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Gold is the secondary ingame currency in SkylordsReborn, besides BattleForge Points. It can be used for upgrading cards, paying auction, reforging and mail fees, but cannot be traded or mailed.
Gold can be obtained by completing matches in PvP, Campaign (PvE) and Battlegrounds (rPvE) or simply by opening Gold Chests in the latter two modes.
Earning Gold[]
PvP[]
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For PvP matches, players get a gold reward at the end of the match, based on the duration of the match and whether they won or lost.
Campaign (PvE)[]
In Campaign players get a reward upon winning the match in form of Card Upgrades. Disconnected players will get no reward. (PENDING CONFIRMATION)
- For winning single-player campaign scenarios, twp upgrade cards are granted, for everything else four in total.
- The upgrade tier of all cards is determined by the difficulty of the completed match.
- Standard difficulty yields upgrade cards of Tier I, Advanced Tier II and Expert Tier III.
- Each map has a pool of thematically fitting upgrade cards that can only drop on that map. These pools include cards of all difficulties per map and then two or four out of that pool are randomly rewarded at the end.
- The upgrades can either be assigned to the player (get randomly assigned in reward mode "Random") or disenchanted into Gold. A player cannot get a duplicate upgrade and it will then be disenchanted for all instead.
- All players receive the same amount of Gold per disenchanted upgrade.
Below is a table with the current gold disenchant values per upgrade, which are based on the rarity of the card and its tier:
Rarity / Upgrade Tier | One (I) | Two (II) | Three (III) |
---|---|---|---|
Common | 140 Gold | 550 Gold | 1000 Gold |
Uncommon | 150 Gold | 570 Gold | 1030 Gold |
Rare | 160 Gold | 590 Gold | 1060 Gold |
Ultra Rare | 170 Gold | 610 Gold | 1090 Gold |
- On 12 player maps, all players get a flat gold value based on difficulty:
- Ascension: 3000 / 6500
- Passage to Darkness: 2500 / 5500
Battleground (rPvE)[]
In Battlegrounds (randomly generated PvE matches) all players of the match are rewarded with Gold upon winning the map. The scenario type currently does not influence the reward. With increasing difficulty, the gold reward increases as well. The table below depicts the current Gold rewards:
Gold Chests[]
- Gold Chests can only be found in Campaign (PvE) and Battlegrounds (rPvE).
- Gold Chests in Community maps are purely decorative and cannot be opened.
- In Campaign games, Gold Chests are always located in the same position, regardless of players or difficulty.
- Depending on the maximum number of starting players of the campaign map, up to eight chests in total.
- In Battlegrounds chests are randomly distributed over the map, but within enemy camps.
- Gold Chests can be opened using nearby unoccupied own ground units by right-clicking on the chest. During their spawn animation units are unoccupied. The received gold from opened chests during the game is also granted if the game is lost in the end.
- There are currently quests about opening enough gold chests.
- Gold chests give all players in the active game a random gold value but within a fixed range. This range depends on difficulty of the match and the number of already opened gold chests.
- The first opened chest gives only half of the base gold range, but the second one gives double the base gold range.
- Third chest onwards, the value is always within the base gold range.
- This is a measure to avoid abuse of players by simple fast opening of the first, often easily accessible gold chest and then exiting the match.
- The greatest base gold range is available on Expert or rPvE 9-10. If played only on Advanced or rPvE 6-8, the range is halved and for Standard or rPvE 1-5 even divided by three (truncation of rest).
Below is a table with the current gold ranges:
Below is a table with the total number of obtainable gold chests sorted by map. Hover over the map name to see the chest's location or visit the respective map page.
Search: | ||
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Map Name | Number of Players | Number of Chests |
Ascension | 12 | 8 / 8 / 8 |
Bad Harvest | 4 | 8 |
Behind Enemy Lines | 1 | 4 |
Blight | 4 | 8 |
Convoy | 2 | 6 |
Crusade | 2 | 6 |
Defending Hope | 1 | 4 |
Empire | 4 | 8 |
Encounters with Twilight | 1 | 4 |
Into the Jungle | 2 | 6 |
Introduction | 1 | 1 |
King of the Giants | 4 | 8 |
Mo | 1 | 4 |
Nightmare Shard | 2 | 6 |
Nightmare's End | 2 | 6 |
Ocean | 1 | 4 |
Oracle | 1 | 4 |
Passage to Darkness | 12 | 8 / 8 / 8 |
Raven's End | 4 | 8 |
Siege of Hope | 1 | 4 |
Slave Master | 2 | 6 |
Sunbridge | 2 | 6 |
The Dwarven Riddle | 4 | 8 |
The Guns of Lyr | 4 | 8 |
The Insane God | 2 | 6 |
The Soultree | 1 | 4 |
The Treasure Fleet | 1 | 4 |
Titans | 4 | 8 |
Unexpected Visitors | 2 | 6 |
Spending Gold[]
Auction House[]
Ingame Mail[]
Sending ingame mail always costs 1 Gold.
Patch History[]
- Campaign PvE scenarios will now only award gold for the first 60 minutes of playtime.
- Added Gold rewards over time to Campaign maps.
- Increased the total amount of gold rewarded at all difficulty levels, even if compared to previously disenchanting all upgrades.
- Single-player and multiplayer maps now grant the same rewards.
- Added a difficulty-based percentage of the victory gold reward, as compensation when losing campaign maps:
- Standard difficulty: 70% of the victory reward
- Advanced difficulty: 40% of the victory reward
- Expert difficulty: 25% of the victory reward
- Gold on-loss cannot be earned unless at least 5 minutes have passed in-game.
- Removed all former reward modes:
Random
,Need/Greed
, andAssign
. - Added a new Pick reward mode.
- Upgrades are now decided on a per-player basis, with each player able to choose the upgrade(s) of their choice.
- Expert and advanced difficulty reward 1 upgrade, while standard difficulty rewards 2 upgrades.
- Disenchanting an upgrade now rewards the same gold regardless of the rarity of the upgrade, while also providing the player with PvE experience, depending on the upgrade level.
- Fixed an issue that prevented ground units from opening gold chests while in combat.
- Flying units are now again properly restricted from opening gold chests.
- Gold rewards for RPvE matches have been changed.
- Random PvE now rewards players with overtime gold rewards based on map difficulty and whether they are playing 1p, 2p, or 4p.
- Gold earned from a 4p level 9 match will be roughly identical, while the gold reward for most other levels has been increased.
- 1p and 2p rPvE matches now reward significantly more gold than previously.
- All rPvE matches now reward 15% of the expected rewards on loss.
- The gold cost to purchase and apply upgrades has been restructured.
- Previously, the application cost accounted for 28% of the total gold cost; it has now been increased to 40% while the cost to purchase upgrades has been decreased proportionately.
- Common and uncommon cards now have higher gold costs, while rare and ultra-rare cards have lower gold costs. The total cost to purchase and apply all upgrades, approximately 5.7 million gold for all cards, remains unchanged.
- Gold chests can now be opened while in combat.
- Added an in-game notification when all gold chests have been opened.
- Added a gold reward penalty for completing campaign maps on advanced or expert difficulty faster than 10 minutes.
- This affects the disenchanting of rewarded upgrade cards and the base reward of 12 player maps, but not gold chests.
- Matches completed faster than 5 minutes will only yield 25% of the normally earned gold.
- Matches completed between 5 and 10 minutes will yield increasingly more from 25% up to the full 100% by using the following formula
(X - 300) / (300) * 0.75 + 0.25
, where X is the number of seconds spent in-game.
- Changed the cost of very long auctions of ultra rare cards to be 80 gold instead of 90.