Gold in World of Warcraft: Midnight works a bit like a household budget. A level-capped character does not just earn it; a raider or Mythic+ player spends it every week, often without tracking where it goes. The bill comes from many small lines: potions and food, repairs after a progression night, enchants on a new drop, a crafting order for a better piece. Season 2 and patch 12.1.5 The Promise of Tomorrow, released on 13 October 2026 in North America and 14 October in Europe, added a few new lines on top.
How players cover the bill varies. Most farm, gather or trade on the auction house. Some use the WoW Token, the route Blizzard itself runs, and some look to third-party sellers to buy wow gold. Whatever the source, it helps to know where the gold goes before deciding how much you actually need.
This article breaks endgame spending into categories and explains which ones grow with the type of play you do.
Consumables: the steady weekly cost
Consumables are the biggest recurring expense for most raiders. A progression night calls for flasks or phials, food, combat potions and healing potions, and most guilds expect a full set on every pull of a boss they have not killed. Every wipe uses up some of that supply.
Mythic+ players spend differently. Each key is shorter, but players run many more of them, and pushing keys with Fortified or Tyrannical active from +7, and both from +10, makes potions and food expected rather than optional. Over a week, a dedicated key pusher can spend as much on consumables as a raider.
Players who do both raid and run keys pay twice. That is common in the weeks after a new patch, when people chase Vault slots from Mythic+ and raid loot at the same time, and it is usually when consumable spending is at its highest.
Repairs: the cost of wiping
Repairs scale directly with deaths. A farm night costs little; learning a new boss costs much more. The early weeks of a tier and the first nights on a new raid such as The Unbinding of Kith’ix are when repair bills peak. High Mythic+ keys add to it, since Xal’atath’s Guile from +12 makes deaths cost time as well as durability.
Many guilds cover repairs from the guild bank during progression. If yours does not, it is worth budgeting for them the same way as consumables.
The new Sporebearer Fungal Strider carries a repair NPC by default, which makes repairing easier in the field, but it does not make repairs cheaper. The durability cost is the same; only the walk to a vendor disappears.
Enchants and gems: paid once per item
Every new piece of gear needs enchants, and some need gems. These are one-off costs, but they come in bursts. When a new raid opens or a large upgrade arrives, players replace several items at once and pay for all the enchants together.
The week of 20 October is one of those bursts. With Ascendant Venomstones unlocking and the crest cap removed, players will push weapons, trinkets and necklaces higher, and some of those slots carry enchants or gems that need replacing on new items.
Crafting orders: the largest single purchases
Crafted gear is often the most expensive single item a player buys. You pay for materials, sometimes for reagents of a higher quality, and usually a commission to the crafter. The 12.1.5 changes make crafted items more relevant: a maximum-quality crafted item is eligible for the Ascendant Venomstone upgrade, the same as a fully upgraded Hero or Myth weapon, trinket or necklace.
That puts crafted gear into the same planning as raid loot. A player who expects to keep a crafted trinket or weapon for the rest of the season may decide it is worth paying for maximum quality, since a lower-quality version does not qualify for the stones. Crafting costs also tend to rise around big upgrade weeks, when many players place orders at once.
Voidcores and housing: the newer lines
From the week of 6 October, the vendor Orin Straylight sells one extra Nebulous Voidcore per week, used as a bonus roll. It can be bought for gold, Voidlight Marl or Veteran Mistcrests. For players who choose gold, it turns into another fixed weekly cost, small in isolation but steady over the season.
Player housing is an optional spending category, and 12.1.5 made it cheaper in some ways and more tempting in others. Crafted decor from older professions became cheaper, new decor vendors arrived, and blueprint export and floor keybinds make decorating easier. Players who enjoy housing tend to spend more as the tools improve, not less.
Where the money goes, by type of player
|
Category |
Raider |
Mythic+ player |
How often |
|
Consumables |
High on progression nights |
High when pushing keys |
Weekly |
|
Repairs |
Peaks during new bosses |
Rises with key level |
Weekly |
|
Enchants and gems |
Bursts with new tiers |
Bursts with Vault upgrades |
Per item |
|
Crafting orders |
Occasional, large |
Occasional, large |
Per item |
|
Weekly Voidcore (for gold) |
Optional |
Optional |
Weekly from 6 Oct |
|
Housing decor |
Optional |
Optional |
Player choice |
The big-ticket items in 12.1.5
On top of the running costs, 12.1.5 introduced the largest optional purchase of the season, the Sporebearer Fungal Strider vendor mount in Harandar. It is one of the few items in the patch with a published gold price; the NPC add-on figures are approximate as reported:
|
Item |
Gold price |
|
Sporebearer Fungal Strider (mailbox and repair NPCs) |
5,000,000 |
|
Optional auctioneer NPC |
about 1,500,000 |
|
Optional transmogrifier NPC |
about 500,000 |
Only two NPCs can be active at once, and the mount is sold only until Midnight ends.
The WoW Token gives a useful sense of the value of gold. In the first half of October, it sat at about 284,000 gold in the US and about 412,000 in Europe on Blizzard’s API, roughly 8 to 10 percent higher than in July, with a jump after around 20 September. At those prices, the mount alone equals many Tokens, which shows how far it sits above normal weekly spending.
Keeping the budget under control
A few habits keep the weekly bill manageable:
- Separate fixed and burst costs. Consumables and repairs repeat weekly; enchants and crafting arrive with new gear. Plan for both.
- Use the guild bank where it exists. Many guilds supply consumables or repairs for progression.
- Do not enchant items you will replace soon. A cheaper enchant on a temporary item saves gold for the one you keep.
- Treat housing and mounts as goals, not running costs. They are worth saving for separately.
Endgame in Midnight is not cheap, but most of the cost is predictable. Players who know their categories can farm or trade toward a target instead of reacting to a short balance before raid night.

