Economy & trade
The other war — for coin, gear and supply. Glory and the currencies that arm a fighter, the global Market, the stalls and depots that hold your goods, and the logistics that keep a nation fed. 9 guides across 3 disciplines.
Currencies & Reputation
4Every point and coin that gears you — Glory, reputation, the three point types, crowns and titles.
Glory & Glory Vendors
The PvP reward track — how Glory and Glory Levels work, the seasonal ranking and its weekly Contribution-Point payout, where the Glory Vendors and Quartermaster sit, and the gear they sell (including the vendor-only Champion's set).
Reputation & the Traitor System
Standing with your nation — how reputation is earned and lost, the three ranks and their real stat bonuses, and the traitor system that punishes turning on your own.
Points: Contribution, Nation & Mentor
The three point currencies that aren't gold — Contribution Points for gear, Nation Points for leveling your guild, and Mentor Points that quietly improve your luck.
Crowns & Titles
The base coin and the bragging rights — how crown denominations work and that they can't be looted, plus what titles are, which are cosmetic, and the weekly titles that actually do something.
Trade & Logistics
3Moving goods and money — the global Market, player stalls and depots, and supply logistics.
The Market
The global, cross-server marketplace — fixed-price listings and the selling fee, the four tabs, the Market Limit and how to raise it, and the Average Sale Price that tells you what things are really worth.
Player Stalls & Depots
Your shopfront and your vault — the AFK player stall (the only way to sell horses), the safe account-wide depot, the guild storehouse, and the decay that follows your goods everywhere.
Player-Driven Logistics
The supply game that pays — hauling free supply packs by wagon to the bastions that need them, where the packs come from, how rewards scale with distance and demand, and the five wagon tiers.