the gluebook
EarningView .md

What Is Worth Holding

Everything in the world is bounded, so everything has some worth. But some things are worth much more than others, and it pays to know which before you sell.

Horse shit is the premium material

This surprises people, so it goes first. Horse shit is the base of every brick, three per brick, and bricks are every stable, every room, every kiln, every black market shop, and every day of stable upkeep forever after.

And it is the one material you cannot gather. Its nodes were retired on 15 August 2026. There are exactly two faucets left, a built stable and the activity bar, and the bar is capped at 20 a day per wallet. That makes it the tightest input in the world by a distance: a 6x6 stable is 240 bricks, which is 720 horse shit, which is 36 days of a maxed free bar.

Its two brick partners are much easier. Straw and water are renewable at nodes and regrow at 20 an hour. If you are pricing a brick, price the shit.

Bone is the gear economy

Bone is in the best weapon, the best armour, six of the ten charms, every charm fuse, the saddle, the strongest potion and the human soul's throwing arm. No node gives it. It comes off kills, and out of the kiln two fishbone at a time, against a ceiling of 9,000 held at once.

That ceiling is the interesting part. While the world is holding 9,000 bone, nobody's kill drops any. So bone's price is not really about how many people are hunting: it is about how fast people are spending.

The four that never come back

Seven materials regrow. Four do not, and those are the only genuinely irreplaceable things in the world:

Material What it gates Bound
Keystone building a 12x12 stable, 1 needed 1,500, all of it on Knacker's Pass
Iron fittings building a 10x10 (4) and a 12x12 (6), and every black market shop (10) 3,800, across the seven grounds that drop them
Fishbone the only route to new bone besides a kill 4,000, all of it in the Ocean
Frozen sap the Frozen Long Sword, 19 a forge 12,000, all of it on Knacker's Pass

None of the four has a vendor floor, so no vendor will buy any of them and the only price they have is one a player pays. When a ground's share runs out, the drop stops appearing there and never resumes. See Scarcity and the Cap.

Land is the one thing that pays rent

A claimed plot with a stable on it is the closest thing to lasting wealth in the world. It recalls you home, keeps a 40 slot stash death cannot reach, carries the ride, and produces horse shit day and night whether you are online or not. That production is the only passive income in the game.

It is also the only asset with carrying costs. A stable eats 1 to 4 bricks a day, and one left starved stops producing. And ground nobody visits does not stay yours forever: fourteen days away and the world lists it at auction.

There is a real amount of it. Seventy five lots are carved into the Field. Sixty four are open, and the other eleven sit in reserve, unlocking one at a time as new players reach level 8. So land is scarce, but it is not fixed: it grows with the playerbase and never faster. See New Land.

The gloo you pay to claim goes to the treasury and never comes back. What you can get back is the price somebody else will pay: the land sale board trades claimed plots whole, stable and all.

What does not hold value

Worth saying plainly, because people learn it the expensive way.

  • A pile of common material. Sap, straw, hide and scrap all regrow, and a ceiling means a big hoard is exactly the thing that stops everyone else producing until it is spent. Hoarding a renewable does not make it rarer. It makes it stuck.
  • Anything sitting in a stash you never visit. Leave the world four days and stored material starts leaking back, at a rate that grows the longer you are gone.
  • Rolled gear you are not wearing. It only sells at the black market player shops, one listing at a time, and there is no order book to lean on for a price.

Read the supply, not the hype

You never have to guess. The limits window shows every live bound against you and how full the world is on each material, and from level 5 the world view globe in the corner shows the whole picture at once. The Exchange charts show what people are actually paying.

When something is genuinely scarce, those readouts say so before the chat does.

The honest note

This is a game, and none of it is investment advice. Things are worth holding because they are useful in a world worth playing in, not because anything is promised to go up. Play it like a game.