Gold



Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings.

Reliable & unreliable gold
A player's gold is split into reliable gold and unreliable gold. The passive gold income of every player, as well as gold gained from activating bounty runes, is considered reliable gold, while any other source of gold income is considered unreliable gold.

The difference between the two is how each one is spent:
 * Dying only takes away gold from the unreliable gold pool.
 * Buying items uses up the unreliable gold first before falling back to reliable gold.
 * Buyback uses reliable gold first.

Hovering the mouse courser over the gold display in the HUD shows brings up a tooltip showing reliable and unreliable gold totals.

Starting gold
Every hero starts with 600 gold and 3 at the beginning of the game. If the player randoms, they are given a and an  as well. None of these free items can be sold.

Periodic gold
Each player passively receives 1 reliable gold every 0.63 seconds (starting from 0:00 on the game clock), which results in 95 gold every minute.

The following abilities passively grant gold as well

Abilities
A few items and abilities are able to directly grant gold to the player in different ways.

Hero kills
Hero kills grant unreliable gold to the killer. The first hero that is killed in a match gives a bonus 135 unreliable gold to the killer; this is called "First Blood". Bonus gold is also awarded for stopping kill streaks.

When a hero dies to enemy creeps or an enemy tower and has not been damaged by any enemy heroes in the last 20 seconds (regardless of distance between heroes), the kill gold is split among all enemy heroes. When a hero dies to enemy creeps or an enemy tower and has been damaged by only one enemy, that enemy is credited with the kill. When a hero dies to enemy creeps or an enemy tower and has been damaged by two or more enemies, the gold is split equally amongst all heroes that assisted. Damage negation to 0 credits as assist too.

Every time a hero kills an enemy hero, the killer is awarded unreliable gold using the following formula:

120 + (killed hero level × 8) + streak value

Kill Streaks
As a hero accrues multiple kills without dying that player is said to be on a Kill Streak. An additional gold bounty is granted to the player that ends another player's kill streak; this is sometimes called Shutdown Gold. Kill streaks start at 3 kills and increase for each kill up to 10 kills, but do not increase beyond 10 kills.

The streak bounty is given by the following formula:

(kills * 35) - 5; where 3 ≤ kills ≤ 10

The following deaths do not stop kill streaks or count as First Blood:
 * Deaths where the killing blow is dealt by neutral creeps, including Roshan.
 * Deaths where the killing blow is dealt by the dying hero's team.
 * Deaths where the killing blow is dealt by an enemy tower or lane creep, if no enemy heroes damaged them in the last 20 seconds.
 * Deaths which trigger Reincarnation.

Assists (AoE gold)
Allied heroes within 1500 radius of a killed enemy, including the killer, receive experience and unreliable gold if they assisted in the kill. To qualify for an assist, the allied hero either has to be within the given radius of the dying enemy hero, or have damaged or debuffed the enemy hero. Note that the assist counter on the scoreboard only counts assists if the player dealt damage or applied a debuff to the victim, or if they applied a buff to the killer, but gold and experience are awarded independently of the "assist" counter.

The amount of assist gold received is the same for the killer and all assisting heroes. It is calculated using the following formula:

Buildings
When an enemy tower is destroyed, unreliable gold is awarded to each player on your team. The player that got the last hit on the building is credited with destroying it and receives some bonus unreliable gold. If a tower gets denied, both teams get half its team gold bounty. If no player gets the last hit and the tower instead dies to lane creeps, no player gets the extra bonus gold.

Lane creeps
The bounty for normal creeps increases by 1 gold every upgrade cycle (7 minutes 30 seconds), while the bounty for super creeps increases by 1.5 gold every upgrade cycle.

Neutral creeps
When stacking neutral creeps, the stacking player gains gold equal to 40% of whatever the allied player farming the stacked camp gets.

Picking a hero
All players start off with 800 gold. Picking or randoming a hero in any mode costs you 200 gold, leaving you with 600 gold. You lose two gold per second if you have not picked a hero after the selection timer runs out in All Pick.

Items
The main purpose of gold is to purchase items. The player with the most gold is able to buy the most powerful items, and therefore has a very strong hero. The items each player buys depend on their role in the team and many other factors. Items can be sold back to the shop for half the price, unless they are sold within 10 seconds of being bought and their active ability has not yet been used (e.g. or ), in which case they are sold back for the full price.


 * and cannot be sold.
 * cannot sell his due to receiving an additional  clone.
 * cannot be purchased, but can be sold for gold.
 * cannot be purchased, but can be sold for gold.

Dying
Every time a hero dies, they lose Net Worth/40 unreliable gold. Dying does not take away reliable gold.

Abandoning the game
After being disconnected from the game for more than 5 minutes, all of your gold is equally divided between the remaining players on your team, including your 1.67 gold/sec passive gold gain. If 1/2/3/4 players have abandoned, the remaining players receive 2.08/2.78/4.17/8.33 gold/sec. The passive bonus gold gain is restored once you reconnect to the game, but any gold that was distributed is not reimbursed.

Version history
Золото 金钱