to be converted to gold. This is inversely correlated with the item's rarity; normal items are significantly more likely to drop as gold than higher rarity items.[1]