Skip to content

Auction House

The Auction House is where players sell items to each other for Gold. It is a building in Dawnmere Village: you list an item with a price, it waits in the Auction House, and when someone buys it you get the Gold minus a small tax. Trading unlocks at character level 5 with a verified email.

Trading with other players unlocks once you meet every point of the checklist in the Auction House:

  • your email address is verified,
  • your character has reached level 5,
  • your account has no trade restriction.

The checklist shows what is still missing. The same unlock applies to the Jade exchange and to taking items or Gold from a guild.

For the first 28 days after trading unlocks you are a new trader:

  • you can keep at most 5 listings active at a time (instead of 20),
  • you can spend at most 5,000 Gold per day (UTC) on purchases — purchases in the Auction House and at the Jade exchange count together.

The Auction House shows how much you have left today and when the new-trader period ends.

Almost everything in your bag. These items can’t be listed:

  • equipped or locked items, and items in the family vault or in guild storage,
  • quest items and other items that are not tradeable,
  • bound items.

Stackable items can be listed in any quantity. Gear is listed as the exact piece: rarity, affixes, upgrade level and durability go with it, and broken gear can be sold too.

Some gear binds to you the first time you equip it. After that it can never be listed or put into guild storage — sell it before you wear it if you don’t want it.

Items that bind when equipped
Effects
Tidecaller RingA drowned priest's ring. The tide still whispers within it.EquipmentRareRing20
  • +3 Wisdom
  • +3 Constitution
  • +2 Crit %
90
Drowned PendantGreen with age, once worn by the shrine's faithful. Increases Luck.EquipmentRareNeck20
  • +5 Defence
  • +4 Luck
90
Sunken BladeA temple blade from the depths, still keen after centuries under water.EquipmentRareMain hand20
  • +28 Attack
  • +2 Speed
140
Quivering CrownbladeThe Slime King's crown gel never quite set. Its tremor spreads to whatever it cuts.EquipmentLegendaryMain hand9
  • +10 Attack
  • +2 Luck
  • +5 Crit %
  • Frostbite: Critical hits chill the enemy for 2 rounds: 50% less speed, 25% less attack.
80
Tuskbreaker BandCarved from a tusk that broke on its owner's shield. It still bites back.EquipmentLegendaryRing6
  • +2 Strength
  • +1 Constitution
  • Thorns: Reflects 20% of the damage you take, ignoring defence (at most 15% of your attack per hit).
60
MossheartA living knot of moss that hardens the moment danger draws near.EquipmentLegendaryNeck6
  • +3 Constitution
  • +1 Defence
  • Opening Ward: Every battle starts with a shield of 15% of your max HP for 3 rounds.
60
LeechmawA ringed blade from a leech's jaw. It drinks before you do.EquipmentLegendaryMain hand15
  • +15 Attack
  • +2 Dexterity
  • Lifesteal: Heals you for 8% of the damage you deal.
90
Wispfire LanternA captured wisp that shows you where every creature is weak.EquipmentLegendaryOff hand18
  • +5 Defence
  • +3 Wisdom
  • Elemental Edge: Hits without an element deal 15% more damage to enemies your affinity beats.
90
Venomfang GlaiveTipped with the Mire Wyrm's own fang. The wound keeps weeping.EquipmentLegendaryMain hand24
  • +28 Attack
  • +3 Strength
  • Bleed: 20% chance on hit: the enemy bleeds for 25% of your attack each round for 3 rounds, ignoring defence.
180
Sentinel's AegisThe shrine's guardian held this for centuries. Whoever strikes it reels.EquipmentLegendaryOff hand22
  • +7 Defence
  • +2 Constitution
  • Stagger: 12% chance when you are hit to stun the attacker for 1 round (at most every 3 rounds).
120
Drowned Abbot's CowlStill damp. The prayers woven into it never dried out.EquipmentEpicHead22
  • +4 Defence
  • +3 Wisdom
  • Set piece: Vestments of the Drowned Abbot
140
Drowned Abbot's VestmentHeavy with river silt and old vows.EquipmentEpicChest22
  • +10 Defence
  • +3 Wisdom
  • Set piece: Vestments of the Drowned Abbot
160
Drowned Abbot's Prayer BeadsSwamp pearls on a rotted cord. Each one hums a different psalm.EquipmentEpicNeck22
  • +3 Wisdom
  • +2 Constitution
  • Set piece: Vestments of the Drowned Abbot
140
Hag-Eye BandThe fen hag's glass eye, set in bog iron. It never blinks.EquipmentEpicNeck20
  • +2 Wisdom
  • +2 Luck
  • Set piece: Fen Pact
120
Wyrmcoil BandA ring of wyrm scale that tightens when poison is near.EquipmentEpicRing24
  • +2 Strength
  • +2 Constitution
  • Set piece: Fen Pact
140
ShellsplitterOld Ironclaw's crushing claw, sharpened to an edge. Now and then it snaps twice.EquipmentLegendaryMain hand19
  • +20 Attack
  • +2 Strength
  • Echo: 15% chance on hit to strike again for 60% damage.
110
Sirensong LocketA locket that still carries the siren's song. Your blows draw strength from it.EquipmentLegendaryNeck12
  • +3 Wisdom
  • +1 Luck
  • Lifesteal: Heals you for 5% of the damage you deal.
60
TalonstringThe carrion matriarch's talons on a leather cord. Wounds they open do not close.EquipmentLegendaryNeck24
  • +2 Strength
  • +2 Luck
  • Bleed: 12% chance on hit: the enemy bleeds for 20% of your attack each round for 3 rounds, ignoring defence.
70
BoulderfistA stone the chieftain wore smooth with his fist, hafted on iron. Now and then a hit leaves the enemy reeling.EquipmentLegendaryMain hand30
  • +34 Attack
  • +3 Strength
  • Stagger: 12% chance on hit to stun the enemy for 1 round (at most every 3 rounds).
160
Crimson RapierA slender rapier with a crimson grip. Light and fast.EquipmentRareMain hand37
  • +50 Attack
  • +3 Speed
190
Ballroom MailMail under a velvet tailcoat. Made for dancing and for duels.EquipmentRareChest38
  • +23 Defence
  • +5 Constitution
150
Bloodglass PendantA drop of blood behind glass. Increases Constitution, Luck and your critical chance.EquipmentRareNeck36
  • +4 Constitution
  • +4 Luck
  • +2 Crit %
120
Nightfall BandA black ring that is cold at dusk. Increases Strength, Wisdom and your critical chance.EquipmentRareRing38
  • +4 Strength
  • +3 Wisdom
  • +2 Crit %
120
Opera CapeBlack outside, red inside, dramatic always. Part of Acula's Evening Wear.EquipmentEpicCloak38
  • +8 Defence
  • +3 Speed
  • +2 Luck
  • Set piece: Acula's Evening Wear
160
Acula's CravatA silk cravat with a ruby pin. Part of Acula's Evening Wear.EquipmentEpicNeck38
  • +4 Constitution
  • +4 Wisdom
  • Set piece: Acula's Evening Wear
150
Acula's Signet RingThe family crest in black gold. Part of Acula's Evening Wear.EquipmentEpicRing40
  • +4 Strength
  • +3 Constitution
  • Set piece: Acula's Evening Wear
160
Nightwing MantleWoven from the wings of a very old bat. At the start of a fight it wraps you in shadow.EquipmentLegendaryCloak33
  • +6 Defence
  • +3 Speed
  • Opening Ward: Every battle starts with a shield of 12% of your max HP for 3 rounds.
90
Gargoyle HeartA shield of the gargoyle's stone heart. Whoever strikes it feels it.EquipmentLegendaryOff hand34
  • +12 Defence
  • +3 Constitution
  • Thorns: Reflects 18% of the damage you take, ignoring defence (at most 15% of your attack per hit).
110
The Steward's TrayA silver tray, dented by centuries of service. Sometimes it parries on its own.EquipmentLegendaryOff hand36
  • +12 Defence
  • +3 Wisdom
  • Stagger: 12% chance when you are hit to stun the attacker for 1 round (at most every 3 rounds).
110
Sanguine RapierDr. Acula's second-best rapier. Every hit drinks a little.EquipmentLegendaryMain hand38
  • +45 Attack
  • +3 Strength
  • Lifesteal: Heals you for 7% of the damage you deal.
200
Rimebound EdgeA blade of rime that never melts. Critical hits freeze the enemy.EquipmentLegendaryMain hand45
  • +47 Attack
  • +3 Strength
  • Frostbite: Critical hits chill the enemy for 2 rounds: 50% less speed, 20% less attack.
220
Cairnstone AegisA shield of stacked cairn stones. Frost and poison slide off it.EquipmentLegendaryOff hand47
  • +15 Defence
  • +3 Constitution
  • Resistance: 50% chance to resist being slowed.
  • Resistance: 30% chance to resist poison.
150
Warden's OathThe fate warden's oath, cast in gold. When you are close to falling, you strike harder.EquipmentLegendaryNeck44
  • +4 Constitution
  • +3 Strength
  • Last Stand: Below 35% HP your attack rises by 18%.
140
Fateweaver BandA ring of golden threads. Sometimes your strike happens twice.EquipmentLegendaryRing50
  • +4 Strength
  • +4 Constitution
  • Echo: 18% chance on hit to strike again for 60% damage.
160
Bell-BreakerThe Bell Oni's hammer. Now and then a strike makes the enemy stagger.EquipmentGodlikeMain hand66
  • +84 Attack
  • +8 Strength
  • +3 Crit %
  • Stagger: 15% chance on hit to stun the enemy for 1 round (at most every 3 rounds).
400
Data from game version 0.3.0 · f8531c1 (2026-10-01)

At the Auction House, open Sell, pick an item and set:

  1. Price per item in Gold (within the allowed range, see below),
  2. Quantity (for stacks),
  3. Duration — 12 h, 24 h, or 48 h.

You pay the listing fee right away: 1% of the total price (price × quantity), at least 1 Gold. It is never refunded, not even if you cancel. The item leaves your bag and waits in the Auction House until it sells, expires or you cancel it. You can have at most 20 listings active at once (5 as a new trader).

  • Minimum: the price a merchant would pay you for the item (including its rarity and upgrade bonus). Selling below that makes no sense, so the Auction House does not allow it.
  • Maximum: 10× the item’s reference price.

The reference price is the median price of the item’s sales in the last 7 days. While there have been only a few sales, it is 2× the merchant price instead. The Prices tab shows the price history of every item: median price per day, number of sales, lowest and highest price.

Open Browse and filter by item, type, rarity, slot, upgrade level or the level you need to use it; sort by cheapest, newest or ending soon. From a stack you can buy only part. The item goes straight into your bag, and purchases are final.

  • You can’t buy your own listings.
  • If the price changed while you were deciding, the game asks you to confirm again.
  • Items you buy do not count for the collection book — only items you find yourself do.

When an item sells, the sales tax of 5% (at least 1 Gold) is taken from the price and the rest is paid out the next time you do anything in the game. Expired listings come back to your bag the same way. You can cancel an active listing at any time; the item returns at once, the listing fee does not.

My trades lists your active listings and every sale and purchase with its status.

Some trades are checked for fraud before the seller is paid, for example when the price is far above the reference price. The buyer gets the item right away; the seller’s Gold is held for 7 days and paid out automatically when the review period ends. The Auction House shows the date. If a moderator finds that a trade was part of cheating or real-money trading, it is reversed.

When you buy, the Auction House warns you if a price is far above the reference.

  • Check the Prices tab first. List near the recent median to sell quickly; the fee is lost if your item never sells.
  • The fee does not depend on the duration. Pick the longest duration (48 h) unless you plan to change the price soon; a new listing costs the fee again.
  • Sell bind-on-equip gear before you wear it. Once bound, it can only be sold to merchants.
  • An Ascension removes your active listings. The goods go into your Ascension Vault, so nothing is lost, but they are no longer for sale.
  • Trade inside the game only. Buying or selling Gold, items or accounts for real money is forbidden, and so is using several accounts to move items between them.