Economy Guides  /  League age

How League Age Changes Item Prices

The same item on day three and in week six is two different prices, and the gap is usually larger than any difference between two items. Timing is the biggest lever in this economy and the one people plan around least.

Everyone knows prices fall through a league. That much is obvious after one cycle. What is less obvious, and considerably more useful, is that not everything falls, and the things that do fall do not fall together. Four broad categories move on four different schedules, and knowing which one you are holding is worth more than knowing its current price.

Why the arc exists at all

A fresh league starts with a population and no items. Demand arrives instantly — everyone wants gear on day one — while supply has to be generated by people playing. That mismatch is the entire mechanism.

Prices peak when the mismatch is largest, which is the first few days, and fall as supply catches up. Where it gets interesting is that different items have their supply catch up at different rates, and some have their demand arrive late rather than early.

A price is a snapshot of a race between supply and demand. Knowing who is currently winning tells you more than the number does.

Four categories, four different curves

Relative price across a league Illustrative shapes, not data
Levelling gearPeaks day one · worthless by week two
Chase uniquesPeaks day one · long floor · late lift
Endgame crafting materialsPeaks weeks three to five
Divine against the base currencyClimbs all league · rarely reverses

The important thing in that chart is not any individual line. It is that two of them peak at the start and two do not, which means "sell early" is correct advice for half of what you own and expensive advice for the other half.

Levelling gear Peaks day 1

The steepest curve in the game. Every player is levelling simultaneously in the first days, so demand is at its absolute maximum while almost nothing exists. Within two weeks the same items are unsellable, because everyone who wanted one has one and nobody new is levelling.

This is the only category where day-one selling genuinely beats everything else, and by an enormous margin. An item worth several divine on launch weekend is frequently worth nothing recognisable by week three.

Chase uniques Peaks day 1

Also peaks immediately, but the fall is shallower and the floor is much higher. Supply is restricted by drop rates or specific content, so it never becomes abundant — it just becomes obtainable.

The distinctive feature is the late-league lift. As players stop farming, supply dries up while a residual demand remains, and genuinely scarce items can climb again in the final weeks.

Endgame crafting materials Peaks week 3–5

The counterintuitive one, and the reason "sell early" fails. Demand for these does not exist on day one, because nobody has reached the content that consumes them. It builds as the population arrives at endgame.

Which means holding through the early crash is correct here. Selling crafting materials in week one is selling into the weakest demand they will ever have.

The divine rate Climbs throughout

Not an item, but it governs every price you read. The high-denomination currency generally gets more expensive in base-currency terms as a league progresses, because base currency accumulates steadily while demand for the high one comes from crafting, which increases with wealth.

This is the trap: your stack of base currency can grow all league while your actual purchasing power stands still or falls. The currency guide covers the denomination problem in full.

A rough calendar

Not rules, and not applicable to every item within a category. But if you are unsure what to do with something, this is a defensible default.

Default action by category and phase A starting point, not a rule
Category Days 1–4 Weeks 1–2 Weeks 3–6 Week 7+
Levelling gear Sell now Sell now Too late Too late
Chase uniques Sell Hold Buy Sell
Crafting materials Buy Hold Sell Hold
Your build's gear Wait Wait Buy Buy
Buy Sell Hold or wait

The bottom row is the one most players get wrong. Buying your build in week one is paying peak prices for a character that is not ready to use it, and the same currency in week four buys considerably more. The build cost calculator separates what you genuinely need to start from what can wait.

Two moments the arc reverses

Prices that go up

  • Late-league scarcity. Farming slows before the population fully leaves, so genuinely restricted items can rise while common ones keep sagging. Real, but thin — check listing counts harder than usual, because low volume makes these figures fragile.
  • A patch mid-league. Anything a balance change makes newly desirable jumps immediately and stays there. This is the one moment when a rising line genuinely does carry information, because it has a nameable cause. The price history guide covers how to tell a step from noise.

Working out where you are

You will not always know what day of the league it is, and the phases do not arrive on a fixed schedule anyway. These four observations locate you faster than a calendar.

Are ordinary drops selling instantly at silly prices? You are in the scarcity phase. Sell everything you are not using. Buy nothing you can wait for.
Is everything you look at cheaper than it was yesterday? You are in the flood. Stop selling anything that is not levelling gear, and wait it out.
Have prices stopped moving much day to day? You have reached the settled phase. This is when to buy your build and when a price move actually means something.
Are listing counts falling on things that used to be plentiful? You are into the drift. Supply is drying up. Sell scarce things, and treat thin figures with more suspicion than usual.

That last signal is the most useful and the least watched. Listing counts move before prices do, because supply thins out a while before the displayed figure catches up. Watching the count rather than the value gives you a genuine head start on the phase change.

What this does not mean

None of the above is a trading strategy, and treating it as one is how people lose currency confidently. The arc describes typical behaviour across many items over many leagues. Any individual item can ignore it entirely because a patch changed something, a build went viral, or its supply source moved.

The useful application is narrower and more reliable: knowing which phase you are in tells you how much weight to put on the price in front of you. A thirty percent fall in week one is the calendar. The same fall in week five is information. Reading the two identically is the mistake this page exists to prevent, and it is covered further in common mistakes.