Where Gold Goes
Everyone writes about earning it. What a currency is worth depends just as much on what destroys it, and Forever destroys gold in fewer places than you would think.
Sinks, not spending
Paying another player is not a sink. Your coin becomes their coin and the total in the world is unchanged. A sink is a payment to the game itself: the gold ceases to exist. That distinction is why faucets and sinks are the frame we put everything else into — an economy with active trade and weak sinks inflates, and one with real sinks holds its value.
| Sink | What it takes | How often |
|---|---|---|
| Riding training | 100 g, then 1,000 g | Twice, at the tiers |
| Class trainers | Unpublished for Forever | Every few levels |
| Talent respec | Unpublished for Forever | Whenever you change your mind |
| Repairs | Small | Constantly |
| Vendor reagents | Small | Constantly |
| Gift of Galloping | 150 g | Every 360 hours, if you want top speed |
2 of those rows are blank on purpose. Forever has not published trainer or respec prices, and we are not filling them with numbers from a different game.
The respec argument, and why it is interesting
Players on the official forum are asking for respecs to be free on the beta, or cut by 90%. The reply they keep getting is that beta characters are wiped on November 4 anyway, so the cost is not real money in any sense that matters.
Both sides are right, and the exchange is a neat illustration of something we keep saying about buying gold before the wipe: a cost you pay on a character that will not exist in 6 weeks is not a cost, it is a rehearsal. What makes the thread worth reading is that it shows respec pricing is a live design question rather than a settled one.
What is missing from the list
No auction house cut that anybody has quantified. No Token. No paid boosts. No cash-shop mount competing with the one you save for. Compared with retail, Forever has removed most of the modern faucets and added very few new drains — the black market counter is the newest, and it is capped at 10 charges per character.
Our reading: a short sink list with no Token is the single strongest argument that gold in Forever will be worth more, per unit, than players expect from recent Classic memory. It is also the reason a bot problem would hurt more here: nothing is draining the extra supply back out.
Questions
What is a gold sink?
A payment that destroys the coin instead of moving it. Buying from another player moves gold sideways; paying a trainer, a repair bot or a vendor removes it from the game for good. An economy with plenty of trade and no sinks inflates.
Does Forever have enough sinks?
Fewer than retail, which has no Token here to mint gold on demand either. The confirmed ones are riding training, repairs, trainers, reagents, the speed consumable at the black market and talent respecs. That is a short list for a game meant to run for years.
Which sink should I plan for first?
Riding, because it is the largest single number and it lands at 40. Everything else is small and frequent, which makes it easier to absorb and easier to underestimate.
Sources
- Riding at 100 and 1,000 gold — what riding costs in Forever, where the sources are listed.
- Gift of Galloping at 150 gold for 360 hours — the agents in Riverglades, checked against the game database.
- The respec request and the reply about the wipe — player discussion on the official Forever forum, September 24, 2026.
What changed on this page
- 24 Sep 2026Page created. Every confirmed sink in one table, with trainer and respec prices left blank because Forever has not published them.