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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.

6 min readUpdated Oct 14, 2026

One copper, one Mithril

Mithril, ticker MITH, is the server's money as a Solana token.

Peg1 MITH = 1 copper of vanilla's money: what vanilla called a silver is 100 MITH, a gold 10,000 MITH.
Decimals6 on chain, so wallets list MITH as a normal token. In game every amount is a whole number of Mithril, exactly like copper.
StandardToken-2022 (Solana's newer token program) with on-chain metadata. No transfer fee, no freeze authority.
ChainSolana mainnet, with the contract address published on this site at launch.
Supply20,000,000,000 MITH, minted once. See Tokenomics.
Contract addressPublished 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:

ThingVanilla priceIn MITH
[Linen Cloth] to a vendor13 copper13 MITH
A flight path, median6 silver 30 copper630 MITH
Full repair of a level-60 blue setabout 5 gold50,000 MITH
Level-40 riding skill and mount100 gold1,000,000 MITH
Level-60 epic mount1,000 gold10,000,000 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 gameOnchainEffect on supply
Loot, quest reward, selling to a vendorPayout: the Vault to your game vaultnone
Repairs, training, flights, vendor purchases, auction cut, postageSink: your game vault to the Vaultnone
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 playersTransfer: game vault to game vault, no feenone
Withdraw to PhantomTransfer: your game vault to your own walletnone
Deposit from PhantomTransfer: your wallet to your game vaultnone

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.

LeverAt launchWhat it does
Supply20,000,000,000 MITH, fixedMinted once; the mint authority is removed right after.
Per-wallet daily allowance2,000,000 MITH per UTC dayPayouts above it wait as pending Mithril (see Onchain mechanics).
Realm payout budget2% of the Vault per 24 hours (ceiling 10%)When requests exceed it, payouts are shared pro rata.
Circuit breaker5x the trailing hourly average, floor 50,000,000 MITH an hourPauses payouts until a person checks.
Transfer feenoneMITH moves between players and wallets for free.
SinksBack to the VaultExcept 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.
WithdrawalAny amount, one free withdrawal per wallet every 15 minutesSee 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.

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