How the economy works
Three currencies and one direction. The game never pays SOL: SOL only moves between players, and the game takes a fee when it does.
Three currencies
- Gold is earned on outings and spent on services: the Shop, the Forge, keys and consumables. It never turns into SOL.
- Crystals come from some outings and go to comfort and cosmetics, such as extra stash pages.
- SOL is what players pay each other on the market. It can also buy a few bound items from merchants.
One-way valves
Every currency flows in one direction only: SOL can become crystals, crystals become comfort and cosmetics, SOL can buy bound items from a merchant, and gold buys services. None of these ever goes back.
The reason is simple: if something bought with gold could be sold for SOL, gold would just be SOL at some exchange rate. That is why everything bought from a merchant, with any currency, is born bound, and why merchants never buy from players.
The Economy page has the raw numbers behind all of this.
Can you earn SOL playing?
The game itself never pays SOL. There are no SOL rewards and no fixed exchange rate: outings pay experience, gold, crystals and items. The only SOL a player can receive comes from another player who chose to buy something, at a price that players set and that can move in any direction.
Nothing on this page is a promise of income. Guildlands is a game first; the market exists so that items have an owner and a price, not to pay anyone for playing.
What can be traded
- Materials and other stackables go through the order book.
- Gear goes through fixed-price listings, because every copy has its own rarity and mods.
- Forged items are born tradable. Materials are bought on the market, so what is made from them has to be able to go back.
- Anything bought from a merchant is bound, whatever the currency, and cannot be sold.
- Chests and keys never reach the market. A sealed box with odds and a price would be a bet. What comes out of a chest can be sold like any other item, except when the chest was opened with a key bought from a merchant: then its contents are bound too.
How the order book works
- A sell order hands over its units when you place it, and a buy order pays when you place it: the SOL is held in custody until the order fills or you cancel. A trade can never find a seller without items or a buyer without funds.
- The trade happens at the price of the order that was already in the book. If you place a buy at 10 against a sell at 8, you pay 8 and the difference comes back to you.
- Nobody trades against themselves. A buy and a sell from the same account do not match, so volume cannot be faked.
- The market box. If what you bought does not fit in your stash, it waits in the market box until you collect it.
- Limits. Up to 20 open orders per account, up to 100,000 units per order, and a minimum price of 0.000001 SOL per unit.
Gear listings
Listing a piece of gear moves it into custody: it leaves your stash and cannot be equipped or moved while listed. Buying it moves it to the buyer; cancelling brings it back. You sell from the stash, not from what a character is wearing.
Sellers sign with their highest-level character that is not set to private; if all of them are private, the sale shows as anonymous. There are seller profiles and sale history, but no stars or reviews.
Fees
The market keeps 5% of every sale: the seller receives the price minus the fee. Withdrawing SOL has a 1.5% fee. There is no deposit fee.
The daily loot budget
Energy belongs to each character, but the number of tradable items the game hands out is counted per account and per day. The budget does not touch the first items of the day; after that it cuts the odds step by step, as the table shows. There is never a hard wall, but the total stays bounded.
That is why extra characters give you more game, never more money: three characters can be doing three different things, but together they do not take more tradable items out of the game than one.
| Tradable item of the day | Chance |
|---|---|
| 1–8 | 100% |
| 9–14 | 50% |
| 15–20 | 15% |
| 21+ | 5% |
Withdrawal rules
- A character of at least level 10 on the account.
- An account at least 7 days old.
- A linked wallet.
- A minimum of 0.005 SOL per withdrawal, with the 1.5% fee above.