
Mithril (MITH) and the economy
What MITH is, where every coin comes from and goes, and why the economy runs on a fixed supply and a vault with hard limits instead of minting on every loot.
One copper, one Mithril
Mithril, ticker MITH, is the server's money as a Solana token.
| Peg | 1 MITH = 1 copper of vanilla's money: what vanilla called a silver is 100 MITH, a gold 10,000 MITH. |
| Decimals | 6 on chain, so wallets list MITH as a normal token. In game every amount is a whole number of Mithril, exactly like copper. |
| Standard | Token-2022 (Solana's newer token program) with on-chain metadata. No transfer fee, no freeze authority. |
| Chain | Solana mainnet, with the contract address published on this site at launch. |
| Supply | 20,000,000,000 MITH, minted once. See Tokenomics. |
| Contract address | Published here at launch |
In game, gold, silver and copper are replaced by one number and a Mithril coin, everywhere money appears: bags, merchants, the auction house, mail, trade, tooltips, loot messages and quest rewards. Long numbers are shortened where space is tight (12.5K, 1.2M). "You loot 1,500 Mithril" means you looted 15 silver.
A few reference prices, in MITH:
| Thing | Vanilla price | In MITH |
|---|---|---|
| [Linen Cloth] to a vendor | 13 copper | 13 MITH |
| A flight path, median | 6 silver 30 copper | 630 MITH |
| Full repair of a level-60 blue set | about 5 gold | 50,000 MITH |
| Level-40 riding skill and mount | 100 gold | 1,000,000 MITH |
| Level-60 epic mount | 1,000 gold | 10,000,000 MITH |
MITH is the realm's currency, not an investment: no return is promised, and nothing on this site is financial advice.
Where every coin lives
At any moment each MITH is in exactly one of these places:
- The Vault of Undermine, an account owned by the economy program. 80% of the supply starts here, and it pays everything the game pays.
- Game vaults, one per player wallet, owned by the program. This is "your Mithril" while you play.
- The escrow vault, where money waits while it's in the mail or bid on the auction house.
- The trading pool, where MITH trades against SOL. 20% of the supply starts here.
- Wallets: MITH in your own Phantom, after a withdrawal or a purchase.
How coins move
The game decides; the chain follows. Every money change in the game has a reason, and each reason maps to one kind of onchain movement:
| In game | Onchain | Effect on supply |
|---|---|---|
| Loot, quest reward, selling to a vendor | Payout: the Vault to your game vault | none |
| Repairs, training, flights, vendor purchases, auction cut, postage | Sink: your game vault to the Vault | none |
| Anything from the Mithril Cartel (boosts, flight unlocks, the Courier, rare goods) | Sink, burned while the Vault is well stocked (the Cartel burn) | shrinks while the burn is on |
| Trade, mail, auction purchase between players | Transfer: game vault to game vault, no fee | none |
| Withdraw to Phantom | Transfer: your game vault to your own wallet | none |
| Deposit from Phantom | Transfer: your wallet to your game vault | none |
Nothing on that list creates MITH: the supply can only ever shrink from 20,000,000,000, through the Cartel burn. The Vault works like a water tank feeding the game's taps (mobs, quests, vendors), and the sinks drain back into it.
Why a vault
The design was chosen after an agent-based simulation of a vanilla economy calibrated on this server's own database: drop rates, quest money, vendor prices, trainer and repair costs, flight paths. It modelled levellers, raiders, crafters, hoarders, players who quit, bots farming 22 hours a day, and a duplication exploit, over one and three years. The short version of what it found:
- Bots are the whole ballgame. Under plain mint-on-loot (how vanilla works), bots took about 79% of all the money that entered the economy. Monetary policy can't remove bots; it can decide who pays for them.
- A per-wallet daily allowance protects honest players. A limit on how much each wallet can be paid per day kept honest players at 97 to 100% of vanilla rates while cutting each bot to a fraction of what it would farm.
- Quitters are the biggest hidden drain. Players who leave keep their Mithril (it's theirs). After three years, more Mithril sat with players who had stopped playing than with active ones. The Vault has to cover that, which is why it holds 80% of the supply and why its daily budget is a share of what's left.
- A dupe becomes a non-event. With the per-wallet allowance, a simulated duplication of 2,500,000,000 MITH paid the duper 600,000 MITH over two days, and nobody else noticed. Without it, a global cap alone turned the same exploit into a two-week slump for everyone.
The bottom line: players are paid like vanilla, and the Vault adds control: hard, auditable limits that turn bots and exploits from unlimited printing into small, visible leaks, out of a reserve anyone can watch and nobody can sell. See Tokenomics for the split and the proof.
The parameters
All limits live in the program and are enforced onchain. The admin multisig can tune them inside ceilings compiled into the program; every change is a public event.
| Lever | At launch | What it does |
|---|---|---|
| Supply | 20,000,000,000 MITH, fixed | Minted once; the mint authority is removed right after. |
| Per-wallet daily allowance | 2,000,000 MITH per UTC day | Payouts above it wait as pending Mithril (see Onchain mechanics). |
| Realm payout budget | 2% of the Vault per 24 hours (ceiling 10%) | When requests exceed it, payouts are shared pro rata. |
| Circuit breaker | 5x the trailing hourly average, floor 50,000,000 MITH an hour | Pauses payouts until a person checks. |
| Transfer fee | none | MITH moves between players and wallets for free. |
| Sinks | Back to the Vault | Except Cartel purchases while the Vault holds more than 50% of its start: burned in full above 75%, partly between 75% and 50%. See the Cartel burn. |
| Withdrawal | Any amount, one free withdrawal per wallet every 15 minutes | See Withdraw and deposit. |
The simulation recommended a tighter allowance of 300,000 MITH per day. Launch uses a more generous 2,000,000 MITH, about 35 hours of grinding at level 60, so no person playing normally ever meets it; limits get tighter only if bots or a very large population show up.
What was studied and left out
- Minting new MITH over time. It keeps payouts at vanilla rates for very large populations, but it means someone holds a mint. We chose a fixed supply, so nobody, including us, can ever print MITH.
- A price controller that trims mob coin drops when auction prices run hot. In the simulation it was a weak lever and fragile with bots around.
- Decay of idle balances. It recycles quitters' Mithril, but a third of it came from players who later return, and onchain it needs an authority that can move anyone's tokens. Off, for good.
- Burning every sink. With a fixed supply, burning repairs and training too would drain the Vault that pays everyone's loot. Only Cartel purchases are burned, and only while the Vault can spare them.
Price
MITH doesn't trade anywhere yet, and this site shows no price until it really does. If you see MITH for sale before the contract address is published here, it isn't ours.