Saved revision 3. Current page.
Gold farming methods
Choosing a method
| Method | Best suited to | Repeat limit | Main drawback |
|---|---|---|---|
| Short Regular dungeon runs | A character who can clear the entrance rooms reliably | Enemies and emptied containers refresh after 20 real minutes | Travel, repairs and selling take time |
| Searchable container routes | A character able to deal with search ambushes | Normally 25 real minutes per object; a public-room bug can restore taken contents | Results vary, and searches can spawn enemies |
| High-quality dungeon loot runs | A well-equipped character, preferably with Recall | The same 20-minute timer in Regular dungeons | Dangerous enemies can erase the saving in time |
| Dagon's Breach with a group | Characters able to survive in the court | One reward per breach; scheduled every 2 hours | A group must finish the fight and you must qualify for rewards |
| Starfall | A group during the Witches' Festival | Up to 9 claims per account daily | Seasonal; fights and travel still take time |
| Court and crafting writs | Characters with materials already gathered | 3 court writs and 3 crafting writs per account daily | Ingredients have a cost; rewards are silver |
| Shoplifting light valuables | A character with high Pickpocketing | Shops restock by game date | Detection, fines, reputation loss and confiscation |
These are recommendations from the loot rules and map data. Gold per hour has not been measured in live play. Compare the gold you actually bank after travel, repairs and supplies, including the time spent selling.
Methods that do not give unlimited gold
| Suggested shortcut | Actual limit |
|---|---|
| Leave and re-enter a dungeon | Normally preserves its timers. Raised loot piles: Elona and alternatives, but a repeatable live exit/re-entry loop remains unverified |
| Farm Elite dungeons because they always pay more | They give +20% drop chance and rarity quality, but take 40 minutes to refresh and have tougher enemies |
| Level up, then collect the same treasure piles | Online pile gold is not multiplied by character level; searchable objects and events have separate rules |
| Replay paid Arena bouts | Their purses are not paid again after a loss; ladder progress is useful one-time income |
| Repair or craft high-quality gear for NPC shops | Paid repairs and craft quality do not create the expected resale premium |
| Take bank loans repeatedly | Loans must be repaid with interest; default blocks banking services |
For a new character, start with a manageable Regular dungeon, a short route to a buyer, and a bank deposit after each batch. Add a cart when carrying capacity becomes the bottleneck. For an established character, compare a Recall loot run with a group Breach, and keep whichever leaves more gold after the same amount of time.
Sources (72)
- src/systems/shopStock.js
- src/systems/tradeModes.js
- src/systems/item/foundMark.js
- src/systems/repairService.js
- src/net/townEconLaw.js
- src/net/marksLaw.js
- src/systems/silverFinds.js
- src/net/professionLaw.js
- src/net/nodeLaw.js
- src/net/writLaw.js
- src/net/craftWritLaw.js
- src/net/marketLaw.js
- src/net/vendorLaw.js
- src/net/patronLaw.js
- src/net/decorLaw.js
- src/net/homeLaw.js
- src/systems/bounty/bountyBoard.js
- src/systems/bounty/bountyReward.js
- src/systems/searchables.js
- src/systems/eliteFoes.js
- src/systems/quest/actions.js
- src/systems/guild/guildServices.js
- src/systems/gate/gateSpoils.js
- src/systems/raidSpoils.js
- src/systems/serpent/serpentSpoils.js
- src/systems/starfall/starSpoils.js
- src/systems/starfall/starglassRow.js
- src/systems/ketch/ketchSpoils.js
- src/systems/superDungeon/sdSpoils.js
- src/net/superDungeon/sdLaw.js
- src/systems/eliteGates/egSpoils.js
- src/net/eliteGates/egPay.js
- src/systems/arena/arenaLadder.js
- src/systems/arena/arenaBook.js
- src/net/card/cardLaw.js
- src/systems/naval/tradeGoods.js
- src/systems/naval/harbourBoard.js
- src/systems/naval/captainLedger.js
- src/systems/naval/navalPlunder.js
- src/systems/shipyards.js
- src/systems/loot/loot.js
- src/systems/roleplayRealismItems/rriRealism.js
- src/systems/unleveledLoot.js
- src/systems/dungeon/dungeonRespawn.js
- src/world/smallerDungeons.js
- src/formats/mapsFile.js
- src/net/gate/gateBrain.js
- src/systems/teleportAnchor.js
- src/systems/theft.js
- src/systems/stolenGoods.js
- src/combat/formulas.js
- src/systems/banking.js
- src/systems/worldTick.js
- src/net/wire.js
- src/systems/online/onlineLane.js
- src/formats/blocksFile.js
- src/formats/arch3dFile.js
- src/world/rdbLayout.js
- src/world/dungeon/dungeonLayout.js
- src/world/arch3dSeams.js
- src/ai/nav/navBake.js
- src/ai/nav/navmesh.js
- src/player/collider.js
- src/player/enterExit.js
- src/scenes/roomLootHost.js
- src/scenes/searchRoom.js
- src/systems/roomLoot.js
- src/scenes/dungeonContext.js
- src/player/activate.js
- src/world/rmbFlats.js
- src/scenes/lockpickHost.js
- src/systems/lockpick/lockpickItem.js