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Gold
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While gold is required for NPC purchases, it's seldom used in the player to player economy. Gold is too common, too hard to carry in large quantities, and since none of the best items in the game can be purchased (a few extremely rare magical items aside, which cost more time than gold, in the form of endless NPC merchant visits) with it, players generally engage in a barter-based economy, trading items for items, or else using small items such as [[Stones of Jordan]], perfect gems, or [[runes]] for a sort of default currency that replaces or supplements straight item to item bartering.
==Gold Acquisition==
The easiest way to obtain gold is to pick it up when its dropped by monsters or chests. Gold picked up in multiplayer games shares evenly between all party members on that level. If there are 5 players in a party, but one of them is in town, and one character picks up 1000 gold, he and the other 3 on that level will instantly gain 250 gold.
If one or more characters in a party are at their maximum gold capacity, the gold picked up will be shared amongst those who are not yet full. This can create an interesting situation if a character who is full of gold picks up a stack. The amount to share will be deducted from the stack, and the rest will fall back to the ground. A character can therefore click the same stack several times and watch it steadily shrink down to nothing, reducing by halves or more, depending on how many other characters are in the party.
===Gold from Item Sales===
Besides picking up gold, most characters make substantial profits by selling items to merchants. The maximum amount merchants will pay for any item is set by Act during Normal Difficulty, and then increases another 5000 on Nightmare and Hell difficulty, in any act.
* Normal Difficulty:
===Increased Gold Find===
Items with the "increases gold find" modifier increase the amount of gold dropped by monsters and chests by percentage. These items do not affect merchant prices (though some unique items will lower the prices charged by merchants) or change the mechanics of party gold sharing; they simply increase the total gold dropped. These increases can be quite substantial; it's not difficult to assemble equipment with more than 500% increased gold find -- over 1000% is quite possible -- and characters who wear such equipment and take the time to pick up levels full of 2000-3000 gold stacks almost invariably have better gear than most characters, thanks to all the incremental equipment improvements their constant gambling creates.
[[Image:Gold-find1.jpg|frame|center|Typical results from a Travincal run by a character with 650% gold find. Not bad for 2 minutes work.]]
==Gold Loss==
Characters drop a percentage of their gold when they die. The formula for the gold dropped differs slightly between multiplayer and singleplayer characters, since SP characters will never lose all their gold. (These same rules apply to [[Hardcore|hardcore characters]], but in their case gold loss is the least of their worries.)
Single player characters differ from this slightly, in that dying will never leave them broke. They do not lose gold from their stash when they die, and 500 gold per clvl is exempt from the death penalty. If a level 20 single player paladin died with 10,000 gold to his name, he would not drop anything. (Just self respect.)
==Carrying Capacity==
Characters can carry more gold as they level up, and this increases at a constant rate of 10,000 per level. A brand new level 1 character can hold up to 10,000 gold, a level 15 character can hold up to 150,000, and so forth, up to 990,000 on a maximum level 99 character.
Gold does not require any inventory space in ''Diablo II'', nor does the weight of it factor into character movement speed or stamina drain. Gold should be regularly placed in the stash, which has more capacity than a character. When used for purchases from NPCs, gold is first taken from a character's pocket, then automatically deducted from the amount in the stash, if necessary.
===Maximum Gold Capacity===
The most gold a character can possess (not counting stacks left on the ground, which will decay and vanish after 10 or 15 minutes, assuming other players don't steal them first) is 3,490,000, at level 99. That's 990,000 on the character + 2,500,000 in the stash.
===Stash Gold Capacity===
The stash's gold holding capacity also increases with a character's level, at a fairly even rate, with one large exception. After allowing less than 200,000 through most of normal difficulty, the stash rockets up from 200,000 to 800,000 at level 31, then goes into a slow but steady climb, gaining 50,000 in capacity every two character levels until it maxes out at 2,500,000 at level 98. See the full table below.