Weekly gold income: 2–2.5M, and one figure that won't add
✍️ Alice・愛麗沙
A Korean-server player who clears every weekly on the S1 endgame board banks roughly 2 to 2.5 million gold a week (player arithmetic, medium confidence — nothing here is official). The rows: raid ≈700k, the three Abyss types ≈400k, 뱅가드 (Vanguard, provisional gloss — Korean-server content) ≈300k, field bosses ≈150k, the membership-only job ≈200k, daily login 20k × 7. But these figures do not simply add. Fold in the same body of Korean write-ups’ other claim — abyss holes at ≈200k a day — and the total jumps to 3.29M, far past the benchmark itself, which means they were not measured by the same person in the same week. We are not picking a side on that, and the section below explains why. The number worth memorising, though, is on the spending side: the gold-shop gem box, bought to its daily cap, costs 2.8 million gold a week. A full clear of every weekly cannot fill one shop row’s daily limit. Gold in this game is designed to be permanently scarce.
Update 9/14: Taiwan’s 9/9 patch (update log 3541097) shipped the abyss hole as 通往深淵的黑色坑洞. The Korean “4 runs a day” figure does not transfer as a cap: Taiwan’s official wording is “counted separately from the existing black-hole exploration count; entries unlimited”, gated on one clear of Abyss 入門. So the 200k-a-day contradiction in the third section gains a fourth reading on Taiwan — it may not be a capped row at all. Nobody has yet recorded Taiwan’s gold per run; that is the number to write down. 뱅가드 is still not on Taiwan.
Why read an income table at all
Your own weekly income is not really a calculable quantity: the ceiling is set by the hardest content you can clear, so it moves with your gear, your group, and the patch. Any number attached to it expires.
What is calculable is the shape of the economy once it is fully grown — which rows are the engine, which are loose change, and whether income keeps up with spending. The Korean S1 board is a good place to read that shape, because a full season ran on it and players had time to measure.
| Task | Cadence | Counter scope | Times |
|---|---|---|---|
| 🧵 Life-skill Board | Weekly | Per character | 1 |
| 🐗 Field Boss | Weekly | Per character | 1 |
| 🐉 Raid (Grysbane) | Weekly | Per character | 1 |
| 🌊 Abyss | Weekly | Per character | 3 |
| 🌀 Summoning Ward | Weekly | Per character | 7 |
| 🏆 Boss Last-hit | Weekly | Account-wide | 1 |
| 🛡️ Guild Missions | Weekly | Account-wide | 1 |
Same data as the task tracker; “per character” means an alt gets its own counter, “account-wide” means an alt adds nothing.Tracker
That table is the weekly board by turns and counting scope — which rows reset per character and which are shared across an account. The income table below is denominated in gold. They are two different axes; do not multiply one by the other.
Row by row
Here is the Korean weekly income round-up, expanded. All of it is S1-era player arithmetic at medium confidence; none of it was published by Nexon.
| Row | Gold per week | Character |
|---|---|---|
| Raid | ≈700,000 | Weekly reset, group content |
| Abyss, three types | ≈400,000 (hell-1 ≈70k a run) | 3 runs a week |
| 뱅가드 (Vanguard, provisional) | ≈300,000 (3 × 100k) | Korean-server S1 content |
| Membership-only job | ≈200,000 | Requires the life membership |
| Daily login | ≈140,000 (20k × 7) | No combat power needed |
| Field bosses | ≈150,000 | One main reward per boss per week |
| Total | ≈1,890,000 | — |
1.89M sits just under the low end of the 2–2.5M benchmark. Those two numbers came out of different write-ups and they land close to each other, which is mild corroboration rather than a coincidence to be suspicious of.
Two things are deliberately left out because they are a different kind of number. Raid enchants could be sold at roughly 30k each in that period, and 뱅가드 seals at roughly 50k. Those are market prices, not system payouts. Market prices collapse when supply rises, and counting them as fixed income inflates the budget.
The figure that will not add
This is the part the article exists for.
The same body of Korean material also carries this line: abyss holes, four runs a day, ≈200,000 gold a day. Over a week that is 1,400,000.
Add it to the total above:
1,890,000 + 1,400,000 = 3,290,000
3.29M is thirty to sixty percent above the 2–2.5M benchmark. Both figures come from the same community’s arithmetic, and they contradict each other.
A contradiction like this should be read, not averaged away. There are three plausible explanations, and they point at completely different conclusions:
- The benchmark counted only the weekly board, with abyss holes filed under dailies — in which case the two were never meant to be added, and 2.5M is the weekly-content figure with daily income tracked separately.
- The 200k-a-day figure is a best case rather than an average — all four runs, top difficulty, every day. Most players do not do that.
- The two write-ups describe different patches, and abyss hole rewards were adjusted between them.
We do not choose one, because choosing wrong hands you a fake budget. The practical handling is simple: plan against 2–2.5M as the conservative figure and treat abyss holes as upside, not as line items. A plan that still works when computed on the conservative number is a plan that works.
What the structure says
The proportions outlive the amounts, and they are the part worth carrying:
- The engine is always raid and Abyss. Together they are 58% of endgame income.
- The job and the login bonus are 18% combined — and they are the two rows that ask least of your combat power. That is precisely why a free-to-play income curve flattens in the midgame: the two low-barrier rows are already maxed, and the two high-barrier rows are still out of reach.
- Field bosses are only 8%. Their value is not gold, it is kill-proof tokens and unique weapons. Read them as an income source and you will be disappointed; read them as a materials source and they make sense.
Which also means: of the six rows, only two grow as your character grows. The rest barely respond to progression at all.
Income never catches spending, and that is the design
Put the two sides on one page and the conclusion writes itself.
The gold-tab gem box costs 40,000 gold, capped at 10 a day. Buying out is 400,000 a day — 2,800,000 a week.
Korean endgame weekly income: 2–2.5M One daily-capped shop row, weekly: 2.8M
A player clearing every weekly on the board still cannot fill this single shop row. And that is before rune enhancement, skill modification, alchemy fees, repairs and cooking materials.
This is not a balance failure. Gold is designed to be permanently scarce, and understanding that changes behaviour: since you cannot buy everything, “should I buy the gem box today” stops being a question about whether you have the money and becomes a question of ordering — where your marginal gold should go. Ordering questions have answers. “Not enough money” does not.
Where this leaves you
Do not save for the sake of saving. In an economy where spending permanently exceeds income, hoarding is only rational when you have a target whose price you can look up. What the Korean numbers tell you is that income does grow — to 2–2.5M a week at the endgame — and that the spending side grows faster.
Do: clear the raid and Abyss turns first. They are more than half of income and they are weekly-reset, so unclaimed turns do not roll over. Take the job and login rewards, but do not build a plan on them. Ignore: any use of these amounts as a personal forecast, including every figure on this page — they are structural reference, not a prediction of your week.
Two things would overturn this article:
- A controlled measurement of weekly income taken under stated conditions would demote the whole table above to a comparison set. That is the outcome we would like.
- If the conflict between “abyss holes, 200k a day” and “2–2.5M a week” is resolved — the benchmark is shown to include them, or the 200k is confirmed as a best case — the third section gets rewritten. For now the two numbers stand side by side, and we would rather show you the contradiction than invent a total that looks tidy.