Prices that fit the journey
Affordable daily stock, lower supply costs and a gentler gold curve for equipment improvements.
Daily vendors previously priced every offer from an old regional income estimate that excluded travel, respawns and recovery. Even a level-three common item could cost 41,796 gold. Prices now follow the actual item level and rarity; that same offer costs 72 gold. Daily stock, purchase limits and the weekly epic schedule remain the same.
A starting stock of ten health potions and five mana potions now costs 130 gold instead of 240. Potions retain their healing, mana recovery and acquired tiers. Prices grow more slowly above level 100, so stronger flasks do not become increasingly disconnected from ordinary monster income.
Equipment reinforcement has a gentler gold curve. For example, a level-20 rare item's attempt from +2 to +3 costs 1,147 gold instead of 4,886. Success probabilities, essence requirements and the bonus per successful rank are unchanged. High ranks remain long-term goals.
Crafting gold costs are one third lower, affix rerolls and jewel extraction cost half as much gold, and jewel fusion costs 40% less gold. Materials, fusion inputs and success rules are preserved. Vendor jewels are priced by grade, and material bundles by quantity.
When automatic potion replenishment is enabled, automatic equipment purchases now leave enough gold for the missing configured potion stock in addition to the chosen reserve. Owned usable potions count toward that stock; this does not purchase extra flasks or change the character's settings.
Gold drops, experience, special-item drop rates and real-money prices have not changed. Existing gold balances and owned items are preserved. The adjustment improves purchasing power through lower gold costs, without issuing gold or retroactive refunds.