Hello, a couple days ago, I posted a suggestion (which in hindsight is more of a rant), stating my belief that the current tax system is flawed and fails to tackle inflation at a large scale. In this thread, I want to provide some ideas that can serve as a replacement to or coexist with trade market taxes. You can read it here. Anyway, it's obvious inflation is an issue in wynncraft, especially as more and more people gain wealth through naturally playing the game, or through duping. It's impossible for new and old players alike to afford mythics or build-worthy legendaries/fableds without either finding a mythic of their own, or engaging in tedious activities such as lootrunning or professions. There really needs to be a more effective money sink to balance the economy and minimize the damage of duping. Enough of the rant, here are some of my suggestions for money sinks: 1. Vanity Merchants: The simplest and likely the easiest to implement of my ideas, Vanity merchants will sell items at a ridiculously high cost, costing multiple stacks of le to buy. These items should be designed for cosmetic reasons, not combat (with the exception of less combat-oriented IDs like walkspeed). These items can range from armors that provide specific player effects (like the Wynnter Fair rewards), new pets, exclusive weapon skins, and more! To claim non-wearable items such as standalone effects and pets, the player will first buy a token from a merchant. A player must right click on the token to receive their item, where it can be accessed in the Cosmetics Menu like store-bought items are. These tokens and armors can also have their own lore. These items should strictly be untradable. The CT and the developers can certainly utilize their creativity for this, but I have a few examples for items. Spoiler A. Emerald Imp Pet. Lore: A peculiar undead creature, much smaller in size than its zombie brethren. This little one, rather than engaging in combat with mortals, instead hoards stray emeralds of the ground, storing them in a dilapidated booksack. Some rich Gavellian nobles pay heaps of emeralds to capture them as pets. It is unknown what the creature does with its scavenged emeralds. B. Kantyr Mount. Lore: This equestrian creature is one of the many horrors that lurk within the Silent Expanse, believed to be the mutated horses first brought by the ancient miners. However, contrary to other creatures of darkness, Kantyrs have been tamed by the denizens of Lutho, serving as protectors of the town and its obelisk. They are voracious omnivores and are expensive to maintain outside of their "natural" habitat. If kept hungry, they may devour their owner and other mortals. C. Aledar Cart Mount/Pet: It's self explanatory. Lore: Aledar Cart Aledar Cart D. Emerald Trail Set: This set of armor should be light green leather armor, preferably at a similar shade to emeralds. When the full set is worn, the player will leave a green, glimmering particle trail as he walks, in which the start of the trail begins to disappear after 2 seconds which from then on continues to disappear. 2. Housing or Custom Guild Halls: Before y'all start furiously typing your replies, I do understand that any form of housing has little to no chance of ever being implemented. However, if a system like this were to be implemented, I believe that certain elements of such a system should require massive pools of wealth to purchase. For example, a simple shack with a straw bed should be within a normal endgame player's price range, while a grand palace with beautiful furniture should have an exorbitant price, even for players with large sometimes duped pools of wealth. 3. Expand Zhight Island: Do any of you remember Zhight Island? Because I sure did not until writing this thread. It is actually a very cool location, except for the fact that it has no functional use besides a gimmicky minigame and useless prizes. I think its concept can be expanded much further especially because it has the potential to serve as a great money sink. This location can have more useful rewards (some of which should be viable in endgame) as well as multiple new minigames for earning zhight money. Perhaps this can be tied in with the first suggestion, where players can purchase flashy cosmetics as a reward for amassing large amounts of zhight money. If tied in with the first idea, zhight money should be able to function as emeralds in terms of storage. A stack of zhight money can be converted into a Zhight Money Bag, which will act as an equivalent (for storage) to an emerald block. An update to this location would serve to give it relevance outside of quests as well as serve a function within the ingame economy. 4. More Efficient add-on to the Powder Exchange: Suggested down below by @Kiocifer, one method of creating a more efficient emerald sink would be to streamline the process of upgrading powders. There will be a new NPC in the Powder Exchange in Corkus who will be able to convert lower-tier powders in bulk to higher tiers, while also skipping tiers in between. For example, you could bring a whole stack of T3 thunder powders to the new powder NPC and convert that stack to a single T6 thunder powder (at a decently high cost for the purposes of curbing inflation). This would encourage people to keep their lower-tier powders since they no longer have to spend a decade upgrading them to tier 6. Not to mention endgame players are in need of powders for their endgame builds, most would likely be willing to spend some of their money to streamline a very slow process into a fast one. That's all for now folks, and I hope you like my suggestion. Constructive criticism is appreciated!